The vote is ongoing:
The vote ends on Monday, September 1st.
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.
THE VOTE OPTIONS HAVE BEEN UPDATED! Be sure to read them carefully!
ANCESTRIES+
More, more, more ancestries! We want to double the amount of ancestry feats available to every ancestry. New content for everything from humans to conrasu to shoonies, and then even more beyond that!
- Ancestry Archetypes, for archetypes and class archetypes available to particular ancestries based on their culture. For example, we might see a Warren Slinger gunslinger class archetype, based on ratfolk’s close quarters gun-slinging style, or maybe a Rage Prophet style archetype for orcs based on the orc pantheon.
- New Ancestries and Versatile Heritages, like the fey-touched siofra that have the power of the First World in their blood, or a playable giant ancestry!
- Enhanced Language, a new and improved language system that works more like proficiency, giving you increasingly good language fluency as you advance in levels.
- NPCs, Creatures & Animal Companions! We’re going to include a bunch of statblocks of things for your characters’ background. More NPC Core and Monster Core entries related to each ancestry, like kholos for every level of a clan’s hierarchy, the animals they hunt and keep as pets, and animal companions associated with them. Want your goblin to have a goblin dog? This is the book for you!
ADVENTURES+
Expand the core of the game with Adventures+! This is the book that adds more, more and more rules, subsystems and story telling options, both player facing and GM Facing.
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- Lots of tried and true home rules that make the game run to your taste. Maybe you’d be interested in talismans being more renewable, or some alternate ways to use hero points? Maybe you’d like brand new fumble rules? We’ve got you covered!
- Brand new systems like Bystanders (save people from danger as monsters attack town!), Horror Mode (cascading critical failures plunge heroes to their doom in a terror-focused subsystem that will frighten even the hardiest players), Boss Monsters (Monster Hunter style boss fights where multiple “creatures” are part of one single creature) or… D-Dating Sim rules..?! We’ll be asking for requests, so if you have rules you’d like to see fleshed out, let us know!
- NEW CLASSES!! A big, big part of this book will be dedicated to making two brand new classes. We’re thinking about making one new caster, one new martial— the exact identity of whom we are not yet deciding. That’ll be put to a vote later, but we want to make classes that are entirely unique both narratively and mechanically. And you can expect more content drops for them in the future, too!
- Ideas floated around for classes so far include Scholars (flimsy martials with incredible Recall Knowledge power, who make their way through combat not by striking but by yelling out advice and info to their team), Illusionists (show-off casters who can bend the mind and perform tricks to confuse enemies), Dungeoneers (archeologists, explorers and tomb raiders who specialize in history and survival), Dragoons (Final Fantasy-style lancers who leap into action and move around non-stop), Fool (a bounded caster that can humble their foes with words, blades and spells alike; could be played as a jester type, could be played like a light hearted wanderer a la tarot at the whims of fate, the choice is yours) and Vessel (a person containing a deep monstrosity that can unleash it in the heat of battle). None of these ideas are set in stone, and some may not make it into the final vote– these are just some of the many examples of things we’d be willing to play around with.
ARCHETYPES+ VOLUME II
MORE archetypes! Just… more!
- Archetypes missed by Volume I, like the Mauler, or upgrades to archetypes that have come out since, like those in Howl of the Wild or Battlecry. Hundreds of feats for dozens of archetypes, and this time, we’ll ask you to vote on it, and tell us which archetypes you’d like more of.
- Undead Archetypes redux! Let’s polish them up, and add some new ones, like dullahans or banshees.
- Brand new archetypes! We’ll add archetypes for character niches that have not been explored by classes or by existing archetypes, and play with mechanics of that same type. Maybe you’d like to have the Student archetype, where you have a follower who is your mentor, and you are a page, an apprentice or someone else who shall eventually outgrow them, Magikarp to Gyarados style. Maybe you’re interested in a Blacksmith archetype that forges mighty weapons over an anvil? Or what about a Chosen One archetype, where you have a destiny you must follow, whether you like it or not? We’ll also include a lot of Prestige Archetypes, archetypes that start at level 12 and are significantly more powerful as a result. Think about how cool it’d be to play a Kaiju Scion, empowered directly by the greatest animals in the world, or maybe a Leader archetype, where you have a whole organization at your fingertips.
