VOTE NOW!
Classes+ & Core+ Vote Announcement – September 2026
The vote will start on Saturday, the 26th of September.
It will close on Saturday, the 3rd of October.
It will be a ranked choice poll, held here on the Team+ website.
Join the Team+ Discord Server for news and updates.
The winning Core+ book will be released in August 2027. The winning Classes+ book will be released within the next few months.
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.
CLASSES+ OPTIONS
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. Then, transform your body into a form suitable for the spirits with the Sacred Host Class Archetype, gaining no new magic but new combat skills from each spirit! Manifest a flaming hammer and iron skin when you call upon the Crafter In The Vault, or petrification powers and sharp fangs when you summon the Speaker in Sibilance!
Bard
Tell tales taller than ever before with new tools like multi-turn performances called Epics, which have an increased effect every round. Embrace new muses such as Revolution, Divinity and History, each taking influence from real artistic movements. Speaking of art – the bard’s ions will focus on different art forms, like painting, dance or poetry, changing what your compositions behave like and replacing Courageous Anthem entirely. But what if you want to drop performance altogether? Enter the Esoteric Archivist archetype, a class archetype focusing in on the librarian/scholar flavor Bard who sacrifices the performance arts in place for harnessing forbidden knowledge beyond even the most ambitious wizard!
Commander
Open fire! See the Commander grow even greater at directing their troops with new tactics, formations and orders that let you shape the battlefield from the front lines. Rally your allies into Battle Formations, granting different bonuses when they all stand in certain spots (such as a Pincer Formation, making multiple flanking creatures do bonus damage to targets), or issue Standing Orders that persist until you give the command to change them (like Protect the Healer!, where allies gain a free reaction to intercept enemies approaching a designated ally). Then, take up the Vintenar class archetype, trading some of your personal combat prowess for a controllable troop that grows alongside you like an animal companion!
Champion
JUSTICE! We want to make Champion something of a focus spell martial, the long sought-after focus caster. Make the ultimate knight in shining armor with new causes to pledge yourself to, like the Cause of Technology to transform yourself into something transhumanist, or the Cause of the Sea for ye scallywags and sailors among ye. Reach out to power sources beyond deities, like nations or ideals. Use Quests, a class mechanic which allows them to declare a goal and gain additional edicts and anathema for the duration, alongside grand new powers. For example, a Quest of Slaying would have you declare your intent to kill a certain monster, and empower you to do so so long as you stay to your ideals. And… should you fall from grace..? You can take the Fallen Knight archetype, an edgy knight who has lost their honor, and struggle with two paths: between change and redemption!
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 or Witch. Think of orders like The Draconic order, the Fey Order, the Cavern Order or the City Order for more options – then, wade into the Green Knight class archetype and be to druids what champions are to clerics. Heavy armor made of wood, ties to folklore like fey or giants, and unique abilities based on your order that make you a king of combat in defense of the Green Faith!
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! Arjuna, Sun Wukong, King Gesar, Manas and Mwindo– all of these characters will get to inspire how we do Exemplar. 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! Then, check out the Spellsoul 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 new ways to wage battle! Fighters+ promises to focus on the awe inspiring aspects of combat, allowing you to dual wield great swords, fire a siege weapon like it’s a firearm or ride a shield through battle like a board. Then, lean into the fantasy even further with the Folk Hero class archetype, which trades some of the Fighter’s weapon mastery for a reputation that takes on a life of its own. As stories spread about you, gain strange, almost fairytale-like talents worthy of the rumours; speak with animals, always find a welcome at a humble hearth, survive dangers no ordinary traveler should, or call on the kindness of strangers who already know your deeds. Your reputation becomes a tool in itself, opening doors, rallying communities, and making people believe the impossible might just be true.
Guardian
Stand behind me! Guardians+ is all about making the ultimate protector, with new ways to intercept attacks, punish enemies for striking your allies and make your very presence a fortress. Try Bulwark Stances, letting you physically control the space around you, or Guard Points, which you can accumulate by protecting allies and spend to unleash powerful defensive reactions. Then, become the immovable centre of your party with the Great Aegis Class Archetype, building magical shields and barriers that turn defence into its own form of battlefield control!
Gunslinger
BLAM BLAM BLAM! New guns, new ways, and a new Grit system to give your gunslinger near-supernatural skill… empowered by pure, mortal badassery. Delve into new Ways, supporting firearms you can’t currently use like repeating weapons or brand-new area weapons. Have a campaign where the Gunslinger won’t fit, like Season of Ghosts, Frozen Flame or Strength of Thousands? Look no further! The Marksman Class Archetype puts the gun aside without giving up the Gunslinger’s peerless ranged precision. Master bows, crossbows, slings, and other projectile weapons with specialized reloads, trick shots, and Ways built around everything from rapid volleys to one perfectly placed bolt.
