Daily Punch 11-13-24 Psychic Resonance occultism skill feat for Pathfinder 2nd Ed

Give me a read here….

Psychic Resonance Feat 7

General Skill
Prerequisites master in Occultism


What happened in this place? When you enter a room, you can attempt an Occultism check to read the psychic history of a location. The DC is usually a standard-difficulty DC of your level, but the GM may change the difficulty. If you succeed, you receive a short psychic recording of what occurred in the area.

Thoughts?

Daily Punch 11-6-24 Occult Dabbler Occultism skill feat for Pathfinder 2nd Ed.

Let’s play a bit with the occult!

Occult Dabbler variable actions Feat 4

General Skill
Prerequisites expert in Occultism


What do the spirits say? Once per day, you can choose an occult cantrip and attempt a DC20 occult check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Intelligence as the spell casting ability and are considered an expert to determine spell casting attack or save DC.

Thoughts?

Daily Punch 10-28-24 True Natural Master nature skill feat for Pathfinder 2nd Ed

TRUE NATURE POWER!

True Natural Master Variable actions Feat 20

General Skill
Prerequisites legendary in nature


Even natural titans bow to you. Once per day, you can choose an primal 3rd level spell that is not uncommmon and attempt a DC35 nature check. If you succeed, you cast the spell using as many actions as that spell normally takes. You use either your Charisma or Wisdom as the spell casting ability and are considered legendary proficiency to determine spell casting attack or save DC.

Thoughts?

Daily Punch 10-23-24 Perfect Location nature skill feat for Pathfinder 2nd Ed

You have learned how to navigate by nature alone.

Perfect Location Two Actions Feat 7

General Skill
Prerequisites Master in nature


Let me get my barring’s… You attempt a nature check with a DC equal to a standard-difficulty DC equal to your level. If you succeed, you know exactly where you are in the world.  The GM can assign a different DC based on the circumstances or equal to the DC of any magic effects obscuring your location.