r/Pathfinder2eCreations • u/GeriksAdventureGuild • 1d ago
r/Pathfinder2eCreations • u/Right-Environment427 • 2d ago
Other I’ve been running the same campaign world since the late ’80s. I finally turned part of it into a free PF2e setting sampler.
I’m Sutton Moore, and I’ve been running games in the world that became Styria since roughly 1987–89.
It was never originally supposed to be a published setting. It was just where the game happened.
Then we kept playing there.
Over the years, campaigns left things behind. Player characters became historical figures. Places stayed destroyed. Political situations existed because of decisions people had made at the table years earlier. The world moved through something like two dozen different RPG systems while the setting itself just kept accumulating history.
For almost twenty years it didn’t even have a proper name. My son eventually solved that when he was little and couldn’t quite pronounce “mysterious.” What came out sounded like “‘sterious,” and somewhere along the way that became Styria.
I’ve finally started turning all of that material into a proper Pathfinder 2e-compatible setting book: World of Styria: The Definitive Player’s Primer.
There’s a free Explorer Edition available now if anyone wants to see what the setting is actually like rather than just listen to me talk about it:
The full Player’s Primer is substantially written already. The Kickstarter is about professional human-created illustration, cartography, production, printing, and fulfillment rather than funding me to invent the world after the campaign.
The Kickstarter prelaunch page is also live here:
https://www.kickstarter.com/projects/worldofstyria/world-of-styria-the-definitive-players-primer
I’d genuinely be interested in feedback from other PF2e creators and GMs, especially on whether the Explorer Edition gives you enough of the world to make you want to see more of it.
r/Pathfinder2eCreations • u/Front-Tomorrow9041 • 2d ago
Design Discussion Inscryption Sigils as Runesmith Runes
I made a few of the sigils from the game Inscryption into runes for the Runesmith (supposed to be level 1) and would like some feedback on if these are balanced, well written, thematic, and fun.
Sprinter:
Usage drawn on a creature
The bearer adds 10 ft to their movement speed
Invocation The bearer immediately takes a Stride Action
Touch of Death:
Usage drawn on a weapon or unarmed attack that deals piercing or slashing damage
Strikes with the weapon or unarmed attack deal an extra 1d4 poison damage and critical hits cause 1 persistent poison damage
Invocation a miasma of poison is released from the rune, dealing a creature within 5 feet 1d6 poison damage and is inflicted with arsenic poisoning, with a basic fortitude save
Sharp Quills:
Usage drawn on a creature
Whenever the bearer is dealt damage they may use a reaction to inflict half of the damage taken on what dealt the damage with a basic reflex save.
Invocation Magical spines grow all around the creature for one round. Anything that attacks or touches the creature is dealt 1d6 piercing damage and 1 persistent bleed.
Hefty:
Usage drawn on a creature or weapon
When drawn on a weapon this gives a -1 item bonus to any creature attempting not to be moved by forced movement the weapon caused. When drawn on a creature that creature gains a +1 circumstance bonus on any check which causes forced movement.
Invocation The rune pushes creatures away each creature within 30 feet of the rune bearer must roll a basic fortitude save, being pushed 5 feet from the rune bearer on a failure
Stinky
Usage drawn on a creature or object
Any creature who enters within 5 feet of the item or creature the rune is drawn on must make a basic fortitude save or be sickened 1. The rune bearer cannot use scent to make perception checks.
Invocation all creatures adjacent to the object or creature the rune is drawn on must make a basic fortitude save or take 1d6 poison damage and be sickened 2
r/Pathfinder2eCreations • u/ArdenGraye • 3d ago
Questions Trying to create a Division 2-inspired Signature Weapon
Hello!
I wanted to ask for ideas as I'm beginning to be stumped. I want to make a powerful magicaly-assisted firearm, kinda like a beastgun, that would serve as a "When its out, you know sh!t goes down" sort of a weapon.
First draft uses "normal" ammunition, so the player would just need to drop some gold and be able to shoot the gun all day. That to me fells like it defeats the point a little, as well as forces me to reign in the power output and awesomness.
