BG3 with PF2e rules (WIP).


Pathfinder Second Edition General Discussion


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While we still don't have a full oficial PF2e CRPG game. Some people made an incredible work with a BG3 Mod converting almost everything that was possible to PF2e rules.

https://baldursgate3.game/mods#/m/pathfinder2ndedition

It isn't fully complete yet. But it was a 300h of modders work with most of its content completed. If you can give them a help too.

05/26/2025 version wrote:

Complete game overhaul converting to the Pathfinder 2e ruleset, using Proficiency without Level due to the sandbox nature of the game.

It is not recommended you use this mod with ANY other mod unless it is purely visual (and even, it might have some conflict).
Exception: ImpUI is basically required due to the size of feat lists.

For additional classes and content, such as the Thaumaturge, see PF2eExpansion.

Current features:

  • 3-Action Economy: includes Multiple Attack Penalty and action-based movement
  • Skill actions: Disarm, Demoralize, Feint, Grapple, and Trip
  • All monsters roughly converted to 2e stats
  • Free short rests, clears focus spell buffs
  • Bonus/penalty stacking system based on status effects
  • Changes to Concealed and Dazzled to move away from Disadvantage (beta testing state).
  • Unarmed attacks utilize automatic bonus progression since there isn't an equivalent Striking item for them in the game
  • Creature damage resistance reworked to PF2 rules. Enemies that previously took half damage from a damage type now instead reduce that damage by 5, or 10 if they are especially powerful. Half damage from non-magical damage was untouched. Pathfinder effects that dealt spirit damage deal radiant damage.

    Item changes:

  • Raise a Shield to gain its bonus to armor class
  • +2 weapons are now +1 striking
  • Items that were bonus actions have mostly been changed to 2 actions (draw and drink a potion)
  • Dwarves start with a clan dagger

    To-Do List:

  • Sorcerer feats and features
  • Druid feats and features
  • Tinker with summoning spells, fill out Summon Animal upcasts
  • Ancestry Feats past level 1 (5th and 9th)
  • More Champion feats
  • Ancestry feats at levels 5 and 9 have been disabled until we can get ImpUI to enable them. Currently the game soft locks you out of leveling to 5 because of not showing ancestry feat selectors at those levels.

    [/b]What is done:[/b]

  • All: Lv. 3 general feats, Animal companion scaling
  • Barbarian: Lv. 12 feats, Quick-Tempered, choice of Instinct
  • Bard: Lv. 12 feats, five muses, composition spells
  • Champion (aka Paladin): Lv. 12 feats, seven causes, no cause-specific feats yet
  • Cleric: Lv. 12 feats, Cloistered and Warpriest subclasses. Due to hardcoding, clerics essentially have the Flexible Spellcaster archetype for free.
  • Druid: Scales to level 12, but does not have a full list of feats at the moment. Preliminary version of Wild Shape.
  • Fighter: Lv. 12 feats, new Attack of Opportunity, Combat Flexibility chosen on level up
  • Kineticist: Scales to 12. Level 1 impulses. Can select single gate or dual gate. All 6 elements. Can Fork the Path at levels 5 and 9.
  • Monk: Lv. 12 feats: learn stances and Qi powers
  • Ranger: Lv. 12 feats, three hunter's edges, animal companion upgrades
  • Rogue: Lv. 12 feats, choose Thief, Ruffian, or Scoundrel racket
  • Sorcerer: Can choose a bloodline with corresponding spell list. Some feats.
  • Witch (aka Warlock): Starting hex, choice of patron associated with a spell list & familiar ability. Scales to level 12 with most things implemented. Due to hardcoding, witches essentially have the Flexible Spellcaster archetype for free.
  • Wizard: Lv. 12 feats, arcane schools, advanced school spells. Due to hardcoding, wizards essentially have the Flexible Spellcaster archetype for free which also means some feats can't really be implemented in exchange since many interact with spellslots.

    Spellcasting:

  • Remastered cantrips, variable-action Harm/Heal, many spells have been changed to 2 actions 20 Domains with initiate & advanced spells for Clerics & Champions
  • Rank 1 Spells: Flourishing Flora, Magic Weapon, Feather Fall, Thunderstrike, Sleep, Shockwave, Pummeling Rubble, Mystic Armor, Mudpit, Jump, Hydraulic Push, Helpful Steps, Gust Of Wind, Grim Tendrils, Gravitational Pull, Fear, Endure, Acidic Burst, Breathe Fire, Chilling Spray, Dehydrate, Heal, Harm, Enfeeble, Sacred Beasts, Concordant Choir, Phantom Pain, Summon Animal, and Soothe.
  • Rank 2 Spells: Acid Grip, Ash Cloud, Blur rework, Enlarge rework, adjustments to Entangle, adjustments to Fog Cloud (Mist), Blistering Invective, Fungal Infestation, adjustments to False Life, Exploding Earth, Scorching Ray changed to Blazing Bolt, Animated Assault, Revealing Light, Resist Energy, See Invisibility, Share Life, Sudden Blight, Noise Blast
  • Rank 3 Spells: Vampiric Feast, Stinking Cloud, Slow, Shared Invisibility, Rouse Skeletons, Percussive Impact, Paralyze, Noxious Metals, Magnetic Acceleration, Lightning Bolt, Hypnotize, Haste, Gravity Well, Fireball, Earthbind, Dive and Breach, Day's Weight, Crashing Wave, Cave Fangs, Blindness, Agonizing Despair, Blazing Dive, Holy Light, Heroism, Crisis of Faith, Chilling Darkness
  • Rank 4 Spells: Sanguine Mist, Pernicious Poltergeist, Painful Vibrations, Holy Cascade, Fly, Divine Wrath, Solid Fog, Snake Fangs, Rust Cloud, Petal Storm, Murderous Vine, Ice Storm, Grasp Of The Deep, Coral Eruption, Confusion, Vampiric Maiden, Unfettered Movement, Vapor Form, Vision of Death, Whispers of the Void, Wall of Fire, Hydraulic Torrent, Life Draining Roots
  • Rank 5 Spells: Acid Storm, Banishment, Blazing Fissure, Blister, Corrosive Muck, Elemental Breath, Geyser, Grisly Growths, Howling Blizzard, Impaling Spike, Invoke Spirits, Quicken Time, Confusing Cry, Divine Immolation, Repelling Pulse, Rip The Spirit, Shadow Blast, Slither, Synesthesia, Toxic Cloud, Wall of Ice, Synaptic Pulse
  • Rank 6 Spells: Flame Vortex, Field Of Razors, Dominate, Disintegrate, Chain Lightning, Arrow Salvo, Field of Life, Raise Dead, Cast Into Time, Never Mind, Phantasmal Calamity, Spirit Blast, Vampiric Exsanguination, Poltergeists Fury

    Recommended Mods:

  • Critical Hit Thresholds - Implements 10-over/under system for critical hits.
  • ImpUI - Adds scroll bars to feat lists. Now required due to Domain choices immediately making the feat list for cleric and champion exceed the maximum amount of options
  • Summon Initiative Fixer (Nexus Mods) - Makes summons share initiative when summoned. Requires Script Extender.
  • D20 Initiative - Changes the initiative die size to match RAW.

    Open Source Project Files:
    https://github.com/InstantMirage/PathfinderBG3Mod
    https://github.com/ATP-Kraken/PathfinderBG3Mod/tree/dev

    Please expect bugs. The amount of content I am adding is starting to be too much to test everything all the time. Please report bugs you find in the mod comments or on Discord.


  • 2 people marked this as a favorite.

    Okay, this is insanely cool and it might actually make me play BG3


    Good to have some free PF2e (WIP) mods out there available for WOTC/Larian's Baldur's Gate 3 video game adaptation. ;)

    PS. Could probably put something as well for the Video Games section of the forums?


    1 person marked this as a favorite.

    Sounds like an awesome mod! Hope the team does well in completing it. Man, would be really cool if Larian and Paizo wished to license Larian the Lost Omens Campaign Setting to make a game as well.


    1 person marked this as a favorite.

    Finished a playthrough of BG3 last summer wishing we had a PF2e CRPG just as good. This seems like a fun way to scratch that itch for now!


    1 person marked this as a favorite.

    That is very cool. As someone who played almost all the NWN/NWN2 stuff, but has not engaged with BG3 at all, I’d love a PF2 version.

    Or really, yanno, a true PF CRPG that wasn’t isometric like the Kingmaker/WotR games. And possibly realistically, whoever wants to make such a game might want to wait for PF3….

    Though to be honest, I actually think a PF3 might not actually need to exist, much like some games that have an awesome chassis don’t need to reinvent whole-cloth systems*. I get that PF2 cleaved a bit close to d20/3.0/3.5, but with the Remaster I feel the game could just be….an awesome chassis that occasionally gets…updated. Remove some things that are clunky. Replace them with better, smoother mechanics to reflect an evolving pastime. Doesn’t mean the player base needs to be scoured to pay for new Core books. There are enough other books that the player base already buys (<———unfounded and baseless assumption).

    * Can’t actually name any, but they might exist?!?


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    This is utterly bonkers and I'm impressed that it's actually possible, both from the perspective of changing BG3 in such fundamental ways, and in how much work it would be to do so.


