I want a robot to carry my crap and pick up stuff! Let’s do this in Starfinder!
Astro Attendant New from Abadarcorp, the Astro attendant will happily carry all your burdens into battle and will help tidy up for dinner! Using the latest and greatest voice recognition technology, you can command the Astro attendant to follow, carry, clean, or any other simple command! Astro Attendant will not attack under any circumstances, so don’t fear a hack that might strike you in the back!
Astro Attendant uses the rules for unseen servant with the exception of time, AC, and hit points as indicated. One battery can keep a astro attendant going at the cost of one charge per day.
Confusion grenades are specialized bombs that throw purple inhaled powder into an area. Those that are in the area and breath in the powder must make a Will saving throw instead of a Reflex saving throw. Any creatures that do not breath or are using contained breathing apparatuses are immune
Confusion Grenade, Mk 1
Level 6; Price 600 Hands 1; Proficiency Grenade Damage 0; Range 20 ft.; Critical — Capacity drawn Bulk L; Special explode ( confusion as per the spell 1 round; 10 ft.)
Confusion Grenade, Mk 2
Level 10; Price 2,350 Hands 1; Proficiency Grenade Damage 0; Range 20 ft.; Critical — Capacity drawn Bulk L; Special explode (confusion as per the spell 2 rounds; 15 ft.)
Confusion Grenade, Mk 3
Level 14; Price 9,400 Hands 1; Proficiency Grenade Damage 0; Range 20 ft.; Critical — Capacity drawn Bulk L; Special explode (confusion as per the spell 3 rounds; 20 ft.)
Confusion Grenade, Mk 4
Level 18; Price 54,100 Hands 1; Proficiency Grenade Damage 0; Range 20 ft.; Critical — Capacity drawn Bulk L; Specialexplode (confusion as per the spell 4 rounds; 20 ft.)
Classes Mystic 1, Witchwarper 1 School enchantment (mind-affecting) Casting Time 1 standard action Range close (25 ft. + 5 ft./2 levels) Targets one humanoid creature Duration 1 round/level Saving Throw Will negates; Spell Resistance yes
Description
You fill a target with rage and cloud it judgment. Upon failing its save, the target immediately becomes hostile to all creatures around it regardless of what it felt the moment before as all past issues come to the surface. The target will attack any target it can see for the duration of the spell. After the first target is attacked, each round after the first it is entitled a new Will saving throw to end the effect.
Ok, had to do the ground work so now we can get to the one I was hoping for!
Divine Burst
Classes Mystic 1 School transmutation Casting Time 1 swift action or 1 reaction Range touch Targets one creature Duration instantaneous
Description
Your god imparts fraction of itself into your target helping it with its next task. You can cast this as a swift action on your turn or as a reaction to you or an ally making a skill check. The target gains a +5 divine bonus to the triggering skill check.
Classes Mystic 0 School divination Casting Time 1 standard action Range touch Targets one creature Duration 1 round
Description
Infusing the target with a burst of divine power, the target gains a +1 divine bonus to the next attack, save, or skill check it makes before the end of its next turn.
Had this idem in DnD and Pathfinder, now time for Starfinder!
I want toys to help me aim with my guns!
Mage Shield, lesser
Item Level 4; Price 1,900
This simple brass circlet can be worn over existing armor. You can activate the bracelet as a reaction when you are struck by a single target attack requiring an attack roll. Make a magic attack with a +1 circumstance bonus. If your attack is equal to exceeds the original attack, you deflect the attack. You can’t use this item again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
Mage Shield
Item Level 8; Price 8,500
This simple brass circlet can be worn over existing armor. You can activate the bracelet as a reaction when you are struck by a single target attack requiring an attack roll. Make a magic attack with a +2 circumstance bonus. If your attack is equal to exceeds the original attack, you deflect the attack. You can’t use this item again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
Mage Shield greater
Item Level 15; Price 120,000; Weapon Types railed weapon, small arm, heavy arms
This simple brass circlet can be worn over existing armor. You can activate the bracelet as a reaction when you are struck by a single target attack requiring an attack roll. Make a magic attack with a +3 circumstance bonus. If your attack is equal to exceeds the original attack, you deflect the attack. You can’t use this item again until you’ve rested for 10 minutes to regain Stamina Points, though you can spend 1 Resolve Point at any point to recharge it immediately.
Basics– STARFINDERS! The society calls you to make friends? Year of Redemption Rise is the latest intro module for the 5th year of Starfinder society. Starfinders meet three new factions, learn the basics of these factions, and help each with a micro adventure. It’s the standard fare for a faction introduction adventure, so let’s see how it stacks up.
Mechanics or Crunch– This adventure is a solid balance of fights and fluff. Players will talk with just as many NPCs as they shoot at. The crunch here for both sections is well balanced and thought out. It’s not reinventing the society’s basics, but it does a good job with the pieces it does have. 5/5
Theme or Fluff– What’s here is good, but there is not much here. The major adventure beats are leading a tour group, clearing an abandoned house, clearing a greenhouse, and cooling a political discussion. Nothing bad and it does set up for the future conflicts of tech vs. self sufficiency, but don’t expect some crazy inversion of the adventure template. You meet new groups, make friends with them, and then finish pretty quickly. Short, simple, and sweet. 4.5/5
Execution– Short, simple, and sweet is a good description of the execution of this book as well. Good layout, good pictures, a map for those who don’t have the specific map for clearing the abandoned facility, and easy to master intro and outro pieces for GM in a hurry. Six bucks is a bit steep for this, but that is my only complaint for this module. 4.5/5
Summary– This adventure reminds me of many of the other faction intro adventures. Paizo does their execution well, but it’s a bit pricey. The basic crunch in them all is well done and shows a mastery of the system. And while the story is basic, it does a good job introducing new major characters to the players. Overall is this is a solid adventure and introduction to the next year as the society heals its rifts and repairs who it is. 93%
I have a character who wants to be a bomber but doesn’t want any magic. How do we help him throw more boom?
Bombardier’s Gloves
Bulk L
Description
These thick, burnt plastic gloves are worn by those who often are covered in burns themselves. When you throw a grenade, each die of the grenade gains bonus to the damage roll.
Protective Pebble Classes Mystic 1-6, Witchwarper 1-6 School evocation Casting Time 1 standard action Range personal Duration 10 minutes Saving Throw none; Description You create balls of force that fly around you head. When an enemy comes within 10 feet of you a ball automatically flies at the target, making a ranged attack against its EAC and dealing 1d6 force damage. If the target is struck, it must make a Fortitude save. On a failure the target is knocked back 10 feet. Each projectile has the knockdown critical hit effect.
1st: When you cast protective pebble, you summon 3 force pebbles.
2nd: When you cast protective pebble, you summon 5 force pebbles.
3rd: When you cast protective pebble, you summon 7 force pebbles.
4th: When you cast protective pebble, you summon 9 force pebbles.
5th: When you cast protective pebble, you summon 11 force pebbles.
6th: When you cast protective pebble, you summon 13 force pebbles.