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==Classes== *Alchemist is now a core class alongside the classic 3.X Roster (Barbarian, Bard, Cleric, Druid, Fighter, Monk, <s>Paladin</s> Champion, Ranger, Rogue, Sorcerer, Wizard). *Like Starfinder, each class has a key ability score you focus on for class-related saves, and this DC improves in proficiency as you level up. Each also boosts this key stat at level 1. *Most classes have no out of combat utility. What does remain tends to be gated behind Skill Feats. *The idea of a "half-caster", as in a class that gains limited access to the lower level spells, is mostly done away with; instead, some classes get "Focus Points". Starting at 1, Focus Points are used to cast Focus Spells, at a cost of 1 Focus Point per use. After a battle, a character can take 10 minutes to refocus and regain a single focus point, but only one. This makes them more useful than once per day, but not as usable as a Cantrip. **One could also fulfill their limited-casting fetish through multi-classing (Casting classes grant a limited access to spell traditions and casting powers through the right feats). **As of the Secrets of Magic, something resembling a half-caster exists, although it's more along the lines of "highly limited number of spells per day" (4, '''total''', not per level), rather than the "highly limited access to the spell list" method of PF1E or D&D. * As a side effect of the above, there are exactly four spell lists: Arcane (Wizard), Divine (Cleric), Primal (Druid) and Occult (Bard); no more, no less. '''All spellcaster classes''' are either assigned or "pick"<ref>In quotation marks because these are chosen by the Player, but frequently '''not''' by the Character.</ref> exactly one of the four as a baseline; subclass features, special feats and Focus Spells can allow access to a few spells outside the list, but usually at the cost of a feat. *Focus is a new-ish resource that lets you use spell-like abilities like [[Cleric Domain]] Powers, Ki Powers, and similar affairs. Playtesters might better recognize this as Spell Points. Fortunately, this recharges fairly quickly (10 minutes rest) and it's no longer tied to a stat. ** Focus spells (almost) always<ref>The few exceptions are granted as a class or subclass feature, usually just to provide a base ability in focus spells.</ref> cost a class feat, and being able to cast more than one in combat also costs a class feat. In short: Focus Spells are a specialization, and you'll probably only use 1 per encounter, so make it count. * Multiclassing is purely a matter of feats. For more detail, see below under Miscellaneous. As to the individual classes themselves: ====Core Rulebook Classes==== *'''[[Alchemist]]''' **Replaced those spell-like infusions that were totally jank anyways with just gaining access to the big list of alchemical items without needing an extra feat. Some of these items you can even make for free without needing to spend much time or any cash on crafting. This is all managed by your daily resources, your Infused Reagents. **Though this is as much an overall system change: Bombs have been replaced with an expansion of the Alchemical(Splash) Weapons (Acid flask, Alchemist's Fire, etc...), which now come in higher levels, so even non-Alchemists can benefit from them past the first three or four levels. **Has the ability to instantly make some free lower-level alchemical things using your Infused Reagents. **Split into subclasses known as ''Research Fields''. Alongside some other improvements, you do get the means of producing infinite numbers of certain lower-level items for free. They are composed of the following: ***'''Bomber''' (''Core Rulebook'') -- Lets them produce infinite bombs and target your splash damage against only your main target. ***'''Chirurgeon''' (''Core Rulebook'') -- Lets the Alchemist craft ''elixirs of life'' (basic healing potions) as well as potions and antidotes. It also lets them use Crafting over Medicine for <s>Untrained and Trained Medicine checks (still requiring you to have Medicine Trained in the first place...)</s> any tests and feats requiring the latter. Suffered pretty severely early on due to the extremely limited scope of free items they can craft. ***'''Mutagenist''' (''Core Rulebook'') -- Lets them use their Infused Reagents to craft mutagens, as well as (added in an errata) the ability to reactivate any mutagen they have consumed that day, regardless of materials, once per day. ***'''Toxicologist''' (''Advanced Player's Guide'') -- They can craft infinite poisons, as well as only use one action to coat a weapon in poison over two. They also have an easier time inflicting said poison, using their Class DC over the poison's check, should it be higher. *'''[[Barbarian]]''' **Rather than the rounds/day nonsense of the past, now Rages last a full minute before needing a cooldown, just like in 5E. However, like last edition, going into a Rage does restrict what actions you can take and it initially needs a lengthy cooldown period that...just means you can't rage again. No penalties or anything. **"Instincts" are pretty much the replacements of Totems, granting a bonus effect to your rage, a bonus resistance to eventually develop while raging at Level 9, and an anathema that prevents you from raging for a full day should you break it, because everyone needs to fall. The Instincts are: ***'''Animal Instinct''' (''Core Rulebook'') -- Grants the Barbarian an animal's unarmed attacks while they are raging, polymorphing their body to match those powers. Good, as using weapons while you are raging is anathema. ***'''Dragon Instinct''' (''Core Rulebook'') -- Increases the damage they deal while Raging, as well as convert that damage to the element of their patron dragon. They also choose to revere or abhor the draconic patron, making it anathema to deny their orders for the former and being unable to slay them for the latter. ***'''Fury Instinct''' (''Core Rulebook'') -- The simplest of them, it increases the damage they deal while raging as well as gives them an additional 1st-Level Barbarian feat. It has no anathema to break, but no additional abilities either. ***'''Giant