Daily Punch 10-17-24 Nature Expertise nature skill action for Pathfinder 2nd Ed

More nature, and times for the one for level 16!

Nature Expertise Variable actions Feat 15

General Skill
Prerequisites legendary in nature


Even elder druids begin to bow to your power. Once per day, you can choose an primal 2nd level spell that is not uncommmon and attempt a DC30 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 10-14-24 Natural Dilatant nature skill feat for Pathfinder 2nd Ed

More nature, and times for the one for more spells!

Natural Dilatant Variable actions Feat 7

General Skill
Prerequisites master in nature


You’ve picked to continue to learn even more! Once per day, you can choose an primal 1st level spell that is not uncommmon and attempt a DC25 arcana 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 an expert to determine spell casting attack or save DC.

Thoughts?

Daily Punch 10-11-24 Nature Dabbler nature skill for Pathfinder 2nd Ed

How about some love for basic nature spell casting

Nature Dabbler Variable actions Feat 4

General Skill
Prerequisites expert in nature


You’ve learned from the forest. Once per day, you can choose an primal cantrip and attempt a DC20 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 an expert to determine spell casting attack or save DC.

Thoughts?

Daily Punch 9-26-24 Gift Affliction divine spell for Pathfinder 2nd Ed and Starfinder 2nd Ed.

You take this!

Gift Affliction 2 action Spell 2

CONCENTRATE MANIPULATE
Traditions  divine
Range 30; Targets 1 creature with a condition and one willing ally with a condition
Defense Fortitude


You gift the pain one friend to another creature. On a failed save, the target gains one condition that the willing ally has. The duration of the condition and effects are not altered. This may result in creatures that can not normally being affected by a condition being affected by a condition.
Heightened(+1) You transfer one additional condition to the target

Thoughts?