Everything is twtiching!
Muscle Shocks Feat 8
Arcane Magus Oracle Sorcerer Wizard
The shocks keep coming. When you do electricity damage to a target, the target gains the Jolted 5 condition.
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Thoughts?
Everything is twtiching!
Arcane Magus Oracle Sorcerer Wizard
The shocks keep coming. When you do electricity damage to a target, the target gains the Jolted 5 condition.
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Thoughts?
It Burns!
Arcane Magus Oracle Sorcerer Wizard
Acid bites deep. When you do acid damage to a target, the target must make an additional Dexterity save vs your class save DC. Upon a failure, that target becomes weakened 1. On a critical failure, it becomes weakened 2 or increases its weakened level by 1.
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Thoughts?
Too cold to move
Arcane Magus Oracle Sorcerer Wizard
Ice slows you down. When you cold fire damage to a target, the target must make an additional Fortitude save vs your class save DC. Upon a failure, that target becomes slowed 1 or increases its slowed level by 1.
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Thoughts?
FIRE!
Arcane Magus Oracle Sorcerer Wizard
Fire keeps them warm! When you deal fire damage to a target, that target automatically gains 1d6 persistent fire damage and is actively on fire. A regular check to end the persistent fire damage or an action to put out the fire ends the damage.
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Thoughts?
That’s not right…
Skittermander
You can’t lie to me. You gain a +1 competency bonus to save and skill checks against illusions and uses of the deception skill.
Thoughts?
Light chases dark
Mystic Transfer
Transfer Cost equal to prevented damage
Target You or one more more allies within 30 feat
Trigger Target receives void damage
Life makes death leave. You channel pure life from your network to counter the drain of the void. You prevent the void damage to all targets you choose by spending points from your network on a one for one basis. You may choose to exclude any and all potential targets in range and may choose to not prevent all damage to any target..
Thoughts?
Keep them covered!
Soldier
You’ve learned how to hold a target in place. The penalties for the suppressed condition when you apply it to a creature is –2 circumstance penalty to attack rolls and take a –10-foot status penalty to all its speeds.
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Thoughts?
More acrobatics, and times for the one for level 18!
General Skill
Prerequisites legendary in acrobatics
You are truly a blur. Once per hour, you gain an extra action that you can only use to do an ability gains from a acrobatics skill feat or do an action that moves your character.
Thoughts?
Be nimble!
General Skill
Prerequisites expert in acrobatics
You’re body just move in such strange ways it’s unpredictable! When you take a step action, increase the distance you normally move by five feet.
Thoughts?
Time to help!
General Skill
Prerequisites master in Medicine
You’ve studied so long, you can literally bring back the dead. For two actions action, once per day per target that died in the last year, you can restore a creature to life from death. The creature must have died via damage and your body is intact or have the dying 4 condition from damage and your body is reasonably intact. Damage where the body is ripped apart completely or has major parts removed like the head render the corpse not restorable via this feat. The creature removes the wounded condition and the dying condition, is restored to 10 hp or its maximum, whichever is lower, and is conscious.
Thoughts?