Instinct''' (''Core Rulebook'') -- Lets the Barbarian the ability to wield Large-sized weapons, as well as any weapon one-size larger than them should they be any size other than Small or Medium, all of which also applies to their starting gear. Though its heavy weight and size gives them a status penalty while they wield it, it also increases their rage damage. Failing to face a personal challenge of strength is anathema. ***'''Spirit Instinct''' (''Core Rulebook'') -- Increases the rage damage they deal, as well as give them the option to make it Positive or Negative damage instead of their normal damage. They also gain the Ghost Touch ability on all their weapons and unarmed attacks while raging, meaning they are so angry, they can punch ghosts and other specters. Disrespecting the dead and other corpses is anathema. ***'''Superstitious Instinct''' (''Advanced Player's Guide'') -- Being angry about all forms of magic grants them +2 to all saves against magical effects as well as the ability to heal themselves equal to the amount of temporary hit points they would have regained while raging. Willingly accepting magical effects and spells onto yourself, ''including healing'' (potions are exempt from this), or travelling with someone that has no intentions of respecting your superstitions, is anathema. *'''[[Bard]]''' **Now full casters, with access to 10th level spells in their own rinky-dink spell list (called "Occult"). **Much of the old bardic buffs and debuffs spells and abilities have became what are known as ''Composition Spells'', special focus spells and cantrips that can only be cast one at a time, per turn. **Bards are also subdivided into subclasses through "Muses", each providing a 1st-Level feat and a free spell to their spell repertoire: ***'''Enigma''' (''Core Rulebook'') -- Loves to hunt down mysteries and other forbidden knowledge. Grants them the Bardic Lore feat, letting them roll Recall Knowledge on any subject, no matter how niche or obscure. It also gives them ''True Strike'' as a spell. ***'''Maestro''' (''Core Rulebook'') -- The classic music-playing bard. Gives the Lingering Composition feat and focus spell, giving them a chance to extend any composition spell from one round, up to four. They also gain ''Soothe'' as a spell. ***'''Polymath''' (''Core Rulebook'') -- The traditional jack-of-all-trades bard. Gives them the Versatile Performance feat, letting them substitute Performance for Diplomacy, Deception, and Intimidation checks and for the purposes of Training Prerequisites. It also gives them ''Unseen Servant'' as a spell. ***'''Warrior''' (''Advanced Player's Guide'') -- Closest thing to an occult-based [[Magus]] gish at the moment without the need for Archetypes, granting them sword-and-spell prowess. Gives them the Martial Performance feat, giving them proficiency in all martial weapons. It also gives them ''Fear'' as a spell. *'''[[Cleric]]''' **Domains now only give ''two'' spell-like powers. Nothing more, nothing less. This is also done over two feats. ***As a measure of compensation for this, each deity has a small set of spells they automatically grant their clerics (naturally Nethys, the god of magic, gives more than most other deities). **Cure and Channel Energy are now one and the same. The effect you'd typically call Channel Energy is now an extended-casting version of the Heal/Harm spell. **Clerics are billed between different subtypes known as Doctrines, each providing specific bonuses and proficiency increases every 1st, 3rd, 7th, 11th, 15th, 17th, and 19th Levels. They are: ***'''Cloistered''' (''Core Rulebook'') -- The divine spell-focused caster Cleric. Grants them their first Domain feat and improves your divine spell proficiencies to their maximums. ***'''Warpriest''' (''Core Rulebook'') -- Grants them training light and medium armor proficiency, all the tricks needed for shields, and Expert Fortitude proficiency. While initially stuck with the base weapon proficiencies of a Cleric (unless your favored weapon is a simple weapon, in which caste, you get the Divine Simplicity feat to make them deadlier) gaining martial weapon proficiency at Trained level, and Expert in their Deity's Preferred Weapon. *'''[[Druid]]''' **They get access to the Primal spell list and Order Spells, special Focus Spells that are dependent on your Order. **Druids still abide to their traditional anathemas: you can't don metal armor or shields, carelessly ruin nature, or teach the Druidic language to non-druids. Else you lose your magical powers and Order benefits and must have the ''Atone'' ritual cast on you to rejoin them. Orders also provide additional anathemas, similar to Barbarians and Champions. **The Orders are: ***'''Animal Order''' (''Core Rulebook'') -- Grants them Athletics training and an animal companion at Level 1. Being cruel to animals or committing wanton, extinction-class slaughter against them is anathema to the Animal Order. ***'''Flame Order''' (''Secrets of Magic'') -- Grants Acrobatics training and the Fire Lung feat, which ignores penalties involving smoke. Letting supernatural fires to spread or stopping natural fires in a way that harms the environment is anathema. ***'''Leaf Order''' (''Core Rulebook'') -- Grants the druid Diplomacy training and a [[Leshy]] familiar. Haplessly destroying plant-life is anathema. ***'''Stone Order''' (''Secrets of Magic'') -- Grants Crafting training and the Steadying Stone feat, which helps keep your balance when on ground. Corrupting the ground and carelessly scouring the earth of its resources is anathema. ***'''Storm Order''' (''Core Rulebook'') -- Acrobatics training and no penalty to casting spells in or against targets concealed by weather comes naturally to the Storm Druid. Polluting the air or allowing vast, ecological climate shifts to happen to a threat you know of is anathema to you (So no smoking!). ***'''Wave Order''' (''Secrets of Magic'') -- Grants Medicine training and the Shore Step feat, letting you ignore penalties when in shallow water and improving Athletics checks when in water. Polluting the water of allowing vast ecological climate shifts to happen to a threat you know of is anathema. ***'''Wild