History Characters / PathfinderClasses

23rd Jun '18 1:17:05 PM AuraGuardian
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%%* NatureHero

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%%* NatureHero* NatureHero: Their power (spell casting and Wild Shape) comes from nature, much as a Cleric's comes from their god. They also get a set of abilities themed on surviving in nature.



%%* VancianMagic: As expected.%%ZCE

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%%* * VancianMagic: As expected.%%ZCEwith all prepared casters, they allocate a limited selection of fixed-effect spells in their mind each day and are stuck to their allocation.



%%* InTheBlood: As per the Sorcerer.%%ZCE
%%* LamarckWasRight: Again, as per the Sorcerer.%%ZCE
%%* UnstoppableRage: As per the Barbarian%%ZCE

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%%* * InTheBlood: As per Just like the Sorcerer.%%ZCE
%%*
Sorcerer, the Bloodrager has a Bloodline from which they draw power. It gives them the Bloodrage power, Bloodline powers, and spellcasting.
*
LamarckWasRight: Again, as per Not all of their bloodlines are based in their actual descent. Many instead are acquired through actions or changes the Sorcerer.%%ZCE
%%*
Bloodrager's ancestors applied to themselves (such as the Arcane bloodline, which represents ancestors who studied magic, instead of having it in the blood).
*
UnstoppableRage: As per They have the Barbarian%%ZCEBloodrage power which gives them increase Strength and Constitution and some other benefits at the cost of Armor Class.



* VancianMagic: Unlike its two parent classes, the Hunter casts spells spontaneously, like Bards, Sorcerers, Summoners, Inquisitors and Oracles.

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* VancianMagic: Subverted. Unlike its two parent classes, the Hunter casts spells spontaneously, like Bards, Sorcerers, Summoners, Inquisitors and Oracles.



* CharmPerson: Mesmerists are to enchantment spells what Summoners are to conjuration.

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* CharmPerson: Mesmerists are to enchantment spells what Summoners are to conjuration. described as a blend of this and illusion. They also have a large number of Enchantment spells, which include this power.



%%* MasterOfIllusion

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%%* MasterOfIllusion
* MasterOfIllusion: Mesmerists are described as a blend of this and enchantment. They also have a large number of Illusion spells.



%%* DraconicHumanoid

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%%* DraconicHumanoid* BreathWeapon: The third-level ability of the class. It matches the Dragon Disciple's chosen bloodline.
* DraconicHumanoid: They gain a set of powers to emulate dragons, including a few draconic features, including wings and a breath weapon.
* NaturalWeapon: It is usually accessed by Sorcerers of the Draconic bloodline, who already have claws. It has an ability that gives a bite on top of that, and advances the bloodline (even from zero), giving claws even if it isn't accessed by a Sorcerer.



%%* MagicKnight

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%%* MagicKnight
* MagicKnight: To even become one requires knowledge of both level 3 spells and of martial weapons. It gains the ability to combine them on a critical hit at 10th level.
23rd Jun '18 12:47:22 PM Theriocephalus
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* MasterOfIllusion

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* %%* MasterOfIllusion




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* PsychicPowers: [[Main/CaptainObvious Duh]]. They are THE epitome of psychic powers in the campaign setting, although reflavored as a type of spellcaster for ease of play and/or integration with other spellcasters, probably. They have all stock psychic powers like these in their spell list...
** [[MindOverMatter Telekinesis]]: One of the class "capstone" features even lets you fly at will.
** {{Telepathy}}: They get a constant one for free at 17th level, even letting the player choose a new spell for replacement if the spell with the same name was already chosen as one of the psychic's limited spells known.
** [[TeleportersAndTransporters Teleportation]]: From the usual unstable one up to interplanetary goodness.

