Sometimes you need some good old fashioned bad movie tropes in your pathfinder!
Gun Barrel Cauterize Feat 2
Gunslinger Fire Healing
Trigger You or an ally within reach takes damage.
With a flourish, you fire you gun and snap the still burning barrel to an injury. The target heals 1d6+ your level. This healing can prevent an ally from falling unconscious and gaining the wounded condition from being reduced to zero hit points. The target is then temporarily immune to your gun barrel cauterize for 1 day.
Let’s help the fighter cram the night before so he aces the fight!
Learn something each night that might help the next day. Each day before a long rest, you can study a particular creature type. Until your next long rest, you gain a bonus to damage against all creatures of that type equal to half your proficiency modifier. You must study a particular creature type each day or you do not gain the bonus to damage.
All knowledge is good knowledge, and you find it where you can. As you go around you learn from the things you do, the things you see, and the things you kill. You write everything down and those note teach you things that will keep you alive! What ever doesn’t kill you and whatever you see can only make you stronger!
When you choose this archetype at 3rd level, you start to write down all the things you see and do. When you make a sneak attack against a creature type, write that down. Every time after you make a non-sneak attack against that target, you gain a bonus to damage against that target equal to the number of times you have previous made a successful sneak attack against that creature type, up to your proficiency modifier. For humanoids, you must make sneak attacks against each different humanoid subtype.
Learn from your Friends
Starting at 3rd level, you start to write down what your friends do to learn from them. Every time an ally succeeds at a Intelligence (Arcana), Wisdom (Religion), or Intelligence (Nature) check, note that they succeeded. When you attempt a Intelligence (Arcana), Wisdom (Religion), or Intelligence (Nature) check, gain a bonus to that check equal to the number of times you have previously observed a successful check, up to half your proficiency modifier.
Starting at 9th level, you start to apply what you see quickly. Once per day, when you are the subject of an effect or spell from a creature that requires a save and you succeed, you can choose to learn that effect or spell. Before you take a long rest, you can use that spell or effect once. You regain this ability after a long rest.
Success Breed Knowledge
Starting at 13th level, you begin to learn from all the attempts on your life. Every time you succeeds at a save, note your success for that agility score. When you attempt a save in the future for the specific ability score, gain a bonus to that save equal to the number of times you have previously succeeded on that save, up to half your proficiency modifier
When you reach 17th level, you can use your useful observation ability up to three times each time choosing different spells or effects.
Knowledge is dangerous! Especially when don’t know what you are doing!
Path of the Savant
A little knowledge is a dangerous thing. You’ve learned… enough. The wizard taught you a some things and some things took. Not much, but some. You got you a book, you got you some learning, and know you gonna hit people with both!
Starting when you choose this path at 3rd level, you get a spellbook with two wizard cantrips. When you start to rage, you can stare at the book for a bit, cram a spell in your brain and you go hog wild. As a bonus action while raging, you can cast that cantrip. The DC for any save is based on your Constitution and spell attacks are made using your Constitution modifier. When your rage ends, you suffer one level of exhaustion as your head hurts. You can copy new spells into your spellbook as a wizard normally does.
Beginning at 6th level, you gain proficiency in Arcana and History. You also gain detect magic into your spellbook and can cast that spell as normal without being in a rage.
Beginning at 10th level, while raging you gain advantage on saving throws against magic spells and effects as your heightened understanding of magic in your rage state lets you see the flow of magic.
Starting at 14th level, you gain the ability to cast 1st level wizard spells and can copy two into your spellbook when you get this ability. When you rage you can choose to learn a 1st level spell instead of a cantrip. If you do, you can cast that spell as a bonus action, but you gain two levels of exhaustion when the rage ends instead of one.
The only feats I’ve seen for ancestries have to do one race. Why not regional ancestries? People from a cold place should be able to survive the cold regardless if they are human, dwarf, or orc. Let’s start.
Cold Tolerance Feat 5
Prerequisites raised in cold location
You grew up in a land of ice and snow, and it hardened you against the cold. You gain resistance 5 to cold damage.
How about an idea for a monk? Always fun to learn new folklore!
Monk-Student of Ōya no Tarō Mitsukuni
Monks that follow Ōya no Tarō Mitsukuni follow this samurai due to his battle prowess and ability to overcome the impossible. Having heard tales of this man kill the unkillable giant skeletons sent against him by a practitioner of black magic, you now learn at the feat of the master as he reveals his secrets to you. He is a warrior first and an honorable competent second, but you find it hard to belittle the man for his results. You now learn to combine his techniques with your monastic training to survive the unsurvivable.
Path of the Sword
Starting when you choose this tradition at 3rd level, you learn how to use a longsword/katana. This weapon counts as a monk weapon for your flurry of blows. When you increase your unarmed damage, increase your longsword damage as well.
