Daily Punch 5-10-21 Gun Barrel Cauterize Gunslinger Feat for Pathfinder 2nd Ed.

Sometimes you need some good old fashioned bad movie tropes in your pathfinder!

Gun Barrel Cauterize ReactionFeat 2

Gunslinger Fire Healing

Trigger You or an ally within reach takes damage.


With a flourish, you fire you gun and snap the still burning barrel to an injury. The target heals 1d6+ your level. This healing can prevent an ally from falling unconscious and gaining the wounded condition from being reduced to zero hit points. The target is then temporarily immune to your gun barrel cauterize for 1 day.

Thoughts?

Daily Punch 5-5-21 Night Study feat for DnD 5ed

Let’s help the fighter cram the night before so he aces the fight!

Night Study

Learn something each night that might help the next day. Each day before a long rest, you can study a particular creature type. Until your next long rest, you gain a bonus to damage against all creatures of that type equal to half your proficiency modifier. You must study a particular creature type each day or you do not gain the bonus to damage.

Thoughts?

Daily Punch 5-4-21 Traveling Scholar rogue archetype for DnD 5e

More fun for the people in the library!

Traveling Scholar

All knowledge is good knowledge, and you find it where you can. As you go around you learn from the things you do, the things you see, and the things you kill. You write everything down and those note teach you things that will keep you alive! What ever doesn’t kill you and whatever you see can only make you stronger!

Detailed Notes

When you choose this archetype at 3rd level, you start to write down all the things you see and do. When you make a sneak attack against a creature type, write that down. Every time after you make a non-sneak attack against that target, you gain a bonus to damage against that target equal to the number of times you have previous made a successful sneak attack against that creature type, up to your proficiency modifier. For humanoids, you must make sneak attacks against each different humanoid subtype.

Learn from your Friends

Starting at 3rd level, you start to write down what your friends do to learn from them. Every time an ally succeeds at a Intelligence (Arcana), Wisdom (Religion), or Intelligence (Nature) check, note that they succeeded. When you attempt a Intelligence (Arcana), Wisdom (Religion), or Intelligence (Nature) check, gain a bonus to that check equal to the number of times you have previously observed a successful check, up to half your proficiency modifier.

Useful Observation

Starting at 9th level, you start to apply what you see quickly. Once per day, when you are the subject of an effect or spell from a creature that requires a save and you succeed, you can choose to learn that effect or spell. Before you take a long rest, you can use that spell or effect once. You regain this ability after a long rest.

Success Breed Knowledge

Starting at 13th level, you begin to learn from all the attempts on your life. Every time you succeeds at a save, note your success for that agility score. When you attempt a save in the future for the specific ability score, gain a bonus to that save equal to the number of times you have previously succeeded on that save, up to half your proficiency modifier

Knowledge Pool

When you reach 17th level, you can use your useful observation ability up to three times each time choosing different spells or effects.

Thoughts?

Daily Punch 5-3-21 Path of the Savant Barbarian Primal Path for DnD 5e

Knowledge is dangerous! Especially when don’t know what you are doing!

Path of the Savant

A little knowledge is a dangerous thing. You’ve learned… enough. The wizard taught you a some things and some things took. Not much, but some. You got you a book, you got you some learning, and know you gonna hit people with both!

Rage Casting

Starting when you choose this path at 3rd level, you get a spellbook with two wizard cantrips. When you start to rage, you can stare at the book for a bit, cram a spell in your brain and you go hog wild. As a bonus action while raging, you can cast that cantrip. The DC for any save is based on your Constitution and spell attacks are made using your Constitution modifier. When your rage ends, you suffer one level of exhaustion as your head hurts. You can copy new spells into your spellbook as a wizard normally does.

Magic Learning

Beginning at 6th level, you gain proficiency in Arcana and History. You also gain detect magic into your spellbook and can cast that spell as normal without being in a rage.

Mindless Magic

Beginning at 10th level, while raging you gain advantage on saving throws against magic spells and effects as your heightened understanding of magic in your rage state lets you see the flow of magic.

Magic Mastery

Starting at 14th level, you gain the ability to cast 1st level wizard spells and can copy two into your spellbook when you get this ability. When you rage you can choose to learn a 1st level spell instead of a cantrip. If you do, you can cast that spell as a bonus action, but you gain two levels of exhaustion when the rage ends instead of one.

Thoughts?

Daily Punch 4-30-21 Cold Tolerance ancestry feat for Pathfinder 2nd Ed.

The only feats I’ve seen for ancestries have to do one race. Why not regional ancestries? People from a cold place should be able to survive the cold regardless if they are human, dwarf, or orc. Let’s start.


Cold Tolerance Feat 5

regional ancestry


Prerequisites raised in cold location

You grew up in a land of ice and snow, and it hardened you against the cold. You gain resistance 5 to cold damage.

Thoughts?

Daily Punch 4-29-21 Student of Ōya no Tarō Mitsukuni Monastic Traditions for Monk in Dungeons and Dragons 5e

How about an idea for a monk? Always fun to learn new folklore!

