Daily Punch 3-13-19 BANE M1 mystic spell for Starfinder

If you have bless in Starfinder, you need …..

BANE M1

School enchantment (compulsion)

Casting Time 1 standard action

Range 50 ft.

Area The caster and all allies within a 50-ft. burst, centered on the caster

Duration 1 min./level

Saving Throw Will negates; Spell Resistance yes

You chanel pure doubt into your enemies. Each affected creature taks a -2 moral penalty to attack rolls and saving throws against fear effects.

Bane dispels and counters bless.

Thoughts?

Daily Punch 3-14-19 BLESS M1 spell for Starfinder

I love clerics in DnD and standard procedure is bless first round. WHY BLESS IN STARFINDER! So, I’m making it!

BLESS M1

School enchantment (compulsion)

Casting Time 1 standard action

Range 50 ft.

Area The caster and all allies within a 50-ft. burst, centered on the caster

Duration 1 min./level

Saving Throw none; Spell Resistance yes(harmless)

This spells fills your allies with courage. Each ally gains a +2 moral bonus to attack rolls and saving throws against fear effects.

Bless dispels and counters bane.

Thoughts?

Daily Punch 3-11-19 INDUCE AFFLICTION M3 spell for Starfinder

Why can you cure a disease, but not inflect one?

 

INDUCE AFFLICTION M3

School necromancy

Casting Time 1 standard action

Range touch

Targets one living creature

Duration permanent

Saving Throw Fortitude negates; Spell Resistance yes

You pour raw necrotic energy into a target forging disease particles in the creature.  If the target fails its saving throw, it is affected by a mental of physical disease you choose with a save DC equal to your current spell save DC or lower.  The disease progresses as normal and can be removed as normal.

If you target a creature who is already afflicted by a disease, the creature must instead immediately succeed on a Fortitude saving throw or worsen one step on the condition track of the disease.  This saving throw does not count for their successes needed to end the condition nor does it count for their daily saving throw against the condition.

 

 

Thoughts?

Daily Punch 2-28-18 Dreadnought Soldier Fighting Style for Starfinder

 

Alright, let’s get make a soldier Fighting Style.  I like heavy armor and hurting people, so here is a semi-fighter berserker.

 

 

Dreadnought

You are a wall of force.  You use heavy weapons and heavy armor to simply smash through everything around you.  Pain fuels your as much as the quest for glory

Unstoppable (Ex) 1st Level

When you are wearing heavy or power armor, remove any negative adjustments you have to speed.

Indomitable (Ex) 5th Level

Starting at 5th level,  you  you gain damage reduction to all damage equal to 1/2 your level minimum 2 .  If another effect give your DR, you add this damage reduction to the effect..

Relentless (Ex) 9th Level

If you take damage equal to your level in a round, you gain a +4 bonus to all attacks made the next round.

Armorer(Ex) 13th Level

You build and rebuild your weapons of war.  Your EAC and KAC increase by a +4 moral bonus.

Fuel to the Fire Within (Ex) 17th Level

You can pour all the anger of the last round into a single swing or shot.  Make a single attack as a full round action.  If you succeed, you add the total damage you would have taking including damage reduced by your indomitable ability that you took from the end of your last round to the start of this round, including effects that occur at the start of your turn, to that attack’s damage.

Daily Punch 2-26-19 Captain Training feat for Starfinder

Let’s do what the Captain Says! Here is a feat for Starfinder!

 

Captain Training

You know exactly what to do to get what you ant out of your crew.

Prerequisites: Diplomacy 5 ranks, Intimidate 5 ranks.

Benefit: When you take demand or encourage action, you increase the bonus your crew gets by +4.  When you take the Orders or Moving Speech action, you gain a +4 to your check to succeed on that action.

 

Thoughts?

Daily Punch 2-15-19 Improved Counter Measures feat for Starfinder

More Starfinder because I can!  Today is a feat for those who protect people

 

Improved Counter Measures(Combat)

Can’t save people if you’re dead.

