Daily Punch 3-12-18 Technomancer Adept feat for Starfinder

Well…Pathfinder 2.0! Wow!  It’s going to be a lot like Starfinder, so let’s focus our efforts on playing with the Starfinder rules…

TECHNOMANCER ADEPT

You’ve picked up even more as you play with the electronics of magic.

Prerequisites: Intelligence 15, character level 10th, no levels in technomancer, Technomancer Dabbler.

Benefit: Choose two more 1-level technomancer Spells and one 2nd-level technomancer Spell. You can cast the 1st-level Spells once per day for every 3 character levels you have and the 2nd-level spell once per day for every 6 character levels you have. Your caster level is equal to your character level, and the key ability score for these Spells is Intelligence. If you later gain levels in technomancer, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.

 

Thoughts?

Daily Punch 3-8-18 Bleeder hindrance for Savage Worlds

One last SW idea for a bit.

 

Wanted (Minor or Major)
You bleed…a lot.  Maybe its a week constitution, heck maybe your a hemophiliac.  Who know, but when you get hurt, you REALLY get hurt.
As a minor hindrance, when you are hit with an attack add a 1d2 to the damage roll to see if it beats your toughness.  As a major hindrance, add a 1d4 to the damage roll.  If you are wounded, you bleed much more than normal when hurt, so all tracking you gain a +2 bonus if they use the blood to find you.

 

Thoughts?

Daily Punch 3-6-18 Distracted Advantage feat for DnD 5e

We did it for Pathfinder, so let’s do it for DnD!

 

Distracted Advantage

When they are not looking at you, you spring into action.  Gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • When you attack an enemy that you have advantage against or an enemy that you and an ally are engaged with, you apply double your ability modifier to damage instead of your normal ability modifier.

 

 

Thoughts?

Daily Punch 2-28-18 Redouble Courage feat for Pathfinder

I have players fighting a dragon now.  Some of them want this ability…

 

Redouble Courage

You can shake off the hardest frights in a moment.

Benefit: When you are subject to a Fear effect or the  frightened or shaken condition because you failed a saving throw, you can reroll that saving throw.  You must use the second result, even if it is lower.  If you fail the second saving throw, you cannot use this feat for 24 hours.  If you succeed, you may continue to use this feat until you fail a saving throw.

 

Thoughts?

Daily Punch 2-26-17 Flatfooted hindrance for Savage Worlds

Jumping back into things!  Here is a one that came up at the table for Savage Worlds!

 

Flatfooted [minor or major]

You are slow on the draw.  A minor flatfooted character’s initiative is one number lower that indicated on his or her card.  If this would put a character at one initiative, they must make an agility check or be stunned.  If the character is already stunned and fails the check, they take one nonlethal damage.

A major flatfooted character’s initiative is reduced by one number and one suit.  If the character draws a club, an agility check or be stunned.  If the character is already stunned and fails the roll, they take one nonlethal damage. If this would put a character at one initiative, they must make an agility check or be stunned.  If the character is already stunned and fails the check, they take one nonlethal damage.  A character can be subjected to both these effects with a major hindrance.

 

 

Thoughts?