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 Zoologists. New takes on Devise a Stratagem, bringing whole new dimensions to the class! And then, for the Class Archetype, get classy with the gadget-wielding Cunning Agent 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 an old comeback: burn, giving you greater power at the expense of your own health! We might even see a Vitality and Void element (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
Find your place in the universe… and on Golarion! Monk monasteries will give Monks homes and backstories across Golarion. Have an adherent of Arcadian capoeira through the Monastery Of The Sunrise Dance, learn Irriseni sambo wrestling at the Monastery of the Steel Heart and practice Mwangi dambe boxing at the Monastery of the Riverside Fist. Each complete with Golarion lore to give Monks outside of Tian Xia a reason to be! When all this is done, delve into the the Astral Ascetic Class Archetype to turn stillness into strength. Enter deep meditation and leave your vulnerable body behind as your spirit awakens, moving and fighting through supernatural ki while your physical form remains perfectly still. Project yourself beyond mortal limits, interact with the world through spirit rather than flesh, and risk everything on the safety of the body you left behind.
Necromancer
Death is only the beginning! Necromancers+ will expand the many ways you can command the dead, with new Undead Templates that let you build your minions around specific roles rather than simply summoning another corpse. Manage a Graveyard that grows more powerful as creatures are buried within, harvest the memories of the dead to temporarily gain their skills, or even stitch multiple undead together into horrifying composite creations! Explore what it means to practice necromancy without embracing villainy, from morticians, spirit-guides and battlefield healers to cultures that treat death as something to understand, honour, and safeguard rather than fear. Then, embrace undeath yourself with the Deathless Self Class Archetype, gaining increasingly monstrous abilities as you replace pieces of your living body with necromantic power.
Psychic
Expand your mind to the worlds just out of sight! Psychics+ is an expansion, not a full class rewrite or hotfix – our goal is to take the Psychic’s strangest existing mechanics and give you far more ways to make them matter. At the heart of the book are Variant Unleash Psyches, giving different Conscious Minds new ways to enter that heightened state beyond simply dealing more damage, with much more love for supportive, utility-focused and non-damaging Psychics. Expect new ways to Amp your magic, combine or enhance Amps, and keep your psychic power flowing when your Focus Points start running dry. Of course, there’ll be new minds too, from psychics who see the dead walking among the living to astral projectors who can send their consciousness far beyond their motionless bodies. And when thought alone isn’t enough, draw it into your hands with the Mindblade Class Archetype, trading some of your spellcasting potential for a more martial Psychic who turns sheer force of will into a weapon!
Ranger
The hunt is ON! Alternate hunting rules that mean the longer you are tracking your prey, the more lethal you’ll become in combat. Try out many brand new warden spells that make you more effective in combat and exploration alike… or try the class archetype and eschew hunting for journeying. The Primal Trailblazer Class Archetype turns the Ranger’s hunt toward the road ahead. Instead of marking a creature as prey, you Chart a Path, designating routes, destinations, and safe lines through hostile terrain. Allies who follow your path can move more freely, avoid hazards, and reposition with greater confidence, while enemies who cross or abandon the routes you control become easier to pursue. In combat, redirect allies along prepared lanes, close off escape routes, and turn the battlefield into a map only you truly understand.
Rogue
It’s a fact: nobody does it like a rogue. More rackets like the Jester racket, who infiltrates the highest courts with a smile and a hidden vial of poison, or the Poacher, who focuses on profiting off beasts they’ve slain. 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. Meanwhile, if you’re looking for a class archetype… well, let’s flip a coin. The Cunning Gambler Class Archetype is a Rogue who treats every heist, bluff, and close escape like another wager. Push your luck for greater rewards, stack the odds in your favour, and gamble with failure itself – because fortune favours the bold, right up until it doesn’t.
Runesmith
Etch your destiny into steel! Runesmiths+ will give you even more ways to prepare, inscribe and unleash magical runes, with Rune Chains that combine multiple inscriptions into entirely new effects. Carve a rune into the battlefield and create Runic Terrain, or mark an enemy with a rune that your allies can trigger for different effects. Most importantly, expect many more runes to carve, combine, and build around, expanding the Runesmith’s core toolbox first and foremost. We’ll also explore a few new ways for those runes to interact with the wider rune system, without losing sight of what makes Runesmith runes special. And if you want to take those inscriptions into your own body, the Rune Knight Class Archetype lets you become a living magical weapon, sacrificing some of your smithing versatility for supernatural martial abilities!
