Hi, PF2ers! Whatcha Brewin'?


Homebrew and House Rules


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Hi, all! In the spirit of the old PF1 thread of a similar name, this is just meant to be a fun casual place to talk about the projects you're working on right now that you're really excited about!

Feel free to exchange thoughts and feedback, but I think it's best to only offer serious criticism of a project if someone says they're looking for it, and try to avoid derailing the thread with any big discussions.

I'll start! I'm currently working hard with my girlfriend on a collection of slightly risque ancestries we're hoping to publish under Pathfinder Infinite. The main ones right now are mothfolk with a big "drawn to danger" motif, beefolk with a bit of an "ex-Thriae who overthrew their queens after prophecy failed" implication, slimefolk (more in the "slime girl" genre than the "sapient ooze" direction Battlezoo's taking), a sort of "what if some wicked little tricksters got kicked out of Hell, gnome-style" devil ancestry, an ancestry of people who've been turned into lifesize doll-like living prisons for troublesome spirits, and an alraune heritage of people who sought out a mystical coral reef that completely remade their bodies into their "true selves". It's an absolute ball so far, and I'm so excited by it I keep starting to derail other threads, so I figured I'd get some of that energy out here.

Grand Lodge

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Thanks for the thread! I really dig that ancestry collection idea, all thosse niches are ones I really admire. My current projects I'm trying to focus on are kinda varied!

One of them is a Pathfinder Infinite Masters tie-in for Treasure Vault that I can't talk about much of yet, but which I'm hoping to use to expand on some niches established there.

Another is collaborative project focused on new deviant abilities and classifications with some Gatewalkers backgrounds to tie in, taking some inspiration from some mutant abilities in some media I've been consuming lately for my part.

Another has some new Bhopan-focused player options, although I haven't been able to work on it in a bit.

One of the big ones is a new PF2 class for Infinite, the brigand! A debuffing-focused master of simple weapons, it takes the vibe of the ruffian rogue and expands it out to a full class.

Another project that keeps growing is a set of class archetypes for the cleric, using similar enough core mechanics to just" be a class archetype, but drawing on a "higher" source of power that isn't a deity, or divine at all! Ranging from the occult Abductee to the primal Feygrace Godchild to the arcane Collegiate, I'm liking how it's coming.

I have a lot of other projects in varying states of completion, too, but those are the ones that have had my attention most lately.


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Oh, wow, the brigand sounds sick! I've often thought we needed more options for pure simple weapons-wielders--the Little John quarterstaff vibes are important. I'd absolutely multiclass into that, too, since I love giving my casters some basic martial options. Also, huge fan of non-deity clerics. Best of luck!


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I am at the beginning stages of transitioning my Monster Hunter 5e homebrew content into Pathfinder. It is going to be a long process that I hope to finish as soon as I can.

So far 1 monster is complete and only another 299 or so to go. There is a ton to learn, but after reading the entire core book and monster creation rules, I am excited to get to work.


Ooh, I love that!


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Amellwind wrote:

I am at the beginning stages of transitioning my Monster Hunter 5e homebrew content into Pathfinder. It is going to be a long process that I hope to finish as soon as I can.

So far 1 monster is complete and only another 299 or so to go. There is a ton to learn, but after reading the entire core book and monster creation rules, I am excited to get to work.

Can't wait to see it!

I'm brand new to PF2 so it's going to be a bit, but I did a lot of homebrew monsters in 5E out of the Warhammer and Warmachine/Hordes tabletop war games. I'll probably start with the Skaven from WH and the Protectorate of Menoth from WM. I love that guns are more or less commonly accepted in PF2 so I can really dig into the steampunk/magipunk aesthetics.


ZenBear wrote:
I'm brand new to PF2 so it's going to be a bit,

There is a free PDF with rules and guidelines for creating PF2 monsters

Gamemastery Guide Monster And Hazard Creation


Dancing Wind wrote:

There is a free PDF with rules and guidelines for creating PF2 monsters

Gamemastery Guide Monster And Hazard Creation

Thanks so much! <3


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My major homebrew activity has been converting the 2017 PF1 Ironfang Invasion adventure path to PF2. I use the rules in the Gamemastery Guide, which are also in the PDF to which Dancing Wind linked and in the Archives of Nethys at Gamemastery Guide Chapter 2.

I am not going to share the result, because my players constantly rewrite the adventure. Between the party growing to seven players, the side quests giving them an additional level, and their tactical expertise, I have to boost all the encounters by three levels. Given the extra level they already have, I also decided to rewrite the last two modules so that they will finish at 20th level instead of 17th level.

