Daily Punch 9-25-12

Its time for a Shadowrun Combo!  Two penalties for the price of one!

Old Injuries:  -10 to -30, for every ten points of penalty you take, reduce your number of physical hit boxes by one.

Easily Winded:  -5 to -35, for every five points of penalty you take, reduce your number of stun boxes by one.

Monday Combo 9-24-12

I’ve been watching some players and I think its time for some Pathfinder Feats

Agile Charge; Feat, Combat:  you may charge over difficult terrain as long as you have the movement for the charge.

Broken Charge; Feat, Combat; requires Agile Charge and +4BAB:  You may charge at a distance equal to your move after a normal move as a standard action.  You take the normal penalties to this charge.

Quick Charge; Feat; Combat; requires Broken Charge and +8 BAB:  You may charge at a distance of only 5 ft from an enemy.  You only receive a +1 to the attack but still take the normal penalty to defense.

Broken or should have been built into the system?  Thoughts?

Daily Punch 9-20-12

I’ve been tooling around with ideas in my head about what to call these things, and from now on, daily posts are called the “The Daily Punch” and my Monday dumps will be called “The Weekly Combo”.  I might start doing some small things throughout the week, and I’ve got some ideas about that.

So for the first Punch, let’s look at the Drow and what I saw last night.  How about using feats in 4e to replace some powers with others, a la channel divinity?

Clinging Darkness-Feat-Required a arcane or divine power source-In stead of your cloud of darkness, you may instead use the Clinging Darkness power

Clinging Darkness

Darkness clings to your enemy and prevents them from seeing you while allowing you and your allies to move in for the kill.

Encounter;  Arcane or Divine; implement

Minor Action

Target: One creature in burst 1

Highest ability vs. REF

Hit: target is blinded (save ends)

Ok gang, thoughts?

Daily Post 9-19-12

Its time for another post and today has to deal with hybrids….

Cross training-Feat:  Select one power you know; that power becomes a power for another class as well as the class it was originally part of, but does not change the power source of the power.  This feat may be taken multiple times.

There are some great combos out there that are limited by the class a power comes from.  Thoughts?

Monday DUMP 9-17-12

It’s that time again!  This goes out to my ranged ranger Beastmasters out there…

Ranged Hunter

Beast Action (11th Level): When you spend an action point to take an extra action, your beast companion marks one enemy in burst 5.

Hunters Targeting (11th Level): When your beast companion hits an enemy that you attacked with a range attack this turn or last turn, your beast companion does +2 damage (+4 at 21st level).

Beast Lure (16th level): When you make a ranged attack against an enemy marked by your beast companion, you gain a +1 bonus to your attack roll (+2 at 21st level).

Owlbear trap!

Encounter beast, martial

Immediate Interrupt;  Melee 1

Trigger: An enemy moves adjacent to your character

Primary Attack:  Reflex+4 (+6 at 21st level) vs. AC

Hit: 1d10 and target immobilized (save end).  Beast may shift up to speed to move adjacent to the triggering enemy.  you may shift your speed.

Beast Dodge

Daily Beast, martial

Free Action

Effect: Attacks against your beast companion from marked enemies take a -2 penalty until the end of the encounter.

Hunter’s Assault

Daily Beast, martial, weapon

Standard Action

Effect: Your beast companion marks an adjacent enemy until the end of the encounter, and you make a ranged basic attack against an enemy.  If you hit, your beast companion makes a basic attack against an enemy.  This second attack need not be against the same enemy.  If your beast hits, you make a basic ranged attack against an enemy.  This repeats until one of you miss or both you and your beast make five attacks.

9-13-12 Daily Idea

Here is something that came up in last night’s DnD.  Any thoughts on this today?

Through Another’s Eyes; Feat; requires a shaman’s spirit companion:

By looking through your ally’s eyes you can see around corners and into the spirit world, but it comes at a cost.  If you can draw line of sight to an ally, you may place you spirit companion in a space in line of sight of your ally.  However, if the ally does not have any powers with the primal keyword for any powers, they grant combat advantage until the start of their turn.