When make an attack and hit, once per turn as a reaction, you can use your renewed vigor ability. If you critically hit, double the number of temporary hit points you gain.
You fully commit to hurting your foes at the expense of hurting yourself. When you enter this stance, you reduce your multiple attack penalty from -5 to -3 for each additional strike beyond the first, but you gain the clumsy 1 condition or increase your clumsy condition level by 1.
I remember when you could take a -4 to deal subdual damage. Some of you are thinking back to when the penalties were different (you’re old!) and some of you have no idea what the heck I am talking about (oh god I am old!). how about something to help with that in Pathfinder 2nd Ed.
Flat of the Blade [ONE-ACTION] FEAT 6
Fighter Stance
You change the grip on your weapon and the way you wield the weapon. Your can do damage as normal with a weapon you are using, but now change the damage type from piercing, slashing, or bludgeoning to piercing, slashing, or bludgeoning. Each time you enter this stance you can choose a different damage type.
You slam the target as hard as you can snapping bone as well as armor. Make a Strike at your current attack penalty. If this Strike hits, the target takes damage as normal and the armor the target is wearing also takes damage. Once an item’s damage reaching the broken threshold and the armor is broken, you can no longer deal damage to the armor with this feat.
How about we help those little alchemists deal with all the things they keep breathing or drinking?
Poison Fueled Feat 12
Alchemist
Prerequisite(s) Poison Resistance
Your blood has become used to having a healthy dose of toxic chemicals to the point you almost need it now. You resistance to poison damage is equal to your level now and when you take persistent poison damage you now heal that much each turn instead. You still roll to end the effect as normal and can not elect to keep the damage going. If the damage is multiple damage types, you still heal as long as the persistent damage contains the poison type.
We’ve got quen for 5e and Starfinder, so it’s time for Pathfinder 2e!
Aegis Spell 1
Abjuration Force
Traditions arcane, divine Cast
somatic, verbal Duration 1 minute
You surround yourself in a shimmering light of of protective force. This shield has 10 hit points and these hit points are lost first before any others. When the shield loses all it’s hit points, if the creature that hit you hit with a melee attack and is within five feet, it is blasted with a burst of light. The target must make a Fortitude saving throw or be blinded for one round.
Heightened (+1) The aegis hit points increases by increases by 5.
Another witcher inspired potion! I like the potion that damages undead that just hang out near you. Wonder if Pathfinder needs that?
Corpsebane Item 1+
Alchemical Elixir Consumable Usage held in 1 hand; Bulk L Activate
This flask filled with the essence of undead distilled and purified with prayer. When consumed, you emit a faint light out to 30 feet. Any undead in the area must make a Fortitude saving throw or they are damaged by holy energy at the start of their turn or when they enter the area. They must repeat this at the start of any turn in the area or when they enter the area.
Corpsebane (Lesser)Item 1
Price 3 gp Bulk L Saving Throw DC 17 Fortitude. It deals 1d3 positive damage.
Corpsebane (Moderate)Item 3
Price 10 gp Bulk L Saving Throw DC 19 Fortitude. It deals 1d6 positive damage.
Corpsebane (Greater)Item 11
Price 250 gp Bulk L Saving Throw DC 28 Fortitude. It deals 3d3 positive damage.
Corpsebane (Major)Item 17
Price 2,500 gp Bulk L You Saving Throw DC 37 Fortitude. It deals 2d6 positive damage.
Had a long discussion regarding my last idea, and it gave me more ideas.
Dual Care Feat 7
General Skill
Prerequisites master in Medicine
You are astute at patching people up and providing other services at the same time. When you take the Treat Wounds action, you can also take either the Treat Disease or Treat Poison action as well, applying your one Medicine check to both actions. The time to do both actions is equal to your time to do your Treat Wounds action alone.
How about we steal something that needs to go into Pathfinder from DnD!
Second Wind 1 action Feat 1
Fighter
You take a second in battle to bandage your wounds. Make treat wounds action on yourself. On a critical success, you removed the wounded condition if you have it. You may do this once per day.