Can’t stop won’t stop with items in different systems!
Earthglass Item 5
Usage held in 1 hand
This dark glass orb can allow the user to steal items from other rooms.
Activate 3 actions Interact; Frequency once per day; Trigger You place the item against a wall of up to five feet of earth, one foot of stone, or 1 inch of metal; Effect You can look into the other room as the orb comes translucent and you can see into the other room up to 50 feet distance. You can select an unattended item of up to 50 pounds and slowly pull the item toward the wall you are against at a rate of 5 feet per round. If the item reaches the wall you are against, it is teleported to your space and you can grab it.
Had a game this weekend where my players were stumped when it came to a religion check in a haunt. All wizards! So let’s help with that.
THEORY AND PRACTICE FEAT 1
Prerequisite(s) trained in Arcana, Occultism, or Religion
Through study of one art, you have learned how to use similar skills to answers similar problems. During a haunt you can use a Arcana, Occultism, or Religion skill in place of Arcana, Occultism, or Religion skill.
Thoughts? It’s situational, but it will help you in a pinch!
Tinkering lately in the lab with barbarians, so what do you think of this one? Instead of threatening an area, what if you made everyone hit you?
COME AT ME! [ONE ACTION] FEAT 2
Barbarian Rage Stance
Trigger A foe within reach attacks a target who is not you.
As a reaction, make a melee Strike against the triggering creature. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.
Had a discussion, and an idea that might be fun.
THRILL OF BATTLE [REACTION] FEAT 12
Barbarian Concentrate Rage
Prerequisite(s) Renewed Vigor
Violence fuels you more than anything else.
When make an attack and hit, once per turn as a reaction, you can use your renewed vigor ability. If you critically hit, double the number of temporary hit points you gain.
Ya know, sometimes ya just want a crap ton of extra hit points.
STURDY FEAT 1
You’ve always been built thick. Gain 3 additional hp per barbarian class feat you have and for each additional barbarian class feat you gain.
Why not go full force?
COMMITTED ASSAULT [ONE-ACTION]FEAT 1
Barbarian Rage Stance
You fully commit to hurting your foes at the expense of hurting yourself. When you enter this stance, you reduce your multiple attack penalty from -5 to -3 for each additional strike beyond the first, but you gain the clumsy 1 condition or increase your clumsy condition level by 1.
I remember when you could take a -4 to deal subdual damage. Some of you are thinking back to when the penalties were different (you’re old!) and some of you have no idea what the heck I am talking about (oh god I am old!). how about something to help with that in Pathfinder 2nd Ed.
Flat of the Blade [ONE-ACTION] FEAT 6
You change the grip on your weapon and the way you wield the weapon. Your can do damage as normal with a weapon you are using, but now change the damage type from piercing, slashing, or bludgeoning to piercing, slashing, or bludgeoning. Each time you enter this stance you can choose a different damage type.
The APG is out. I have some ideas!
Grind Armor [ONE-ACTION] FEAT 1
Requirements You wield a two handed weapon.
You slam the target as hard as you can snapping bone as well as armor. Make a Strike at your current attack penalty. If this Strike hits, the target takes damage as normal and the armor the target is wearing also takes damage. Once an item’s damage reaching the broken threshold and the armor is broken, you can no longer deal damage to the armor with this feat.
How about we help those little alchemists deal with all the things they keep breathing or drinking?
Poison Fueled Feat 12
Prerequisite(s) Poison Resistance
Your blood has become used to having a healthy dose of toxic chemicals to the point you almost need it now. You resistance to poison damage is equal to your level now and when you take persistent poison damage you now heal that much each turn instead. You still roll to end the effect as normal and can not elect to keep the damage going. If the damage is multiple damage types, you still heal as long as the persistent damage contains the poison type.
We’ve got quen for 5e and Starfinder, so it’s time for Pathfinder 2e!
Aegis Spell 1
Traditions arcane, divine
Duration 1 minute
You surround yourself in a shimmering light of of protective force. This shield has 10 hit points and these hit points are lost first before any others. When the shield loses all it’s hit points, if the creature that hit you hit with a melee attack and is within five feet, it is blasted with a burst of light. The target must make a Fortitude saving throw or be blinded for one round.
Heightened (+1) The aegis hit points increases by increases by 5.