Injections [Alchemist Discovery]

Injections
The Alchemist has developed a technique allowing them to change the target of their extracts from self to touch.  They do this by placing the extract into an injecting device and placing it against an unarmored area of the target.  Doing this provokes an attack of opportunity.  Using this ability against a willing target does not require a check, but using it against an unwilling target requires a touch attack.  If the extract does not have a saving throw listed a fortitude save is allowed for unwilling targets.  An alchemist can have one extract in an injector at a time.  An injector cannot be used by another character even if the alchemist possesses the infusion discovery.

We Be Goblins!

Over the weekend Jess and I were visiting friends in St. Paul to play games and go to the renaissance festival.  While down there we decided to run the We Be Goblins! adventure by Paizo.  It was probably one the funniest and most enjoyable gaming experiences I’ve had and the results with the whole group laughing so hard we were in tears.  I won’t say too much because I don’t want to ruin it for someone who may want to play it but some highlights I can share in part because we had to add some goblins due to us having too many people.

During a fight one goblin stopped to cut the head off a dog so he could wear it as a magic helmet.

On the one instance were everyone was working together and successfully sneaking they all attacked a single target killing it then quickly lost their stealth by cheering very loudly.

It really was a you had to be there experience but it was pretty amazing and if you’re looking for a fun one shot I recommend it!  Also the pdf is free and the bound copy is $5 so  it’s a cheap entertainment.

Weapon Trick [Feats]

Weapon Trick [Combat]
Prerequisites: Weapon Focus
Benefit: You have practiced doing tricks with weapons as a result whenever you are using a weapon with which you have weapon focus that has a special feature you never provoke an attack of opportunity for using that feature with that weapon.
Normal: You provoke attacks of opportunity from features such as disarm, sunder, and trip.

Disarming Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the disarm special feature.

Distracting Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the distracting special feature.

Sundering Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the sunder special feature.

Tripping Weapon Trick [Combat]
Prerequisites: Weapon Trick
Benefit: You treat all weapons you wield with which you have weapon focus as if they had the trip special feature.
Normal:  You cannot use trip with a weapon that does not have the trip special feature.

Ghost Hunter [Feats]

Ghost Hunter
Prerequisites: Perception 1 rank
Benefit: When attacking an incorporeal creature you may make a DC 15 + the creature’s hit dice perception check as a free action, if you succeed you can harm the creature with non-magical weapons (which do half damage) or if wielding a magical weapon a successful check allows you to do full damage.  This check must be made for each attack including multiple attacks from the same weapon.  If the target’s incorporeal nature is the result of a spell the DC is instead 15 + plus the caster level + the spell level.
Normal: You do no damage with non-magical weapons and half damage from magical weapons to incorporeal creatures.

Ghost Armor
Prerequisites: Ghost Hunter, Perception 5 ranks
Benefit: When being attacked by an incorporeal creature you may make a DC 15 + the creature’s hit dice perception check as a free action, if you succeed you can apply half your armor, shield, and natural bonus (rounded down) to attacks made by an incorporeal creature.  This check must be made for each attack.  If you have 10 or more ranks in Perception you apply your full armor bonus for armor, shield, and natural armor on a successful check.  If the attacker’s incorporeal nature is the result of a spell the DC is instead 15 + plus the caster level + the spell level.
Normal: You do not gain your armor, shield, or natural armor bonus against attacks from incorporeal creatures.

Ghost Grappler
Prerequisites: Ghost Hunter, Improved Grapple
Benefit: You may make a DC 15 + the creature’s hit dice perception check as a free action in order to try and grapple an incorporeal creature.  You must still make a grapple check as normal.  You must continue to succeed at the perception check each round of the grapple.  If the target’s incorporeal nature is the result of a spell the DC is instead 15 + plus the caster level + the spell level.
Normal: You cannot grapple incorporeal creatures.

Roll20.net gives players a better way to game over long distances…

Check out roll20.net if you have wanted to try roleplaying over online chat, or to enhance a game you may already be running over the net via Google Chat or a similar software.  There is some work to be done, and the GM does need prep time, but overall its seems so far to be a user friendly and useful tool for roleplaying over the internet.

Efficient Arcane Focus [Feat]

We are currently play testing this feat.

Efficient Arcane Focus [General]
Requirements:  
Arcane Focus, Able to cast 3rd level wizard spells.
Benefit:  
You can use your bonded arcane object to cast more than one spell.  You follow the normal rules for casting a spell through your bonded object, however you have a number of spell levels per day equal to the highest level wizard spell you can cast.  Each time you use this feature you lower the spell level pool by the spell’s level (or one for zero level spells), when it reaches zero it can no longer be used in this manner.  You must have enough remaining spell levels to cast the spell.  This ability cannot be used in combination with metamagic.
Normal:
You can only use your arcane object to cast one spell a day.
Example:  
A wizard able to cast 3rd level spells could cast one 2nd and a 1st level spell, but then could not use it to cast a 3rd level spells that day.  Alternatively he could also cast a 3rd level spell, three 1st level spells, two 1st level one 0-level spells, or combinations there off as long as the total spell levels add up to 3.

Mind Over Body [Feats]

Not play tested yet, based off my idea for Force of Will

Mind Over Body [General]
Prerequisites:
Iron Will, Base Will Save 5 or Higher
Benefit:
 As a standard action you can focus your will into a field that protects you against physical harm.  Until your next turn you gain damage reduction equal to your total will save (not counting conditional modifiers).

Improved Mind Over Body [General]
Prerequisites:
Force of Will, Base Will Save 10 or Higher
Benefit:
You can use Mind Over Body as a move action instead of a standard action.