Daily Punch 3-27-19 Fully Rested #feat for #Starfinder

Let’s build off some ideas for DnD and resting in Starfinder.

 

Fully Rested

When you take a break, you really feel refreshed.

Benefit: When you take a 10 minute rest and spend a resolve point, you not only gain stamina points, but you also gain HP equal to your level + your Constitution modifier.

 

 

Thoughts?

Daily Punch 3-28-19 Hurry Up and Rest Envoy Improvisation for Starfinder

How about some love for Starfinder and rests.

 

 

Hurry Up and Rest (Ex) [mind-affecting]

When you spend a Resolve Point to regain Stamina Points for a 10-minute rest, you may spend a additional Resolve Point to reduce the resting time to 1 minute.  All allies who can hear you gain the benefits of a short rest as well.

 

 

Thoughts?

Daily Punch 3-25-19 Restful Pace spell for DnD 5e

I’m playing in a Middle Earth 5e game.  Not NEAR as much healing as regular DnD, and thats ok.  But, I’ve been thinking about playing with the short rest.  Here is a possible spell for that.

 

 

Restful Pace

2nd-level abjuration(ritual)

Casting Time: 1 minute
Range: 30 feet
Components: V, S
Duration: 8 hours

Your spell lets your allies allies rest and recuperate while they lightly walk across the country. Choose up to eight creatures within range. Each target can take a light rest for each hour of travel at a normal pace.  Traveling through difficult terrain or any mode of travel more difficult that walking will not allow the creature to rest.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher,  increase the number of targets by 1  for each slot level above 2nd.

Daily Punch 3-13-19 BANE M1 mystic spell for Starfinder

If you have bless in Starfinder, you need …..

BANE M1

School enchantment (compulsion)

Casting Time 1 standard action

Range 50 ft.

Area The caster and all allies within a 50-ft. burst, centered on the caster

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

You chanel pure doubt into your enemies. Each affected creature taks a -2 moral penalty to attack rolls and saving throws against fear effects.

Bane dispels and counters bless.

Thoughts?

Daily Punch 3-14-19 BLESS M1 spell for Starfinder

I love clerics in DnD and standard procedure is bless first round. WHY BLESS IN STARFINDER! So, I’m making it!

BLESS M1

School enchantment (compulsion)

Casting Time 1 standard action

Range 50 ft.

Area The caster and all allies within a 50-ft. burst, centered on the caster

Duration 1 min./level

Saving Throw none; Spell Resistance yes(harmless)

This spells fills your allies with courage. Each ally gains a +2 moral bonus to attack rolls and saving throws against fear effects.

Bless dispels and counters bane.

Thoughts?

Daily Punch 3-15-19 Human Looking feat for DnD 5e

Something quick for DnD 5e.

Human Looking

Prerequisite: Half-Orc, half-elf, or tiefling

You’re human heritage shows through more than your other parantage. You gain the following benefits:

  • Increase your Charisma by 1, to a maximum of 20.
  • You look very human, and a very detailed, very intrusive search is needed to determine that you are anything but human.
  • While in a human civiliztion, gain a +1 bonus to all Charisma skill rolls.

Thoughts?

Daily Punch 3-11-19 INDUCE AFFLICTION M3 spell for Starfinder

Why can you cure a disease, but not inflect one?

 

INDUCE AFFLICTION M3

School necromancy

Casting Time 1 standard action

Range touch

Targets one living creature

Duration permanent

Saving Throw Fortitude negates; Spell Resistance yes

You pour raw necrotic energy into a target forging disease particles in the creature.  If the target fails its saving throw, it is affected by a mental of physical disease you choose with a save DC equal to your current spell save DC or lower.  The disease progresses as normal and can be removed as normal.

If you target a creature who is already afflicted by a disease, the creature must instead immediately succeed on a Fortitude saving throw or worsen one step on the condition track of the disease.  This saving throw does not count for their successes needed to end the condition nor does it count for their daily saving throw against the condition.

 

 

Thoughts?

Daily Punch 3-8-19 Raised in Filth feat for DnD 5e

Ok, lots of disease lately, so how about we get some tools to fight it?

 

Raised in Filth

You were raised in dirt, and some of your family didn’t survive it,  but you thrived gaining resistances to it. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20.
  • You have advantage on saving throws against diseases or being inflicted with any disease via a spell.
  • When you are affected by a disease, instead of making a saving throw every 24 hours, you make a save to end a disease every 12 hours.

 

Thoughts?

