Daily Punch 12-5-23 Rage Spray technology item for Starfinder

Ed’s been angry lately, so let’s get angry with a purpose!

Rage Spray

Rage Spray is a single use can containing a spray nozzle and a mixture of hormones and adrenal compounds.  The spray increased user strength and blocks pain, but prevents higher brain functions for the duration.  While under the effect of rage spray, you can not cast spells nor do any action requiring concentration.  You can use this item as a swift action.  You can resist this effect by making a Fortitude save.

Rage Spray, Mk 1

Level 3; Price 250; Bulk

Description- You gain a +1 circumstance bonus to melee attacks, DR 1/-, and an extra 3 temporary hit points until the end of your next turn.  DC 14 to resist the effect.

Rage Spray, Mk 2

Level 6; Price 650; Bulk

Description You gain a +1 circumstance bonus to melee attacks, DR 2/-, and an extra 6 temporary hit points for three turns.  DC 17 to resist the effect. 

Rage Spray, Mk 3

Level 9; Price 2,000; Bulk

Description You gain a +2 circumstance bonus to melee attacks, DR 3/-, and an extra 9 temporary hit points for three turns.  DC 20 to resist the effect. 

Rage Spray, Mk 4

Level 12; Price 5,000; Bulk

Description You gain a +2 circumstance bonus to melee attacks, DR 4/-, and an extra 12 temporary hit points for three turns.  DC 23 to resist the effect. 

Rage Spray, Mk 5

Level 15; Price 16,000; Bulk

Description You gain a +3 circumstance bonus to melee attacks, DR 5/-, and an extra 15 temporary hit points for three turns.  DC 25 to resist the effect. 

Rage Spray, Mk 6

Level 18; Price 49,000; Bulk —Description You gain a +3 circumstance bonus to melee attacks, DR 6/-, and an extra 18 temporary hit points for three turns.  DC 28 to resist the effect.

Thoughts?

Daily Punch 11-30-23 Enrage, Lesser M1 mystic spell for Starfinder

DON’T MAKE ME ANGRY!

Enrage, Lesser

Classes Mystic 1, Precog 1, Witchwarper 1
School enchantment (compulsion, mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

Description

This spell causes a single creature to become enraged for one round. It will spend that round attacking with melee or ranged weapons with a full attack if possible at a random target it can see. It will not use any consumable weapons save ammunition, nor will it cast spells except if a cantrip is the best option for attacking based on attack bonus.

Thoughts?

Daily Punch 11-15-23 Tinker feat for Starfinder

Let’s see what this does…

Tinker

Sometimes messing around the cargo bay with your gear yields better options.

Prerequisites: Engineering 5 ranks.

Benefit: choose a weapon or an armor. You can spend 1/5 the items cost and spend a day working on it. If you do, the item gains a +1 circumstances bonus to attack rolls, damage rolls, EAC, or KAC. You can perform this check multiple times on the same item, but you must choose a different thing to give a circumstance bonus too.

Thoughts?

Daily Punch 11-6-23 Concussion Grenade (combat) feat for Starfinder

Right to the dome!

Concussion Grenade (Combat)

The explosion is just extra.

Prerequisites: Proficiency with grenades.

Benefit: When you throw a grenade, instead of targeting a square, you can aim for a target hitting its KAC. If you hit, you do bludgeoning damage equal to your Strength modifier and 1/2 the grenades level, rounded down. If you miss, you roll as if you missed with a thrown weapon. In either case, the grenade explodes after it lands.

Thoughts?

Daily Punch 10-27-23 Corpse Salt item for Starfinder

It’s enough to keep the dead out!

Corpse Salt

A simple salt made from condensed starlight prevent the passage of the undead into or out of an area. As an action you can scatter the salt around yourself or around a single creature of large size or smaller or across a threshold of large or smaller size. The salt prevents the passage of material or insubstantial undead creatures unless it makes a Will save. The DC of the check is equal to 10 + half the item’s level. An undead can not themselves disturb the salt, nor can any summoned creatures, but any other creature can disturb the salt. The salt last for one hour or until it is disturbed.

Corpse Salt, Mk 1

Level 1; Price 50
Hands 1; Bulk L


Corpse Salt, Mk 2

Level 3; Price 230
Hands 1; Bulk L

Corpse Salt, Mk 3

Level 6; Price 615
Hands 1; Bulk L

Corpse Salt, Mk 4

Level 10; Price 2,600
Hands 1; Bulk L

Corpse Salt, Mk 5

Level 14; Price 9,800
Hands 1; Bulk L

Daily Punch 10-26-23 Witch Salt magic item for Starfinder

Time to keep the witches at bay!

Witch Salt

This simple salt may not look like much, but it is a very is a very useful tool to keep magic at bay. As an action, a character can scatter the salt around themselves or a creature up to large size. The salt lasts for up to 1 hour or until the circle is disturbed as an action. If any spell or ability used by a witchwarper, mystic, or fiend that targets or includes a creature inside the salt, the caster must make a caster check or the spell fails. The DC of the check is equal to 10 + the grenade’s item level. A witchwarper, mystic, or fiend can not themselves disturb the salt, nor can any summoned creatures, but any other creature can disturb the salt.

Witch Salt, Mk 1

Level 1; Price 50
Hands 1; Bulk L


Witch Salt, Mk 2

Level 3; Price 230
Hands 1; Bulk L

Witch Salt, Mk 3

Level 6; Price 615
Hands 1; Bulk L

Witch Salt, Mk 4

Level 10; Price 2,600
Hands 1; Bulk L

Witch Salt, Mk 5

Level 14; Price 9,800
Hands 1; Bulk L

Daily Punch 10-24-23 Threshold M6/W6 spell for Starfinder

YOU SHALL NOT PASS!

Threshold

Classes Mystic 6, Witchwarper 6
School enchantment
Casting Time 1 standard action
Range Touch
Area one 60-ft. cube/level (S) up to the walls of the building
Effect An invisible wall of force protects one domicile
Duration 24 hours
Saving Throw none; Spell Resistance no

Description

An immobile, invisible wall of force protects one building. the building must have clearly delineated walls and doors. At the time of casting the caster can specify either those admitted specifically, those specifically excluded, or creature types specifically excluded from the building. Those creatures can not harm the walls of the building directly or indirectly nor enter the via teleportation or planar travel. Damage from those creatures does not register. However, anyone inside the building can invite any creature in. If a creature that was excluded from the spell is welcomed in knowingly, then the spell immediately ends.

Thoughts?