With a vile gesture and a dark word, you cause a target to lose the ability to repair those small bumps and scrapes. It begins to take extra damage as all the small cushions in its body begin to fail The target takes additional damage from any attack while under the effect of this spell. The additional damage is of the same type as the original damage.
Resolve points and hit points need more interaction. I also love how medicine is used in Pathfinder 2nd Ed. Let’s work on that!
You keep your friends alive when it counts.
Prerequisites: Life Science 1 rank, Medicine 1 rank
Benefit: You can use the Medicine skill in conjunction with a medical kit or similar as an action. When you do, make a Medicine check DC 13 and the target must spend a resolve point. If you succeed, you heal the target 1d8 hit points. The resolve point is spent regardless. You may choose to increase the DC by 3 to increase the amount healed by 1d8. You may choose to increase the DC multiple times.
Sometimes you are just that damn good. Running an adventure where the players are doing checks in phases and I think that some of them would like this one.
You are just that damn good.
Prerequisites: Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks.
Benefit: Choose one skill. You can spend a resolve point to make two checks instead of one as an action when you use that skill. If you succeed at one check and fail at the other, you are considered to have succeeded. If you succeed both times, you can count it as two successes or one success with a value equal to five higher than the best check.
Special: You can take Elite multiple times. Each time you do, it applies to a different skill that meets the prerequisite number of ranks.
You can make your own pictures but how about making maps from another? Can you download them?
Memory Mapper T1
Casting Time 1 standard action
Duration 10 min/level
Saving ThrowWill negates (harmless); Spell Resistance no
You touch a creature and ask it to recall a memory. The creature’s mind then creatures a holographic map of an area up to 1 mile cubed in a 10 foot cube. You can then zoom in, zoom out, and move through the map as you please with hand gestures. Before the duration of the spell ends, you can dismiss the spell while holding a data recorder or computer and save the map to that device. The creature need not be conscious for this spell to work.
Now how about some tech to do the same?
Holographic Memory Download
Holographic Memory Download
The head set has an attached computer terminal. A creature can don the headset and think of a location and the headset will read the creatures mind and create a file containing a 3D map of up to 1 cubic mile. the file can be downloaded from the terminal. The creature need not be conscious for this device to work.
I want more grenade smash in my games. Let’s make that happen!
Safety Shield, Mk 1
Safety Shield, Mk 2
Safety Shield, Mk 3
Safety Shield, Mk 4
The safety shield is a magical augment that locks to a pieces of armor. The shield provides one directional shield that helps vent explosions around the barer. When the barer uses an explosive device and is inside the area of effect, the shield prevents the barer from damage from the effect as long as the device’s level is equal to or lower than that of the safety shield.
Thinking about something new, and thought about a fun new toy for my players.
Grenade, shield I
10 feet by five feet hazy wall with 10 hit points
Grenade, shield II
10 feet by five feet hazy wall with 20 hit points
Grenade, shield III
10 feet by five feet hazy wall with 30 hit points
Grenade, shield IV
10 feet by five feet hazy wall with 40 hit points
Grenade, shield IV
10 feet by five feet hazy wall with 50 hit points
This grenade explodes into a laser wall that springs forth and provides cover and concealment and cover. the wall is 1 inch think and has hit points depending on its level. When you throw the grenade, you choose the direction where the wall will appear. The wall last for one minute or until it takes enough damage to destroy the wall.
The caustic can is a brightly labeled can designed to be swing against a target and explode on the surrounding enemies but vent away from the attacker. As a melee attack, a character can swing the can at a target against the targets KAC. If it hits, it does the damage against the target then explodes. All creatures in range can save as normal, but the attacker is not affected by the explosion. The item is consumed if it explodes.
This black circuit patch magnetically attaches to your armor. When you have this attached to your armor, if you are grabbed or swallowed, the attacker must make a fortitude save based on the level of the item. If the attacker fails, it takes electricity damage depending on the level of the item and must release you. If it succeeds, it takes half damage and can maintain the grab.