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Showing posts from December, 2022

Core Combat Feats Revisions

Adjusted Combat Feats Set 1 Replacing Feats: If you already have a feat in this section that is marked with R ^R R you can replace it with another feat. Combat Maneuvers Improved Sunder (Combat) Prerequisites : Str 13, Power Attack , base attack bonus +1. Benefit : You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. Special: This feat counts as Improved Bull Rush, Improved Drag, Improved Overrun, or Improved Sunder for meeting feat prerequisites. Improved Bull Rush (Combat) Prerequisites : Str 13, Power Attack, BAB +1. Benefit : You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You al...

Metamagic: Shifted Spell

Metamagic: Shifted Spell Shifted Spell (Metamagic) Source: Suweeka 2022 You can change the point of origin of a line or cone area of effect spell with a duration of instantaneous to anywhere within the spell’s range. The spell manifests in the targeted square and shoots toward your original location. You are excluded from the effects of the spell. Your familiar (if any) is also excluded from the effect, provided that it is in your square and at least one size category smaller than you. A shifted spell does not use up a higher-level spell slot than the spell’s actual level.

Spells Supplement: Wind & Lightning Theme Spells

Shock Bead Source Lynte Homebrew 2023 School evocation [ electricity ]; Level adept 1, arcanist 1, bloodrager 1, magus 1, occultist 1, shaman 1, sorcerer 1, witch 1, wizard 1 Casting Casting Time 1 standard action Components V, S Effect Range 0 ft. Area 5 ft. burst Duration 10 minutes/level Saving Throw Reflex half; Spell Resistance yes Description You conjure a solid bead of electricity. A creature can pick up and hurl a single bead as a thrown splash weapon (range increment 10 feet). It detonates once used to attack, dealing 1d4 damage per caster level (max 5d4) to creatures and unattended objects where it lands. You may conjure the bead on a free appendage, or on the free appendage of a willing creature adjacent to you and able to reach into your square. And you may also drop the bead on the turn you create it, causing it to fall down a point on a space you occupy. It detonates once it hits the ground. Dropping it in this way is a free action, and you get a...

Spells Supplement: Teleport Theme

Spells Suppl. Teleport Theme Supplementary Teleportation Theme Spells Here lie spells to fill in teleportation-themed effects that I felt were sorely missing in Pathfinder: Conjurer’s Invitation: Teleports a target in close range to the caster, like reverse Jester’s Jaunt. Astral Swap: Swap positions with a target. Shuffling Spaces: Create two areas of teleport transit. These areas swap their contents whenever they are used. There are also some spells here made just for fun: Clowning: Cast Phase Step and Vanish simultaneously. Boogie Woogie: Funny Lv 9 spell. Swap the position of two targets in each round. Astral Homeward Beacon Source Lynte Homebrew School conjuration ( teleportation ); Level alchemist 3, arcanist 3, bard 3, investigator 3, magus 3, skald 3, sorcerer 3, summoner 3, summoner (unchained) 3, witch 3, wizard 3 Casting Casting Time 1 minutes Components V, S, M ([TBD] gp per 7 days of duration) Effect Range close (25 ft. + 5...

Spells Supplement: Force Theme

Supplementary Force Theme Spells More spells! Most of these are for repositioning. Force Hook Pull: Drag a target toward you with a hook of force. Force Hook: Cast Force Hook Pull or Force Hook Charge. Emergency Force Hook Rescue: Immediately pull an ally to yourself. Force Vacuum: Pull targets together, field control or set up. Raking Force Claw: Push or pull targets in a rectangular area around you. Cubes of Force: A more shapeable alternative to wall of force. Despite being a strong spell, the inflexibility and ambiguous thickness of Wall of Force makes me cringe. Forceful Bubbles Source Lynte Homebrew School evocation [Force]; Level arcanist 2, bloodrager 2, magus 2, sorcerer 2, wizard 2 Casting Casting Time 1 move action Components V, S, M (a balloon) Effect Range close 25 ft. plus 5 ft. per 2 caster levels Duration 1 round per level Saving Throw Fort negates or Reflex partial (see text); Spell Resistance no You conjure 3 translucent semi-solid ...

Spells Supplement: Enchantment Theme

Phantasmal Thief Source Lynte Homebrew School illusion (phantasm) [mind-affecting]; Level arcanist 3, bard 2, mesmerist 2, psychic 2, skald 2, sorcerer 3, wizard 3 Casting Casting Time 1 standard action Components V, S Effect Range medium (100 ft. + 10 ft./level) Target one creature Duration concentration plus 1 round Saving Throw Will negates; Spell Resistance yes Description You cause the subject to believe it is being attacked by a thief (Will negates). Any time before the start of your next turn, the thief appears as if it had been hiding through stealth or invisible until it made the attempt to steal. You choose what item appears to be stolen. The hallucination sets its initiative as it appears. After the initial round, you are free to control the phantasm by concentrating on your turn while it acts on its own initiative. The phantasm functions similarly to audiovisual hallucination. Comfy Cloud Source Lynte Homebrew 2022 School enchantment ( charm...

Spells Supplement: Earth & Acid Theme

Conjure Caltrops Source Matsu Homebrew School conjuration (creation); Level bard 1, magus 1, sorcerer/wizard 1, summoner/unchained summoner 1; Casting Casting Time 1 standard action Components V, S, M (a tack) Effect Range close (25 ft. + 5 ft./2 levels) Area 10-ft. square Duration 1 round/level (D) Saving Throw Reflex, Partial (See Text); Spell Resistance no Description This basic spell scatters a number of mundane caltrops in a 10-foot square within range. These function like any ordinary caltrops, except that they disappear at the end of the spell’s duration. Damage and crippling effects caused by stepping on the caltrops remain. A creature in the area where the spell is initially cast takes 2d4+Casting Modifier points of piercing damage, a successful Reflex save halves this damage. Acidic Streaks Source Lynte Homebrew School conjuration ( creation , acid); Level arcanist 2, magus 2, sorcerer 2, witch 2, wizard 2 Casting Casting Time 1 standard actio...