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* MindOverMatter: Telekinesis is one of the class "capstone" features, and even lets you fly at will.
* PsychicPowers: [[Main/CaptainObvious Duh]]. They are THE epitome of psychic powers in the campaign setting, although reflavored as a type of spellcaster for ease of play and/or integration with other spellcasters, probably. They have all a selection of stock psychic powers like these in their spell list...
**
[[MindOverMatter Telekinesis]]: One of the class "capstone" features even lets you fly at will.
**
telekinesis]], {{telepathy}} and [[TeleportersAndTransporters teleportation]].
*
{{Telepathy}}: They Psychics get this as a constant one effect for free at 17th level, even letting the player choose a new spell for replacement if the spell with the same name was already chosen as one of the psychic's limited spells known.
** [[TeleportersAndTransporters Teleportation]]: From * TeleportersAndTransporters: Teleportation in various forms becomes accessible to psychics as they progress, from the usual unstable one variant up to interplanetary goodness.




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* DraconicHumanoid

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DraconicHumanoid



* MagicKnight

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* %%* MagicKnight



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23rd Jun '18 12:43:21 PM Theriocephalus
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** The emphasis of the Titan Mauler archetype, which is a barbarian whose specialization in fighting much larger creatures such as giants and dragons has led them to developing techniques for wielding the absolute biggest weapons they can. This results in humans carrying and wielding weapons that are designed to be used two-handed by 20ft tall giants.
*** ... or they ''would'' if Paizo didn't include an errata saying that, no, Titan Mauler's ''cannot'' wield a Large two-handed weapon if they are Medium-size, they may only a one-handed Large weapon in two hands, [[BrokenBase much to the contention of the fans]]. This is especially upsetting for Barbarian fans who want to wield big, oversized weapons, as the Fighter Archetype, Titan Fighter, can do ''exactly that''.

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** The emphasis of the Titan Mauler archetype, which is a barbarian whose specialization in fighting much larger creatures such as giants and dragons has led them to developing techniques for wielding the absolute biggest weapons they can. This results in humans carrying and wielding weapons that are designed to be used two-handed by 20ft tall giants.
*** ...
giants... or they ''would'' if Paizo didn't include an errata saying that, no, Titan Mauler's Maulers ''cannot'' wield a Large two-handed weapon if they are Medium-size, they may only a one-handed Large weapon in two hands, [[BrokenBase much to the contention of the fans]]. This is especially upsetting for Barbarian fans who want to wield big, oversized weapons, as the Fighter Archetype, Titan Fighter, can do ''exactly that''.



* ThePowerOfHate / UnstoppableRage: The barbarian's Rage lets them tap into superhuman physical and mental feats due to the sheer power of their rage and hate.

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* ThePowerOfHate / UnstoppableRage: ThePowerOfHate: The barbarian's Rage lets them tap into superhuman physical and mental feats due to the sheer power of their rage and hate.




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* CharmPerson: The Bard's forte, to the point that they can use their MagicMusic to create such effects of varying levels without actually spending their spells.
** The Animal Speaker archetype is instead able to do this to animals.

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* CharmPerson: The Bard's forte, to the point that they can use their MagicMusic to create such effects of varying levels without actually spending their spells.
**
spells. The Animal Speaker archetype is instead able to do this to animals.




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* NatureHero

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* %%* NatureHero




* ArmorIsUseless: Averted, as Fighters naturally make better use of armor than other martial classes which might equip similarly heavy armor. With enough practice, a sufficiently skilled fighter can outright ignore the penalty their armor provides, meaning they can be just as nimble and deadly while constantly improving their protection.
** Averted even harder by the Armor Master archetype, which focuses on mastering the usage of shields and the heaviest armor possible to attain a veritably impregnable defense.

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* ArmorIsUseless: Averted, as Fighters naturally make better use of armor than other martial classes which might equip similarly heavy armor. With enough practice, a sufficiently skilled fighter can outright ignore the penalty their armor provides, meaning they can be just as nimble and deadly while constantly improving their protection.
**
protection. Averted even harder by the Armor Master archetype, which focuses on mastering the usage of shields and the heaviest armor possible to attain a veritably impregnable defense.




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* CharacterAlignment: [[invoked]]As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Monks must be LawfulGood, LawfulNeutral or LawfulEvil.
** [[AvertedTrope Averted]] by the [[ArrogantKungFuGuy Martial Artist Archetype,]] who has no alignment restrictions.

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* CharacterAlignment: [[invoked]]As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Monks must be LawfulGood, LawfulNeutral or LawfulEvil.
**
LawfulEvil. [[AvertedTrope Averted]] by the [[ArrogantKungFuGuy Martial Artist Archetype,]] Archetype]], who has no alignment restrictions.




