I want to splash lots of damage around in Pathfinder.
Splash Critical Feat 4
General When you hit your target, every around feels it! When you critically hit a target and the weapon does splash damage and effects, treat the splash damage and effects as if it was a critical hit for modifying damages and effects, typically doubling the damage. Other feats, abilities, and items that modify critical hits and effects are applied to splash damage and effects as well
Construct Required Number of Abilities 4 Granted Abilities flier, skilled (stealth), Precognition
This small paper doll flies around like it is controlled by the wind. This small spirit helps those it chooses to, but can lead others to their doom..
Constructed
Source Pathfinder Society Guide pg. 123 Your shikigamis immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It’s destroyed at 0 HP.
Flammable
Source Pathfinder Society Guide pg. 123 Your shikigamis paper body make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet’s construction, removing this weakness.
Building my paper doll familiars and here is a power they need! This is a master ability you can gain for a familiar.
Precognition: Your familiar helps by giving you hints of the future. Choose a saving throw. Whenever you attempt that save, if your familiar is nearby, it gives you a small mental image of the future. This grants you a +1 circumstance bonus, or +2 if you’re a master in the save.
Been playing Dragon Quest and I have a guy who uses a greatsword and hits groups. Let’s build on this in Pathfinder 2nd Ed.
Improved Swipe Feat 10
FighterBarbarian Prerequisites Swipe You’ve gotten better at swinging in wide arcs. Swipe now only counts as one attack for your multiple attack penalty.
General You learn best by doing or taking the hit. Three times per day, when you have to make a saving throw or a flat check against an effect or spell that you already had to make a save or flat check against, you can reroll taking the second result.
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.