Feast #Microfeats #Thanksfeating

Feast. You can lay out a massive, amazing spread for friends and allies. Prereq: Brew Potion or a bonus to an appropriate Craft or Profession check (that comes form a source other than ability bonus and skill ranks) or 5 ranks of an appropriate Craft or Profession skill.
It takes you one hour and 5 gp per person to create a massive feast, for a maximum number of creatures equal to half your level (minimum 1) + your Int or Wis bonus (whichever is higher). People can eat while you prepare the feast (though doing so provokes attacks of opportunity – you have your wooden spoon in hand, right?), or eat after it’s all ready which takes at least 30 minutes.
Each person that participates may choose one of the following benefits: regain a single use of an ability with a daily limit, regain a single expelled spell slot, heal hp as if receiving a day of bed rest, make a save against an affliction or condition that allows a save once per say (with no penalty for failure), or restore one point of ability damage to each damaged ability score. You cannot benefit from your own Feast unless you have at least 1 helper per 5 people served. Helpers must meet the prerequisites for this feat, though they need not have it.
A character cannot benefit from more than one Feast per day unless they have the ability to eat multiple days worth of food (such as from the Overindulge feat, or some of the Sinful Feats of Gluttony), in which case the character can benefit one additional time in a day for every full day’s worth of food it can eat.
#Microfeats #Thanksfeating


For Thanksgiving proper, it’ll be just Lj and myself this year. We literally don’t have room to invite over anyone, and everyone we know has other plans anyway. That’s going to make it a quiet day, and that can be nice. We enjoyed Netflixgiving last week, so we’ve certainly celebrated already.

I’ve never lived away from my hometown of Norman for this long before – 14 months was the previous record, and the overlap was all in summer –  and I’ve never had a second holiday season “away.” There are certainly some strong emotions brought up by this. In Norman, I was effortlessly involved in holiday social gathering with close friends regularly, which was amazing for my introverted nature. There was an ease and comfort to having many holiday options, and if I had emotional issues one day, there were many other opportunities to celebrate the same holiday, with a subset of the same friends.

I absolutely have friends in Seattle, including some really close friends. But the traditions that already exist out here mostly don’t involve me, and existing gatherings are often clearly at capacity with people who’ve been doing them for years. I can see the easy, comfortable trends I benefited from in Norman, but I’m not part of them anymore. New traditions take time – more than 18 months.

The ease of the Norman holiday traditions was obviously a rut, and being bumped out of it opens opportunities for new things, which can lead to good things. I just have to remember not to allow the part of my head that’s broken present my new circumstance as something it isn’t. Having fewer holiday events, especially when I never went to all those open to me, isn’t bad, just different. But my depression, anxiety, and other issues being what they are, sometimes it *looks* bad, from the inside.

I’m warm, comfortable, and with someone I love today. I hope all of you are too!

I am, in short, thankful, and maybe thinking about that thankfulness more than in many years past.

At Least It Isn’t Raining #Microfeats #Thanksfeating

At Least It Isn’t Raining
When things get bad, you become increasingly grateful they aren’t worse. When you are suffering from an ongoing affliction or condition imposed by a foe, you gain a +1 morale bonus to saves from other effects that impose new afflictions or conditions. After a number of rounds equal to your level you get used to an affliction or condition, and no longer count it towards the number that provide you with a bonus. #Microfeats #Thanksfeating

Overindulge #Microfeats #Thanksfeating

Overindulge. You can stuff yourself to the gills. Prereq: Con score higher than your Wisdom score. You can eat up to three days of food without injuring yourself, and your body digests it over three days. Eating more than this results in nausea for a number of hours equal to each additional day worth of food consumed.
Additionally, if you have doses of consumable food or drink that normally require a move action to prepare and a standard action to imbibe, as a full-round action you may draw and imbibe two such consumables.
#Microfeats #Thanksfeating

Return the Favor #Microfeats #Thanksfeating

Return the Favor. Prereq: Good or lawful alignment. When a creature heals you, gives you a moral bonus, gives you an AC bonus, gives you a bonus to saving throws, or takes damage that would normally have been dealt to you, you are inspired to aid and protect that creature. You may choose to activate this feat as a free action immediately after the triggering event, granting the helpful creature a +2 bonus to AC and saving throws for 1 round if it is adjacent to you, or if a ranged attack or effect’s path to the creature goes through a square adjacent to you. You may only active this feat once per day for any given helpful creature.
If you are 8th level or higher, the bonus lasts for 2 rounds. If you are 16th level or higher, the bonus lasts for 3 rounds.
#Microfeats #Thanksfeating

