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

Daily Punch 11-28-22 System Shock optional rule for Starfinder

Ok, time for Starfinder!

How about time for the option in Pathfinder!

System Shock

This options simulates taking massive damage to the point a creature is knocked unconscious. When a creature takes at least 50% of its maximum stamina points in damage between the start of its turn to the start of its next turn, it may be knocked unconscious. If the creature only has hit points, use that instead. At the start of the its turn, the creature must make a flat d20 roll (11 DC). On a failure, the creature fall unconscious As an action, another creature can rouse the target back to conscious. Any additional damage also wakes the target up. Creatures immune to unconscious condition can not be subjected to shock. If the damage equals the creature’s maximum stamina points, the DC is 14.

Thoughts?

Daily Punch 11-10-22 magical stamina fear for Starfinder

How about we build up stamina in Starfinder a bit?

Magical Stamina

You’ve focused on healing to body to the point you can energize the soul.

Prerequisites: ability to heal hit points magically, base attack bonus +4

Benefit: When you heal hit points on a target using a magical ability, any additional hit points over the target’s maximum are converted to stamina points.

Thoughts?

Daily Punch 11-8-22 Healing Grenade for Starfinder

I want to help heal a few people in a group. We got 1st level fireballs with grenades. Let’s make 1st level cure as well!

Healing Grenade

Through a combination of magic and shaped charges, healing fluid is throw in an areas. Any targets in the area are affected by the healing spray. This may cause undead damage in the area who may attempt a Reflex save to avoid the damage.


 Healing Grenade, I
Level 1; Price 50
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity Drawn
Bulk L; Special Explode (1d4 hit points healed, 10 ft.) 

Healing Grenade, II
Level 4; Price 320
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity Drawn
Bulk L; Special Explode (2d4 hit points healed, 10 ft.)

Healing Grenade, III
Level 8; Price 1,300
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity Drawn
Bulk L; Special Explode (4d4 hit points healed, 10 ft.) 

Healing Grenade, IV
Level 12; Price 5,100
Hands 1; Proficiency Grenade
Damage —; Range 20 ft.; Critical —
Capacity Drawn
Bulk L; Special Explode (6d4 hit points healed, 10 ft.)

Daily Punch 10-5-22 Auto Injector cybernetic augmentation for Starfinder

How about a potion device for starfinder?

Auto Injector

Item Level 5; Price 2,750; System one arm
You have a custom built device into your arm that you can pour a potion, serum, or any consumable liquid as an action. Once done, you can set the device to deliver the liquid based on a specific situation like a readied action or you can use a swift action to cause the liquid to be delivered into your system.

Thoughts?