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* CharacterAlignment: [[invoked]]As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Paladins must be LawfulGood. They received an EvilCounterpart class, the Antipaladin, which must be ChaoticEvil, in the Advanced Player's Guide.
** Averted with the Gray Paladin archetype from Ultimate Intrigue, which allows a paladin to be LawfulGood, LawfulNeutral, or NeutralGood. This allows the paladin to to be more flexible with their code, but at the cost of reduced divine power.

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* CharacterAlignment: [[invoked]]As in [[TabletopGame/DungeonsAndDragons the world’s oldest role-playing game]], Paladins must be LawfulGood. They received an EvilCounterpart class, the Antipaladin, which must be ChaoticEvil, in the Advanced Player's Guide.
**
Guide. Averted with the Gray Paladin archetype from Ultimate Intrigue, which allows a paladin to be LawfulGood, LawfulNeutral, LawfulNeutral or NeutralGood. This allows the paladin to to be more flexible with their code, but at the cost of reduced divine power.



* KnightInShiningArmor: Embodies the archetype. The Sword of Valor class archetype takes it UpToEleven, while the Empyreal Knight quite literally becomes an angelic knight as they level up. Finally there's the Shining Knight archetype itself, which specializes in mounted combat.
** Averted by the [[TheGunslinger Holy Gun]] archetype, both in flavor and mechanics. They lose proficiency in the heavier styles of armor, as well as the ability to detect evil, in exchange for a gun. They are explicitly described as breaking the mold of the "knight in shining armor."

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* KnightInShiningArmor: Embodies the archetype. The Sword of Valor class archetype takes it UpToEleven, while the Empyreal Knight quite literally becomes an angelic knight as they level up. Finally there's the Shining Knight archetype itself, which specializes in mounted combat.
**
combat. Averted by the [[TheGunslinger Holy Gun]] archetype, both in flavor and mechanics. They lose proficiency in the heavier styles of armor, as well as the ability to detect evil, in exchange for a gun. They are explicitly described as breaking the mold of the "knight in shining armor."







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* MasterOfNone: The standard Rogue is accused of being this, earning the moniker of weakest class, as it does nothing which any other class can't do - and do far better, especially if you count magic. The Unchained Rogue is at least much more combat capable.

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* MasterOfNone: The standard Rogue is accused of being this, earning the moniker of weakest class, as it does nothing which any other class can't do - -- and do far better, especially if you count magic. The Unchained Rogue is at least much more combat capable.




* AnIcePerson: The Boreal and Rime-Blooded bloodlines, which gives a sorcerer several ice-related powers, including the ability to summon a ''blizzard.''

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* AnIcePerson: The Boreal and Rime-Blooded bloodlines, which gives a sorcerer several ice-related powers, including the ability to summon a ''blizzard.''''blizzard''.



* DraconicHumanoid: The Dragon Bloodline returns for Pathfinder sorcerers.

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* DraconicHumanoid: The Dragon Bloodline returns for Pathfinder sorcerers. They don't actually look draconic -- their outward appearance is that of a typical member of their species -- but they have dragon ancestry and their magic tends towards draconic themes.



* {{Squick}}: Some of the Bloodlines are quite disgusting, when you think about it. Aberrant, Pestilience, Ghoul...
** Fortunately, not all bloodlines are the direct result of literal genetics. Many, such as Aberrant, Infernal or Abyssal bloodlines, come from desperate deals struck with outsiders long ago, the stain of which lingers metaphorically over the family.

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* {{Squick}}: Some of the Bloodlines are quite disgusting, when you think about it. Aberrant, Pestilience, Ghoul...
** Fortunately,
Ghoul... fortunately, not all bloodlines are the direct result of literal genetics. Many, such as the Aberrant, Infernal or and Abyssal bloodlines, come from desperate deals struck with outsiders long ago, the stain of which lingers metaphorically over the family.




