Category Archives: Pathfinder 2nd Ed

Now On Patreon: Designing Different Fighters for Pathfinder 2e

Today at my Patreon I talked about how easy it is to change what kinds of characters the fighter class creates by swapping out their shield block ability for some other fighting-style option. I did four options (for single-weapon-and-free–hand, two weapon fighting, two-handed weapons, and ranged weapons).

My Tuesday posts are Patreon-exclusive, so head over there if you want the full article (and sign up, if you haven’t already!). Once my Patreon hits $1500, I’ll go back to posting full Tuesday articles here on my blog.

However, as a taste of what’s over there, here is just one of those four options.

(Art by murat)

Free Hand Fighting
(Alternate fighter feature, replaces shield block)

When you have a 1-handed weapon in one hand and your other hand is completely free, and you take a manipulate action that takes at least one single action and only requires one hand, you can also Strike with the weapon in your other hand.

Support
There are two massive multipublisher bundles of products on DriveThruRPG right now that are fundraisers for my growing medical debt. Each has more than $700 of pdfs, from 16+ different companies, for a dozen different ttRPGs (including some core rulebooks!), as well as maps, figures, stock art, and so on. They’re just $34.95 apiece, and will only be available through May 15th.

Bundle #1: http://bit.ly/3KNMw8f
Bundle #2: http://bit.ly/3Uu6JTV

Alternatively you can increase your pledge level to my Patreon, or if you prefer donate directly through my Ko-Fi account – https://ko-fi.com/owenkcstephens

Horrifically Overpowered Archetype Dedication Feats for PF2

Thursday Blogs are Back!

My Patreon has hit the funding level needed for my to go back to posting my full Thursday blogs on this Patreon. Thanks for your support!

HOF Dedication Feats for PF2

On Tuesday I did a few Pathfinder 2e Horrifically Overpowered Feats (HOF), including an Overpowered Rogue Dedication feat, which was extremely popular. The one comment was, “Now ALL the classes need overpowered dedication feats!”

Okay, fair enough. As long as we are making feats no on should ever use for any purpose, we might as well spread out the overpoweredness evenly.

Here’s six new Overpowered Dedication feats, along with slight rewrite of the earlier Overpowered Rogue Dedication feat. 

OVERPOWERED ALCHEMIST DEDICATION          [Feat 2]
[Archetype][Dedication]Multiclass][Horrifically Overpowered]
Prerequisites Intelligence 14; Alchemist Dedication or Alchemist Class
Select an alchemist’s research field you do not already have. You gain all the benefits of this research field, using your class level as your alchemist level to determine those benefits.
Special: This counts as a feat from the alchemist archetype for purposes of the Alchemist Dedication feat.

OVERPOWERED BARBARIAN DEDICATION          [Feat 2]
[Archetype][Dedication]Multiclass][Horrifically Overpowered]
Prerequisites Strength 14; Constitution 14; Barbarian Dedication or Barbarian Class
Select a barbarian’s instinct you do not already have. You gain all the benefits of this instinct, using your class level as your barbarian level to determine those benefits.
Special: This counts as a feat from the barbarian archetype for purposes of the Barbarian Dedication feat.

OVERPOWERED BARD DEDICATION          [Feat 2]
[Archetype][Dedication]Multiclass][Horrifically Overpowered]
Prerequisites Charisma 14; Bard Dedication or Bard Class
Select a bard’s muse you do not already have. You gain all the benefits of this muse, using your class level as your bard level to determine those benefits. Two levels after taking this HOF, you also gain one bard feat with this muse as a prerequisite.
Special: This counts as a feat from the bard archetype for purposes of the Bard Dedication feat.

OVERPOWERED CHAMPION DEDICATION          [Feat 2]
[Archetype][Dedication]Multiclass][Horrifically Overpowered]
Prerequisites Strength 14; Charisma 14; Champion Dedication or Champion Class
Select a champion’s cause you do not already have. You do not have to match its alignment, nor choose another deity or be bound by another anathema. You gain the 1st-level benefits of this cause.
Special: This counts as a feat from the champion archetype for purposes of the Champion Dedication feat.

OVERPOWERED CLERIC DEDICATION          [Feat 2]
[Archetype][Dedication]Multiclass][Horrifically Overpowered]
Prerequisites Wisdom 14; Cleric Dedication or Cleric Class
Select a domain from a deity that allows worshipers of your alignment. It does not have to be your deity, you don’t worship that deity, nor do you suffer the deity’s anathema. You are considered to have this domain for all purposes, and gain the domain’s initial domain spell as a devotion spell.
Special: This counts as a feat from the cleric archetype for purposes of the Cleric Dedication feat.

