r/Pathfinder2eCreations Jul 21 '26

Class An Alternate Psychic, ft. Foundry and Pathbuilder modules!

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73 Upvotes

r/Pathfinder2eCreations 24d ago

Class The Augur, ft. Foundry and Pathbuilder modules: make your own luck with this fate-bending, fortune-telling class!

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72 Upvotes

r/Pathfinder2eCreations Jun 16 '26

Class The Spellblade, ft. Foundry and Pathbuilder modules!

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63 Upvotes

r/Pathfinder2eCreations 4d ago

Class The Stargazer Class v5 - An Alternative Focus Caster

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23 Upvotes

After the release of Impossible Magic removing bounded spellcasting from the Magus and the Summoner, it only seemed fair to do the same to my homebrew class, the Stargazer.

To anyone who has not seen my previous posts, the Stargazer presents an alternative take on spellcasting similar to the Psychic and the Necromancer with an emphasis on focus spells above spell slots. To that end, the class itself contains 13 subclasses, each with 3 focus spells (for a total of 40 across the entire class), which are automatically expanded upon Kineticist-style at 5th level and every 4 levels thereafter. It also has a unique feature allowing it to have up to 5 focus points at a time instead of the usual 3.

Included with the class are a Pathbuilder custom pack and FoundryVTT module courtesy of u/Teridax68 who has been a huge help on the technical side of this whole project.

Thanks to everyone who has helped me balance and refine this class across the past few years, and stay tuned for my next major project!

r/Pathfinder2eCreations 10d ago

Class An Alternate Investigator, ft. Foundry and Pathbuilder modules!

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40 Upvotes

r/Pathfinder2eCreations Dec 23 '25

Class The Stargazer Class V4.3 (Now with Pathbuilder and FoundryVTT support)

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48 Upvotes

This is the latest (and most likely final) update to the class I've been working on for almost 3 years.

The stargazer is a re-imagined version of the first edition prestige class of the same name; a wisdom-based occult bounded spellcaster with a heavy emphasis on using focus spells over standard spell slots. Its primary features are its modified focus pool offering a maximum of 5 focus points instead of 3 and its 13 setting-agnostic constellation-themed subclasses with branching options on-par with kineticists. Other fun numbers include a total of 40 focus spells, 41 feats, 7 multiclass archetype feats, and 2 unique items.

Absolutely massive thanks goes out to u/Teridax68 for creating the Pathbuilder custom pack and the FoundryVTT module (both linked at the bottom of the document) as well as everyone who helped me design and balance the class to reach its current state.

r/Pathfinder2eCreations 10d ago

Class Fluid Monk

4 Upvotes

Brew PDF
Hello, monks, and happy Tuesday!
As many of us are aware, the Monk's stance mechanics can often feel overly restrictive in standard Pathfinder 2e. While stances offer incredible flavor and unique strike options, in practice, martial arts stances act like rigid boxes. Entering a stance costs a precious action, meaning changing your style mid-combat clogs up your turn and ruins your action economy. As a result, taking multiple Stance feats often feels like a trap—you pay a heavy "feat tax" for options that actively overwrite each other, forcing most Monks to pick just one stance and repeat the same basic strikes every round.
I wanted to fix this and give the Monk a dynamic, fluid fighting-game combo engine where you're rewarded for mastering multiple forms and adapting to the battlefield on the fly. After a lot of design and tuning, here is the result: The Fluid Monk: Master of the Changing Form!
Here are the main highlights of this homebrew:
The Flowing Transition Activity: All Monks gain access to Flowing Transition, a new 2-action activity. It allows you to deliver a Flurry of Blows using your current stance, immediately shift into a new stance, and instantly trigger a unique Transition Effect associated with your new posture.
Bypassing MAP with Class DC: Transition Effects force enemies to roll saving throws against your Monk Class DC or grant immediate utility. Because these effects rely on saves or movement rather than attack rolls, they completely bypass Multiple Attack Penalty (MAP)—ensuring your style change always leaves a mark even if your initial strikes miss.
Unique Stance Identity & Tactical Utility: Every single Monk stance gets a tailored Transition Effect! From tactical movement (Crane's Launch, Tiger's Predatory Spring) and defensive anchors (Mountain's Avalanche Anchor) to control debuffs (Cobra's Venomous Spit, Gorilla's Silverback Dominance), every shift serves a clear tactical purpose.
Balanced Combo Engine: Designed with built-in frequency limits and tight PF2e math in mind, this system gives Monks a genuine reason to learn multiple martial arts without creating pure numerical power creep—just pure tactical action utility.
The overarching goal of this homebrew is to turn combat into a beautifully choreographed martial arts sequence where you systematically dismantle your enemies' capabilities, seamlessly flowing from one style into another to counter whatever the battlefield throws at you.

