Daily Punch 7-17-17 Bullet Time feat for Pathfinder

I have a skald and a gunslinger at the same table.  I want the to work together, so let’s lay some ground work for them…

 

 

Bullet Time

When you get mad, the world slows.  Heart beats become minutes, and you stead instead of frenzy

Prerequisite(s): rage class feature.

Benefit(s):When you enter a rage, you can choose to either gain the bonus to strength or to dexterity.  The bonus is the same, and changes depending on your level.

Daily Punch 7-5-17 Shadow Bolt Spell for Pathfinder

What if Shadow Evocation and Magic Missile had a baby….

Shadow Bolts

School illusion (shadow) [shadow];   Level bloodrager 1, magus 1, sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Duration instantaneous
Saving Throw Will disbelief ; Spell Resistance yes

DESCRIPTION

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of magic missile.  The spell functions exactly as magic missile casted by a character of your level for all effects and damage except all affected creature can attempt to disbelieve via success on a Will save. Each disbelieving creature takes no damage.  If the spell is  believed, then the target may react as if under magic missile attack, but effects such as the shield spell are expended without stopping the effect.

Daily Punch 7-3-17 Fizzy Bomb discovery for Pathfinder

We’re back from our break.  Let’s get running!

 

Fizzy Bomb

Prerequisite: Alchemist 4

Benefit: The alchemist gains the ability make directional blasting bombs.  When using a bomb, the alchemist can shake the bomb and release the contents in a 15-foot cone with its base at the alchemist feet.  Creatures in the area must make a reflex saving throw to avoid attack with no damage done to any creature that succeeds at its saving throw.

 

Thoughts?

Daily Punch 5-31-17 Lob feat for Pathfinder

u don’t want a long bomb!
Lob

Prerequisite(s): Throw Anything

Benefit(s): Whenever you throw something at a target within one range incriment, you can choose to throw through a number of squares equal to the distence that would normaly be thrown horizontally.  These squares must be conected, at least at a diagonal, and can go over other creatures.  If these squares do not have any cover from any objects or creatures, then any target of the throw does not have cover.


Thoughts?

Daily Punch 5-30-17 Big Boom! discovery for Pathfinder

Plan B is always twice as much gunpowder as plan A!

Big Boom!

Prerequisite(s)Alchemist 8

Benefit: When the alchemist creates a bomb, she can choose to have the damage d6 dice relaced by d12 at the cost of two bombs for one bomb use.  Double all splash damage delt by the bomb as well.  If effects would change the dice to other damage values, double the dice sides as normal following the dice damage progression for larger creatures.

Thoughts?   To powerful?   Just enough?

Daily Punch 5-18-17 Long Distance Healing feat for Pathfinder

Saw a alchemist playing with cure, let’s make that player get some bonuses!

 

Long Distance Healing

Prerequisites: Throw Anything

Benefit: When you use a potion you use a potion of cure light wounds, cure moderate wounds, or cure serious wounds, you can throw the potion at a target with a range of 20 feet.  You must hit AC 10 to hit the target.  Alchemists can use this for any potion they brew that normally has a range of touch.

 

Thoughts?

 

Daily Punch 4-25-17 Skills of the Master spell for Pathfinder 

If a spell can help you stand tall, how about one to knock em’ down!

Skills of the Master

School transmutation; Level bard 1, cleric 1, bloodrager 1, Oracle 1, sorcerer/wizard 1

CASTING

Casting Time swift action
Components V, S

EFFECT

Range touch
Targets creature touched
Duration 1 round/level
Saving Throw Fortitude negates(harmless); Spell Resistance yes


DESCRIPTION

As you touch the target, you infuse it with the accumulated knowledge of the ancient masters imbuing it with abilities far beyond its own.  The target gains a +2 competency bonus to trip attempts and +2 bonus on grapple attempts and checks to pin or maintain the grapple.

Thoughts?