Daily Punch 3-19-26 Intellect Vampire mystic focus spell for Starfinder 2nd Ed

Today I’m gonna learn!

Intellect Vampire [two-actions] Focus 6

  • Concentrate Curse Focus Incapacitation Manipulate Mental

Traditions arcane

Range touch; Targets 1 creature

Defense Will Duration varies


You remove a creature’s intelligence and add it to your own. The target must attempt a Will save. The effects of this curse can be removed only through effects that target curses.

Critical SuccessThe target is unaffected.

Success: The target is stupefied 1 for 1 minute, and you gain a +1 insight bonus to all Intelligence-, Wisdom-, and Charisma-based rolls and DCs, including Will saving throws, spell attack modifiers, spell DCs, and skill checks.

Failure The target is stupefied 2 for 1 minute, and you gain a +2 insight bonus to all Intelligence-, Wisdom-, and Charisma-based rolls and DCs, including Will saving throws, spell attack modifiers, spell DCs, and skill checks

Critical Failure The target is stupefied 2 for 1 hour, and you gain a +2 insight bonus to all Intelligence-, Wisdom-, and Charisma-based rolls and DCs, including Will saving throws, spell attack modifiers, spell DCs, and skill checks.

Thoughts?

Ring Side Report: RPG Review of Sunfall RPG testplay

Product– Sunfall Testplay

System– Archmage Press

Producer– Paizo  

Price– FREE -here  https://www.kickstarter.com/projects/archmagepress/sunfall

TL; DR– A solid introduction 100%

Basics- THE AGE HAS ENDED!  Sunfall is a solo RPG, much like a choose-your-own-adventure.  It’s set in an Aztec setting, and you awake with no memory of what has happened, but you must attempt to save humanity.  Let’s look at the basics.

Basic mechanics and stats: This is a 2d6 system.  You have three stats: might, agility, and will.  These give you a +2 to +6 on the 2d6.  Then you compare.  You succeed, go to one page.  Fail?  Go to another.  Simple and sweet.

Player resources: Players have three major resources: health(hit points), stamina, and spirit.  Health is hitpoints.  It works exactly like in any other RPG.  Stamina and spirit are used when you do actions.  Stamina for physical and spirit for mental/magic.  You have none, and you either can’t act and have to take a breather round in combat, or other bad things happen.

Combat: Combat is also simple.  Each round, the creature you are fighting does something.  It can follow a round-by-round script or roll a die at random to select an action from a list.  You can then choose to parry(harder) or evade(easier), but if you evade, you don’t get to attack back!  When you attack, you choose an action and spend stamina or spirit.  You then roll 2d6, add the might or will attribute, and then see if you hit.  If you hit, you roll the dice for the weapon or spell, and then damage happens.  If you are hit, you subtract your armor from the damage.

Talents- As you play, you will possibly earn talents.  Think of these like feats.  You gain abilities that let you be extra cool.

Ok, now the breakdown

Mechanics or Crunch: This is a choose-your-own-adventure book with dice.  That’s the good and bad.  If you have that, then this can’t be for you.  The bad is that the combat is pretty simple.  It’s you rolling to defend, and you roll to attack. It’s simple.  You can’t do the crazy stuff you can do in Pathfinder, as the GM doesn’t exist here.  But you do get to play Pathfinder without a GM.  The mechanics are simple but fun.  I liked the choose-your-own-adventure books when I was a kid, and I didn’t know they had those with dice until I was in my 30s (I grew up in a small town!).  So, the simple mechanics only make me like this more. 5/5

Theme or Fluff– Do you like Aztecs and their mythology?  I do.  I crave new settings.  Old school DnD is fun.  Fantasy Europe for the 100th time is not bad, but if you promise me four whole books of settings where you have crazy stuff I’ve NEVER seen before, you have my complete attention.  I will admit my ignorance about how awesome the Aztec world was.  I’m looking forward to this book to not only entertain me with the story, but draw me into a whole history and mythology I know nothing about!  5/5

Execution: Ok, this is a choose-your-own-adventure book, so I am looking for exactly ONE thing: hyperlinking!  And it had it!  The book can’t have art on every page, but you won’t read this book page by page.  It’s got enough to tell a story when it needs to.  But I’m just glad I can choose an option, click, and BAM!  I’m there!  Solid work.  5/5


Summary– The simple summary is to go check out the Kickstarter.  It’s free.  Honestly, after that, the next question is “do you like choose-your-own-adventure books?”   If not, then maybe stay away.  Both the author and I completely understand that this book can’t be for everyone.  I love sushi, and not everyone likes that.  But if you have even a hint of love for the days when those books dominated middle school, as they did mine, or if you love or want to learn about Aztec mythology, then you need to check this out.  And the final cost for all four books, digital, will be $68.  That’s honestly not bad for four books.  You can get them all fancy and leather-bound, but I’m a digital kid.  So, I will go digital and use as many hyperlinks as I can!   100%

Daily Punch 3-12-26 Universal Understanding mystic focus spell for Starfinder 2nd Ed

I want an arcane mystic, so let’s build one!

Universal Understanding cantrip 1

Uncommon Concentrate Focus Mystic Logic

Range 30 feet
Targets 1 creature
Defense Will
Duration sustained up to 1 minute


You gaze into the true understanding of a creature as you pull apart what makes it work and break at the subatomic level. The target must make a Will save.

Critical Success: The target is unaffected and can not be targeted by you with any spells or abilities, save physical attacks for one minute.
Success The target is unaffected.
Failure  The target suffers 1d4 force damage and has a -1 penalty to AC and saves. You can sustain this spell to cause the target to suffer the damage again and continue the penalty.
Critical Failure The target suffers 2d4 force damage and has a -2 penalty to AC and saves. You can sustain this spell to cause the target to suffer the damage again and continue the penalty.


Heightened (+1) The force damage increases by 1d4 or 2d4 for a critical failure.

Daily Punch 3-10-36 Gains skill feat for Pathfinder 2nd Ed

Get those gains!


Gains Feat 2

Skill


 You work out! You get one boost to attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.
Special: You can take this feat again, but if you do and apply it to the same attribute as you did before, you only get a partial boos.

Thoughts?