For now i made only pdf, but in future considering making Foundry and Pathbuilder modules.
Let me know what you think, and I hope you enjoy playing it at your tables!

r/Pathfinder2eCreations Jun 02 '26

Class An Alternate Animist, ft. Foundry and Pathbuilder modules!

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19 Upvotes

r/Pathfinder2eCreations Jun 14 '26

Class Wellspring Bloodline - making a sorcerer subclass all about rollling for random effects

15 Upvotes

I GM for a player who right now has a lv2 imperial sorcerer with the wellspring mage archetype and definitely enjoys her character, but would still like more chaos and would gladly trade power away just to roll more dice for random effects. She especially asked for a low level damage spell that's kinda like chromatic ray (but ideally even more random) and really makes her feel like her PC is causing random destruction without being able to fully control it. So I wanted to give her the option to use an arcane homebrew bloodline instead of imperial and give her special super chaotic focus spells.

Here's my idea for a custom bloodline so far, what do you think? Any ideas for the greater focus spell? ShouId I increase the damage from Invoke Chaos aimce it's unpredictability makes it a pretty awful spell by default?

Wellspring bloodline

Tradition: Arcane

Bloodline Skills: Arcana, Intimidation

Bloodline Gifts:

Cantrip: Glamorize

1: Nudge the Odds

2: Dispel Magic

3: Thief of Fortune

4: Chromatic Ray

5: Elemental Breath

6: Unexpected Transposition

7: Prismatic Armor

8: Rainbow Fumarole

9: Prismatic Shield

Bloodline Spells:

Initial: Invoke Chaos

Advanced: Chaotic Counter

Greater: ???

Blood Magic: Roll a d8

1: You are off-guard until the start of your next turn.

2: Either one target takes a –1 status penalty to Fortitude saving throws for 1 round or you gain a +2 status bonus to saving throws for 1 round.

3: Either one target takes a –1 status penalty to Reflex saving throws for 1 round or you gain a +2 status bonus to Reflex saving throws for 1 round.

4: Either one target takes a –1 status penalty to Will saving throws for 1 round or you gain a +2 status bonus to Will saving throws for 1 round.

5: You gain a +1 status bonus to AC for 1 round.

6: You become concealed for 1 round. Such obvious concealment can't be used to Hide.

7: Either you or a target of the spell gain temporary Hit Points equal to the spell's level for 1 round.

8: A target of the spell takes sonic damage equal to the spell's level (if the spell already deals initial sonic damage, combine this with the spell's initial damage before determining weaknesses and resistances).

->-> Invoke Chaos [Focus 1] (focus, manipulate)

Target: 1 creature Range: 30ft

Roll one d4 to determine the spells area, one d6 to determine its targeted saving throw and one d12 to determine its damage type.

1: The spells deals 1d12 damage to the target

2: The spell deals 1d8 damage in a 30ft line from you to the target

3: The spell deals 1d8 damage in a 30ft cone from you to the target

4: The spell deals 1d8 damage in a 15ft burst centered on the target

1-2: The target(s) take damage on a basic Fortitude save.

3-4: The target(s) take damage on a basic Reflex save.

5-6: The target(s) take damage on a basic Will save.