Order''' (''Core Rulebook'') -- The shape shifting-focused Order. Training in Intimidation and easy access to the ''Wild Shape'' focus spell, as well the ''Wild Morph'' focus spell. Letting yourself become "fully-domesticated to the temptations of civilization", read: owning a house there is anathema. *'''[[Fighter]]''' **Fighters possess an interrupting Opportunity Attack by default. For sake of gimping everyone else while uplifting the fighter, this is now an exclusive feature (though Champions, Barbarians, and, presumably, similar future martial classes can grab it as a class feat at level 6 while other classes get similar-yet-different reactions - that and Attack of Opportunity being surprisingly rare among monsters and NPCs). **They took the [[Brawler]]'s ability to take feats they don't have, though at a much slower rate. **They are also the only class in the CRB that gets Legendary weapon proficiency, giving them much better accuracy, and in return a much higher chance to crit than (nearly) any other martial class. *** They also gain proficiency at a much faster rate than other classes, beginning with Expert proficiency at level 1. *'''[[Monk]]''' **Start off with Flurry of Blows and aren't automatically bound to Ki powers or [[Wisdom]] at all. **By default, you're only trained in fists or simple weapons, and that latter one isn't usable with any of your abilities. You'll need to expend feats for proficiency with either melee weapons or bows (Yeah, APG gave us back the Zen Archer). **While not technically a class feature, ''Guns & Gears'' does have the Bullet Dancer archetype, which introduces guns into the potential tool of usable tools...though by default, you'll be stuck with simple firearms, most of them being old-school muskets and pistols. **Your unarmored defense isn't tied to Wisdom and you still start with all good saves. Leveling up, however, means leaving one save at just "good" rather than "awesome". **Alongside the classic Monk powers and maneuvers, your starting Ki powers are either Ki Stride (Move twice in an action) and Ki Strike (Attack once, deal double damage of a certain type). Gaining one of these Ki powers is necessary to gain the later ki powers at the moment, such as the ability to go ''Super Saiyan'' ala ''Dragon Ball Z'', including making your hair/fur/scales change color and glow. **Monks get innate access to Stance feats, martial stances that switch up their unarmed attacks. Some stances also require ki spells to gain. *'''[[Paladin|<s>Paladin</s> Champion]]''' **See that thing up there? The rename? That's a big stride that, among other things, allows you to actually introduce Paladins that aren't [[Lawful Good]] without needing all the rehashing/archetyping/using another class. Again, a sacred cow is slaughtered, and again, [[RAGE|much bile and salt spilled forth from it]]. **A Champion follows their Code of Conduct, composed of their Deity's rulings and their ''Tenet'', which determines which ''Cause'' they can take, each giving them a special reaction they can preform. Later levels provide bonus features and effects to the Reactions. Each Tenet provides its own anathema, with additional ones tacked on depending on the Cause you take and the deity you follow. The Tenets and their respective Causes are of the following: ***'''Tenets of Good''' (''Core Rulebook'') -- Each of the Causes here focus on defending the party and being an upstanding citizen. Each one provides the ''Lay on Hands'' focus spell, as well as a special Reaction to help your party members if they end up attacked. You cannot knowingly preform evil actions, harm innocents, or let innocents be harmed. Naturally, you require a Good alignment and follow a Good-aligned God to take this Tenet and its respective Causes. ****'''Paladin''' -- ''[[Lawful Good]]'' -- The stereotypical Law-Poindexter. You must always act honorably and be a good role-model, as well as always obey and respect the local, legitimate laws. In turn, you gain access to ''Retributive Strike'', a special reaction in which you grant resistance to all damage to an ally being attacked equal to 2 + the Champion's Level, as well as the chance to strike the attacking foe if they are in range of you. ****'''Redeemer''' -- ''[[Neutral Good]]'' -- Believing that everyone deserves second, third, or even fourth chances grants you the ''Glimpse of Redemption'' reaction, the chance for a foe to stop its attack dead in its tracks should it damage an ally. If they choose to go through with the assault, your ally gains damage resistance equal to 2 + the Champion's Level, and the foe gains a status penalty for 2 turns. However, this means you must give your foes the chance to redeem themselves, only taking extreme measures should they continue to act out. You must also show compassion to everyone's care, no matter their authority or station. ****'''Liberator''' -- ''[[Chaotic Good]]'' -- You believe that everyone deserves freedom and the ability to make their own decisions, regardless of station or circumstance. Your steadfast beliefs in self-determination grants you the ''Liberating Step'' reaction, the power to grant damage resistance equal to 2 + your Level to an ally that is under attack or the effects of an immobilizing ability. They can either attempt a new saving throw against the effect or Escape if they were being Grappled or Restrained, in addition to a free 5ft-Step away from the enemy. Being a Liberator, disrespecting people's choices, even if it threatens their own lives, forcing or threatening them to see your point of view, or participating in slavery or tyranny (rather redundant, given the de jure ban on owning slaves already) is anathema to your core values. ***'''Tenets of Evil''' (''Advanced Player's Guide'') -- While the Tenets of Good focuses on defending allies and keeping them alive through copious usage of Lay on Hands, the Tenets of Evil are all about dealing heavy amounts of damage and penalizing anyone that dares touch you through their reactions. They all also gain the ''Touch of Corruption'' focus spell, essentially reverse Lay on Hands. You throw your weight around, making sure that you are a spiked wall, converting your