Prerequisites: Counter Measures

Benefit: When an attack would hit you due to the Counters Measures feat, gain the bonuses of the Bodyguard feat to your own AC and you no longer have a penalty to AC after using the Bodyguard feat.

 

Thoughts?

Ring Side Report- RPG Review of Starfinder Adventure Path #1: Incident at Absalom Station (Dead Suns 1 of 6)

Product– Starfinder Adventure Path #1: Incident at Absalom Station (Dead Suns 1 of 6)

System– Starfinder

Producer-Paizo

Price– $23.00 here https://paizo.com/products/btpy9tmf?Starfinder-Adventure-Path-1-Incident-at-Absalom-Station

TL; DR-Not the brightest star, but a decent start.  83%

Basics– ARE YOU READY FOR ADVENTURE!?  Incident at Absalom Station kicks off the first Starfinder adventure path.  Players step off the ship and into gangland warfare as their contact is gun downed within seconds of seeing him.  Why? What dark secrets are at play? Who is involved? Also, this book contains a gazatier on Absolom station, several new monsters, and a whole new world for your players to play in.

Mechanics or Crunch-Ah the intro adventure!  What can a level 1 nothing do on their first day?  Not much, but LOTS OF SKILL CHECKS! Paizo has a history in their adventure paths of having players do lots of checks to get past those first few levels.  This adventure is no different. It’s not bad, but once you get past the first fight, its checks. And, if your party doesn’t have the right checks, then its a slog.  Past that its balanced and fun. After the checks, there are some simple space fights to get those mechanics out there, an exploration with some progressive fights to get those mechanics out there, and then we’re off to the next adventure book.  Overall it’s balanced, but the standard paint by numbers of a new RPG needs to really get players into the system and teach them the rules can be a bit boring. 4.25/5

Theme or Fluff-Repeat after me-PLAYERS HATE FIGHTS WHERE THE ENEMIES SHOULD RUN AWAY.  I’m not talking big bads, I’m talking regular grunts above the player’s level.  Players want to KILL! This adventure starts with gang war above the players pay grade, and the players want everyone dead.  It’s not supposed to happen, but my players are always EVIL, SPITE-FILLED MONSTERS who must kill EVERYONE! If that describes your players, then as written, they will be mad.  For check section I mentioned above, the players need to talk to people, and if your party decides Charisma is for suckers, then that is a SUPER slog as my Cha 10 fighter attempts to talk to people as the -1 to -2 modifier other players hope for 20s to even get the middle of the ground information.  Past that first fitful start, it’s a fun adventure as players can find the roles they need and better understand what they should do next. This adventure runs like a train-slow, clunky start but then smooth sailing the rest of the way. 4/5

Execution-PDF?  Check! Hyperlinked?  NOPE! Why not hyperlink this book?  It’s 60+ pages! Next, Starfinder isn’t going to get the 64 page world building books that went with the Pathfinder line.  That’s ok, but now my players don’t get as much world building as before as unless I print of sections and hand those out, they players either can read the book or spoil the adventure.  The items are nice, the monsters are interesting and have great pictures, and the layout is well done. But, no new races! Part of the fun of Starfinder is if you want to be an intelligent mist, then we got stats for that baby!  But, I’m not seeing that here. Throw me a new playable race each mod! There are a few other issues as some things just don’t fit well. The water world of Heicoron IV is ok, but there are no mentions of how I can play either of the races that live there.  It feels thrown in. It’s not bad, but reference your other books or give me stats, so I can have a whole adventures with the fish people. This is a good but, but it has some flaws that do knock it down a bit 4.25/5

Summary-I’m ready for more, but I have some notes.  Overall, I like what’s here. It’s done well, readable, and a good introduction to the mechanics of the system.  The story itself has a few issues, but those issues are part of every adventure path’s start. I have more notes on the new execution of the Starfinder line.  I want separate books and changes to how they are produced. New races, new tech in the books, and some focus will help improve this line. Will I get that? Most likely not.  But, as a GM running a game, I think this is a good way to get your players rolling dice and understanding how to play Starfinder 83%