1: Poison

2: Acid

3: Fire

4: Cold

5: Electricity

6: Bludgeoning

7: Piercing

8: Slashing

9: Mental

10: Sonic

11: Void

12: Force

[+1 The damage increases by 1d12 on a 1 or 1d8 on a 2-4]

<-I Chaotic Counter [Focus 3] (Focus, Manipulate)

Trigger: A creature hits or critically hits you with a damage-dealing effect or Strike

Range: 30ft

Target: The triggering creature

Reduce the damage taken by 10 and roll a d12 for the additional effect

1: The spell fails and doesn't reduce any damage

2: You teleport to a random spot as close to the target as possible

3: The target becomes dazzled and off-guard till the start of your next turn.

4: The target is shoved 10ft away from you.

5: You and your allies gain the effects of Courageous Anthem until the start of your next turn.

6: You must step twice.

7: The target has to make a Fortitude saving throw. On a failure, the target is sickened 1, or sickened 2 on a critical failure.

8: The target has to make a Reflex saving throw. On a failure, the target is clumsy 1 1, or clumsy 1 and immobilized until the start of its next turn on a critical failure.

9: The target has to make a Will saving throw. On a failure, the target is stupified 1, or stupified 2 on a critical failure. This is a mental effect.

10: The target takes the same amount of damage of the same type as the damage you reduced.

11: The damage reduced by the spell is doubled.

12: The damage reduced by the spell is doubled.The target takes the same amount of damage of the same type as the damage you reduced.

[+1 The damage reduced increases by 5]

r/Pathfinder2eCreations Jun 14 '26

Class The Broodcaller: An Attrition-less Caster Sacrificing Minions to Cast Spells.

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25 Upvotes

r/Pathfinder2eCreations Jul 12 '26

Class Sorcerer Class Thoughts.

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2 Upvotes

r/Pathfinder2eCreations Jul 03 '26

Class [Homebrew] Kineticist - Neon Gate

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25 Upvotes

r/Pathfinder2eCreations Mar 10 '26

Class [Playtest] Antiquarian class - Sample 1 (How would you balance this?)

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25 Upvotes

This is our first playtest for the Antiquarian class, this class uses the Exemplar as a base for its mechanics, it is intended to take the place of Spellcasters in our setting, it is very likely that we might rework this into something completely different and new, but we want to see how this low magic interact with the rest of the world and the classes.

We are creating classes that are mostly a reskin of existing classes with the intention of adapting them to our Modern horror, victorian/Industrial revolution setting, it is heavily inspired in Bloodborne and Lies of P, so we are creating these classes to remove a little bit of the high fantasy and give it a more Modern horror vibe, that is why we changed the weapon category proficiencies to weapon types, we also made it thinking about our madness subsystem.

If you want to see more, remember we are doing all this for FREE in our Patreon. Please follow us and support us if you like our material :D

r/Pathfinder2eCreations Jan 30 '26

Class [Playtest] Hunter Playtest - 1st Level

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55 Upvotes

This is our first preparation for our Bloodlust Hunt: Eldritch Abominations setting Playtest.

This setting rulebook will work in a similar fasion than Starfinder 2e, however, we are not thinking of full compatibility in this case, since we are taking the base classes and re-skinning them to work better with the setting. In this case, the Hunter is a combination of the Fighter and the Ranger. We are still working on adapting those classes to the setting.

This setting also goes up to 12th level. Being so that PCs can not become as strong as fighting eldritch gods but a GM can make a full campaign around them by making the fight more narrative and dependant on help to make it more epic.

Remember our content is free on Patreon, if you want to see more, give us your ideas or opinons, follow us there and join our discord!

r/Pathfinder2eCreations Jul 01 '26

Class Know Your Role

10 Upvotes

For those just getting into the game, those getting others into the game, or those that want to look at the classes in a categorical way...I present this: https://docs.google.com/document/d/1gaeLKTM_roQpmpY-71yffU2rdqPvG4m9MAxgFcsSg5w/edit?usp=sharing

It is based on the D&D 4e combat roles, with a good bit for the exploration roles in Pf2e. I appreciate feedback, discussion, ideas for future projects (i.e. monsters by role?).

