Daily Punch 10-4-23 Rally wrestler feat for Pathfinder 2nd Ed

Time to showboat!

Rally [one-action]Feat 4

Archetype
Archetype Wrestler
Prerequisites Wrestler Dedication
Requirements You have a creature grabbed or restrained.


When you have an enemy held, you can let out a cry and rally yourself. You gain additional temporary hit points equal to your charisma modifier. These last for up to 10 minutes and can be in addition to any additional temporary hit points you already have.

Thoughts?

Daily Punch 9-26-23 Percussive Engineering athletics feat for Pathfinder 2nd Ed

Smack!

Percussive Engineering Feat 7

General Skill
Prerequisites master in Athletics


When you interact with a device or trap, you can make an athletics check instead of the normal skill with the DC equal to the highest DC to successful interact with the device or trap. If you succeed, you interact with the device successfully or disable the trap. If you fail, the device gains the broken condition or the trap triggers. You may not attempt to interact with the device or trap again using this feat until it is reset or repaired.

Thoughts?

Daily Punch 9-18-23 Life Infusion spell for Pathfinder 2nd Ed

My wife had an idea, and I’m building off it.

Life Infusion Spell 1

Necromancy
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Duration sustained up to 10 minutes


You channel additional life into a target. Each round at the start of their turn, they gain 1 temporary hit point. They can gain temporary hit points equal to your level. If you do not sustain the spell or you are disrupted, the spell ends and all temporary hit points are immediately gone.


Heightened (+1) The temporary Hit Points per round increase by 1 and the maximum temporary hit points increases by your level or you can choose to target one additional target. As you cast this at even higher levels, you can choose a combination of targets and increased temporary hit points.

Thoughts?

Daily Punch 9-15-23 Third Eye Poke occult spell for Pathfinder 2nd Ed

Reach out and hurt a chakra!

Third Eye Poke Spell 3

Evocation Mental
Traditions occult
Cast [two-actions] verbal, somatic
Range Touch; Targets All creatures within range
Saving Throw Will


With a flurry of attacks, you lightly touch each creature on the forehead causing dizzying pain and discoordination. The target takes 4d6 mental damage with a Will saving throw.

Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage and becomes stunned 1.
Critical Failure The target takes double damage and becomes stunned 2.


Heightened (+1) Increase the damage by 2d6.

Daily Punch 9-12-23 Shaking Feet occult spell for Pathfinder 2e

Let’s keep building our psychic monk!


Shaking Feet Spell 2

Mental
Traditions  occult
Cast [two-actions] somatic, verbal
Range touch; Targets up to 3 creature
Saving Throw Fortitude


You snap a quick kick at a creature and barely touch them. This tiny kick causes the creature to make a Fortitude save as they’re mind causes weakness to spread through the body.
Critical Success The target is unaffected.
Success The target takes 1d8 bludgeoning damage.
Failure The target is knocked prone and takes 2d8 bludgeoning damage.
Critical Failure The target is knocked prone and takes 4d8 bludgeoning damage

Thoughts?

Ring Side Report- RPG review of Pathfinder Dark Archive

Product– Pathfinder Dark Archive

System- Pathfinder 2nd Ed

Producer– Paizo

Price– $41.99 here https://miniature-market.sjv.io/q4marn 

TL; DR-New toys and adventures for things that go bump in the night. 97%

Basics–  What goes bump in the night?  Dark Archive focuses on all the stuff that gets thrown into your average Halloween party.  It covers psychics, occult inquisitors called thaumaturges, archetypes, feats, spells, and a TON of adventures.  Let’s dig in to this book!