OVERPOWERED DRUID DEDICATION          [Feat 2]
[Archetype][Dedication]Multiclass][Horrifically Overpowered]
Prerequisites Wisdom 14; Druid Dedication or Druid Class
Select a druid order you do not have. You are considered to have this order for all purposes and gain all the abilities of that order, but not its anathema.
Special: This counts as a feat from the druid archetype for purposes of the Druid Dedication feat.

OVERPOWERED ROGUE DEDICATION          [Feat 2]
[Archetype][Dedication]Multiclass][Horrifically Overpowered]
Prerequisites Dexterity 14; Rogue Dedication or Rogue Class
Select a rogue’s racket you do not already have. You gain all the benefits of this racket, using your class level as your rogue level to determine those benefits.
Special: This counts as a feat from the rogue archetype for purposes of the Rogue Dedication feat.

Support
While I expect to be launching a massive multi-publisher mega-bundle to help over medical costs within a week, the main way to support me right now is to maintain (or even increase) your pledge level at my Patreon, or make a direct contribution at my Ko-Fi.

Let’s Create: Horrifically Overpowered PF2 Feats

Despite my marketing it as a product you should not use, and shouldn’t even buy, one of the most popular books I wrote for PF1 was “The Genius Guide to Horrifically Overpowered Feats.” In fact, it was so popular, we went on to produce 4 more “Horrifically Overpowered” PF1 books, and one “Horrifically Overpowered Feats” book for Starfinder.

So, obviously, I have to do at least one HOF (“Horrifically Overpowered Feats”) books for PF2. I was originally going to release one in early 2020 but… stuff… happened. So now I have part of a manuscript, a backlog of other projects that are late and higher-priority, and a tiny fraction of the time I can work each week.

Which, of course, is why my brain has been hammer on this project for days. And, since I also have an obligation to product blog posts for my Patreon backers, this seems like a great subject to get some gaming content back in these posts. Now, since my Tuesday posts are Patreon exclusive (until my Patreon reaches $1,500 a month). I’m not giving the full article here, which includes a design diary looking at how a Horrifically Overpowered feat is conceived and developed, from start to finish.

But I AM presenting 3 HOF that were the result of that development process. So you get the sausage here on my free blog, just not the longer article that shows how it was made.

(Art by Jesse-Lee Lang)

OVER ACTIVE          [Feat 1]
[General][Horrifically Overpowered]
You simply get more done in a few seconds than others. You gain a fourth action each round, which can only be used for Stride, Strike, or a manipulate action that is not an attack or the Cast A Spell activity. If you make a fourth attack in a round, it suffers the same multiple-attack penalty as if it was your third attack.

OVER REACTIVE          [Feat 1]
[General][Horrifically Overpowered]
You simple react more quickly than others. You gain a second reaction each round. You can’t use it to target a creature with an activity you have already targeted the same creature with this round.

OVERPOWERED ROGUE DEDICATION          [Feat 2]
[Archetype]-Dedication]Multiclass][Horrifically Overpowered]
Prerequisites Dexterity 14; Rogue Dedication or Rogue Class
Select a rogue’s racket you do not already have. You gain all the benefits of this racket, using your class level as your rogue level for any level-dependent calculations.
Special: This counts as a feat from the rogue archetype for purposes of the Rogue Dedication feat.

Now, I just need 20 more pages of Horrifically Overpowered Feats for PF2, and I can make a product!

Support A number of folks have asked about helping me cover my medical expenses as I recover from my pulmonary embolism, and prepare to battle my cancer. While I’ll do a GoFundMe if I absolutely have to, and expect there to be more product bundles to raise funds come April, the main way to support me right now is to join (or increase your pledge level) at my Patreon, or make a direct contribution at my Ko-Fi.

The “Trippin’ Balls” Monster Template

Let’s say, for no particular reason, that you wanted a way to represent a monster that had ingested a vast amount of narcotic stimulants. The poor thing is almost certainly going to die, but until then it is high as the Abyss and in a drug-induced frenzy that makes it dangerous and unpredictable.

In short, it’s Trippin’ Balls.