Monk-Student of Ōya no Tarō Mitsukuni 

Monks that follow Ōya no Tarō Mitsukuni follow this samurai due to his battle prowess and ability to overcome the impossible.  Having heard tales of this man kill the unkillable giant skeletons sent against him by a practitioner of black magic, you now learn at the feat of the master as he reveals his secrets to you.  He is a warrior first and an honorable competent second, but you find it hard to belittle the man for his results.  You now learn to combine his techniques with your monastic training to survive the unsurvivable.

Path of the Sword

Starting when you choose this tradition at 3rd level, you learn how to use a longsword/katana.  This weapon counts as a monk weapon for your flurry of blows.  When you increase your unarmed damage, increase your longsword damage as well.

LevelDamage
31d8
51d10
111d12
172d8
Learning From Your Foe

At 6th level you learn how the masters sneak into the enemy’s home and even their very bed to learn the secrets of its attack.  You gain proficiency in Deception and Stealth skills.  If you are already proficient in either of these skills, gain a +2 bonus to that skill instead.

Mastery of Onmyōdō

Beginning at 11th level,  the master reveals the magics of life and death to you and how to survive the magic assaults on your life.   When you are attacked by a magic attack or effect, you can spend a ki point to gain advantage on the saving throw.

Against the Impossible

At 17th level you no longer need the master to teach you how to do what must be done, you have learned to master the impossible.  When you would be reduced to zero hit points, you can spend 3 or all your remaining ki points (whichever is less) to avoid the attack and gain hit points up to your maximum.  You can only do this once and then you must complete a long rest before you can use this feature again.

Thoughts?

Daily Punch 4-28-21 Ooze animal companion Dungeons and Dragons 5e

Had the idea for Pathfinder, so we need it in DnD!

Ooze, bleb

Medium ooze, neutral

Armor Class 8
Hit Points 39 (2d8 + 12)
Speed 20 ft., climb 20 ft., swim 20 ft.

STRDEXCONINTWISCHA
16(+3)6 (-2)14 (+2)2 (-5)6 (-2)1 (-5)

Damage Resistances acid, piercing and slashing from nonmagical attacks
Condition Immunities blinded prone
Skills Athletics +5

Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages –
Challenge 1/4 (50 XP)

Special Traits

  • Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Actions

  • Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) acid damage. If the target is a medium or smaller creature, it is grappled (escape DC 13).

Thoughts?

Daily Punch 4-27-21 Ooze animal companion for Pathfinder 2nd Ed.

Ooze

Your companion is a ooze or another type of slime.
Size Small
Melee

Single Action

 pseudopod, Damage 1d6 acid
Str +3, Dex +1, Con +4, Int -4, Wis -2, Cha -2
Hit Points 8
Skill Athletics
Senses  motion sense 40 feet, no vision
Speed 30 feet
Support Benefit Your ooze grabs the target preventing it from fully reacting to your strikes. Until the start of your next turn, your Strikes that damage creatures your ooze threatens give the flat-footed condition to the target until the end of your current turn (until the start of your next turn on a critical success) .
Advanced Maneuver envelop

EnvelopSingle Action


Requirements The animal companion’s last action was a successful pseudopod Strike.


The ooze grabs the target and the target takes acid damage equal to your level automatically until the target escapes the grab.

Daily Punch 4-26-21 Sphere of Depression M4 Spell for Starfinder

Ok, time for one more version of this spell.

SPHERE OF DEPRESSION M4

School enchantment

Casting Time 1 standard action

Range close (25 ft. + 5 ft./level)

Duration 1 round/level (D)

Saving Throw Will; Spell Resistance yes

You summon forth a five foot sphere of blue light to a point in range. The sphere radiates an area of faint blue light to to 20 feet that drains the will to live of any creature in it.. All creatures that enter the area of the blue light must make a Will saving throw.  A creature that succeeds at the saving throw is only fatigued, unless it is already fatigued, in which case it instead becomes exhausted despite the saving throw. Creatures that fail the save are instead are exhausted. If a creature leave the area of blue light, the conditions from the sphere ends. As a swift action, each turn you can move the sphere up to 30 feet.

Thoughts?

Daily Punch 4-23-21 Bomb of Tricks magic item for Pathfinder 2e

I want to summon creatures via bombs!

Bomb of Tricks Item 4+

Uncommon Consumable Conjuration Magical
Usage held in 1 hand


This small round black object is made of compacted paper, flash powder, and enchanted bone meal.

Activate

Two Actions

 Interact; Effect You throw the bomb to a square within 30 feet. The bomb explodes in a flash and a creature from the bag of tricks is summoned. You command the creature as normal for a creature summoned by the bag of tricks. (https://throatpunchgames.com/2021/04/20/daily-punch-4-19-21-bag-of-tricks-magic-item-for-pathfinder-2e/).

Bomb of Tricks(gray) Item 4

Price 15 gp
The bomb explodes into a creature from the bag of tricks(gray)

Bomb of Tricks(rust) Item 7

Price 54 gp
The bomb explodes into a creature from the bag of tricks(rust)

Bomb of Tricks(Tan) Item 11

Price 250 gp
The bomb explodes into a creature from the bag of tricks(tan)

Bomb of Tricks(aquamarine) Item 11

Price 250 gp
The bomb explodes into a creature from the bag of tricks(aquamarine)

Thoughts?