Daily Punch 10-17-24 Nature Expertise nature skill action for Pathfinder 2nd Ed

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

Nature Expertise Variable actions Feat 15

General Skill
Prerequisites legendary in nature


Even elder druids begin to bow to your power. Once per day, you can choose an primal 2nd level spell that is not uncommmon and attempt a DC30 nature 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 10-14-24 Natural Dilatant nature skill feat for Pathfinder 2nd Ed

More nature, and times for the one for more spells!

Natural Dilatant Variable actions Feat 7

General Skill
Prerequisites master in nature


You’ve picked to continue to learn even more! Once per day, you can choose an primal 1st level spell that is not uncommmon and attempt a DC25 arcana 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 expert to determine spell casting attack or save DC.

Thoughts?

Daily Punch 10-11-24 Nature Dabbler nature skill for Pathfinder 2nd Ed

How about some love for basic nature spell casting

Nature Dabbler Variable actions Feat 4

General Skill
Prerequisites expert in nature


You’ve learned from the forest. Once per day, you can choose an primal cantrip and attempt a DC20 nature 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 expert to determine spell casting attack or save DC.

Thoughts?

Daily Punch 10-8-24 Claws vampire power for DCC RPG

Pop your claws!

Claws
Level: 1Range personalDuration: variesCasting time: 1 actionSave: none
GeneralYour fingernails extend into talons
Manifestationroll 1d4: (1) Your fingers extend to knives (2) Your skill pulls back to reveal sharp fingernails (3)Your hands spontaneously become elongated talons (4)Nothing changes on a large level, but at a small level your nails are sharp down to an atomic level
1failure, power may not be used again today
2-11failure
12-13Your claws are melee weapons dealing 1d4 damage on a hit for 1 round
14-17Your claws are melee weapons dealing 1d6 damage on a hit for 5 rounds and you gain 1d2 on critical hits
18-19Your claws are melee weapons dealing 1d8 damage on a hit for 10 rounds and you gain 1d4 on critical hits on critical hits table results
20-23Your claws are melee weapons dealing 2d6 damage on a hit for 10 rounds. You gain 1d6 on critical hits on critical hits table results and can critical on a 19 or 20.
24-27Your claws are melee weapons dealing 2d8 damage on a hit for 10 rounds. You gain 1d6 on critical hits on critical hits table results and can critical on a 18 to 20.
28-29Your claws are melee weapons dealing 2d8 damage on a hit for 10 rounds. You gain 1d8 on critical hits table results and can critical on a 17 or 20.
30-31Your claws are melee weapons dealing 3d8 damage on a hit for 10 rounds. You gain 1d8 on critical hits table results and can critical on a 16 to 20.
32+Your claws are melee weapons dealing 3d8 damage on a hit for 10 rounds. You gain 2d8 on critical hits table results and can critical on a 15 to 20.

Daily Punch 10-3-24 Regenerative Bite vampire power for DCCRPG

bite bite!

Regenerative Bite
Level: 1Range 30 feetDuration: instantanousCasting time: 1 actionSave: Reflex vs vampire check
GeneralYou pull blood from a unwilling living creature and gain life
Manifestationroll 1d4: (1) You sink your teeth deep into the creatures neck (2) You grab the creature by the neck and pull blood form their body into yours (3) You lash the target and lap up the blood (4)With a touch, the target withers and you gain vitality
1failure, power may not be used again today
2-11failure
12-13You deal 1d4 damage to the target and heal 1 HP
14-17You deal 1d6 damage to the target and heal half rounded down
18-19You deal 1d8 damage to the target and heal half rounded down
20-23You deal 2d6 damage to the target and heal half rounded down
24-27You deal 3d6 damage to the target and heal half rounded down
28-29You deal 3d8 damage to the target and heal half rounded down
30-31You deal 4d8 damage to the target and heal half rounded down
32+You destroy the target and heal half its maximum hit points, rounded down