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.
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.
Had a long discussion regarding my last idea, and it gave me more ideas.
Dual Care Feat 7
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.