Why not let a druid start the game with an elemental?
Your companion is a blob of intelligent material ranging from a fire, a ball of water, gust of wind, or crawling ground.
Unarmed punch; Damage 1d4 bludgeoning
Hit Points 6
Immunities asleep, critical hits, paralysis, poison, precision, stun
Speed 40 feet
All elemental companions vary depending on the type of elemental they are
Abilities Dex, Str
Abilities Con, Str
Abilities Dex, Str
Abilities Dex, Con
We can’t say “healing word”, but how about swift healing?
SWIFT HEALING SPELL 1
Casting Verbal Casting
Range 30 feet
Targets one willing living creature or one undead creature
Healing Necromancy Positive
You channel positive energy to heal the living or damage the
undead. You restore Hit Points equal to 1d4 plus your spellcasting
ability modifier to a willing living target, or deal that amount of
positive damage to an undead target. An undead target must attempt a Fortitude
save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure.
Heightened (+1) The amount of healing or damage increases by 1d4.
Been feeling the barbarians lately, so why not.
FEEL NO PAIN BARBARIAN FEAT 12
Your furry knows no bounds and when you enter a rage nothing can disturb you. When you are in a rage, you gain resistance to bludgeoning, piercing, and slashing damage.
More fun with the playtest!
THICK HIDE BARBARIAN FEAT 8
You’re skin is like iron! Your proficiency rank for light armor increases to expert.
I like the avenger, so I think I can do something similar in Pathfinder!
2 actions CALCULATED SWINGS FIGHTER FEAT 1
You make two melee strikes at a single opponent both at a –2 penalty and compare the attack result to the AC of the foe. If either results hits, you are considered to have hit the target once dealing damage or critical damage as normal. A Calculated Swing counts as one attack for your multiple attack penalty.
INVIGORATING HEALER ALCHEMIST FEAT 10
When you create an alchemical item that has elixir trait, in addition to its normal effects, it heals hit points equal to half you level.
Here’s today’s idea!
SPLASHY HEALER ALCHEMIST FEAT 6
You can administer any alchemical item with the elixir trait by throwing it at any target within 30 feet of you instead of forcing them to ingest the elixir.
How about we play with the alchemist.
2 or 3 ACTIONS SINGLE TARGET BOMBS LEVEL 8 ALCHEMIST FEAT
You throw two bombs at a single creature within range and attack the target twice. The
multiple attack penalty you take on the second attack is –4 instead of –5, and –8 (–6 with an agile weapon) instead of –10 on the third.
Let’s keep playing in the pathfinder pool.
FORCE OF YOUR GOD CLERIC FEAT 14
Prerequisites Avenger Of Your God
Your proficiency with your god’s chosen weapon increased to master.
Hits just keep coming!
AGILE RAGER BARBARIAN FEAT 1
When you are raging, you deal full damage with agile weapons.