Daily Punch 3-13-23 Sun Lightning Stellar Revolution for Starfinder

My wife is a ranged solarian. Let’s help with this.

Sun Lightning (Su) level 1

When you’re fully photon-attuned, as a standard action, you can shoot a straight line of solar lightning and deal 1d6 electric damage plus 1d6 additional electric damage per solarian level to all creatures within a 20 foot line from you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the distance to 40 feet, and at 17th level, you can increase the radius to 60 feet. After you use this revelation, you immediately become unattuned. Sun Lightning functions as a zenith revelation for the purposes of abilities that reference them.

Thoughts?

Daily Punch 3-10-23 Increasing Advantage feat for Pathfinder 2nd Ed

My poor brother can’t hit. Let’s help him.

Increasing Advantage Feat 1

General


FINE! I’LL HIT YOU NEXT TIME! Every turn you make at least one attack roll and you fail to hit with any attack that turn, you gain an increasing +1 circumstance bonus to your next attacks the next turn. This bonus can increase up to your proficiency bonus used in the attack roll. When you hit, this bonus is lost instantly.

Thoughts?

Daily Punch 3-6-23 iBlaster small arms for Starfinder

Saw an optical blaster, so I want one!

iBlaster

Built from a custom glasses display with an innovative head wrapping and brain sensing design. This optical blaster allows the user to just think about firing the device freeing the uses hand(s) for any other actions. It can also be linked to any other computer systems for virtual reality and augmented reality heads up displays.

iBlaster, mark 1

Level 4; Price 2,200
Hands 1; Proficiency Small Arms
Damage 1d6 F; Range 50 ft.; Criticalburn 1d6
Capacity 10 charges; Usage 1
Bulk L; Special —


iBlaster, mark 2

Level 8; Price 9,800
Hands 1; Proficiency Small Arms
Damage 2d4 F; Range 50 ft.; Critical burn 1d6
Capacity 10 charges; Usage 1
Bulk L; Special —

iBlaster, mark 3

Level 12; Price 32,000
Hands 1; Proficiency Small Arms
Damage 4d4 F; Range 50 ft.; Critical burn 2d6
Capacity 20 charges; Usage 1
Bulk L; Special —

iBlaster, mark 4

Level 16; Price 162,000
Hands 1; Proficiency Small Arms
Damage 6d4 F; Range 50 ft.; Critical burn 3d6
Capacity 20 charges; Usage 1
Bulk L; Special —

iBlaster, mark 5

Level 20; Price 745,000
Hands 1; Proficiency Small Arms
Damage 7d6 F; Range 50 ft.; Critical burn4d6
Capacity 20 charges; Usage 1
Bulk L; Special —

Thoughts?

Daily Punch 3-2-23 Fel Learning spell for Call of Cthulhu

I had an idea when I was making yesterdays post…

Fel Learning

Cost: variable magic points
Casting time: 1 hour
By opening your inner eye, the caster, a willing participant, or unwilling bound victims can learn about the sights best unseen. The caster spends as many magic points as they wish. For every two magic points spent this way, the target of the spell gains 1 point in Cthulhu mythos. In addition to the normal sanity losses, the target loses three points of sanity for every point of Cthulhu mythos gained in this way. If the target is unwilling, the cast and the victim make opposed POW rolls to cause the spell to take effect.
Alternative names: Yog-Sothoth’s blessing. akashic record recovery, learn without eyes

Thoughts?

Daily Punch 3-1-23 Break Mind spell for Call of Cthulhu 7th Ed

Time to break someone!

Break Mind

Cost: variable magic points
Casting time: Instantaneous
The caster glares at a target it can physically see and attempts to brake the targets mind. Spend a number of magic points. The target and the caster make opposed POW rolls. If successful, the target is mind be begins to break. The target must make a SAN roll. The target losses magic spent/double magic spent sanity points and is subject to temporary and indefinite insanity effects as normal.
Alternative names: Gifts of the dark. Elder Ones Kiss, Visage of the Gods

Thoughts?

Daily Punch 2-28-23 Divine Weapon M1-6 spell for Starfinder

How about some divine guns for the Mystic?

Divine Weapon

Classes Mystic 1-6
School conjuration (Summoning)
Casting Time 1 standard action
Range touch
Duration 1 minute
Saving Throw no; Spell Resistance no

Description

You summon a weapon made of divine force. Choose good, evil, positive, or negative energy. You summon a small pistol full from your god that does damage of the chosen type upon a successful ranged attack against EAC. The spell does damage based on the level of the attack.

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

Thoughts?

Daily Punch 2-27-23 Divine Weapon divine spell for Pathfinder 2nd Ed

Let’s make a magic weapon for my clerics!

Divine Weapon Spell 1

Transmutation
Traditions divine
Cast somatic, verbal
Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally
Duration 1 minute


The weapon thrums with divine power. Choose an alignment your deity has (chaotic, evil, good, or lawful) and touch a weapon. You can’t cast this spell if you don’t have a deity or if your deity is true neutral. The weapon or its fired ammunition now deals damage of the selected type.

Heightened (2nd)  The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two and deals damage of the selected type.
Heightened (4th)  The target becomes a +2 striking weapon, gaining a +2 item bonus to attack rolls and increasing the number of weapon damage dice to two and deals damage of the selected type.
Heightened (5th) The target becomes a +2 striking(greater) weapon, gaining a +2 item bonus to attack rolls and increasing the number of weapon damage dice to three and deals damage of the selected type.
Heightened (7th)  The target becomes a +3 striking(greater) weapon, gaining a +3 item bonus to attack rolls and increasing the number of weapon damage dice to three and deals damage of the selected type.
Heightened (8th) The target becomes a +3 striking(major) weapon, gaining a +3 item bonus to attack rolls and increasing the number of weapon damage dice to four.

Thoughts?

Daily Punch 2-17-23 Minimum Criticals for Pathfinder 2nd Ed

Played a game with my brothers, and my brother the crit machine just could not roll above a 1. He was mad. let’s fix this!

Minimum Criticals Feat 1

General


When you swing hard, you are at least guaranteed to get somewhere! When you roll damage for a critical hit and roll less than the maximum damage of a normal hit, increase the damage to the maximum damage of a normal hit.

Thoughts?