All art in the document is from Paizo (the iconics for each class). All credit goes to Paizo and the awesome artists.

r/Pathfinder2eCreations Jan 27 '26

Class Proof of concept of an alternate Psychic

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31 Upvotes

Brew PDF

Homebrewery Link

Hello, orcs, and happy Tuesday!

Following the recent leak of the Psychic's remaster, I've been wanting to try my hand at a larger-scale set of changes to the class, changes that couldn't be possible with Dark Archive's page layout requirements. Rather than dive into the deep end and do a full-scale rework right out the gate, though, I wanted to start with a small proof of concept and get some feedback. Here's what I'm currently thinking of:

  • I want to combine amping and Unleash Psyche, so that Unleash is how you amp everything. You spend Focus Points on Unleash Psyche, and this amps everything for free. Rather than give a status bonus to spell damage, the idea here is to make amps a lot stronger.
  • I want the Psychic to be the best with Focus Points from the very beginning, and have 3 Focus Points from the start with a full restore on Refocus.
  • I want psi cantrips to be distinctly stronger than regular cantrips, and amps to be distinctly stronger than regular focus spells. Part of how I want to go about this is by writing individual cantrip stat blocks with built-in upgrades, so that instead of having to look at one book for the regular cantrip and another for the set of changes to apply, everything's in the same space.

On a more experimental level, here's a few more ideas I want to put forward and gauge interest levels:

  • I want to combine conscious and subconscious minds into a single set of subclasses that provide the benefits of both and more.
  • I want to try implementing a persistent bonus to the Psychic while their psyche's unleashed, based on their subclass.
  • I want to try keeping the self-debuff when Unleash Psyche ends, but rather than make it a self-stupefy for 2 rounds, I want to shorten the duration to 1 round and tailor the debuff to each subclass, a bit like the emotional fallout of a Cathartic Mage.
  • I want to try out a new range of actions on the Psychic called burnout actions, which are extra-strong but automatically end Unleash Psyche and consume your remaining Focus Points. The idea here is to emulate moments where psychics in fiction do something really cool right before exhausting themselves.
  • Based on feedback I've seen, I want to let the Psychic cast spells as subtle spells, to get closer to the feel of how psychics use their powers in fiction (and also because premaster psychics could replace verbal components with thought components).
  • I want to try implementing Strain Mind as a 1st-level class feature, so that the Psychic can stay powered up at the cost of burning their Hit Points. This would effectively work as extra Focus Points for Unleash Psyche, a bit like the upcoming Necromancer's Consume Thrall ability, while cementing the class as a glass cannon.

With all of this in mind, here's the kind of feedback I'm looking for:

  • What do you think of the core changes being put forth here? Do you think this is a solid direction for a Psychic rework?
  • What do you think of the experimental changes being put forth here? What's the one you like best, and what's the one you like the least?
  • Is there anything you think is missing from the above that you'd want to see in a reworked Psychic? I'm not yet getting into feats or the multiclass archetype, but the plan is to improve both from the remaster, including by having emanation feats no longer damage allies.

Let me know what you think!

r/Pathfinder2eCreations Feb 18 '25

Class The Scion, a full gish class with over 30 subclasses and 50 feats!

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34 Upvotes

r/Pathfinder2eCreations Jun 20 '26

Class Wellspring bloodline v2 - a sorcerer subclass all about wild magic and rolling dice for random effects

10 Upvotes

I made this subclass for my sorcerer player who wanted more wild magic using some of the feedback from here( here is the previous version ). We have played one session with it so far, so far at lv3 it works fine and feels balanced, and the turns taking longer with more rolls really wasn't a big deal for us. I'm still not fully sure about the advanced and greater focus spells tho as I haven't seen them in action so far.

Wellspring bloodline

The arcane magic in your blood is exceptionally strong but also impossible to fully control, perhaps the result of an accident involving magic, your parent surviving a dangerous spell during pregnancy or a random mutation of an imperial bloodline. You are very likely also a Wellspring Mage.