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    Pathfinder Rulebook Subscriber

    Just as an FYI there are also some companion Mods that are being that are dependent on the above Mod that also can be useful.
    Just be aware that these are not being updated anywhere near as often as one listed above.
    https://baldursgate3.game/mods#/m/pf2efreearchetype
    https://baldursgate3.game/mods#/m/pf2e-healharm
    https://baldursgate3.game/mods#/m/pf2eexpansion


    1 person marked this as a favorite.
    Pathfinder Lost Omens, Rulebook Subscriber

    This is what I've been waiting for


    1 person marked this as a favorite.
    J R 528 wrote:

    Just as an FYI there are also some companion Mods that are being that are dependent on the above Mod that also can be useful.

    Just be aware that these are not being updated anywhere near as often as one listed above.
    https://baldursgate3.game/mods#/m/pf2efreearchetype
    https://baldursgate3.game/mods#/m/pf2e-healharmy
    https://baldursgate3.game/mods#/m/pf2eexpansion

    PF2e Expansion was made by the main modders to implement Thaumaturge, Alchemist and other classes later. But probably the will be merged when the main mod becomes complete.

    Heal harm was a mod to allow using heal to damage undeads but working to 5e rules too. This was integrated in main PF2e module since the beginning, it is not needed.

    Pf2eFreeArchetype mod was abandoned by its modder and probably will be the next phase of PF2e mod after its basics becomes complete like the contents of most non-core books.


    1 person marked this as a favorite.

    Oh wow, this is such an awesome idea!
    Cant wait to try this out!


    2 people marked this as a favorite.

    Yeah, the guys are fantastic and the work is huge and incredibly impressive.
    I also hope that this will be popular enough that it convinces some people with means that making more games on the pf2 base is worthwhile.


    1 person marked this as a favorite.
    OceanshieldwolPF 2.5 wrote:

    That is very cool. As someone who played almost all the NWN/NWN2 stuff, but has not engaged with BG3 at all, I’d love a PF2 version.

    Or really, yanno, a true PF CRPG that wasn’t isometric like the Kingmaker/WotR games. And possibly realistically, whoever wants to make such a game might want to wait for PF3….

    Though to be honest, I actually think a PF3 might not actually need to exist, much like some games that have an awesome chassis don’t need to reinvent whole-cloth systems*. I get that PF2 cleaved a bit close to d20/3.0/3.5, but with the Remaster I feel the game could just be….an awesome chassis that occasionally gets…updated. Remove some things that are clunky. Replace them with better, smoother mechanics to reflect an evolving pastime. Doesn’t mean the player base needs to be scoured to pay for new Core books. There are enough other books that the player base already buys (<———unfounded and baseless assumption).

    * Can’t actually name any, but they might exist?!?

    Classic Battletech has had some rules tweaks over the years and has changed how mechs are valued for matched play. That said, the base rules have remained the same since it was released in the '80s.


    1 person marked this as a favorite.

    I have a hard time imagining it working, but will check it out sometime and hopefully be surprised.


    1 person marked this as a favorite.
    OrochiFuror wrote:
    I have a hard time imagining it working, but will check it out sometime and hopefully be surprised.

    Well, there are sure some bugs and not everything is exactly like in the books (also because it's a videogame) and something can't be changed because of dnd's and bg3's specifics, but a huge lot of pf2 is really there.

    Dark Archive

    2 people marked this as a favorite.
    Errenor wrote:
    OrochiFuror wrote:
    I have a hard time imagining it working, but will check it out sometime and hopefully be surprised.
    Well, there are sure some bugs and not everything is exactly like in the books (also because it's a videogame) and something can't be changed because of dnd's and bg3's specifics, but a huge lot of pf2 is really there.

    Even the base game had to deviate from 5e due to the limitations of video game capability vs a proper GM. Other deviations were just flat out improvements of the system. I'm confident with more work and assets added, this mod could seamlessly apply the PF2 base rules enough that it could be all but officially considered a PF2 video game, no less than BG3 is considered a 5e video game.


    1 person marked this as a favorite.
    John R. wrote:
    I'm confident with more work and assets added, this mod could seamlessly apply the PF2 base rules enough that it could be all but officially considered a PF2 video game, no less than BG3 is considered a 5e video game.

    Yes, absolutely. There still would be differences also in places which are hardcoded or important for the plot (like Speak with dead, which is basically free (ritual) spell in the game and which has no analogue in pf2; focus spells could work, but you only get those with feats, and not just learn them; pf2 rituals are too long, hard and expensive).

    BTW the mod authors also repurposed/modded/made a lot of visual effects for spells and other things already.


