Daily Punch 3-13-25 Reject Peace kasatha ancestry feat for Starfinder 2nd Ed

Let’s get mad!

Reject Peace Feat 1

Kasatha


You have rejected the traditions of your people. You become trained in intimidate and Society. If you would
automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.
You also gain the Additional Lore general feat for Warfare Lore.

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Thoughts?

Daily Punch 3-6-25 Speed Research computers skill feat for Pathfinder 2nd Ed

Why learn when you can look up?

Speed Research One Action Feat 1

General Skill
Prerequisite Trained in Computers


Let’s learn from the computer. You can attempt to recall knowledge on a target, and you have infosphere access. You can use computers to check instead of using the normal skill.

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 2-11-25 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?

Daily Punch 1-28-25 Share Suffering Spell for Starfinder 2nd Ed

Double damage!

Share Suffering Spell 1

Concentrate Manipulate Mental
Traditions Divine, Occult
targets two creatures Defense Will save
Range 30 feet Duration 1 minute


You link the fates of two creatures together. Two creatures of your choice in range must attempt a saving throw.

Critical Success The creature is unaffected.
Success The target takes half damage from all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage.
Failure The target takes damage equal to all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage.
Critical Failure The target takes damage equal to double all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage.

Thoughts?