Daily Punch 3-13-18 Close Combat Mage feat for Starfinder

Let’s keep rolling with Starfinder!

 

Close Combat Mage (COMBAT)

You’ve specialized in delivering magic up close and personal.

Prerequisites: Ability to cast 4th-level Spells, Combat Casting

Benefit: You gain a +4 bonus to your Armor Class and saving throws against attacks of opportunity you provoked by casting a Spell and against readied actions triggered by your Spellcasting.  This bonus stacks with the bonus from Combat Casting.

 

 

Thoughts?

Daily Punch 3-12-18 Technomancer Adept feat for Starfinder

Well…Pathfinder 2.0! Wow!  It’s going to be a lot like Starfinder, so let’s focus our efforts on playing with the Starfinder rules…

TECHNOMANCER ADEPT

You’ve picked up even more as you play with the electronics of magic.

Prerequisites: Intelligence 15, character level 10th, no levels in technomancer, Technomancer Dabbler.

Benefit: Choose two more 1-level technomancer Spells and one 2nd-level technomancer Spell. You can cast the 1st-level Spells once per day for every 3 character levels you have and the 2nd-level spell once per day for every 6 character levels you have. Your caster level is equal to your character level, and the key ability score for these Spells is Intelligence. If you later gain levels in technomancer, you lose the benefits of this feat and can replace it with either Spell Focus or Spell Penetration.

 

Thoughts?

Daily Punch 1-1-18 Hunker feat for Starfinder

Let’s star this year off with a bit of Starfinder.  A quick feat for those who like to get to cover ASAP!

 

Hunker (COMBAT)

Duck and cover is your life motto!

Benefit:When you take cover, you hid behind it better than most.  When you are under cover, you may choose to upgrade the cover by one level based on the chart below.

partial cover->soft cover->cover->improved cover(+8 AC, +4 Ref Save)-> total cover

 

Thoughts?

Daily Punch 11-28-17 Acrid Touch spell for Starfinder

Here’s a quick one that came up when I was nearly locked out of my house today.

 

Acrid Touch M1–6

School conjuration

Casting Time 1 standard action

Range touch

Targets one creature or object

Duration instantaneous

Saving Throw none; Spell Resistance yes

You call forth acid to seep from your hands or upper appendages.  If you successfully touch a target, the target takes 3d10 acid damage.  If you touch an object, the object takes that much damage

2nd: When you cast mind thrust as a 2nd-level spell, it deals 5d10 acid damage to the target.

3rd: When you cast mind thrust as a 3rd-level spell, it deals 8d10 acid damage to the target.

4th: When you cast mind thrust as a 4th-level spell, it deals 12d10 acid damage to the target.

5th: When you cast mind thrust as a 5th-level spell, it deals 18d10 acid damage to the target.

6th: When you cast mind thrust as a 6th-level spell, it deals 22d10 acid damage to the target.

Casting this spell doesn’t provoke attacks of opportunity.

 

Daily Punch 11-13-17 Breach, Bang, and Clear feat for Starfinder

Played Starfinder over the weekend. Lets build off what happened!

Breach, Bang, and Clear (COMBAT)

Why run from the bang when you can run it!

Prerequisites: Grenade Proficiency

Benefit: When

you make a full attack full round action that uses a grenade and a different weapon, the action becomes a standard action instead. Your move action after the attack must end in the area of the grenade’s attack area.

Thoughts?