defensive prowess into offensive might. This, however, makes playing the Champion as their intended sentinel-like roles harder, as the game lacks any particular Taunt-esque feats and Champions require spending their Level 6 feat to get their Attack of Opportunity. It does tie into their innately selfish natures, as willingly performing good acts, or putting others' lives and well-beings above your own or your deity's is anathema to you. Their Causes include: ****'''Tyrant''' -- ''[[Lawful Evil]]'' -- Your steadfast beliefs in social Darwinism means you are obliged to keep those weaker than you are in line, as you and your god are the mightiest. You gain access to the ''Iron Command'' reaction, allowing you to channel your inner General Zod and force a foe that has dealt damage to you to either kneel prone or suffer mental damage. A feat can even enhance the damage to be ''persistent!'' ****'''Desecrator''' -- ''[[Neutral Evil]]'' -- Evil feels good, and you make sure that everyone knows it. Kick puppies, steal to your hearts content, do whatever you want and let no one stop you. Living up to your hedonistic heart, spreading the good word of evil, grants you the ''Selfish Shield'' reaction, granting you damage resistance equal to 2 + your Level, as well as let you deal extra Evil or Negative damage against the triggering foe on every one of your strikes 'til the end of your turn. Being a Desecrator, you are obliged to corrupt, destroy, and subvert anything good in your way, obliging others to free themselves and join you in your objectivist paradise. ****'''[[Antipaladin]]''' -- ''[[Chaotic Evil]]'' -- The old, demon-worshipping, incredibly destructive, fiendish blackguards are back and here to stay. Their need to destroy all that gets in their way grants them the ''Destructive Vengeance'' reaction, the ability to take an additional 1d6 damage on top of the damage you would have taken normally to deal 1d6 back to that enemy, as well as let you deal additional Evil or Negative damage against them. Probably the most confusing of the reactions, as Evil Champions lack the sustainability of Lay on Hands or the Heal spell, and the damage you deal and take to yourself ''scales'' as you level up. Doesn't even fit the theme of the Antipaladin, as even their anathema explicitly mentions that you don't have to take an action that would mean your own destruction. On that note, Antipaladins are obligated to lie, cheat, steal, never bind yourself to a law, rule, or code other than your own Tenet and deity, and always destroy those that stand in your way. **A Champion's Code of Conduct is written as such to prevent any particular [[Lawful Stupid]] incidents that comes as a result of having contradicting or improbable to follow Tenets. All Tenets are ordered from most important to least, making sure that should a situation results where you must pick one Tenet to follow over the other, you abide to the most important one first and foremost. **Your dependence on [[Charisma]] is heavily reduced. Your few focus powers might only need it as a Saving Throw, and you can easily build around them. Hell, Lay on Hands doesn't even factor it in until you. **Interestingly enough, while you do lose your Focus Pool and any Divine Allies you have should you fall, as well as access to any feats requiring such, you do keep all other Champion abilities and feats, and you can keep leveling the class. It makes playing a Fallen Champion much more viable than in PF1E, though you still end up a worse Fighter at the end of the day. *'''[[Ranger]]''' **No longer casters. Good, because they sucked at it anyways...only to return via focus spells known as Warden Spells as of the APG. For the most part, they're really focused on support and work best with pets. **Favored X is heavily scaled back. Hunt Prey echoes this by making it easier to locate a certain enemy, but this is universal. You have feats that make certain things easier to hunt and another for certain terrain benefits though. **Though not an exclusive feature, rangers do have feats to make traps (here named "Snares") more conveniently, and these traps are established clearly, rather than the fuckstorm 1E gave us. **Rangers are subclassed by Hunter's Edge, an action they get while using Hunt Prey. An Edge grants you bonuses against your targeted prey, such as: ***'''Flurry''' (''Core Rulebook'') -- You strike as fast as lightning, reducing your Multiple Attack Penalty down to -3 on your second strike, -6 on your third and additional ones. Agile weapons reduce it even further, down to -2 on your second, -4 on your subsequent ones. ***'''Outwit''' (''Core Rulebook'') -- You gain a +2 bonus on your Deception, Intimidation, Stealth, and Recall Knowledge checks against your prey. You also gain +1 to your AC against any of your prey's strikes against you. ***'''Precision''' (''Core Rulebook'') -- You strike with lethal accuracy, granting you an additional 1d8 Precision damage against your foe on your first strike against them. 11th Level increases the damage to 2d8 and 19th to 3d8. *'''[[Rogue]]''' **In a sort-of homage to ''Unchained'''s Signature Skills, Rogues get a couple more Skill Feats and Skill Increases than anyone else. **Rogues are subdivided based around their Racket. Each Racket contains an Ability Score Boost the class can take over their default Dex increase. They include: ***'''Eldritch Trickster''' (''Advanced Player's Guide'') -- Dabbling in magical studies for their heists grant the Rogue a free multiclass dedication feat for any spellcasting archetype with full magic progression (Basic, Expert, and Master Spellcasting Proficiency feats) as well as training in the skill tied to their chosen spell list. ***'''Mastermind''' (''Advanced Player's Guide'') -- Information brokering and creating convoluted plans to destroy their enemies comes easy to the Mastermind. They grant the Flat-footed condition to any enemy they successfully Recall Knowledge on until the start of their next turn, for a full minute on a Critical Success. They also become Trained in Society and one additional magic-based skill. ***'''Ruffian''' (''Core Rulebook'') -- Smash and grabs are second-nature to the