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?

Daily Punch 3-22-22 Epic Performance for Pathfinder 2nd Ed.

Had it for DnD, so now its time for Pathfinder!

Epic Performance Spell 1

Illusion
Traditions arcane, divine
Deity Shelyn
Cast somatic, verbal
Range touch; Targets 1 willing creature
Duration 10 minutes


Through a combination of sight, sound, and magic, you strike up an epic performance around your self and any band you play with. This provides a +2 status bonus to any Performance checks you have to make for the duration of the spell.


Heightened (3rd) The status bonus is +4 and the duration increases by 10 minutes.
Heightened (5th) The status bonus is +6 and the duration increases to 1 hour.
Heightened (7th) The status bonus is +8 and the duration increases to five hours.

Heightened (9th) The status bonus is +10 and the duration increases to 1 day.

Thoughts?

Daily Punch 3-8-22 Breadcrumbs ritual for Pathfinder 2nd Ed

Oh Earthbound Origins, the one item you taught me to always use in a dungeon is bread… https://earthbound.fandom.com/wiki/Bread#:~:text=EarthBound%20Beginnings,-Cost&text=It%20can%20also%20be%20found,where%20the%20trail%20was%20started.

Breadcrumbs Ritual 3

Rare Conjuration
Cast 1 hour; Secondary Casters up to 5
Primary Check Arcana, Nature, or Occultism (trained); Secondary Checks Arcana, Nature, or Occultism (any check will assist)
Range 10 ft.; Target 1 doorway


You and your allies all start a magical trail at a door way. Depending on the degree of success, the ritual creates a bond with the target and all who attempted to cast the spell regardless of success that can be used to teleport the casters back to this location as if they had just started to walk through the doorway.

Critical Success You create a bond with the door that lasts for eight hours.
Success As critical success, but the bond only lasts for two hours.
Failure You fail to create a bond with the door, and magical backlash leaves you stupefied 1 for 24 hours.
Critical Failure As failure, but in addition, You are randomly teleported 500 feet into a direction that would not harm you such as into solid rock or 500 feet into the air, but may put in in harm such as on flat, solid ground but in a monsters den.

Daily Punch 12-20-21 SCREAM, RUN, SWING! barbarian feat for Pathfinder 2nd Ed.

I want to help the wee barbarians out there. Charge give you some help, how about helping the barbarians?

SCREAM, RUN, SWING! Two ActionsFeat 1

Barbarian Rage Flourish Open


The rage and battle takes you. You enter your rage as normal, stride, and then make a melee strike against an enemy within range. You can use SCREAM, RUN, SWING! while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Daily Punch 10-19-21 Dominate Undead spell for Pathfinder 2nd Ed.

How about taking over some undead in Pathfinder 2nd Ed?

Dominate Undead Spell 2

Necromancy
Traditions arcane, occult
Bloodlines undead
Cast

Two Actions

somatic, verbal
Range touch; Targets 1 mindless undead
Saving Throw Will; Duration varies


With a touch, you attempt to put your soul temporarily into an undead.. The target must attempt a Will save.


Success The target is unaffected.


Failure You immediately fall unconscious and you awake into the undead body. It has the hit points and abilities it had before and you maintain your mental faculties but can not use any abilities you normally have. The spell has a duration of 1 hour, your physical body takes any damage, the undead us destroyed, the undead moves more than one mile away from your body or leaves this plane, or you end this spell as an action .


Heightened (8th) You can