Daily Punch 10-11-16 Sword Sorcerer master path for Shadow of the Demon Lord

Ok, let’s get back into it!  This week we will kick off with some Shadow of the Demon Lord.  I want a swordmage in SotDL, so let’s make that happen!

 

Sword Sorcerer

Sword Sorcerers dance the line between magic and steel using steel where most mages would use a wand and magic where most warriors would use a blade.  The sword sorcerer is a master of magic and metal tying spells to the blade creating devastating strikes that hit two-fold.  Much like all power, this comes with a cost.

Level 7 Sword Sorcerer

Attributes Increase three by 1 each

Characteristics Health +5, Power +1

Language and Professions You can speak another language or add a profession.

Magic You discover one tradition or learn one spell

Magic Blade When you make a melee attack with a weapon, you can also expend a casting of a spell whose rank cannot exceed more than half your Power and that effects a single creature regardless of range on the attack as part of the attack.  If you do, you gain 1 boon on the attack roll.  If the attack is successful, the weapon deals damage as normal and the spell is successfully cast against the target regardless of the type of attack that normally occurs int he spell.  If you fail the attack roll, spell is expended.

Spells that target up to multiple targets only hit one target.  Spells that have effect are negated by attacking a target still occur and the next attack against the target cause the effect.

Weapon attacks and talents that would strike multiple targets may only target one target with the Magic Blade talent, while other creatures may be struck at normal.

Level 10 Sword Sorcerer

Characteristics Health +5

Magic You learn one spell

Greater Magic Blade When you use the Magic Blade talent, you can expend a casting of a spell of any rank you have learned.

Daily Punch 10-1-16 Summon Ooze spell for Pathfinder

Here is one that took a bit to get going.  Let’s summon Ooze in Pathfinder!

 

Summon Ooze I

School conjuration (summoning) [see text]; Level antipaladin 1, bard 1, cleric/oracle 1,sorcerer/wizard 1, summoner/unchained summoner 1, witch 1

CASTING

Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons an ooze. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list onTable: Summon Ooze. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

Summon Ooze II

School conjuration (summoning); Level antipaladin 2, bard 2, cleric/oracle 2,sorcerer/wizard 2, summoner/unchained summoner 2, witch 2;

This spell functions like summon ooze I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

Summon Ooze III

School conjuration (summoning); Level antipaladin 3, bard 3, cleric/oracle 3,sorcerer/wizard 3, witch 3

This spell functions like summon ooze I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

Summon Ooze IV

School conjuration (summoning); Level antipaladin 4, bard 4, cleric/oracle 4,sorcerer/wizard 4, summoner/unchained summoner 3, witch 4;

This spell functions like summon ooze I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Ooze V

School conjuration (summoning); Level bard 5, cleric/oracle 5, sorcerer/wizard 5,summonerunchained summoner 4, witch 5;

This spell functions like summon ooze I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Ooze VI

School conjuration (summoning); Level bard 6, cleric/oracle 6, sorcerer/wizard 6,unchained summoner 5, witch 6

This spell functions like summon ooze I, except that you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Ooze VII

School conjuration (summoning); Level cleric/oracle 7, sorcerer/wizard 7,summoner 5, unchained summoner 6, witch 7

This spell functions like summon ooze I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Ooze VIII

School conjuration (summoning); Level cleric/oracle 8, sorcerer/wizard 8,summoner 6, witch 8

This spell functions like summon ooze I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Ooze IX

School conjuration (summoning); Level cleric/oracle 9, sorcerer/wizard 9, witch 9

This spell functions like summon ooze I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

 

