Daily Punch 4-23-20 and 4-24-20 Handgun to the face and Shotgun to the face combat feats for Starfinder

Been thinking about reactions a lot lately.  Why can’t I shoot you in the face if you get close?

 

 

HANDGUN TO THE FACE(COMBAT)

You’ve worked hard to move your guns fast.

Benefit: You may make attacks of opportunity using one handed range weapons against opponents you normally could make a melee weapon attack of opportunity against.

 

 

SHOTGUN TO THE FACE(COMBAT)

You’re ready for those close encounters.

Prerequisite: Handgun to the face

Benefit: You may make attacks of opportunity using two handed range weapons against opponents you normally could make a melee weapon attack of opportunity against.

Daily Punch 4-22-20 Zap T1-T6 technomancer spell for Starfinder

How about an interrupt for our technomances in Starfinder?

 

ZAP T1-T6

School evocation (electricity)

Casting Time reaction

Range 20 feet

Targets one creature

Duration instantaneous

Saving Throw Reflex; Spell Resistance yes

As a creature comes within 20 feet of you, you shoot of a bolt of electricity at the target.  If the target fails a Reflex saving throw, it takes electricity damage depending on the level of the spell you cast.  If it succeeds, it only takes half damage.

1st: 2d6 electricity damage  + your Intelligence modifier

2nd: 3d6 electricity damage  + your Intelligence modifier

3rd: 5d6 electricity damage  + your Intelligence modifier

4th: 7d6 electricity damage  + your Intelligence modifier

5th: 9d6 electricity damage  + your Intelligence modifier

6th: 11d6 electricity damage  + your Intelligence modifier

Casting this spell doesn’t provoke attacks of opportunity.

 

Thoughts?

Daily Punch  4-21-20   Instant Cure M1-6 mystic spell for Starfinder

How do people feel about instant spells here?

INSTANT CURE M1–6

School conjuration (healing)

Casting Time reaction

Range 30 feet

Targets one living creature

Duration instantaneous

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

When a creature starts its turn or it takes damage, you heal and invigorate your target, restoring a number of Hit Points.

Instant cure restores a number of Hit Points to your target depending on the spell’s level.

1st: 1d4 + your Wisdom modifier

2nd: 3d4 + your Wisdom modifier

3rd: 5d4 + your Wisdom modifier

4th: 7d4 + your Wisdom modifier

5th: 9d4 + your Wisdom modifier

6th: 11d4 + your Wisdom modifier

Casting this spell doesn’t provoke attacks of opportunity.

Thoughts?

Daily Punch 4-20-20 Zap cantrip for Pathfinder 2nd Ed.

Some of you loved it, and some of you hated it.  I still like the idea of more reaction spells.  Let’s put an option out there for a cantrip.  Fighters get to swing, why can you?

 

Zap                             Cantrip 1

Cantrip  Evocation Electricity
Traditions arcane, primal
Cast reaction
Range 20 feet; Targets 1 creature that enters the range
Saving Throw Reflex


With a quick flick of the wrist, you shoot a small dart of energy at a creature as it enters within range.  The target attempts a basic Reflex saving throw and on a failure is deals electricity damage equal to 1/2 your character level.

Ring Side Report-RPG Review of Adventurer’s Backpack 

Product– Adventurer’s Backpack 

System-Castles and Crusades

Producer– Troll Lord Games

Price– 19.99 here https://www.drivethrurpg.com/product/234183/Castles–Crusades-The-Adventurers-Backpack?affiliate_id=658618

TL; DR– OPTIONS!  86%

 

Basics-It’s time for a solid player option book for CnC!  This book features TONS of new classes, spells, items, niche rules, and even a complete new magic system.  There is even a whole chapter dedicated to backpacks of tools each adventurer would need to do their job. How does it stack up?

Mechanics or Crunch– Ah old school… you provide us with gonzo options and allow the DM to do whatever they want.  The problem is, this is pretty rules-light for how some of the crunch works. A perfect example is the warrior priest.  That class has Cure Wounds which allows them to heal other characters. Awesome! I love it. But the rules don’t describe: do you roll once per day, or do you roll all hit points and then give them out as you want, or do you spend dice as you go?  I could hunt online and find the answer.  I don’t want to do that. I just decided and went with it. This is old school, so once the group decides, we roll with it. That’s the bad; the good is this book gives you new character classes, character options like spell casting rangers, paladins,and bards, lots of equipment options, spells, and all sorts of tools adventurers might need to fight evil.  It’s not perfect, but the flaws are all part of OSR rules’ light touch. The good is amazing and makes this worth the price. 3.75/5

