Played an intro game of Pathfinder, and I saw something the gunslinger needs…
I’m Your Huckleberry(Ex): At 1st level, the gunslinger may double his or her ranks in intimidate for one check while his or her guns are visible by spending one grit point. On a natural 20 for the intimidate check, the gunslinger regains the grit point.
Let’s star this year off with a bit of Starfinder. A quick feat for those who like to get to cover ASAP!
Duck and cover is your life motto!
Benefit:When you take cover, you hid behind it better than most. When you are under cover, you may choose to upgrade the cover by one level based on the chart below.
partial cover->soft cover->cover->improved cover(+8 AC, +4 Ref Save)-> total cover
Been playing Lots of FPSs lately, so lets bring some ideas into the game!
RUN! RUN! RUN! SERPENTINE! SERPENTINE!
you take a move action and move at least two spaces diagonally, you are considered to be under partial cover till the start of your next turn.
Been playing some Starfinder, so let’s roll some of that out!
Danger Close (COMBAT)
Guns work from far away, but that don’t mean they won’t work close!
Prerequisites: Weapon Focus (ranged weapon).
Benefit: The ranged weapon chosen for Weapon Focus gains an additional +1 bonus to attack rolls when used in an area threatened by a enemy.
I want one more level 7 druid spell. Here we go!
Beasts of the Field
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
With an ululating cry, you summon from around you two beast , magical or otherwise, appropriate to the terrain you are in of challenge rating 7 or lower. These are not conjurations, but real beasts from the area.
The beasts are friendly to you and your companions for the duration. Roll initiative for the creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you), as long as they don’t violate their alignment. If you don’t issue any commands to the beasts, they defends themselves from hostile creatures but otherwise takes no actions.
If your concentration is broken, the creatures don’t disappear. Instead, you lose control of the beasts, they becomes indifferent toward you and your companions, and it might attack. An uncontrolled creature can’t be dismissed by you, and it leaves 1 minute after you summoned it.
Here is a quick one for today.
You are built long a bull. Gain the following benefits:
- Gain +1 to Constitution.
- You gain a +1 bonus to all Constitution saving throws.
- Three times per day, when you fail a Constitution saving throw to maintain concentration, you may retry the concentration throw. You must accept the second result.
I have a guy who wants to teleport and only do that. I think that sounds like an awesome descriptor if you just want to do a bit of it and it stays local.
For some reason, you can teleport across space. You don’t go far, but far enough to get out of trouble. It comes with a cost, but sometimes its one you’re willing to pay!
Trained: +2 to your Intellect pool.
Ability: Teleport(2 Intellect points): As an action, you can teleport a short distance. You have to see where you are teleporting. You simple move across the distance in the blink of an eye.
Choose one of the following as a connection to the starting adventure:
- You’ve always wanted to understand your gift, so you’ve struck out across the world to use it.
- You wonder where your gift comes from, and now you’re going out to find it.
- You’ve gained this gift at a cost, and now the cost is going out to do a favor.
- You like starting trouble and getting far away from it, and now its time to use that gift to get out of trouble by leaving the area!