Daily Punch 5-19-23 Cryo ammunition for Starfinder

if we can be hot, why not cold?

Cryo


Cryo ammo is used with projectile weapons and is available for most projectile weapons and other weapons that fire arrows and darts, as noted on Table 1–8. A weapon firing cryo ammo deals its normal amount of damage, but half of this damage is cold damage and grants the weapon the bleed critical hit effect depending on the weapon. If the weapon already has a critical hit effect, the bleed critical hit effect is added and considered part of the weapon’s normal critical hit effect. If the weapon normally already has the bleed critical hit effect, it instead gains the bind critical hit effect in addition to bleed, and this considered part of the weapon’s normal critical hit effect.

Cryo, Arrow
Level 2; Price 75
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 20
Bulk L; Special bleed 1d6 

Cryo, Darts
Level 2; Price 50
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 25
Bulk L; Special bleed 1d4

Cryo, Rounds, Small Arms
Level 2; Price 60
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 30
Bulk L; Special bleed 1d4

 Cryo, Scattergun Shells
Level 2; Price 110
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 25
Bulk L; Special bleed 1d6

 Cryo, Rounds, Longarm and Sniper
Level 2; Price 150
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 25
Bulk L; Special bleed 1d6

Cryo, Rounds, Heavy
Level 3; Price 180
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 20
Bulk L; Special bleed 1d8

 Cryo, Mini-Rockets
Level 5; Price 450
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity 10
Bulk L; Special bleed 1d10

Thoughts?

Daily Punch 5-15-23 Concussive Ammo for Starfinder

Still on God of War and I want my bullets to explode more!

Concussive Rounds, mark 1


Level 2; Price 60 + base price
Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity as normal ammo
Bulk L; Special 1d6 additional damage

Concussive ammo adds an additional damage as the round has a small blast charge inside it doing additional damage upon entering the target. Concussive rounds are available for any firearm that fires cartages. On a natural one, the weapon gains the broken condition. You can not use concussive rounds in a weapon that is of a lower level than than the rounds.

Concussive Rounds mark 2

Level 6; Price 450 + base price

Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity as normal ammo
Bulk L; Special 2d6 additional damage

Concussive Rounds, mark 3

Level 11; Price 2700 + base price

Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity as normal ammo
Bulk L; Special 3d6 additional damage

Concussive Rounds, mark 4

Level 16; Price 16200 + base price

Hands 1; Proficiency Ammo
Damage —; Critical —
Capacity as normal ammo
Bulk L; Special 4d6 additional damage

Daily Punch 5-12-23 Armor Storage armor upgrade for Starfinder

Time to store things quickly!

Armor Storage

Item Level 5; Price 2,850
Slots 1; Armor Type Any; Bulk –
Utilizing the latest in null space technology, this armor upgrade allows you to store your armor as a bracelet or other small wearable item. As a reaction, you can summon your armor back before you would take environmental damage or an attack. To detect the armor, someone must pass an Engineering or Mysticism check or detect magic used to identify the item.

Thoughts?

Daily Punch 5-8-23 Grab and Smash Combat feat for Starfinder

You ever want to beat one m*****erF***** with another m*****erF*****?

Grab and Smash (Combat)


You’ve gotten good at hurting people with other people!

Prerequisites: Improved Combat Maneuver (grapple)

Benefit: If you start your turn holding another creature, you can slam that creature into a creature in range as a full round action. You must be at least as large as the creature you are holding. Make a melee attack. If you hit, the creature you hit take damage based on the size of the creature you are swinging, and the creature you are swinging take damage based on the size of the creature you hit. The damage below is for for every four levels of CR the creature possess. After the attack, you must make another grapple attempt to maintain the hold as part of the full round action.

SizeDamage
tiny1d3
small1d4
medium1d6
large1d8
huge1d10
Colossal 1d12

Daily Punch 5-3-23 Close Combat Specialist feat for Starfinder

Let’s help you get in close and stay there.

Close Combat Specialist (Combat)

That’s right, draw me in close….

Prerequisites: Ground Fighting

Benefit: The normal penalties to attack rolls from being grappled, pinned, and prone don’t apply to any of your attacks, actions, and saves. The penalties from the pinned condition don’t apply to any of your actions, attacks, or saves as well. You still count as held by the creature.

Daily Punch 4-26-23 Elemental Adaptation weapon fusion for Starfinder

Let’s complete that Starfinder Ghost Rider!

Elemental Adaptation

Item Level 4;Capacity 20; Duration 1 charge /hour
Created by mystics harnessing connections to the elemental planes, this fusion allows a character to spend a move action to choose an elemental damage type and spend a charge. This changes all damage done by that weapon to that elemental damage type for the duration. Critical effects are still determined as normal.

Thoughts?

Daily Punch 4-24-23 Elemental Array armor modification for Starfinder

I have a player who wants to be ghost rider in the worst way. We can help with this.

Elemental Array

Through a combination of microlinks to elemental planes and advanced stabilization technology, you can turn this modification on and surround yourself in a haze of elemental fury. When activated as a move action, you choose a particular plane and gain resistance to the damage associated with that type (acid, cold, electricity, fire, sonic). In addition any creature that touches you or deal melee weapon damage takes damage of that type as well.

 Elemental Array, Mk 1

Item Level 1; Price 100
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 2 to the chosen energy type and does 2 damage of the chosen energy type


Elemental Array, Mk 2

Item Level 5; Price 2,640
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 4 to the chosen energy type and does 4 damage of the chosen energy type

Elemental Array, Mk 3

Item Level 10; Price 16,800
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 6 to the chosen energy type and does 6 damage of the chosen energy type

Elemental Array, Mk 4

Item Level 15; Price 93,600
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 8 to the chosen energy type and does 8 damage of the chosen energy type

Thoughts?

Daily Punch 4-20-23 Regenerative Vanguard Aspect for Starfinder

I want a monk/barbarian who heals!

Regenerative

You can for entropy to work toward filling your instead of emptying you.

Aspect Insight (Ex): You gain Improved Combat Maneuver (sunder) as a bonus feat and a +2 insight bonus to Medicine checks.

Aspect Embodiment (Su): Once per combat, you can spend as many entropic points as you want regaining 1d6 stamina points per point spent without taking an additional action.

Aspect Catalyst (Su): Choose one type of damage, when you take damage of any amount within the next minute from that damage type, you gain a entropy point.

Improved: When you are attacked and missed by an attack that would have done the type of damage you selected you still gain the entropy point when you use your aspect catalyst.

Aspect Finale (Su): As a reaction when you would be dealt enough damage to reduce your hit points to zero, you can spend three entropy points instantly retain all your stamina and gain 1 hit point. You can do this once per combat.

Thoughts?