So, here’s a template to add to any monster you like to represent one that is Trippin’ Balls. It should work in 5e, Level Up, Pathfinder 1e, Pathfinder 2e, and Starfinder.

(Art by Mosaic)

Trippin’ Balls

Confused in Combat: While it can decide what to do out of combat (though as GM, feel free to have it decide to do some dumb stuff), in combat or similar stressful situations, it’s confused. Like, the Confused condition confused. This condition is permanent in combat as long as the monster is Trippin’ Balls.

Eight-Ball: Whenever the Trippin’ Balls creature rolls an 8 or 18 on a d20 roll, it immediately gets an extra action (even if it’s not its turn), which is dictated by the Confused condition.

Fearless and Furious: The creature is immune to emotion, fear, and demoralize effects. Anytime it has to make a Strength-, Constitution-, Wisdom, or Charisma-based ability check, skill check, or saving throw, it rolls twice and takes the better result. Any time it has to make a Dexterity- or Intelligence-based ability check, skill check, or saving throw, it rolls twice and takes the worse result.

Also, when dealing damage, it adds 1d6, +1d6 per full 5 levels or challenge rating it has

That’s Not Good For You: The creature has half its normal Hit Points (half its Stamina Points too, for Starfinder). However, it has temporary Hit Points equal to double the number of points lost due to this ability. It begins each combat with a full set of temp HP, but each time it’s encountered reduce the number of temp HP it gets by 10% of its original total. 

If it takes additional narcotics, the creature’s temporary HP are reset to full, and it’s true Hit Points are reduced by 10% of its maximum. If it’s HP are reduced to 0, it gets 1d4 more rounds of actions, then its heart explodes and it dies.

Patreon
I have a Patreon. It helps me carve out the time needed to create these blog posts, and is a great way to let me know what kind of content you enjoy. If you’d like to see more more rules inspired by movies, or system-agnostic worldbuilding, game industry essays, fiction, game design articles, worldbuilding tips, or whatever!, try joining for just a few bucks and month and letting me know!

Now On Patreon: Companion Feats for PF2

As I run my Gatekeepers campaign for PF2, the player running a ranger with a bear companion (“Brogue,” who is beloved by the team) and I are learning the Companion rules together.

Sometimes, we both think there ought to be an option to expand the existing options, such as with a feat.

Two of those feats are now up at my Patreon.

(Art by grandfailure)

Those feats (and all Tuesday and Thursday posts) is currently exclusive to my Patreon. When we raise my Patreon to $1,500/month, I’ll go back to making all my weekly posts double posts here and on my blog. (And at 1,000/month, I’ll go back to including Thursday posts here on the free blog.)

At the $1,500 goal, I’ll also create and maintain Starfinder and 5e article Index Pages for my Patrons, with links to all my 5e and Starfinder blog and Patreon content.

(However, my #Dungeon23 project, Into the Tomb Lands, is also at my Patreon and free to all! And as of this writing, we’re up to 3 encounters.)

Gatekeeper’s Campaign for PF2, Session 3

Since people still seem interested, here’s the notes for session 3 of my Gatekeepers game for PF2.

The PCs wake having stayed the night at the farm run by Morgan’s Dad — whose name is Ferris, and can go by Goodman Ferris, Yeoman Ferris, or Landsman Ferris (since he owns his own land and has the deed on register in the Imperial Archive on the Continent). Player’s start to jokingly refer to him as “MorgansDa.”

The storms which have wracked the area for the entire autumn have suddenly stopped, but it’s unseasonably cold – winter cold. There’s barely any wind, the sky is clear but the air crisp, and the night was so cold dry wood cracked and frost formed on stones around the farm.

Heading out from MorganDa’s Farm, the Pcs see a group of 7 sailors coming down to road to the farm, pushing a cart. Hailing them, the PCs discover they are from the “King of the Crest,” an enormous 14-decked imperial Gantharian warship (Ganthar being a major kingdom on the Continent). The sailors are looking to buy food, and offer to pay in gold, or double-price in spellsalt. Gantharians being legendarily proper and polite there’s no sense of threat, so Morgan takes most of the sailors (lead by Deckmaster Rithan) goes to take to Ferris and see about buying some food.

“Bohrgun the Badly-Named” (the ship’s bosun) – stays with the other PCs to answer questions. They learn the Continental Empire nation of Curtalia, “the Grainhouse of the Empire,” has been stricken by a blight that both destroys crops and rots food in warehouses within hours. Curtalia is being avoided and quarantined, but many of the major food stores of the Empire are already infected. The King of the Crest managed not to put in at any quarantined harbors (which would have led to it being quarantined), but as a result it is seriously low on foodstuffs.

