Daily Punch 6-1-20 Medical Training Feat for Carbon 2185

I like Carbon 2185. My review will be up soon, but I think it lacks feats. Let’s put a few in!

Medical Training

Prerequisite: non Doc class

Train long enough and you learn how to do a few things.  Gain the following:

  • Increase your Intelligence or Technology by 1, to a maximum of 20.
  • Once per short rest, you can use a Doc’s medical implant class feature to do basic healing or quick healing.


Ring Side Report-RPG Review of Oracle of War- The Iron Titan

Product– EB-EP-01 The Iron Titan

System-DnD 5e

Producer– DMs Guild

Price– $4.99  here https://www.dmsguild.com/product/308553/EBEP01-The-Iron-Titan?affiliate_id=658618

TL; DR– Something for us all!  95%


Basics–  Multi table event?  With my home group?  OH YES!  I’ve been part of lots of multi table events, but never one at home with a solo group.  The Iron Titan picks up with the players dealing with the giant they adventured under in the first Oracle of War adventure causing havoc in town.  How well does a multi table event translate to home?

Mechanics or Crunch– This adventure is pretty much the same event in both the multi table event and the single table.  The multitable event has rules for multiple tables, and it’s well written.  There are small sections added to this adventure that help you run it as a single table event.  The players honestly don’t get a different experience in terms of single table crunch vs a multi table event.  That’s quite frankly awesome.  5/5

Theme or Fluff– The story of this one is simple.  Zombies come.  You kill zombies.  Then Big Moe attacks, and you run around Big Moe killing pieces of him till you win.  Here is where something strange happens.  This is a battle interactive, and I liked it when I ran it with several other tables.  But I think I like it MORE as a single table event.  My players felt like they were the stars.  They blew up both arms then went for the head.  In the multitable event, you turn off a hand, but then another group does that as well.  That’s kind of strange…  It’s a fun story where everyone gets to play, but this multitable event actually runs better in single player mode!  4.5/5

Execution–  PDF?  Yep!  Hyperlinked?  No, but it doesn’t really matter (I’d still like it though).  This is well done.  I think the hyperlinks are needed more here than ever as this gets long and finding the sections you need on the fly is pretty important.  Overall I like what I see.  It reads fast, is well set up, and let’s you go from downloading to playing in about 10 minutes.  And you can play well after 10 minutes!  Solid execution in this one but I miss my hyperlinks.   4.8/5


Summary– I like this adventure, but this goes beyond me liking the adventure.  We’re in the middle of the plague.  Some people can’t make it to a regional con.  Some people have limitations on where they can play.  Some groups can’t travel.  Now every group playing the Oracle of War campaign can play this.  Of all the things I like about this adventure, that’s the best part-accessibility.  More groups will have the shared experience of this adventure.  You will enjoy this kaiju killing adventure, but the fact that any group anywhere can play this makes this a homerun I hope I keep seeing more of.  95%

Daily Punch 4-14-20 Heavenly Hitman class for DCC RPG

One more DCC RPG class!  How about a cleric/rogue?


Heavenly Hitman

Sometimes a church needs to fix a problem.  Sometimes that problem takes the form of a person.  In these cases the church sends someone specially trained in the ways of the faith to solve those problems employing spell and stiletto to silence these heretics.


Level Attack  Crit Die/ Table Action Dice Known Spells Max Spell Level Ref Fort Will
1 0 1d8/II 1d20 1 1 1 1 1
2 1 1d10/II 1d20 1 1 1 1 1
3 2 1d12/II 1d20 2 1 2 2 2
4 3 1d14/II 1d20 2 2 2 2 2
5 3 1d16/II 1d20 3 2 3 3 3
6 4 1d20/II 1d20+1d14 3 3 4 4 4
7 5 1d24/II 1d20+1d16 4 3 4 4 4
8 5 1d24/II 1d20+1d20 4 4 5 5 5
9 6 1d30/II 1d20+1d20 5 4 5 5 5
10 7 1d30/III 1d20+1d20 5 5 6 6 6
Level Title (all alignments)
1 Assaulting Alterboy
2 Death Decon
3 Massacre Minister
4 Murder Missionary
5 Brutal Bishop


Skill\Level 1 2 3 4 5 6 7 8 9 10
Backstap 0 1 2 3 4 4 5 5 6 6
Sneak silent 3 5 7 8 9 11 12 13 14 16
Hide in shadows 1 3 5 7 8 9 10 11 12 13
Climb sheer surfaces 0 1 2 3 4 4 5 5 6 6
Pick locks 0 1 2 3 4 4 5 5 6 6
Find trap 1 2 3 4 4 5 5 6 6 7
Disable trap 1 2 3 4 4 5 5 6 6 7
Forge documents 0 0 0 1 1 2 2 3 3 4
Disguide self 1 3 5 7 8 9 10 11 12 13
Read languages 0 0 1 1 2 2 3 3 4 4
Handle poison 0 0 1 1 2 2 3 3 4 4


Channel Harm Check Damage
1-11 Failure
12-13 1d6
14-19 2d6
20-21 3d6
22+ 4d6


Hit points: A heavenly hitman gains 1d6 hit points at each level.


Weapon training: A heavenly hitman is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, longsword, short sword, sling, and staff. Thieves can’t use any armor besides leather armor.


Alignment: Heavenly Hitman walk the line between the orders of a church and the chaos of murderers.  They tend to be neutral because of this.


Magic: A heavenly hitman cast spells as a cleric.


Divine Wrath: A heavenly hitman chooses not to heal, but instead focuses on hurting.  Instead of healing as a cleric, a heavenly hitman can instead choose to make a channel harm check when the heavenly hitman makes a backstab and succeeds.  Instead of damage, the heavenly hitman makes a 1d20 + heavenly hitman level + personality modifier roll and consults the table below. You add your normal attack and backstab damage to the damage.


Thieving skills: A heavenly hitman learns certain skills that aid his divine pursuits. A heavenly hitman can pick locks, find and disable traps, sneak silently, hide in shadows, climb sheer surfaces, forge documents, pick pockets, and handle poison.  These function as a theif’s skills.


Luck: A heavenly hitman adds their Luck modifier to their backstab damage.


Action Die:  A heavenly hitman uses his action dice for any normal activity, including attacks, skill checks, and spells.




Daily Punch 4-3-20 Conceal Beast primal spell for Pathfinder 2nd Ed.

How about hiding your pet in Pathfinder 2nd ed?


Conceal Beast                     SPELL 1


Traditions primal

Cast [two-actions] somatic, verbal

Range touchTargets 1 creature you controlDuration 1 day

The target transforms into a baby form.  Its stats still remain the same except for its weight and size which become normal for a baby of that species.  With an action or reaction you can end conceal beast.  The spell also ends if the target takes damage or attack another target.





Daily Punch 3-16-20 Return To Sender combat feat for Starfinder

Love grenades in Starfinder.  Everybody is a wizard with fireball!  How about being able to return that back to whoever sent it your way?


Return to Sender (COMBAT)

If you swing just right, you can send what comes at you right back.

Benefit: As a reaction when a grenade is throw at you, you may make an melee attack.  If your attack value equals or exceeds the attack value of the person throwing the grenade, you can return the grenade to the targets square where it explodes.



Daily Punch 2-19-20 Foul Blessing spell for DnD 5e

One last reaction spell for DnD 5e.


Foul Blessing

Casting Time: reaction
Range: 30 feet
Components: V
Duration: instantaneously

A creatures making an ability check that you can see within range must make Charisma saving throws.  If the target fails this saving throw makes, the target must roll a d8 and subtract the number rolled from the check.