alchemist Why be where your enemies can get you! DUCK! When you attack an enemy with an alchemical bomb and are around a corner or behind concealment and can not see the enemy nor the enemy see you, you roll the flat check for the enemy being hidden or concealed twice to hit the enemy with your attack, taking the better result.
How about something for the inventor? let’s throw some bombs around!
Breakthrough Modifications
Bomb Launcher: You’ve equipped your creation with some explosives. A number of times per day equal to half your level, your creation can throw a bomb 30 feet as two actions dealing 1d8 acid, fire, cold, or electric damage ( chosen when you throw the bomb) and 1d4 splash damage of the same type. You must have the Projectile Launcher modification to select this modification.
When your playing with fire, others get burned. When you make a ranged attack with a firearm against a target within five feet of yourself and miss, you deal damage equal to the minimum value that attack would have dealt.
My players in my home game are running in to trouble because no one there aside from the cleric can force saving throws. Some high AC low save creatures are wrecking them. Let’s help….
Barrage Feat 4 2 actions
GunslingerFighter Ranger Requirements You’re wielding a two loaded firearms or crossbows. Targets 1 creature Saving Throwbasic Reflex
You quickly blast at one creature throwing enough projectiles down range that it has to dodge the assault or be cut through. You fire both weapons at the target. Roll damage for each weapon separately and deal the lesser of the two to the target.
Trigger You use Quick Alchemy to craft an alchemical bomb
You quickly add additional impact to an alchemical bomb just before you throw it. You can spend 1 additional batch of infused reagents, and the damage, splash, and effect are multiplied by 1 and 1/2, rounded down. This does not affect conditions imposed by effects.
Through a combination of sight, sound, and magic, you strike up an epic performance around your self and any band you play with. This provides a +2 status bonus to any Performance checks you have to make for the duration of the spell.
Heightened (3rd) The status bonus is +4 and the duration increases by 10 minutes. Heightened (5th) The status bonus is +6 and the duration increases to 1 hour. Heightened (7th) The status bonus is +8 and the duration increases to five hours.
Heightened (9th) The status bonus is +10 and the duration increases to 1 day.
Rare Conjuration Cast 1 hour; Secondary Casters up to 5 Primary Check Arcana, Nature, or Occultism (trained); Secondary Checks Arcana, Nature, or Occultism (any check will assist) Range 10 ft.; Target 1 doorway
You and your allies all start a magical trail at a door way. Depending on the degree of success, the ritual creates a bond with the target and all who attempted to cast the spell regardless of success that can be used to teleport the casters back to this location as if they had just started to walk through the doorway.
Critical Success You create a bond with the door that lasts for eight hours. Success As critical success, but the bond only lasts for two hours. Failure You fail to create a bond with the door, and magical backlash leaves you stupefied 1 for 24 hours. Critical Failure As failure, but in addition, You are randomly teleported 500 feet into a direction that would not harm you such as into solid rock or 500 feet into the air, but may put in in harm such as on flat, solid ground but in a monsters den.
When you attack an enemy you have already attacked and hit before with a weapon with the sweep property, you gain a +1 circumstance bonus to your attack roll to attack that enemy again this turn.
I want to help the wee barbarians out there. Charge give you some help, how about helping the barbarians?
SCREAM, RUN, SWING! Feat 1
Barbarian RageFlourish Open
The rage and battle takes you. You enter your rage as normal, stride, and then make a melee strike against an enemy within range. You can use SCREAM, RUN, SWING! while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
With a touch, you attempt to put your soul temporarily into an undead.. The target must attempt a Will save.
Success The target is unaffected.
Failure You immediately fall unconscious and you awake into the undead body. It has the hit points and abilities it had before and you maintain your mental faculties but can not use any abilities you normally have. The spell has a duration of 1 hour, your physical body takes any damage, the undead us destroyed, the undead moves more than one mile away from your body or leaves this plane, or you end this spell as an action .