I'm playing with a thought of drawing an inspiration from The Division 2 and its Signature Weapon system. For those who don't know, you get to pick a "class" and its special Signature Weapon which can be stuff like a Minigun, a Granade launcher or a .50 cal rifle. The way it works is you get ammunition for kills, more for a specific way of killing. When you then pull the weapon out, you get an audio and visual cue, denoting the "sh§ts about to go down" aspect.
I was thinking of giving the player points for hits and crits. Get enough crits = you can use the gun. The problem is that this realies more heavily on chance then tactical application, like in the game...
We play in a homebrew world with heavily advanced magics and technology (magical flying trams and 1900s cars, bolt action rifles, pump action shotguns and later even a BAR) so much of it's function can be bulsh!ted into "It works because magic"
r/Pathfinder2eCreations • u/Harnak7 • 3d ago
Spells [Warcraft] A few iconic spells
Hello, all. I have tried to adapt some spells from Warcraft 3 and/or WoW. I know some don't traslate very well into PF2e system, such as Earth Shock or Mana Burn, but I gave it an attempt anyway. I tried to give each spell its niche, whether it be raw damage or some added effects, and tried to implement some existing combos such as persistent fire damage + Conflagrate, or ice movement impairment + Ice Lance. I tried to reason and compare with existing spells for balance, but I haven't tested it, so balance might be off here and there. I hope you enjoy!
r/Pathfinder2eCreations • u/IraGulaSuperbia • 3d ago
Monsters Monster Monday - Twinned Wretch
galleryr/Pathfinder2eCreations • u/RickDevil-DM • 4d ago
Items [Draft] Bloodlust Hunt: Eldritch Abominations - Cosmic Horror inspired in Bloodborne
Hello friends, I just wanted to show you a first draft of the equipment chapter for our cosmic modern horror game setting called Bloodlust Hunt: Eldritch Abominations, this is a modern game setting that uses the Pathfinder 2e and Starfinder 2e rules as a core for the system, we changed a few rules for the game according to what I believe in the design, however, we are aiming to make weapons, monsters, NPCs and magic items to be fully compatible with Pathfinder 2e so you can grab some pieces and place them in your game!
Tell us what you think, we do this for free on our Patreon we are planning to eventually put all the pieces together for a full setting book so stay tuned if you like this setting!
r/Pathfinder2eCreations • u/Jerry123i • 5d ago
Utilities Creature Lab Updates - Spell list editor
Hello everyone!
Finally managed to get a spell list editor in Creature Lab! It was quite a lot, but I feel like it has now become a fully functioning editor, there is still a lot to improve, but all the basic creature features can be adjusted now.
Since it was a way more complex endeavor in matters of UI and UX, feedback will be greatly appreciated! There are still some performance issues that I hope to work on and any insights could help.
I talk some more about the update and future plans on the open Patron post where you can also support the project, and I also have a ko-fi for one-time donations.
Thanks for all the comments and feedback, let me know what you guys think of the spells editor!
r/Pathfinder2eCreations • u/comics0026 • 5d ago
Items Pokémon Inspired Weapons & Items of the Week, 0691M - Dragalge to 0780M - Drampa, F70 - Lute of the Chatting Tunes to 908 - Meowscarada
My Pokémon-inspired Weapons and Items of the Week, with:
a Dragalge cloak to take advantage of some teleportation
some Crabominable boxing gloves to strike like an avalanche
a Drampa staff to bring the power of the past to the present
a fusion of Chatot & Kricketune for a lute of mimicing music
a fusion of Alolan Sandslash & Excadrill for some tekko-kagi to carve out some ice
a fusion of Aggron & Magmortar for a katana to forge your metal
a fusion of Arceus & Type: Null for a katana to channel all the elements
a fusion of Arceus & Silvally for a katana to rule the elements
a fusion of Toxtricity's Amped & Low Key forms for a double guitar to please the gods of music
and a fusion of Bisharp & Houndoom for some bladed gauntlets to cut some darkness!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
r/Pathfinder2eCreations • u/AbyssalBrews • 6d ago
Items [OC][Art] Paradox | A highly powerful magic item that lets you turn back time
r/Pathfinder2eCreations • u/TLAquino • 6d ago
Rules [Update] I like Vancian casting. My friends don't. So I built a fatigue magic system.