Summon Ooze 1 Summon Ooze 2 Summon Ooze 3 Summon Ooze 4 Summon Ooze 5 Summon Ooze 6 Summon Ooze 7 Summon Ooze 8 Summon Ooze 9
Phlegmatic Ooze Swarm Giant Amoeba Diger freezing flow Doopeldrek Cerebic Cyst Colour out of space Copacitor Ooze Bog Scum
Sanguine Ooze Swarm Boilborn Gelatinous Orb Gelatinous Cube ectoplasm Mustard Jelly Living Mirage Carniviorous Crystal Ooze Carnivorous Blob
Amber Ooze Tar Jelly Hungry Flesh Globster Brain Ooze Coven Ooze Putrid Ooze Mezlan
Whip Jelly Stun Jelly Ochre Jelly Ebon Ooze Deathtrap Ooze Vespergaunt Gunpowder Ooze
Slim Mold mudbog Living Stone Magma Ooze Entropic Ooze
Garden Ooze Emeral Ooze Hungry Fog Vampiric Ooze Behemoth Pudding
Gray Ooze Emotion Ooze Verdurous Ooze Stone Pudding
Hag Eye ooze Glacial Ooze Black Pudding Tyrant Jelly
Mercury Ooze Metallic ooze Brown Pudding
Slithering Tracker Undead Ooze Dun Pudding
Blood Pudding Shard Slag
White Pudding trapper
Roiling Oil
Sea Scourge
Tear of Buring Flame

 

Daily Punch 9-14-16 Bend the Blade ki feature for DnD 5e

How about one in the same vain as Crack the Shell for but weapons?

Bend the Blade

You can spend 1 ki point after you make an strike that hits to attempt to break a foes weapons, hands, or claws.  The attacked creature must make a Strength saving throw or take a -2 penalty to one of its weapons.  A creature may only be under one of this effect at a time.  The creature can have its weapon repaired normally, through the use of a mending spell, or in the case of natural weapon have a healing spell cast upon it.  A foe can pick up an identical copy of this weapon and be free of this penalty as well.

Daily Punch 9-13-16 Crack the Shell ki feature for DnD 5e

I like the idea of playing with AC.  Let’s see if I can keep that going in 5e

 

 

Crack the Shell

You can spend 1 ki point after you make an strike that hits to attempt to sunder the foes armor.  The attacked creature must make a Constitution saving throw or have its AC reduced by 2.  A creature may only be under one of this effect at a time.  The creature can have its armor repaired normally, through the use of a mending spell, or in the case of natural armor have a healing spell cast upon it.

 

Thoughts?

Daily Punch 9-12-16 Crack the Shell feat for Pathfinder

How about a way to take down armor as a monk in Pathfinder?

 

Crack the Shell (Combat)

Prerequisites: Improved Unarmed Strike, Ki pool class feature, Wis 13

Benefit: You learn how to channel your ki into the armor of another to devastating effect.  When you make an unarmed strike, you may declare you are using this feat and may spend up to 1 ki point per three character levels.  If you  successfully strike the target and the target takes damage from the blow and the creature must attempt a Fortitude saving throw (DC 10 + 1/2 the character’s level + the character’s Wis modifier).  On a failure the armor takes damage equal 5 times the ki points spent.  If the saving throw is successful, the target’s armor is unaffected.  Creatures with natural armor  have the bonus from their natural armor reduced by the number of ki points, up to to the natural armor bonus.  After a week of natural rest or healing magic the natural armor bonus returns.  If the target as multiple armor bonuses from natural and artificial armor, you may choose which one to attack.

 

Thoughts?

Ring Side Report- RPG Review of Torment: Tides of Numenera-The Explorer’s Guide

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ProductTorment: Tides of Numenera-The Explorer’s Guide

System-Numenera

Producer-Monte Cook Games

Price– $40.00 here https://www.amazon.com/Torment-Tides-Numenera-Explorer/dp/193997951X/ref=sr_1_fkmr0_1?ie=UTF8&qid=1473811918&sr=8-1-fkmr0&keywords=Torment%3A+Tides+of+Numenera+-+The+Explorer%27s+Guide

TL; DR-What I want in a video game tie in book. 97%

Basics– Are you excited about Torment, the computer game?  Do you want to run your Torment Numenera tabletop game?  Torment:Tides of Numenera-The Explorer’s Guide would best be described as the “companion” book based on the video game for the Numenera tabletop RPG.  It’s  DEFINITELY NOT a strategy guide, but it does have new mechanics and world building so you can play the compute game at your table.

