Daily Punch 1-30-25 Undead Strength vampire power for DCC RPG

Undead Strength
Level: 1Range personalDuration: variesCasting time: 1 actionSave: none
GeneralYou power up your physical form
Manifestationroll 1d4: (1) Your appearence doesnt change but you massively increase in strength (2) Your body bulks up (3) A dark haze of power surrounds you (4)Your eyes glow as your muscles tighten
1failure, power may not be used again today
2-11failure
12-13Increase your Str by 1 for 1 hour
14-17Increase your Str by 1d3 for 1 hour
18-19Increase your Str by 1d4 for 1d4 hour
20-23Increase your Str by 2d4 for 2d4 hour
24-27Increase your Str by 3d4 for 2d6 hour
28-29Increase your Str by 4d4 for 2d8 hour
30-31Increase your Str by 4d5 for 2d8 hour
32+Increase your Str by 5d5 for 2d8 hour

Daily Punch 1-29-25 Local Connections society skill feat for Pathfinder 2nd Ed

You know people

Local Connections Feat 4

General Skill
Prerequisites expert in Society


You know people. When you are in an area where other humanoids resides, you can get free food and lodging. these are safe and no mundane sources now where you are and can attack you while you rest there.

Thoughts?

Daily Punch 1-28-25 Share Suffering Spell for Starfinder 2nd Ed

Double damage!

Share Suffering Spell 1

Concentrate Manipulate Mental
Traditions Divine, Occult
targets two creatures Defense Will save
Range 30 feet Duration 1 minute


You link the fates of two creatures together. Two creatures of your choice in range must attempt a saving throw.

Critical Success The creature is unaffected.
Success The target takes half damage from all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage.
Failure The target takes damage equal to all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage.
Critical Failure The target takes damage equal to double all damage sources dealt to the other target except from this spell. the damage is of the same type as the original damage.

Thoughts?

Daily Punch 1-27-25 Divine Master religion skill feat for Pathfinder 2nd Ed

the last religion feat, and times for the one for level 20!

Divine Master Variable actions Feat 20

General Skill
Prerequisites legendary in religion


Now the gods even take your pleas. Once per day, you can choose an divine 3rd level spell that is not uncommmon and attempt a DC35 religion check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered legendary proficiency to determine spell casting attack or save DC.

Thoughts?

Daily Punch 1-24-25 Divine Councel religion skill feat for Pathfinder 2nd Ed

Where do I go next?

Divine Councel three actions Feat 15

General Skill
Prerequisites legendary in Religion
Frequency once per day


Even the gods reply to your prayers. Once per day, you can attempt a DC35 religion check.  If you succeed, you may ask a yes/no check to the DM regarding the outcome of an action.  the DM must answer truthfully to the full extent of their knowledge. If you critically succeed, you may ask for a one sentence response to your question.

Thoughts?

Daily Punch 1-22-25 Divine Healing religion skill feat for Pathfinder 2nd Ed

God help me!

Divine Healing varied actions Feat 7

General Skill
Prerequisites master in Religion
Frequency once per day


Through enough faith, your god helps you and your friends. Once per day you can cast heal as a cleric of your level. The spell is cast with as many actions as you choose and is considered heighted to the maximum rank a cleric of your level is able to.

Thoughts?

Daily Punch 1-21-25 Regeneration vampire power for DCCRPG

you can’t be killed!

Regeneration
Level: 1Range personalDuration: foreverCasting time: 1 actionSave: none
GeneralYou heal your founds
Manifestationroll 1d4: (1) Your wounds simply close (2) blood flows back into your wounds as they close (3) Injurines look like cuts to leathers and it reknits back together (4)the wound glows and the damage is restored
1failure, power may not be used again today
2-11failure
12-13every hour you regain 1 HP for eight hours
14-17every hour you regain 1d6 HP for eight hours
18-19every hour you regain 2d6 HP for eight hours
20-23every 10 minutes you regain 1d6 hit points for eight hours
24-27every 10 minutes you regain 2d6 hit points for eight hours
28-29every minute you regain 1d6 HP for eight hours
30-31every minute you regain 2d6 HP for eight hours
32+every round you regain 1d3 HP for eight hours

thoughts?

Daily Punch 1-20-25 Religious Expertise religion skill feat for Pathfinder 2nd Ed

More religion, and times for the one for level 16!

Religious Expertise Variable actions Feat 15

General Skill
Prerequisites legendary in Religion


You have the ear of the vary saints! Once per day, you can choose an Divine 2nd level spell that is not uncommmon and attempt a DC30 Religion check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered legendary proficiency to determine spell casting attack or save DC.

Thoughts?

Ring Side Report- RPG review of Pathfinder Society Intro: Year of Immortal Influence

Product– Pathfinder Society Intro: Year of Immortal Influence

System- Pathfinder 2nd Ed

Producer–   Paizo

Price– $8.99 here https://paizo.com/products/btq03g2r?Pathfinder-Society-Intro-Year-of-Immortal-Influence 

TL; DR– A good, but not perfect intro.  97% 

Basics– Pathfinders, are you ready to PARTY!?  This intro scenario for this year’s Pathfinder Society season has you go hobnob with the snobs of Absolom to make a good impression.  All you got to do is be nice, show the Pathfinder Society is good, and make a friendly impression.  What could go wrong?

Mechanics or Crunch– This adventure’s mechanics are on point for an intro adventure. There are about four different encounters in this adventure.  It’s pretty heavenly split between some social, some light exploration, and combat.  All of them feel like they fit for the levels they aim for.  This adventure is the standard excellent Paizo crunch I expect.5 /5

Theme or Fluff–  Intro adventures have tough ground to cover, and this one does well, but it’s not perfect.  The adventure has the players go to the party, and start with a few different mini interludes.  These work well, but players can’t see all the characters and their small side quests and vignettes.  Not bad, as the forced adventures where players have to do all the side quests get a bit story heavy, but these all kind of boil down to “do good and learn that one person doesn’t like you”.  Next there is the new antiPathfinder group who aren’t evil, and you have to avoid them.  Then you quite literally have to fight devils and then save someone’s life.  After that people try to run you over.  After that you must convince everyone you’re awesome after literally saving people from the devil.  Lastly there is one last optional combat that’s fun.  The story gets a bit disjointed as you save them every step of the way, but people still don’t like you.  Maybe that’s more realistic than I think having just reread that again.  4.5 /5

Execution–  This is just a yadda yadda of all my other Pathfinder reviews.  Good layout, easy reading, good pictures, good resources, good handout….yadda yadda yadda.  I expected Paizo to make a good layout for the adventures, and I got it.  I might quibble about not having all the monster pictures in the book, but that has more to do with there being three different fights possible in the middle, but seeing as those on their free database with pictures, that feels too pedantic for even me to downgrade them for.  5/5

Summary– This isn’t perfect, but this might be one of the better year intro adventures out there.  The mechanics are good.  The flow is not perfect, but it works decent enough. The adventure itself is solidly crafted.  It players in under four hours, and is fun enough that everyone had a blast.  If you want to jump in to Pathfinder Society, this is a good starting point as either a GM or a player.  97%  

Daily Punch 1-17-25 Religion Dilatant religion skill feat for Pathfinder 2nd Ed

More religion, and times for the one for level 10!

Religion Dilatant Variable actions Feat 7

General Skill
Prerequisites master in religion


Your connetion to the gods continues to grow. Once per day, you can choose an divine 1st level spell that is not uncommmon and attempt a DC25 Religion check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered an master to determine spell casting attack or save DC.

Thoughts?