Daily Punch 2-7-23 Pleasure to Burn Combat Feat for Starfinder

Let’s burn people!

 Pleasure to Burn (Combat)

You take advantage of a foe’s slipup.

Prerequisites: Base attack bonus +4

Benefit: Once per turn, when you deal fire damage to a target, that target takes additional fire damage equal to 1/4 your level, rounded down.

Thoughts?

Daily Punch 1-31-22 Improved Targeting mechanic trick for Starfinder

Why not shoot with your friends?

Improved Targeting (Ex)

You use the data from one shot to help with the next. When you and your drone both attack the same target in a turn, the second attack, either the drone or yours, gains a +1 circumstance bonus to the attack.

Thoughts?

Daily Punch 1-18-23 Recycler Grenade for Starfinder

I’ve been playing Prey, and my favorite part of this Sci-Fi game is the ability to take apart creatures and make useful stuff from them. We can do this in starfinder too!

Recycler Grenade

This grenade causes bonds between atoms to brake and condense into a cube of cube of UPBs for all targets within range. This weapon does untyped damage to all creatures in the area. No damage resistance applies to this damage except for any creatures that lack a physical body of any kind. After the damage is delt to all targets and surrounding material and location, a number of UPBs are created equal to the total damage dealt.

 Recycler Grenade, Mk 1

Level 5; Price 950
Hands 1; Proficiency Grenade
Damage 1d8; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Specialexplode (1d8 E; 20 ft.)


 Recycler Grenade, Mk 2

Level 9; Price 4,350
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Specialexplode (3d8; 20 ft.)

Recycler Grenade, Mk 3

Level 15; Price 37,500
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Specialexplode (6d8 E; 20 ft.)

Recycler Grenade, Mk 4

Level 17; Price 82,500
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Specialexplode (12d8 ; 20 ft.)

Daily Punch 12-27-22 Entanglement Loops technological items for Starfinder

Ok, one last system for Santa- STAR SANTA!

Entanglement Loops

Level 20; Price 750,000
Capacity -; Usage unlimited
Hands —; Bulk 1

Description

These two hoops are created in pairs and indicated with a scannable code. Each hoop can expand up to 25 feet in length and won to a synched bag opening. Each hope is then spread across an opening to the full circumference of the opening such as a door or a bag. When powered on on both ends, using 25 changes, the two Einstein-Rosen bridge between the two points allowing instantaneous maintained gateways between the two at the cost of one charge per hour. The two continue their operation until one gate is powered off in which case anyone caught in between is allowed to choose which gate it is ejected out of or in the case of no choice or unintelligent objects or creatures, randomly.

Thoughts?

Daily Punch 12-21-22 Wild Shape M1-6 spell for Starfinder

No wild shape for Starfinder? I want to be an alien!

Wild Shape
Classes Mystic 1-6
School conjuration (summoning)
Casting Time 1 round
Range Self
Duration 1 hour/ 3 levels
Description With a flick a few words and a few gestures your contort your body and change into another creature’s shape. Your mental statistics change to that of the creature, but your mental statistics remain unchanged. While in wild shape your hit points change to the maximum of the creature. If you exit the wild shape a s swift action, you return to the hit point total you had before your changed. If in wild shape you are reduced to zero hit points, any addition damage is transferred to your body as damage to your stamina and hit points you had before for you changed. You can change to any beast, elemental, plant, or magical beast based on the spell level below.

1st: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 1/2 or lower.

2nd: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 1 or lower.

3rd: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 3 or lower.

4th: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 5 or lower.

5th: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 7 or lower.

6th: When you cast wild shape, you change into a any beast, elemental, plant, or magical beast of CR 9 or lower.

Thoughts?

Daily Punch 12-16-22 Create Turret T1-5 technomancer spell for Starfinder

I want to make a little buddy!

Create Turret

Classes Technomancer 1-5
School conjuration (creation)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Effect one created turret
Duration 1 hour/level
Saving Throw none; Spell Resistance yes

With a small bit of scrap you create a semi-permanent companion. Each turn as a free action you can command the robot to move and attack a foe. When you create the turret, choose an energy type for the damage it will deal.

1st: Create a tiny turret

2nd: Create a small turret

3rd: Create a medium turret

4th: Create a large turret

5th: Create a huge turret

Tiny Turret CR 1/3

XP 135
N Tiny construct (technological)
Init +3; Senses darkvision 60 ft, low-light vision.; Perception +3

Defense

HP 6
EAC 13; KAC 14
Fort +1; Ref +3; Will +0
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +5 (1d4 varies)

Statistics

STR +1; DEX +3; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +3, Athletics +3

Small Turret CR 1

XP 400
N small construct (technological)
Init +4; Senses darkvision 60 ft, low-light vision.; Perception +5

Defense

HP 20
EAC 14; KAC 15
Fort +3; Ref +5; Will +1
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +9 (2d4 varies)

Statistics

STR +2; DEX +5; CON +0; INT -3; WIS +0; CHA +0
Skills Acrobatics +5, Athletics +5

medium Turret CR 3

XP 400
N medium construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +8

Defense

HP 40
EAC 16; KAC 17
Fort +5; Ref +7; Will +1
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +12 (3d4 varies)

Statistics

STR +2; DEX +5; CON +1; INT -3; WIS +0; CHA +0
Skills Acrobatics +8, Athletics +8

large Turret CR 5

XP 1600
N large construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +11

Defense

HP 70
EAC 16; KAC 17
Fort +5; Ref +7; Will +4
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +15 (4d4 varies)

Statistics

STR +3; DEX +5; CON +2; INT -3; WIS +0; CHA +0
Skills Acrobatics +11, Athletics +11

huge Turret CR 7

XP 3,200
N huge construct (technological)
Init +5; Senses darkvision 60 ft, low-light vision.; Perception +14

Defense

HP 105

EAC 21; KAC 23
Fort +9; Ref +11; Will +6
Immunities construct immunities Weaknesses vulnerable to critical hits, vulnerable to electricity

Offense

Speed 20 ft.
Melee blaster +18 (5d4 varies)

Statistics

STR +4; DEX +5; CON +2; INT -3; WIS +0; CHA +0
Skills Acrobatics +14, Athletics +14

Daily Punch 12-1-22 Jumper augment for Starfinder

I want things you can add to your droids. Let’s make this happen!

Jumper

This battery attaches to a mechanic’s drone main power source and when the drone takes enough damage to stop its function, its instantly regenerates a portion of its hit points to keep it in the fight. The attack that causes enough damage to the drone to zero hit points finishes and then the drone regains hit points as below

ModelLevelPriceHP restored
Mk 142,1201/level
Mk 289,2501/4 maximum
Mk 31233,6001/2 maximum

 Jumper, Mk 1

Item Level 4; Price 2,120; System drone


 Jumper, Mk 2

Item Level 8; Price 9,250; System drone

Jumper, Mk 3

Item Level 8; Price 33,600; System drone