Daily Punch 2-3-22 Motility skill feat for Pathfinder 2nd Ed


Motility
Feat 1 2 actions

General Skill
Prerequisites trained in Athletics or Acrobatics


You fly around the battle field as the attacks are fast and furious. Make stride once. At any time during this stride, make a melee or ranged attack at your current multi attack penalty.

Thoughts?

Daily Punch 2-1-23 Blending Magical Sight skill feat for Pathfinder

I think detect magic should get a bit more love from the schools that can cast it. Let’s fix up the Arcane Senses feat a bit.

Blending Magical Sight Feat 7

General Skill
Prerequisites expert in divine, occult, or primal


Magic bleeds from one tradition to another.. You can cast 1st-level detect magic at will as an innate spell. If you’re a legendary in a chosen skill, the spell is heightened to 3rd level

Daily Punch 1-6-23 Rock Slide Monk feat for Pathfinder 2nd ed.

Building off the mountain stance.

Rock Slide 2 actions Feat 6

Monk
Archetype Martial Artist*
Prerequisites Mountain Stance
Requirements You are in Mountain Stance.
* This archetype offers Rock Slide at a different level than displayed here.


You smash into a foe with the force of rock fall. Make a stride and then a melee attack using your mountain stance attack. If you hit, the target must make a Fortitude save. If it fails, the target moves a number of feet equal to half the distance you moved this turn, rounded down. On a critical failure, the target moves equal to the total distance you moved this turn. If you moved before using Rock Slide, add that distance to the total you moved this turn to calculate how far the target moves.

Special If you have this feat, while you are in Mountain Stance, you gain +2 status bonus to saves to avoid being forced to move or knocked prone.

thought?

Daily Punch 1-3-22 Camerlengo’s Hammer artifact for Pathfinder 2nd Ed.

time for a version in Pathfinder !

Camerlengo’s Hammer Item 21

Rare Divine Evocation
Usage held in 1 hand; Bulk 1
Base Weapon any hammer


This hammer is the most prized possession of the second of command of a faith and is passed down as the new leader is chosen to the new second in command. The hammer is a +3 major striking holy/unholy cold iron hammer of whatever hammer the faith prefers carved to be a holy symbol for the faith. This weapon counts as a holy symbol for any spellcasting purposes.


Divine Wielder If you’re a character capable of casting divine spells, you also gain the following two benefits.

  • When you critically hit an enemy of your faith, the creature is slowed 1 and enfeebled 2 for 1 round.
  • You can activate the hammer in the following way.

    Activate  command; Frequency once per day; Action three actions; Requirements You hit an incapacitated creature three times using the hammer; Effect The creature is instantly destroyed and turned to ash. The creature can not be resurrected to live via any means. The creatures soul is freed from any bonds. oaths, or deals it made in life and is instead sent for judgement and sent to the correct afterlife as a normal soul. The also means that any deals the creature struck to avoid punishment or gain power in another live are also null and void. The only way to return the creature to life is via miracle cast by a 20th level cleric of the faith where the soul was sent to in its afterlife .

Thoughts?

Daily Punch 12-30-22 Earth Stance Monk feat for Pathfinder 2nd Ed

It’s always only me, but I’m mad that monk weapons don’t track with level. Don’t get me wrong, you get bonuses, but I want damage that scales more. So stance time!


Earth Stance one action Feat 1

Monk Stance
Archetype Martial Artist*
Requirements You are unarmored.
* This archetype offers Earth Stance at a different level than displayed here as a level 4 monk feat.


You you root yourself into the ground to smash with the power of a rock fall and enter the earth stance. You can make earth smash attacks that deal 1d10 bludgeoning damage. This attack are in the brawling group and have the backswing, nonlethal, and unarmed traits.

All unarmed attacks you make while in this stance add half your level, minimum 1, to your damage.

Thoughts?

Daily Punch 12-23-22 Linked Bag equipment for Pathfinder 2nd Ed

Christmas is coming. Santa has to have WAY more than just a bag of holding IV!

Linked Bag Item 16

Conjuration Extradimensional Magical
Price 8000 gp Usage held in 2 hands; Bulk 3


The bag is made of any material you so desire, but one factor is always true- each bag is inscribed with a series of runes upon creation. When these runes are inscribed upon a doorframe, the opening of the bag and the doorframe are linked in such a way you can stretch the bag to allow up to a large creature to walk through the bag and through the door frame. Furthermore, items can be handed from the door to the bags opening and from the opening to the door. The bag and door are linked until the runes are removed. As a safety feature, when the runes are removed, anything in between the bag and door is ejected randomly toward one side.

Thoughts?

Daily Punch 12-12-22 Clockwork Familiar inventor feat for Pathfinder 2e

Why not have someone run around and hand stuff off?

Clockwork Familiar Feat 6

Inventor
Prerequisites construct innovation


You’ve learned to build big, now you tinker with the small. You build a clockwork creature that is the size of a house cat. It has AC 10, +0 to all saves, moves at 30 feet per round, can crawl up walls, and 1 hp. Each turn you can give the creature one free action to move and grab things up to 1 bulk. It can also hand things off to other character and even administer potions to other characters. If killed, it can be repaired as normal. It can not function outside of your sight as it is unintelligent and only responds to commands.

Thoughts?

Daily Punch 11-29-22 Reactive Battery alchemical item for Pathfinder 2nd Ed

My brother plays an inventor and hes machine goes down a bunch. Let’s help him stay in the fight.

Reactive Battery Item 4

Uncommon Alchemical
Price 75 gp
Usage attached; Bulk 1


Designed to revive the fallen, this device provides jolt of electric charge to a construct giving it just enough energy to jump back into the fight.

Activate  reaction; Trigger the construct is reduced to zero hit points;  Frequency once per day Effect After the current creatures turn or reaction, the construct is revived with 1/8 its hit points.

Reactive Battery Item 8

Uncommon Alchemical
Price 415 gp
Usage attached; Bulk 1

As per the level 4, but the construct is revived to 1/4 its hit points.

Reactive Battery Item 12

Uncommon Alchemical
Price 8000 gp
Usage attached; Bulk 1

As per the level 4, but the construct is revived to 1/2 its hit points.