Daily Punch 11-8-19 Inspiring Resolve envoy improvisation for Starfinder

One more envoy idea for this week.

 

8th Level

You must be at least 8th level to choose the following envoy improvisations.

 

Inspiring Resolve (Ex)

You can use inspiring boost additional times on the same target as long as the target spends a resolve point each time after the initial inspiring boost.  The initial inspiring boost refreshes after a 10 minutes as normal.

 

 

Thought?

Daily Punch 11-7-19 Group Inspiration Envoy improvisation for Starfinder

How about converting a Envoy in to an old school cleric?

 

8th Level

You must be at least 8th level to choose the following envoy improvisations.

 

Group Inspiration (Ex)

You can use inspiring boost on a group of allies instead of a single ally as a standard action. You must have the inspiring boost envoy improvisation to choose this improvisation.

 

Thoughts?

Daily Punch 10-24-19 Wide Ricochet feat for Starfinder

I have some characters in my online game who just cant seem to hit! How about some love for our favorite losers?

Wide Rickchet (COMBAT)

You CAN win for losing! If you put enough ammo downrange something HAS to hit eventually!

Prerequisites: Base attack bonus +1.

Benefit: When you miss with a weapon attack, once per turn you may reroll the attack at a -5 penalty. If you hit on this reroll, you do 1/4 the damage of the normal attack, but do not cause any additional effects of the attack.

Thoughts?

Daily Punch 10-17-19 Static Burst T0 technomancer spell for Starfinder

How about one of a pair of spells for the technomancer?

Static Burst T0

School evocation (electricity)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one held electric object or creature of no more than one bulk

Duration instantaneous

Saving Throw varies; Spell Resistance yes

When you cast this spell, you choose a electronic object in range. If held or a creature, the wielder or creature makes a Reflex saving throw. This spell causes 1d6 electric damage to the object or construct and 1d6 electric damage to the wielder on a failure. If unattened, the object takes 1d6 electric damage.

Thoughts?

Daily Punch 10-9-19 Galactic Storm T4 technomancer spell for Starfinder

Let’s keep ball lighting going between systems!  now off to starfinder!

 

Galactic Storm T4

School evocation (fire)

Casting Time 1 standard action

Range medium (100 ft. + 10 ft./level)

Effect 5-ft.-diameter storm of lightning

Duration concentration + 1 round/level

Saving Throw none; Spell Resistance yes

A 5-foot cloud of Solar Storm is summoned and contained by several small drones which you control. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. Once per round, you can cause the storm to jolt a creature within 30 feet and deals 4d6 electricity damage to that creature (Reflex negates).  If the primary target is hit, you may elect for the lighting to hit up to two more creatures within 30 feet of the primary target for 4d6 electricity damage (Reflex negates).  The secondary effect does not trigger an additional time.

If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 electricity damage.  This damage caused the secondary discharge as above, but does not count as your one discharge per turn.

 

Thoughts?

Daily Punch 9-24-19 Overt Threat feat for Starfinder

How about some more Starfinder?

OVERT THREAT

You are not subtle and after you speak, people continue to do exactly what you want them to do.

Prerequisites: Cha 17, Intimidate 10 rank, subtle threat.

Benefit: When you successfully use the Intimidate skill to bully a creature, after the duration of its helpful attitude ends, its attitude toward you becomes friendly rather than indifferent.

Thoughts?

Daily Punch 9-19-19 Freedom Fighter character theme for Starfinder

This came up in my latest Starfinder game, and I think it might be fun to play.

 

 

Freedom Fighter (+1 CHA)

You have a deeply held belief about something in the world, but the powers that be are holding you back somehow.  So, you have joined or started a group of like minded people who are actively fighting the authority who is against you.  The news labels you with horrible names, but you know one day your people or ideals with be lauded by all and children will say your name with pride.

Theme Knowledge (1st)

You’re reading of history and political thought has given you an edge over other when discussing governance or political philosophy.  Reduce the DC of Culture checks to recall knowledge about governance, political ideology, and history by 5. Bluff is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to your Bluff checks. In addition, you gain an ability adjustment of +1 to Charisma at character creation.

Use the Crowd (6th)

You know how to move among a crowd and get into and out of places you should not be. When you attempt a Stealth check to hide among a group of people, you can roll twice and take the higher result. Additionally, whenever you are trying to sway a group of people to your side via a Diplomacy or Bluff check, once per day you gain a +4 bonus to this check.

Civilian (12th)

You have mastered the art of looking harmless until it is time to strike.  When you make an attack against someone who is aware of your presence but does not suspect you are a threat, instead of the normal -2 flat-footed penalty they take, they take a -5 penalty to AC instead and your critical range for any weapon you are wielding is tripled on this first attack.  This only applies to the first attack against that target in a day.

Revolutionary (18th)

You are now fueled by the victories you achieve over those in wrongful power against you.  Up to twice per day, when you successfully defeat someone who has authority over you that you do not agree with such as an oppressive military group, you recover 1 Resolve Point.

Daily Punch 9-10-19 Undead Spike magic item for Starfinder

And now starfinder!

 

 

Undead Spike

Level 13

Price 52,000 Bulk L

This heavy cold iron spike contains some of the oldest necromancy in existence. As a standard action,, you may make a melee attack with the spike against an undead creature that is adjacent to a surface, either vertical or horizontal.  On a hit against an undead creature, the target must make a DC 20 Fortitude save.  On a failure, the creature is impaled against the surface.  The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control.  A creature may willingly removed the spike ending the effect against the original target.  On a successful save, the creature just takes 1d6 piercing damage with no other effect.

 

 

Thoughts?  Not a lot of changes between 5e and Starfinder.

Daily Punch 9-5-19 Enrage Monster M1 mystic spell for Starfinder

How about some angry creatures in Starfinder?

 

 

Enrage Monster M1

School enchantment (mind-affecting)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one creature

Duration 1 minute/level

Saving Throw Will negates; Spell Resistance yes

This enchantment makes a humanoid creature regard all as an enemy. If the creature is currently being threatened or attacked by you or your allies, however, it receives a -5 bonus to its saving throw.

The spell does not enable you to control the affected creature as if it were an automaton.  The creature becomes hostile to all creatures it sees for the duration of the spell attacking or fleeing as it would regard as the best decision.

 

 

Thoughts?