Daily Punch 5-30 and 5-31

Its been a bit, so here is a longer entry for DnD Next  how about a new speciality one only for rogues who want more fun for sneak attack.

 

Death Dealer

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Other may focus on helping their friends, some focus on feats of strengh, and a few focus on understanding the world.  You just want to see things die.  No murcy, no quarter, just death.

Death Dealers arize from several area, all of them ussaly with sad backrounds.  Beaten, starved, or born mean, no one things makes a death dealer.  They how and why are not important.  All that matters is something in in your way and you will end it.

Level 1: Sneak Attack Basics

Level 3: Sneak Attack Intermediate

Level 6:Sneak Attack Journeyman

Level 9:Sneak Attack Master

Sneak Attack Basics

Martial Feat

You train yourself to hit your target hard

Prerequisite: 1d6 sneak attack

Benefit: When you attack with sneak attack and roll its damage dice, roll an extra die of the same type, drop the lowest roll, and then add up the damage.

Sneak Attack Intermediate

Martial Feat

Your continued training really begins to cripple your targets.

Prerequisite: Sneak Attack Basics

Benefit: When you attack with sneak attack and roll its damage dice, roll an extra two dice of the same type for up to two dice, drop the lowest two rolls, and then add up the damage.  In addition, you gain a +1 bonus to attack rolls that when you perform a sneak attack.

 

Sneak Attack Journeyman

Martial Feat

You have almost perfected the technique of crippling your enemies from the shadows.

Prerequisite: Sneak Attack Intermediate

Benefit: When you attack with sneak attack and roll its damage dice, roll an extra three dice of the same type, drop the lowest three rolls, and then add up the damage.  In addition, any enemy hit with a sneak attack now takes a -1 penalty to all d20 rolls until they make a constitution save equal to 10+your dex modifier at the end of your turn.

Sneak Attack Master

Martial Feat

You are death incarnate.

Prerequisite: Sneak Attack Journeyman

Benefit: When you use Sneak Attack Journeyman, you may now roll two more extra dice and use the highest of these dice up to the number of dice you are allowed by your sneak attack class feature.  You may take the feat more then once.  Each time you do, you gain the benefit of rolling two more sneak attack dice.

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Daily punch 5-29-13

One of my favorite things in 4e DnD is the second wind. I liked not needing a healer all the time. How about a feat for pathfinder.

Second Wind-feat-As an standard action once per day, you may regain one quarter of your hit points.

Thoughts?

Daily Punch 5-28-13

How about some more love for DnD Next!

Second Wind

Feat

You have learned how to take a few seconds to refocus yourself in the midst of battle

Benefit-Once per combat, you may spend your whole turn doing nothing.  You do not grant advantage during this turn.  You may spend up to one quarter of your hit dice (minimum 1) as you would out of combat.  After combat you must take a short rest to regain the use of this feat.

 

Thoughts?

Ring Side Report-Doctor Who Card Game by Cubicle 7

I’ve been playing a few games of The Doctor Who Card game by Cubicle 7.  Here is what I think

Mechanics-This game is pretty simple to play and easy to learn.  What makes this game interesting is you don’t get to keep all the cards you are dealt.  You MUST pass a number of cards to the player on your right.  This means you know you will give great cards to your opponents, but you have to by the rules.  Every turn you start with five cards in your hand.  With these cards you have a few options.  You can play location cards that give you points at the end of the game.  You can play enemy cards to attack other players’ locations and gain their points.  You can play heroes to defend locations.  Attack and defense cards are played face down with higher number winning a combat.  This aspect makes both sides gamble to see who will come out on top.  You can play support cards to give effects listed on the cards.  You can discard cards to gain time points that allow you to buy extra cards.  The final option is to place cards in your reserve.  Since the only thing that really ends your turn is handing three cards to the player on your right, reserved cards basically function as extra actions in later turns.  Attacking and defending is a simple  The game runs till you run out of cards or one player has defended five locations or taken over five other players’ locations.  My Thoughts-This is great.  Game runs quick and is easy to learn.  Doesn’t need a whole large back story of Dr. Who to play, but it does make the game more fun to see who fights and think up what episodes that came from.

Theme-The game does reflect the Dr. Who world very well.  Its harder to defend places and save everything while destroying things is much easier to do.  I’ve won two games so far and both victories came from capturing other player locations.  As that’s a theme in the Dr. Who Mythos, it reflects the TV show pretty well.  However, don’t expect any characters from beyond the current seasons with emphasis on the Matt Smith Doctor.  My Thoughts-Good execution of the show on a small scale.  The Mechanics and theme work well together.  I’m pretty much up for this game whenever I get a chance.  I would like to see more Doctor Who enemies and characters, but that might be the realm of other expansions.  There is a free idea Cubicle 7!

Art-The cards are nicely done, but they used a painted art style.  The paintings are semi-realistic.  My Thoughts-I don’t hate the art style, but some of the paintings are juussst slightly off.  You know who it is, but you do a double take when you see them as you think something is up with the character.

My one problem with the game-A major part of this game is handing your hand to another player.  While this sounds simple, I’ve found I’ve become confused a few times.  If there was an insert or a direction of play vs direction of passing card, I would be less confused.  But this is nit picking.

Final Thoughts-Great game!  Go get this.  Its less than $30 on Amazon or in your friendly local game store.  Go give this a try.  If you are a Whovian, then this is a must! 9/10.

Daily Punch 5-23-13

One more feat for DnD Next…

 

Dice Explosion

Feat

You have trained to make your devastating hits even more crushing

Benefit: When you roll maximum damage on a weapon damage roll, you reroll the dice and add the new total to the maximum damage roll.

 

Thoughts?

Daily Punch 5-22-13

More fun from DnD Next

 

Selective Area

Magic Feat

You have trained yourself to avoid your friends why destroying your enemies

Prerequisite:6th Level

Benefit:When you cast an area spell, you may select a number of creatures in the area equal to your spell casting ability score.  These creatures gain advantage on their saves for the spell.

 

Thoughts?

Daily Punch 5-21-13

Let’s get this thing caught up shall we?  How about some more DnD Next fun…

 

Chauntea’s Gift

2nd-Level Abjuration

The goddess’s gift is imbibed by all and the instantly be come as drunk as if they were in her own hall.

Casting Time:1 action

Effect:All living creatures in a 30-foot radius with in 100 feet of my  must make constitution saving throw.  If they fail, the become intoxicated until they make a successful saving throw at the end of their turn.

 

Thoughts?