Daily Punch 10-24-19 Wide Ricochet feat for Starfinder

I have some characters in my online game who just cant seem to hit! How about some love for our favorite losers?

Wide Rickchet (COMBAT)

You CAN win for losing! If you put enough ammo downrange something HAS to hit eventually!

Prerequisites: Base attack bonus +1.

Benefit: When you miss with a weapon attack, once per turn you may reroll the attack at a -5 penalty. If you hit on this reroll, you do 1/4 the damage of the normal attack, but do not cause any additional effects of the attack.

Thoughts?

Daily Punch 10-23-19 Minamoto’s Disciple Monk Monastic Tradition for DnD 5e

Back to killing demons and devils in DnD!

 

Minamoto’s Disciple

You follow a warrior of renown, know for protecting the innocent and leading his clan.  You have studied at the feet of masters of his clan and emerged as a top student.  You are now learning techniques and receiving gifts that only the most prestigious of demon and evil slayers are granted.

Liquor of the Gods

Starting when you choose this tradition at 3rd level, you are gifted a flask of the purest ale from heaven.  You can drink from the flask or throw a dose at a fiend within 30 feet by spending a ki point.  If you drink from the flask, you gain the effects of haste  for one turn.  If you throw a dose at a fiend, that creature must make a constitution saving throw.  On a failure, the fiend is stunned and loses it immunity to non-magic weapons and elemental damage till the end of your next turn.  It is a bonus action to throw a dose at a creature but a free action to drink from the flask yourself.

Armor of Heaven 

At 6th level, you gain the helm of your master.  From now on you gain immunity to critical hits unless the creature has advantage on the attack and scores two critical hits.

Kumo-Kiri

Beginning at 11th level, you are gifted Spider Slayer, a +2 fiend slaying katana.  This counts as a monk weapon and makes all your attacks, including unarmed ones, count as +2 fiend slaying attacks.  When you hit a fiend with any attack while wield the weapon, the fiend takes an extra 3d6 damage unless it succeeds a DC 15 Constitution saving throw or fall prone.

Quivering Palm

At 17th level, you gain the favor of heaven itself and are gifted champions from heaven.  As an action, you may spend up to four ki points.  For each ki point spent, you may cast guardian of faith summoning one guardian.  These guardians last as normal per the spell.

 

 

Thoughts?

Daily Punch 10-21-19 Measure Twice feat for DnD 5e

How about a way for non-magic characters to hurt some creatures with some solid resistances?

 

Measure Twice

You’re used to hitting the same place twice to really drive the point home and through. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • When you hit a target more than once in a round, any resistances to your weapon’s bludgeoning, slashing, or piercing damage apply only to the first hit. Damage from other types of elements like fire damage are resisted as normally.  This does not effect immunity to weapon damage.

 

Thoughts?

Daily Punch 10-18-19 Red Cap Tooth wondrous item for DnD 5e

Listening to the Bone and Sickle podcast and I had an idea!

Red Cap Tooth

Wonderous item, rare

You have a gnarled, decayed tooth of a vile recap. The tooth though fills you with the luck of the Fey. As a reaction, you can reroll a single d20 you just rolled and are forced to take the second result, even if worse. You may do this two times per day, but if you attempt this a third time, the tooth crumbles to dust.

Thoughts?

Ring Side Report-Esper Genesis Threat Database

Product– Esper Genesis Threat Database

System-Dungeons and Dragons 5e

Producer– Alligator Alley Entertainment

Price– $ 24.95 https://www.drivethrurpg.com/product/285863/Esper-Genesis-5E-Threats-Database?affiliate_id=658618

TL; DR-Solid world building in a monster manual! 95%

Basics-They have a multidimensional cave troll! Esper Genesis Threat Database is Esper Genesis’s Monster Manual, BUT it has so much more. Let’s dig into my thoughts on this.

Mechanics or Crunch-Ok, it’s a monster manual. You follow the basic rules put out by WotC and you get solid, well executed monsters. Alligator Alley Entertainment put in good effort and created good monsters to challenge your heroes. You will always have your favorites. I like Lovecraftian horrors and xenomorphs like the movie Alien. I have both those things, so I’m happy! You will find your own favorite monsters and organizations to throw at your players. The one thing I miss that this system needs to steal wholesale from Starfinder is the monster manual also being a second player guide by providing new races for players. Again, I’m asking for a solid thing to be more. However, since most of the bad guys are not horrible spider animals but humanoid-ish creatures, it fits that players could be them. It’s a small gripe on an otherwise well made crunch book. 4.5/5

Theme or Fluff Honestly this is where things shine. One of my MAJOR complaints about the base book was who are the bad guys? This books delivers on that by not only having flushed out monsters but a WHOLE SECTION on alien threats and organization. Like all monster manuals you get a page per bad guy that has a picture, some crunch, and some words about the bad guy, but the cherry on top is the fact that this book adds universe to the universe not just by throwing all of that into the book, but also a section on organization that threaten the universe, making this a world building book as well. I love what’s here for the monster and world story! 5/5

Execution– PDF? Yep! Hyperlinked? Yep! Ok, all the things I want standard in a book! Aside from that its a well laid out easy to read monster manual. It’s got all the small issues I hate in a monster manual with the key one being when you have a monster group of things like a bunch of different robots, not all the robots get pictures. You know they exist and you get a picture of one or two of the five, but I need something to throw up on a tablet to show my players so they know what the heck is going on! That’s a pretty small thing in an otherwise amazing book. However, there is one thing this book does that really makes me happy and it’s honestly, quite literally the smallest thing. If there is a picture of the creature in the book, they took a small blue representation of it and set it next to a standard human for scale. That’s it. That right there fills me with with all the happy because if you show me a space cockroach and say this is the key threat to the galaxy I think that might be the size of a planet when you meant as a literal space cockroach and they just swarm their prey and are getting everywhere. I love that as its something again I can throw up on a tablet, show don’t tell my players, and have them get their heads into the fight! Fantastic work on the production of this book! 4.75/5

