Daily Punch 4-26-21 Sphere of Depression M4 Spell for Starfinder

Ok, time for one more version of this spell.

SPHERE OF DEPRESSION M4

School enchantment

Casting Time 1 standard action

Range close (25 ft. + 5 ft./level)

Duration 1 round/level (D)

Saving Throw Will; Spell Resistance yes

You summon forth a five foot sphere of blue light to a point in range. The sphere radiates an area of faint blue light to to 20 feet that drains the will to live of any creature in it.. All creatures that enter the area of the blue light must make a Will saving throw.  A creature that succeeds at the saving throw is only fatigued, unless it is already fatigued, in which case it instead becomes exhausted despite the saving throw. Creatures that fail the save are instead are exhausted. If a creature leave the area of blue light, the conditions from the sphere ends. As a swift action, each turn you can move the sphere up to 30 feet.

Thoughts?

Daily Punch 4-14-21 Inspiring Rest Envoy Improvisation for Starfinder

Ok, one more for Starfinder.

Inspiring Rest(Ex) [language-dependent, mind-affecting, sense-dependent]

You can inspire you and your allies during a full day rest. If you and your allies within 30 feet spend a full day resting, doing no strenuous activity, casting no spells, nor making any checks, you gain a +1 moral bonus to attacks, skill checks, and saves for 24 hours or until you lose your stamina points.

At 6th level, you can spend 1 Resolve Point to increase to bonus to +2.

Thoughts?

Daily Punch 4-6-21 Energy Exchange T1 spell for Starfinder

There are some awesome guns in starfinder, but I want to be able to change my damage on the fly!

ENERGY EXCHANGE T1

School transmutation

Casting Time 1 standard action

Range touch

Targets one weapon

Duration 1 minute/level (D)

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

You change the damage the weapon deals (acid, cold, electricity, fire, or sonic) to a different energy type (acid, cold, electricity, fire, or sonic) for the duration of the spell. All other effects of the weapon are not changed. this can be applied to explosives, but the spell ends after the device explodes and deals damage.

Thoughts?

Daily Punch 4-2-21 Focus feat for Starfinder

Ok, one more RPG for this idea.

Focus

You’ve learned your time to do better.

Prerequisite(s): 3 ranks in a skill of your choice.

Benefit(s): If you perform a skill check with the chosen feat as a full round action instead of an action, you gain a circumstance bonus to the check equal to 1/3 your level.

Special: You can take this feat multiple times. Its effects don’t stack. Each time you take this feat, it applies to a new skill.

thoughts?

Daily Punch 3-9-21 Scientist Operative specialization for Starfinder

Let’s keep the idea rolling with the operative.

Scientist

You learn how your opponents work so you can take them apart.

Associated Skills: Life Science and Physical Science. You can use Life Science or Physical Science, depending on what is appropriate to the creature, to make trick attacks. Life Science and Physical science are now considered class skills for you.

Specialization Exploit: glimpse the truth.

Share Knowledge (Ex): At 11th level, you can train your friends to see what you see. When you make a trick attack and succeed on the trick check, the target is considered flat footed to all allies who are aware of you. for one round.

Thoughts?

Daily Punch 3-3-21 and 3-4-21 Intelligent Attack and Improved Intelligent Attack feats for Starfinder

I want to build a smart guy who sees how the body works to get off those trick hits.

INTELLIGENT ATTACK (COMBAT)

You look over your opponent and find how to take them down.

Benefit: You can use knowledge checks in place of bluff to feint.

IMPROVED INTELLIGENT ATTACK (COMBAT)

You’ve gotten better at analyzing your opponents for weaknesses.

Prerequisites: intelligent attack.

Benefit: You can use knowledge checks to feint in combat as a move action.

Thoughts?

Daily Punch 3-1-21 Weakness M1-6 spell for Starfinder

How about some extra damage?

WEAKNESS M1–6

School necromancy (Curse)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature

Duration 1 round/level

Saving Throw Fortitude negates; Spell Resistance yes

With a vile gesture and a dark word, you cause a target to lose the ability to repair those small bumps and scrapes. It begins to take extra damage as all the small cushions in its body begin to fail The target takes additional damage from any attack while under the effect of this spell. The additional damage is of the same type as the original damage.

1st: 1d4 additional damage

2nd: 3d4 additional damage

3rd: 5d4 additional damage

4th: 7d4 additional damage

5th: 9d4 additional damage

6th: 11d4 additional damage

Thoughts?

Daily Punch 2-23-21 Battle Medic feat for Starfinder

Resolve points and hit points need more interaction. I also love how medicine is used in Pathfinder 2nd Ed. Let’s work on that!

Battle Medic

You keep your friends alive when it counts.

Prerequisites: Life Science 1 rank, Medicine 1 rank

Benefit: You can use the Medicine skill in conjunction with a medical kit or similar as an action. When you do, make a Medicine check DC 13 and the target must spend a resolve point. If you succeed, you heal the target 1d8 hit points. The resolve point is spent regardless. You may choose to increase the DC by 3 to increase the amount healed by 1d8. You may choose to increase the DC multiple times.

Thoughts?

Daily Punch 2-18-21 Elite feat for Starfinder

Sometimes you are just that damn good. Running an adventure where the players are doing checks in phases and I think that some of them would like this one.

Elite

You are just that damn good.

Prerequisites: Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks.

Benefit: Choose one skill. You can spend a resolve point to make two checks instead of one as an action when you use that skill. If you succeed at one check and fail at the other, you are considered to have succeeded. If you succeed both times, you can count it as two successes or one success with a value equal to five higher than the best check.

Special: You can take Elite multiple times. Each time you do, it applies to a different skill that meets the prerequisite number of ranks.

Thoughts?