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* SquishyWizard: Although thankfully not as much as in 3.5; Pathfinder having upgraded the Wizard and Sorcerer to d6 hit dice instead of d4's.
** Sufficiently powerful wizards may, with time, become [[LinearWarriorsQuadraticWizards more difficult to kill]] than similarly leveled fighters. Where a Paladin might be bolstered with larger hit dice and heavier armor, a wizard might be wearing Mage Armor, with magical natural armor, and using illusions to appear elsewhere - his Armor Class may be just as high, but with an additional miss chance.
* VancianMagic: As expected.

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* SquishyWizard: Although thankfully not as much as in ''D&D 3.5; Pathfinder 5'', ''Pathfinder'' having upgraded the Wizard and Sorcerer to d6 hit dice instead of d4's.
**
d4's. Sufficiently powerful wizards may, with time, become [[LinearWarriorsQuadraticWizards more difficult to kill]] than similarly leveled fighters. Where a Paladin might be bolstered with larger hit dice and heavier armor, a wizard might be wearing Mage Armor, with magical natural armor, and using illusions to appear elsewhere - -- his Armor Class may be just as high, but with an additional miss chance.
* %%* VancianMagic: As expected.%%ZCE




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* BlackKnight: The basic archetype of the class.
** The Knight of the Sepulcher eventually becomes an undead abomination.

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* BlackKnight: The basic archetype of the class.
**
class -- they're the {{Evil Counterpart}}s of righteous paladins, serving evil powers and spreading misery in the world. The Knight of the Sepulcher eventually becomes an undead abomination.




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** That said, the class is actually better off than its counterparts in D&D 3.5; Pathfinder Cavaliers spend a mere five features on getting a mount, better ability to train a mount, and better charges whilst mounted, with the rest of its levels focused on aiding allies and Order-related abilities. That said, they're still less than optimal if they can't access their mount, which is particularly important for Beast Riders and Fell Riders.
*** The Gendarme archetype trains to be a mounted terror almost to the exclusion of other abilities -- this is how the archetype is ''described''. Naturally, they fall headfirst into this.

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** That said, the class is actually better off than its counterparts in D&D ''D&D 3.5; 5''; Pathfinder Cavaliers spend a mere five features on getting a mount, better ability to train a mount, and better charges whilst mounted, with the rest of its levels focused on aiding allies and Order-related abilities. That said, they're still less than optimal if they can't access their mount, which is particularly important for Beast Riders and Fell Riders.
***
Riders. The Gendarme archetype trains to be a mounted terror almost to the exclusion of other abilities -- this is how the archetype is ''described''. Naturally, they fall headfirst into this.




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** TheWitchHunter: In addition to the archetype called this in ''Ultimate Combat'', which focuses on fighting arcane spellcasters in general but witches in particular, there's also the Spellbreaker, which is essentially a MageKiller by way of being an AntiMagic using WitchHunter.


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** * TheWitchHunter: In addition to the archetype called this in ''Ultimate Combat'', which focuses on fighting arcane spellcasters in general but witches in particular, there's also the Spellbreaker, which is essentially a MageKiller by way of being an AntiMagic using WitchHunter.





* BadPowersBadPeople[=/=]BadPowersGoodPeople: One of the alternate Mysteries introduced in ''Inner Sea Magic'' is the Spellscar Rift Mystery, which is an Oracle whose powers are quite literally slanted towards the demonic, but despite this there's nothing forcing them to be evil or preventing them from using their powers to fight evil.

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* BadPowersBadPeople[=/=]BadPowersGoodPeople: BadPowersGoodPeople: One of the alternate Mysteries introduced in ''Inner Sea Magic'' is the Spellscar Rift Mystery, which is an Oracle whose powers are quite literally slanted towards the demonic, but despite this there's nothing forcing them to be evil or preventing them from using their powers to fight evil.



* BlessedWithSuck[=/=]CursedWithAwesome: An Oracle's Curse always has some deleterious effect and cannot be lifted, but also has beneficial effects as well, in addition to being the key to the Oracle's magic. For example, the Clouded Vision curse effectively blinds the Oracle, but gives them supernatural senses to compensate.
** Becomes increasingly the latter trope as an Oracle gains levels. The Haunted curse, for instance, causes a group of mischievous spirits to throw your stuff everywhere, in return for mild MindOverMatter abilities. By 20th level, the Oracle can fly and even reverse gravity, while he or she doesn't suffer from anything worse than mild klutziness.
** InUniverse, the former is often the viewpoint of the Oracles themselves, especially since they rarely, if ever, asked to be "blessed". The iconic Oracle lost her home and family because of her powers, since she was originally a member of the militantly antitheist cities of Rahadoum.



