Daily Punch 10-23-23 Witch Salts alchemical item for Pathfinder 2nd Ed.

what a clever little witch!

Witch Salts Item 1+

Alchemical Consumable

Usage sprinkled on ground; Bulk L
Activate [one-action] Interact


Witch salts may be a simple salt, but it protects you from the occult. As an action, you can spread the salt around yourself or one large creature in a circle. Any witch or spell on the occult spell list cast at the target in the circle is automictically cancelled unless the caster succeeds at a counteract check. Witches or any creature casting occult spells cannot itself remove the salt nor can they enter the salt. The salt lasts until it is removed or the creature voluntarily leaves the circle.

Witch Salts (Lesser)Item 1

Price 3 gp
Bulk L
The DC for counteract check is 15.

Witch Salts (Moderate)Item 6

Price 35 gp
Bulk L
The DC for counteract check is 20.

Witch Salts (Greater)Item 10

Price 160 gp
Bulk L
The DC for counteract check is 26.

Witch Salts (Major)Item 14

Price 675 gp
Bulk L
The DC for counteract check is 33.

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 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 9-18-23 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?

Daily Punch 9-15-23 Third Eye Poke occult spell for Pathfinder 2nd Ed

Reach out and hurt a chakra!

Third Eye Poke Spell 3

Evocation Mental
Traditions occult
Cast [two-actions] verbal, somatic
Range Touch; Targets All creatures within range
Saving Throw Will


With a flurry of attacks, you lightly touch each creature on the forehead causing dizzying pain and discoordination. The target takes 4d6 mental damage with a Will saving throw.

Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage and becomes stunned 1.
Critical Failure The target takes double damage and becomes stunned 2.


Heightened (+1) Increase the damage by 2d6.

Daily Punch 9-12-23 Shaking Feet occult spell for Pathfinder 2e

Let’s keep building our psychic monk!


Shaking Feet Spell 2

Mental
Traditions  occult
Cast [two-actions] somatic, verbal
Range touch; Targets up to 3 creature
Saving Throw Fortitude


You snap a quick kick at a creature and barely touch them. This tiny kick causes the creature to make a Fortitude save as they’re mind causes weakness to spread through the body.
Critical Success The target is unaffected.
Success The target takes 1d8 bludgeoning damage.
Failure The target is knocked prone and takes 2d8 bludgeoning damage.
Critical Failure The target is knocked prone and takes 4d8 bludgeoning damage

Thoughts?