Ruffian, with their ability to Sneak Attack with any simple weapon with a d8 damage die or lower, over just with agile or finesse weapons. They gain training in Intimidation and Medium Armor, the latter scaling with their levels. ***'''Scoundrel''' (''Core Rulebook'') -- These slick spies are as fast with their hands as they are with their silver-tongues. Scoundrels can grant the Flat-footed condition against a target they successfully Feint 'til the end of their next turn, as long as it is a melee attack they deal. A Crit Success makes their target Flat-footed against all melee strikes made against them. Combined with their innate Deception and Diplomacy training, they make great supportive skill monkeys. ***'''Thief''' (''Core Rulebook'') -- You don't need to teach an old dog new tricks, you just need to make their old ones more accessible. The Thief is the classic Dex-to-Damage option, able to gain it with no additional feats, options, or stipulations, as long as they make a melee strike with a finesse weapon (so far the only source of getting dex-to-damage). Naturally, they gain Thievery as their trained skill. *'''[[Sorcerer (Dungeons & Dragons)|Sorcerer]]''' ** Your bloodline now not only determines what bonus spells you possess, but also which of the four spell lists you can use. This is in addition to your bloodline spell-like powers, which are now the sole triggers for your arcana. *** Unfortunately, this variety works against the Sorcerer, as there are several variations of the same feat for each spell list and thus limits your choices. *** Crossblooded Sorcerers (i.e. I have two bloodlines at once like the mongrel I am) exist as feats, letting you poach spells off of one other spell list, but your limit is very small and the feats needed are very far apart. ** Fortunately, the Sorcerer gets 4 spells per day for each level at max, in comparison to everyone else's max of 2 or 3<ref>Besides 10th-level spells, but 10th-level is for the gamebreaker spells, and so everybody (including the Sorcerer) only get 1 (or 2 with a level 20 feat) per day.</ref>. They also get a number of Signature Spells, which can automatically be heightened by casting them at the preferred level. *'''[[Wizard]]''' **Bound items are now a constant that not even familiars can remove...though they can somewhat replace this with the proper Thesis. **Besides schools (Which only grant one school spell and power and then another with a certain feat), you also have a subclass in Theses, which focus on one aspect: Familiars, Metamagic, Spell Blending (Giving you 5E's means to combine lower spell slots for bigger ones), Spell Substitution (Letting you swap spells during the day) and Staff Nexus (Build your own flexible staff) ====Advanced Player's Guide Classes==== *'''[[Investigator]]''' **Gain a small bonus to investigate things relating to a case. The best equivalent to this is the Expertise dice of last edition, which had plenty of talents focused on expanding its uses - You now have feats that expand how you can investigate. **Subclasses split between the class' history as a not-Alchemist class, Empiricism (As in that one Archetype that made them Int-SAD, now nerfed into just making your investigations faster), Forensic Medicine (Making you a medic/CSI) and Interrogation (Charmer) **During combat they can scan an enemy, allowing them to roll before declaring their attack. If they attack with their roll, they get to add their Int-modifier, instead of what they normally would use, if they're attacking with certain weapons (agile or finesse melee weapons or unarmed strikes, ranged weapons, or saps). **Gain a Rogue-tier amount of Skill Feats, though a majority will be focused on Mental-based skills. ***Also gain a bonus to untrained knowledge skills - not quite the same as Bard's singular Lore skill, but it's still decent. **One feat also allows you to pull things out of your Bat-Utility Belt. Like a boss. *'''[[Oracle]]''' **Curses are now inherently tied to mysteries. Likely so you don't cheese out the really obvious ones (Clouded Sight, Lame, Tongues, etc.) ***Curses now only flare up when you use your mystery's Revelations spells and increase in severity the more you use them. It progresses as follows, with the max you can reach before overwhelming yourself increasing with level: Minor, Moderate, Major, Extreme. Refocusing drops your curse down from where it was back to minor, only resting for a full 8 hours gets rid of the curse completely. Use them too much and you eventually become overwhelmed, preventing you from casting any of your mystery's Revelation spells for the rest of the day. They are still able to cast other, non-Oracle related Focus Spells, however. **The current mysteries available are Ancestors, Ashes, Battle, Bones, Cosmos, Flames, Life, Lore, Tempest, and Time. Each mystery also has associated Cleric domains which you can jump into via feats. Heck, one of the domains is even given to you upon generation like the Cloistered Cleric. *'''[[Swashbuckler]]''' **Panache is now a condition gained through performing particular actions. You can move faster and you deal additional damage with certain weapons. ***This Panache can be spent on making Finishing Moves (attacks with more pretentious naming) that deals extra damage. **Charmed Life is no longer limited in use, but it's a feat that only adds +2 to a save roll and spends a reaction. **Your subclasses are Battledancer (Keying off Performance), Braggart (Keying off Intimidation), Fencer (Keying off Deception), Gymnast (Keying off Athletics) and Wit (Keying off Diplomacy). Each gives you an additional means to gain Panache mode<ref>Wit's method is particularly amusing: it involves insulting your opponent so hard they take a penalty against Perception and Will checks for a full minute, unless they come up with a sufficient retort.