Posting my groups house rules. The aim of these rules was the following:
1.Make playing a caster more fun and flexible
2. Smoothing over Swashbuckler play.
3. Giving the alchemist an item worth taking that they were most likely to use.
4. Make the wizard more desirable and competitive as a class.
5. Make Polymorph spells operate in a more internally consistent manner within the world.
6. Make summons spells threatening to enemies of an equal or level+2.
7. Make the crossbow a competitive weapon someone might use.
It's a fairly small list of house rules compared to PF1.
___________
MAGIC ITEMS
Alchemist Goggles: Item 4+ Invested Magical Transmutation Usage worn eyepiece
These brass goggles are engraved with flame patterns and have thick, heavy lenses. While worn, they give you a +1 item bonus to Crafting checks to Craft alchemical items and add +1d4 precision damage to attacks with alchemical bombs. The extra damage is not applied to splash or persistent damage or a bomb that does not do damage. You can also ignore lesser cover when making Strikes with alchemical bombs.
FEATS
Shield Block: change to, “You and the shield each take any remaining damage, possibly breaking or destroying the shield, divided between the shield and the player equally with the player taking the higher damage in the case of odd totals.”
SPELLS
Magic Fang:[b] add line, “This spell works for animal companions.”
[b]Acid Splash:: Add the splash trait.
Chill Touch, Produce Flame, Ray of Frost, Divine Lance: Increase damage and heightened non-persistent damage to d6.
Summons: Summon spells use the caster’s spell attack roll for their attack roll for their attacks.
Polymorph: These effects transform the target into a new form. A target can’t be under the effect of more than one polymorph effect at a time. If it comes under the effect of a second polymorph effect, the second polymorph effect attempts to counteract the first. If it succeeds, it takes effect, and if it fails, the spell has no effect on that target. Any Strikes specifically granted by a polymorph effect are magical. Unless otherwise stated, polymorph spells don’t allow the target to take on the appearance of a specific individual creature, but rather just a generic creature of a general type or ancestry.
If you take on a battle form with a polymorph spell, the special statistics can be adjusted only by circumstance bonuses, status bonuses, and penalties. Your battle form can speak if a common creature of the type you are transformed into has the means to speak. You can cast spells if the form you transform into allows manipulate actions that would allow somatic components. You can only cast spells using verbal or somatic components while in a battle form that allows speaking and manipulate actions. You may use any actions including skills and skill feats the battle form would allow. (If there’s doubt about whether you can use an action, the GM decides.) Your gear is absorbed into you; the constant abilities of your gear still function, but you can’t activate any items.
ENCOUNTER RULES
Switching Hands: Switching from one hand to two hands or vice versa is a free action for a weapon.
Drawing a Weapon: You can draw a weapon as part of a move action and you can draw two weapons as part of move or as a single action if you are trained in dual weapon fighting of some kind.
Downtime Healing and Persistent Damage
Post-Combat Persistent Damage: Post combat persistent damage will continue for 1d4 rounds if a standard 15 check. If a natural 20 is required to end persistent bleed damage it will continue on for 1d20 rounds or until a check or healing is completed that would end it. A DM should adjust the number of rounds up or down by 1 for every five points of the DC lower or up 1 round for every 2 points of DC higher than 15.
An Administer First Aid check to halt persistent bleed damage reduces the post-combat bleed damage by 1 round on a success and 2 rounds on a critical success.
Hero Points
Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.
The GM is in charge of awarding Hero Points. Usually, each character gets 1 Hero Point at the start of a session and can gain more later by performing heroic deeds—something selfless, daring, or beyond normal expectations. You can have a maximum of 3 Hero Points at a time, and you lose any remaining Hero Points at the end of a session.
You can spend your Hero Points in a variety of ways. Neither of these is an action, and you can spend Hero Points even if you aren’t able to act. You can spend a Hero Point on behalf of your familiar or animal companion.
Spend 1 Hero Point to do the following:
You can reroll a check. You must use the second result or a 10, whichever is higher. This is a fortune effect (which means you can’t use more than 1 Hero Point on a check).
Roll twice on a single attack or saving throw. You can choose to roll twice before making the roll. You must accept the result of the higher dice roll. This is a fortune effect (which means you can’t use more than 1 Hero Point on a check).
Regain a key ability that can be used more than one time per day. You cannot use this on an ability that can be used only once per day. You can regain a focus point, start a rage, gain a panache, or any similar ability by spending a hero point. You can only use one hero point in this fashion per ten minute rest.
Use an additional reaction. You can use one hero point to use an additional reaction ability. This is a fortune effect (which means you can’t use more than 1 Hero Point on a round).
