Daily Punch 6-19-20 Dual Care skill feat for Pathfinder 2e

Had a long discussion regarding my last idea, and it gave me more ideas.

Dual Care Feat 7

General Skill

Prerequisites master in Medicine


You are astute at patching people up and providing other services at the same time. When you take the Treat Wounds action, you can also take either the Treat Disease or Treat Poison action as well, applying your one Medicine check to both actions. The time to do both actions is equal to your time to do your Treat Wounds action alone.

Thoughts?

Daily Punch 6-18-20 Second Wind fighter feat for Pathfinder 2nd Ed

How about we steal something that needs to go into Pathfinder from DnD!

Second Wind  1 action Feat 1

Fighter

You take a second in battle to bandage your wounds. Make treat wounds action on yourself. On a critical success, you removed the wounded condition if you have it. You may do this once per day.

Thoughts?

Daily Punch 6-15-20 and 6-16-20 Quick Healer and Quick Harm feat for Pathfinder 2nd Ed

More healing fun for pathfinder

Quick Healer  Feat 10

Cleric Concentrate Metamagic Necromancy
Frequency once per day

Prerequisites healing font

If your next action is to cast a heal, reduce the number of actions to cast it by 1 (minimum 1 action).

Quick Harm Feat 10

Cleric Concentrate Metamagic Necromancy
Frequency once per day

Prerequisites harmful font

If your next action is to cast a harm, reduce the number of actions to cast it by 1 (minimum 1 action).

Thoughts?

Daily Punch 6-9-20 and 6-10-20 Improved Healing and Improved Harm Cleric Feats for Pathfinder 2e

I want to help the clerics when they drop a 3 action heal or 3 action harm spell. Let’ do this!

Improved Healing Feat 4

Cleric Divine Necromancy

Prerequisites healing hands

Your faith infuses your healing toward others. When you cast heal using three actions, you add additional hit points equal to your Wisdom modifier for each level of the spell used.

Improved Harm Feat 4

Cleric Divine Necromancy

Prerequisites harming hands

Your hate infuses your pain into others. When you cast harm using three actions, you add additional damage equal to your Wisdom modifier for each level of the spell used.

Thoughts?

Daily Punch 12-23-19 Sudden Mercy Champion feat for Pathfinder 2e

I like healing tanks, so let’s throw some love to the 2e Pathfinder!

 

Sudden Mercy [FREE-ACTION] FEAT 8

Concentrate Metamagic Champion

Frequency once per day

Prerequisite(s) Mercy

You quickly invoke the gods to help you aid your allies. If your next action is to perform lay on hands, you cast the spell without using an action but must still spend a focus point to perform the spell.

 

Thoughts?

Daily Punch 10-16-19 Magic Dabbler Feat for Pathfinder 2nd Ed SECOND TRY!

I got some feedback on my Magic Dabbler feat,and I have a new idea for a series of feat.  How about we play with skill feats?  What are peoples thoughts about allowing a person to get a second class feel via skill feats?

 

Magic Dabbler FEAT 1

Skill

Choose one class that you are not a member of and casts magic spells.  You training in a skill of that class related to its magic tradition.

You gain one cantrip from that class.  You can cast that as often as you want.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again. You gain training in the class DC and spell attack rolls of that class using the same ability score as normal.

Magic 1st Level Dabbler FEAT 2

Skill Variable

Prerequisite(s) Magic Dabbler

You learn one 1st level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.

 

Magic 2nd Level Dabbler FEAT 4

Skill Variable

Prerequisite(s) Magic 1st Level Dabbler

You learn one 2nd level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.

 

Magic 3rd Level Dabbler FEAT 6

Skill Variable

Prerequisite(s) Magic 2nd Level Dabbler

You learn one 3nd level spell of the class you chose for magic dabbler and an additional cantrip.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.

 

Magic 4th Level Dabbler FEAT 8

Skill Variable

Prerequisite(s) Magic 3rd Level Dabbler

You learn one 4th level spell and a second 1st level spell of the class you chose for magic dabbler.  You can cast one 4th level spell and two 1st level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Magic 5th Level Dabbler FEAT 10

Skill Variable

Prerequisite(s) Magic 4th Level Dabbler

You learn one 5th level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again. Your proficiency class DC and spell attack rolls of that class increase to expert.

 

Magic 6th Level Dabbler FEAT 12

Skill Variable

Prerequisite(s) Magic 5th Level Dabbler

You learn one 6th level spell and a second 2nd level spell of the class you chose for magic dabbler.  You can cast one 6th level spell and two 2nd level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Magic 7th Level Dabbler FEAT 14

Skill Variable

Prerequisite(s) Magic 6th Level Dabbler

You learn one 7th level spell and a second 3rd level spell of the class you chose for magic dabbler.  You can cast one 7th level spell and two 3rd level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Magic 8th Level Dabbler FEAT 16

Skill Variable

Prerequisite(s) Magic 7th Level Dabbler

You learn one 8th level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again. Your proficiency class DC and spell attack rolls of that class increase to master.

 

Magic 9th Level Dabbler FEAT 18

Skill Variable

Prerequisite(s) Magic 8th Level Dabbler

You learn one 9th level spell and a second 4th level spell of the class you chose for magic dabbler.  You can cast one 9th level spell and two 4th level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Thoughts?

Daily Punch 10-10-19 Ball Lightning Arcane and Primal spell for Pathfinder 2nd Ed

Final system for ball lighting.  Now for PF 2nd Ed!

 

Ball Lightning

Ball of Lightning SPELL 4

Evocation Electricity

Traditions arcane, primal

Cast [three-actions] material, somatic, verbal

Range 120 feetDuration 1 minute


You summon a ball of crackling electricity that fires white hot bolts of electricity at your enemies.  You create  a 5-foot in diameter ball of electricity that once each round as an action fires a jolt of electricity at an enemy up to 60 feet away.  Make a spell attack. If you hit, you deal 4d6 electricity damage and then make two more spell attacks at two separate targets within 60 feet of the second target.  If you hit, you deal 4d6 electricity damage.  For two more actions, you may make a second attack following rules of the first.  Also, as an action, you may move the ball of lighting up to 60 feet.

Heightened (+1) The electricity damage increases by 1d6.

 

Thoughts?

Daily Punch 5-9-19 Failure Guard spell for Pathfinder 1st Ed.

Working on a project, and I came up with a spell I could not put in it.

 

 

Failure Guard

School enchantment (compulsion); Level bard 2, cleric 2, inquisitor 2, psychic 2, sorcerer/wizard 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Target one creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

When you lay your hands upon a target, you fill the target with a second chances.  When the target fails a check during the duration of the spell, they may immediately reroll the check taking the second result.