Theme or Fluff–  I would not call this a fluff book, but I do think what is here is done well.  It mostly gives you ideas how the new things fit into the fantasy worlds of Castles and Crusades.  It’s world-agnostic in a decent way, so you could plug these into any fantasy world and have a fitting character.  I would like more, as I want to build out the world and campaign setting, but the book gives you enough that you can find the equivalent in your world and plug and play right away.  4.25/5

Execution–  PDF?  Yep! Hyperlinked?  YES! This book is well done.  It’s an old school game, but it’s modern design makes me happy.  It’s not perfect – I would like the font to be a bit larger, but this thing has all the things I think a modern book should have.  4.9/5

 

Summary-My summary of this book comes down to one very specific question-do you want more character options for CnC?  If yes, then get the book. It’s not perfect; I think things need another round of writing to fully explain what the writers wanted me to do in some spots, but if you can look past some small issues, you will enjoy this.  The fluff is decent. I want more, but it’s not bad. Just not the whole world laid bare. Physically, the book is done well. Links, layout, and text all work well. I’m glad this is in my collection, and I know my players are always happy to have this as a place to get spells, classes, and toys to help them put down evil.  86%

 

Daily Punch 4-17-20 Rapid Healing spell for Pathfinder 2nd ed

How about some healing in a reaction? I wonder can we play with the reaction action?

Rapid Healing SPELL 1

Healing Necromancy Positive

Traditions divine, primal

Cast reaction

Range 30 feet; Targets 1 willing living creature


You channel positive energy to heal a living creature when it starts it turn or it takes damage. You restore 1d4 Hit Points to the creature.


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

Thoughts?

Daily Punch 4-16-20 Jolt cantrip for DnD 5e

I want to keep exploring the idea of giving every character something for each action.  How about a quick cantrip for the wizards and warlocks out there?

 

Jolt

evocation cantrip

Casting Time: reaction

Range: 20 feet
Components: V, S
Duration: Instantaneous

When a creature enter within 20 feet of you, as a reaction, you can cause  the creature to make a Dexterity saving throw.  If the creature fails the save, it is dealt lightning damage equal to your level divided by 2, minimum 1.

 

 

Thoughts?

Daily Punch 4-15-20 Rapid Healing spell for DnD 5e

Had a character want to heal, but couldn’t and it slowed up the combat.  How about a way to make this work!

 

Rapid Healing

1st-level evocation

Casting Time: reaction

Range: 30 feet
Components: V, S
Duration: Instantaneous

A concentration on a creature in range that just started its turn or one that just took damage, and it regains a number of hit points equal to 1d3 + your spellcasting ability modifier.

This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d3 for each slot level above 1st.

 

 

 

Thoughts?

Daily Punch 4-14-20 Heavenly Hitman class for DCC RPG

One more DCC RPG class!  How about a cleric/rogue?

 

Heavenly Hitman

Sometimes a church needs to fix a problem.  Sometimes that problem takes the form of a person.  In these cases the church sends someone specially trained in the ways of the faith to solve those problems employing spell and stiletto to silence these heretics.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 0 1d8/II 1d20 1 1 1 1 1
2 1 1d10/II 1d20 1 1 1 1 1
3 2 1d12/II 1d20 2 1 2 2 2
4 3 1d14/II 1d20 2 2 2 2 2
5 3 1d16/II 1d20 3 2 3 3 3
6 4 1d20/II 1d20+1d14 3 3 4 4 4
7 5 1d24/II 1d20+1d16 4 3 4 4 4
8 5 1d24/II 1d20+1d20 4 4 5 5 5
9 6 1d30/II 1d20+1d20 5 4 5 5 5
10 7 1d30/III 1d20+1d20 5 5 6 6 6
Titles
Level Title (all alignments)
1 Assaulting Alterboy
2 Death Decon
3 Massacre Minister
4 Murder Missionary
5 Brutal Bishop

 

Skill\Level 1 2 3 4 5 6 7 8 9 10
Backstap 0 1 2 3 4 4 5 5 6 6
Sneak silent 3 5 7 8 9 11 12 13 14 16
Hide in shadows 1 3 5 7 8 9 10 11 12 13
Climb sheer surfaces 0 1 2 3 4 4 5 5 6 6
Pick locks 0 1 2 3 4 4 5 5 6 6
Find trap 1 2 3 4 4 5 5 6 6 7
Disable trap 1 2 3 4 4 5 5 6 6 7
Forge documents 0 0 0 1 1 2 2 3 3 4
Disguide self 1 3 5 7 8 9 10 11 12 13
Read languages 0 0 1 1 2 2 3 3 4 4
Handle poison 0 0 1 1 2 2 3 3 4 4

 

Channel Harm Check Damage
1-11 Failure
12-13 1d6
14-19 2d6
20-21 3d6
22+ 4d6

 

Hit points: A heavenly hitman gains 1d6 hit points at each level.

