Daily Punch 7-17-20 Aegis arcane and divine spell for Pathfinder 2e.

We’ve got quen for 5e and Starfinder, so it’s time for Pathfinder 2e!

Aegis Spell 1

Abjuration Force

Traditions arcane, divine
Cast

Two Actions

 

somatic, verbal
Duration 1 minute

You surround yourself in a shimmering light of of protective force. This shield has 10 hit points and these hit points are lost first before any others. When the shield loses all it’s hit points, if the creature that hit you hit with a melee attack and is within five feet, it is blasted with a burst of light. The target must make a Fortitude saving throw or be blinded for one round.


Heightened (+1) The aegis hit points increases by increases by 5.

Thoughts?

Daily Punch 7-15-20 Blinding Breach T1 spell for Starfinder

Let’s build on the ideas from Monday but in Starfinder!

Blinding Breach T1

School evocation

Casting Time 1 standard action

Range touch

Targets 1 creature equipped with a force field

Duration 24 hours

Saving Throw none; Spell Resistance no

You overcharge a shield allowing for a explosion of light when it fails. From now on when the shield is reduced to 0 hit points it emits a flash of light. All creatures, except the barer, out to 20 feet must succeed at a Constitution saving throw or become blind for 1 round.

Thoughts?

Daily Punch 7-13-20 Aegis spell for DnD 5e

More witcher inspired spells! I like the quen sign. Can I make this in DnD?

Aegis

1st-level abjuration

Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: concentration, up to 1 minute

A translucent shimmering shield of force envelops you. This shield has 10 hit points, and will take damage first from melee or weapon attacks. When exhausted, it emits a flash of light causing blindness for one round on the attacker if the attacker is with in 10 feet and fails a Constitution saving throw.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the hit points of the aegis increase by 5 for each slot level above 1st.

Thoughts?

Ring Side Report-Board Game Review of Pan Am

Product-Pan Am

Producer– Prospero Hall

Price– $34.99 here https://www.target.com/p/funko-pan-am-board-game/-/A-79396299?ref=tgt_adv_XS000000&AFID=google_pla_df&fndsrc=tgtao&CPNG=PLA_Toys%2BShopping_Local&adgroup=SC_Toys&LID=700000001170770pgs&network=g&device=c&location=1019378&ds_rl=1246978&ds_rl=1248099&gclid=Cj0KCQjwgJv4BRCrARIsAB17JI5zgkskI0QJnO50_tOBEn0Zb9Q8dDmcrs18o43fB6wHDQrQisGabAoaAkyCEALw_wcB&gclsrc=aw.ds

Set-up/Play/Clean-up– 30 to 60 minutes (2-4 players)

Type- Euro

Depth-Light

TL; DR– Strong euro with a good, strange theme.  94%

Basics- Who’s ready to fly?  Pan Am is a game all about owning enough of Pan Am to be its leader.  The basic flow of the game is worker placement with an outbid mechanic.  Each turn an event is revealed, players place and replace workers called engineers, actions happen, and finally Pan Am buys routes and players buy stock.  Events change the stock price and set new things in motion from free planes to giving extra actions.  The options for placing engineers on the board are: build airports, win location cards, build planes, claim routes, and get directive cards.  These all factor into routes.  To claim a route you have to have an airport at the start or end of a route, have a location card of a start or end of the route, discard a card in the the same area as the route, or discard two cards from the same area that isn’t where the route you want is.  This makes airports and location cards key.  There are four types of airplanes with each being able to fly farther and farther.  Claiming a route gives you money every turn as income as long as you control the route.  Directives are wild cards that give you powers from free end game stock to extra planes and everything in between.  The key in this game is bidding.  Each airplane airport, or location space has different money amounts.  You can choose any location, but if a player is willing to pay more, you are bumped and you get to redeploy that worker.  The last part of the turn is Pan Am buying routes from the players.  When Pan Am randomly buys a route by following a marked flow on the board from a random die roll, it gives the player money based on the size of the route, but reduces your end-of-round income as you no longer control the route.  Lastly you get income based on the routes and airports you control. Income can be saved or spent to buy stock.  The game lasts 7 rounds.  In rounds 4 and 6 the options to buy bigger planes are revealed as action spaces.  Once the game is over, the person with the most stock is the winner!