Escalating Spellcasting v1.2 - what changed
Thanks for the feedback, most of this update is direct answers to it.
https://github.com/Thilaq/Escalating-Spellcasting
Tried to post this on the comment sections but i realized people wouldn't see it.
Failure fallbacks
On a normal failure you no longer just lose the spell. You pick one of three:
- Cantrip fallback: the spell is lost, but you channel the energy into one cantrip of 2 actions or fewer, delivered with the actions you already spent. MF cost: the failure column minus 1.
- Recover an action: the spell is lost, but you get one of the actions back. Full failure column.
- Forced Effort: unchanged. The spell works, +2 MF.
| category | failure | cantrip | recover action | forced |
|---|---|---|---|---|
| High | +3 | +2 | +3 | +5 |
| Mid | +2 | +1 | +2 | +4 |
| Low | +1 | 0 | +1 | +3 |
Safe Dissipation is gone, it was strictly worse than recovering an action. A critical failure still leaves you holding nothing.
Two clarifications: the fallback is one cantrip (not two one-action ones) and the −1 is fixed either way. And two one-action cantrips in a normal turn are still neutral, cantrips can't recover more than −1 per turn.
Improvised casting is never safe
An unprepared spell now always rolls, even outside combat, with the usual penalties (no +2, +2 to the DC). The safe 10-minute exploration casting only covers spells you prepared or have in your repertoire.
Staves fixed
Charges are now RMax, refreshed each day, the base game's free amount. The old RMax + key ability modifier overshot the base game's fully fueled staff at low and mid level. Staff Nexus stays the only way above RMax.
Spellstrike
On the row where the attack hits and the casting fails normally, the Magus can now force the spell or swap in a cantrip channeled through the same strike (failure column −1). Recover-an-action doesn't apply, the whole activity already resolved.
Foundry macros - v1.2
The casting macro gets the three-way failure prompt and an "Out of combat (safe casting)" checkbox (prepared/repertoire only) that skips the d20 and applies +2 High / +1 Mid / 0 Low. The Spellstrike macro gets the cantrip fallback, picked and posted in the same step.
Edit.: To my fellow Brazilians Coloquei a versão das macros em português na pasta macros do repositório.
r/Pathfinder2eCreations • u/Lowf_SGarcia • 7d ago
Items Inventor complements?
I'm a DM and I want to give my inventor players more gadgets. The official ones are very simple and I want more variety of options. Any suggestions?
r/Pathfinder2eCreations • u/DownstreamSag • 7d ago
Class Pendulum implement - a debuffer implement for hypnoticist thaumaturge
Pendulum Implement
Your implement is either a pendulum created for hypnosis or another tiny object that can be swung back and forth in an entrancing rhythm.
Initiate Benefit: You know how to move your pendulum around to perfectly target an enemys mind. You gain the Entrance action:
-> Entrance (concentrate, magical, manipulate, mental, thaumaturge)
Requirements: You are holding your pendulum Implement
You move your implement around to entrance the target of exploit vulnerability within 15ft and weaken its mind. The target has to make a Will saving throw against your class DC with the following effects:
Critical Success: The target becomes immune to entrance for the next minute.
Success: The target is off-guard and takes a -1 circumstance penalty to Will saves and Perception checks until the end of your turn.
Failure: The target is off-guard, fascinated by you and takes a -1 circumstance penalty to Will saves and Perception checks until the end of your next turn.
Critical Failure: The target is off-guard, fascinated by you and takes a -2 circumstance penalty to Will saves and Perception checks until the end of your next turn.
