Daily Punch 5-9-24 Shield Master fighter feat for Pathfinder 2nd Ed

I still miss those feats!

Shield Master Feat 1

Fighter
Requirements You are wielding a shield.


You’ve spent so much time focusing on defense you are a wall unto yourself. You increase the defense bonus 1 and shield’s hardness by 1 of any shield you wield.

Thoughts?

Daily Punch 5-7-24 Galvanize feat for Pathfinder 2nd Ed

Don’t bring gun, that will just make him mad…


Galvanize [reaction]Feat 1

Fighter Barbarian
Trigger An enemy hits you with a melee Strike


You feel the bite of the blade, and after the pain, you ready yourself for more. Gain temporary hit points equal to your level plus your Constitution modifier. If the damage would reduce you to zero hit points, but you gain temporary hit points from this ability, you do not become wounded or fall unconscious. You can not use this ability for a hour after your last use of this ability.

Thoughts?

Daily Punch 4-29-2 Mass Hysteria occult spell for Pathfinder 2nd Ed

THEN THEY ALL WENT CRAZY!

Mass Hysteria one-action Spell 9

Manipulate
Traditions occult
Range 100 feet; Area 20-foot burst
Defense Will


With a whim, you play with everyone mind causing them to experience an astounding amount of mental disturbances. Each creature in the area must attempt a Will save
Critical Success The creature is unaffected.
Success The target becomes confused, deafened, frightened 1, sickened 1, and slowed 1.
Failure The target becomes blinded, clumsy 1, confused, deafened, enfeebled 1, frightened 1, off-guard, sickened 1, slowed 1, and stupefied 1. If the target already has any of these conditions and the condition has a value increase that condition.
Critical Failure  The target becomes blinded, clumsy 2, confused, deafened, enfeebled 2, frightened 2, off-guard, sickened 2, slowed 2, and stupefied 2. If the target already has any of these conditions and the condition has a value increase that condition.

Thoughts?

Daily Punch 4-26-24 Divine Return divine spell for Pathfinder 2nd Ed

HELP GOD!

Divine Return one-action Spell 9

Manipulate
Traditions divine
Range 50 feet; Target 1 willing ally


You ask your god to rewind the flow of time for just a moment. Choose a ally. that ally does not need to be alive, but must we wiling. You rewind to the start of that ally’s last turn revering all spells and abilities they cost, but only for them. Any effects that caused for others like spent spells or abilities are still expended. Thais also reversed damage on that ally, even fatal effects. The ally rejoins the initiative at the start of their next turn with these having occurred. If they are on a different plane of existence or dead, they are instantly returned and they continue their turn and life as normal.


Thoughts?

Daily Punch 4-24-24 Elemental Maelstrom arcane spell for Pathfinder 2nd Ed

IT’S THE BIG ONE!

Elemental Maelstrom one-action Spell 9

Manipulate Cold Acid Fire Electricity
Traditions arcane
Range 60 feet; Area 30 foot burst
Defense basic Fortitude


With a snap, you cause a storm of pure elemental energy to descend on an area. All targets are subjected 12d6 damage.. The damage type is either cold, acid, fire, or electricity with it being whatever type the targets are individually have a weakness to and/or not resistant to or has the smallest resistance to.


Thoughts?

Daily Punch 4-19-24 Mind of Matter occult spell for Pathfinder 2nd Ed

If you don’t think, you are fine.

Mind over Matter one-action Spell 8

Manipulate
Traditions occult
Range 30 feet; Target 1 willing creature
Duration 1 minute


You help a creature block all pain for a moment at the expense of its mind. The creature gains resistance 10 to all damage except mental damage where it is gains .weakness 20 mental damage. If the creature has any other resistances or weaknesses these are lost for the duration of the spell.


Thoughts?

Daily Punch 4-17-24 Gastric Explosion arcane spell for Pathfinder 2nd Ed

Might be something you ate….

Gastric Explosion one-action Spell 8

Manipulate Acid
Traditions arcane
Range 100 feet; Target 20-foot burst
Defense basic Fortitude


Your manipulate the biology of a target causing its digestive system to backfire and digest the creature from the inside out. Living targets with a digestive system take 10d6 acid damage based on their Fortitude save. If a target falls to zero hit points from this damage, they explode dealing 6d6 acid splash damage to all creatures within 10 feet. Targets that do not digest or are not alive are unaffected by this spell.


Thoughts?