Daily Punch 5-24-22 Home Cooked Meal ritual for Pathfinder 2nd Ed

Let’s port this idea to PF2 as well!

Home Cooked Meal Ritual 5

Common Conjuration
Cast 1 hour; Cost 10 gp; Secondary Casters 1
Primary Check Nature or Religion; Secondary Checks Diplomacy or Society
Range 100 feet


You spend an hour working to bring the flavors and feelings of home to your allies for a meal. At the meal’s end, the ritual is completed and you and the secondary caster attempt your checks as normal. If the feast is interrupted at any point, the ritual is disrupted, but you still count as having eaten.

Critical Success The feast is feeds your soul. The magical food is affected by enhance victuals. Each guest also recovers 20 Hit Points and gains 10 temporary Hit Points for the next 12 hours. Guests also gain a +1 status bonus to saves against fear and poison effects for the next 12 hours.
Success As critical success, except guests recover only 10 Hit Points, gain only 5 temporary Hit Points, and don’t gain the status bonus to saves.
Failure Your food tastes bad and you feel sad your friends do not enjoy hour home cooking.
Critical Failure The strangeness of your homelands food poisons your friends and they become sickened 1 and can’t reduce the condition for 12 hours.


Heightened (+1) Increase the Hit Points recovered by 5 and the temporary Hit Points by 1 (or twice each amount on a critical success).

Thoughts?

Daily Punch 5-18-22 Master Magic I-III feat for Pathfinder 2nd Ed.

How about our idea in Pathfinder?

Master Magic I Feat 12

Bard Cleric Druid Oracle Sorcerer Witch Wizard Metamagic


Your good at what you do! Choose a 1st level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.

Master Magic II Feat 14

Bard Cleric Druid Oracle Sorcerer Witch Wizard Metamagic
Prerequisites Master Magic I

The best get better! Choose a 2nd level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.

Master Magic II Feat 16

Bard Cleric Druid Oracle Sorcerer Witch Wizard Metamagic
Prerequisites Master Magic II Your the best! Choose a 3rd level spell. Once per day, you can cast this spell without preparing this spell at your maximum spell level using the normal amount of actions required for that spell.

Daily Punch Sack artifact for Pathfinder 2nd Ed.

It was fun for DnD, so how about my favorite item ever in Pathfinder 2nd Ed?

also, storyteller’s awesome so check this video again- https://www.dailymotion.com/video/x59yb47

Sack Item 20

Rare Artifact Magical Enchantment
Bulk 1


A black bag with a simple rope to tie in.

Activate 3 actions (Interact); 

Effect When the wielder says a creature or group of creatures they can see and should their name and “then get it in!” as an action, the Creature must make at DC 45 Will save. On a failure, the creature or group is sucked into the sack. The creature or group remains in the bag until the wielder lets them out. The wielder can talk to the creature in the bag. A creature that saves against the sack are immune to the effects for 24 hours.

Thoughts?

Daily Punch 5-5-22 Mobile Divinity Cleric Feat for Pathfinder 2nd Ed

My brother wanted to rush in to a room and slam HEAL into a bunch of undead. I think we need to help him.

Mobile Divinity 1, 2, or 3 Actions Feat 1

Cleric Flourish Open


You go where you god needs you. Stride and cast the heal or harm spell. You reduce the total number of actions needed for the spell by 1. You can use Mobile Divinity while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Thoughts? Too much for the one action version of heal/harm?

Daily Punch 4-14-22 Bomb Launcher construct modification for the inventor Pathfinder 2nd Ed

How about something for the inventor? let’s throw some bombs around!

Breakthrough Modifications

  • Bomb Launcher: You’ve equipped your creation with some explosives. A number of times per day equal to half your level, your creation can throw a bomb 30 feet as two actions dealing 1d8 acid, fire, cold, or electric damage ( chosen when you throw the bomb) and 1d4 splash damage of the same type. You must have the Projectile Launcher modification to select this modification.

Thoughts?

Daily Punch 4-7-22 Barrage feat for Pathfinder 2nd Ed

My players in my home game are running in to trouble because no one there aside from the cleric can force saving throws. Some high AC low save creatures are wrecking them. Let’s help….


Barrage Feat 4 2 actions

Gunslinger Fighter Ranger
Requirements You’re wielding a two loaded firearms or crossbows.
Targets 1 creature
Saving Throw basic Reflex


You quickly blast at one creature throwing enough projectiles down range that it has to dodge the assault or be cut through. You fire both weapons at the target. Roll damage for each weapon separately and deal the lesser of the two to the target.

Daily Punch 3-31-22 Additional Umph alchemist Feat for Pathfinder 2nd Ed.

Plan B is twice as much explosive as plan A!

Additional Umph Feat 6 One action

Additive 2 Alchemist

Trigger You use Quick Alchemy to craft an alchemical bomb


You quickly add additional impact to an alchemical bomb just before you throw it. You can spend 1 additional batch of infused reagents, and the damage, splash, and effect are multiplied by 1 and 1/2, rounded down. This does not affect conditions imposed by effects.

thoughts?