How about we focus some fire with an alchemist?
Focus Fire
Benefit: When an alchemist creates his bomb, he can choose to have the bomb only effect one square. This bomb does not deal splash damage to any squares next to the target.
Thoughts?
How about we focus some fire with an alchemist?
Focus Fire
Benefit: When an alchemist creates his bomb, he can choose to have the bomb only effect one square. This bomb does not deal splash damage to any squares next to the target.
Thoughts?
Let’s play with Alchemy some more!
Healing Splash
Prerequisite: Healing Bomb, Directed Bomb
Benefit: When an alchemist uses the healing bomb power, the bomb can heal all creatures in a 15-foot cone instead. This heals all targets including enemies.
Thoughts?
Saw a alchemist playing with cure, let’s make that player get some bonuses!
Prerequisites: Throw Anything
Benefit: When you use a potion you use a potion of cure light wounds, cure moderate wounds, or cure serious wounds, you can throw the potion at a target with a range of 20 feet. You must hit AC 10 to hit the target. Alchemists can use this for any potion they brew that normally has a range of touch.
Thoughts?
If a spell can help you stand tall, how about one to knock em’ down!
Skills of the Master
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School transmutation; Level bard 1, cleric 1, bloodrager 1, Oracle 1, sorcerer/wizard 1 CASTING Casting Time swift action EFFECT Range touch |
DESCRIPTION
As you touch the target, you infuse it with the accumulated knowledge of the ancient masters imbuing it with abilities far beyond its own. The target gains a +2 competency bonus to trip attempts and +2 bonus on grapple attempts and checks to pin or maintain the grapple.
Thoughts?
How about a spell to help you stay on your feet?
Stance of Iron
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School transmutation; Level bard 1, cleric 1, bloodrager 1, Oracle 1, sorcerer/wizard 1 CASTING Casting Time 1 standard action EFFECT Range touch |
DESCRIPTION
With a single touch, you imbue a creature with the ability to stand tall like an iron wall. The target of this spell increases the CMB of the target by +4 vs any effect that would knock a target prone, and the target gets a +4 competency bonus on skill checks and saving throws to avoid any effect that would knock the target prone.
Thoughts?
I like disadvantage. Let’s make this happen in Pathfinder
Healing Burst
DESCRIPTION
School necromancy [emotion, fear, mind-affecting]; Level cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, witch 1
Casting Time 1 standard action
Components V, S, DF
Range Touch
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
Touching the target with your holy symbol, you ask your god to curse the subject before you. The target must roll two dice on the first attack roll (weapon or spell) it does each round while under the curse. At the end of each of the creature’s turns while affected by this spell, it may attempt a new saving throw to end the effect. This save is a free action. If this save is successful, the effect ends. If not, the curse continues on the creature continues laughing for the entire duration.
How about a healing blast around a healer?
Healing Burst
DESCRIPTION
School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1; Domain healing 1
Casting Time 1 standard action
Components V, S, DF
Range 10 ft.
Area The caster and all allies within a 10-ft. burst, centered on the caster
Duration Instantaneous
Saving Throw none; Spell Resistance yes (harmless)
Holding you holy symbol high, you shoot forth a blast of refreshing light from yourself. All targets including the caster in range heal 1d4 hit points. For every two caster levels beyond 1st, the spell heals an additional 1d4 hits points a maximum of 5d4.
Thoughts?
Rewatched Doctor Strange. Let’s make the whip Happen!
Fire Whip
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School conjuration (creation) [cold]; Level bloodrager 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1 CASTING Casting Time 1 standard action EFFECT Range 0 ft. |
DESCRIPTION
You create a masterwork whip out of fire that will not burn you. The whip deals 1 point of fire damage in addition to normal whip damage. If the whip leaves your hand for more than 1 round, it turns to ash and the spell ends. This whip does not provoke attacks of opportunity. In addition, as a swift action, you can choose to use this whip two handed or one handed. When used two handed, you gain a +2 deflection bonus to AC but can not cast spells with somatic components. At 6th level, the whip functions as a +1 flamming whip and can damage enemies regardless of armor. At 11th level, you are treated as having the improved trip and greater trip feats when wielding the weapon.
My favorite spell for DnD 5e is sacred flame. It’s time something like that happens in Pathfinder.
Divine Light
School evocation; Level cleric/oracle 1, druid 1, shaman 1; Domain fire 1
CASTING
Casting Time 1 standard action
Components V, S, DF
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
DESCRIPTION
You channel the anger of your god into a violent explosion on a target in range. The target of the spell takes 1d6 points of fire damage plus 1d6 more fire damage for every two levels beyond 1st (to a maximum of 5d6 at 9th level).
Thoughts?
Played some awesome Pathfinder this weekend, and I thought of this. Let’s make this happen.
Wand Holder (1 DP): The weapon has a build it holder for one wand in the handle. You can activate the wand normally, but you do not need a free hand to activate the wan as long as you hold the weapon’s handle.
Thoughts?