</ref>. *'''[[Witch]]''' **Your Patron designates which spell list you can use and grants you a special cantrip and your familiar a normal spell, similar to the Sorcerer. ***Most of your patron themes are of vague concepts, though not all - The ''Lost Omens Legends'' splat gives you access to [[Baba Yaga]] as a patron. **Lessons are special feats that provide bonus spells, allowing you to dip outside of your list. **Your familiar can potentially net six familiar abilities thanks to feats. ===Secrets of Magic=== *'''[[Magus]]''' **The most famous part of the magus - that is, casting spells through swords - has changed a bit. The action can't benefit from any metamagic feats on its own, but it allows you to still hit things to cast. The class even gives you a boost to Strength or Dexterity at level 1 instead of Intelligence like you'd think. ***Spellstrike is also somewhat limited in use - either you recharge your use by expending an action or using one of your subclass-or-feat-exclusive focus spells. At 20 you can get a feat that makes you permanently Quickened (but only lets you make a Strike or recharge Spellstrike with that action). **Certain feats let you merge your weapon with magical items like scrolls and staves. This is usually not that helpful, especially when picking the subclass that makes you really good at using a staff as a weapon anyway. **Your spell slots are extremely limited (a paradigm the game calls "bounded casting"), with the maximum number of total slots you get being a paltry 4. These are always 2 slots each of the two highest spell levels your full caster friends will be casting, though, all the way up to 9th-level spells. (You get to Spellstrike twice with the same spell slot instead of getting 10th-level spells.) This is somewhat less limiting than it sounds, or would've been in 1e, given that most spells can be upcast. ***As you level up, you gain a small subset of spells made for minor conveniences, some determined by subclass. These spells are all given their own lower-level slots that you can expend, which is critical considering your limitations. ***You can still use wands, scrolls, staves, and the rare few items that give you more prepared spells, though, giving you around 4 extra prepared spell slots if your GM lets you find/buy a [https://2e.aonprd.com/Equipment.aspx?ID=462 Ring of Wizardry Type II+] and an [https://2e.aonprd.com/Equipment.aspx?ID=992 Endless Grimoire]. Treasure Vault added a [https://2e.aonprd.com/Equipment.aspx?ID=2258 staff] explicitly designed for Magi, which can shapeshift into a weapon of your choice, lets you turn a missed Spellstrike into area damage, and gives you a bunch of staff charges you'll probably just use to spam True Strike before your Spellstrikes. **You already start off proficient in medium armor. Great, that "armor proficiencies as you level up" part was a pile of shit anyways! **You gain a special stance that you can trigger after casting called Arcane Cascade. It deals extra damage (That can be typed depending on the spell you cast) and makes your weapon magical. ***Your subclasses also add a perk to this stance. Inorexable Iron grants temp HP if you wield a two-handed weapon with spells made to trap your enemies on your level. Laughing Shadow keeps to the one-handed weapon trope and acts more like a rogue, boosting speed and dealing extra damage to the flat-footed while using illusory magic. Sparkling Targe lets you use shields while in the stance and lets it block spells and your spells help you defensively. Starlit Span doesn't change your stance any, but it lets you Spellstrike with ranged weapons and provides spells meant to help you hit your mark. Twisting Tree makes staves way more versatile, granting special properties depending on how you hold it and letting you switch styles on the fly. Lost Omens Tian Xia is apparently going to add another Magus subclass when it releases between 2023 and 2024. *'''[[Summoner]]''' **Your eidolon is now strictly set to a specific preset form and determines which spell list you take (angels or demons or pychopomps for divine, beasts or plants or fey for primal, [[Spiritualist|phantoms]] of anger or devotion for occult, constructs or dragons for arcane). Unlike most pets, these eat into your action economy (unless you use certain class-based focus spells and actions to act in tandem with them)--though you still come out ahead if using Act Together to basically gain 4 actions each turn total. ***Each eidolon gains special abilities as they level up. They're also pretty clearly meant to be the frontliner as they get to level up their attack proficiencies much faster than you do. Each eidolon type has multiple forms focusing either on combat or on casting based on what you plan on using them for. ***These Eidolons cannot be customized like 1E did with points. Instead, you need to pick up specific feats in order to give them new features. ***You and your eidolon now share the same HP pool, which is a pretty healthy one at 10+Con Mod at level 1. On the plus side, this means that any AOE damage is effectively halved as it counts as if it only hit one of you and status conditions that hit both of you won't stack. **Last edition's free slots for casting summon spells gets condensed into feats that let you fit multiple summon spells into one spell slot. **Your spell slots are now OBSCENELY limited, with the maximum number of slots available to you being a paltry 4 and you never get level 10 slots. (Like Magus, you're stuck with Bounded Casting.) While you can auto-heighten any spells you've learned starting at Level 3, it also means that the aforementioned summoning feat becomes way more precious. ***This gimped casting ability is aided slightly by your focus spells. By default, you get two unique cantrips to augment either the eidolon's offense or defense as well as a spell to add some general utility buffs. **The Synthesist (that one archetype every munchkin and their mother used because it allowed you to min-max the summoner and eidolon as two halves of a perfect whole) comes as a feat with some severe hurdles: You're no longer able to cast any spells you know when merged (Eidolon casting is still fair game) or benefit from anything you wield that can't also affect it (chiefly things like potions or wands), all while using all the eidolon's stats -- including its mental ones. ===Guns & Gears=== *'''[[Gunslinger]]''' **Crossbow proficiency is now built into the class, yay! ***Guns as a whole are a lot less jankily integrated into the