Daily Punch 4-26-19 Hostile Negotaitions feat for Pathfinder

Pathfinder fun from my home game for this final one for the week.

Hosile Negotiations

Benefit: You may make an intimidate check in place of a diplomacy check, but if you fail, the foes attitude instantly moves one step worse.

Normal: You may not use an intimidate skill in place of diplomacy and you only worsen someone attitude by one step if you fail by five or more.

Thoughts?

Daily Punch 4-25-19 Surge cleric spell for Dungeon Crawl Classics RPG

I want a cleric to get some offence.  Let’s build one!

Surge
Level: 1
Range: 15′ Duration: Instantaneous Casting time: 1 action Save: Reflex vs. spell check DC
General The cleric rains down divine lightning from their fingertips.
Manifestation
roll 1d4: (1)the caster’s hands shoot purple lightning at the target. (2)lightning shoots down from the sky at the target. (3) electricity crackles all over the target. (4)the caster stomps the target and lighting surges up from the ground at the target.
1-11 failure
12-13
A single blast of electricity strikes one target within range for 1d2 points of damage.
14-17
Spell produces a blast of fire that electrocutes a single target within range for 1d5 points of damage.
18-19
Spell produces a blast of fire that electrocutes a single target within range for 1d5+CL points of damage.
20-23
Spell produces a surge of electricity that burns up to three targets within range for 1d5+CL points of damage. All targets must be within 10’ of one another.
24-27
Spell produces a surge of electricity that burns up to three targets within range for 1d10+CL points of damage. All targets must be within 10’ of one another.
28-29
Caster creates a single blast of lighting 10’ wide and 30’ long that does damage equal to 3d5+CL to all caught in the blast. He can pick individual targets to be safe from the blast.
30-31
Caster creates two blasts of lighting 10’ wide and 30’ long that does damage equal to 3d5+CL to all caught in the blast. Each can be directed within a 180° arc of his position. He can pick individual targets to be safe from the blast.
32+
Caster can blast pure lighting in a 360° arc outward from his body. He can pick individual targets to be safe from the blast. All creatures within the radius are immolated, taking damage equal to 4d5+CL damage.

Daily Punch 4-24-19 Geas spell for Dungeon Crawl Classics RPG

Last night, I subjected a player that didn’t exist!  Welp, time to make it happen!

Geas
Level: 3
Range: 10′ Duration: Instantaneous Casting time: 1 action or special (see below) Save: Will vs. spell check DC
General A cleric calls upon the force of his god to send a individual or a creature on a quest.  This spell only works on intelligent creatures.  That creature must attempt to work toward completing the quest or face dire repercussions for their failure.

Clerics often cast this spell as part of another spell to force a character to do an act as part of another spell or action.  In this case the target must voluntarily fail the will save.

Manifestation roll 1d4: (1) an avatar of the god comes and scribes a mark into the targets forehead cutting the skin deeply.  (2)The room fills with light or darkness and whispers fill the room with the dead the target must do.  (3)a parchment with the task appears with written instructions in gold letters.  the parchment cannot be destroyed by mundane means. (4)the gods own words echo from the mouth of the cleric in a language no one except the target can comprehend.
1-15 Failure.
16-20 The target is given a quest they must complete by the cleric.  Every day the target does not work toward the quest, the target takes a -1 penalty to all rolls.
21-25 The target is given a quest they must complete by the cleric and the cleric is updated daily on the targets progress.  Every day the target does not work toward the quest, the target takes a -2 penalty to all rolls.  The cleric can always located the target as if casting the locate object spell and the cleric may always contact the target as if via the esp spell cast with the same result s the geas spell.
26-30 The target is given a quest they must complete by the cleric and the cleric is updated hourly on the targets progress.  Every day the target does not work toward the quest, the target takes a -5 penalty to all rolls.  The cleric can always located the target as if casting the locate object spell and the cleric may always contact the target as if via the esp spell cast with the same result s the geas spell.  In addition, the caster of the spell may at any time wrack the target with pain as if casting magic missile upon the target at any spell result up to the clerics spell casting result of geas spell.  The target of the spell may not be healed except by clerics of the same god that cast the original geas and those clerics know of the spell as soon as they begin any healing magic as well as knowing they gain disapproval for any actions they take to aid a character not advancing on their geas.
31-35 The target is given a quest they must complete by the cleric and the god of the cleric is updated contently on the targets progress.  Every day the target does not work toward the quest, the target takes a -5 penalty to all rolls.  The god can always located the target as if casting the locate object spell and the cleric may always contact the target as if via the esp spell cast with the same result s the geas spell.  In addition, the god may at any time wrack the target with pain as if casting magic missile upon the target at any spell result it chooses.  The target of the spell may not be healed except by god directly.  The cleric gains all the benefits of casting the spell at  spell result of 30 as well.
36+ The target is given a quest they must complete by the cleric and the god of the cleric is updated contently on the targets progress.  Every day the target does not work toward the quest, the target takes a -10 penalty to all rolls.  The god can instantly kill the target at will, no save, at any point to summon the creature before it.  The god also gains the benefit of casting the spell at spell check 35.  The cleric gains all the benefits of casting the spell at  spell result of 30 as well.

