Talk:Apath
Full Skill List
Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), Use Magic Device (Cha),
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.
- Dwarf:
- Elf:
- Gnome:
- Half-Elf:
- Half-Orc:
- Halfling :
- Human:
- Aasimar:
- Android:
- Anpur:
- Avodim:
- Catfolk:
- Changeling:
- Dhamphir:
- Dhosari:
- Dragonblood:
- Drow:
- Erkunae:
- Eventual:
- Fetchling:
- Gnoll:
- Goblin:
- Grippli:
- Hobgoblin:
- Ifrit:
- Kitsune:
- Kobold:
- Lizardfolk:
- Merfolk:
- Nagai:
- Orc:
- Orcam:
- Oread:
- Polkan:
- Qit'ar:
- Ratfolk:
- Samsaran:
- Shibaten:
- Strix:
- Sylph:
- Tengu:
- Tiefling:
- Undine:
- Vanara:
- Wayang:
- Xesa:
- Zendiqi:
- Zif:
Favored Class Bonuses (Spell-y)
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.
- Dwarf: Select one item creation feat known you know. Whenever crafting an item using that feat, the amount of progress made in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
- Elf: Add 1/2 to your Spellcraft skill bonus.
- Gnome: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must be from the illusion school.
- Half-Elf: When casting enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.
- Half-Orc: Add a +1 bonus on concentration checks made due to taking damage while casting spells.
- Halfling: Add +1/2 to your AC against attacks of opportunity triggered by casting spells.
- Human: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must be at least one level below the highest spell level you can cast.
- Aasimar: Add +¼ to your caster level when casting spells with the good descriptor.
- Anpur: When casting spells that create traps, increase the Perception and Disable Device DC by +1/2.
- Avodim: Add + ½ point of cold damage to spells that deal cold damage.
- Catfolk: Add either 1/5 daily use to cat's luck, or add 1/5 of a new type of saving throw the ability can be applied to.
- Changeling: Add +1/2 ft. to the changeling's natural reach. Always round this down to the nearest multiple of 5 ft. The changeling can only use this with natural weapons and touch attacks.
- Dhamphir: Add +½ point of negative energy damage to spells and class features that deal negative energy damage.
- Dhosari: When casting spells with the compulsion descriptor, add +1/3 to the effective caster level of the spell, but only with regards to duration.
- Dragonblood: Select one energy type from the following: acid, cold, electricity, fire. Add +1/2 to the spell damage of that energy type.
- Drow: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level you can cast.
- Erkunae: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must be of the conjuration or enchantment schools or have the chaotic or evil subtype, and be at least one level below the highest spell level you can cast.
- Eventual: Add 1/2 to your caster level, but only for the purpose of calculating spell duration.
- Goblin: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the fire descriptor, and be at least one level below the highest spell level you can cast.
- Ifrit: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the fire descriptor.
- Kitsune: Add +¼ to the DC of enchantment spells.
- Kobold: Choose acid, cold, electricity, or fire damage. Add +½ point of the chosen energy damage to spells that deal the chosen energy damage.
- Oread: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the acid or earth descriptor.
- Polkan: Add a +1 bonus on concentration checks made due to taking damage while casting spells.
- Qit'ar: Add +1/2 to either acid or cold resistance.
- Samsaran: Reduce the spell slot required to apply a metamagic feat by 1/4 (to a minimum of +0). This option must be selected 4 times (or another increment of 4) to reduce the spell slot required by 1.
- Shibaten: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the air or electricity descriptor.
- Sylph: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the air or electricity descriptor.
- Tengu: Add +1/3 to your caster level when casting spells with the language dependent descriptor, or those creating magical glyphs, runes, or symbols.
- Tiefling: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the darkness or compulsion descriptor.
- Undine: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the cold or water descriptor.
- Xesa: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the mind-affecting, polymorph, or poison descriptor.
- Zendiqi: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the acid, air, cold, electricity, fire, or water descriptor.
Favored Class Bonuses (Rougeish)
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.
- Dwarf: Increase the bonus from the dwarf's stability by +1/4.
- Elf: Increase the elf's land speed by 1 ft. Always round this down to the nearest increment of 5 ft.