Sigil Lord, a Pathfinder Base Class in Two Paragraphs and One Sentence

Sigil Lord: The sigil lord is a base class that uses magic sigils and innate magic circles to create powerful combat auras and channeled energy. Use hit dice, proficiencies, base attack, base saves, starting wealth, and starting age as a warpriest. Use class skills as a skald, but gain 6 + Int modifier skill points per level. You can channel, as a cleric of your level, though you can choose each time you use this ability whether to channel positive or negative energy and to heal or hurt. At 5th level, and every odd level thereafter, you may select one spell with a spell level equal to or less than your base channeling dice from the following list: anti-incorporeal shell, antilife shell, antimagic field, antiplant shell, antitech field, aura of doom, circle of clarity, deeper darkness, darkness, daylight, fool’s forbiddance, globe of invulnerability, greater chameleon stride, invisibility sphere, lesser globe of invulnerability, light, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, magic circle against technology, peerless integrity, repel vermin, repulsion, sensory amplifier, silence, tower of iron will I-V, undeath ward. You can expend a use of channeling to a selected spell as a spell-like ability, each once per day. Use your Charisma modifier to determine any spell save DCs. These spells can only be cast centered on yourself (even if they are normally cast on an object), and can never be used as traps. At 8th level, and every three class levels thereafter, you may swap out a selected spell for a new spell from the list your qualify for.

You also gain bardic performance (as a bard of your level) and raging song (as a skald of your level). These abilities work from the same pool of rounds/day (6 + Charisma bonus rounds per day, +3 rounds per class level after 1st), and you cannot have a bardic performance and a raging song active at once unless you could somehow have two bardic performances active at once. The bardic performance and raging song abilities represent battle-auras, and do not have audible components or visual components, but are limited to allies in a 60-foot-radius spread. Additionally, at 2nd level and every 2 class levels thereafter, you gain either a bonus feat (which must augment or modify your channeling, bardic performance, or raging song), or rage power (as a skald of the same class level, which you may also apply to anyone benefiting from your bardic performance).

You gain no other class features. #QuickBaseClass

Command Voice, Specialized Tactics, Tactical Spell; #Microfeats #TeamworkWeek

Because I want my Microfeats to appear during work hours on weekdays, when I’m normally at the office, I program these to post on a time. For some reason, three of this week’s feats didn’t post, which I didn’t notice until now. So, here are the missing #TeamworkWeek feats!

Command Voice. As a standard action you can grant every ally able to hear you a number of bonus teamwork feats equal to 1 + your Charisma bonus (minimum 1). Allies do not have to meet these feats’ prerequisites, but you must grant the same teamwork feats to all your allies. They retain the feats for a number of rounds equal to 1/3 your level + your Charisma bonus (minimum 1). A character can receive bonus teamwork feats from only one use of Command Voice (of their choice) at a time. If you are granting allies a moral bonus of any kind, you may instead use this feat for only those characters as a move action. #Microfeats #TeamworkWeek

Specialized Tactics. Prereq: 1 or more teamwork feats, favored enemy or favored terrain class features. When there are favored enemies within 60 feet of you, or you are in a favored terrain, you grant allies within 60 feet access to teamwork feats you possess. The maximum number of teamwork feats you can grant is equal to the appropriate favored bonus. Allies do not have to meet these feats’ prerequisites, but you must grant the same teamwork feats to all your allies. If you apply teamwork feats due to the presence of favored enemies, and the teamwork feats benefits apply to attack rolls, damage, saving throws, save DCs, or AC, those benefits apply only in regards to the favored enemies. You may change what feats you grant as a full-round action. #Microfeats #TeamworkWeek

Tactical Spell (Metamagic) When you affect allies with a tactical spell, you also grant them a number of teamwork feats you have, equal to the tactical spell’s level. They retain these feats for the duration of the tactical spell, or one minute per level, whichever duration is shorter. They do not need to meet the feats’ prerequisites. A character can receive bonus teamwork feats from only one tactical spell (of their choice) at a time. A tactical spell takes up a spell slot one level higher than its true spell level. #Microfeats #TeamworkWeek



It used to be, long ago, that there was a VERY narrow range of people from who you learned what being adult meant. Your parents. Teachers. Trusted family friends. Religious leaders. People of note in your town. Employers.

And all of them had a real interest in making adults and elders seem wise, powerful, and all-knowing. So with that as an example, if an adult grew up and had concerns or questions, chances where the adult didn’t share them. They didn’t ask questions, or warn the next generation that being an adult came with no manual. The facade was maintained.

When the printing press came along there was some change to this. Newspapers, books, and magazines could convey information across both great distances and long periods of time. And some people questioned what it was to be adult. But most mass media was still created by adults, for adults.

