Daily Punch 2-14-25 Historical Perspective society skill feat for Pathfinder 2nd Ed.

Let’s combine history and other subjects.

Historical Perspective Feat 14

General Skill
Prerequisites legendary in Society


Let’s learn about where these came from. When you attempt a check to learn about a creature using a non-Society skill check and succeed, not only do you learn about its weakness as normal, but the creature gains weakness 10 to all damage till the end of your next turn. You can only do this to a creature once per day, but you can attempt this against each creature you encounter. If you encounter multiple of a same creature, all creatures of the same type only gains weakness 10 to all damage till the end of your next turn, and you can not attempt this against another of the same creatures again that day.

Thoughts?

Daily Punch 2-13-25 Kinetic Converter armor modification for Starfinder 2nd Ed

And we’re walking….walking…

Kinetic Converter

Tech
Price 150 credits; Level 1
Usage Install in armor; Bulk 1


Get those steps in. As an action, you can load an empty energy based clip into a slot in this item. After four hours of walking, you reload the clip. You can use the clip before four hours of walking but the clip is only reloaded by 1/4 increments, rounded down, for each full hour.

Thoughts?

Daily Punch 2-12-24 Tactical Archive Society skill feat for Pathfinder 2nd Ed

Use the art of war!

Tactical Archive Two-Actions Feat 14

General Skill
Prerequisites master in Society
Frequency Three times per day
Target Allies within 30 feet


The histories can lead us! Attempt a Society check. The DC is usually a standard-difficulty DC of your level. If you succeed, you and all allies within 30 feet gain a +1 competency bonus to attack rolls for one minute.

Thoughts?

Daily Punch 2-11-25 Energy Converter tech item for Starfinder 2nd Ed

Energy Converter

Tech
Price 150 credits; Level 1
Usage Install in armor; Bulk 1


Why not use that pain? As an action, you can load an empty energy based clip into a slot in this item. When you are dealt energy damage, any damage you take in also used to reload the clip at the rate of 1 shot per 10 damage taken. Effects that reduce the damage you take also reduce the amount of energy converted to shots..

Thoughts?

Ring Side Report- RPG review of CthulhuTech: The Shadow War Quick-Start Rules (V2)

Product– CthulhuTech: The Shadow War Quick-Start Rules (V2)

System- CthulhuTech (V2)

Producer– Wildfire

Price– Free here https://www.drivethrurpg.com/en/product/156677/cthulhutech-the-shadow-war-quick-start-rules-v2?src=hottest_filtered&affiliate_id=658618  

TL; DR– Good, but I miss robots.  93% 

Basics– Welcome to the shadow war!  In CthulhuTech, magic has returned to the world and it has merged with all the tech of the day.  However, strange Gods and Cults now use this for their own goals.  This will not end well for mankind!  This book has several pre-generated characters and a walk through of a very simple adventure with mechanics to introduce the new version to new players.

Base mechanic- This game uses a d2 system.  Basically you have a skill and an attribute. You roll dice equal to their total for an action.  If you get odds, you fail on that die, and evens are successes.  Get enough successes and good things happen.  This goes all the way through to combat and chases.  It’s a VERY simple system. 

Mechanics or Crunch– This is a simple game intro for a simple game.  But it works.  This is not crazy complex with all kinds of modifiers.  I’d put this closer to a Fate system.  If you want rules lighter but with some choice, this might be the system for you.   5/5

Theme or Fluff–  This adventure is good, but the layout is both good and annoying.  The characters have their own sections which is nice.  The GM doesn’t get a lot of introduction to the system before reading box text.  The game primarily teaches about the world and mechanics by box text.  This is good as an intro,but I still don’t know too much about the world itself.  I also feel its not really tech-based any more.  I feel this is just magic or even more closer to Persona with the characters basically using summons to fight.  I’d like more tech and less Cthulhu in this game. 4/5

Execution–  This works well.  The book has separate character sheets, pictures, and a nice layout to make it easy for players.  For the GM, there are nice sections to guide the GM so they can guide the players into the story.  It flows easily and quickly for a fun one shot adventure.  5/5

Summary– I am intrigued by this.  It’s fun and simple.  I typically like more crunch, but this works well enough for what it wants to be.  The world might be better served with more build up.  There is story here, but I feel like I’m missing a lot.  This is due to it being a quick start.  I am interested in the full book, so it did its job.  93%

Daily Punch 2-6-25 Back Off occult spell for Pathfinder 2nd Ed

Double damage!

Back Off reaction Spell 1

Concentrate Manipulate Mental
Traditions Occult
targets a creatures comes within five feet of you Defense Will save


Stay away! When a creature comes within five feet of you, you can force the target to make a Will save..

Critical Success The creature is unaffected.
Success The target stops the action that moved it within five feet of you..
Failure The target stops the action that moved it within five feet of you. It then uses another action if able to take a stride action to move away from you. This action can provoke reactive strikes.
Critical Failure The target stops the action that moved it within five feet of you. It then uses another action if able to take a stride action to move away from you and you determine the path the creature takes. This action can provoke reactive strikes.

Thoughts?

Daily Punch 2-3-25 Local Help society skill feat for Pathfinder 2nd Ed

Who knows how to do this?

Local Help Feat 7

General Skill
Prerequisites master in Society
Frequency Once per day


If you don’t know how, ask! You can spend an hour and make a Society check. If the DC of the check equals the DC of any other skill check that you are not trained in but are attempting, you can find a humanoid near you who can succeed for you. They are considered to have succeeded the check. The humanoid must be something that the GM decided can attempt the check and is available to complete the action.

Thoughts?