    1 person marked this as a favorite.

    Is this available on consoles currently?


    1 person marked this as a favorite.
    Errenor wrote:
    John R. wrote:
    I'm confident with more work and assets added, this mod could seamlessly apply the PF2 base rules enough that it could be all but officially considered a PF2 video game, no less than BG3 is considered a 5e video game.

    Yes, absolutely. There still would be differences also in places which are hardcoded or important for the plot (like Speak with dead, which is basically free (ritual) spell in the game and which has no analogue in pf2; focus spells could work, but you only get those with feats, and not just learn them; pf2 rituals are too long, hard and expensive).

    BTW the mod authors also repurposed/modded/made a lot of visual effects for spells and other things already.

    The hard coded bit is what makes me doubtful. I've seen so many devs shoot themselves in the foot by building a non modular system and then when they need to change something they simply can't without redoing the whole thing. This is often ten times worse for moders trying to use that system.

    While I think Larian are likely better off then most as BG3 runs off the same engine setup they have for DoS2, so could be fairly easy to modify.

    I'm very interested in how/if they get summoner or Witch working, some mechanics are going to be hard if nothing similar is in the game.
    Also would be great if they create or use an expansive ancestry list to the mod.

    Dark Archive

    1 person marked this as a favorite.
    OrochiFuror wrote:

    The hard coded bit is what makes me doubtful. I've seen so many devs shoot themselves in the foot by building a non modular system and then when they need to change something they simply can't without redoing the whole thing. This is often ten times worse for moders trying to use that system.

    While I think Larian are likely better off then most as BG3 runs off the same engine setup they have for DoS2, so could be fairly easy to modify.

    I'm very interested in how/if they get summoner or Witch working, some mechanics are going to be hard if nothing similar is in the game.
    Also would be great if they create or use an expansive ancestry list to the mod.

    Oh, I would no way expect them to implement something like summoner. Whether or not it's possible, I'm not sure but I'd only expect the same classes PF2 shares with 5e. Witch looks to be fully completed but they also added kinteticist as a warlock alternative. I'm really surprised about them adding kineticist. Overall I expect this mod to have the basics covered adequately(minus alchemist). Anything else is pie in the sky at the moment.


    2 people marked this as a favorite.
    OrochiFuror wrote:

    The hard coded bit is what makes me doubtful. I've seen so many devs shoot themselves in the foot by building a non modular system and then when they need to change something they simply can't without redoing the whole thing. This is often ten times worse for moders trying to use that system.

    While I think Larian are likely better off then most as BG3 runs off the same engine setup they have for DoS2, so could be fairly easy to modify.

    I'm very interested in how/if they get summoner or Witch working, some mechanics are going to be hard if nothing similar is in the game.
    Also would be great if they create or use an expansive ancestry list to the mod.

    It seems there are a lot of things which weren't hardcoded. Plus Larian's homebrew for dnd helped (weapon abilities which were used for modding). Summons and Familiars were in the game, there's at least a part which allows to bind their initiative to yours. Don't know details, but they say it mostly done and works.

    Though I do doubt they can do Summoners. But let's be real: that's not the core of pf2 (literally :) ). They already did a lot more than I expected and thought possible.
    Captain Morgan wrote:
    Is this available on consoles currently?

    I'm pretty sure, no. Also modding on consoles is hard to do as I heard. But maybe they would still try to do something later.


    1 person marked this as a favorite.
    Captain Morgan wrote:
    Is this available on consoles currently?

    No because it still being developed. The process to put a mod as candidate for consoles requires that the mod becomes stable for a time without update to be accepted.

    Also, I don't know if it will be possible. It will depend on if the main mod will add new playable ancestries or not, once there's a rule that mods for console cannot add new ancestries (this could be solved adding new ancestries using a separate mod).

    OrochiFuror wrote:
    I'm very interested in how/if they get summoner or Witch working, some mechanics are going to be hard if nothing similar is in the game.

    Witch is already done:

    Quote:
    Witch (aka Warlock): Starting hex, choice of patron associated with a spell list & familiar ability. Scales to level 12 with most things implemented. Due to hardcoding, witches essentially have the Flexible Spellcaster archetype for free.

    Most of witch's familiar mechanics are not so hard to implement once that the game allows the familiars to get extra abilities like any other character.

    Summoner is out of radar for now because the main focus still to implement the core classes (except for kineticist due to its popularity and the fact that it is not so hard to implement). But I already saw a mod where someone implemented a dragon companion that evolves with the main character, and you can customize it. The shared HP is a mechanic that already exists in BG3, so it is not so hard to implement. The main problem maybe is to use the worst/best save when affected by an AoE. This potentially a little tricky to do.

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