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%

 

Daily Punch 4-9-19 Guidence M0 spell for Starfinder

No guidence in Starfinder? Let’s fix that!

Guidence M0

School divination

Casting Time 1 standard action

Range touch

Targer creature touched

Duration 1 minute or until discharged

Saving Throw Will negates(harmless); Spell Resistance yes

This spell imbues the subject with a touch of divine guidance.

The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.