More fun right out of the gate.
Starting Line Feat 1
If you hit hard enough in round one, there is no round two. You gain a +2 circumstance bonus to attack rolls and skill checks in your first round of combat. This starts at the start of your turn and end at the end of your turn.
Ok, one list luck feat-now for Pathfinder 2nd Ed!
Lucky Charm Feat 1
You always are a boon to those around you! When you or another creature within 30 feet of you spend an hero point, that reroll gains a +2 status bonus.
Why not try again?
Sudden Save Feat 1 Reaction
Trigger You fail or critically fail a skill check.
You recognize your failure and hopefully correct just in time! When you fail a skill check, you can reroll that check accepting the second results. You can not use this reaction for one day.
Here is one from my family group.
Carry Through Feat 1
When you attack an enemy you have already attacked and hit before with a weapon with the sweep property, you gain a +1 circumstance bonus to your attack roll to attack that enemy again this turn.
I want to splash lots of damage around in Pathfinder.
Splash Critical Feat 4
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
Time to learn by getting hit!
Learn By Experience Feat 3
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.
How about this for a feat to deal with some splash damage?
Splash Dodge Feat 7
You get used to dodging the collateral damage of most things. When you are subject to splash damage, you may make a Reflex saving throw to negate the damage. The DC is equal to the original effect or if no save is available, it is equal to the class saving throw of the person causing the effect or 10 + the CR of the creature or item level.
Had a game this weekend where my players were stumped when it came to a religion check in a haunt. All wizards! So let’s help with that.
THEORY AND PRACTICE FEAT 1
Prerequisite(s) trained in Arcana, Occultism, or Religion
Through study of one art, you have learned how to use similar skills to answers similar problems. During a haunt you can use a Arcana, Occultism, or Religion skill in place of Arcana, Occultism, or Religion skill.
Thoughts? It’s situational, but it will help you in a pinch!
Something my players really wish they had this weekend!
Shake It Off Feat 1
Your body just shakes off the pain faster than others. You gain a +2 circumstance bonus to flat checks to end persistent damage.
I like rerolls, but I also like Eberron’s hero points. let’s see if we can merge these two…
Heroic Bonus Feat 1
You know how to be a big damn hero! When you spend a hero point, you can choose to reroll the die or can you choose to roll a d6 and add that amount to the total you rolled previously.