Mechanics or Crunch– I love what’s here, but there are small problems that hurt things overall.  The two new classes fit within the world of wizards, warriors,and clerics as now we have a mind wizard and an occult paladin.  There may be a slight bit of power creep as these might be a bit better than the core classes, but it’s nothing absolutely game breaking.  Feat, spell, and archetypes all fit solidly there as well.  Interestingly enough, this book has almost MORE for the GM than the players.  There are adventures and ways to upgrade monsters to add the occult feel like cryptids and secret societies.  Aside from a bit of power creep, the other thing that I feel hurts this is the lack of inclusion into Pathfinder Society.  PFS is the majority of the way I play an while I LOVE that adventures are included, new options that you only get when weird stuff happens to you are not given as options in the PFS documenting materials.  What is here is well done, but balance and lack of inclusion into Paizo’s flagship gaming market hurt the book a bit. 4.75/5

Theme or Fluff– As a lover of ghost stories and campfire monsters, this book calls to me.  I love the flavor here and the fact that crunch is being tied deeper into story.  The new ways to add things like cults and monsters also helps.  What’s here is amazing.  I am slightly sad I didn’t see much Lovecraft lore here.  We can make it, but I still want my crazy horrors from beyond time and space to make more of an appearance in a book where time magic and feats get put into the system.  Couple that with adventures that GMs can drop in instantly, this is a solid book on the Pathfinder occult.   4.9/5

Execution– This is a physical book and a PDF by Paizo, so I’m almost automatically going to love it.  Solid layout, fonts, formats, hyperlinks make this a great book and a breeze to read.  My one minor issue is this is a book with almost as many pages for the GM as the players.  It would be nice to have a PDF of the maps and pictures that I can show to the players like they do with their adventure paths.  But, if my criticism is that I want more, that’s a good place to be in production.   4.9/5

Summary– I love me some crazy stuff, so I love me this book.  I listen to too many podcasts about monsters, skepticism regarding monsters, and ghost stories to pass this book up.  It has great additions to the system that might be a touch overpowered compared to things before.  It has fun adventures with some amazing options that I wish PFS players could get their hands on.  It has solid production, but a lack of web enhancements might hold it back a bit.  What’s here is good, but I just want more ways to get at it. 97%

Daily Punch 9-6-23 Mastery over Muscle skill feat for Pathfinder 2nd ed.

Pathfinder emphasizes muscles for grappling, but I’ve known small people with solid technique who can hold even the biggest guys.

Mastery over Muscle Feat 7

General Skill
Prerequisites expert in Acrobatics


You don’t need to be strong if your technique is solid. You can use acrobatics instead of athletics when using weapons with the grapple traits or when you use the grapple action.

Thoughts?

Daily Punch 8-29-23 Mind Grab occult spell for Pathfinder 2nd Ed

Back to my psychic monk!

Mind Grab Spell 1

Concentrate mental
Traditions occult
Cast [two-actions]
Range touch 
Defense Will; Duration sustained up to 1 minute


You reach out and grab a creature lightly and your mental force grabs the creature. The target must attempt a Will save. Each turn you can Sustain this spell and the target is still immobilized takes 2d6 bludgeoning damage. A creature can attempt to Escape, rolling against your spell DC.

Success The creature is unaffected.
Failure The creature is immobilized and takes 2d6 bludgeoning damage.
Critical Failure The creature is immobilized and take 4d6 bludgeoning damage.


Heightened (+1) The bludgeoning damage dealt when you Sustain this spell increases by 1d6 and 2d6 for creatures who fail who critically fail the saving throw.

What do you think ? Damage too high for level 1 spell or does having to be damager close compensate?

Daily Punch 8-24-23 Force of Will occult cantrip for Pathfinder 2nd Ed

I want an up close psychic! And for that we need a bread a butter melee spell!

Force of Will Cantrip 1

Attack Cantrip Mental
Traditions occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature


You concentrate and focus your mental energy around your fist or foot and swing with all your mind at the target. Make a melee spell attack roll against your target’s AC. If you hit, you deal bludgeoning damage equal to 1d8 plus your spellcasting ability modifier. On a critical success, you deal double damage and knock the enemy prone.


Heightened (+1) The damage increases by 1d8.

Thoughts?