Mechanics or Crunch-This might be the weakest part of the book, but that’s like finding a single spelling error in a classic book.  What’s here is good.  It’s new, it’s fun, and it’s well done.  There are the expected things to help build out the blanking blank who blanks as well as cyphers and artifacts, but there is also a whole new social interaction system built on how the characters act.  It’s a small thing as it doesn’t need to be added, but it’s something GMs can make as big or as small as they like.  My one complaint is there isn’t more blanking blank who blanks options.  It’s minor though. The system doesn’t need a book of feats as much as it needs flavor. 4.5/5

 

Theme or Fluff-There might be more in this book about one small section of the world than there was in the core book.  I am absolutely serious.  I love the depth put in this book.  The small piece of the world that the game covers get’s a massive world building.  Here is the rub-as a GM for the game, you will have all the information you need.  As a players, there might be almost too much as it could spoil the game or even the video game.  That…is the proper amount of information for me to run an RPG.  I kickstarted the video game, but my wife and I are more excited to get this to the table with our Cypher group.  5/5

Execution-Cypher system has the best use of space of any RPG I’ve read.  You describe a fearsome adversary in the text, and the stats are less than a tweet in a sidebar.  Describe the use of a little used rule in the text, and a sidebar lists where the rule is in the core book.  MORE COMPANIES NEED TO DO THIS!  As for the layout, its great.  Few pages have too much text, but there is enough art, either hand drawn or game images, to balance out the reading.  I loved reading this book. 5/5

Summary– I was asked to review this book, but give the direct warning that “this is not a strategy guide.”  that is absolutely true, but what this book is amazing.  It’s full of crunch, fluff, and is well made.  I get new mechanics to play in a new part of the world.  I love everything about this book.  My one problem is I want more.  If there were a bit more character options, I’d be in heaven.  If you’re getting the video game, if you love the cypher system, or if you just want a well done splat book for Numenera, don’t pass this up.   97%

Daily Punch 9-9-16 Dissolving Touch spell for Pathfinder

How about more fun with acid in Pathfinder?

Dissolving Touch

School conjuration (creation) [acid]; Level bloodrager 1, magus 1,sorcerer/ wizard 1, summoner/unchained summoner 1

CASTING

Casting Time 1 standard action
Components V, S, M(a glob of eel slime)

EFFECT

Range touch
Target object touched
Duration instantaneous
Saving Throw yes; Spell Resistance yes

You cover your hands in a slime that dissolves objects.  You can touch 1 object per two caster levels (minimum 1, maximum 5 objects).  That object must make a Fortitude saving throw.   If the target fails its Fortitude Saving Throw, it gains the broken condition. If cast on a broken item, that item is destroyed on a failed save.  Constructs are not affected by this spell.

Daily Punch 9-8-16 Summon Ooze Spell for DnD 5e

ED CONTINUES TO DEMAND MORE OOZES!  Also, how about a slightly different way to summon.  I think conjurers (conjuration based wizards) need to keep up with Druids.  Let’s make that happen!

 

Summon Ooze

2th-level conjuration

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a 1-ounce glass jar of acid)

Duration: Concentration, up to 1 hour

You call forth an ooze servant. An ooze of challenge rating 1/2 or lower to appears in an unoccupied space within 10 feet of a point in range.

The ooze disappears when it drops to 0 hit points or when the spell ends.

The ooze is friendly to you and your companions for the duration. Roll initiative for the ooze, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ooze, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the ooze doesn’t disappear. Instead, you lose control of the ooze, it becomes hostile toward you and your companions, and it might attack. An uncontrolled ooze can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the ooze’s statistics.

At Higher Levels: When you cast this spell using a spell slot of 3th level or higher, increase the challenge rating of the summoned ooze to 1 if you use a 3rd level spell slot and by 1 thereafter for each slot level above 3th.