Doing some background reading on the world, and I had an idea.
Superior Save Feat 19
Archetype
Archetype Aldori Duelist
Prerequisites Aldori Duelist Dedication, Saving Slash
The flat check for your Saving Slash is now a DC 10
Thoughts?
How about some building on the Pathfinder base?
Archetype
Archetype Pathfinder Agent
Prerequisites Pathfinder Agent Dedication, Environmental Explorer
Pathfinders train to stay alive when things get rough and the traps start springing. When you roll a critically fail a Reflex save, you get a failure instead. In addition, when you roll a success on a Reflex save, you get a critical success instead.
I like shields take damage and can prevent damage. Let’s play more with that!
Feat 6Fighter Stance
Prerequisites Everstand Stance
You’ve practiced with the shield to the point even splinters will save you in a fight. Further increase the shield’s Hardness by 2 with the Everstsnd stance bonus when using the Shield Block reaction and double the shields hit points. When the stance ends, if the shield has more damage than its maximum hit points would normally, it is then broken, not before.
Thoughts?
How about this for a feat to deal with some splash damage?
General
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.
Thoughts?
Let’s make that close-quarters bomber! I want a guy covered in burns who specializes in getting close and just bashing people with bombs.
You specialize in close quarters explosions. You start tainted in medium armor and any alchemist class ability that refers to armor proficiency also include medium armor for you. medium armor proficiency.
You may use any thrown weapon as a melee weapon against a target within five feet.
You learn a special discovery depending on your field.
Demolitions Expert
Gain proficiency in shields and you can make any alchemy preparations while still holding a shield with one hand and a weapon in another.
You have learned how to create perpetual alchemical infusions that can provide a near-infinite supply of certain simple items. You gain the ability to create two 1st-level alchemical items using Quick Alchemy without spending a batch of infused reagents. The items you can select depend on your research field and must be in your formula book.
Demolitions Expert: Choose two of the following formulas: lesser acid flask, lesser alchemist’s fire, lesser bottled Lightning, lesser liquid ice, lesser thunderstone.
Your perpetual infusions improve, allowing you to use Quick Alchemy to create more powerful items with no cost. The items you can select depend on your research field and must be in your formula book.
Demolitions Expert: The moderate versions of the bombs you chose for perpetual infusions.
You learn an incredible discovery that advances your understanding of your field.
Demolitions Expert: Double the splash damage of any alchemical item you use in a melee attack.
You have perfected your perpetual infusions, allowing you to use Quick Alchemy to create even more powerful items at no cost. The items you can select depend on your research field and must be in your formula book.
Demolitions Expert: The greater versions of the bombs you chose for perpetual infusions.
I want to make a danger close alchemist!
Alchemist
You know where to stand when the bombing starts. You do not take splash damage from item you create and use.
Thoughts?
Made it for DnD 5e, so now let’s make it for Pathfinder 5e!
Healing Transmutation
Cast

somatic, verbal
Traditions arcane, primal
Range touch; Targets 1 piece of fruit
Duration 10 minutes
You place power into a single piece of fruit making it extra juicy. As an interact action, a creature can eat the fruit gaining 1d6 hit points. In addition, a creature can make a ranged or melee attack with the fruit instead as an attack action. Treat the fruit as an agile weapon with which the attacker is proficient.
Critical Success The target takes 1d6 persistent acid damage, 3d6 bludgeoning damage, and all enemies within five feet take 1d6 acid splash damage.
Success The target takes 2d6 bludgeoning damage and all enemies within five feet take 1 acid splash damage.
Heightened (+1) You can imbue piece of fruit.
Thoughts?
How about some ideas for PF? Let’s get a homing spell into the mix!
Metamagic Wizard
Frequency once per day
You’ve learned to curve magic to make it do your bidding. If you cast a wizard cantrip or a wizard spell that is at least 1 levels lower than the highest-level wizard spell that requires a spell attack, only targets a single creature, and you miss the target, you may spend an action to reroll the attack.
Thoughts?
Been playing LOTS of metroidvania games lately, and I keep looking for that charge up weapon attack ability in them all. How about that in Pathfinder 2nd ed?
General Manipulate Skill
Prerequisite(s) expert in Athletics or Acrobatics
You build power into a single strike by further pulling the bow back or winding up even further for the strike. Increase the number of actions a single weapon strike uses and increase the damage from the single strike by one step. You may use this with other abilities you have beyond a basic melee or ranged attack.
Thoughts?
How about some love for Pathfinder 2e for Monday’s item?
Evocation Magical
Bulk L (or —)
This simple dark leather belt is inlayed with tracery of silver prevents the wearer from being grabbed.
Activate you are grabbed or swallowed (no action); Effect The grabbing creature must make a DC 19 Fortitude save.
Critical Success The target is unaffected.
Success The target takes 1d3 electricity damage.
Failure The target takes 1d6 electricity damage and must end the grab.
Critical Failure The target 1d6 electricity damage, must end the grab, and is stunned 1.
Craft Requirements You must supply a casting of shocking grasp of the appropriate level.
Price 60 gp
Price 900 gp
The base damage is increased to 3d6 electricity damage, half on a successful save, and the DC increases to 27.
Price 19,000 gp
The base damage is increased to 4d6, half on a successful save, and the DC increases to DC 37.
Thoughts?