Mechanics-If you want a euro that you can give a friend to show them that there is more to life than Candyland, this is a great game for that!  You place workers, maybe get outbid, but then you gain the actions.  The whole game is lightning quick.  Reading rules to punching out cardboard to play was 15 minutes for me.  And I felt like it was playing a decent game!  Now, will I bring my hard core, “twelve hours of thinking for each move” europlayers to this one?  No.  It’s pretty simple.  But simple isn’t bad! 4.75/5

Theme- Huh.  Had you told me a year ago that I would go to Target and buy a game about an old airplane company, and I’d feel like I was building a transportation empire in the 60s, I would tell you that sounds horrible.  But, it’s honestly a ton of fun.  You feel like you are making smart choices.  You feel like you are buying stock and making company choices.  I felt like I was a good businessman.  Art and colors also make this a phenomenal experience. 4.5/5

Instructions–  Solid rules in this one.  Now, it’s a simple game so I don’t have lots of edge cases to sort out, but I honestly understood what was up and didn’t need to consult the oracle of BGG to find how to play.  Well done rules that make reading a snap! 5/5

Execution–  I loved this game!  Check out all the pieces here: https://youtu.be/Tm3uREbgkc4  The planes are amazing.  The art style is the right kind of retro. Color looks old school.  Text is nice and easy to read.  The one thing that bugs me a bunch is give me extra bags for all the cardboard.  Bags prove you love me!    4.5/5

Summary-This is a solid, entry level euro that is well done.  The rules don’t scare away new people.  The aesthetic all look amazing. Actions feel like they should.  I just wish I had a few more bags and maybe make things a tad heaver for the hardcore.  But for the intro player, amazing.  It’s not bad by any means, but if you want a deeper than an hour experience, you will be disappointed.  If you want a solid intro to euro style games, then this will be a phenomenal game in your collection. 94%

Daily Punch 7-10-20 Conduit of Fate M1-6 mystic spell for Starfinder

Conduit of Fate M1–6

School enchantment

Casting Time 1 standard action

Range 30 feet

Targets two or more living creature

Duration 10 minutes/level

Saving Throw Will half (harmless); Spell Resistance yes (harmless)

You speak words of power and twin two willing souls together. Chose a number of willing creature in range as determined below. Those souls now share a total hit point pool. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible. This spell has no effect on stamina points.

1st: 2 willing creatures

2nd: 3 willing creatures

3rd: 4 willing creatures

4th: 5 willing creatures

5th: 5 willing creatures

6th: 7 willing creatures

Casting this spell doesn’t provoke attacks of opportunity.

Daily Punch 7-8-20 and 7-9-20 Conduit of Fate spell for DnD 5e and Pathfinder 2nd Ed

Got to make up a day, so let’s make a spell for a few different systems!

Conduit of Fate

1st-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: concentration, up to one minute

You speak words of power and twin two willing souls together. Chose two willing creature in range. Those souls now share a total hit point pool. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, increases the number of creatures included in the hit point pool by 1 for each slot level above 1st.

Conduit of Fate SPELL 1

Healing Enchantment

Traditions divine, primal

Cast [two-actions]

Range 30 feet; Targets 2 willing living creatures

You speak words of power and twin two willing souls together. Chose two willing creature in range. Those creatures now share a total hit point pool which is the sum of their hit points. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die as normal. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible.

Heightened (+1) The number of creatures increase by 1.

Daily Punch 7-7-20 Genetic Destabalizer technological item for Starfinder

How about we move the previous item to Starfinder? Let’s melt some people!


Name
levelPricedamageUsage
Genetic Destabilizer, Mk 1421001d41/day
Genetic Destabilizer, Mk 2893002d41/day
Genetic Destabilizer, Mk 312350003d41/day
Genetic Destabilizer, Mk 4161650005d41/day
Genetic Destabilizer, Mk 5208150006d41/day

This item is a simple black box with a touch screen on the front. You can select a creature species on the menu, and the box will emit a subspace wave out to 30 feet. Creature of the species begin to destabilize at a molecular level. Each round when a creature of that species enters or starts its turn in the area around the box, it must make a Fortitude saving throw or take sonic damage depending on the level of the item. The DC of the save is equal to 12 + half the item’s level. Each time after the first save, increase the DC by 1.