system. Misfires aren't so catastrophically common and they don't need to only hit Touch AC. They also aren't their own weird proficiency bracket but are more just considered Uncommon and only available in certain areas. While they aren't quite as powerful as they were in 1E, they rely more on crits to score the Fatal trait. ***Also present are "Beast Guns", weird magical guns crafted using the parts of certain monsters (Hi, Monster Hunter!) and other cobbled-together firearms that could misfire on any hit. Of course, there's an archetype to specialize in them. ***Speaking of misfires, they only happen on specific situations like firing a poorly-maintained gun or as a result of a specific feat. For the former, you also need to make a simple flat DC 5 check or else it just jams, no weird "counts as broken and a second misfire blows it up" deal. **Pretty poor armor proficiency progression, but you're already very dependent on dexterity for AC. **The only other class to get Legendary proficiency in weapons besides fighters. However, this only applies to firearms and crossbows. ***The gunslinger has limited proficiency in other weapons, only capping out at Expert proficiency, which hurts the value of the Drifter especially. **A lot of the panache tricks return as feats ***Also prevalent are feats that capitalize on enemy attacks (deflecting attacks or striking back on misses) **One chain of feats not only provides the feat necessary for you to make ammo (Alchemical Crafting, the cornerstone for the Alchemist), but also gives you a lesser version of the Alchemist's Infused Reagents feature including the ability to make bombs and alchemical ammo. Later feats let you turn bombs into ammo and craft ammo from rare metals. **Your subclasses have special actions, including a thematic special action that integrates to your reload. ***'''Drifter''' (''Guns & Gears'') -- The most direct and mobile style, focusing on sword & gun combat. The unique reload lets you smack someone and reload at the same time. ***'''Pistolero''' (''Guns & Gears'') -- Focusing more on swagger, providing training in either Intimidation or Deception. You have the ability to reload and then distract or demoralize an enemy in the same action. ***'''Sniper''' (''Guns & Gears'') -- The sneaky one, focused more on firing from a distance than getting up close and personal, scoring precision damage while hidden. Your reload lets you hide from the enemy as well, though you'll need to find ways to hide. ***'''Spellshot''' (''Guns & Gears'') -- Oddly more an archetype than an actual subclass, as it locks you into the Spellshot archetype. Contrary to the name, you don't actually gain spellcasting from it, but some spell-like effects such as infusing bullets with typed damage or teleporting the moment you shoot someone. Your reload action lets you recall knowledge as you do it. ***'''Vanguard''' (''Guns & Gears'') -- The siege engineer's choice, made for lugging big guns. Your reload lets you use your gun to shove someone back so you can have room to reload. *'''Inventor''' **Pretty much a port of the Mechanic from Starfinder rather than an Artificer. A mechanic with more than a little inspiration from some mad scientist from a b-movie(they can even get a feat called "No! No! I Created You!"). ***You have three options for "subclasses", which are the forms your special invention can take: Special armor (either a bulky suit of [[Power Armor]] or something stealthier), Special weapons, or a clockwork drone (also present via feats, but the feats you have will kinda force you into either using the drone or your other innovation). All of these have a set of mods available that expands with level progression. ****These mods are independent from mods provided by certain feats, though they can be retrained all the same when you gain the ability to remake your invention ****While not exactly a pet, taking a construct as your invention does have its own chain of feats that improve the thing with better attacks, improved skill proficiencies and a size change. ****Have a class feature that lets you change your invention's damage to being typed. **Have an action that pushes your invention past its limit, adding your Intelligence (half or full if you crit succeed the check necessary) to your damage. Crit Fail just makes it overheat, burning you as well. **Several feats grant actions that push your invention to their limits, leading to a chance that it'll pop and be unable to use such taxing actions. The one you get by default...makes the invention go kaboom. Fortunately, this explosion won't hurt you. ===Dark Archive=== *'''[[Psychic (Pathfinder)|Psychic]]''' **Can be played as an Int-focused or Cha-focused occult spontaneous caster depending on the Subconscious Mind subclass you select. ***You get fewer spell slots and a fixed set of cantrips based on your Conscious Mind subclass, but get boosts to those cantrips and can spend focus points to "amp" them further. You also add more spells to your repertoire based on your Conscious Mind. ****You can grab feats providing new amp options for your cantrips. **You can follow-up casting by unleashing your psyche, allowing you to trigger certain feats as well as an action that's determined by your subclass. Unleashing gives your spells a large damage boost for two turns. But afterwards you are spent, and have a failure chance on all spells cast for two turns. *'''[[Occultist|<s>Occultist</s> Thaumaturge]]''' **You essentially remain a not-quite-caster bedecked in tons of items that knows too much. Difference now is that it's not mechanically built as spellcasting anymore. The implements all have different perks based on what they are. ***Your implements are now based on certain types of items rather than certain schools, some of which give special tricks while others stack onto your central power. **As befits someone bedecked in fancy crap, you have a feat that lets you trigger magical items one more time, as well as one that lets you invest in a TON of magical items that scales based on your Charisma. **Your combat value needs you to perform a knowledge check (Using a Charisma-based special Lore skill in the vein of Bardic