How about a fighter’s fighting style that works like the previous feat?
Nimble
When you start your turn engaged with any number of enemies, you can disengaged as a bonus action.
Thoughts?
How about a fighter’s fighting style that works like the previous feat?
Nimble
When you start your turn engaged with any number of enemies, you can disengaged as a bonus action.
Thoughts?
How about a feat for DnD 5e?
Situation Awareness
You know what around in in the battle field and where all the current threats are. Gain the following:
Thoughts?
Here is a spell I’ve been thinking about for a long time and I want to get it out there to see what people think of it. Why not be able to walk through walls in Shadowrun?
No_Clip
(Physical)___________
Type: P Range: Self Only
Duration: S Drains: F + 4 + Resistance Test for each half meter walked through (see below)
Game Genie
(Physical)___________
Type: P Range: Touch
Duration: S Drains: F + 7 + Resistance Test for each half meter walked through (see below)
The old pixel games had some awesome cheats to them. One of the best was the No_Clip where you could walk through walls. Now you can do that in real life! You can’t walk through any living material and you can’t walk through living earth, but any mundane material could be walk through. You will appear on the other side. The force of the spell must be equal to the number of meters of material you must walk through, and for each half meter of material you attempt to walk through, you must roll the Objects Resistance dice pool and add all hits to the drain value of the spell. Each round you sustain the spell, you must make the Drain roll. No_Clip can only be used on yourself, but Game Genie can be used on a character you touch while you sustain the spell.
How about a quick feat? Something for the caster who loves his spell, but would love them more if they didn’t put him in danger?
Do Unto Others
You are a phenom when it comes to your spells, but you’d like to have them affect more then yourself. Gain the following benefits:
Thoughts?
How about something nice for the warlocks out there….
Prerequisite: 7th level
You can draw power from magic items. If you have a weapon with a magic modifier like a +1 dagger, you can add the weapons magic modifier to your attack rolls for your warlock spells.
Thoughts?
How about a feat to build on Tough? I’m trying to walk the line here between too powerful and not powerful enough.
Brute Endurance
Prerequisite: Tough
You are just a mass of muscle, and for anybody to hurt you they have to cut through it all to hit a vital. Increase your maximum hit point total equal to 1/2 your Strength modifier, rounded up, for each level you have. When you gain a level or increase your Strength modifier, increase your maximum hit point total again.
Thoughts?
How about a reaction or bonus action cantrip?
Snuff
Abjuration cantrip
Casting Time: bonus action or reaction
Range: 30 feet
Components: S
Duration: Instantaneous
You snuff out a fire no bigger than 5 feet square. If the fire is non-magical, then the fire instantly goes out. If the fire is magical and from a spell higher then level zero, then this spell has no effect. If a character is on fire and a saving throw can end the effect, then the character gets another saving throw regardless of the spell level causing the fire effect.
Thoughts?
Product-Pathfinder Society Scenario #7–14—Faithless and Forgotten, Part 1: Let Bygones Be
System-Pathfinder
Producer– Paizo
Price– $4.00 here
TL; DR-Instantly one of my favorites! 97%

Basics-Cheliax is back! This Pathfinder scenario is the start of renewed relations with Cheliax as the Pathfinders move from the shadows and are asked to investigate a few choice locations in the country. However, along the way you find that not is all it seems as you have to deal with an oppressive dictator, unfriendly towns people, and horrors from days gone by that have subsisted on the most foul of meats. Will you survive the horrors of town and the horror long forgotten?
Mechanics or Crunch-This adventure hits all their right marks for a PFS adventure-exploration, social challenges, problem solving(non-fighting),and problem solving(fighting!). Every character gets a chance to be awesome in this one as you can simple fight everything everywhere as a way to win, but if you think your way through the problems, you can find some awesome solutions that are rewarded. The fights that are here are all balanced and felt fun with enough threats to keep the players interested but not enough challenge to destroy the level 1 party. The social still has the Pathfinder problem of “fail by 1, no help” that all Pathfinder adventures will always have, but overall it’s a blast to play that is well balanced for any party. 5/5
Theme or Fluff-This adventure has the feel of a Cheliax adventure, but does have a slight problem with the end. Overall the part of the scenario that takes place in town feels like a town adventure where you must help the townspeople survive in their dictatorship. The rural exploration is fun, as you get to interact with some often unused monsters. The end boss is a bit strange. It makes sense for the DM who gets to read the behind the scenes bit of the adventure, but most adventurers might not see that and will be a bit confused. Overall it’s fun as the left hand turn parts don’t distract from the great story. 4.75/5
Execution– I like how Paizo prepares their modules, but I’ve also become a little estranged from theme as well. I like that they now place stat blocks at the back of the adventure, so I don’t have to have almost 10 books open to run the game. However, I’d like a little more consistency with that. The main NPCs get stat blocks in the text, while the rest of the monsters are at the end of the adventure. That’s a pain to flip through, so I would prefer to just have all the encounters together in a clump at the end or put them together throughout. That’s my only real complaint about these adventures though. I love how Paizo puts together their stories, so this one is no different. 4.75/5
Summary-Everybody loves to hate on Cheliax, but it’s always fun to play there. Throwing the halfling bard to the Order of the Rack wolves is always a great way to start some roleplaying as well as draw the player’s interest deeper into the game. I love what I’m seeing here, and I think I most players will as well. This isn’t a perfect adventure as the ending is a bit strange, and I’d like some minor format changes. But taken together, this is one of my favorite adventures from this year. 97%
One more Shadowrun 5e quality that I’ve been kicking around in my head…
A WINRAR IS YOU with your 1337 skills. When you perform a data spike action, instead of each mark increasing the damage value by 2, each mark increases your damage value by 3.
Thoughts?
How about more love for the astral?
You are a master of astral combat with the ability to dish it out and take the hard hits to your soul. When you roll damage resistance while in astral, double your willpower when determining your dice pool.
Thoughts?