Daily Punch 3-13-19 BANE M1 mystic spell for Starfinder

If you have bless in Starfinder, you need …..

BANE M1

School enchantment (compulsion)

Casting Time 1 standard action

Range 50 ft.

Area The caster and all allies within a 50-ft. burst, centered on the caster

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

You chanel pure doubt into your enemies. Each affected creature taks a -2 moral penalty to attack rolls and saving throws against fear effects.

Bane dispels and counters bless.

Thoughts?

Daily Punch 3-14-19 BLESS M1 spell for Starfinder

I love clerics in DnD and standard procedure is bless first round. WHY BLESS IN STARFINDER! So, I’m making it!

BLESS M1

School enchantment (compulsion)

Casting Time 1 standard action

Range 50 ft.

Area The caster and all allies within a 50-ft. burst, centered on the caster

Duration 1 min./level

Saving Throw none; Spell Resistance yes(harmless)

This spells fills your allies with courage. Each ally gains a +2 moral bonus to attack rolls and saving throws against fear effects.

Bless dispels and counters bane.

Thoughts?

Daily Punch 3-15-19 Human Looking feat for DnD 5e

Something quick for DnD 5e.

Human Looking

Prerequisite: Half-Orc, half-elf, or tiefling

You’re human heritage shows through more than your other parantage. You gain the following benefits:

  • Increase your Charisma by 1, to a maximum of 20.
  • You look very human, and a very detailed, very intrusive search is needed to determine that you are anything but human.
  • While in a human civiliztion, gain a +1 bonus to all Charisma skill rolls.

Thoughts?

Daily Punch 3-11-19 INDUCE AFFLICTION M3 spell for Starfinder

Why can you cure a disease, but not inflect one?

 

INDUCE AFFLICTION M3

School necromancy

Casting Time 1 standard action

Range touch

Targets one living creature

Duration permanent

Saving Throw Fortitude negates; Spell Resistance yes

You pour raw necrotic energy into a target forging disease particles in the creature.  If the target fails its saving throw, it is affected by a mental of physical disease you choose with a save DC equal to your current spell save DC or lower.  The disease progresses as normal and can be removed as normal.

If you target a creature who is already afflicted by a disease, the creature must instead immediately succeed on a Fortitude saving throw or worsen one step on the condition track of the disease.  This saving throw does not count for their successes needed to end the condition nor does it count for their daily saving throw against the condition.

 

 

Thoughts?

Daily Punch 3-8-19 Raised in Filth feat for DnD 5e

Ok, lots of disease lately, so how about we get some tools to fight it?

 

Raised in Filth

You were raised in dirt, and some of your family didn’t survive it,  but you thrived gaining resistances to it. You gain the following benefits:

  • Increase your Constitution by 1, to a maximum of 20.
  • You have advantage on saving throws against diseases or being inflicted with any disease via a spell.
  • When you are affected by a disease, instead of making a saving throw every 24 hours, you make a save to end a disease every 12 hours.

 

Thoughts?

Ring Side Report- Saga RPG Adventure Arc: Darkwood #3 – The Vile and the Voracious

Product– Saga RPG Adventure Arc: Darkwood #3 – The Vile and the Voracious

System– Pathfinder

Producer-SagaRPG

Price– $15(PDF)-40(softcover and pdf) here https://www.drivethrurpg.com/product/249671/01AA03–Saga-RPG-Adventure-Arc-Darkwood-3–The-Vile-and-the-Voracious-PFRPG-PDF–01AA03?affiliate_id=658618

TL; DR-Why does it have to be mutant trolls! 93%

Basics– That troll pillaging the town has an arm growing out of his head!  Darkwood 3-The Vile and the Voracious is the third part of an ongoing series where the players adventure through Darkwood, a community on the fringe where different power players attempt to gain sway while horrors in the woods attack unrelentingly.  In this one the town is attacked by trolls, but not just any trolls, horrible mutant trolls! All the different groups are united against them, and the players are sent to exterminate the threat. In the dark caves where the trolls call home, long, best forgotten fey things are found as well.  The book also features a new mechanics for mutant monsters, crafting rules, items, magic, templates, locations and even gods of the Darkwood setting.