- Gnome: Add +1/4 to the bonus from the gnome's keen senses and obsessive abilities.
- Half-Elf: Gain a +1/4 bonus on Diplomacy and Perception checks.
- Half-Orc: Choose 1/4 skill from this list: Acrobatics, Climb, Craft, Disable Device, Escape Artist, Handle Animal, Intimidate, Perform, Profession, Swim. You can use either Strength or Dexterity as the key ability for the selected skill.
- Halfling : Add +1/2 on all Perception checks. This does not stack with the bonus from Trapfinding.
- Human: Gain 1/6 bonus feat the human fulfills the prerequisites for.
- Aasimar: Add 3 ft. to the range of the aasimar's darkvision. Always round this down to the nearest increment of 5 ft.
- Android: Add a +1/4 bonus on a Knowledge and Linguistics check.
- Anpur: Gain a +1/2 bonus on Perception checks when it a graveyard, temple, or tomb.
- Avodim: Add +1/2 to damage dealt to creatures with the outsider type.
- Catfolk: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.
- Changeling: Add +1/2 ft. to the changeling's natural reach. Always round this down to the nearest multiple of 5 ft. The changeling can only use this with natural weapons and touch attacks.
- Dhamphir: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
- Dhosari: Increase Strength by 1/2, but only for the purpose of Strength checks (not Str-based skill checks) and carrying weight.
- Dragonblood: Gain blindsense with a range of 1 ft. Always round this down to the nearest increment of 5 ft.
- Drow: Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
- Erkunae: Gain a +1/2 bonus on Use Magic Device.
- Eventual: Gain a +1/2 bonus on opposed Sense Motive checks.
- Fetchling: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
- Gnoll: Add 2 ft. to speed when taking the charge, double move, and withdraw actions. Always round this down to the nearest increment of 5 ft.
- Goblin: Add a +1/2 bonus on damage rolls made before the target has acted in combat.
- Grippli: Add a +1/2 bonus on Stealth checks and Perception checks made in swamps and in shallow or deep bog terrain.
- Hobgoblin: Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the hobgoblin is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
- Ifrit: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
- Kitsune: Gain scent with a range of 1 ft. Always round this down to the nearest increment of 5 ft.
- Kobold: Choose an energy type: acid, cold, electricity, or fire. Gain energy resistance 1 against the selected damage type.
- Lizardfolk: Gain either climb speed 1 ft. or swim speed 1 ft., whatever the lizardfolk did not start with. Always round this down to the nearest increment of 5 ft.
- Merfolk: Increase land speed by 2 ft. to a maximum of 20 ft. Thereafter, gain +1 ft. of climb speed. Always round speed down to the nearest increment of 5 ft.
- Nagaji: Gain either climb speed 1 ft. or swim speed 1 ft. in any combination. Always round this down to the nearest increment of 5 ft.
- Orc: Gain +1 bonus to damage when at 0 or fewer current hit points.
- Orcam: Add 1 ft. to the range of orcam ecolocation and gain blindsense 1 ft. even when not using echolocation.
- Oread: Add +1 to the oread's acid resistance.
- Polkan: For 1 round per day the polkan can squeeze (reducing space to 5 ft.) without taking any penalties. These rounds need not be consecutive.
- Qit'ar: Gain +1/4 to saves vs. mind-affecting spells and effects, and poison.
- Ratfolk: Gain either climb speed 1 ft. or swim speed 1 ft. in any combination. Always round this down to the nearest increment of 5 ft.
- Samsaran: Add +1/4 to the bonus of given by the samsarans lifebound ability.
- Shibaten: Increase the range of the seed finder racial trait by 1 ft. Always round this down to the nearest increment of 5 ft.
- Strix: Add a +1 ft. to the range of the strix's darkvision. Always round this down to the nearest increment of 5 ft.
- Sylph: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
- Tengu: Gain a +1/2 bonus on critical hit confirmation rolls made with a with any one melee weapon listed under the tengu’s swordtrained ability (maximum bonus of +5). When the bonus reaches +5, the tengu can continue to spend points, gaining a bonus on confirmation rolls with all melee weapon listed under the tengu’s swordtrained ability. This bonus does not stack with those gained through Critical Focus and similar effects.