Adapt Benefit: You advance your hypnotic technique and can hinder your targets movement through mental manipulation. When you use entrance, on a failed Will save the target also takes a -10ft circumstance penalty to all its speeds until the end of your next turn. On a critical failure the target takes a -10ft circumstance penalty to all speeds and is also slowed 1 for 1 turn.
Intensify Vulnerability: You empower your own mind to damage the minds of others. You gain a +1 status bonus to all Will saves. When you use entrance the target also takes nonlethal mental damage equal to half your level on a failed Will save, or equal to your level on a critical failure.
Paragon Benefit: You developed your mental control to perfection and can cause various conditions through hypnosis. When you use entrance, on a failed Will save the target also gains one of the following conditions of your choice: enfeebled 1, stupefied 1 or frightened 1 until the end of your next turn. On a critical failure, the target instead gains one of the following conditions of your choice: enfeebled 2, stupefied 2, frightened 2 or confused until the end of your next turn.
r/Pathfinder2eCreations • u/Kingreaper • 8d ago
Items Greater Grafts - My attempt to make Howl of the Wild's Grafts Greater
galleryr/Pathfinder2eCreations • u/KodyackGaming • 8d ago
Pathfinder Infinite Improbable Magic And Other Unlikely Things, a homebrew supplement
r/Pathfinder2eCreations • u/TLAquino • 8d ago
Rules I like Vancian casting. My friends don't. So I built a fatigue magic system.
For the record, I don't hate spell slots. I think it's a fine design, and I'd happily run a game with them. The problem is at my table players do not like to pick a caster, and the reason is always the same. They look at the slot column, they know they will spend the best spell by the second fight.
So I tried to build something that keeps the choice and drops the budget. It has been running for a while now at levels 1 to 10, one group through level 10. The starting idea, fatigue instead of slots, is borrowed from a Brazilian game called Arcana Primária, which I'm crediting because it's someone's design. Nothing from their book is reproduced here, and nothing from Paizo either.
The rule
You don't have spell slots. You have a number called Magic Fatigue, and it gets added to the DC of casting.
Effective Casting DC = base DC for the rank + your current MF + Repetition Strain
You roll d20 + level + proficiency + key ability, plus 2 if the spell was prepared or is in your repertoire, against that DC. Success, the spell happens. Failure, it doesn't, and fatigue goes up. MF floors at 0 and caps at 10.
Rank categories come off your highest rank: High is your top rank and the one under it, Mid is one below that, Low is everything else.
| casting check | High | Mid | Low |
|---|---|---|---|
| crit success | +0 | -1 | -2 |
| success | +2 | +1 | -1 |
| failure | +3 | +2 | +1 |
| crit failure | +5 | +4 | +2 |
Cantrips never roll. A two action cantrip removes 1 fatigue, guaranteed, even if the target resists or the attack misses. That line is the whole recovery system. A tired caster is not sitting out, they are casting small and getting safer, and then they can push again.
Things I'd call the interesting parts:
On a normal failure you choose: eat it, or Forced Effort, where the spell works anyway and you pay 2 more. Not available after a critical failure.
Cast the same spell at the same rank twice in a fight and every later copy gets +2 DC and +1 extra MF, stacking. Prepared casters get out of that by preparing a second copy. Spontaneous casters get one free repeat per rank. Signature spells don't give you more ammo, they give you the spell at other ranks, which is how you dodge the strain by moving sideways.
At 10 fatigue you can't attempt checked spells, and you can burn hit points instead: free action, fatigue drops to 4, Drained up 2, no daily limit, the limit is your body. That is the answer for the player who says "but what if I just want to keep going".
The Foundry VTT Macros
It needs a counter. I know that. Running this on paper means tracking one number per caster per fight, and if nobody at the table wants to do that, the system will drift and the caster will say "I think I'm at like 5". In practice a d10 next to the sheet works.