Mechanics or Crunch-Here is honestly where the book shines.  This book provides some really fantastic new crunch to Pathfinder with items, guns, templates and a large section devoted to making mutant monsters of old favorites.  These are liberally applied to all the things the players experience through the adventure, so it’s fun to see the new crunch dropped on the players mid battle! The new camping expedition rules are a welcome addition as well as “Ok, you set watch” *rolls one die per payer on watch* “Ok, get back your spells and hp.” *rolls encounter table and nothing happens* REPEAT TILL DESTINATION is honestly boring.  It’s fun to make your players’ characters people and give them things to do while living. This book adds some solid mechanics to the Pathfinder RPG 5/5

Theme or Fluff–  Here is the low point for the book. It’s not bad, not even close to bad, but this is not a very diverse adventure.  This is an unrepentant dungeon crawl and everything about this one is getting you to the place, so the killing can happen.  There are fun elements to the place like great descriptions of each room and new monsters to right in each room, but do not expect levels upone levels of intrigue i this one.  It’s just a fun romp killing trolls with some extra splash put in to keep the bard from being bored in the back. That’s not a bad thing, but not a diverse adventure. A decent hack and slash dungeon crawl in a lost fey cavern.  4.3/5

Execution–  The book is put together pretty decently, but has a few things I’d like changed.  It reads pretty quickly and is set up so I, the laziest DM ever, can simply skim enough at the time to get the game running in under three minutes while I say take a bio brake on the phone with clear outlines of plot and locations as well as area descriptions with monster personalities.  That’s exactly what I want from every adventure! I HATE having to read and reread a section to find how one of five brothers interacts in a combat when I’m trying to give life to 10 different monsters, and this book makes my life easy! What I don’t like is even on my tablet at the table, I have to do some considerable zooming to read the text.  The background looks nice, but the weathered parchment look makes it hard for me to read because I’m getting old! Others things I think are interesting design choices are to put the camping section in the middle. It kind of interrupts the flow, so I don’t think it goes there while other mechanical things are at the back of the book. But, I honestly can forgive that pretty easily because this book HYPERLINKS THE DAMN PDF!  I am boggled by how this isn’t industry standard, but these people do it and it makes my day. The art is nice and adds enough, and even better the PDF had maps WITHOUT labels on them that I can easily grab and throw into my online games or print for my table, so that is another fantastic plus to this adventure. Minor issues with the book, but otherwise its a solidly put together PDF. I have a few minor issues, but this is a well put together PDF 4.6/5

Summary-Sometimes you want a fancy 20 course meal with multiple courses.  Sometimes you just want to curbstomp a troll in a cave. This adventure might not redefine the fantasy world for its story, but simple doesn’t mean bad.  If you are in this deep to the Darkwood Adventure Arc, you are gonna have a blast in this book. If you are looking for your next book of long intrigue in the high courts of nobles, then this isn’t your book.  But, if you just want a fun Pathfinder adventure you can spring on your players to have them fight some mutant trolls then honestly for 15 bucks it’s hard to beat, even if your players don’t care about darkwood at all and they just want some good old fashion hack and slash.  The other things in here that really stand out well like the expedition camp rules, the mutant templates, and multiple other things are slick pathfinder additions. The Vile and the Voracious is a simple adventure done well and put together smoothly. 93%

Daily Punch 3-6-18 Buboes Explosion spell for DnD 5e

More fever dreams and mixing with my day job reading about biochemistry.  Why no necromancy fireball?  I GOT YA NECROMANCY FIREBALL!

 

Buboes Explosion

3rd-level necromancy

Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a lymph node cut from a plague victim)
Duration: Concentration, up to one minute

You fling the dried lymph glad to a point in range and it explodes in a black mass of smoke.  Each creature in a 20-foot-radius sphere centered on that point must make a Constitution saving throw. A target instantly becomes infected with a pox if it fails the save becoming covered with boils and pustules.  Any creatures who make their save are unaffected.  Each turn an affected creature takes 3d6 necrotic damage at the start of its turn while affected.  Any ability that removes diseases ends the effect on an affected creature.  Creatures immune to disease are immune to this spell.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 

 

Thoughts?

Daily Punch 3-5-18 Plague Wind spell for DnD 5e

Still feeling like crap and having my friends avoid me means I only get to talk to myself and the magic elves I see from the cough syrup.  Here is another spell where you can make your friends sick!

 

Plague Wind

2nd-level necromancy

Casting Time: 1 action
Range: 30 feet cone
Components: V, S
Duration: Instantaneous

You cough out a vile purple mist that envelops all targets in range.  Any living target that breaths must attempt a Constitution saving throw.  If it fails, it’s lungs, mouth, and sinuses instantly fill with sickly brown mucus.  Each round, any affected targets must attempt a Constitution saving throw to breath and act normally.  If it fails, it falls prone losing all actions for that turn.  After succeeding at or failing two saving throws it successfully shacks coughs out the mucus returning to normal.

 

 

Thoughts?

Daily Punch 3-4-19 Wracking Cough spell for DnD 5e

I’ve been pretty sick this weekend.  CANCEL DND SICK!  But it does give me some ideas….

 

Wracking Cough

1st-level necromancy

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to hamper a target in range with a debilitating cough.  Choose a target in range.  If it fails a Constitution saving throw,  it gains a debilitating cough.  Each round if it attempts to do more than just stay still and rest, it must make a Constitution saving throw.  On a failure it gains disadvantage to all attacks and skill checks for that round as well as saves made before the beginning of its next turn.   Any effect that removes a disease or magically heals damage removes this cough.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.