Daily Punch 3-23-23 Divine Boon feat for Pathfinder 2nd Ed

time to help others!

Divine Boon Feat 4

Cleric Metamagic
Prerequisites healing font

The god’s bless those who you bless. When you cast heal, any ally targeted by this spell can choose gain a +1 status bonus to AC or a +1 status bonus to attack until the end of their next round.


Daily Punch 3-21-23 Delay Heal divine spell for Pathfinder 2nd Ed

How about a punch to heal!

Delay Heal Spell 1

Healing Necromancy Positive
Traditions divine
Bloodlines angelic
Cast  1 action
Range touch; Targets 1 willing living creature

Duration 1 minute

You channel positive energy to prepare a target for the damage it will take. At the completion of the casting, the target is surrounded by a halo of light. If the target takes damage before the duration of the spell is done, the target instantly heals 1d4 hit points and the halo is discharged. If the target is reduced to zero hit points, the target heals damage and does not gain the dying or wounded conditions, nor does it fall down.

Heightened (+1) The amount of healing or damage increases by 1d4.


Daily Punch 3-18-23 Bioenergetics biohacker field of study for Starfinder

I want my biohacker to heal. Let’s work on that!


With enough stimulants, we can make anything possible.

Booster: You push enough chemical into the target to make it’s body things its ready for anything. The target spends a resolve point and the target gains Stamina Points equal to half its total. After 10 minutes, the target becomes fatigued for 1 hour due to the chemical effects on the body. If this booster is used multiple times, extend the fatigued time by one hour for each use.

Inhibitor: You deliver an agent that simples overworks the body to exhaustion with none of the bonues. The target becomes fatigued for one hour if it fails a Fortitude saving throw.


You can use the following ability when you achieve the breakthrough for this field of study.

Chemical Deadening: As a standard action, you create and deliver a formula packed with enough chemicals to prevent the creature from feeling the effects of anything that happens to it for one minute. The target ignores any negative effects or conditions on it for one minute that don’t physically prevent from moving. After this minute, the target is fatigued for one hour. You can’t use the effects of Chemical Deadening to prevent this fatigued state from occurring.

Daily Punch 3-15-23 Amulet of Healing worn item for Pathfinder 2nd Ed

I’ve been reading a bit about old school Christian magic and some of the old amulets to heal.

Amulet of Healing Item 3+

Healing Necromancy Positive Magical
Usage worn

This small holy symbol is full of folded divine scripture invoking the mercy of a god.

Activate  envision, Interact; Frequency once per day; Effect You grip the amulet and ask for the god’s help. You gain the effect of casting heal at 1st level using two actions. This can only be used to heal you, not harm an undead.

Armory Bracelet (Minor)Item 3

Price 50 gp

Amulet of Healing (Lesser)Item 5

Price 150 gp
The heal spell is cast at 2nd level.

Amulet of Healing (Moderate)Item 8

Price 450 gp
The heal spell is cast at 3rd level.

Amulet of Healing (Greater)Item 11

Price 1,350 gp
The heal spell is cast at 4th level.

Amulet of Healing (Major)Item 15

Price 6,000 gp
The heal spell is cast at 5th level.


Daily Punch 3-13-23 Sun Lightning Stellar Revolution for Starfinder

My wife is a ranged solarian. Let’s help with this.

Sun Lightning (Su) level 1

When you’re fully photon-attuned, as a standard action, you can shoot a straight line of solar lightning and deal 1d6 electric damage plus 1d6 additional electric damage per solarian level to all creatures within a 20 foot line from you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the distance to 40 feet, and at 17th level, you can increase the radius to 60 feet. After you use this revelation, you immediately become unattuned. Sun Lightning functions as a zenith revelation for the purposes of abilities that reference them.


Ring Side Report- RPG Review of Basic Roleplaying

Product– Basic Roleplaying

System- Basic Roleplaying

Producer– Chaosium

Price– $15 here https://www.drivethrurpg.com/product/24384/Basic-Roleplaying&affiliate_id=658618 

TL; DR– Want to play Runequest in whatever world you want?  95%

Basics–  Why not do EVERYTHING!  Basic Roleplaying is Chaosium’s basic game design for their systems, with rules for a basic RPG and then additional rules to build out different type of games from magic spells, mutations, weapons, and combat actions.

Basic mechanic- This game uses the same percentile system as most of their products.  Take the basic skill or attribute and try to roll under it.  Attributes are your standard DnD ones, but then you multiply by 3 for hard checks or 5 for normal checks and attempt to roll under that value.  Roll under and succeed!

Powers- Powers come in LOTS of varieties here.  Mutations and super powers almost function like feats in other games.  Magic, psychic abilities, and sorcery are more akin to spells in Call of Cthulhu with a character using power points.

Combat-Combat is a bit more advanced than Call of Cthulhu, but builds well and shows its influence on Runequest.  In turn order, you do an action.  Opposed rolls like attacks allow an opponent to do dodges or parries, but each dodge or parry has an escalating chance of failure.  From there you consult a chart to see how hard you hit or miss.

Ok, thats the basics, let’s look at my thoughts!

Mechanics or Crunch– Do you like Runequest? I do, but it’s not my favorite.  I prefer the simplicity of Call of Cthulhu for managing mechanics.  Then again, you can’t get the gritty nature of combat like you do in Runequest.  It’s much less “roll and check your percentage” and more “let’s compare skills/attributes, then check a chart,then maybe oppose roll”  So, there is a trade off of what you want in the game.  None of that is bad in any way, but how deep do you want the game to be?  Some days you just want a simple ham sandwich and some days you want nine layers of flavor. Both are good at the right time.  The one thing that I feel Call of Cthulhu misses is feats or character qualities.  This has it, but I still don’t completely get what I want as its not just “You’re better at X or get a reroll with Y.”  Sure its simple, but I would like that small thing to make this game just a hair closer to DnD’s bonuses.  Overall, solid crunch that misses a few things by a just a bit.  4.5/5

Theme or Fluff– Theme is hard to judge here.  This is the basic game, so its basically for everything.  I feel its well done, but its also VERY general.  But thats on purpose.  If you wanted a high fantasy game or a superheroes game, this book would honestly work for both.  It also has a bit of art and themes for both as well.  5/5

Execution– What’s here is good, but the book just needs a bit more pizazz.  There is art, decent layout, the text reads easy, and there are hyperlinks because this is 2023.  That said, the book is completely black and white all the way though, so even though I’m reading a book on a tablet it feels like I’m reading a hardcover in the 80s.  That’s nitpicky, but that’s the worst I have to say. 4.75/5

Summary– How much you like this book comes down to how much you like how Chaosium handles games in general.  Do you like percentile-based systems?  Chaosium does it the best with Call of Cthulhu.  I would argue the second best is Runequest.  This book feels like the precursor to the latest edition of Runequest with lots of mechanics being identical between them.  So, to find out if you like this book and system, just ask yourself “Do I want to play Runequest set in X?”  If you want Runequest in a sci-fi setting, then this is a good book.  If you want Runequest in Tolkien, then this would be a good book.  I would turn down none of those, so I like this book.  Still, want my feats and some color art, but for the price and all the things you get with it this is a fantastic general system to get into right away.  95%