Daily Punch 7-10-20 Conduit of Fate M1-6 mystic spell for Starfinder

Conduit of Fate M1–6

School enchantment

Casting Time 1 standard action

Range 30 feet

Targets two or more living creature

Duration 10 minutes/level

Saving Throw Will half (harmless); Spell Resistance yes (harmless)

You speak words of power and twin two willing souls together. Chose a number of willing creature in range as determined below. Those souls now share a total hit point pool. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible. This spell has no effect on stamina points.

1st: 2 willing creatures

2nd: 3 willing creatures

3rd: 4 willing creatures

4th: 5 willing creatures

5th: 5 willing creatures

6th: 7 willing creatures

Casting this spell doesn’t provoke attacks of opportunity.

Daily Punch 7-7-20 Genetic Destabalizer technological item for Starfinder

How about we move the previous item to Starfinder? Let’s melt some people!


Name
levelPricedamageUsage
Genetic Destabilizer, Mk 1421001d41/day
Genetic Destabilizer, Mk 2893002d41/day
Genetic Destabilizer, Mk 312350003d41/day
Genetic Destabilizer, Mk 4161650005d41/day
Genetic Destabilizer, Mk 5208150006d41/day

This item is a simple black box with a touch screen on the front. You can select a creature species on the menu, and the box will emit a subspace wave out to 30 feet. Creature of the species begin to destabilize at a molecular level. Each round when a creature of that species enters or starts its turn in the area around the box, it must make a Fortitude saving throw or take sonic damage depending on the level of the item. The DC of the save is equal to 12 + half the item’s level. Each time after the first save, increase the DC by 1.

Thoughts?

Daily Punch 5-5-20 Tech Exploit Operative Exploit for Starfinder

How about we dip between classes a bit with the Operative?  Here would be a fun exploit for your operative to get a little bit of tech magic in their day.

Tech Exploit (EX)

Choose a technomancer spell based on your level and the chart below.  You can cast the spell two times per day.  All saves and attacks are based on your intelligence.  You cast this spell at the lowest level for that spell.  You may take this exploit multiple times.  Each time you do, choose another spell based on the chart below.

Times Exploit Taken Highest spell level Available Minimum Character Level to Take Exploit
1 1 2
2 2 6
3 3 10
4 4 12
5 5 14
6 6 18

 

Thoughts?

Daily Punch 4-23-20 and 4-24-20 Handgun to the face and Shotgun to the face combat feats for Starfinder

Been thinking about reactions a lot lately.  Why can’t I shoot you in the face if you get close?

 

 

HANDGUN TO THE FACE(COMBAT)

You’ve worked hard to move your guns fast.

Benefit: You may make attacks of opportunity using one handed range weapons against opponents you normally could make a melee weapon attack of opportunity against.

 

 

SHOTGUN TO THE FACE(COMBAT)

You’re ready for those close encounters.

Prerequisite: Handgun to the face

Benefit: You may make attacks of opportunity using two handed range weapons against opponents you normally could make a melee weapon attack of opportunity against.

Daily Punch 4-22-20 Zap T1-T6 technomancer spell for Starfinder

How about an interrupt for our technomances in Starfinder?

 

ZAP T1-T6

School evocation (electricity)

Casting Time reaction

Range 20 feet

Targets one creature

Duration instantaneous

Saving Throw Reflex; Spell Resistance yes

As a creature comes within 20 feet of you, you shoot of a bolt of electricity at the target.  If the target fails a Reflex saving throw, it takes electricity damage depending on the level of the spell you cast.  If it succeeds, it only takes half damage.

1st: 2d6 electricity damage  + your Intelligence modifier

2nd: 3d6 electricity damage  + your Intelligence modifier

3rd: 5d6 electricity damage  + your Intelligence modifier

4th: 7d6 electricity damage  + your Intelligence modifier

5th: 9d6 electricity damage  + your Intelligence modifier

6th: 11d6 electricity damage  + your Intelligence modifier

Casting this spell doesn’t provoke attacks of opportunity.

 

Thoughts?

Daily Punch  4-21-20   Instant Cure M1-6 mystic spell for Starfinder

How do people feel about instant spells here?

INSTANT CURE M1–6

School conjuration (healing)

Casting Time reaction

Range 30 feet

Targets one living creature

Duration instantaneous

Saving Throw Will half (harmless); Spell Resistance yes (harmless)

When a creature starts its turn or it takes damage, you heal and invigorate your target, restoring a number of Hit Points.

Instant cure restores a number of Hit Points to your target depending on the spell’s level.

1st: 1d4 + your Wisdom modifier

2nd: 3d4 + your Wisdom modifier

3rd: 5d4 + your Wisdom modifier

4th: 7d4 + your Wisdom modifier

5th: 9d4 + your Wisdom modifier

6th: 11d4 + your Wisdom modifier

Casting this spell doesn’t provoke attacks of opportunity.

Thoughts?

Daily Punch 3-23 and 3-24 Starship maneuvers for Starfinder

How about two ideas I’ve been kicking around.

 

Drift

The ship moves forward up to three quarters its speed  in a straight line and turns twice at the end of that movement.To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1 – 1/2 × your ship’s tier). If you fail this check, your starship moves forward half its speed but doesn’t rotate.

 

Hard Turn

The ship moves forward enough spaces to allow a turn and turns twice.  To perform this stunt, you must succeed at a Piloting check (DC = 15 + 1 – 1/2 × your ship’s tier). If you fail this check, your starship moves forward but doesn’t turn.

 

 

Thoughts?

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.

 

Thoughts?