And the players want to eliminate slavery in their region: How can I remove slavery from Ironfang Invasion? To accomplish this grand endeavor, I recruited the PCs from our previous campaign, Iron Gods. We had ended that campaign with the threat that the Dominion of the Black's interstellar war fleet would arrive in 300 years. The Iron Gods party wants to modernize the world to ensure Golarion's defense, and slavery slows down modernization. This week I had a cameo appearance by one party member, and converting her to PF2 rules was a challenge: PF1 Bloodrager Val Baine Converted to PF2.

I am also writing a Guide to Teamwork Tactics. It has gained more urgency with the possibility of many D&D players migrating to PF2, but finishing it will take months.

Radiant Oath

I've been adding feats, especially general feats here and there as I go "wouldn't it be neat if..."


ZenBear wrote:
Amellwind wrote:

I am at the beginning stages of transitioning my Monster Hunter 5e homebrew content into Pathfinder. It is going to be a long process that I hope to finish as soon as I can.

So far 1 monster is complete and only another 299 or so to go. There is a ton to learn, but after reading the entire core book and monster creation rules, I am excited to get to work.

Can't wait to see it!

I'm brand new to PF2 so it's going to be a bit, but I did a lot of homebrew monsters in 5E out of the Warhammer and Warmachine/Hordes tabletop war games. I'll probably start with the Skaven from WH and the Protectorate of Menoth from WM. I love that guns are more or less commonly accepted in PF2 so I can really dig into the steampunk/magipunk aesthetics.

I'd be really interested to see what you settle on for warjacks!


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Pathfinder Lost Omens, Rulebook Subscriber

I've been working on a Deep Rock Galactic style game mode that lets you procedurally generate a mission, encourages GM swapping, and still delivers out-of-combat progression mechanics and uses for social skills.

The randomized room and encounter builder prototype seemed to work okay during a quick test, but I realized the down-time and NPC system was going to be more valuable than I thought as a modular system for other game modes. So I've been slowly trying to make it more universal so I can use it in a Deep Rock type game as well as a Stardew Valley type game.

The problem I'm trying to address is the lack of a means of mechanizing social interactions and home-base development that isn't trivialized by gold or dependent on a GM adjudication. So I'm developing a method for associating a currency with specific NPCs to improve your standing with them to unlock lists of benefits. In the Deep Rock game mode it was things like "armorite" you get on missions that you spend to unlock access to higher tiers of armor runes with the armor smith.

I want to have ones like "magic wood" you give to the Carpenter to unlock higher tiers of furniture.

The trick is balancing how much of each currency you can find given the expected frequency of various activities over a given level, and making sure there is a push and pull between the different currencies so that you can't get everything while just doing one activity. So if you have too many types of currencies you can end up with too many different activities required and a failure to progress in all the ways you would like to at a reasonable rate relative to your level.

In the Deep Rock Game mode it was pretty easy to make sure you get enough currency to unlock your different tiers of equipment at each level, but I want to make a format that makes it easy to do for all types of perks including things like romance!


I've been creating a new protean lord (whose area of concern are dreams and the flow of time) and an associated part of the maelstrom. We don't have enought of protean lords, and don't know much about them or the maelstrom, but I've always found them interesting. Not a lot of brewing per say, since I haven't yet made the associated avatar form, so it's mostly lore.


Been working mostly on placing spells so that they make sense on how they are created. Damage, Duration, range are all over the place so trying to make a more standardized system. This why spells will show more towards their true levels for what they do. Other concepts are in the file but have a long way to go before being ready. The system is based on the Traits instead of the Schools.

Link to the file MSG Tab..


WatersLethe wrote:

I've been working on a Deep Rock Galactic style game mode that lets you procedurally generate a mission, encourages GM swapping, and still delivers out-of-combat progression mechanics and uses for social skills.

The randomized room and encounter builder prototype seemed to work okay during a quick test, but I realized the down-time and NPC system was going to be more valuable than I thought as a modular system for other game modes. So I've been slowly trying to make it more universal so I can use it in a Deep Rock type game as well as a Stardew Valley type game.

The problem I'm trying to address is the lack of a means of mechanizing social interactions and home-base development that isn't trivialized by gold or dependent on a GM adjudication. So I'm developing a method for associating a currency with specific NPCs to improve your standing with them to unlock lists of benefits. In the Deep Rock game mode it was things like "armorite" you get on missions that you spend to unlock access to higher tiers of armor runes with the armor smith.

I want to have ones like "magic wood" you give to the Carpenter to unlock higher tiers of furniture.

The trick is balancing how much of each currency you can find given the expected frequency of various activities over a given level, and making sure there is a push and pull between the different currencies so that you can't get everything while just doing one activity. So if you have too many types of currencies you can end up with too many different activities required and a failure to progress in all the ways you would like to at a reasonable rate relative to your level.

In the Deep Rock Game mode it was pretty easy to make sure you get enough currency to unlock your different tiers of equipment at each level, but I want to make a format that makes it easy to do for all types of perks including things like romance!

Seems interesting.

Share some feedback ( or rules ) someday!

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