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The home of PF2e homebrewers and content creators of all stripes.

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/r/Pathfinder2eCreations

10,996 Subscribers

6

How does magic work in your homebrew setting? How much does it differ from basic Pathfinder magic?

5 Comments
2024/12/01
08:14 UTC

6

Initial Impressions on my homebrew weapon

So I was thinking about creating a custom harpoon gun. In order to do so I had to make some custom weapon traits for it to work. Let me know your initial impressions and what other concerns and criticisms you might have for this weapon.

Harpoon Launcher

2-handed

1d10 P

Martial proficiency

Firearm weapon group

30 feet range increment

Traits: Kickback, Reeled, Hooked, Ranged Hampering

Reeled Trait:

After you fire this weapon you must spend an interactive action to reel the harpoon back. Every interact action you use will reel the harpoon back 10 feet. If the harpoon is attached to a target, you must make an athletics check against that creature's athletics DC. 

Critical Success - You pull that creature towards you by 10 feet. This is forced movement.

Success - You pull that creature towards you by 5 feet. This is forced movement.

Failure - The creature doesn’t move.

Critical Failure - The harpoon is dislodged from the target and your harpoon is not reeled in.

Hooked Trait:

After you hit with the weapon, The target must make a DC 15 reflex save. On a failed save, the harpoon becomes lodged in the target’s body. The target can remove the harpoon with a DC 15 check to Escape or Force Open.

Ranged Hampering Trait:

If the harpoon is attached to a target, you can use an Interact action to give the target a –10-foot circumstance penalty to all Speeds. The penalty ends after the target takes a move action or at the start of your next turn, whichever comes first.

The biggest concern I have is mostly with the DC 15 reflex save for the hooked trait as it doesn't scale and it's the main thing that this weapon has. If I change it to a class DC or a skill DC it doesn't quite make sense thematically. I don't necessarily believe this weapon is too GOOD and in fact I worry it might be not good enough.

A change I was thinking could be made is increase the range to 60 feet, have each interact action reel in 30 feet instead of 10 (thus only 2 actions is necessary to fully reload) while keeping the degrees of success the same (pull 10 feet on a crit).

3 Comments
2024/12/01
05:10 UTC

6

Eldritch Dream's Assorted Free PF2e Foundry Module

2 Comments
2024/11/28
19:53 UTC

7

I'm Considering Writing Some Community Content TTRPG Supplements... Cast Your Vote! (On The Blog Entry, Preferably, So I Can Collect Them All In One Place)

0 Comments
2024/11/26
23:06 UTC

7

Horror Dragon

I'm unleashing this beastie on my players early next month. It uses the adult black dragon as a basis. I'm calling this specimen a young adult, which is one of the old 1e dragon age categories, to suggest it's intermediate in age between young and adult. It could probably use a few more interesting out-of-combat powers, but for the time being, the party is only going to see this as a surprise fight, and with any luck it won't survive the battle. Thematically, there's some overlap with 1e's nightmare dragon.


A horror dragon is a bestial kind of dragon native to the Shadow Plane, said to be born of the accumulated fear of mortals in the Material Plane. Its shiny black scales are intermixed with dark-green ooze and exposed bone. Its face is a horrible skull-like grimace, and its claws resemble long needles. Horror dragons are of no more than animal intelligence, knowing only the pleasure of terrorizing and killing and a vague wish to accumulate shiny objects, which makes them relatively easy to bind to the will of powerful spellcasters. Themselves incapable of fear, and habituated to preying on the weak, horror dragons readily fight to the death.

Young Adult Horror Dragon — Creature 11

[NE] [Large] [Shadow] [Aberration] [Dragon]

Perception +22; darkvision, fear sense 60 feet
Skills Acrobatics +18, Athletics +24, Intimidation +20, Stealth +20
Str +7, Dex +3, Con +5, Int -4, Wis +3, Cha +4
Fear Sense A horror dragon can detect the presence of creatures that are not immune to fear, as an imprecise sense. It knows whether any such creature has the frightened or fleeing conditions and their values.

AC 31; Fort +21, Ref +18, Will +23; +1 status to all saves vs. magic
HP 215; Immunities fear, paralyzed, sleep; Resistances mental 10
Frightful Presence (aura, emotion, fear, mental) 120 feet, DC 28. Those who fail the save can't reduce their frightened value below 1 while they remain in the aura.
Feed on Fear [reaction] Trigger A frightened creature within 120 feet misses or critically misses an attack roll against the dragon; Effect The dragon draws strength from the attacker's despair, gaining 15 temporary Hit Points that last for 1 minute.