- Tiefling: Add 1/2 to the resistances gained from the theifling's fiendish resistance ability.
- Undine: Add +1 ft. to the undines's swim speed. Always round this down to the nearest increment of 5 ft.
- Vanara: Add a +1/2 bonus on all Acrobatics and Climb checks.
- Wayang: Add 3 ft. to the range of the wayang's darkvision. Always round this down to the nearest increment of 5 ft.
- Xesa: Gain 1/2 additional daily use of eagle's splendor (sp) and sanctuary (sp).
- Zendiqi: Gain 1/4 additional daily use of the zendiqi's smell of the muhartik racial trait.
- Zif: Add +1/2 to the zif’s Climb checks. The zif can climb absolutely smooth surfaces like a wall of force with a DC of 40.
Favored Class Bonuses (Warrior)
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.
- Dwarf: Increase the bonus from the dwarf's stability by +1/4.
- Elf: Add +1 to the elf’s CMD when resisting a disarm or sunder attempt.
- Gnome: Choose the dirty trick or reposition combat maneuver. Add +1/2 to the gnome's CMB when attempting this maneuver (maximum bonus of +5).
- Half-Elf: Add +1 to the half-elf's CMD when resisting a disarm or overrun.
- Halfling: Add +1 to the halfling's CMD when resisting a grapple or trip attempt.
- Half-Orc: Add +1 to the half-orc's Constitution score for the purpose of determining death from negative hit points and gain +1 bonus to damage when at 0 or fewer current hit points.
- Human: Gain 1/6 bonus feat the human fulfills the prerequisites for.
- Aasimar: Add +1/2 to the resistances of the celestial resistance racial trait.
- Android: Add +1/4 to the nanite surge bonus.
- Anpur: Gain a +1/4 bonus on saves against disease and fear.
- Avodim: Add +1/3 to damage dealt to creatures with the outsider type.
- Catfolk: Choose a weapon from the following list: claws, kukri, longbow, longsword, short spear, or shortbow. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +5). When the bonus reaches +5, the catfolk can continue to spend points, gaining a bonus on confirmation rolls with all the listed weapons. This bonus does not stack with Critical Focus.
- Changeling: Add +1/2 ft. to the changeling's natural reach. Always round this down to the nearest multiple of 5 ft. The changeling can only use this with natural weapons and touch attacks.
- Dhampir: Add a +2 bonus on rolls to stabilize when dying.
- Dhosari: Increase Strength by 1/2, but only for the purpose of Strength checks (not Str-based skill checks) and carrying weight.
- Dragonblood: Reduce the armor check penalty of armor worn (not shield) by 1/3 point, but not below 0.
- Drow: Choose the disarm or reposition combat maneuver. Add +1/2 to the drow's CMB when attempting this maneuver (maximum bonus of +5).
- Duergar: Choose one ranged weapon. Add +2 ft. to the range increment of that weapon. Round this down to the nearest increment of 5 ft.
- Erkunae: Gain a +1/2 bonus on Use Magic Device.
- Eventual: Add +1 to the eventual's CMD when resisting a bull rush, drag, and reposition attempt.
- Fetchling: Add +1 to the fetchling's CMD when resisting two combat maneuvers of the character’s choice.
- Gillman: Add +1 to the gillman's CMD when resisting two combat maneuvers of the character’s choice.
- Gnoll: Add 2 ft. to speed when taking the charge, double move, and withdraw actions. Always round this down to the nearest increment of 5 ft.
- Goblin: Add a +1/3 bonus on damage rolls made before the target has acted in combat.
- Grippli: Add a +1 racial bonus on Swim skill checks. When this bonus reaches +8, the grippli gains a swim speed of 15 feet (this does not grant the grippli another +8 racial bonus on Swim checks).
- Hobgoblin: Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the hobgoblin is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
- Ifrit: Add +1/4 points of fire damage to metal melee weapon attacks.
- Kitsune: Gain +1/3 bonus on Bluff checks to feint.
