Classes+ February Vote Options!

TEAM+ FEBRUARY VOTE OPTIONS

Howdy all! We’re happy to announce the next Classes+ vote is coming! You have one week to figure out your options, make requests in our Discord, and rally your table to vote for your (objectively correct) opinion!

Vote starts February 24th and lasts one week, until March 3rd.

Join the Team+ Discord to take part!

Alchemist

Do it for SCIENCE! The Alchemist explodes into the + world with new items like bottled monstrosities or food, censers or even grafts, with research fields to match them. Maybe you’re looking for an alchemist who warps their own body with strange monstrous abilities, or maybe you’d rather have them create life and work with a weird, hyperflexible familiar. The Vivisectionist archetype would trade in some of the Alchemist’s flexibility  and swaps bombs for blades for a more focused martial role, cutting ‘em down with precise and ghoulish medical acumen!

Animist

O spirits of nature, what else shall thou bring? Animists+ would give even more variety to the spirits the Animist can use, as well as new methods of using them in the first place! Maybe a horror themed Bump In The Night spirit, or a Reliquarian practice that hones spirits through a haunted artifact. We’ll also look at ways to really hone in on the pantheistic approach of worship Animists have to really make them stand out even more!

Bard

Tell tales taller than ever before with new tools like multi-turn performances that ramp up in power until revealing mighty crescendos of power, similar to Incarnate effects. We’re also playing around with an Inspiration system, allowing you to gain new effects when you do a certain amount of damage, heal a certain amount, etc. Not much of a mage nor musician? The quick-moving Dancer class archetype will run circles around your foes, using kicks, flips and weapon flourishes to knock an opponent into place!

Champion

JUSTICE! Make the ultimate knight in shining armor with new causes to pledge yourself to, like the Cause of Technology for those of you who want to keep an eye on Numerian exports, or the Cause of the Sea for ye scallywags and sailors among ye.  Champions+ is playing with the idea of a Quest subsystem, and for alternate power sources for your Champion beyond a deity. One thing we’re looking at is the idea of making Champion something of a focus spell martial, the long sought-after focus caster.  You can expect a whole boatload of divine focus spells for Champions, like the ability to sanctify weapons with a prayer, to withstand hellfire and to leap dozens of feet in the air for a devastating slash into the heart of unholy monstrosities.  And look out for a dex-based Virtuos Bravo class archetype, that trades defence for offence and speeds through the field with sacred grace!

Druid

Uncover the ancient ways! Expect new and updated druid orders to give you a real sense of connection to your order beyond their intial benefits, and maybe even some unique abilties only druids have that will make their class chasis feel as fun as Animist, Psychic or Witch. We’ll be giving battle-forms a touch-up to make mid-combat morphing feel high-risk, high-reward, too! Derry is an Irish folklore expert, and lives and breathes the bones of true druidic culture– you can expect to see druids that shake hands with fey, druids who have unique interactions with lycantrophy, and druids who have terrible, primal pacts with demons, fiends and other monsters from the underworld that they begrudgingly call upon to protect their forests. Perhaps even an Occult Druid CA for those natural shepherds of the supernatural..?

Exemplar

Look out, living legend on the move! Exemplars+ brings you the good stuff: breathtaking supernatural feats of might, more titles to give to yourself like The Cruel, Who Eats The Hunters or Wielder of Artifacts! We’re looking to pump even more references to ancient myth into this class, so keep an eye out for Gilgamesh, Cu Chulainn, or Hercules! What more is there to say– this class is all about giving more, so we’re going to give it more, so you can shine brighter than ever before! You can also expect a class archetype for the more sorcerous examples of exemplars in myth, like Maui, the Morrigan or Anansi the Spider, who used their wits, not their brawn, to win the day!