Further, the PCs are told Tidesgate is being flooded by other ships looking to buy food. Because the sea is suddenly becalmed, only ships large enough to afford a storm witch or sea warden (druid) can make it to the island easily, and those ships are too big to put in anywhere by Tidesgate or Seagrace. Most are avoiding Seagrace unless they have contacts or contracts there, so Tidesgate is being inundated with big ships.

MorganDa agrees to sell some preserved food, all for spell salt, and the Pcs get to see that he has potato cellars on his land that aren’t easily spotted (being under trap doors covered in sod and then under scattered hay and where he parks his empty wagons and large items waiting for repair.

The group then head back to Tidesgate. As they approach they see other groups of sailors from different nations (not all from the Continental empire) heading out of town, but in this case each is accompanied by someone the group recognizes as a responsible citizen of Tidesgate (often guards-for-hire). The harbor is choked with huge warships, many from distant lands that normally bypass this island when making a route along the Circle Trade, but must now be desperate for supplies. One is a huge ship with a spiked roof covering it, and rows of long oars in addition to massive ribbed sails, and is clearly not from any nation of the nearby Continent.

(Art by Juulijs)

In town, the price of food is skyrocketing in town as captains go door-to-door to buy anything people will spare, and send their men out of town to buy from farms directly (such as the Gantharian soldiers were doing). Rumor is some ship’s crews are threatening or outright stealing, while others offering to buy with spell salt at x2 to x5 food’s normal cost, and even black sugar is being used at 2/3 its normal value. Some are sending foraging parties into the plains and woods, which is technically illegal. The law is normally ignored, but there are so many now that local residents that depend on forage are beginning to run low on food, and there’s been a spike in apparent wolf and trihorn steer attacks, suggesting the sailors are stirring up trouble.

The PCs see Pottage’s Tottage has been turned into a central depository, with townsfolk bringing anything they are willing to part with to sell on consignment (and then locking their home’s doors and placing “No Thing For Sale” signs on them), while Pottage takes lists of desired items from a line of ship’s quartermasters, and makes them wait until each evening for him to say what each can buy, and at what price. The PCs grab a moment to update Pottage in private.

Then they head to Hexer Hellaina’s, to report to her. She pays them well for the information (in spell salt), and buys the black glass they got from the broken salt circle around the burial grounds (last game session). That she pays for with silver. Hellaina promises to update the Town Council.

Later, the Town Council wants to see the PCs, and confirms what Hellaina told them. In addition to Tidegate’s other issues, the council tells the PCs it’s been falling below freezing already, months before the norm, and hard freezes are expected in the next few days. The entire fall crops are in danger of being lost, and only having farmers putting out torches all night, every night, may keep that from happening.

With all this, the Tidesgate Council is spread impossibly thin by the combination of early freezes and hungry sailors. They are called on to watch the docks, keep fights from breaking out, and enforce usually-ignored laws on hoarding and cornering markets. The PCs offer to help, and the Council asks them to go to Southmount Farms, 2 days south beyond the God-Knuckle Hills. The farm is normally reliable in regular fortnightly deliveries, and now they are 4 days late. The Council sent Briarbrow Hooffoot (a cousin of Holly’s) to check it out, and he has not returned yet.

Southmount is run by the Braddoc family, who are regular suppliers of the Smoke Pine Taven, old friends of Morgan’s father and Averill’s family. They make “the Clear,” a very high ABV liquid that tastes like stale fire, which Nana Cutthroat often uses to add kick to drinks she has watered down, so people don’t realize how little of the original booze is left in the version for sale.

The PCs head out south the next day. They discuss their concern about things getting worse in town, especially if panic sets in about a lack of food, or folks sell too much of their emergency reserves and then the fall harvest falls.

As they enter the God-Knuckle Hills, they come across 5 shambler zombies, caught on a hill surrounded by a flash flood river from the heavy rains in previous weeks. They identify one of them as a farmhand at Southmount. The shamblers seem to be constantly trying to cough up something (like a hairball). The PCs jump the rushing creek and destroy the 5 shamblers. They also conclude that these are created intentionally with necromancy, not spontaneous undead that sometimes rise. The bodies seem diseased. The heroes burn them, making sure they do so in a hollow that will keep the ashed from running into the local water supply.