- Kobold: Choose an energy type: acid, cold, electricity, or fire. Gain energy resistance 1 against the selected damage type.
- Lizardfolk: Add +1/5 to the lizardfolk's natural armor bonus.
- Merfolk: Increase land speed by 2 ft. to a maximum of 20 ft. Thereafter, gain +1 ft. of climb speed. Always round speed down to the nearest increment of 5 ft.
- Nagaji: Add +1 to the nagaji's CMD when resisting a grapple or trip attempt.
- Orc: Gain +2 bonus to damage when at 0 or fewer current hit points.
- Orcam: Gain a +1/2 dodge bonus against attacks of opportunity triggered by leaving an enemy's threatened space.
- Oread: Add +1 to the oread's acid resistance.
- Polkan: Add 1 ft. of land speed. Always round this down to the nearest increment of 5 ft.
- Qit'ar: Gain +1/4 to saves vs. mind-affecting spells and effects, and poison.
- Ratfolk: Add +1 to the ratfolk's CMD when resisting a bull rush or grapple attempt.
- Samsaran: Add +1/4 to the bonus of given by the samsarans lifebound ability.
- Shibaten: Add +1/4 to Bluff and Intimidate checks.
- Strix: Add +¼ to the attack roll bonus from the strix’s hatred racial trait.
- Sylph: Add +1 ft. to all of the speed of all moves of movement the sylph have a speed with. Always round this down to the nearest increment of 5 ft.
- Tengu: Gain a +1/2 bonus on critical hit confirmation rolls made with a with any one melee weapon listed under the tengu’s swordtrained ability (maximum bonus of +5). When the bonus reaches +5, the tengu can continue to spend points, gaining a bonus on confirmation rolls with all melee weapon listed under the tengu’s swordtrained ability. This bonus does not stack with those gained through Critical Focus and similar effects.
- Tiefling: Add 1/2 to the resistances gained from the theifling's fiendish resistance ability.
- Undine: Add +1 ft. to the undines's swim speed. Always round this down to the nearest increment of 5 ft.
- Vanara: Add +1 to the vanara's CMD when resisting a reposition or trip attempt.
- Wayang: Add +1 to the wayang's CMD when resisting a dirty trick or steal attempt.
- Xesa: Add +1/4 to the Will save bonus against mind affecting effects gained from the xesa immunities racial trait.
- Zendiqi: Add +1/5 to the bonus from the infidel destroyers racial trait.
- Zif: Choose the dirty trick or grapple combat maneuver. Add +1/2 to the zif's CMB when attempting this maneuver (maximum bonus of +5).
Word Counts
1/1 BAB
Barbarian
- Beast Rager 345 t
- Bloodtained Barbarian 356 t
- Highbrow Hulk 1022
- Rage Druid 3906
- Tireless Rager 553
- Barbarian Prestige Archetypes
- Rage prophet 3450
- Unchained Barbarian
Savage barbarian 324
Bloodrager
- Unchained 304
- Feral Bloodrager 450 t
- Rage Alchemist 279 t
- Rageblood 267
- Monster Rager (MA) 267
Brawler
- Champion Brawler 298
Cavalier
- Cavalier Orders 3044 t
- Commander 1250 t
- Foot Knight 268
- Heart of Oak 911 t
- Pack Master 1048 t
- Cavalier Prestige Archetypes
- Hell Knight Charger 1424 t
Fighter
- Knave 388
- Mounted Fighter 388
- Valiant (MA) 360
Gunslinger
- Ace Gunslinger (MA) 1029
- Ghostslinger (MA) 1474
- Gun Ranger 516 t
- Gunfighter 311
- Kinetic Gunslinger 569
- Maverick Gunslinger 621 t
