Above 20th Level?


Homebrew and House Rules


What to do above 20th Level?
Is there any Lore for this. Not much when it comes to RPG published books.
But there are video games that go to very high levels.
So How to get to Level 40.. or maybe 50?
1. It would have to be an extraplanar campaign.
Baddies of level 22, 25, or 40 would completely destroy most planets, so the Creature list would have to be in the planes, and have rules about them not being able to leave that area. Planes are nice because you can have HUGe areas to create
2> Character progression.
A Character would continue moving up in abilities, as previous, getting into God like ability leves like Strength of 30
But what to do about feats?

I would need some assistance with figuring out what feat goes with what level and class but here is a list of special abilities/ feats above 20
Armored Skin - +2 AC to armor class even when not wearing armor
Automatic Spell - ONE spell can be cast as a 1 action, with no components, OR silently, OR without gestures the spell must be less than 4th level, but it then works as a cantrip, castable multipole times. ONE spell!

And Many more ideas stolen from: Epic Level Handbook, D&D 3.5 e, published 2002

I am worried about stepping on copy right, but I know the group at Piao has ways of changing ideas so it is not violating copyright laws.

The other Idea would be to look up : WOW Leveling guides and abilities, and borrow some of that.

a third way is to use the feats of another class to go up as a different class so an example would be a 12th level champion/ 20th level wizard would = Level 32.

I do have Ideas about monsters and such, but would like to collaborate with someone so I don't step onto copyright issues.

>3 The deities/ Powers would be a LOT more activer in Epic level campaigns, stories of: Hurcleases tasks, Gilgamesh, Elric, Beowulf, The Monkey King, and others.
I thought your War of the Immortals idea should have been 20+

Ideas For several Creatures above 20
Agents of the dark. Angels, Demons, Daemon, Elementals, Undead Lords, as well as Plane hopping or multi-dimension creatures. real creatures of legends: Like Fanir the wolf and level 25 pups..
will look for replies, or message me on facebook.


Currently, there are no player facing rules (that I'm aware of) for going beyond level 20 for Pathfinder 2.

There are some creatures/NPCs that are above CR 20.

I wouldn't look at other Intellectual Property sources for how players progress after level 20, because they're not really going to be compatible with with PF2. Actually, I should rephrase that. You shouldn't look at any other sources for how to progress PF2 characters, as they wont be compatible.

You would need to make it from scratch.


This probably belongs in the homebrew area.

Pathfinder was built for level 1-20, and the setting is more or less based around that. Even Mythic only gives you +2 over the maximum you can do at level 20 normally. But, Mythic is Paizo's alternative to epic levels- something that fits within the regular levels.

Once you push past that, you're getting into murkier waters. PF2 runs on formulas to some degree, so you can extend that, and make educated guesses. Mythic proficiency is already in the system as higher than legendary, but none of the skill feats scale to it or require it. You would need new spells, ones even better than 10th rank spells, but you also need a way to keep the non-casters relevant. Rogue and Investigator are already legendary in six skills, and each new skill maxed out is one less important to the character than the last.

You can chase the power fantasy past level 20 with a lot of hard work or clunky fixes (like a second class starting at 1). Or, you can leave the system behind- you can just open it up to more freeform roleplay. Players presumably have ten or twenty levels of playing their characters by this point, and can probably play them without the restrictions of the rules and dice. There are also higher-powered systems out there, things like Godbound or Exalted, that it might make sense to work off of.

And one final lazy idea - give a fun ability every "level" after hitting 20, or have the players propose suggestions. Something that doesn't change combat. Then, instead of changing the heroes, level the world down. After five "levels" of this, a level 20 archmage is as weak as a level 15 caster when going up against the party.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Reposting: I would doubt Paizo would want to open that can of worms when 1) they have already published mythic rules, both in PF1e (Mythic Adventures) and PF2e (War of Immortals), 2) PF2e has a much greater emphasis on system balance.

For groups that want to keep adventuring after 20th level, they can create their own house rules or adopt the E(X) paradigm to allow "20th+" characters to gain new feats, etc. even if they no longer increase in level.


The level 25 monsters in PF2e already are the level 40 monsters in old Epic, anyway.

I did end up in this area due to using Extinction Curse book 3 as a follow-up to AV, so I ended up with my party hitting 20 with two chapters to go. Ended up giving them mythic archetype feats at a rate of 1 per 300xp, while slapping the Elite button on the final dungeon, and that worked out fine.

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