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 10-3-23 Smash and Grab combat feat for Starfinder

Hit em’ and grab em’!

Smash and Grab (Combat)

You’ve gotten good at the one two Punch and grap.

Prerequisites: Str 11.

Benefit: As a full round action, you can take a -2 on a melee attack. If you got and you have a free appendage to grab with, you may make a grapple attempt with a -2. You must hit with the first attack to get the grapple attempt.

Thoughts?

Daily Punch 10-2-23 Grab mighty deed for DCC RPG

I just want to grap and guy and shove him to the ground!

Grab
When you have a weapon in one had ad a free hand, you can attempt to grab a foe as you smash them with a weapon
Deed DieGrab Result
3You deal damage as normal, but may attempt a separate grapple attempt
4You deal damage as normal, and automatially grab any small foe. You may attemp a seperate grapple attempt on any other sized foe
5You deal damage as normal, and automatially grab any human sided foe foe, and pin a smaller foe. You may attemp a seperate grapple attempt on any other sized foe
6You deal damage as normal, and automatially grab any foe double your size. You automatticaly pin a human sized or small sized foe. You may attemp a seperate grapple attempt on any other sized foe
7+You deal damage as normal, and automatially grab any foe up to quadrouble your size. You automatticaly pin a foe double your size or smaller. You may attemp a seperate grapple attempt on any other sized foe
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 9-25-23 Percussive Maintenance feat for Starfinder

SMACK!

Percussive Maintenance

Just smack it!

Prerequisites: Athletics 5 ranks.

Benefit: When faced with an electronic device that a computers or engineering check is required to operate other than a device that must be hacked to gain access, you may attempt an athletics check at the same DC. If you succeed, you successfully operate the device. If you fail, the device becomes broken.

Thoughts?

Daily Punch 9-21-23 Animate Skeletons spell for DCC RPG

Let’s reach some hearts.. and minds!

Animate Skeletons

Level: 1 Range: 20’ Duration: Varies Casting time: 1 action Save: Fort vs. check

General The psychic throws a bolt of blinding pain into the brain of a foe.

Manifestation Roll 1d4: (1) the wizard’s hands become black for an hour; (2) the wizard’s body glows black; (3) the areas where the spell is cast begins to sell of rot; (4) rattles of bones echoes around the caster

Corruption Roll 1d8: (1) skin on caster’s hands withers and dries out to give him a skeletal appearance; (2)rot begins to appear on the casters body; (3) caster’s hands permanently glows with a sickly black aura; (4) the caster hears rattling bones around him; (5-6) minor corruption; (7) major corruption; (8) greater corruption.

Misfire Roll 1d3: (1) a dead creature returns to life with an evil spirit in its body ; (2) a 2d8 HD skeleton attacks the caster; (3) the bones around the target explode causing 2d6 damage everyone in a 20 foot area..

1 Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + misfire + patron taint; (1-2)

corruption; (3) patron taint (or corruption if no patron); (4+) misfire.

2-11 Lost. Failure.

12-14The caster summons one skeleton of up to 2 HD, or two 1 HD skeleton. The skeleton take half damage from piercing and slashing weapons remain for 1 hour.

15-19 The caster summons one skeleton of up to 2 HD, or two 1 HD skeleton. The skeleton take half damage from piercing and slashing weapons remain for 1 hour.

20-22 The caster summons one skeleton of up to 2 HD, or two 1 HD skeleton. The skeleton take half damage from piercing and slashing weapons remain for 3 hour.

23-26 The caster summons one skeleton of up to 4 HD, two skeletons of 2 HD, or up to four skeletons of 1 HD. The skeleton take half damage from piercing and slashing weapons remain for 8 hour.

27-31 The caster summons one skeleton of up to 8 HD, two skeletons of up to 4 HD, four skeletons of 2 HD, or up to eight skeletons of 1 HD. The skeleton take half damage from piercing and slashing weapons remain for 1 day.

32 The caster summons a horde of skeletons. The total hit dice must be 50 HD or less. The horde half damage from piercing and slashing weapons and remains for up to a week.

Thoughts?

Daily Punch 9-20-23 Pep Talk feat for Starfinder

Let’s help people feel better fast!

Pep Talk

Some days a quick talk is all it takes.

Prerequisites: Diplomacy 5 ranks

Benefit: Once per day, you can spend an action and a target can spend a 1 Resolve Point to restore half its total stamina, rounded down. A character can use this a several different targets each day, but each target can only be the target of this feat once a day.

Thoughts?

Daily Punch 9-19-23 Life Infusion M1-6 mystic spell for Starfinder

Did it for Pathfinder, let’s do Starfinder next!

Classes Mystic 1-6
School conjuration (healing)
Casting Time 1 standard action
Range touch
Targets one living creature
Duration 2 rounds /level
Saving Throw Will half (harmless); Spell Resistance yes (harmless)

Life Infusion

Description

With a touch, you create a channel from the plane of positive energy to the creature and begin to funnel life into the target. At the start of the creatures turn, it gains 2 temporary hit points. Each round this can continue until it has temporary hit points equal to 3 times your level.

1st: 2 temporary hit points per level
2nd: 3 temporary hit points per level
3rd: 4 temporary hit points per level
4th: 5 temporary hit points per level
5th: 6 temporary hit points per level
6th: 7 temporary hit points per level

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?