Monthly Archives: December 2015

Let’s Get Dangerous #Microfeats

Let’s Get Dangerous
As an adventuring day proceeds, you just get better and better.
For every 2 encounters with a CR of your group’s APL or higher your group has completed since any of you rested, you may select one of the following benefits: +1 luck bonus to all d20 rolls, a +2 bonus to all weapon, unarmed, and natural attack damage, or a +1 Heighten Spell boost to all spells you cast. These benefits stack with themselves. #Microfeats

Mr. Grubb

As I am on my way to see the most recent movie, I thought I’d share a spoiler-free Star Wars – related story about my experience with the amazing writer and game designer Jeff Grubb!

Let’s Get Dangerous #Microfeats

Let’s Get Dangerous
As an adventuring day proceeds, you just get better and better.
For every 2 encounters with a CR of your group’s APL or higher your group has completed since any of you rested, you may select one of the following benefits: +1 luck bonus to all d20 rolls, a +2 bonus to all weapon, unarmed, and natural attack damage, or a +1 Heighten Spell boost to all spells you cast. These benefits stack with themselves, and last until a member of your party takes a rest. #Microfeats

Why Lj Won’t Leave the House Today

This story is about spoilers.
But it only HAS spoilers for Attack of the Clones.

SPOILERS #Microfeats

SPOILERS
The spirits that whisper in your ear oft warn you of things to come… much to your annoyance.
A number of times per day equal to 1 + your Wisdom modifier, you may ask the GM to answer a relevant question about your current situation, as if you had cast augury. However, the GM gets to decide what the augury question is, and in the encounter after using this ability you cannot benefit from morale bonuses, as being told the future reduces your ability to feel the joy of new discovery.
And, seriously, if any of you manage to spoil the new Star Wars before I see it tomorrow morning, I’ll send the warehouse raptors after you. #Microfeats

Trick Up My Sleeve #Microfeats

Trick Up My Sleeve
You don’t play fair, you always have an angle, and there’s usually a trick up your sleeve. You can’t pull these things off all the time, but when the circumstances are just right, you can unleash a nasty surprise. Once per day you may choose one of the following surprise tricks to perform.
1. Declare an attack to be a sneak attack. It must meet the normal sneak attack rules. You gain sneak attack dice equal to half your base attack bonus (minimum +1), but these do not stack with any existing precision damage you can deal.
2. Deal unarmed damage as a monk with a level equal to your base attack bonus for a single attack. You are also able to immediately perform a dirty trick maneuver as a free action against the same target, as if you had Improved Dirty Trick and Superior Dirty Trick.
3. Cause one attack to act as if you were using the gunslinger’s Targeting Shot deed.
Special: This feat may be selected a second time, allowing you to use each option once per day. #Microfeats

Cussedness

A funny story about the first time my parents heard me cuss.

I was on a boat.

Terminated Account

A funny story about my dead father’s credit cards.

Seriously.

Extreme Effort #Microfeats

Extreme Effort
After all is said and done, you’ve never walked, you’ve never run. You’re a winner.
Whenever you make a d20 roll, after seeing the result, you may immediately decide as a free action to accept one point of burn (as the kineticist class feature) to reroll the d20 check. However, you replace the d20 roll with 1d10+10, adding all normal bonuses and penalties. You only accept the results of the second roll if they are better than your original roll. #Microfeats

Tactical Spell #Microfeats

Tactical Spell (Metamagic)
Prereq: Any teamwork feat. When you cast a harmless spell with a duration of 1 round or greater that affects 2 or more allies, you can grant all affected allies access to a number of teamwork feats possessed by any of the affected allies. They retain access to these teamwork feats for the duration of the spell. The number of teamwork feats is equal to spell slot you use to cast the spell minus the normal level of the spell.
#Microfeats