Radio and broadcast television were much the same. Some loosening of the monopoly of mass-market information, more things aimed at children, but the content providers were still almost exclusively adults, often adults with the most conservative (and thus most facade-intense) upbringings.

That began to change in the 1950s, at least in the West. While shows with family lives and adventurous teen groups had existed, in the 1950s it became increasingly clear that entertainment for teens and youths was a potential big business. Things like American Bandstand began to allow teens to speak their mind on the air, unscripted, and regularly. The teens were asked about music, or movies, or dances… but they had a regular venue to express sound bite snippets of their thoughts.

There was a cultural revolution going on in the Western World for many reasons of course, but part of that was that it’s roots were televised. Teens discovered there were more places to learn about who and what they were than established authority figures. Indeed, in time “the Establishment” became a term used to suggest that there were two societies: “pure” youths, and “sell-out” adults trying to feed a monstrous an inhuman cycle of interests that were somehow not a natural product of what youths become – as if a machine had inserted itself into human development, and adults were mysteriously the only ones blind to it.

Teens and then young adults began to claim they’d never grow up. Never care about mortgages, and raising families with more than they had, and retirement concerns. Adults, they said, were wrong. Stay young forever. Peter Pan was a Hippie, and his Tinkerbell was television.

Lots of factors fed into the growing divide between adult and child, from the Vietnam War to Watergate to various musical movements. But one factor that keep those revolutions cycling long after their specific movements lost power was that each one put more ideas from the young out where other youths could hear, think, and reply.

The internet was one of the most powerful additions to this trend, though smart phones may actually be more powerful. Suddenly not only could teens communicate their ideas, they could do so on a nearly-even playing field. And the idea that ‘adulthood” was a staid, formal, stoic position of authority was dealt another serious blow.

And that blow was dealt while people raised in the 40s and 50s are still around. There is, right now, a range of generational assumptions about what it is like to be an adult. And with the labeling of generations, lines have been drawn about who is biased, who is lazy, who is self-absorbed, who is racist, who is just flat evil.

A *person* can be any of those things. A generation is just a set of social norms absorbed through similarity of cultural events, and the trends that grew from group reactions to those events. Generations aren’t all lazy, or all racist.

And if you look around and try to figure out why “everyone else” you have ever known is a better adult than you? Just know that people with your questions have existed since Ogg moved out of his father Ug’s cave.

Ogg just didn’t have the internet to ask the questions about why living on his own suddenly felt weird.

Beastshifter, a Pathfinder RPG Base Class in 2 paragraphs + 1 sentence.

Beastshifter: The beastshifter is a base class that grants a warrior-type character access to animalistic shapechanging powers. Use hit dice, proficiencies, class skills, skill points per level, base attack, base saves, starting wealth, and starting age as a barbarian.

Gain the animal focus class feature as a hunter of your class level, but you can use it for 1 hour per class level. This duration need not be consecutive, but it must be used in 10 minute increments. (If you somehow gain an animal companion, your animal focus ability does not apply to it). While using animal focus you gain +10 foot move, and may either gain a bite (1d6 primary attack if Medium) or two claws (1d4 secondary attacks if Medium), as decided by you when you use the ability. Beginning at 4th level you may use two animal focuses at once, or instead use wild shape as a druid of your class level (which counts against your animal focus duration). You cannot become an elemental or plant. At second level, and every two levels thereafter, you gain a rage power as a barbarian of your class level. You can only use rage powers while in animal focus or wild shape. Rage powers useable once per rage can be used only once per hour, and you cannot gain (or improve) the true rage class feature of a barbarian.

You gain no other class features. #QuickBaseClass

RuneGuard, a Pathfinder RPG Base Class in 2 paragraphs + 1 sentence.

RuneGuard: The runeguard is a base class that grants a warrior-type character access to powerful magic abilities that aren’t spells.
Use hit dice, proficiencies, base attack, base saves, starting wealth, and starting age as a ranger. Use class skills as an ranger, except your Knowledge skills are arcana, history and planes; you do not receive Survival, you do gain Use Magic Device. Gain 4 + Int mod skill points/level.

At every level you gain a rune. This is a shaman or witch hex, and you treat your runeguard level as your shaman or witch level for all hex effects. At 12th level and up you can take a major hex. At 20th level you can take a grand hex. Runes work like hexes with a single exception – to target a creature other than yourself with a rune, you must either draw the rune on them with special inks or brands (a process that takes one minute and provokes attacks of opportunity), or you must have damaged the target with a weapon within the past minute.

You gain no other class features. #QuickBaseClass


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