Ring Side Report- Saga RPG Adventure Arc: Darkwood #3 – The Vile and the Voracious

Product– Saga RPG Adventure Arc: Darkwood #3 – The Vile and the Voracious

System– Pathfinder

Producer-SagaRPG

Price– $15(PDF)-40(softcover and pdf) here https://www.drivethrurpg.com/product/249671/01AA03–Saga-RPG-Adventure-Arc-Darkwood-3–The-Vile-and-the-Voracious-PFRPG-PDF–01AA03?affiliate_id=658618

TL; DR-Why does it have to be mutant trolls! 93%

Basics– That troll pillaging the town has an arm growing out of his head!  Darkwood 3-The Vile and the Voracious is the third part of an ongoing series where the players adventure through Darkwood, a community on the fringe where different power players attempt to gain sway while horrors in the woods attack unrelentingly.  In this one the town is attacked by trolls, but not just any trolls, horrible mutant trolls! All the different groups are united against them, and the players are sent to exterminate the threat. In the dark caves where the trolls call home, long, best forgotten fey things are found as well.  The book also features a new mechanics for mutant monsters, crafting rules, items, magic, templates, locations and even gods of the Darkwood setting.

Mechanics or Crunch-Here is honestly where the book shines.  This book provides some really fantastic new crunch to Pathfinder with items, guns, templates and a large section devoted to making mutant monsters of old favorites.  These are liberally applied to all the things the players experience through the adventure, so it’s fun to see the new crunch dropped on the players mid battle! The new camping expedition rules are a welcome addition as well as “Ok, you set watch” *rolls one die per payer on watch* “Ok, get back your spells and hp.” *rolls encounter table and nothing happens* REPEAT TILL DESTINATION is honestly boring.  It’s fun to make your players’ characters people and give them things to do while living. This book adds some solid mechanics to the Pathfinder RPG 5/5

Theme or Fluff–  Here is the low point for the book. It’s not bad, not even close to bad, but this is not a very diverse adventure.  This is an unrepentant dungeon crawl and everything about this one is getting you to the place, so the killing can happen.  There are fun elements to the place like great descriptions of each room and new monsters to right in each room, but do not expect levels upone levels of intrigue i this one.  It’s just a fun romp killing trolls with some extra splash put in to keep the bard from being bored in the back. That’s not a bad thing, but not a diverse adventure. A decent hack and slash dungeon crawl in a lost fey cavern.  4.3/5

Execution–  The book is put together pretty decently, but has a few things I’d like changed.  It reads pretty quickly and is set up so I, the laziest DM ever, can simply skim enough at the time to get the game running in under three minutes while I say take a bio brake on the phone with clear outlines of plot and locations as well as area descriptions with monster personalities.  That’s exactly what I want from every adventure! I HATE having to read and reread a section to find how one of five brothers interacts in a combat when I’m trying to give life to 10 different monsters, and this book makes my life easy! What I don’t like is even on my tablet at the table, I have to do some considerable zooming to read the text.  The background looks nice, but the weathered parchment look makes it hard for me to read because I’m getting old! Others things I think are interesting design choices are to put the camping section in the middle. It kind of interrupts the flow, so I don’t think it goes there while other mechanical things are at the back of the book. But, I honestly can forgive that pretty easily because this book HYPERLINKS THE DAMN PDF!  I am boggled by how this isn’t industry standard, but these people do it and it makes my day. The art is nice and adds enough, and even better the PDF had maps WITHOUT labels on them that I can easily grab and throw into my online games or print for my table, so that is another fantastic plus to this adventure. Minor issues with the book, but otherwise its a solidly put together PDF. I have a few minor issues, but this is a well put together PDF 4.6/5

Summary-Sometimes you want a fancy 20 course meal with multiple courses.  Sometimes you just want to curbstomp a troll in a cave. This adventure might not redefine the fantasy world for its story, but simple doesn’t mean bad.  If you are in this deep to the Darkwood Adventure Arc, you are gonna have a blast in this book. If you are looking for your next book of long intrigue in the high courts of nobles, then this isn’t your book.  But, if you just want a fun Pathfinder adventure you can spring on your players to have them fight some mutant trolls then honestly for 15 bucks it’s hard to beat, even if your players don’t care about darkwood at all and they just want some good old fashion hack and slash.  The other things in here that really stand out well like the expedition camp rules, the mutant templates, and multiple other things are slick pathfinder additions. The Vile and the Voracious is a simple adventure done well and put together smoothly. 93%