Back to the grind!
Helper FEAT 1
General
You gain a +4 bonus to checks when you attempt an aid action to help another character.
Thoughts?
Back to the grind!
General
You gain a +4 bonus to checks when you attempt an aid action to help another character.
Thoughts?
More love for the Pathfinder 2nd ed rogue!
You’ve learned how to better aim for the delicate places! When you attack a flat-footed foe, change the sneak attack damage by one step on the dice chain.
Thoughts?
More player options to fight devils! Now for the Half-Orc!
Prerequisite: Orc or half-orc
You’ve been touched by devils, but that has only increased your powers, not corrupted you. You gain the following benefits:
Thoughts?
More Pathfinder!
You know how to twist the knife! When you attack a flat-footed foe, change the weapons damage by one step on the dice chain.
Thoughts?
More devil killers for DnD 5e! Now for the Ranger!
Herne’s Apprentice
Herne hunts his pray long before you were born, and he will do it long after you die. You grew to love the hunt, and wanted to follow the great hunter. Along the way you swore allegiance to the man and his masters, one of these masters was the devil himself. Now, you will use Herne’s training to hunt this master to end the bonds that tie you to that monster!
At 3rd level, you initiate yourself as Herne himself did as a sacrifice for to yourself on a tree. You’re type changes to undead. You gain damage reduction to cold and necrotic damage. You also no longer need to eat or breath.
At 7th level, you grow antlers like your hunter. You gain a magic piercing attack that does 1d8+1 magic piercing damage with which you are proficient. In addition, you gain the wild shape as a druid of your level but you may only change into horned creatures.
At 11th level, you begin to frighten even your enemies. At the start of each round, you can choose to frighten anyone of your choice. Each creature of your choice that is within 50 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute. The DC is equal to 8 + your Charisma modifier + your proficiency. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. Even creatures that are normally immune to fear effects only receive advantage on the saving throw.
At 15th level, you gain Herne’s most treasured items. Gain the following below.
Thoughts?
Really liking Pathfinder 2nd Ed. How about some fighter feats?
Fighter
You’ve learned to speed up your attacks. Reduce your multiattack penalty for all your attacks by 1.
Thoughts?
I like the new shield rules. Let’s build onto them.
Shoulder into It Feat 1
Pprerequisite Shield Block
You throw your full strength into every block of your shield. Add your Strength modifier to your shield hardness when determining its hardness.
Thoughts?
How about some love for the cleric in 2nd Ed?
Armored Healer FEAT 14
Your proficiency is expert for any armors for which you are proficient.
Thoughts?
We let’s keep hammering on devils! How about to fight the monsters?
You move so fast, its a flash of silver. You gain the following benefits:
Thoughts?
How about my first authentic PF 2nd Ed.
Unarmed Combatant FEAT 1
GENERAL SKILL
Prerequisites:trained in Athletics
You can attempt to Disarm, Grapple, Shove, or Trip creatures while not having a free hand using your feat, elbows, or another free body part.
Thoughts?