Let the sea drink of you! A spell for the Sorcerer!
Soul Suck
You pull life from a target. You may spend your action and test SPIRIT DR12 to deal damage to 1 target and heal yourself for the same amount. Fumble: Reduces your health and heals the target. It ignores armor and deals: I.1d4 II.2d4 III.3d4
Your fire really is friendly as it guides your allies’ aim. Allies gain a +1 circumstance bonus against targets you inflicted the suppressed condition on.
You’ve learned how to add a bit extra to your healing vials. When you make a minor alchemical item, the item gives any character who consumes it regeneration 1 with a DC 11 flat check. Each round, a character attempts the DC 11 flat check, and if they succeed, the regeneration ends. When applied to a lesser elixir, the regeneration is regeneration 2, at moderate, regeneration 3, at greater, regeneration 4, at major, regeneration 5, and at true, regeneration 6.
Basics: A Star is born! Literally! The starfinder society is invited to watch the birth of a new star. What will happen as it enters our universe?
Mechanics or Crunch: This adventure is a short one. There is one fight, some skills, and a ship adventure. All the math works well, and things feel balanced. The crunch is good if a bit short. 5/5
Theme or Fluff– This is really good world-building in this adventure. The world of Starfinder needs adventures where Starfinders explore the galaxy. This adventure makes the society seem less like a mercenary group and more like Starfreet. Solid fun meeting people and exploring in this one. 5/5
Execution: The adventure is too short. It’s got solid adventure parts that Paizo knows how to publish, but this is just too short. The adventure has a social part: see the stuff that happens, fix the ship, fight, then evade the crazy space stuff. It’s all well done, but there is just not enough to do. This is about a solid hour of work if the players roll ok. This just needs more. 4/5
Summary: This is a tough one for me. I like all the pieces, but there is just not enough of them in this one. The adventure has solid universe building and mechanics. I just want more of them. For the price and the time goal, I don’t think you get enough. It’s a good adventure, but if you schedule this one, your eventing will be over pretty quickly. 93%
When you are dealt damage, you may draw a card. The GM does the same. If your card is higher than the GMs, reduce the damage by the difference. If his is higher, take the difference as additional damage. Damage reduction applies after this draw as normal. If taken again: lower the card number the GM drew by 1.
These grenades explode in a cloud of light, providing a damage-reducing force field for all creatures in a five-foot square for up to 1 minute or until it takes enough damage. It works as a force field, but is destroyed if reduced to 0 hit points before its regeneration each turn.
Shield Generator (Commercial)Item 0
Price 10 credits
Bulk L
The shield has 6 Hit Points and replenishes 2 Hit Points on your turn.
Shield Generator (Tactical)Item 2
Price 80 credits
Bulk L
The shield has 14 Hit Points and replenishes 3 Hit Points on your turn.
Shield Generator (Advanced)Item 4
Price 120 credits
Bulk L
The shield has 20 Hit Points and replenishes 4 Hit Points on your turn.
Shield Generator (Superior)Item 10
Price 1500 credits
Bulk L
The shield has 26 Hit Points and replenishes 5 Hit Points on your turn.
Shield Generator (Elite)Item 12
Price 3000 credits
Bulk L
The shield has 32 Hit Points and replenishes 6 Hit Points on your turn.
Shield Generator (Ultimate)Item 16
Price 13000 credits
Bulk L
The shield has 37 Hit Points and replenishes 7 Hit Points on your turn.
Frag Grenade (Paragon)Item 19
Price 50000 credits
Bulk L
The shield has 42 Hit Points and replenishes 8 Hit Points on your turn.