* CursedWithAwesome: An Oracle's Curse always has some deleterious effect and cannot be lifted, but also has beneficial effects as well, in addition to being the key to the Oracle's magic. For example, the Clouded Vision curse effectively blinds the Oracle, but gives them supernatural senses to compensate.
** Becomes more noticeable as an Oracle gains levels. The Haunted curse, for instance, causes a group of mischievous spirits to throw your stuff everywhere, in return for mild MindOverMatter abilities. By 20th level, the Oracle can fly and even reverse gravity, while he or she doesn't suffer from anything worse than mild klutziness.
** InUniverse, the Oracles themselves tend to see themselves as BlessedWithSuck, especially since they rarely, if ever, asked to be "blessed". The iconic Oracle lost her home and family because of her powers, since she was originally a member of the militantly antitheist cities of Rahadoum.




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* ObviousRulePatch: The Unchained Summoner was the only Unchained rework that was overtly a nerf to the existing class, and unlike other classes that were given the choice of converting to their Unchained variants or staying the same, all summoners in Pathfinder Society play were forced to convert, with the vanilla summoner being banned from it completely.
** It also prevented the use of many of the old archetypes, many of which were considered [[GameBreaker game breakers]]; notably the Synthesist.

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* ObviousRulePatch: The Unchained Summoner was the only Unchained rework that was overtly a nerf to the existing class, and unlike other classes that were given the choice of converting to their Unchained variants or staying the same, all summoners in Pathfinder Society play were forced to convert, with the vanilla summoner being banned from it completely.
**
completely. It also prevented the use of many of the old archetypes, many of which were considered [[GameBreaker game breakers]]; notably the Synthesist.




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* Literature/BabaYaga: Not only is she an epically powerful Witch in the setting, one of the Grand Hexes a Witch can have is to have a Witch's Hut, an animated hut that obeys the witch in various ways.




* ArmorIsUseless: Gunslingers generally prefer lighter armor and mobility for defense, and their weapons use a target's touch armor class rather than their regular AC, effectively invoking this trope without specialized defensive powers.
** Averted by the Gun Tank archetype, which focuses on wearing heavy armor to deflect attacks whilst they blow folks away with their own guns.
* FantasyGunControl: Actively averts this. However, the Teppou Bushi runs with the Japanese-specific version of this, where guns are seen as somehow un-samurai (and therefore they have a harder time earning Honor than traditional samurai who use katana).
** The ''Advanced Class Guide'' introduces the Bolt Ace archetype, which applies the Gunslingers' skills and abilities to crossbows, allowing those whose [=GMs=] enforce this trope to still use the class.

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* ArmorIsUseless: Gunslingers generally prefer lighter armor and mobility for defense, and their weapons use a target's touch armor class rather than their regular AC, effectively invoking this trope without specialized defensive powers.
**
powers. Averted by the Gun Tank archetype, which focuses on wearing heavy armor to deflect attacks whilst they blow folks away with their own guns.
* FantasyGunControl: Actively averts this. However, the Teppou Bushi runs with the Japanese-specific version of this, where guns are seen as somehow un-samurai (and therefore they have a harder time earning Honor than traditional samurai who use katana).
**
katana). The ''Advanced Class Guide'' introduces the Bolt Ace archetype, which applies the Gunslingers' skills and abilities to crossbows, allowing those whose [=GMs=] enforce this trope to still use the class.




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* PraetorianGuard: The Yojimbo archetype traditionally acts as bodyguards for emperors and warlords.



* TakingTheBullet / DivingSave: The purpose of the Yojimbo archetype, who gain the Bodyguard feat for free, along with bonuses when they use it to aid others.
** PraetorianGuard: Flavour-wise the archetype is this, traditionally acting as bodyguards for emperors and warlords.

