Daily Punch 5-11-20 Heroic Bonus feat for Pathfinder 2nd Ed.

I like rerolls, but I also like Eberron’s hero points.  let’s see if we can merge these two…

 

 

Heroic Bonus  Feat 1

General

You know how to be a big damn hero!  When you spend a hero point, you can choose to reroll the die or can you choose to roll a d6 and add that amount to the total you rolled previously.

 

 

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.