Fighter

Become a master of combat like no other when you harness combat styles— new fighter subclasses that swap out the fighter’s versatility for singular and flavourful mastery over a weapon group, like swordsmen or archers… who know how to use advanced weapons better than anyone! On top of this, we’re ruminating on something called “weapon schools”– if you want to expand Fighter into more than just a crit machine but truly make it excel as “the master of particular weapons”, this is the place to look! Warrior Origins would give Fighters pseudo-subclasses that give it not more combat abilities, but new roleplaying avenues. Maybe you’re a mercenary, in it for money, and know how to use coin to your advantage. Maybe you’re a reluctant warrior, here because your people need it, and have a way with words. Or maybe you’re a chosen one, with some sacred power from the gods themselves! A lot of people assume Fighters+ would be a meme pick, but I heartily disagree; this would be a book not to make the class stronger, but give it options beyond just critting in combat!

Gunslinger

Take aim and fire! New guns, new ways, and a new Grit system to give your gunslinger near-supernatural skill… empowered by pure, mortal badassery. Slide across the field and unload your gun! Do a quadruple backflip! Walk away from explosions like a true blue BAMF. And if you want wuxia, expect Gunslinger to get a healthy dose of that in the process. BLAM BLAM BLAM BLAM! On the flip-side, watch out for a potential Arbalist class archetype, to really hone into the fantasy of the crossbow-wielding adventurer with unique feats, skills and more in a gunslinger with no guns or black powder.

Investigator

Why vote Investigator? Why, it’s elementary, isn’t it? There’s mysteries all around the world! Are these pistols really safe? What lies within these unmapped corners of Golarion? Methodologies that expand beyond just studying crimes, and into academic regions beyond, like with Ballisticians, Cartographers and Bestiarists. Think Lore Warden fighter, flavour wise. Heck, why not a crime lord Moriarty-type methodology? And then, for the Class Archetype, let’s get classy with a gadget-wielding Class archetype, whether you’re using top-secret spy tools like a medieval James Bond or weird Alkenstari tech like fantasy Inspector Gadget!

Kineticist

MASTER THE ELEMENTS!! Rip open a portal to the elemental planes… and beyond! New fusions, battleform impulses, alternate kinetic auras, subversive elements, and potentially even a new element or two..? We could expect to see a Vitality and Void version of the Kineticist (assuming we have the word count for such a feat!), or maybe micro-specializations like Lightning or Cold. And then, beyond it all, the Kinetic Knight, to use your control of the elements like a true warrior clad in armor and in weaponry!

Monk

Turn your body into a lethal weapon! We’re looking at giving monks their own subclasses called monasteries, which tell you where your Monk learned their combat style, and what it does for them. Have a quick-moving adherent of capoeira through the Monastery Of The Sunrise Dance, use unshakeable sambo wrestling at the Monastery of the Steel Heart and practice heavy-punching dambe boxing at the Monastery of the Riverside Fist. Don’t wanna use your body for martial arts? Pick up more types of monk weapons based on real weapons used in real martial arts, such as the nabboot staff used in Egyptian tahtib, or karambit knives from Filipino eskrima. We want to make the monk feel at home anywhere in the world, while also giving a vast array of combat builds that you can customize to make your perfect martial artist.

Psychic

Expand your mind to the worlds just out of sight! New minds for new types of psychic powers, like those that see dead people walk among the living, astral projectors who can travel vast distances and stay completely still… and the Mindblade, for a more martial approach to the fantasy! We’ll be focusing heavily on more traditional types of psychics, like seers, fortune tellers and haunted Victorian children, so expect some new touches of that sort.

Ranger

The hunt is ON! Let’s make the Ranger the thing it was always meant to be: an apex predator. Alternate hunting rules mean the longer you are tracking your prey, the more lethal you’ll become in combat. Don’t wanna be in the wild? The city is an environment in itself, if you want to play a solid bounty-hunter type, who knows the streets like the back of their hand and can push through crowds like it’s nothing. New edges, like an Edge focusing on attacking from the shadows and striking fear into enemy hearts Batman style or an Edge that makes thrown weapons a major threat, new warden spells that work in any environment based around all the elements… And we’re looking at an evolution of the Hunter class from 1e as a Class Archetype, where you create the ULTIMATE animal companion, and gain some minor morphing powers and spell-work to keep yourself in sync with it.

