I want to help the wee barbarians out there. Charge give you some help, how about helping the barbarians?
SCREAM, RUN, SWING! Feat 1
Barbarian RageFlourish Open
The rage and battle takes you. You enter your rage as normal, stride, and then make a melee strike against an enemy within range. You can use SCREAM, RUN, SWING! while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
With a touch, you attempt to put your soul temporarily into an undead.. The target must attempt a Will save.
Success The target is unaffected.
Failure You immediately fall unconscious and you awake into the undead body. It has the hit points and abilities it had before and you maintain your mental faculties but can not use any abilities you normally have. The spell has a duration of 1 hour, your physical body takes any damage, the undead us destroyed, the undead moves more than one mile away from your body or leaves this plane, or you end this spell as an action .
You entice a target to attack a target it was considering attacking.
Success The target is unaffected by your spell. Failure The target is forced to attack an a creature of your choosing that the target was already hostile toward for its first attack in the round. If it makes an attack against a different target instead, it has a -2 penalty to the first attack it makes. If the target attacks the chosen creature with its first attack, it has no penalty for any attacks this round. If an attack from that target targets multiple enemies, but includes the chosen creature, there it no penalty as well.
Heightened (3rd) The penalty to the first attack increases to -4. Heightened (5th) The penalty to the first attack increases to -6. Heightened (7th) The penalty to the first attack increases to -8.
I miss drawing aggro like in 4th Ed DnD. I know I may be the only one who misses 4th ed, BUT IT’S REAL TO ME!
Let’s bring back some of the better things from that edition.
Protective Feat 1
FighterStance With a keen eye, you assess the situation and prepare to protect you friends. Choose an enemy within your reach. If that enemy makes an attack that does not include you, you can use your reaction to give that creature a penalty to its attack equal to your prophecy bonus with the weapon you are wielding.
Evocation Force Traditions arcane, occult Bloodline imperial Deity Nethys Cast
somatic, verbal Range touch; Targets 1 creature or target
You focus your energy into your fist and unleash the full furry of your power into the target. Make a spell attack roll. You deal 1d6 + your spellcasting ability modifier force damage to the target.
Critical Success The target takes double damage and is pushed 10 feet.
A creature you touch is protected from death. When the creature could be reduced to zero hit points, the target is not completely destroyed, and the source of that damage finishes, that target regains 1d4 hit points.
Instantaneous duration damaging spells cause this spell to instantly occur once the damage completes and prevents the target from gaining the wounded condition, but spells that do continuous damage like ice storm or environmental conditions or effects like crushing rocks will cause this spell to only heal the target once the effect is removed if removed before the end of the spell but the target still gains the wounded condition but regains the hit points. Once the spell is triggered, the spell ends.
Heightened (+1) The number of targets increases by 1.
I always hated magic thrown weapons. Unless you have a returning weapon, its gonna be rough. Let’s help with this
Throwing Gloves Item 8+
Evocation Magical Usage worn gloves; Bulk L
These leather gloves show signs of ware and tare, but never break. When you throw weapon or item that does not have a rune, the weapon gains the striking and potency properties based on the level of the gloves.
Throwing Gloves Item 8
Price 500 gp Bulk L
The throw weapon or item gains the striking and +1 weapon potency properties.
Throwing Gloves (Greater) Item 13
Price 3000 gp Bulk L The throw weapon or item gains the striking (greater) and +2 weapon potency properties.
Throwing Gloves (Major) Item 20
Price 70000 gp The throw weapon or item gains the striking (major) and +3 weapon potency properties.
Let’s help those pathfinder fighters hop into fights quick when you try to attack them!
Situational Awareness Feat 18
Fighter Trigger An enemy you are aware of within the distance of one stride targets you with a ranged attack. You keep tabs on the world around you and react before your enemies get the best of you. Stride up to the triggering enemy and make a melee Strike against that enemy.
somatic, verbal, material Range 200 feet; Targets 1 creature
Make a spell attack. If you hit, the target is afflicted elfshot, which eats away at the targets body. The arrow leaves no hole on the body, but if the body is cut open an arrow hole can clearly be seen in the organs and heart. Unless the caster is seen casting this spell, the target is unaware that they have been afflicted with this spell. The target does not make a Fortitude save when hit. Instead, each night at moonrise, the target must make a Fortitude save.
Elfshot (disease); Level 11. Saving Throw DC 24 Fortitude; Onset 1 day; The target can’t recover from the drained or dying condition from elfshot until the disease is cured. Unlike with regular dying, you are not unconscious when you have the dying condition from this disease until you reach dying 4 where you die. The only way to completely cure the disease completely is with a treat disease action using the plants feverfew, red nettles and waybread as components in the treatment as even a critical save will not completely remove the disease. .