Daily Punch 8-17-23 Pep Talk skill feat for Pathfinder 2nd Ed

Want to help a buddy?

Pep Talk [one-action]Feat 2

Auditory General Linguistic Mental Skill
Prerequisites trained in Diplomacy


You bolster an ally’s spirits within 30 feet. Attempt a Diplomacy check. The DC is 20. If you have expert proficiency in Diplomacy, you can instead attempt a DC 25 check to increase the number of affected dice roll to 2. If you have legendary proficiency, you can attempt a DC 45 check to increase the number of affected dice rolls to 3. No matter the result, the ally is temporarily immune to Pep Talk until they either Take a Breather or rest for the day.

Critical Success The ally gains a +2 status bonus to their next d20 roll.
Success The ally gains a +1 status bonus to their next d20 roll.
Critical Failure The ally takes -1 penalty to their next d20 roll.

Thoughts?

Daily Punch 8-10-23 Positive Tolerance feat for Pathfinder 2nd ed

Reading for my undead campaign, so it’s time for feats to help the players!

Positive Tolerance Feat 8

Prerequisites Undead


Through your experience with the living world, you have forced yourself to survive the foul lights and medicines of those with a pulse. You are no longer damaged by healing effects or positive energy.

Thoughts?

Ring Side Report- Pathfinder Adventure Path #165: Eyes of Empty Death (Abomination Vaults 3 of 3)

Product– Pathfinder Adventure Path #165: Eyes of Empty Death (Abomination Vaults 3 of 3)

System- Pathfinder

Producer– Paizo

Price– $24 here https://paizo.com/products/btq024xm?Pathfinder-Adventure-Path-165-Eyes-of-Empty-Death 

TL; DR-Solid finish to the AP! 97%

Basics– Time to end this!  Eyes of Empty Death is the finale of the Abomination Vaults adventure path.  You’re DEEP underground and it’s now time to deal with the evils that are rising to destroy Absalom.  What horrors are this far underground?

Mechanics or Crunch– This is another solid Paizo adventure.  Overall, the mechanics worked well and things felt balanced.  There are a few things that I feel need a slightly better explanation like how some elements work during the final fight.  But, those you can hand wave easily enough.  It might not be perfect, but it worked well enough.  4.5/5

Theme or Fluff– This was a fun story overall with extra interesting bits of world lore.  The story had new characters and twists with a crazy ending that the players enjoyed.  There HAS to be a load bearing boss at the end, because I’ve played enough classic Nintendo games to know it must be.  However, all those things just add to the charm of this one. 5/5

Execution– PDF? Yep.  Hyperlinked?  Yes! Solid Art?  Yep.  Good layout? Yes.  It’s a  book by Paizo, so I was never in doubt of the quality.  For 20 bucks as a PDF, you get a lot of nice toys, art, layout, and a solid extra book of maps that you can change levels and elements on.  Overall, this is all the things I wanted from a modern book!  5/5

Summary– This was a solid conclusion to the adventure path, and while well done, if you like it will entirely depend on if you want a dungeon crawl.  The levels are only semi connected and it’s a lot of random between them, but that’s the fun of a dungeon crawl.  You do random stuff and have fun.  I thought it was a well done version of that.  So, if you want a nine level dungeon crawl, here you go! 97%

Daily Punch 7-24-23 Tattoo Storage spell for Pathfinder 2nd Ed

Saw something cool, so let’s make it for Pathfinder!

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Tattoo Storage Spell 2

Transmutation
Traditions arcane,  primal
Cast somatic, verbal
Duration 8 hours


You transform a physical object into a life-sized hyper realistic tattoo. The object disappears into a willing targets skin. With an action, the target can summon the object into one of their hands and the tattoo disappears. The target radiates magic for the duration or until the target summons the object into a hand, but otherwise the tattoo is just a well done tattoo. The only size restriction on the object is the target must have enough surface area to have a life sized tattoo of the object.


Heightened (3rd) The spell lasts for 24 hours.
Heightened (5th) The spell lasts for up to one week.

Heightened (7th) The spell lasts for up to one month

Thoughts?.

Daily Punch 7-19-23 Committed Swing fighter and barbarian feat for Pathfinder 2nd Ed

Lean into that blow!

Committed Swing 2 actions Feat 1

Fighter Barbarian
Requirements You are wielding a two handed melee weapon.


You throw your whole body into a swing. Make a melee strike. If the attack hits, roll damage as normal, but for each die of weapon damage add your strength modifier again to damage thus a greatsword would add your strength twice not four times. Runes like striking add additional multiples of your strength modifier. You add any precision damage only once. This counts as two attacks when calculating your multiple attack penalty.

Daily Punch 7-12-23 Flailing Shield general feat for Pathfinder 2nd Ed

This one goes out to my brother the cleric who just never has enough actions to get that shield up in time!


Flailing Shield reaction general Feat 1

Trigger An enemy hits you with a melee Strike.
Requirements You are wielding a shield.


You have this shield. You don’t use it much, but every once and a while you flail with it in the right direction! You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack. You can not use this feat again for an hour.

Thoughts?

Daily Punch 7-11-23 Darkness Bolt cantrip for Pathfinder 2nd Ed

Let’s reach out and suck some souls!


Darkness Bolt 2 actions Cantrip


Cantrip Attack Conjuration Negative
Traditions arcane, divine, occult
Bloodlines shadow
Cast somatic, verbal
Range 30 feet; Targets 1 creature

You open a small portal through the planes to pull a mote of concentrated darkness to assault your enemies. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes negative damage equal to 1d4 plus your spellcasting modifier (double damage on a critical hit).


Heightened (+1) The damage to creatures increases by 1d4.