Rogue

It’s a fact: nobody does it like a rogue. Maybe you’re here for the Arcane Assassin class archetype, which gives your classic rogue options with a bounded-casting twist; short range teleports, hurling mystic knives out of thin air, breaking a lock with a single touch, and delivering spells with your sneak attacks! Or maybe you’d like more of what works– more rackets like the Jester racket, who infiltrates the highest courts with a smile and a hidden vial of poison, or the Charlatan, who swindles the faithful to get what they want. And if too many skill feats are a problem, worry not– we have a system we’re cooking that will trade away these extra skill feats for brand new ways to use your racket’s signature skill, making Thieves the ultimate master of stealing with new Thievery abilities, or Masterminds forever one step ahead of the law with an enhanced focus on Society.

Sorcerer

Your blood holds something ancient in it… now is the time to release it! Think a Giant Bloodline, a Sakhil Bloodline or even alternate existing bloodlines like a corporeal Undead bloodline for vampires and zombies or a Clan bloodline for Imperial bloodlines from less arcane origins. One of the coolest roleplay aspects of sorcerers are physical changes they have from their bloodline– we want to add options for how your body might change, like twisting horns, supernatural beauty, and more physical feats to make you a glass cannon with some short-range power too. Pack this with blood magic rules, and a system similar to burn to push your innate magic to the limit, sorcerers in Sorcerers+ would have impossible new tools to make them unlike any other class in the game!

Swashbuckler

There’s no point doing it if you don’t do it extravagantly, darlings! New styles like the larcenist style for gentleman thieves, the corsair style for swashbucklers with guns, and most importantly… an alternate panache, which grows stronger the more you build it up before releasing in an awesome and dazzling crescendo! Panache 1, Panache 2, Panache 3… and don’t just spend that on Finishers! Let’s expend one panache to launch you on a 20-foot leap, let’s spend two to slide through the trapped corridor at breathtaking speed… all this and more with a new series of feats with a trait that spends Panache the way Bravado feats earn it! And say, wouldn’t you like some magic? The Magician class archetype gets a few spells in exchange for its martial ability, using finishers on its spells instead!

Thaumaturge

Listen again to the tale we have for you today. Along with new implements with ties to the occult cultures of nations around the world and ways to use the most bizarre and supernatural parts of the world of Golarion like pacts, curses and more… we’ll be introducing a WIS-based rules for those who wish to understand the universe rather than to enforce their will on it!

November 2024: Core+ vote is live! Content Creators and Authors follow the survey inside to get added to our collaborators list!

November 2024: Core+ Vote

 

The vote starts on Sunday, November 10th.

The vote ends on Sunday, November 17th.

It will be a ranked choice poll, held in the Team+ Discord Server.

The winning book will be released in August 2025.

 

NOTHING HERE IS FINAL. These are all pitches, and none have been tested yet, and they will undergo very strenuous testing before they’re published. You have the Team+ promise that everything we release will be finely, finely balanced.

 

ANCESTRIES+ 

Expansions to a selection of ancestries, as voted by you if it wins. Expect dozens of new ancestry feats and potentially a few ancestry-based archetypes based on a particular ancestry’s culture, like an archetype for orc warcasters or tengu sailors. 