Knowledge) to identify weaknesses and either attune your attacks to them or create your own vulnerability to slap on. **There are feats that allow you to make temporary scrolls and talismans for whatever you need. **Some feats allow you to have your own personal hideout without using the Vigilante archetype, as well as feats made for warding circles ===Rage of the Elements=== *'''[[Kineticist]]''' **Remains the same elementally-focused not-bender, now unfettered from the very dubious occult links. It's now actually considered Primal. **Subclass shows how much you dedicate to a certain element (either only one element, two elements, or all) with the more dedicated kineticists getting more feats from it. ***Feat overload is at its finest here. Not only do you have your basic class feats, but you also get feats for each element to pick from. While not such an issue for Single Gate Kineticists (those focused on only one element), Dual Gate ones will be needing to pick out wisely, to say nothing about the Infinite Gate Kineticists who can pick anything. Thankfully, those last sorts have a flexible feat slot that changes each day. **Several feats also let you emanate an aura of elemental energy that can affect those around you, with a class feat letting you expand its reach further. **Kinetic Blast can now freely swap between punches and ranged attacks, gaining proficiency ranks alongside unarmed attacks. **Rather than using Burn or Focus Points, certain abilities now expend the elemental energy you have gathered (which in itself is now an action). This gathered power is doubly important as your blasts (and some other abilities) also draw from it, though not as much so it won't go out with one shot. ** Likely to change further when Rage of the Elements actually releases. ====General Class-Related Stuff==== Some side notes: *Companions are now effectively a chassis you add on by selecting a type of animal. Each has a special attack, each has a trained skill, and you can spend one action to give them two of their own. **The old archetypes (Before ''Ultimate Wilderness'' gave us all the gonzo things like robo-pets and dragon-pets) are now reclassed as Specialized Companions, which add a special capstone to pet progression feats. *Familiars have to select between two sets of powers: One grants it special properties (Which includes abilities the animal would normally have, like wings or speech), and the other has abilities made to support you. *[[Multiclassing]] (Labeled as 'Archetyping' for some asinine reasoning) is managed through feats, just like 4E. You have to take one entry feat instead of a class feat and then buy two associated feats before you can access another archetype. But aside from the loss in feats(which is honestly a big part of some classes' power), you never actually stop progression in your main class. **This is also pulling double duty for [[Prestige Class]]es, as setting books let you access specific organizations like the Hellknights and Pathfinder Society, and some archetypes even branch off of other archetypes by circumventing the three-feat limit (See: Hellknight Armiger to Hellknight or Hellknight Signifier). The biggest game-changer introduced in the ''Advanced Player's Guide'' wasn't the four new classes, but actually the whopping ''36'' Archetypes the book introduced. Some specialising in particular fighting styles or skill sets, some being more mystical in nature, and others adapting some of 1e's Prestige Classes to the new ruleset (e.g., Dragon Disciple). **Some tables also allow a "free archetype" rule that lets you take archetype feats alongside your standard class feats instead of replacing them. **''Secrets of Magic'' has also introduced some archetypes that radically alter how casting works, like the Flexible Caster's ability to prepare a smaller pool of auto-heightened spells instead of the typical prepared spell slots or the Runelord's hyper-focus on certain schools of magic to the point of forbidding spells from opposed schools. While all have some unusual twists to the class' ability to cast spells, they also force you to sacrifice your level 2 class feat slot to eat up that archetype and demanding you dedicate to it - unless you picked the Flexible Caster archetype, which lacks extra feats. **''Treasure Vault'' added "artifact archetypes," which act as a 2-20 package of feats for Free Archetype tables to represent using an artifact that grows in power with the player character. The two it provides are the Gelid Shard (you can do ice magic really well and become increasingly cold over time), and Ursine Avenger Hood (you can turn into a bear to fight crime and gain bear-themed abilities). * The four spell lists are Arcane (Wizard), Divine (Cleric), Occult (Bard), and Primal (Druid). What differentiates them is that each does two of four things. ** "Matter": All the elemental and many transmutation spells. Primarily associated with the Arcane and Primal spell lists. Direct opposite of Spirit. ** "Mind": Divination, Illusion, any kind spell about knowing shit or deceiving people. Primarily associated with the Arcane and Occult spell lists. Direct opposite of Life. ** "Spirit": Anything to do with the Soul, rather than the mind. Primarily associated with the Occult and Divine spell lists. Direct opposite of Matter. ** "Life": Healing and direct harming spells, some necromancy; think "Finger of Death". Primarily associated with the Primal and Divine spell lists. Direct opposite of Mind. *** This is apparently just a method of classifying what spells go on what spell list (i.e., the Bard is now to the Druid as the Cleric is to the Wizard, and this list is just Paizo's way of parsing that). An alternate formulation is that: **** Primal sucks at anything to do with information gathering or being indirect. **** Divine sucks at doing damage other than positive, negative, and alignment damage. **** Occult sucks at being direct about most things. **** Arcane sucks at healing. *** There are spells that belong to all four spell lists, such as Plane Shift. If a spell belongs to three spell lists, the most likely to be left out is Primal.
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