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* TakingTheBullet / DivingSave: TakingTheBullet: The purpose of the Yojimbo archetype, who gain the Bodyguard feat for free, along with bonuses when they use it to aid others.
** PraetorianGuard: Flavour-wise the archetype is this, traditionally acting as bodyguards for emperors and warlords.
others.




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** The entire class is arguably an {{expy}} of the popular [[TabletopGame/MageKnight Duskblade]] class from [[TabletopGame/DungeonsAndDragons 3.5's Player's Handbook II]], which is not part of the SRD, and thus wasn't eligible for import into Pathfinder directly.
*** To say nothing of the Eldritch Knight Prestige Class. To the point that the Iconic Magus was originally the picture used for the Eldritch Knight.

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** The entire class is arguably an {{expy}} of the popular [[TabletopGame/MageKnight Duskblade]] class from [[TabletopGame/DungeonsAndDragons 3.5's Player's Handbook II]], which is not part of the SRD, and thus wasn't eligible for import into Pathfinder directly.
*** To
directly -- to say nothing of the Eldritch Knight Prestige Class. To the point that the Iconic Magus was originally the picture used for the Eldritch Knight.



* MagicKnight: The basis of the class.
** The Myrmidarch and Kensai archetypes focus more on the "knight" aspect of the mix, even gaining a number of Fighter abilities as they level up.
* {{Mana}}: The Magus' "arcane pool" essentially fills this role, allowing for specialized attacks and abilities, whereas the spells it can cast are simple VancianMagic.
** Spell Recall allows one to use their Arcane Pool to recall and reuse previously expended prepared spells

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* MagicKnight: The basis of the class.
**
class. The Myrmidarch and Kensai archetypes focus more on the "knight" aspect of the mix, even gaining a number of Fighter abilities as they level up.
* {{Mana}}: The Magus' "arcane pool" essentially fills this role, allowing for specialized attacks and abilities, whereas the spells it can cast are simple VancianMagic.
**
VancianMagic. Spell Recall allows one to use their Arcane Pool to recall and reuse previously expended prepared spells




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* FullContactMagic: Beyond the fact the Bloodrager is all about magically becoming more deadly in the melee, the spell list for this class revolves around physically empowering or close-to-medium-ranged spells.
** There's also the Blood Conduit archetype, who focuses on unarmed combat and combat maneuvers, and gains the ability to channel touch spells through his body when he makes physical contact with an unarmed strike or combat maneuver.

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* FullContactMagic: Beyond the fact the Bloodrager is all about magically becoming more deadly in the melee, the spell list for this class revolves around physically empowering or close-to-medium-ranged spells.
**
spells. There's also the Blood Conduit archetype, who focuses on unarmed combat and combat maneuvers, and gains the ability to channel touch spells through his body when he makes physical contact with an unarmed strike or combat maneuver.



* InTheBlood: As per the Sorcerer.
* LamarckWasRight: Again, as per the Sorcerer.
* UnstoppableRage: As per the Barbarian

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* %%* InTheBlood: As per the Sorcerer.
*
Sorcerer.%%ZCE
%%*
LamarckWasRight: Again, as per the Sorcerer.
*
Sorcerer.%%ZCE
%%*
UnstoppableRage: As per the BarbarianBarbarian%%ZCE




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* BareFistedMonk: The Brawler retains the Monk's Unarmed Strike class feature, and a renamed version of the Flurry of Blows class feature.
** Although unlike the Monk, the Brawler can use Close-group weapons, like spiked knuckles, at a slower damage dice progression than their Unarmed Strikes. This, combined with their Brawler's Fury, means Brawlers are quite deadly when their fists are covered as well.

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* BareFistedMonk: The Brawler retains the Monk's Unarmed Strike class feature, and a renamed version of the Flurry of Blows class feature.
** Although unlike
feature. Unlike the Monk, however, the Brawler can use Close-group weapons, like spiked knuckles, at a slower damage dice progression than their Unarmed Strikes. This, combined with their Brawler's Fury, means Brawlers are quite deadly when their fists are covered as well.




