Daily Punch 11-9-22 Preventative Medicine fear for Pathfinder 2nd Ed.

How about we fix ourselves up before we die?

Preventative Medicine Feat 5

General Healing Manipulate Skill
Prerequisites expert in Medicine
Requirements You are holding healer’s tools, or you are wearing them and have a hand free


You prepare for the damage to prevent the worst. When you attempt a medicine check, any additional hit points over the target’s maximum are gained as temporary hit points for up to 24 hours. The target is then temporarily immune to your Preventative Medicine for 1 day.

Thoughts?

Daily Punch 11-8-22 Healing Grenade for Starfinder

I want to help heal a few people in a group. We got 1st level fireballs with grenades. Let’s make 1st level cure as well!

Healing Grenade

Through a combination of magic and shaped charges, healing fluid is throw in an areas. Any targets in the area are affected by the healing spray. This may cause undead damage in the area who may attempt a Reflex save to avoid the damage.


 Healing Grenade, I
Level 1; Price 50
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity Drawn
Bulk L; Special Explode (1d4 hit points healed, 10 ft.) 

Healing Grenade, II
Level 4; Price 320
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity Drawn
Bulk L; Special Explode (2d4 hit points healed, 10 ft.)

Healing Grenade, III
Level 8; Price 1,300
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity Drawn
Bulk L; Special Explode (4d4 hit points healed, 10 ft.) 

Healing Grenade, IV
Level 12; Price 5,100
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity Drawn
Bulk L; Special Explode (6d4 hit points healed, 10 ft.)

Ring Side Report-RPG Review of Cults of Cthulhu

Product– Cults of Cthulhu

System- Call of Cthulhu 7th Ed

Producer– Chaosium

Price– $25 here https://www.chaosium.com/cults-of-cthulhu-pdf/ 

TL; DR– Solid Book of bad guys, set ups, and tools 100%

Basics–  Ia! Ia!  Cults of Cthulhu gives you… exactly what it says!  This book is a book of four different cults, adventures to go against each cult, and tools to build your own cthulhu cult.

Mechanics or Crunch–  This book is VERY much a Keeper’s book and not a players’ book, and that’s ok.  This book has new monsters and stats for them, variant spells, and tips for building your own cult.  I am honestly impressed by the depth of ideas for building a cult.  I play too many fantasy games where the idea of how a cult is financed doesn’t come up.  But here, how the money happens is a very important way to build your cult.  Even optional crunch for Pulp Cthulhu is presented!  Players will find nothing in this book, but Call of Cthulhu doesn’t really ever give players much more beyond the basic investigator book.  The crunch doesn’t disappoint in this one.  5/5

Theme or Fluff– Again, this is a Keeper book, but built in a fun, informative way to help the Keeper build a world.  Each of the four presented cults have real depth and personality with individual people and their goals presented.  My one minor negative is like most Cthulhu books, you really only get the 1920s as a playground.  It’s the most popular time for Call of Cthulhu, so I understand why, but I do seriously appreciate the one modern cult that is presented here.  Also, adventures!  There are four adventures against these four cults.  So even if you need a one shot, this book has you covered.  5/5

Execution– I don’t think Chaosium has ever disappointed me.  Hyperlinks, solid handouts, easy reading, separate files, pictures of monsters, and everything else makes this the whole nine yards.  Its 25 bucks as a PDF, which is a decent chunk for a PDF, but even if you just used this for four one-shots, that brings the price down to manageable levels of any other market adventure for CoC.  And it seems that Chaosium is listening and , while I love them, the handwritten notes are hard to read, Chaosium is making just nice plain text ones as well.  My one complaint is I want pregens for each of the adventures, but that is just begging for more on an already solid product.  5/5

Summary– Cthulhu is gonna be the main draw for a game called Call of Cthulhu, so why not have some humans doing bad things for him?  This book is a solid resource that, even if I just wanted some quick adventures and handouts, is well worth the price of admission.  If you want to build your own cults, then this is the book you might want to check out as well.  NOW DO YOG! 100%

Daily Punch 11-4-22 Stick fighting style for DnD 5e

Why not stick them hard and slice them again when you pull it out? One thing I feel DnD 5e might miss is degrees of success. Let’s build into that!

Stick

When you are wielding a piercing weapon, you hit with a melee attack roll, and hit 5 greater than the targets AC, you can elect to run through the target sticking the target with your weapon. If you do, when you next make an attack, you can pull your weapon free dealing damage as if you had just struck the target without requiring an attack roll. This automatic damage is as if you had successfully hit the target, but not critically hit he target.

Thoughts?

Daily Punch 11-2-22 Reflection general feat for Pathfinder 2nd Ed

Time to look back on your day.

Reflection Feat 7

General


Spending a bit of time looking back can make you better. Before a rest, you can spend 30 minutes to review the day. Choose a die roll you failed at the day before. After your rest, when you attempt that same roll, you can choose to gain a +1 circumstance bonus to that roll. You can do this a number of times equal to your intelligence modifier, minimum 1.

Thoughts?

Daily Punch 11-1-22 Reflection Activity Feat for DnD 5e

I read about learning in my free time. Something to consider!

Reflection Activity

Taking time to learn from your mistakes helps you learn and do better. Each time before you take a long rest you may spend 30 minutes to review your actions of the previous day. Choose a skill check, attack type, spell, or or saving throw where you rolled a d20 and failed at the attempt, you gain a +1 bonus to that specific action after your rest for the next day until you have a long rest.

Thoughts?

Daily Punch 10-28-22 Elixir of Regeneration alchemical elixir for Pathfinder 2nd Ed

Had an idea and I think it will be a fun one!

Elixir of Regeneration Item 1+

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


Elixirs of Regeneration enhances the natural healing abilities of a target for 10 minutes. Upon drinking this elixir, you gain fast healing for 10 minutes while you are alive.

Elixir of Regeneration (Minor)Item 1

Price 3 gp
You gain fast healing 2 for 10 minutes.

Elixir of Regeneration (Lesser)Item 5

Price 30 gp
You gain fast healing 4 for 10 minutes.

Elixir of Regeneration (Moderate)Item 9

Price 150 gp
You gain fast healing 6 for 10 minutes.

Elixir of Regeneration (Greater)Item 13

Price 600 gp
You gain fast healing 8 for 10 minutes.

Elixir of Regeneration (Major)Item 15

Price 1,300 gp
You gain fast healing 10 for 10 minutes.

Elixir of Regeneration (True)Item 19

Price 8,000 gp
You gain fast healing 12 for 10 minutes.

Thoughts?