Summary-Esper Genesis is honestly a sleeper system with some real power in it. It’s got a new take on DnD 5e, and this book proves that Esper Genesis has a solid creative team in it. The Threat Database provides a ton of monsters to throw at your players, great world building, and an excellent example of how to build a book. My gripes are far and few with most of them being things this system needs based on other Sci-Fi systems and problems I see in all monster manuals. Overall, this is an amazing addition to the Esper Genesis universe. 95%

Daily Punch 10-17-19 Static Burst T0 technomancer spell for Starfinder

How about one of a pair of spells for the technomancer?

Static Burst T0

School evocation (electricity)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one held electric object or creature of no more than one bulk

Duration instantaneous

Saving Throw varies; Spell Resistance yes

When you cast this spell, you choose a electronic object in range. If held or a creature, the wielder or creature makes a Reflex saving throw. This spell causes 1d6 electric damage to the object or construct and 1d6 electric damage to the wielder on a failure. If unattened, the object takes 1d6 electric damage.

Thoughts?

Daily Punch 10-16-19 Magic Dabbler Feat for Pathfinder 2nd Ed SECOND TRY!

I got some feedback on my Magic Dabbler feat,and I have a new idea for a series of feat.  How about we play with skill feats?  What are peoples thoughts about allowing a person to get a second class feel via skill feats?

 

Magic Dabbler FEAT 1

Skill

Choose one class that you are not a member of and casts magic spells.  You training in a skill of that class related to its magic tradition.

You gain one cantrip from that class.  You can cast that as often as you want.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again. You gain training in the class DC and spell attack rolls of that class using the same ability score as normal.

Magic 1st Level Dabbler FEAT 2

Skill Variable

Prerequisite(s) Magic Dabbler

You learn one 1st level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.

 

Magic 2nd Level Dabbler FEAT 4

Skill Variable

Prerequisite(s) Magic 1st Level Dabbler

You learn one 2nd level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.

 

Magic 3rd Level Dabbler FEAT 6

Skill Variable

Prerequisite(s) Magic 2nd Level Dabbler

You learn one 3nd level spell of the class you chose for magic dabbler and an additional cantrip.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.

 

Magic 4th Level Dabbler FEAT 8

Skill Variable

Prerequisite(s) Magic 3rd Level Dabbler

You learn one 4th level spell and a second 1st level spell of the class you chose for magic dabbler.  You can cast one 4th level spell and two 1st level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Magic 5th Level Dabbler FEAT 10

Skill Variable

Prerequisite(s) Magic 4th Level Dabbler

You learn one 5th level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again. Your proficiency class DC and spell attack rolls of that class increase to expert.

 

Magic 6th Level Dabbler FEAT 12

Skill Variable

Prerequisite(s) Magic 5th Level Dabbler

You learn one 6th level spell and a second 2nd level spell of the class you chose for magic dabbler.  You can cast one 6th level spell and two 2nd level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Magic 7th Level Dabbler FEAT 14

Skill Variable

Prerequisite(s) Magic 6th Level Dabbler

You learn one 7th level spell and a second 3rd level spell of the class you chose for magic dabbler.  You can cast one 7th level spell and two 3rd level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Magic 8th Level Dabbler FEAT 16

Skill Variable

Prerequisite(s) Magic 7th Level Dabbler

You learn one 8th level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again. Your proficiency class DC and spell attack rolls of that class increase to master.

 

Magic 9th Level Dabbler FEAT 18

Skill Variable

Prerequisite(s) Magic 8th Level Dabbler

You learn one 9th level spell and a second 4th level spell of the class you chose for magic dabbler.  You can cast one 9th level spell and two 4th level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Thoughts?

Daily Punch 10-11-19 Magic Dabbler feat for Pathfinder 2nd ed

How about we let everybody play in the magic pool….

Magic Dabbler

FEAT 1

General variable

Prerequisite(s) trained in Arcana, Nature, Occultism, or Religion

You’ve learned a few trick and now augment your skills with some extra powers. You choose one magic casting class and gain training in the class DC of that class using the same ability score as normal. This feat gains the type of the class you choose either arcane, occult, primal, or divine. You gain two cantrips of that class can can cast those spells as normal.

Thoughts?

Daily Punch 10-10-19 Ball Lightning Arcane and Primal spell for Pathfinder 2nd Ed

Final system for ball lighting.  Now for PF 2nd Ed!

 

Ball Lightning

Ball of Lightning SPELL 4

Evocation Electricity

Traditions arcane, primal

Cast [three-actions] material, somatic, verbal

Range 120 feetDuration 1 minute


You summon a ball of crackling electricity that fires white hot bolts of electricity at your enemies.  You create  a 5-foot in diameter ball of electricity that once each round as an action fires a jolt of electricity at an enemy up to 60 feet away.  Make a spell attack. If you hit, you deal 4d6 electricity damage and then make two more spell attacks at two separate targets within 60 feet of the second target.  If you hit, you deal 4d6 electricity damage.  For two more actions, you may make a second attack following rules of the first.  Also, as an action, you may move the ball of lighting up to 60 feet.

Heightened (+1) The electricity damage increases by 1d6.

 

Thoughts?