 

Thoughts?

Daily Punch 4-23-19 Cold Snap spell for DnD 5e

Here is a fun one for those level 1 wizards out there.

Cold Snap

1st-level evocation

Casting Time: 1 action
Range: Self (20-foot cone)
Components: V, S
Duration: Instantaneous

A blast of frigid air shoots from your outstretched palm. Each creature in a 20-foot cone originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and is restrained till the end of your next turn as they are frozen in place. On a successful save, the creature takes half as much damage and isn’t restrained.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Daily Punch 4-22-19 Binding Cuff wondrous item for DnD 5e

Have a fighter who hates mobile creatures?  Flying creatures making the barbarian cry?  Well how about his one?

 

Binding Cuff

Wondrous item, rare

This set of manacles magically locks on only one your wrist with a command.  As part of  successful grapple, you my lock the other half of the manacles on the creature.  That creature cannot move more than 5 feet from you, nor can the creature pull you.  You may move that creature with no effort.  You are not considered to be grappling the creature as both your hands free with the chain holding you two giving you enough space, but the creature is considered to be grappled by you.  You may free the creature at any time by mental command that uses not action.  The creature can not teleport, not change size, nor move to another plain or go ethereal.  The chain between the manacles can not be cut, even by adamantium weapons.  The creature can escape as an action with a DC 15 Strength(athletics) or Dexterity(acrobatics) check.

 

 

Thoughts?

Daily Punch 4-15-19 Come at me! Envoy improvisation for Starfinder

More Starfinder fun today for the Envoy.  How about this improvisation

 

Come at me (Ex) [sense-dependent]

As a move action, you can choose one enemy within 60 feet.

That enemy must succeed at a Will save or take a –4 penalty to all attacks it makes  that are not against you until the end of your next turn.

At 6th level, you can spend 1 Resolve Point to make the enemy take the penalty with no saving throw allowed.

 

 

Thoughts?

Ring Side Report- Shadowrun: Chrome Flesh

Product– Shadowrun: Chrome Flesh

System– Shadowrun 5e

ProducerCatalyst Game labs

Price– $24.99 here https://www.drivethrurpg.com/product/151893/Shadowrun-Chrome-Flesh?term=chrome+flesh?affiliate_id=658618

TL; DR– Solid book for solid chrome! 95%

Basics– We can make you better, stronger, faster!  Chrome Flesh is the Shadowrun book focusing on our chromed out runners who are more machine than man.  This book provides several options that run the gambit from new metal to shove into your arm, living organism that live inside you, and the dreaded nanites!  This book also builds on the nanite CFD storyline that is forefront in Shadowrun 5e now while building out the world in general.

Mechanics or Crunch– This book is pretty, but maybe a little to pricey regarding your soul.  I like what the book has on offer, but most of the new teck feels a bit too essence heavy or have too many drawbacks such as touching nanites at all.  The newer things suchs the biotech feel like there should be more new tech. I’d like more of the new and less of the old chrome. But, what is here I do like seeing. 4.5/5

Theme or Fluff-This is where Shadowrun books have always excelled and keep doing so.  The book reads like a reddit thread with chapters starting with a story, moving to a discussion by one person in the world, and then the hard crunch.  The fluff of the story and the discussion really make the world feel alive. Even details regarding the tech feel realistic. A solid story and character interaction and delivery really makes the book shine.  5/5

Execution–  This book looks pretty, has a good lay out, and has amazing tables that really help you use the old and new tech together and even find it!  But, there are a number of small errors that take away from the presentation like errors at the top of tables mislabeling essence and capacity.  Also, I love the story, but the repeated nature of a few of the stories and character discussion make this book run a little too long. Solid book with a few errors hurting the presentation.  4.8/5

Summary-A chromed out Street Sam is always a fun addition to a team.  Chromed Flesh adds lots of new toys for the metal men in your life.  Also, this book really makes you feel like you’re in the world of Shadowrun reading updates on Jackpoint.  It’s not completely perfect as some of the crunch needs more options to fill out the roster of available tech and some minor issues mare a great book.  However, most of these problems can be forgiving by the fact this this book provides updated tables showing where all the chrome toys are in the books. If you are looking for a solid book for a character who wants to trade essence to punch through an engine block, then this is the book for you. 95%