Daily Punch 4-26-23 Elemental Adaptation weapon fusion for Starfinder

Let’s complete that Starfinder Ghost Rider!

Elemental Adaptation

Item Level 4;Capacity 20; Duration 1 charge /hour
Created by mystics harnessing connections to the elemental planes, this fusion allows a character to spend a move action to choose an elemental damage type and spend a charge. This changes all damage done by that weapon to that elemental damage type for the duration. Critical effects are still determined as normal.

Thoughts?

Daily Punch 4-24-23 Elemental Array armor modification for Starfinder

I have a player who wants to be ghost rider in the worst way. We can help with this.

Elemental Array

Through a combination of microlinks to elemental planes and advanced stabilization technology, you can turn this modification on and surround yourself in a haze of elemental fury. When activated as a move action, you choose a particular plane and gain resistance to the damage associated with that type (acid, cold, electricity, fire, sonic). In addition any creature that touches you or deal melee weapon damage takes damage of that type as well.

 Elemental Array, Mk 1

Item Level 1; Price 100
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 2 to the chosen energy type and does 2 damage of the chosen energy type


Elemental Array, Mk 2

Item Level 5; Price 2,640
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 4 to the chosen energy type and does 4 damage of the chosen energy type

Elemental Array, Mk 3

Item Level 10; Price 16,800
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 6 to the chosen energy type and does 6 damage of the chosen energy type

Elemental Array, Mk 4

Item Level 15; Price 93,600
Slots 1; Armor Type Any; Bulk —; Capacity 20; Usage 1/hour
The haze provides resistance 8 to the chosen energy type and does 8 damage of the chosen energy type

Thoughts?

Daily Punch 4-20-23 Regenerative Vanguard Aspect for Starfinder

I want a monk/barbarian who heals!

Regenerative

You can for entropy to work toward filling your instead of emptying you.

Aspect Insight (Ex): You gain Improved Combat Maneuver (sunder) as a bonus feat and a +2 insight bonus to Medicine checks.

Aspect Embodiment (Su): Once per combat, you can spend as many entropic points as you want regaining 1d6 stamina points per point spent without taking an additional action.

Aspect Catalyst (Su): Choose one type of damage, when you take damage of any amount within the next minute from that damage type, you gain a entropy point.

Improved: When you are attacked and missed by an attack that would have done the type of damage you selected you still gain the entropy point when you use your aspect catalyst.

Aspect Finale (Su): As a reaction when you would be dealt enough damage to reduce your hit points to zero, you can spend three entropy points instantly retain all your stamina and gain 1 hit point. You can do this once per combat.

Thoughts?

Daily Punch 3-18-23 Bioenergetics biohacker field of study for Starfinder

I want my biohacker to heal. Let’s work on that!

Bioenergetics

With enough stimulants, we can make anything possible.

Booster: You push enough chemical into the target to make it’s body things its ready for anything. The target spends a resolve point and the target gains Stamina Points equal to half its total. After 10 minutes, the target becomes fatigued for 1 hour due to the chemical effects on the body. If this booster is used multiple times, extend the fatigued time by one hour for each use.

Inhibitor: You deliver an agent that simples overworks the body to exhaustion with none of the bonues. The target becomes fatigued for one hour if it fails a Fortitude saving throw.

Breakthrough

You can use the following ability when you achieve the breakthrough for this field of study.

Chemical Deadening: As a standard action, you create and deliver a formula packed with enough chemicals to prevent the creature from feeling the effects of anything that happens to it for one minute. The target ignores any negative effects or conditions on it for one minute that don’t physically prevent from moving. After this minute, the target is fatigued for one hour. You can’t use the effects of Chemical Deadening to prevent this fatigued state from occurring.

Daily Punch 3-13-23 Sun Lightning Stellar Revolution for Starfinder

My wife is a ranged solarian. Let’s help with this.

Sun Lightning (Su) level 1

When you’re fully photon-attuned, as a standard action, you can shoot a straight line of solar lightning and deal 1d6 electric damage plus 1d6 additional electric damage per solarian level to all creatures within a 20 foot line from you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the distance to 40 feet, and at 17th level, you can increase the radius to 60 feet. After you use this revelation, you immediately become unattuned. Sun Lightning functions as a zenith revelation for the purposes of abilities that reference them.

Thoughts?