Daily Punch 8-2-18 Spell Revelations Magic Hack for Starfinder

More technomancer/solarian magic hacks!  Let’s use some solar revelations….

 

Spell Revelations (Su)

prerequisite:  level 8

As part of your move action to use Gift of the Sun or Spell-Powered Sun, you can expend a second unused level spell slots to give or gain the stellar mode ability and a stellar revelation of a Solarian of your level to another ally you can touch or yourself.  When the solar manifestation ends, so this this ability.  You use your technomancer spell save DC to determine the DC of any effect, but any ally touched would determine DC using their class level and their Charisma as normal for a Solarian.

Daily Punch 8-1-18 Gift of the Sun magic hack for Starfinder

Let’s keep up the fun for the Solarian/Technomancer.  Now, how about we share the love!

 

 

Gift of the Sun (Su)

prerequisite:  level 5

As a move action, you can expend one of your unused level spell slots to give the solar manifestation of a Solarian of your level to another ally you can touch.  This manifestation lasts for one minute.

Daily Punch 7-27-18 Dual Nature/Dual Solar Power operative exploit for Starfinder

A few more operative exploits for Starfinder.  Here is one to help the rogue who wants everything…

 

 

Dual Nature/Dual Solar (SP)

Prerequisite: 6th Level, Star Cutter

You gain the opposite level 1 solar manifestation of whatever you choose when you chose Star Cutter.  This second manifestation can not be increased and manifests when you active your other power.

 

 

Thougths?

Daily Punch 7-26-18 Sun Burn operative exploit for Starfinder

Let’s add a few more Solarian/Operative exploits to the game!

 

Sun Burn(SP)

prerequiste: Star Cutter

Any target that you hit with you Solar Weapon is set on fire, taking damage every turn equal to dice you roll for your solar weapon till it puts the fire out at the start of each turn.  As an example if you roll 3d6 damage, it would take 3 fire damage each turn.  This may be combined with other effects.

 

 

Thoughts?

Ring Side Report- RPG Review of Wayfinder’s Guide to Eberron

Product– Wayfinder’s Guide to Eberron

System-DnD 5e

Producer– Wizards of the Coast

Price– $20 here http://www.dmsguild.com/product/247882/Wayfinders-Guide-to-Eberron-5e?affiliate_id=658618

TL; DR– A much needed update on nearly everyone’s favorite modern crazy setting.  88%

247882

Basics-Whose ready for some Dragonpunk?  Wayfinder’s guide to Eberron is a 5e update to Eberron from Keith Baker.  Eberron debuted in 3.5 DnD, received a 4e update, and this is the updated 5e version.  What Eberron is is hard to describe. It’s a post-magic war, Noir, fantasy, semi-modern sci-fi non-standard epic with sprinkles of Cthulhu mythos added in, with massive changes to the standard DnD world as magic is extremely common and every race doesn’t follow any of the normal conventions set before.  The book itself has one chapter setting the tone and feel of the world. After that is a chapter on the geography of the main continent followed by a chapter on the different races of Eberron. From there the book shifts to magic, focusing one chapter on Dragonmark houses (think magic family guilds with tattoos that appear under stress providing magic powers), and then new magic creation rules as well as items for the world.  The book wraps up by focusing on a major city of the world called Sharn, and finally providing additional resources like extra reading, a glossary, and pictures you can use for your game.

Theme or Fluff-I like the stuff in this book.  It is travel guide to the world of Eberron providing a much needed update for the most recent system of DnD.  Players get to learn about the world, and GMs get enough story seeds that they can set a story anywhere. The races feel fresh since that is a major point of Eberron, and the world is deep.  My major complaint is this book feels short. Under 3.5, whole books were written about each of the different countries, and here each place gets about a page. For a book published by Wizards of the Coast itself, I expect a bit more for a $20 PDF.  Nothing here is bad, but I expect a bit more from the main publisher. 4.5/5

Mechanics or Crunch-Wizards of the Coast put out a book, so they know their own system.  I love the new races and am glad to see the races specific to Eberron get a 5e DnD coat of paint.  I also can’t give enough praise and love to how Dragonmarks and magic item creation is handled. Dragonmarks are one of the core elements of the Eberron setting as these magic family businesses run large chunks of the world, at least by proxy.  Previous editions handled this by feats, but this one sets them up as races. You are born a Dragonmark, which feels thematically true, but I also like the crunch of how each Dragonmark is handled. Magic items are extremely common with an almost cellphone like network existing in Eberron, so magic item rules needed an update.  This book provides new item creation rules and providing costs for items. This is an update the system needed long ago as some DnD Adventurers’ League players are swimming in gold but have no real use for it. In Eberron, that gold has a place to go! 5/5

Execution– HOOOOLLLLYYYY COW!  Wizards of the Cost put out a PDF and its hyperlinked!? Overall, I like the flow in this book.  I don’t hate reading the book as it doesn’t hurt my eyes to scan or dive deeply into each topic.  The text is laid out well, font is good, and I like the art. Now, the art is very recycled, but the DMs Guild lets authors use art from previous editions, so I don’t hate it.  I would like a bit more from the mothership, but its is not bad. The book does feel short, and that short nature hurts it a bit. I could easily see expanding each country to two pages and adding in more art assets from other books.  This also kinds of makes me angry as your charging roughly full price compared to Chaosium and Paizo for a book that the fluff is already written for and your art is already written for. The art is already made, and you have the graphics sitting on a hard drive, so why not use them?  The maps are ok, but they are the most general ones from the setting, so you don’t even see the capital cities on them. This would also break up the text a bit more as multiple pages are two columns in a row. There is enough white space to not make reading boring, but I’d like more. 3.75/5

Summary-Eberron is an amazing setting that everyone should experience.  From how it flips the script of traditional RPG elements to its Noir setting of morally gray characters, it should be on every RPG player’s bucket list.  This book provides a great new update to the world, providing both DMs and players with a wealth of information. My main complaint is that I would like more.  For a $20 PDF, I would like a bit more, and some of the more I want are things that Wizards of the Coast already has like maps and art assets. Some are included in the back of the book, but putting them where they are mentioned in the book might help a bit more.  That said, you can’t really go wrong with this book. If you are tired of the same Tolkien inspired fantasy, then check out Eberron. This book will give you the 5e shot in the arm you’ve been looking for to start your own game. 88%

Daily Punch 7-20-18 Solar Rogue Operative Specialization for Starfinder

I want a rogue with a lightsaber, so her is my operative specialization for the solarian/operative.

 

Solar Rogue

You’ve learned the tricks of the solarian to get the job done!

Associated Skills: Stealth and Perception. You can attempt a Stealth check to make a trick attack.

Specialization Exploit: Modular Operative.

Right tool for the Right Job (Sp): At 11th level, when you awake from a full night’s rest you can choose a stellar revelation for that day equal to your  operative level and for the stellar mode you choose for Modular Operative.  You gain the ability to use that stellar revelation for the next 24 hours following all restrictions on that ability.

 

 

Thoughts?