Daily Punch 6-19-24 Captivating Dance acrobatics skill feat for Pathfinder 2nd Ed

More acrobatics, and times for the one for level 10!

Captivating Dance one-action reaction Feat 7

General Skill
Prerequisites master in acrobatics


Only watch me dance! As an action, you may make an acrobatics check and choose a target within 30 feet. That target must be able to see you. If they see your action, they must make a Will save, DC equal to your acrobatics check. If they fail, they are fascinated till the end of your next turn.

Thoughts?

Daily Punch 6-13-24 Osteokinesis skeleton power for DCC RPG

Break or make bones!

Osteokinesis
Type: actionRange: touchDuration: PermanentSave: Fort Vs DC.
GeneralYou cause a creature’s body to either grow bone or waste away. A target can only be effected by this once and is only effected by the highest effect if used on the target again.
Manifestationroll 1d4: (1) You cause minerals to leech into our out of the creatures body into the soil. (2)You force the creature to breath deep as bone dust enters or leaves their body (3)the creature crunches in or expands on command (4) the target glows with a purple light as their body changes
1failure and you can not use this for one day
2-11failure
12-13The target’s stamina increases or decreases by 1
14-17The target’s stamina increases or decreases by +2
18-19The target’s stamina increases or decreases by +3
20-23The target’s stamina increases or decreases by +4, increase base hp by 5
24-27The target’s stamina increases or decreases by +6, increase base hp by 10
28-29The target’s stamina increases or decreases by +7, increase base hp by 15
30-31The target’s stamina increases or decreases by +8, increase base hp by 20
32+The target’s stamina increases or decreases by +9, increase base hp by 25

Thoughts?

Daily Punch 6-11-24 Vampiric Force spell for Shadowrun 6th Ed

Let’s feel a bit better!

Vampiric Force
(direct combat)
RANGE TYPE DURATION DV Damage
LOS M I 4 P
Area Drain
(direct combat, area)
RANGE TYPE DURATION DV Damage
LOS (A) P I 5 P
Drain your targets life force, and heal yourself. This spell deals damage as a normal direct damage spell, but for every two points of damage dealt, restore one box of stun or physical damage, your choice, rounding down.
Vampiric Force targets individuals, while Area Drain is area effect.

Thoughts?

Daily Punch 6-10-24 Life Saver medicine skill feat for Pathfinder 2nd Ed

Time to help!

Life Saver two-Action Feat 20

General Skill
Prerequisites master in Medicine


You’ve studied so long, you can literally bring back the dead. For two actions action, once per day per target that died in the last year, you can restore a creature to life from death. The creature must have died via damage and your body is intact or have the dying 4 condition from damage and your body is reasonably intact. Damage where the body is ripped apart completely or has major parts removed like the head render the corpse not restorable via this feat. The creature removes the wounded condition and the dying condition, is restored to 10 hp or its maximum, whichever is lower, and is conscious.

Thoughts?

Ring Side Report- RPG review of Starfinder Society Scenario #7-02: Zo! vs. Zo

Product– Starfinder Society Scenario #7-02: Zo! vs. Zo

System- Starfinder

Producer– Paizo

Price– $8.99 here https://paizo.com/products/btq02eza?Starfinder-Society-Scenario-702-Zo-vs-Zo  

TL; DR– Fun, logic be damned!  87% 

Basics– What’s ya name!?  In Zo! Vs. Zo, the Starfinders are asked to help Zo! Defend his semi-good honor as his name is threatened by a city called Zo.  How will your group of Starfinders fare as lawyers and in combat?

Mechanics or Crunch–  This is a fairly simple adventure with some combat, some social, but no exploration.  It’s all set in cities as the Starfinders have to prove they can do the fighting, then attempt to set up a legal defense, and finally a real defense in legal combat. It’s a bit on the rails, but still good.  The mechanics are well done and felt fair and fun. 4.5/5

Theme or Fluff–  The story is a bit off here.  The basics are to prove you can fight, do legal skill checks, do more legal skill checks, and then fight no matter what.  The legal stuff felt off.  I would like the option to just not do the second fight if the characters succeed enough or for them to just push for combat.  That’s how I would run this for a home group, but for Society, the flow makes the adventure feel strained.  It works, but the logic is a bit off. 3.5/5

Execution– Yeah, we all know this was gonna be a 5/5.  It’s a Paizo book.  I keep saying this exact sentence when I write about Paizo.  They know layout, text, and art.  It’s an easy to read adventure.  Maybe the one thing that would help is having separate art from the other legal combatants, but that’s extremely nitpicky.  This is well done.  5/5

Summary-This is a fun adventure, but maybe not the most logical adventure.  Any group of guys and gals will enjoy the adventure, but it’s a bit linear and a bit nonsensical.  That said, it’s an adventure to a world that most Starfinders have not been to and some courtroom drama that almost no players outside of those brave profession (barrister) players do.  You will have fun, but maybe don’t think too hard about why things are happening.   87%