 

Weapon training: A heavenly hitman is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.

 

Alignment: Heavenly Hitman walk the line between the orders of a church and the chaos of murderers.  They tend to be neutral because of this.

 

Magic: A heavenly hitman cast spells as a cleric.

 

Divine Wrath: A heavenly hitman chooses not to heal, but instead focuses on hurting.  Instead of healing as a cleric, a heavenly hitman can instead choose to make a channel harm check when the heavenly hitman makes a backstab and succeeds.  Instead of damage, the heavenly hitman makes a 1d20 + heavenly hitman level + personality modifier roll and consults the table below. You add your normal attack and backstab damage to the damage.

 

Thieving skills: A heavenly hitman learns certain skills that aid his divine pursuits. A heavenly hitman can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, and handle poison.  These function as a theif’s skills.

 

Luck: A heavenly hitman adds their Luck modifier to their backstab damage.

 

Action Die:  A heavenly hitman uses his action dice for any normal activity, including attacks, skill checks, and spells.

 

 

Thoughts?

Daily Punch 4-13-20 Priest of the Old Father class for DCC RPG

I want a cleric elf!  Let’s make a Cleric Elf for DCC RPG!

 

Priest of the Old Father

 

Elves are the children of the oldest father.  Some elves choose to revere this father and channel his glory to the lesser races.  Those sad children will learn the glory of your father, even if they can never be as amazing as you will be.

 

Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 1 1d8/III 1d20 3 1 1 0 1
2 1 1d8/III 1d20 4 1 1 0 1
3 2 1d10/III 1d20 5 2 1 1 1
4 2 1d10/III 1d20 6 2 2 1 2
5 3 1d12/III 1d20 7 3 2 1 2
6 3 1d12/III 1d20+1d14 8 3 2 2 2
7 4 1d14/III 1d20+1d16 9 4 3 2 3
8 4 1d14IIII 1d20+1d20 10 4 3 2 3
9 5 1d16/III 1d20+1d20 12 5 3 3 3
10 5 1d16/III 1d20+1d20 14 5 4 3 4
Titles
Level Title (all alignments)
1 Child of the of the father 
2 Grove Guardian
3 Forest VIcar
4 Bosk Bishop
5 Fey Father /Mother

 

Hit points: A Priest of the Old Father gains 1d8 hit points at each level.

 

Weapon training: Priest of the Old Father trained in the use of the dagger, javelin, lance, longbow, longsword, shortbow, short sword, staff, spear, and two-handed sword. Like all elves, priests of the old father often wear armor of mithril, even though it affects their spellcasting.

 

Alignment: Priest of the old father tend to follow the father himself and therefore are often chaotic.

 

Magic: A priest of the old father cast spells as a cleric.

 

Lay on hands: Priest of the old gather as a cleric with the following exception.  All elves are treated as if they were the same alignment as the priest of the old father while all other races are healed as if they had the opposed alignment.

 

Supernatural patrons: Like wizards, elves can invoke supernatural patrons. An priest of the old father automatically receives the spells patron bond and invoke patron at 1st level in addition to his other spells.  This MUST be used for the king of elfland.

 

Infravision: An elf can see in the dark up to 60’.

 

Immunities: Elves are immune to magical sleep and paralysis.

 

Vulnerabilities: Elves are extremely sensitive to the touch of iron. Direct contact over prolonged periods causes a burning sensation, and exposure at close distances makes them uncomfortable. An elf may not wear iron armor or bear the touch of iron weapons for extended periods. Prolonged contact with iron causes 1 hp of damage per day of direct contact.

 

Heightened Senses: Elves are astute and observant. All elf characters receive a +4 bonus to detect secret doors. Moreover, when simply passing within 10 feet of a secret

door, elves are entitled to a check to detect it. 

 

Luck: A priest of the old father adds their Luck modifier to their invoke patron and patron bond checks.

 

Languages: At 1st-level, a priest of the old father automatically knows Common, the elven racial language, and one other language. An elf knows one additional language for every point of Int modifier. Additional languages are randomly determined as specified in Appendix L.

 

Action dice: An elf’s action dice can be used for attacks or spell checks at any level.

 

 

Thoughts?