- Oddball Gunslinger 324 t
- Voidslinger (MA) 836
Monk
- Sumotori (MA) 2284
- Prestige Archetypes
- Champion of the Enlightened 4338
- Master Spy 1812
- Syndicate Lord 1166
Paladin
- Crusader (MA) 265
- Prestige Archetypes
- Hell Knight Paragon 1899 t
Ranger
- Animal Lord (MA) 1935 t
- Armsmaster Ranger 435
- Domain Champion 1043 t
- Guerilla 1009 t
- Naffatun 1182 t
- Prestige Archetypes
- Crimson Claw 2942
- Horizon Walker 2191
Spellsword 1837
- Doomed Spellsword 182
- Bloodline Knight 2410
- Polymath (MA) 653
Swashbuckler
- Blade of Panache (MA) 649
- Maverick Swashbuckler 623 t
- Oddball Swashbuckler 344 t
3/4 BAB
Alchemist
- Bomber 684 t
- External Alchemist 1160 t
- Prestige Archetypes
- Master Chymist 2239
- Toxic Alchemist 1786
Animist 6059 + 899 + 472
- Azusa Miko 4419
- Bokor 790
- Companion Animist 338
- Cursed Animist 409
- Miko (MA) 565
- Medicine Man 632
- Patron Animist 155
- Planar Animist 525
- Trickster Animist 1879
- Untouchable Animist 578
- Verbena 465
- Wild Animist 379
Bard
- Artiste 3976
- Fili 2174 t
- Prestige Archetypes
- Battle herald 2537
- Maestro Spy 1718
- Mystic Spy 2543
- Prophet of Profit 2379
- Syndicate provocateur 1763
Cleric
- Arcane Mystic 2065
- Auspex 833 t
- Domain Cleric 334 t
- Pure Cleric 930 t
- Rogue Cleric 1414 t
- Prestige Archetypes
- Dissident of Dawn 1442 t
- Divine Scion 1547
- Hell Knight Chaplain 1236 t
- Ib Monolith 1613
- Sacred Vindicator 1559
Druid
- Elemental Druid 1384 t
- Elementalist Druid 975 t
- Prime Druid 872 t
- Prestige Archetypes
- Green Faith Acolyte 1255
- Nature Companion 1889
- Storm Kindler 1852
- Winter Lord 1854
Hunter
- Feral Hunter (MA) 285
- Noble Hunter (MA) 389
Investigator
- Bloodhound 853
- Canny Investigator (MA) 1078
- Ghost Buster (MA) 872
- Iron Investigator (MA) 832
- Jack of all Trades 1340 t
- Mage Investigator 388 t
- Mystic Investigator 575 t
- Occult Investigator 865 t
- Specialist Investigator 1513 t
- Thief Catcher 1099
Inquisitor
- Arcane Avenger 852 t
- Blind Justice 952 t
- Church Envoy 319 t
- Circuit Judge 276 t
- Domain Inquisitor 194 t
- Learned Inquisitor 514 + table t
- Relic Hunter 424 t
- Sacred Inquisitor 267 t
Kineticist
- Aura Kineticist (MA) 269
- Energy Eater 901
- Kinetic Warrior 1200
- Tough Kineticist (MA) 272
Magus
- Arcane Marksman 1524 + 4027
- Bloodline Magus 1117 t
- Crafty Magus 899 t
- Kshatriya 1915 +3826
- Rage Magus 1737 + tables t
Mesmerist
- Canny Mesmerist (MA) 261
Occultist
- Canny Occultist (MA) 253
Oracle
- Mysteries p
- Ascension 1204
- Aureola 1787
- Celestial 1354
- Domain 999
- Enigmas 1235
- Doom 1140
- Hero Quest 1167 t
- Infernal 1463
- Moonlighting 927
- Passion 1923
- Pontifex 1583
- Sea 1813
- Curses
- Cyclopean 335 t
- Phantom Arm 270
- Archetypes
- Blessed Oracle 119
- Nimbused Oracle 896
- Spirit Oracle 128
- Theosophist 403
Quartermaster
- Avant-Garde Quartermaster (MA) 140
- Engineer 502
- Fixer 498
- Maven 864
- Pandit (MA) 808
Rogue
- Rules 1143
- Talents 12562
- Archetypes
- Chameleon 244
- Daredevil XXX
- Everyday Hero 1657 t
- Mountebank (MA) 953 t
- Ruin Explorer 1114
- Saint of Sinners 2034 t
- Sapper 778
- Specialist Rogue 3893 t t
- Prestige Archetypes
- Arcane Trickster