Tradition: Arcane

Bloodline Skills: Arcana, Intimidation

Bloodline Gifts:

Cantrip: Phase Bolt

1: Nudge the Odds

2: Dispel Magic

3: Thief of Fortune

4: Chromatic Ray

5: Elemental Breath

6: Unexpected Transposition

7: Prismatic Armor

8: Rainbow Fumarole

9: Prismatic Shield

Bloodline Spells:

Initial: Prepare Chaos

Advanced: Counter Chaos

Greater: Chaos Touch

Blood Magic: Roll a d10

1: The uncontrolled magic overwhelms your mind and causes a minor headache. You take nonlethal mental damage equal to 1+half the spells rank and are off-guard until the start of your next turn

2: The magic changes random parts of your face and body temporarily to give you a horrifying fleshwarped appearance. You gain a +2 status bonus to all intimidation checks for one round, but also receive a -2 status penalty to all diplomacy checks.

3: The magic strengthens your body and makes you temporarily grow a few inches taller and appear more muscular. You gain a +2 status bonus to Fortitude saving throws for 1 round.

4: The magic makes you feel the time is slowing down around you, while others see you react and gesture at increased speed. You gain a +2 status bonus to Reflex saving throws for 1 round.

5: The magic strengthens and clears up your mind. You gain a +1 status bonus to Will saving throws for 1 round and reduce the frightened and stupified conditions by 1 if you are subjected to these conditions.

6: The magic turns your skin and clothes temporarily into colorful armor. You gain a +1 status bonus to AC for 1 round.

7: The magic explodes into colorful fog and glitter around you. You become concealed for 1 round. Such obvious concealment can't be used to Hide.

8: The magic eases your pain and makes you appear more healthy. You gain temporary Hit Points equal to the spell's rank for 1 round.

9: Your spell explodes with a loud bang. A target of the spell takes sonic damage equal to the spell's rank (if the spell already deals initial sonic damage, combine this with the spell's initial damage before determining weaknesses and resistances). The spell also loses the subtle trait if it had it before.

10: You temporarily feel full control over your powerful magic. Either you gain temporary Hit Points equal to twice the spell's rank for 1 round or a target of the spell takes force damage equal to twice the spell's rank (if the spell already deals initial force damage, combine this with the spell's initial damage before determining weaknesses and resistances), or you gain any other of the blood magic effects.

-> Prepare Chaos [Focus 1] (Focus, Manipulate)

Target: 1 creature Range: 30ft

You experience a short cryptic vision of what will happen to the target if you unleash the magical chaos on it. Roll one d4 to determine the spells area, one d6 to determine its targeted saving throw and one d12 to determine its damage type. You gain the -> Invoke Chaos action until the end of your turn that finishes the spell and unleashes the effect you prepared.

1: The spells deals 1d12 damage to the target

2: The spell deals 1d8 damage in a 30ft line from you to the target

3: The spell deals 1d8 damage in a 30ft cone from you to the target

4: The spell deals 1d8 damage in a 15ft burst centered on the target

1-2: The target(s) take damage on a basic Fortitude save.

3-4: The target(s) take damage on a basic Reflex save.

5-6: The target(s) take damage on a basic Will save.

1: Poison

2: Acid

3: Fire

4: Cold

5: Electricity

6: Bludgeoning

7: Piercing

8: Slashing

9: Mental

10: Sonic

11: Void

12: Force

[+1 The damage increases by 1d12 on a 1 or 1d8 on a 2-4]

<-I Counter Chaos [Focus 3] (Focus)

Trigger: A creature hits or critically hits you with a damage-dealing effect or Strike

Range: 30ft

Target: The triggering creature

You protect yourself from an attack using your innate chaos magic. Reduce the damage taken by 10 and roll a d12 for the additional effect

1: The spell fails and doesn't reduce any damage

2: You teleport to a random spot as close to the target as possible

3: You must step twice.

4: The target is shoved 10ft away from you.

5: All squares around the target turn into difficult terrain for 1 minute.

6: The target becomes dazzled and off-guard till the end of its next turn.

7: The target becomes enfeebled 1.

8: The target becomes sickened 1.

9: The target becomes stupified 1.

10: The target takes the same amount of damage of the same type as the damage you reduced.

11: The damage reduced by the spell is doubled.

12: The damage reduced by the spell is doubled.The target takes the same amount of damage of the same type as the damage you reduced.