Learning From Your Foe
At 6th level you learn how the masters sneak into the enemy’s home and even their very bed to learn the secrets of its attack. You gain proficiency in Deception and Stealth skills. If you are already proficient in either of these skills, gain a +2 bonus to that skill instead.
Mastery of Onmyōdō
Beginning at 11th level, the master reveals the magics of life and death to you and how to survive the magic assaults on your life. When you are attacked by a magic attack or effect, you can spend a ki point to gain advantage on the saving throw.
Against the Impossible
At 17th level you no longer need the master to teach you how to do what must be done, you have learned to master the impossible. When you would be reduced to zero hit points, you can spend 3 or all your remaining ki points (whichever is less) to avoid the attack and gain hit points up to your maximum. You can only do this once and then you must complete a long rest before you can use this feature again.
Your companion is a ooze or another type of slime. Size Small Melee
pseudopod, Damage 1d6 acid Str +3, Dex +1, Con +4, Int -4, Wis -2, Cha -2 Hit Points 8 Skill Athletics Senses motion sense 40 feet, no vision Speed 30 feet Support Benefit Your ooze grabs the target preventing it from fully reacting to your strikes. Until the start of your next turn, your Strikes that damage creatures your ooze threatens give the flat-footed condition to the target until the end of your current turn (until the start of your next turn on a critical success) . Advanced Maneuver envelop
Requirements The animal companion’s last action was a successful pseudopod Strike.
The ooze grabs the target and the target takes acid damage equal to your level automatically until the target escapes the grab.
TL; DR– Almost the best text book it could be. 86%
Basics– Welcome to the Age of Lost Omens and Golarion! Pathfinder Lost Omens: Legends is the current standing of the world of Golarion and its people. It updates the setting from Pathfinder 1st ed. to Pathfinder 2nd ed., gives a good overview of the major areas of the Inner Sea, and provides some player options to help players get some mechanical links to the areas of their game. Let’s look at the pieces of this book.
Mechanics or Crunch-This book has some solid mechanics, but I’d still like a bit more. What is really surprising is this book has archetypes for each region’s specific known combat enthusiast. Think of having a Special Forces archetype if you were to do a write up on the US. That is surprising and enjoyable. Also there are backgrounds for each area. Both of those are VERY welcome in the equivalent of a fantasy high school geography book that only the GM might spend a lot of time reading through. I would like a bit more though. Give me some ancestry feats that all the people from an area might get. It doesn’t matter if you are an orc, dwarf, or human, if you come from the cold place of ice and snow, odds are you picked up some cold tolerance! Even some more general feats would be good additions to this book. What is here is some solid mechanics that you don’t often see in these books, but I would just like a bit more to really drive home that players need this book. 4.5/5
Theme or Fluff– This is another solid area of this book, but the book needs a bit more to fully round it out. This book is both too short and too long. If you read this from cover to cover you will not enjoy it as much as if you just wanted to read about one area quickly. You wouldn’t read all of wikipedia in one day, but you would drop in to read quickly on an area if you are studying as an example. This honestly is a fantasy high school geography book as you will get 10-20 pages on an area. That is a good introduction, but the book needs a bit more like who are the gods and more world building. Those things are mentioned, but I feel I need more on them. As a Pathfinder 1st ed. player, I know a lot of that world stuff, but for a new player, they will have to do outside research on who some of the key players are. I learned a few things that maybe I missed before, and I can see where Paizo is setting up the next 10 years worth of adventure paths in the mix, but I felt like I needed a bit more content to better understand the world if I was an outsider. 4.5/5
Execution– PDF? Yes. Hyperlinked? NO! If you buy a college textbook today or even a highschool text on an ipad, it is hyperlinked. This is getting crazy as this is an over 100 page civics book and I have to scroll around and find random bits I want to read more on. What is here is good. If you read in chunks, it reads well enough and is enjoyable. If you marathon the book in one sitting, then it’s not as much fun as it does feel too long and too short. Long for its got LOTS of information, but short because I feel like I need some explanation on a few of the players. The art is good and you get a few headshots of major movers and shakers in the world ,so you can drop them in your game. The layout is nice in general with enough breaks to make the reader not go crazy staring in a textbook. I just need a few more additions to really make this an amazing book 4/5
Summary– I have compared this book to a textbook often, and it is a well done textbook. If you needed to learn what most people in an area would know about the region, this would be a great resource to give the players. Also, if you like me haven’t read every splatbook or adventure path put out by Paizo in the last 10 years, then this is a good way to get deep into the world quickly. Now, there is room for improvement. I need a bit more on the world. Gods play an incredible role in the setting, and I feel like they don’t get enough exploration in this book. I also love what’s here mechanically, but I want more. So, all players, not just who decide to make a hellknight, can lay claim to a heritage from Cheliax. Also, PAIZO LEARN TO HYPERLINK! Let me click around your book with ease please. Most textbooks do it now, and your world textbook needs to as well! This is a good world book with a few key flaws that keep it from being great. 86%