Daily Punch 6-1-21 Splash Critical feat for Pathfinder 2nd ed.

I want to splash lots of damage around in Pathfinder.

Splash Critical Feat 4

General
When you hit your target, every around feels it! When you critically hit a target and the weapon does splash damage and effects, treat the splash damage and effects as if it was a critical hit for modifying damages and effects, typically doubling the damage. Other feats, abilities, and items that modify critical hits and effects are applied to splash damage and effects as well

thoughts?

Daily Punch 5-26-21 Shikigami familiar for Pathfinder 2nd Ed.

Have my future ability, here we go!

Shikigami

Construct
Required Number of Abilities 4
Granted Abilities flier, skilled (stealth), Precognition

This small paper doll flies around like it is controlled by the wind. This small spirit helps those it chooses to, but can lead others to their doom..

Constructed

Source Pathfinder Society Guide pg. 123
Your shikigamis immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It’s destroyed at 0 HP.

Flammable

Source Pathfinder Society Guide pg. 123
Your shikigamis paper body make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet’s construction, removing this weakness.

Daily Punch 5-25-21 Precognition familiar ability for Pathfinder 2nd ed.

Building my paper doll familiars and here is a power they need! This is a master ability you can gain for a familiar.

Precognition: Your familiar helps by giving you hints of the future. Choose a saving throw. Whenever you attempt that save, if your familiar is nearby, it gives you a small mental image of the future. This grants you a +1 circumstance bonus, or +2 if you’re a master in the save.

Thoughts?

Daily Punch 5-10-21 Gun Barrel Cauterize Gunslinger Feat for Pathfinder 2nd Ed.

Sometimes you need some good old fashioned bad movie tropes in your pathfinder!

Gun Barrel Cauterize ReactionFeat 2

Gunslinger Fire Healing

Trigger You or an ally within reach takes damage.


With a flourish, you fire you gun and snap the still burning barrel to an injury. The target heals 1d6+ your level. This healing can prevent an ally from falling unconscious and gaining the wounded condition from being reduced to zero hit points. The target is then temporarily immune to your gun barrel cauterize for 1 day.

Thoughts?

Daily Punch 4-30-21 Cold Tolerance ancestry feat for Pathfinder 2nd Ed.

The only feats I’ve seen for ancestries have to do one race. Why not regional ancestries? People from a cold place should be able to survive the cold regardless if they are human, dwarf, or orc. Let’s start.


Cold Tolerance Feat 5

regional ancestry


Prerequisites raised in cold location

You grew up in a land of ice and snow, and it hardened you against the cold. You gain resistance 5 to cold damage.

Thoughts?

Daily Punch 4-27-21 Ooze animal companion for Pathfinder 2nd Ed.

Ooze

Your companion is a ooze or another type of slime.
Size Small
Melee

Single Action

 pseudopod, Damage 1d6 acid
Str +3, Dex +1, Con +4, Int -4, Wis -2, Cha -2
Hit Points 8
Skill Athletics
Senses  motion sense 40 feet, no vision
Speed 30 feet
Support Benefit Your ooze grabs the target preventing it from fully reacting to your strikes. Until the start of your next turn, your Strikes that damage creatures your ooze threatens give the flat-footed condition to the target until the end of your current turn (until the start of your next turn on a critical success) .
Advanced Maneuver envelop

EnvelopSingle Action


Requirements The animal companion’s last action was a successful pseudopod Strike.


The ooze grabs the target and the target takes acid damage equal to your level automatically until the target escapes the grab.

Daily Punch 4-23-21 Bomb of Tricks magic item for Pathfinder 2e

I want to summon creatures via bombs!

Bomb of Tricks Item 4+

Uncommon Consumable Conjuration Magical
Usage held in 1 hand


This small round black object is made of compacted paper, flash powder, and enchanted bone meal.

Activate

Two Actions

 Interact; Effect You throw the bomb to a square within 30 feet. The bomb explodes in a flash and a creature from the bag of tricks is summoned. You command the creature as normal for a creature summoned by the bag of tricks. (https://throatpunchgames.com/2021/04/20/daily-punch-4-19-21-bag-of-tricks-magic-item-for-pathfinder-2e/).

Bomb of Tricks(gray) Item 4

Price 15 gp
The bomb explodes into a creature from the bag of tricks(gray)

Bomb of Tricks(rust) Item 7

Price 54 gp
The bomb explodes into a creature from the bag of tricks(rust)

Bomb of Tricks(Tan) Item 11

Price 250 gp
The bomb explodes into a creature from the bag of tricks(tan)

Bomb of Tricks(aquamarine) Item 11

Price 250 gp
The bomb explodes into a creature from the bag of tricks(aquamarine)

Thoughts?

Daily Punch 4-21-21 Sphere of Anxiety spell for Pathfinder 2nd Ed.

Heard about the skinwalker ranch and how they feared the blue sphere the most. It made them feel full of anxiety. SPELL IDEA!

Sphere of Anxiety Spell 2

Traditions arcane, occult
Bloodline fey
Deities Bes, Kofusachi, The Lantern King
Cast

Two Actions

somatic, verbal
Range 30 feetArea 1 5-foot square
Saving Throw Will; Duration sustained


You create a blue sphere of light in a square within range that saps the targets will to live and do anything. The sphere must be supported by a solid surface, such as a stone floor. All creatures within 30 feet of the sphere must attempt a Will saving. If a target leave the area, it is no longer affected by the spell. If it reenters the area, it may need to make another saving throw again.  On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range

Critical Success The target is unaffected. If they leave and come back, they will not be affected by the spell again until you cast the spell again.
Success The target becomes clumsy 1, enfeebled 1, or stupefied 1 for one round ( your choice). After the condition ends, they can stay in the area and not be affected again by the spell. If they leave and come back, they will not be affected by the spell again until you cast the spell again.
Failure The target becomes clumsy 1, enfeebled 1, or stupefied 1 (your choice) until they leave the spell.
Critical Failure  The target becomes clumsy 1, enfeebled 1, and stupefied 1 until they leave the spell.

Thoughts?