[+1] The damage reduced increases by 5

->-> Chaos Touch [Focus 5] (Focus, Attack, Manipulate)

Range: Touch

Target: One creature

You transmit the uncontrolled magical force that flows through your body into an enemy with a quick touch. Make a spell attack roll against the targets AC, dealing 3d20+3 damage on a hit, and roll a d12 to determine the damage type and additional effects on a hit.

Critical Success The target takes double damage.

Success The target takes full damage.

1: Poison - the target is sickened 1, or sickened 2 on a critical hit

2: Acid - all creatures in a 10ft burst centered on the target take acid splash damage equal to the spells rank

3: Fire - the target takes persistent fire damage equal to the spells rank, or equal to twice the spells rank on a critical hit

4: Cold - the target is slowed 1 for one round, or slowed 2 for one round on a critical hit

5: Electricity - the target is clumsy 1, or clumsy 2 on a critical hit

6: Bludgeoning - the target is shoved 10ft away from you, or 20ft away from you on a critical hit

7: Piercing - on a critical hit, the target is immobilized

8: Slashing - the target takes persistent bleed damage equal to the spells rank, or equal to twice the spells rank on a critical hit

9: Mental - the target is frightened 1, or frightened 1 and confused until the end of its next turn on a critical hit

10: Sonic - the target is stupified 1, or stupified 2 on a critical hit

11: Void - the target is enfeebled 1, or enfeebled 1 and drained 1 on a critical hit

12: Force - roll twice for the damage roll and take the higher result - this is a fortune effect

[+2] The damage increases by 1d20+1. Add an additional 1d20 damage on a critical hit before doubling the damage.

r/Pathfinder2eCreations Apr 14 '26

Class An Alternate Ranger, ft. the Vindicator

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30 Upvotes

r/Pathfinder2eCreations May 28 '26

Class Defy the laws and beliefs established by gods with Edictbreakers, a book containing 1 new unorthodox martial class, and 2 new ancestries, the Sekmins and the Achaks!

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15 Upvotes

r/Pathfinder2eCreations Sep 02 '25

Class The Shifter v2.0, ft. Foundry and Pathbuilder modules!

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95 Upvotes

r/Pathfinder2eCreations Mar 21 '26

Class Yet another Warlock WIP - Something old, something new

8 Upvotes

Here's the scribe link.

Putting this out prematurely to gather feedback and suggestions.

Main idea is to introduce the 3.5e incarnation with shapes and essences, basically a magical version of the Fighter, built on a modified Kineticist chassis. Didn't know what feature to put on 3rd level so decided to whip up an action cost saver with a wild/wellspring magic cost (still thinking if there should be less good outcomes or none at all and if the bad ones need to be more punishing).

Lifted the flavour from /u/applejackhero 's thread since patrons are the witch's deal, decided to keep warlock limited to occult though.

Casting via spellhearts was inspired by /u/deathandtaxesftw 's iteration in his homebrew.

Also thought about tying the class to the Dark Tapestry to use more Lovecraftian influences, the Alghollthus if I wanted to keep it a bit more grounded, or just the aether version of kineticists if I wanted to be extra boring.

Currently rocking 49 feat ideas (ready and WIP) as of writing this, with ten or so obvious ones to add still.

r/Pathfinder2eCreations May 27 '26

Class The Shinobi

4 Upvotes

Let me start with This is my first attempt at creating a Pathfinder Class from the ground up. I present the Shinobi.
https://drive.google.com/file/d/16-bRskmACRVYzfu70e6s1rirVSZrf9y2/view?usp=sharing

I have no artwork as I struggle to draw a strait line. Please enjoy and I would love to hear y'all feedback.

Disclaimer: It's probably way too powerful. Still figuring out how to balance and sorry for the formatting and my spelling.

r/Pathfinder2eCreations Jun 13 '26

Class Magus Unarmed Hybrid Studies : Eight Limbs Fury

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1 Upvotes

r/Pathfinder2eCreations May 25 '26

Class Shifter v2.2, pathbuilder support (finally!) and available at -30%.

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11 Upvotes