Turns out screwing off pays off!
Hobby Training
Who knew it would pay off?!
• Cost: 3 Karma
• Game Effect: You may choose any skill for which you meet the requirements of a specialization and choose a specialization for that skill.
Thoughts?
Turns out screwing off pays off!
Hobby Training
Who knew it would pay off?!
• Cost: 3 Karma
• Game Effect: You may choose any skill for which you meet the requirements of a specialization and choose a specialization for that skill.
Thoughts?
Get out of the way!
Concentrate Manipulate Teleportation
Traditions arcane
Trigger you are targeted by an attack
You are barely perceived before you are gone. When you are targeted by an attack, you can teleport up to 15 feet. If the targeting creature can no longer target you, the attack fails. This may cause ammunition or spells to be consumed and wasted.
Heightened (4th) You teleport 40 feet.
Product– Dungeon Crawl Classics #107: Forgotten Dangers
System- Dungeon Crawl Classics
Producer– Goodreads
Price– $10.99 here https://www.drivethrurpg.com/en/product/506125/dungeon-crawl-classics-107-forgotten-dangers?affiliate_id=658618
TL; DR– Good intro DCC RPG One-shots. 97%

Basics– Let’s jump in! Forgotten dangers is a group of six random DCC adventures. They are not really connected to each other, but they are small, bite sized fun that you can drop into any DCC game.
Mechanics or Crunch– These adventures are set up well enough to be the right mix of deadly and fun. The crunch here works. There are crazy powerful items to play with as well as crazy powerful dangers. It’s solid DCC RPG fun. 5/5
Theme or Fluff– The individual adventures are fantastic, but I wish there was a connection between them. The individual adventures are all bat crap crazy, and that’s exactly what you play DCC for. The fault is the individuals are not connected. The adventures are good, but I wish they were a bit connected. 4.5/5
Execution– Solid layout, text, art, and flow make this an easy read. If you need an adventure for a session you did not prepare for, these adventures, while a bit simple, are enough that you have a solid four hours and can just hop right in as a GM. 5/5
Summary– I love DCC RPG. I love random one shots. This product is just those. It’s fun, but I wish this was a campaign or written where it could be. But without flow, this is still just solid fun to run with your friends. 97%
See when the time to strike is
Barbarian Champion Inventer Investigator Fighter Gunslinger Monk Ranger Rogue Swashbuckler Flouris
See the openings. Increase your initutive by 2 and change the initutive order. You go faster than enemies on ties.
Thoughts?
JUST DO IT NOW!
Overcharge
RANGE TYPE DURATION DV
LOS P P 3
If you do it now, why worry about the cost? Roll Sorcery + Magic (2-Essence) test. For each net hit, the target gains a minor action on their next turn. However, on the turn after the next, they lose that many minor actions. If they do not normally have enough minor actions, major actions are reduced at the normal cost. If they still do not have enough actions, then they continue to lose actions on future turns.
Thoughts?
That’s tomorrow’s problem
Animist Bard Cleric Druid Kineticist Magus Oracle Sorcerer Psychic Summoner Thaumaturge Witch Wizard
You’ll just pay later! As a free action you can choose to gain one additional action, but next turn you lose two actions.
Thoughts?
Get Ready
Focus( 1-3)
Take time to focus up.
• Cost: 8 Karma per level
• Game Effect: You have learned to calm down, slow down, and focus. You can spend a number of minor actions equal to your level in this quality. If you do, on your next turn, you gain that many minor actions.
Thoughts?
Just think
Concentrate Flourish Wizard
Focus! Through years of study, you have learned how to focus and prepare. You spend an action focusing and at the start of your next turn you gain one additional action.
.
Thoughts?
Product– Starfinder Tech Class Playtest
System- Starginder 2nd Ed
Producer– Paizo
Price– FREE here https://paizo.com/community/blog/v5748dyo6zwqx&page=1?Starfinder-Tech-Class-Playtest
TL; DR– Good, but a loss of flavor. 93%

Basics– Why not tech wizards! The tech playtest focuses on the technomancer and the mechanic. The mechanic is the pet class with rogue elements of being skill based and the technomancer is the wizard.
Mechanics or Crunch– The classes work. They both operate well within the realms of the base Pathfinder 2e mechanics. The mechanic is a pet class and it follows the basic pet class idea, and the Technomancer feels like a sorcerer bloodline on a wizard. Those are good pieces making a great whole. 5/5
Theme or Fluff– I like what’s here, but I also feel like we may have lost things in edition change. The mechanic lost the ability to just put a computer in their head and do awesome stuff. What’s here is good, but it’s also a bit less than what it could have been. The technomancer doesn’t feel like its own thing. It’s a wizard with a bloodline. That’s not bad, but I wanted more. I wanted maybe even a whole new school of spells here. It’s still just arcane spells. Again, not bad by any stretch, but I wanted tech spells. These two things don’t feel distinct. 4/5
Execution– It’s Paizo. Solid layout, production, art, and even text makes this something to be studied. Yes, I keep saying the exact same things, but it’s for the exact same reason. For a free product, this is amazingly well done. 5/5
Summary– I like the options, but I want more distinct things in the future. Overall, these will play amazingly well with the rest of the classes out there. I just want new ground to be broken with Starfinder. Right now Starfinder 2nd ed feels more like a setting change and less like it’s own edition. Thats good for some respects, but bad for others. Then again, I’m gonna play the hell out of this system. So I may not be getting exactly what I want, but I am getting Pathfinder in Space, which I want! 93%