Daily Punch 9-12-16 Crack the Shell feat for Pathfinder

How about a way to take down armor as a monk in Pathfinder?

 

Crack the Shell (Combat)

Prerequisites: Improved Unarmed Strike, Ki pool class feature, Wis 13

Benefit: You learn how to channel your ki into the armor of another to devastating effect.  When you make an unarmed strike, you may declare you are using this feat and may spend up to 1 ki point per three character levels.  If you  successfully strike the target and the target takes damage from the blow and the creature must attempt a Fortitude saving throw (DC 10 + 1/2 the character’s level + the character’s Wis modifier).  On a failure the armor takes damage equal 5 times the ki points spent.  If the saving throw is successful, the target’s armor is unaffected.  Creatures with natural armor  have the bonus from their natural armor reduced by the number of ki points, up to to the natural armor bonus.  After a week of natural rest or healing magic the natural armor bonus returns.  If the target as multiple armor bonuses from natural and artificial armor, you may choose which one to attack.

 

Thoughts?

Daily Punch 9-9-16 Dissolving Touch spell for Pathfinder

How about more fun with acid in Pathfinder?

Dissolving Touch

School conjuration (creation) [acid]; Level bloodrager 1, magus 1,sorcerer/ wizard 1, summoner/unchained summoner 1

CASTING

Casting Time 1 standard action
Components V, S, M(a glob of eel slime)

EFFECT

Range touch
Target object touched
Duration instantaneous
Saving Throw yes; Spell Resistance yes

You cover your hands in a slime that dissolves objects.  You can touch 1 object per two caster levels (minimum 1, maximum 5 objects).  That object must make a Fortitude saving throw.   If the target fails its Fortitude Saving Throw, it gains the broken condition. If cast on a broken item, that item is destroyed on a failed save.  Constructs are not affected by this spell.

Daily Punch 8-23-16 Force Bolt spell for Pathfinder

I like magic missile as much as the next wizard, but I think we can do better.  Let’s change things just a bit…

 

Force Bolt

School evocation [force]; Level bloodrager 1, magus 1,sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Targets up to five creatures, no two of which can be more than 15 ft. apart
Duration instantaneous
Saving Throw none; Spell Resistance yes

You fire several bolt of guided energy from your hands.  A successful ranged touch attack deals 1d6 points of force damage per bolt.  For every caster level above 1st, you cast one additional bolt with which you must make an additional ranged touch attack to cast to a maximum of five bolts.

 

Thoughts?

Daily Punch 8-15-16 Strike Break Spell for Pathfinder

 

Strike Break

School abjuration ; Level bard 1, bloodrager 1, druid 1,magus 1, sorcerer/wizardSubdomain defense 1

 

Thoughts?

Daily Punch 6-10-16 Cushion the Blow spell for Pathfinder

How about a Pathfinder version of the same spell?

Cushion the Blow

School abjuration; Level alchemist 3, bard 3, cleric/oracle 3, druid 4, inquisitor3, paladin 4, shaman 3, ranger 4, witch 4; Domain protection 3

 

Thoughts?

Daily Punch 5-31-16 Bitter Pill spell for Pathfinder

Bitter Pill

School conjuration; Level alchemist 1, bard 1, cleric/oracle1, druid 1, inquisitor 1, paladin 1, ranger 1, shaman 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)

DESCRIPTION

 

You fill the target with crippling pain and emotions as you take whatever affects them, doubles its effects  and half the duration.  If the target is bleeding, blinded, confused, cowering, dazed, dazzled, deafened, disabled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, stunned, or unconscious for a duration of less then 6+ 1/2 your level rounds, you can cut the duration in half (rounded down to 1 round), but the target loses all action each turn during those rounds (including swift and attack of opportunity).  Unless the condition also makes the target helpless, the target is not considered helpless and defends itself as normal under those conditions.  It can be moved, but may not move itself.  If the duration of the effect is ended on a save, this spell has no effect.