Daily Punch 12-19-25 Child of the Ship Kasatha ancestry feat for Starfinder 2nd Ed

The voyage taught you things.

Child of the Ship Feat 1

  • Kasatha

You’ve spent much of your time on board the ships learning the ways of space. You gain the trained proficiency rank in Crafting and Piloting. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

You also gain the Additional Lore general feat for Kasatha Lore.

Daily Punch 12-15-25 Three Finger Salute android ancestry feat for Starfinder 2nd Ed

Force the restart.


Three Finger Salute Reaction Feat 9

  • Android

Frequency twice per day
Trigger you critically fail a save, are subjected to a critical hit, or you choose trigger this ability


CTRL+ALT+DEL for the soul. As a reaction, you can fall prone, negating a critical hit or a critical failure on a save to a regular hit, end all conditions affecting you, regain up to half your hit points. You gain the slow 1 condition. You can even do this when you are under mind effecting conditions or while being controlled by spells like dominate. You end those effects and spells.

Thoughts?

Ring Side Report- RPG review of Pathfinder Adventure Path #184: The Ghouls Hunger (Blood Lords 4 of 6)

Product– Pathfinder Adventure Path #184: The Ghouls Hunger (Blood Lords 4 of 6)

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $26.99  here https://store.paizo.com/pathfinder-adventure-path-184-the-ghouls-hunger-blood-lords-4-of-6-p2/ 

TL; DR– Another good step in the Blood Lord’s Path!  97%

Basics– YOU’RE A BLOOD LORD HARRY!  You finally become blood lords, and now the plot is really heating up.  Someone is attempting to poison the food supply and you… you get to play honor guard to the ghouls from the underdark.  All in a day’s work for the lowest ranked, most powerful people in the kingdom.  

Mechanics or Crunch–  The mechanics of this adventure are solid, but there is one thing that bothers me.  The crunch works here.  There is investigation, combat, exploration, and event influence all baked in.  Multiple different skills are used, so no one feels left out.  The last dungeon is a bit of a big jump in terms of difficulty, but overall the mechanics are solid. My one major issue is the groups.  You earn points with each group that runs the country, but I still don’t have a solid grasp of why.  You earn points, but there is not a direct explanation of what to do with those groups.  And this adventure has you get more downtime abilities to use those factions and build up more intrigue.  Why should I do that? I need a bit more, and then I would feel like that’s a good use of my gaming time.  4.5/5

Theme or Fluff–   This story is fun here.  Usually just having necromancers is enough to make a problem.  But in this one, the story is that someone is messing with the money.  It’s destabilizing the country and making the nearby ghoul kingdom angry.  Your job is to fix relations and stop that little problem.  It’s a solid story that draws the players into the world. It’s not only “kill the bad people”, but stop the geopolitical problems before they begin!  Also this book introduces a whole new religion, so if you want a ghoul character who’s extra special, this is the book for them as well.  5/5

Execution– Paizo makes good books.  I love what’s here. I love layout, the sections, and the worldbuilding.  It’s another solid book from Paizo.  5/5

Summary–  I liked this adventure.  It’s got a fun story, and the difficulty builds up to challenge the players. The story builds.  The small start and low levels are paying off as big powers are coming to play and the players are becoming big power houses too!  The book is solidly constructed, and full of the Paizo polish I come to expect.  The one issue I have is the factions.  I still don’t honestly know why my players and I should care.  Beyond that, this is a fun next step in the Blood Lords adventure. 97%