Speed 50 feet, fly 120 feet
Melee [one-action] jaws +25 [+20/+15] (mental, magical, reach 10 feet), Damage 2d12+13 piercing plus 2d6 mental
Melee [one-action] claw +25 [+21/+17] (agile, magical), Damage 2d10+13 piercing
Melee [one-action] tail +23 [+18/+13] (magical, reach 15 feet), Damage 2d12+11 bludgeoning
Arcane Innate Spells DC 30; 3rd fear (×2), 2nd darkness
Breath Weapon [two-actions] (mental, arcane, evocation) The dragon breathes a cone of horrible visions that deals 12d6 mental damage in a 40-foot cone (DC 30 basic Will save). It can't use Breath Weapon again for 1d4 rounds.
Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.
Draconic Momentum The dragon recharges its Breath Weapon whenever it scores a critical hit with a Strike.

0 Comments
2024/11/26
14:50 UTC

44

Trickster Mythic Destiny is now available on Pathfinder Infinite

1 Comment
2024/11/24
13:19 UTC

3

Opciones para crear personajes en ph2e

Hola a todos!!!

Creamos los personajes en ph2e y ya en el nivel 4, teniamos todos mas de 17 a 21 AC (sin bonificaciones), por lo que el DM estaba triste, porque ya podiamos matar el ultimo jefe de la campaña y eso que recien empezamos el juego.

La pregunta es: ¿Que opcion desahabilitar/habilitar y donde se encuentra en ph2e?

PD: antes de crear los personajes, hay unas opciones para la creacion. Pero no entendemos mucho. Nos podrian explicar, gracias!!!

5 Comments
2024/11/24
00:05 UTC

23

Castlevania Creatures Foundry Module v 1.0.0 (full current library!)

4 Comments
2024/11/22
19:33 UTC

10

Avenger Expansion v0.2. Awaiting your criticism!

3 Comments
2024/11/21
10:54 UTC

4

Exalted Warrior (Fighter that focuses on a single weapon group!)

Exalted Warrior

1st Level

You must select the Exalted Warrior Dedication as your 2nd-level class feat.

Prerequisites: You must be a fighter.

Exalted Warrior Adjustments

You aren’t trained in heavy armor. The armor expertise and armor mastery class features only improve your proficiency rank for light armor, medium armor, and unarmored defense.

You become trained in Athletics and Acrobatics.

You don’t gain Shield Block as a class feature. You gain Canny Acumen (Will) as a bonus feat instead.

Your fighter weapon mastery and weapon legend class features grant you increased proficiency in a single weapon group of your choice, but you can’t choose any other weapon group with these class features. This weapon group is referred to as your Exalted weapon group.

Additional Feats: Mobility (4th), Quick Draw (4th), Agile Maneuvers (6th), Blind Fight (8th)

Exalted Warrior Dedication

Feat 2

Uncommon / Archetype / Class / Dedication

You treat weapons from your exalted weapon group as though they had the Disarm, Parry, Shove, and Trip weapon traits. In addition, long as your Speed is at least 20 feet, you can Step 10 feet.

xXxXx

Step Aside [R]

Feat 4

Uncommon / Archetype / Fighter

Trigger You are the target of a melee attack.

Requirements You're aware of the attack and aren't flat-footed.

You quickly step while positioning your exalted weapon. You gain a +2 circumstance bonus to AC against the triggering attack. You may immediately Step.

xXxXx

Critical Versatility

Feat 8

Uncommon / Archetype / Fighter

Choose a weapon group that is not your exalted weapon group. Whenever you would apply a critical specialization effect with a weapon from your exalted weapon group, you can choose to apply the chosen weapon groups critical specialization effect instead.

The grievous rune and similar effects function as though the weapon belongs to the chosen critical specialization group. 

You cannot apply a critical specialization belonging to a ranged weapon to a melee weapon, or vice versa.

At 16th level, you can choose an additional weapon group.

xXxXx

Savant Strike [2A]

Feat 10

Uncommon / Fighter

You maximize the efficiency of your exalted weapon in a precise and decisive blow. Make a melee Strike. On a hit, apply the critical specialization effects of the weapon used for the Strike.

xXxXx

Compounding Critical

Feat 16

Uncommon / Archetype / Fighter

Your best strikes are particularly efficient. On a critical hit with your exalted weapon, you may choose to apply all critical specialization effects you have access to with that weapon, instead of just one.

xXxXx

Exalted Strikes

Feat 20

Uncommon / Fighter

You wield your exalted weapons with transcendent skill in combat. Your Strikes with Exalted Warrior

1st Level

You must select the Exalted Warrior Dedication as your 2nd-level class feat.

Prerequisites: You must be a fighter.

Exalted Warrior Adjustments

You aren’t trained in heavy armor. The armor expertise and armor mastery class features only improve your proficiency rank for light armor, medium armor, and unarmored defense.

You become trained in Athletics and Acrobatics.

You don’t gain Shield Block as a class feature. You gain Canny Acumen (Will) as a bonus feat instead.

Your fighter weapon mastery and weapon legend class features grant you increased proficiency in a single weapon group of your choice, but you can’t choose any other weapon group with these class features. This weapon group is referred to as your Exalted weapon group.