  • A huge variety of perspectives, with each ancestry being written by a different author– everyone who writes an ancestry will be someone who loves that ancestry to pieces. You want more goloma content? We’ll find a writer expressly interested in playing more goloma. We’ll also set aside portions of the vote to make sure some popular ancestries get some love, and some really obscure ones get some too. 
  • Also featuring new versatile heritage, like mighty giantkin, whimsical siofra (touched by the first world) and expansions to the mixed heritage rules, with additional lore and rules to make common ones stand out. Let’s hear more about half-dwarves! What’s up with goblinspawn? Can we hear a little about the culture surrounding a leshyseed? Each will have “common” names like the above, and fantasy names derived from old languages, like “nori” for half-dwarves derived from the mythological poem, Vǫluspá.
  • The Dwimmer ancestry! A brand new ancestry for a spell that was given life. Maybe you were an illusion spell that somehow stuck around; maybe you were originally a fire spell to keep a pot boiling, but you’ve grown sapience and decided to leave your stove behind (or take it with you). Maybe you’re the lightning bolt that blasted through the twisted heart of an evil lich, and his magic congealed you, and now you’ve got a form of your own. They can look like anything from a strangely shiny person to an adorable, tiny personification of a spell to a being that’s vaguely humanoid but is obviously a magical effect. A team+ first!

ADVENTURES+

An expansion to a number of Pathfinder Adventure Paths, as voted on by you if it wins. Advice on how Extinction Curse could be a grand tour of Kortos that keeps circusing it up throughout, revising Edgewatch to include Kobold Unions, statblocks for the other 31 teams of Ruby Phoenix and more.Additionally, Adventures+ will include a spoiler-free player book with new archetypes, new spells, new player options and backgrounds that directly link paths with particular plot-relevant NPCs that hook players directly into the story.

  • Extra bosses, enemies and quests, based on adventure paths but useable in any game. You might get anything from an additional final boss oft-requested for Gatewalkers with ways to tackle at different levels, you might go hand-to-hand with an avatar of a dread god in a campaign where its cultists are prominent like Abomination Vaults or Edgewatch, or hell, you might just find certain brand-new plot hooks based on a particular AP but useable in homebrew too. Battle against a clockwork castle and its mad king as you cut out a quest you didn’t love from Outlaws of Alkenstar, or pick up a side quest in Strength of Thousands where you must save your fellow students from a malevolent trickster spirit they accidentally unleashed. Plug and play for home games will be heavily emphasized!
  • Class options, class options, class options! We’ll ensure each AP gets a selection of class options so the whole party could feasibly take some. For example, Season of Ghosts might include a shrine maiden cleric, a ghostly seer psychic, a traveling sage animist or an insolent youth rogue. Each of these also comes with a mini-plot hook that ties into the AP itself, but can be used in any games at home. If you’re playing a dungeon crawl game, you’ll surely appreciate having a torchlighter fighter from Abomination Vaults or a treasure hunter ranger from Sky King’s Tomb. Each AP becomes more than just an AP, but a thematic goodybag of extra class options for all your class needs.

ARCHETYPES+ VOLUME II

A continuation of Archetypes+, expanding on dozens more archetypes and adding brand new ones just as its predecessor did. Focused on giving new and shiny options to under-loved archetypes, as voted on by you if it wins!

  • Archetypes, archetypes, archetypes! Just a tonne of expanded archetypes to continue our job to expand all archetypes to level all the way to level 20 with Free Archetype rules. While the options will be voted on by you, Fam+, you might reasonably expect to see options like Wrestler or Mauler. We’ll even give you the option to add a “super vote” to a particular archetype, saying you, personally, really really REALLY want this one, giving it a chance to win even if it got low votes otherwise.
  • Brand new archetypes like the Student archetype, for pages of great knights or understudies of great wizards, allowing you to have a unique relationship with another PC and get great bonuses from them. Other pitches for ideas include a dragon slayer, or a dancer.
  • MORE! MYTHIC! DESTINIES! Play high goddamn level archetypes that allow you to shape the world, like the Biblophage, a guardian of forbidden knowledge who writes books with knowledge so rare they melt the minds of the less learned, or Trickster, for bringing unlimited, silly chaos to rain down on your– flamingos?! Where did these flamingos come from? Trickster, did you just turn all your enemies into flamingos?
  • We’ll aim to nearly double the existing amount of Mythic Destinies to give even more customization to your games with mythic rules (and, of course, to reward high level play in general). We may look at expanding the existing mythic destinies too!

