Pathfinder 2e Homebrew Project
Edit/Update: Thanks to the help of my wonderful, super cool, and very talented partner @rejectrationalfeedback, I've now got a website of my very own, which I'm learning how to update myself, so all of this will eventually be able to be found at vajrafuror.art, while the Google docs will not continue to be updated.
Previously, I dropped a link to my full (playtest version) Homebrew Pf2e class the Stitcher. I mentioned in that post that I am (with a huge amount of help from @arkthepieking) working on some other classes, and a few archetypes. I'm finally getting around to moving the WIP versions of those other classes and archetypes into a shareable set of google docs for people to view as I slowly progress and finish them all. A quick rundown of the classes in progress are as follows
The Stitcher: A mad scientist, and their self-made best friend, you fight side-by-side with a modular, unique Companion called an Experiment that grows as you do, using one of 5 unique statblocks, each with their own unique modifications and upgrades.
The Conduit: Part Wild Magic Sorcerer, Part Barbarian, the Conduit channels the power of another plane into a mix of martial and magical prowess and has 8 different planes to draw power from, each of which rewards the use of particular types of spells
The Dragoon: Maybe the most self-indulgent, you're a warrior with draconic might, and an effortless 8 foot vertical leap. Quite literally for people like me who want to play Final Fantasy's Kain Highwind, though it has 5 subclasses for different types of weapons including non-lances, and one for if you'd rather be a dragon-rider. Soar over the opposition, and bring the dragon's wrath down.
The Seer: Perhaps the most ambitious, and one I'm incredibly proud of, the Seer is a unique Prepared Caster who places their fate at the whim of a deck of cards. As in, in order to play a Seer, you need a standard deck of playing cards with two jokers, limiting your options but empowering your spells with unique meta-magic styled buffs based off the cards you have in your hand. Each of the four subclasses uses a different Magical Tradition, and gets different boons for the cards they draw.
And, last but not least, The Pugilist: Have you ever wanted your tabletop games to feel more like Street Fighter? Have you played a monk but wanted less 'Oriental Mystic' and more '20 hit juggle combo'? The Pugilist uses a mixture of standard Unarmed attacks and unique Combo actions called The Chain to mix and match a toolbox of abilities and Finishers.
Each of these classes are in various states of finished/refinement, and any comments, criticisms, and observations are welcome! They can all be found here, as well as the Archetypes ive been working on: https://drive.google.com/drive/folders/1MlQ_-uqlzA85AZWxWkKarjzD2PBnkPbx?usp=sharing




