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.
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
regional ancestry
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.
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
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.
Heard about the skinwalker ranch and how they feared the blue sphere the most. It made them feel full of anxiety. SPELL IDEA!
Sphere of Anxiety Spell 2
Traditions arcane, occult Bloodline fey Deities Bes, Kofusachi, The Lantern King Cast
somatic, verbal Range 30 feet; Area 1 5-foot square Saving Throw Will; Duration sustained
You create a blue sphere of light in a square within range that saps the targets will to live and do anything. The sphere must be supported by a solid surface, such as a stone floor. All creatures within 30 feet of the sphere must attempt a Will saving. If a target leave the area, it is no longer affected by the spell. If it reenters the area, it may need to make another saving throw again. On subsequent rounds, the first time you Sustain this Spell each round, you can leave the sphere in its square or roll it to another square within range
Critical Success The target is unaffected. If they leave and come back, they will not be affected by the spell again until you cast the spell again. Success The target becomes clumsy 1, enfeebled 1, or stupefied 1 for one round ( your choice). After the condition ends, they can stay in the area and not be affected again by the spell. If they leave and come back, they will not be affected by the spell again until you cast the spell again. Failure The target becomes clumsy 1, enfeebled 1, or stupefied 1 (your choice) until they leave the spell. Critical Failure The target becomes clumsy 1, enfeebled 1, and stupefied 1 until they leave the spell.
No bag of tricks in Pathfinder 2e? What is this!? Time to get to work.
Bag of Tricks Item 4+
Conjuration Extradimensional Magical Usage held in 2 hands; Bulk 1
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. As an action, a character can give the creature two actions as per the animal companion rules. Each of the four kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day.
You know how to help people unwind. If you play this song while you and up to seven other people rest for a full 24 hours and you do not perform any strenuous action, cast any spells, nor perform any action that requires a skill check, you and your audience gain a +1 status bonus to all attacks and skill checks for 24 hours or until you gain the wounded condition.
Thoughts? What do people think about being bolstered on the first day of a journey?
General Skill Prerequisites trained in a chosen skill
You have learned how to focus under pressure by taking a breath. When you gain this feat, choose a skills you are trained in. When you make a skill check using the chosen skill that only requiring one action, you can instead take two actions instead. If you do, you gain a circumstance bonus to the check depending on your proficiency.
You have learned how to focus under pressure by taking a breath. When you gain this feat, choose a number of skills equal to your intelligence modifier. Perform skill check from one of the skill chosen that only requiring one action. You gain a bonus to the check depending on your proficiency.
You’ve learned to pull yourself using your enemy as your spring board. When you use the Hook and Swing feat, you can choose to jump equal to your move horizontally or move vertically equal to half your movement speed. If you do not end your turn out of the air, you fall as normal.