DUNGEONS+

Expand your dungeons with a tonne of new rules. New traps, new haunts, new monsters and new rules like expanded exploration rules or patrolling monsters. Also including the biggest new feature, the Dungeoneer class, a dweller of the underground who knows how to explore the depths greater than any other hero. The first Team+ original class.

  • Tony’s pitch for the class was that “Dungeoneer will be a class focused on battle field manipulation and engagement, mitigating downsides of the environment or enemies, and essentially spending rounds setting up a “dominion” for them to engage with. Almost like an inverse Commander, but instead of interacting with tactics, you’re interacting with area control and manipulation.”. Expect a juicy multiclass archetype a la Investigator that gets some (but not all!) of Dungeoneer’s sweet goodies.
  • Expanded alternatives to classic dungeon crawls, like hexploration rule expansions (what is a hexploration but a really, really big dungeon crawl on the surface?) or depthcrawling, a variant dungeon rule where there’s no map and the walls are always shifting. Outcomes are procedurally generated and you never, ever know what’s around the corner. We’ll even include rules with how to replace existing dungeon crawls with depthcrawls if you need a break, including ways to find plot important rooms before you leave the dungeon successfully.
  • When we say new monsters, people ask if we mean new individual monsters for existing creature types, new creature types in general, or templates. We respond with “¿Por qué no los tres?” Dungeons+ will include all of these options, and keep it vanilla+. Expect things that fit into the world of Golarion seamlessly– weird, but in the right way. Scary, but in a familiar manner. Absolutely awesome to fight against, regardless of your campaign.

HORROR+

Expand the paths of the undead ancestries in Book of the Dead and bring a tonne of new ones in. Expect variant vampires, expanded zombies, and new faces like dullahans, siabrae or graveknights.

  • Now including extra rules for non-undead options, like expanded fleshwarps, new options for the werewolf or living vessel archetype, lots of fun necromancy, and a new mortic ancestry for all your half-dead needs. 
  • GM facing rules like more scary monsters that’ll fit horror games specifically, like Star-Things that grimly assimilate and impersonate friendly NPCs to mount up the paranoia, or Statues-That-Sprint, statues that do terrifying damage, but won’t… so long as you keep looking at them.
  • Ways to really expand your horror adventures, like new haunts, phantasms (minor haunts meant to frighten and chip away at PCs rather than present combat, as presented in Malevolence), a stress system (free of ableist tropes but still good at portraying the creeping terror overcoming your pcs), and of course…
  • Horror Mode, a terrifying subsystem that gradually increases the chances of critical failure the longer you stay in it, and each critical failure bringing more bone-chilling problems to your doorstep. Inspired by Monte Cook’s Magnus Archives TTRPG and balanced to not derail combat. Scare your PCs in a way that most TTRPGs just can’t. Slowly turn up the pressure and make escape more and more impossible. Use terrifying creatures not just for combat that’ll wipe them out,  they can’t hope to overcome in battle alone. Nat 2s begin to count as Nat 1s, and if you roll either, Horror Mode’s counter increases. Then, Nat 3s count as Nat 1s too. Then Nat 4s. Will you get out of the situation before doom swallows you whole?!

KINGDOMS+

A book all about home bases, whether it’s a castle you live in or the nation you rule. Rules for growing towns like Otari or Sandpoint as you continue to adventure there, events that can happen in your home or your nation, and everything from kingdom building to house building.

  • Alternate kingdom building rules, of course– but also, more granular variants, in case you want to focus on building a town, building a home, or even just building a room that you stay in. Varies in scale from colossal politics between countries that you rule in a Civ V-like titan you then get to explore to much smaller, cosier experience where you get a nice bonus for mounting the head of that dragon you killed on the wall.
  • Social systems! More drinking rules, rules for dancing, festivals and mini-games!
  • Want to run your own store? Kingdoms+ provides, and gives you ways to run whole campaigns around having a store and needing to go out adventuring to resupply it. We’re out of the special beans that we use to run our medieval coffee shop… we have to venture into the drakelands and hope the dragon doesn’t catch us!
  • It’s not like you guys want dating simulator rules to chart out relationships with multiple NPCs, and get rewards based on the NPC type and the nature of your relationship (like a rivalry with a shopkeeper, a friendship with a dragon, or a love affair with a widower!)… b-baka… 

MAGIC+

A tonne of variant rules for magic, including alternatives to vanician casting, variant summoning rules and action-variant spells, like powered down fireballs for one action or powered up fireballs for three actions. Also, expect some new spells, magic items and similar treats.