Heroic Action. You can use a hero point to modify a spell on the fly to put out a fire, use one of your skills in an unusual and heroic way, or something else similar. The GM will determine what is possible after hearing the player’s suggestion.
Spend all your Hero Points (minimum 1) to avoid death. You can do this when you’re dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value.
EQUIPMENT
Crossbow: d10 Fatal trait.
Heavy Crossbow: d12 Fatal Trait.
CLASSES
Class Abilities
Bard, Cleric, Druid, Magus, Oracle, Sorcerer, Summoner, Witch, Wizard
Weapon Specialization: You’ve learned how to inflict greater injuries with the weapons you know best. You deal an additional 2 damage with weapons, unarmed attacks, and cantrips, focus spells, or spells with the attack trait that require an attack roll to hit in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.
Unlimited Signature Spells (All casters and multiclass casters): All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately.
Note: These rules alter the rules for heightening, but do not alter any additional rules such as spellbooks, special focuses, or the like.
Class Feats
Nimble Dodge: Change to, “Trigger A creature hits you with an attack and you can see the attacker.”
Swashbuckler
Thrill of Battle (lvl 1): The swashbuckler gains panache when he rolls initiative.
Finisher Tag: Finishers are spectacular finishing moves that use your panache. You can use a finisher only if you have panache, and you lose your panache immediately after performing a finisher. You can only use one finisher per round.
Some actions that have the finisher trait also grant an effect on a failure. Effects added on a failure don't apply on a critical failure. If your finisher action succeeds, you can still choose to apply the failure effect instead. For example, you might do this when an attack deals no damage due to resistance.
Wizard
Arcane Thesis: During your studies to become a full-fledged wizard, you produced a thesis of unique magical research on one of a variety of topics. You gain a special benefit depending on the topic of your thesis research. The arcane thesis topics presented in this book are below; your specific thesis probably has a much longer and more technical title like “On the Methods of Spell Interpolation and the Genesis of a New Understanding of the Building Blocks of Magic.”
You gain the Spell Substitution Arcane Thesis for free and can choose one additional Arcane Thesis.
Arcane Focus Spells
Protective Ward Focus 1 Uncommon Abjuration Wizard
Cast Single Action somatic
Range: 60 feet Targets: 1 creature
Duration sustained up to 1 minute
You place a shimmering aura of protective magic around a target. The target gains a +1 status bonus to AC and damage resistance to magical attacks equal to the spell level. Each time you Sustain the Spell, you maintain the ward around the creature.
Heightened (+2): Increase the number of targets by 1.
Augment Summoning Focus 1 Uncommon Conjuration Wizard
Cast Free Action verbal
Range 60 feet; Targets 1 creature you summoned
You augment the abilities of a summoned creature. The target gains a +1 status bonus to all checks (this also applies to the creature's DCs, including its AC and damage) for the duration of its summoning, up to 1 minute.
Heightened (+4): Increase the status bonus by +1.
Diviner's Sight Focus 1 Uncommon Concentrate Divination Fortune Wizard
Cast Reaction verbal
Range 60 feet; Targets 1 willing living creature
Duration the triggering saving throw or skill check.
You glimpse into the target's future. Roll a d20; when the target attempts a non-secret saving throw or skill check, it can use the number you rolled instead of rolling, and the spell ends. Casting it again ends any active diviner's sight you have cast, as well as any active diviner's sight on the target.
Heightened (+4): Roll an additional d20 as your glimpse into the future allows you to better assess how best to influence events.
Force Bolt Focus 1 Uncommon Evocation Force Wizard
Cast Single Action somatic
Range 120 feet; Targets 1 creature or object
You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d6+1 force damage to the target.
Heightened (+2) The damage increases by 1d6+1.
Call of the Grave Focus 1 Uncommon Arcane Attack Necromancy Wizard
Cast One Action somatic
Range 60 feet; Targets 1 living creature
You fire a ray of sickening energy. Make a spell attack roll.
Critical Success The target becomes sickened 2 and slowed 1 as long as it's sickened.
Success The target becomes sickened 1.
Failure The target is unaffected.
Heightened (+2): 1d4 negative damage. Double damage on critical.
Physical Boost Focus 1 Uncommon Transmutation Wizard
Cast Single Action verbal
Range 60 feet; Targets 1 living creature
Duration until the end of the target's next turn
You temporarily improve the target's physique. The target gains a +2 status bonus to the next Acrobatics check, Athletics check, Fortitude save, or Reflex save it attempts.
Heightened (+4): Increase the bonus by +1.