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. Amp this up to eleven with the Wildpulse Class Archetype pushes innate magic far beyond what the body was ever meant to contain. Draw directly on the power carried in your blood, accepting strain, injury, and dangerous magical backlash to amplify your spells beyond their normal limits. Build up Pulse as you overextend yourself, then turn that mounting pressure into impossible feats of sorcery – if your heart can withstand it.
Swashbuckler
There’s no point doing it if you don’t do it extravagantly, darlings! New styles like the larcenist style for gentleman thieves or the corsair style for swashbucklers with guns. Expect new Finishers inspired by dueling traditions too, from iaijutsu-style strikes that begin with a sheathed blade and end in one decisive draw, to techniques that reward restraint, timing, and choosing the perfect moment to spend your Panache. 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
Knock on wood, throw salt over your shoulder, and whatever you do, don’t answer when something calls your name from the woods! Thaumaturges+ dives deep into worldwide folklore and superstition, expanding the strange little rules that make the impossible possible. Discover new Implements like the Key, used to ward thresholds and meddle with things best kept locked away, or the Spindle, binding creatures together through threads of fate and sympathetic magic. And then, if you dare to take the step into magic, behold: The Augur Class Archetype is a Wisdom-based thaumaturge who turns prophecy into battlefield control. Peer into the stars, harrow, or other divinatory signs to roll visions of future events, then warn your allies and manipulate the field so those predictions come true. Your strongest effects rarely happen immediately – foresight gives the party a chance to prepare, reposition enemies, and turn an omen into destiny.
CORE+ OPTIONS
Ancestries+
Give the ancestries that have been left behind their time in the spotlight! Ancestries+ would return to ancestries with thin or outdated support – such as Anadi, Conrasu, Goloma, Strix, Fetchlings, and more – with new heritages, ancestry feats, cultural options, and entirely new ways to build characters from across Golarion. Rather than simply adding a few more choices at scattered levels, the goal is to revisit ancestries that currently feel narrow and give them enough support to inspire whole new character concepts, from Anadi who actually spend their adventures in spider form to Strix characters whose wings and aerial culture matter throughout their progression.
Then, take ancestry even further with Ancestry Archetypes, letting a character commit more deeply to the abilities and traditions of their people. Play as a Tengu Jinxeater, Orc Rageprophet, or Ratfolk Warren Gunner – archetypes accessible through your ancestry, including if you were adopted or have spent a lot of time among a particular ancestry! These would explore fighting styles, magical traditions, professions, cultural practices, and stranger abilities that deserve more room than an occasional ancestry feat can provide.
We’ll explore stranger playable options too, from Giants and Mortics to other creatures that push the boundaries of what an ancestry can be. Expect opportunities to play characters that would normally remain monsters, NPCs, or unusual campaign exceptions, while still giving them the depth and customization expected of a full Pathfinder ancestry.
Ancestries+ would also look beyond the player character sheet, with new ancestry-focused NPCs, creatures, companions, and GM tools for making cultures feel present throughout an adventure. A community shouldn’t vanish the moment the party leaves character creation!
Finally, Ancestries+ will make Language a skill, complete with proficiency and feats, making communication a more interesting part of any character and not just something you pick up overnight and suddenly know perfectly. Learn languages gradually, specialize in interpretation and translation, navigate dialects and unfamiliar speech, and give linguists a real mechanical identity – while keeping the heart of the book focused firmly on giving Pathfinder’s ancestries the support they deserve.
Archetypes+ Vol II
There’s always another direction to take your character! Archetypes+ Vol. II would return to one of Pathfinder’s most flexible character-building systems, with another enormous collection of ways to branch out from your class without abandoning what made you choose it in the first place.
Just like before, the community would help decide which existing archetypes receive another wave of support, giving neglected favourites new feats, new progression paths, and reasons to return to concepts that currently run out of material far too quickly. Whether an archetype has a fantastic concept but only a handful of meaningful choices, an awkward gap in its feat progression, or simply hasn’t received attention in years, Vol. II would give those ideas room to grow. We’d also return to undead archetypes, with new options for both old and new ones. Rather than rebuilding every undead concept around a single fragile rules framework, these additions would be designed modularly wherever possible, so the material can remain useful even if Paizo eventually revisits the underlying undead rules. Expect more ways to express what kind of undead creature you’ve become, how that state changes over time, and what strange powers or complications come with it.
And of course, expect entirely new archetypes alongside a major round of Class Archetypes. These would go further than simply adding a side specialty, changing fundamental assumptions about how a familiar class works and opening character fantasies that don’t comfortably fit into the base chassis. A Class Archetype might exchange a core feature, rebuild a class around a completely different combat role, or reinterpret its central mechanics from the ground up while remaining recognizably part of that class.