End Session 3.

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Simple Stance Feats for Pathfinder 2nd Edition

One of the things that evolved in PF1 was “Stances,” special kinds of combat options you could only use one of at a time. They were a neat idea, but were implemented haphazardly over years of expansions (in some cases under my watch, on books I was the developer for).

Similarly, there were weapon traits in PF1, but many of them were inherited from the previous version of the game, and others were added 9again, in some cases under my watch) in ways that may not have been as consistent as they should have been.

For PF2, the Pathfinder Design Team made stances and weapon traits a core part of the game, and gave them a much more uniform (and compiled) core set of rules in the core rulebook.

So, of course, I want to play with them… in this case by combining them. Stances have the limitation you can only use one at a time (unless you’re a 20th level monk who picks just the right feat), and weapon traits have the limitation that they are only on some weapons so it can be impossible to get some combinations of traits. But with this Simple Stance feat, you can get access to traits not on your weapon, at the cost of having to set yourself into a stance (taking an action) and not being able to benefit from another stance at the same time.

(Art by warmtail)

Simple Stances [Feat 1]
[Class varies, see below]

Select two of the simple stances below which list your class, you gain access to these stances. When you meet one of these stances’ requirements you can enter that stance with the Enter Stance action. While in that stance, you may choose to add the weapon trait the stance is named for to weapons noted in the stance’s requirements. For example, a rogue can select agile stance, and when wielding a single 1-handed melee weapon and having the other hand free, the rogue may choose to add the agile trait to that weapon. If you take this feat as a monk class feat, you may also add the trait to any unarmed attack you make, and may replace any requirement with being able to make an unarmed attack.

Enter Stance [1-action]
You enter a stance you know through the simple stance feat. You may also Step.

Agile Stance [Bard][Magus][Monk][Fighter][Investigator][Rogue][Swashbuckler]
Requirement You are wielding a single 1-handed melee weapon and your other hand is free.

Backstabber Stance [Monk][Fighter][Investigator][Rogue][Swashbuckler]
Requirement You are wielding an agile or finesse weapon.

Backswing Stance [Barbarian][Fighter]
Requirement You are wielding a a 1-handed weapon that has the two hands trait, and are using 2 hands.

Concussive Stance [Fighter][Rogue]
Requirement You are wielding a versatile weapon that deals bludgeoning or piercing damage.

Disarm Stance [Magus][Fighter][Investigator][Rogue][Swashbuckler]
Requirement You are in light armor or unarmored.

Fatal Stance [Barbarian][Champion][Fighter][Ranger][Swashbuckler]
Requirement You are wielding a deadly weapon. Your fatal die size is based on the original weapon’s deadly die size, and the weapons loses its deadly trait while you are in this stance. If the weapon’s damage die is already the same size or greater than the new fatal die size, do not change the weapon’s damage die size (though it still adds a die of damage as normal for the fatal trait).

Original Deadly Die Size/New Fatal Die Size
1d6 or less/1d8
1d8/1d10
1d10/1d12
1d12/2d8

Finesse Stance [Bard][Magus][Monk][Fighter][Investigator][Ranger][Rogue][Swashbuckler]
Requirement You are wielding a melee weapon of 1 or less bulk.

Forceful Stance [Barbarian][Monk][Fighter][Ranger]
Requirement You are wielding a melee weapon that does not have the deadly or fatal traits.

Grapple Stance [Bard][Fighter][Ranger][Rogue][Swashbuckler]
Requirement You are wielding a weapon from the flail group, or that has “whip” in its name.

Hampering Stance [Barbarian][Monk][Fighter]
Requirement You are wielding a two-handed melee weapon, or one with reach.

Parry Stance [Champion][Monk][Fighter][Ranger][Rogue][Swashbuckler]
Requirement You are wielding a shield or two weapons.

Shove Stance [Champion][Fighter]
Requirement You are wielding a shield.

Sweep Stance [Fighter][Ranger][Rogue][Swashbuckler]
Requirement You are wielding two melee weapons.

Trip Stance [Bard][Fighter][Investigator][Rogue][Swashbuckler]
Requirement You are wielding a reach weapon, a weapon from the flail group, or that has “whip” in its name.

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Now On Patreon: Fighter Critical Specialization Feats

One of the interesting additions of Pathfinder 2nd Ed is critical specialization effects. While there are lots of PC options built around accessing them, I haven’t noticed any built around modifying how they work. Which, of course, made me want to create some.