COMBAT+
With Magic+ out of the way, let’s look at giving martials special treatment too. New toys for warriors, knights and brutes that realign the very foundation of combat in PF2!
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- New stuff! Lots of new weapons, lots of new weapons traits, new armor, new magic items, stances, archetypes… whatever Magic+ give wizards, Combat+ will give fighters.
- Mass Combat! Bring PF2 back to its wargame roots. Set up massive battles with entire armies that dwarf skirmishes and take up huge portions of land.
- Tide of Battle, a new system for combat to make hearts pound and pulses race. Every nat 20 each side gets will slowly give them more and less advantages against the other, allowing you to fight back against the grimmest odds… or be overcome by terrifyingly dedicated foes! Tides of Battle will focus on adding additional heroic fantasy through consequences of action directly as a result of how you approach the encounter. Every devastating blow, felled enemy, or wounded ally stemming the Tides of Battle.
- Combat Powers! Focus Spells for martials that aren’t magic, but use the same mechanical concept. Have your fighter leap 30 feet and slash someone! Make your Barbarian rip a wall out of the earth! Bring some wuxia-level power into your games with these feats distributed to all martials, with some class agnostic, some class specific.
MYTHIC+
Expand mythic adventures to huge new levels! Mythic+ will be a must-have for all heroes who will be using mythic rules, providing more of absolutely everything you might want.
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- New Mythic Destinies! Focus on getting Destinies for every heroic concept imaginable… as well as vile ones too. Maybe you’ll be a legendary monster hunter as a Mythslayer, a horrifying undead atrocity as an Archlich, or refuse to bow to anyone as a chaos-slinging Trickster!
- New ways to use mythic points, and double the amount of mythic spells in the game, at all spell ranks!
- GM-Facing content to make dynamic mythic encounters. Redefine what a mythic monster is, and let players deal out serious damage… and then gasp in horror as the mythic monster does something far more terrifying than they could ever have done before!
- EPIC LEVEL RULES! You just beat the final boss of the campaign. That’s 240 EXP… taking you up to level 21. An extra 10 levels worth of content, with new monsters (and an expanded monster making table for these levels), treasure and player options that take you all the way up to the fabled Level 30. Kill Cthulu or Mammon, we’ll give you ways to do it, and statblocks to let it happen! We’ll also include some sample Tests of the Starstone, and rules for becoming a deity!
TREASURE+
Gold, jewels, magic items, and treasure beyond your wildest dreams! Treasure+ isn’t just a chest full of riches awaiting you, though; it’ll have player options throughout beyond “what new items can my GM drop?”
- Treasure! But of course, it’ll have treasure! We’ll expand underused item types like censers, blighted boons or figureheads, while giving you all more of the items you love– including items presented in Team+ work, like more scepters or power rings. We’ll also include dozens of premade shops, for all you GMs out there who need them on the fly.
- Treasure-themed rules! A Diablo-style slot system, where you can carry fewer items, but the items you carry are much more powerful than you’d normally get at your level so they have a much bigger impact on your character concept. Alternate armor rules that make them more like weapons, accentuating traits and different types! Some artifact archetypes! Content for both players and GMs alike ahoy!
- A NEW CLASS! Just one, and no voting on it like we’d ask in Adventures+– the Merchant class, a class that interacts directly with items and having tonnes of it. Subclasses focus on different specialities; a potion seller with his strongest potions for going into battle! A collector of rare books with an affinity for grimoires! A magical curio merchant, with a vast array of bricabrac! Or, heavens forbid… the terrible cursed item vendor, who can give their customers whatever they want… with a price far greater than money..!