Thoughts?

Daily Punch 7-6-20 Corpsebane Potion for Pathfinder 2e

Another witcher inspired potion! I like the potion that damages undead that just hang out near you. Wonder if Pathfinder needs that?

Corpsebane Item 1+

Alchemical Elixir Consumable
Usage held in 1 hand; Bulk L
Activate

Single Action

 


This flask filled with the essence of undead distilled and purified with prayer. When consumed, you emit a faint light out to 30 feet. Any undead in the area must make a Fortitude saving throw or they are damaged by holy energy at the start of their turn or when they enter the area. They must repeat this at the start of any turn in the area or when they enter the area.

Corpsebane (Lesser)Item 1

Price 3 gp
Bulk L
Saving Throw DC 17 Fortitude. It deals 1d3 positive damage.

Corpsebane (Moderate)Item 3

Price 10 gp
Bulk L
Saving Throw DC 19 Fortitude. It deals 1d6 positive damage.

Corpsebane (Greater)Item 11

Price 250 gp
Bulk L
Saving Throw DC 28 Fortitude. It deals 3d3 positive damage.

Corpsebane (Major)Item 17

Price 2,500 gp
Bulk L
You Saving Throw DC 37 Fortitude. It deals 2d6 positive damage.

Ring Side Report-RPG Review of Dungeon Crawl Classics #94: Neon Knights

Product– Dungeon Crawl Classics #94: Neon Knights

System-DCC RPG

Producer– Goodman Games

Price– $6.99  here https://www.drivethrurpg.com/product/221855/Dungeon-Crawl-Classics-94-Neon-Knights?affiliate_id=658618

TL; DR-Two tastes that don’t quite go together. 78%

Basics-How do we stop a hoard who feels no pain!  Zombies or unfeeling monsters have surrounded the town, and you are called to aid the defence.  But mid-meeting you are whisked away to do the bidding of a wizard.  Can you save the town and stop being a mister fixit on call?

Mechanics or Crunch-This adventure is short!  The major bad guy is the wizard who keeps summoning you.  You can fight the zombies, but the book makes it seem like you will die.  As a DM I would kill you as well.  The tower with the wizard isn’t bad, but he also is pretty much the only thing in it.  It’s a short dungeon with balanced fights, but just not enough of them.  It’s a little too old school as you have to find the fights and the goods here as opposed to them being out in the open for you to pillage and kill.  I didn’t hate it, but it will require you to punch up the adventure to keep your group involved.  4/5

Theme or Fluff-There are not one, but two things for the PCs to face. But, they are tied together.  BUT, only you, the GM, really get that.  The wizard only brings you in when he needs help.  You have to find and explore the place in seven rounds before he sends you back.  The zombies are ok, but why are they here?  I know why because I read the book, but it feels like two different adventures put together.   I didn’t hate this, but even after reveals, my players felt like there were really two adventures here.  Both of the singles are good, but together it’s three Michelen star steak mixed with gold ribbon winning chocolate.  Maybe these two things shouldn’t go together.  3/5

Execution–  PDF?  YEP!  Hyperlinked?  no…That’s honestly my biggest gripe here.  The execution isn’t bad.  I would like clean maps I can show my players without having things marked on the map that they find.  Text read fast and I could play quickly.  It is one of the standard well put together DCC modules I know and love.  4.75/5

Summary-I don’t hate this one, but this might not be the first adventure I show to new players.  I was able to turn this to keeping my players on the purple planet.  It works well that way, but the basic story gets lost in most of the GM fluff.  Not bad, but unless the players work to make friends with their captor, they won’t get it.  The dungeon needs more pieces and stuff to play with in the form of fights or toys.  The presentation is good, but I still want hyperlinks!  Overall, it’s an ok adventure that is maybe a bit too stuffed with disparate things.  78%