  • A mysterious celebrity writer(!) on the book, creating a “non-Vancian system for casters to use existing spells all day long balanced by encounter tempo rather than daily resources”. Trust us when we say, this would be in the hands of a pro as far as creating this option goes. It’d also be able to be slotted into existing monsters and NPCs hassle-free, so no pressure on the GM to remake the game like you might with rules like Proficiency Without Level or True Names.
  • Action variant spells are confirmed to be guidelines for all spells, not a handpicked few, so you don’t have to worry about the big shiny spells getting all the love while your underused iconic spell is left in the dust.
  • Variant chassis for individual classes based on their spellcasting; a wizard’s spellcasting rules might be different to a sorcerer’s, an oracle’s to a cleric, a bard to a witch. Ways to make each spellcasting class feel totally unique in the way the even access the spells at their holding, varying the feel of each class dramatically.
  • In the words of Tony… “And you think kill vancian is all we’d do? Magic shall be bore down to its core and reconstructed in the image of ➕️”. Expect us to have dozens of more ideas and variants to squish and remake magic into something that fits your table, whether you’re looking for kineticist-like blasters or spheres of power style tracking sheets. 

 

Vote Now!

November 2024: Core+ Vote

November 2024: Core+ Vote

The vote starts on Sunday, November 10th.

The vote ends on Sunday, November 17th.

It will be a ranked choice poll, held in the Team+ Discord Server.

The winning book will be released in August 2025.

 

ANCESTRIES+ 

Expansions to a selection of ancestries, as voted by you if it wins. Expect dozens of new ancestry feats and potentially a few ancestry-based archetypes based on a particular ancestry’s culture, like an archetype for orc warcasters or tengu sailors. 

ADVENTURES+

An expansion to a number of Pathfinder Adventure Paths, as voted on by you if it wins. Advice on how Extinction Curse could be a grand tour of Kortos that keeps circusing it up throughout, revising Edgewatch to include Kobold Unions, statblocks for the other 31 teams of Ruby Phoenix and more.Additionally, Adventures+ will include a spoiler-free player book with new archetypes, new spells, new player options and backgrounds that directly link paths with particular plot-relevant NPCs that hook players directly into the story.

ARCHETYPES+ VOLUME II

A continuation of Archetypes+, expanding on dozens more archetypes and adding brand new ones just as its predecessor did. Focused on giving new and shiny options to under-loved archetypes, as voted on by you if it wins!

DUNGEONS+

Expand your dungeons with a tonne of new rules. New traps, new haunts, new monsters and new rules like expanded exploration rules or patrolling monsters. Also including the biggest new feature, the Dungeoneer class, a dweller of the underground who knows how to explore the depths greater than any other hero with a focus on teamwork, exploration, and braving the perils with a confidence. The first Team+ original class.

KINGDOMS+

A book all about home bases, whether it’s a castle you live in or the nation you rule. Rules for growing towns like Otari or Sandpoint as you continue to adventure there, events that can happen in your home or your nation, and everything from kingdom building to house building.

MAGIC+

A tonne of variant rules for magic, including alternatives to vanician casting, variant summoning rules and action-variant spells, like powered down fireballs for one action or powered up fireballs for three actions. Also, expect some new spells, magic items and similar treats.

UNDEAD+

Expand the paths of the undead ancestries in Book of the Dead and bring a tonne of new ones in. Expect variant vampires, expanded zombies, and new faces like dullahans, siabrae or graveknights.