Talk:Apath

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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:
  • Avoodim:
  • 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: Add 1/2 to your Diplomacy, Knowledge (arcana), Knowledge (religion), and Spellcraft skill bonus.
  • 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 +1/5 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.
  • Avoodim: 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 abjuration spells, add +1 to the effective caster level of the spell, but only to calculate 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.
  • Eventual: Add 1 to the eventual's 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.
  • 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 +1/5 to the save 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: The Qit'ar can charge up to 3 ft. and make a pounce attack. Always round this down to the nearest increment of 10 ft.
  • Samsaran: Choose one metamgaic feat. Reduce the spell slot required to apply this 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 (minimum +0).
  • Shibaten: Add one spell from your spell list to your spells known, spellbook, or familiar, as appropriate. This spell must have the air or water 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 in a graveyard, temple, or tomb.
  • Avoodim: 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. Always round this down to the nearest increment of 5 ft.
  • 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 +3 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 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 tiefling'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: * Zif: Gain 1 ft of climb speed, always round this down to the nearest increment of 5 ft. 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.
  • Avoodim: 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: The Qit'ar can charge up to 3 ft. and make a pounce attack. Always round this down to the nearest increment of 10 ft.
  • 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 +1/4 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 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

Change For Next Campaign

  • Trip grounds fliers? Swimmers?
  • Glitterdust, faery fire?
  • Metamagic - action type, cost.

New archetype Template

ApathApath Logo
Unofficial rules compendium

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.

Possible 3rd Party Classes

These are checked for mood, not balance. List is by no means complete.

Footnotes

<references/>