Being better with criticals definitely feels weapon master/fighter themed. I could see creating a Weapon master archetype, but for now I’ve just created them as fighter class feats for Pathfinder 2nd ed over on my Patreon. Since I need to raise the funding level of my Patreon, until I get more backers all Thursday posts are Patreon exclusive.

However, once my Patreon funding level hits $1,000/month, I’ll go back to posting my Thursday posts free for all to see here, AND I’ll create and maintain an index page of all my PF2 articles for Patrons, so they can easily access all my online PF2 content!

(Art by grandfailure)

Spell Slot Expansion Class Feats for Pathfinder 2nd ed

So in Pathfinder 2e gaining some additional spellcasting options is pretty straightforward — pick up the Multiclass Dedication feat for any full spellcasting class other than your base class, and then start grabbing Spellcasting feats as they become available. Of course that gets you spells from another class, rather than your own, and it requires you pick up a Dedication feat first. But when it comes to gaining more spell slots for your own class, your only real option is Cantrip Expansion. But cantrip Expansion is very similar to the Spellcasting dedication feats, in that it gives you access to two extra cantrips.

So, let’s compare the Cantrip Expansion feat to the Wizard Dedication feat:

—–

CANTRIP EXPANSION
Feat 2
Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard

A greater understanding of your magic broadens your range of simple spells.
Prepared Caster (Cleric, Wizard, etc.): You can prepare two additional cantrips each day.
Spontaneous Caster (Bard, Sorcerer, etc.): Add two additional cantrips from your spell list to your repertoire.

WIZARD DEDICATION
Feat 2

Archetype Dedication Multiclass
Archetype
Wizard
Prerequisites Intelligence 14
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. Select one arcane school of magic; you don’t gain any abilities from your choice of school.
Special You can’t select another dedication feat until you have gained two other feats from the wizard archetype.

—-

So we can see from this that the Wizard Dedication feat gives you much more than the cantrip Expansion feat — but both add 2 cantrips per day to your total spell output. Now, there are potentially good and valid reasons for the Dedication feat to give you more, the biggest one being that as a dedication feat once you take it, you are temporarily locked out of other dedication feats, while Cantrip Expansion leaves you free to still pick up an archetype if you wish to.

So, using this as the power level baseline, we can create other Expansion feats as class feats by comparing them to Sorcerer/Wizard archetype feats of the same level. That gives us a clear blueprint for Spell Slot Expansion class feats, which like Cantrip Expansion) become class feats for all the spellcasting classes.

(Art by warmtail)

Basic Spell Slot Expansion Feat 4
Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard

A greater understanding of your magic broadens your range of more complex spells.
You gain an additional 1st-level spell slot. You gain an additional 2nd-level spell slot when your class level reaches 6th, and an additional 3rd-level spell slot when your class level reaches 8th.

Spell Breadth Feat 8
Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard

Prerequisites Basic Spell Slot Expansion
A greater understanding of your magic broadens your range of more complex spells.
You can cast more spells each day. Increase the spell slots you gain from your class by 1 for each spell level other than your two highest class spell slots.

Expert Spell Slot Expansion Feat 12
Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard

Prerequisites Basic Spell Slot Expansion
A greater understanding of your magic broadens your range of even more complex spells.
You gain an additional 4th-level spell slot. You gain an additional 5th-level spell slot when your class level reaches 14th, and an additional 6th-level spell slot when your class level reaches 16th.

Master Spell Slot Expansion Feat 18
Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard

Prerequisites Basic Spell Slot Expansion, Expert Spell Slot Expansion
A greater understanding of your magic broadens your range of extremely complex spells.
You gain an additional 7th-level spell slot. You gain an additional 8th-level spell slot when your class level reaches 20th.

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Now On Patreon: Shield Feats for PF2

I’m currently running a PF2 campaign (Gatekeepers, you can find the index here), and preparing to be on a PF2 actual play podcast (more info on that closer to time, likely early next year). This has me thinking about PF2 feats, how they are constructed, and what they are supposed to do.

As a result, I’ve released a set of shield-themed feats for F2 over on my Patreon. Since I need to raise the funding level of my Patreon, until I get more backers all Tuesday posts are Patreon exclusive.

But, there IS another set of shield feats I’ve already done for PF2, which you can access for free here.

(Sometimes you really want to get your shield up! Art by Nyothep,)