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* VoluntaryShapeshifting: To a much lesser extent than the Druid; they can imbue themselves and their BondCreature with an "animal aspect" (or two, at max level) for a small but appropriate boon.
** The "Feral Hunter" archetype trades out the animal companion class feature for a limited[[note]]animals only[[/note]] version of the Druid's ''Wild Shape'' ability, allowing the Hunter to turn into an animal at will.


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* VoluntaryShapeshifting: To a much lesser extent than the Druid; they can imbue themselves and their BondCreature with an "animal aspect" (or two, at max level) for a small but appropriate boon.
**
boon. The "Feral Hunter" archetype trades out the animal companion class feature for a limited[[note]]animals only[[/note]] version of the Druid's ''Wild Shape'' ability, allowing the Hunter to turn into an animal at will.

will.




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* MagicMusic: Similar to the Bard.

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* MagicMusic: Similar to the Bard.Bard, the Skald can use supernaturally charged music for various effects, such as boosting the morale and rage of allies.




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4th Jun '18 4:56:27 PM AuraGuardian
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* NonIndicativeName: Ironically, the Swashbuckler class cannot live up to their name because they cannot use shields. Swashbucklers got their historic name by hitting or banging each other's bucklers, usually with slashing cutlasses.

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* NonIndicativeName: Ironically, the Swashbuckler class cannot live up to their name because they cannot use shields. %% Swashbucklers got their historic name by hitting or banging each other's bucklers, usually gain proficiency with slashing cutlasses.the bucklers they were historically named for. As such, this is not a case of non-idicative name.
4th Jun '18 3:22:23 PM CaptainCrawdad
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* NonIndicativeName: Ironically the Swashbuckler class cannot, by default swashbuckle, due to the fact that the class runs off of "light, one-handed piercing weapons".[[labelnote:Historical Note]]Swashbuckling is defined by fighting with a buckler (which the class can use) and a cutlass (which the class by default does not get bonuses with)[[/labelnote]] With archetypes it can utilize a cutlass effectively, however.

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* NonIndicativeName: Ironically Ironically, the Swashbuckler class cannot, cannot live up to their name because they cannot use shields. Swashbucklers got their historic name by default swashbuckle, due to the fact that the class runs off of "light, one-handed piercing weapons".[[labelnote:Historical Note]]Swashbuckling is defined by fighting hitting or banging each other's bucklers, usually with a buckler (which the class can use) and a cutlass (which the class by default does not get bonuses with)[[/labelnote]] With archetypes it can utilize a cutlass effectively, however.slashing cutlasses.
16th May '18 9:49:04 AM AuraGuardian
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Added DiffLines:

[[/folder]]
16th May '18 9:48:36 AM AuraGuardian
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Added DiffLines:

[[folder: Ultimate Wilderness Classes]]
Ultimate Wilderness focused on nature-themed archetypes, spells, items, and other options. It introduced the Shifter, a wilderness-themed martial combatant with a few Druidic tricks.

!! Shifter
A warrior with shapeshifting powers, who often serves a Druidic circle.

* BlobMonster: The Oozemorph archetype is an Ooze that can turn into a person.
* {{Druid}}: They are usually associated with Druids, and are a more martial version of them. While they don't gain a Druid's spellcasting or animal companion, they gain a number of powers associated with Druids, such as Wild Shape, Wild Empathy, and permission to know the Druidic secret language. They also have the Druid's injunction against wearing metal armor.
* ElementalPowers: The Elementalist archetype gains these from its forms.
* ElementalShapeshifter: the Elementalist archetype trades out animal forms for elemental.
* NaturalWeapon: They usually receive a Shifter Claws ability, which grants them claws with scaling power.
* OurWerewolvesAreDifferent: The Weretouched archetype is essentially a playable lycanthrope.
* PartialTransformation: Their Shifter Aspect class feature allows them to take on minor abilities of their form.
* ShapeshifterMashup: Not only does their Shifter Aspect stacks with Wild Shape (allowing a form and a partial form), but they can gain the ability to use their Aspect ability multiple times at once on different forms.
%%* ShapeshifterWeapon: While the Oozemorph gains Morphic Weapons, these are still natural attacks
* SizeShifter: The Rageshaper archetype, rather than shapeshifting, can become larger.
* VoluntaryShapeshifting: The premise of the class; they gain Wild Shape like the druid, but can go in and out of the form more easily. They also gain a partial variant.
11th May '18 6:21:08 AM Malady
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** Fervor acts as a Cleric's Channel, and can also be internalized to heal just the Warpriest. But its best aspect is that it can also be burned in order to cast any one spell the Warpriest currently has access to, targeting the Warpriest alone (so, buffing spells), ''as a Swift Action'', meaning they lose no tempo in battle whatsoever, and basically crank up their [[DragonBallZ Kaio-Ken]] level every single turn.