Additional Feats: Mobility (4th), Quick Draw (4th), Agile Maneuvers (6th), Blind Fight (8th)

Exalted Warrior Dedication

Feat 2

Uncommon / Archetype / Class / Dedication

You treat weapons from your exalted weapon group as though they had the Disarm, Parry, Shove, and Trip weapon traits. In addition, long as your Speed is at least 20 feet, you can Step 10 feet.

xXxXx

Step Aside [R]

Feat 4

Uncommon / Archetype / Fighter

Trigger You are the target of a melee attack.

Requirements You're aware of the attack and aren't flat-footed.

You quickly step while positioning your exalted weapon. You gain a +2 circumstance bonus to AC against the triggering attack. You may immediately Step.

xXxXx

Critical Versatility

Feat 8

Uncommon / Archetype / Fighter

Choose a weapon group that is not your exalted weapon group. Whenever you would apply a critical specialization effect with a weapon from your exalted weapon group, you can choose to apply the chosen weapon groups critical specialization effect instead.

The grievous rune and similar effects function as though the weapon belongs to the chosen critical specialization group. 

You cannot apply a critical specialization belonging to a ranged weapon to a melee weapon, or vice versa.

At 16th level, you can choose an additional weapon group.

xXxXx

Savant Strike [2A]

Feat 10

Uncommon / Fighter

You maximize the efficiency of your exalted weapon in a precise and decisive blow. Make a melee Strike. On a hit, apply the critical specialization effects of the weapon used for the Strike.

xXxXx

Compounding Critical

Feat 16

Uncommon / Archetype / Fighter

Your best strikes are particularly efficient. On a critical hit with your exalted weapon, you may choose to apply all critical specialization effects you have access to with that weapon, instead of just one.

xXxXx

Exalted Strikes

Feat 20

Uncommon / Fighter

You wield your exalted weapons with transcendent skill in combat. Your Strikes with weapons from your exalted weapon group ignore physical resistance and immunity.

7 Comments
2024/11/19
21:48 UTC

22

A peek at a goblin Wizard focus spell:

1 Comment
2024/11/19
16:24 UTC

8

I made those additional feats for Avenger archetype. Looking forward to your criticism.

0 Comments
2024/11/19
03:24 UTC

6

Looking to have some fun with an "evil" campaign

So I want to run an "evil" campaign and by this I mean I want to have the party kidnapped and forced to do "bad" things such as, releasing a mild poison into the water supply and by doing so it reveals the city's crumbling infrastructure and causes the town overall to get better. And yes I know that there is a joke going around on the internet based around this kind of stuff, but I'd like to hear some other people's ideas on fun things that could be "evil" yet ultimately do good.

6 Comments
2024/11/16
05:37 UTC

7

Presenting the Psuedomelhath; a Darklands predator with a interesting MO.

0 Comments
2024/11/14
17:35 UTC

11

Manifest Elemental

##Manifest Element [Ritual 2]
Cast: 1 Day
Cost: rainbow opal, see Creature Creation Rituals
Secondary Casters: 1
Primary Check: Nature (expert), or Arcana (expert)
Secondary Checks: Nature
Range: 10 feet
Targets: one 5 foot cube of the chosen element.

You infuse the Element with magic from the elemental planes, granting it newfound life as an elemental with a level up to that allowed in the Creature Creation Rituals table. There are many versions of this ritual, each specific to a particular type of elemental (one ritual for fire elementals, one for air elementals, and so on.) And the Rituals to create rare elementals are also rare. Genies created through this ritual are incapable of using their abilities to grant wishes unless they learn the ritual after being created. You may add the appropriate elemental template to other non-elemental creatures and give them the elemental trait this way to widen the library of elementals you can create (example; adding the fire and elemental traits to a hydra to create a fire hydra whos regeneration is stopped from cold and water damage) GM has final say on what can and cannot become an elemental.

Critical Success: The target becomes an Elemental creature of the appropriate type. If it's at least 4 levels lower than you, you can make it a minion. This gives it the minion trait, meaning it can use 2 actions when you command it, and commanding it is a single action that has the auditory and concentrate traits. You can have a maximum of four minions under your control. If it's intelligent and doesn't become a minion, the elemental is helpful to you for awakening it, though it's still a primal and dangerous creature with its own needs and wants. If it's unintelligent and doesn't become a minion, you can give it one simple command. It pursues that goal single-mindedly, ignoring any of your subsequent commands.
Success: As critical success, except an intelligent elemental that doesn't become your minion is only friendly to you, and an unintelligent elemental that doesn't become your minion leaves you alone unless you attack it. It seeks to propagate more of its element if possible, even if it would cause problems for the locals.
Failure: You fail to manifest the elemental.
Critical Failure: You manifest the elemental, but it is violent being formed in a strange manner and attempts to kill you for meddling in its bastardized creation

0 Comments
2024/11/14
16:04 UTC

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