Creatures+
Build the companion you actually want! Creatures+ would introduce a major new modular framework combining animal companions, familiars, and other adventuring pets, separating the creature’s basic progression from the exciting abilities you choose to invest in. Instead of repeatedly spending feats just to keep a companion’s numbers relevant, its attacks, defenses, health, and basic capabilities could grow naturally while your actual character choices determine what makes that creature special. Want an ordinary wolf that remains useful without eating half your class feats? Great. Want that same wolf to eventually become Shard the Icy Howler and breathe frost? Invest in it. Have a witch use a familiar in combat, have a ranger who uses a animal companion purely for roleplay– the choice is yours.
Then, let your GM play with all new toys. There will be tables organizing all published creatures into biomes by level. More drag-and-drop monster variant abilities for all creature types, from dragons to undead to fey, to make every creature unique– even if there’s multiple in the same fight! Our take on a simple and dynamic monster crafting system, made to be modular and easy to understand.
Finally, take up the quill as the Bestiarist, a primal, skill-focused martial whose defining mechanic is actually writing a bestiary through play. Every creature encountered becomes another opportunity to make observations, sketches, classifications, and discoveries, building an accumulating body of field research over the course of the campaign. Crucially, that knowledge doesn’t disappear when the encounter ends: discoveries made about one monster can reveal useful truths about related creatures and future threats. Be a travelling naturalist crossing the wilderness in an airship, a Lastwall survivor desperately cataloguing the undead, or a trapper turning firsthand knowledge of monsters into both survival and profit.
Combat+
Push Pathfinder’s combat system even further! Combat+ would be packed with optional systems for groups who want more tactical choices, more ways for martial characters to express their individual fighting styles, and more support for battles ranging from intimate duels to entire armies colliding.
At the centre are Combat Powers, an optional variant rule giving martial characters spectacular techniques powered by a focus-like combat resource.
Weapons and armour would sit together here too. Rather than splitting two halves of the same combat equipment system between different books, Combat+ would explore alternate rules and new techniques for making your loadout genuinely change how you fight. Different armour styles could create meaningful tactical identities rather than simply determining AC, while weapons gain additional techniques, interactions, and opportunities for mastery.
For fights far larger than a normal encounter, Mass Combat would provide rules for armies, formations, sieges, commanders, and warfare without asking the table to abandon Pathfinder and learn an unrelated wargame every time troops take the field. Meanwhile, Tide of Battle would model the changing momentum of a fight – one side pressing an advantage, losing ground, rallying, or suddenly turning the encounter around. Unlike Horror Mode’s escalating dread and tension, Tide of Battle would be about combat momentum and advantage, giving battles an evolving rhythm rather than simply escalating whenever somebody rolls a natural 20.
Finally, take to the skies with the Dragoon, a new martial class inspired by the soaring lancers of fantasy and JRPGs. Leap high, disappear above the melee, then crash down spear-first with devastating force. Most importantly, that fantasy would be built to work cleanly on a normal flat battlemap: being airborne should function as a clear mechanical state wherever possible, not force the GM to constantly record whether you’re currently 15, 25, or 40 feet above every creature on the battlefield. You get the spectacle of three-dimensional combat without turning every encounter into three-dimensional chess.
Realms+
Adventurers save the world all the time – but what happens when you decide to live in it? Realms+ is about the places your characters call home, the communities they become part of, and the societies that grow around them. Whether you’re restoring an abandoned manor, opening a tavern, living in a caravan or helping a settlement flourish, Realms+ gives you new ways to watch a place change because your party chose to care about it.
Base Building rules would let you shape everything from a single headquarters to the community around it. Build workshops, libraries, shrines, laboratories, training grounds, hidden passages, and stranger spaces; recruit staff, attract specialists, invest in infrastructure, and support local projects. A mining town, university city, fishing village, and planar trading hub shouldn’t just be different names attached to different settlement levels – what they build, produce, value, and struggle with should make each place mechanically distinct.
Those communities would have real economies too. Local supply and demand could affect trade,rules for running your own tavern, alchemist’s shop or other business, and optional abstracted wealth rules could keep money meaningful without tracking every last silver piece. Better tools for shops would include plenty of tables for businesses, local industries, economic quirks, and settlement problems to help bring the shops and communities of the world to life!
And for the adventurer who makes commerce their calling, play the The Merchant Class, a highly versatile item-focused class that is to the alchemist what the sorcerer is to the wizard. Just like the traveling adventurers of the real life Merchant Leagues of the medieval ages, the merchant sets forth into peril to find incredible things to sell later. Build a shop or sell from a caravan, choose a specialization like potion seller, curio merchant or cursed item vendor, and procure unique items that others could only dream of. Gold won’t be a huge aspect of this class – it’ll be the item class, with the right loot for any situation!