to:

** Fervor acts as a Cleric's Channel, and can also be internalized to heal just the Warpriest. But its best aspect is that it can also be burned in order to cast any one spell the Warpriest currently has access to, targeting the Warpriest alone (so, buffing spells), ''as a Swift Action'', meaning they lose no tempo in battle whatsoever, and basically crank up their [[DragonBallZ [[Manga/DragonBallZ Kaio-Ken]] level every single turn.



* KamehameHadoken: Back in ''Ultimate Combat'', a spell unique to the Cleric/Oracle Spell List called [[NamesToRunAwayFromReallyFast Blood Crow Strike]], which lets its caster make Unarmed Attacks at a range of 200+ feat in the form of small bird-shaped blasts of fire, came into being. It was considered, at the time, fairly useless because it only worked with Unarmed Attacks (which Clerics are bad at), and was only realistically added so that the Qinggong Monk could make use of it starting at level 14. However, the Sacred Fist is a Cleric-Monk Hybrid, and thus gets both the Monk's increased damage to Unarmed attacks, and access to Cleric/Oracle Spell List. A Feat also introduced in the ACG, named Pummeling Style, allows its user to pool all Unarmed Attacks in a round together into a single, devastating strike. It didn't take long for Blood Crow Strike + Pummeling Style to become ''THE'' signature move of the Sacred Fist, with many a player unabashedly screaming [[DragonBallZ KAAAAAAA! MEEEEEE! HAAAAAA! MEEEEE!]] '''''[[HotBlooded HAAAAAAAAAAAAAAAAAAAAAAAA!]]''''' while performing the maneuver.

to:

* KamehameHadoken: Back in ''Ultimate Combat'', a spell unique to the Cleric/Oracle Spell List called [[NamesToRunAwayFromReallyFast Blood Crow Strike]], which lets its caster make Unarmed Attacks at a range of 200+ feat in the form of small bird-shaped blasts of fire, came into being. It was considered, at the time, fairly useless because it only worked with Unarmed Attacks (which Clerics are bad at), and was only realistically added so that the Qinggong Monk could make use of it starting at level 14. However, the Sacred Fist is a Cleric-Monk Hybrid, and thus gets both the Monk's increased damage to Unarmed attacks, and access to Cleric/Oracle Spell List. A Feat also introduced in the ACG, named Pummeling Style, allows its user to pool all Unarmed Attacks in a round together into a single, devastating strike. It didn't take long for Blood Crow Strike + Pummeling Style to become ''THE'' signature move of the Sacred Fist, with many a player unabashedly screaming [[DragonBallZ [[Manga/DragonBallZ KAAAAAAA! MEEEEEE! HAAAAAA! MEEEEE!]] '''''[[HotBlooded HAAAAAAAAAAAAAAAAAAAAAAAA!]]''''' while performing the maneuver.
1st May '18 7:35:23 PM Cryos
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Added DiffLines:

* ShoutOut: The spirit is a stand.
22nd Apr '18 10:43:29 AM nombretomado
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** The entire class is arguably an {{expy}} of the popular [[MageKnight Duskblade]] class from [[TabletopGame/DungeonsAndDragons 3.5's Player's Handbook II]], which is not part of the SRD, and thus wasn't eligible for import into Pathfinder directly.

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** The entire class is arguably an {{expy}} of the popular [[MageKnight [[TabletopGame/MageKnight Duskblade]] class from [[TabletopGame/DungeonsAndDragons 3.5's Player's Handbook II]], which is not part of the SRD, and thus wasn't eligible for import into Pathfinder directly.
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