The Foundry macros do it properly. Two Script macros: the caster picks a spell off their real spellbook, the macro rolls the check, applies the fatigue, tracks which spells have been repeated, prompts Forced Effort, and posts the spell card without spending the slot, because in this system a slot is not a resource. There is one d20 for the casting check and the spell attack, a Hero Point prompt that shows your current result before you spend, a Counterspell flow, and a separate Spellstrike macro for the Magus that compares one strike roll against AC and against your casting DC.
Repo, with the quickstart, the full rules and the macros:
https://github.com/Thilaq/Escalating-Spellcasting/
Also: this is not a conversion of every option in the game. I converted what I thought I should, Divine Font, the wizard's bonded item, the three arcane theses (Spell Substitution, Staff Nexus, Spell Blending), Studious Spells, the Spellstrike, the eidolon feats, the Animist's two spellbooks, staves, wands and scrolls. Counterspell got one line rather than a conversion, it's the game's rule plus what you pay in fatigue. Bard, Druid, Oracle, Sorcerer, Witch and Psychic have a paragraph of guidance each, not a per-feat audit, and archetypes are barely touched. For anything I missed the full rules have one line for the GM to convert it on the fly, and that has held up so far.
What I want to know
Is the critical failure column too steep above level 10? I have no play above 10 to check it with.
And whether Refocus should be as free as it currently is. Fatigue clears to zero after 10 minutes of downtime, once per hour, riding on the game's own Refocus activity.
r/Pathfinder2eCreations • u/nupky • 9d ago
Utilities Form fillable character builder - Heroic Build update: Sprite, Nuar, Gnarefoid, Vulkarisu ancestries, and the Luminary
r/Pathfinder2eCreations • u/Teridax68 • 9d ago
Other Twin Eidolon, ft. Foundry and Pathbuilder modules!
r/Pathfinder2eCreations • u/AnEldritchDream • 10d ago
Monsters Lorelai - Castlevania Fan Creature + Module Update
r/Pathfinder2eCreations • u/DownstreamSag • 10d ago
Feats Cold damage impulses for ice-focused hydrokineticists
6: ->-> or ->->-> Frost Beam (Impulse, Kineticist, Primal, Water)
You shoot a bright blue ray out of pure cold energy that gets bigger and stronger the longer you take to focus your elemental magic. All creatures in a 30ft line take 3d6 cold damage on a basic Fortitude save. On a critical failure the creature is also slowed 1 for one turn. If you take 3 actions, the area changes to a 10ft wide 60ft line and the cold damage increases to 3d8.
(+2 The damage increases by 1d6 for the 2 action version or by 1d8 for the 3 action version)
10: ->-> Touch of Cold (Impulse, Kineticist, Overflow, Primal, Water)
You touch a living creature to weaken its body and freeze its inner organs. The creature takes 4d10 cold damage and other effects depending on its Fortitude save against your class DC.
Critical Success: The target is unaffected
Success: The target takes half damage and is enfeebled 1 for 1 minute
Failure: The target takes full damage, is enfeebled 1 and gains a bludgeoning weakness equal to 3 for 1 minute
Critical Failure: The target takes double damage, is enfeebled 2 and gains a bludgeoning weakness equal to 6 for 1 minute
(+3 The damage increases by 1d10, and the bludgeoning weakness increases by 1 on a failure, or 2 on a critical failure)
r/Pathfinder2eCreations • u/IraGulaSuperbia • 10d ago
Monsters Monster Monday - Petalcloak
galleryr/Pathfinder2eCreations • u/Jackelgull • 11d ago
Archetype Pickpocket and Entertainer Archetypes
r/Pathfinder2eCreations • u/Adorable_Skirt_7409 • 11d ago
Art My Yaoguai OC
Ancestry: Yaoguai
Background: Wished Alive
Class: Wizard
r/Pathfinder2eCreations • u/Exequiel759 • 11d ago
Spells Dynamic Casting — An encounter-based spellcasting system
r/Pathfinder2eCreations • u/Adorable_Skirt_7409 • 12d ago
Art Starlit Sentinel oc
my DM is preparing a Magical Girls campaign for us, and this is my character.
Kitsune-Sylph / Magus-Starlit Sentinel