- Crimson Assassin 2401
- Deadly Spy 2121
- Delver 1176
- Lion Blade 1538
- Mariner 3002
- Opportunist 1771
- Poison Tongue 2473
- Poisoner 2262
- Sheut Monolith 2317
- Syndicate Agent 1510
Shaman
- Shaman Eremite 483
Skald
- Rage idol (MA) 288
- Wild Singer 959
Spiritualist
- Spook (MA) 400
Summoner
- FAQ 773
- Spell List 10658
- Archetypes
- Abiogenesist 1274
- Bestial Summoner (MA) 265
- Clan Summoner 1064
- Creative Artist 1189
- God Caller 860
- Monster Channeler 1664
- Spellbook Summoner 962
Vigilante
- Canny Vigilante (MA) 264
- Pact Vigilante (MA) 591
- Uncanny vigilante (MA) 151
Warpriest
- Crafty Priest 1456 t
- Domain Priest 393
- Lay Priest 1539 t
- Exalted P (MA) 1167
- Pure Warpriest 1010t
- Shining Priest (MA) 1165
1/2 BAB
Sorcerer
- Aether Bloodline 757 t
- Mount Bloodline 1018
- Saher Bloodline 1665 t
- Savant Bloodline 783 t
- Archetypes
- Burglar Mage 949 t
- Plucky Mage 635 t
- Shugenja 4500 (with table)
- Spirit Sorcerer 782 t
- Wildcard Sorcerer 988 t
- Prestige Archetypes
- Stormblood 5766 (with table)
Witch
- Hexes 804
- Patrons 603
- Archetypes
- Molting Witch 2180
- Occult Witch 1500
- Spell Charm Witch 954
- Spirit Witch 570
- Pact Witch 1950
- Tome Witch 782
- Triple-Faced Witch 1026
- Void Witch 1768
- Prestige Archetypes
- Winter Witch 3609
- Witch Infiltrator 2669
Wizard
- Bloodline Wizard 462
- Diligent Universalist 156
- Doll Mage 1219
- Iconodule 745
- Iron Wizard 386
- Magic User 1265
- Matrix Mage 680
- Specialist Wizard 553
- Tantrist 447
- Wu Jen 2906 + table
- Prestige Archetypes
- Hell Knight Notary 1493
New Archetype Ideas
- Mounted barbarian. Compare http://www.d20pfsrd.com/classes/hybrid-classes/bloodrager/archetypes/paizo---bloodrager-archetypes/bloodrider
- Summoner clerics/wizards/sorcerers. Compare http://www.d20pfsrd.com/classes/hybrid-classes/arcanist/archetypes/paizo---arcanist-archetypes/occultist
- Steel-Breaker for other classes - http://www.d20pfsrd.com/classes/hybrid-classes/brawler/archetypes/paizo---brawler-archetypes/steel-breaker
- Rogue with Investigator inspiration
- Investigator alternatives to poison, besides http://www.d20pfsrd.com/classes/hybrid-classes/investigator/archetypes/paizo---investigator-archetypes/steel-hound
- Dissident of dawn generalized
- Genie Binder http://flyingpincushion.blogspot.com.au/2013/09/not-monster-monday-archetype.html?m=1
Change For Next Campaign
- Trip grounds fliers? Swimmers?
- Glitterdust, faery fire?
- Metamagic - action type, cost.
New archetype Template
Unofficial rules compendium | |
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XXX
Class Features
This archetype has all normal class features, except as noted.
Summary of Changed Class Abilities
Other Archetypes
These are either obsolete or on the project stage.
- Brute
- Magus of the MindMA Magus/Monk
- Animal Fu
- Animal Mystic<ref name="MA"/>
- Animist Medium
- Blessed Inquisitor
- Craftmaster
- Lin kuei
- Maven<ref name="VS"/>
- Mystic Searcher
Possible 3rd Party Classes
These are checked for mood, not balance. List is by no means complete.
- Armiger
- Dragonrider Dragon Island
- Godling
- Machinesmith - dwarfs and gnomes
- Magister
- War Master
- Warlock
Footnotes
<references/>