Follow TV Tropes

Following

History Characters / PathfinderClasses

Go To

OR

Is there an issue? Send a MessageReason:
Simple Staff has been disambiguated


* RapidFireFisticuffs: Flurry of Blows is the monk's tactical bread and butter, allowing him to attack more rapidly than the average melee fighter, using powerful unarmed strikes. Of course, he can also use this ability with designated monk weapons, including the [[SimpleStaff quarterstaff]], [[FightingWithChucks nunchaku]], and [[StockNinjaWeaponry shuriken]].

to:

* RapidFireFisticuffs: Flurry of Blows is the monk's tactical bread and butter, allowing him to attack more rapidly than the average melee fighter, using powerful unarmed strikes. Of course, he can also use this ability with designated monk weapons, including the [[SimpleStaff quarterstaff]], quarterstaff, [[FightingWithChucks nunchaku]], and [[StockNinjaWeaponry shuriken]].
Is there an issue? Send a MessageReason:
None


* DumbMuscle: The Tactician archetypr specifically focuses on subverting it, as it's a Fighter who specializes in using their brains and tactical knowledge to control the battlefield.

to:

* DumbMuscle: The Tactician archetypr archetype specifically focuses on subverting it, as it's a Fighter who specializes in using their brains and tactical knowledge to control the battlefield.
Is there an issue? Send a MessageReason:
Updating Link


* {{Expy}}: The class enables you to be an expy of a number of famous superheroes from real-life fiction. The Stalker combat option is inspired by stealth-based superheroes such as Franchise/{{Batman}}. It gets even more blatant with the archetypes; the Brute is [[ComicBook/IncredibleHulk The Hulk]], while the Magical Child is Franchise/SailorMoon (complete with magical animal guide). The Wildsoul allows you to pick an animal from which you derive your powers from, one of which is notably [[Franchise/SpiderMan an arachnid that allows you to create webs]], another which is a falconine that [[ComicBook/HawkMan gives you wings]]. The Gunmaster archetype is for any SuperheroPackingHeat. The Warlock is ComicBook/DoctorStrange. Additionally, through minor editing/combining of the Magical Child and Mounted Fury archetypes, you can be a Franchise/KamenRider, or, alternatively, [[Franchise/MastersOfTheUniverse He-Man]].

to:

* {{Expy}}: The class enables you to be an expy of a number of famous superheroes from real-life fiction. The Stalker combat option is inspired by stealth-based superheroes such as Franchise/{{Batman}}. It gets even more blatant with the archetypes; the Brute is [[ComicBook/IncredibleHulk [[ComicBook/TheIncredibleHulk The Hulk]], while the Magical Child is Franchise/SailorMoon (complete with magical animal guide). The Wildsoul allows you to pick an animal from which you derive your powers from, one of which is notably [[Franchise/SpiderMan an arachnid that allows you to create webs]], another which is a falconine that [[ComicBook/HawkMan gives you wings]]. The Gunmaster archetype is for any SuperheroPackingHeat. The Warlock is ComicBook/DoctorStrange. Additionally, through minor editing/combining of the Magical Child and Mounted Fury archetypes, you can be a Franchise/KamenRider, or, alternatively, [[Franchise/MastersOfTheUniverse He-Man]].

Changed: 1878

Removed: 4922

Is there an issue? Send a MessageReason:
See Averted Trope "Generally, only nigh Omnipresent Tropes, Necessary Weasel tropes or aversion-only tropes should have aversions listed as examples." Some of these are actually subversion. Also comment out a ZCE.


* BadassNormal: No magical powers, but can still compete against all of the mystical monsters and creatures. Some archetypes avert this and include magical buffs, though.

to:

* BadassNormal: No magical powers, but can still compete against all of the mystical monsters and creatures. Some archetypes avert subvert this and include magical buffs, though.



* AllMonksKnowKungFu: Averted deliberately with the Cloistered Cleric archetype, which is based upon/inspired by the actual monks of Medieval Europe. It trades armor and weapon proficiencies, and a significant amount of spellcasting ability, for knowledge-related perks (bonus to Knowledge checks in general, bonus to checks relating to written things, ability to help others pass skill and ability checks by giving them instructions).
* AlwaysLawfulGood: Averted, clerics can devote themselves to ''any'' divinity regardless of that divinity's alignment. As such, you can play as a cleric of a demon lord or a god of torture just as easily as you can be a cleric to a god of law or love.



* SpellBlade: The Forgemaster archetype specializes is being able to imbue arms and armor with temporary magical abilities by drawing magical runes on them. This averts InstantRunes, though, as it takes a full-round action to craft a single rune.

to:

* SpellBlade: The Forgemaster archetype specializes is being able to imbue arms and armor with temporary magical abilities by drawing magical runes on them. This averts InstantRunes, though, as it takes a full-round action to craft a single rune.



* ReptilesAreAbhorrent: Druids are likely to avert this in general, but the Naga Aspirant archetype really averts it; these druids revere the human-headed SnakePeople known as Nagas, and eventually transform themselves into one permanently.



* 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.



* DumbMuscle: Fighters can play this straight or avert this as they choose, but one archetype, the Tactician, specifically focuses on averting it, as it's a Fighter who specializes in using their brains and tactical knowledge to control the battlefield.

to:

* DumbMuscle: Fighters can play this straight or avert this as they choose, but one archetype, the Tactician, The Tactician archetypr specifically focuses on averting subverting it, as it's a Fighter who specializes in using their brains and tactical knowledge to control the battlefield.



* CharacterAlignment: [[invoked]]As in ''TabletopGame/DungeonsAndDragons'', Monks must be LawfulGood, LawfulNeutral or LawfulEvil. [[AvertedTrope Averted]] by the [[ArrogantKungFuGuy Martial Artist Archetype]], who has no alignment restrictions.

to:

* CharacterAlignment: [[invoked]]As in ''TabletopGame/DungeonsAndDragons'', Monks must be LawfulGood, LawfulNeutral or LawfulEvil. [[AvertedTrope Averted]] by the [[ArrogantKungFuGuy Martial Artist Archetype]], who has no alignment restrictions.



** Averted by the Martial Artist, who loses access to the ki-pool class feature in exchange for Fighter feats, a PressurePoint based ability, and an assortment of CharlesAtlasSuperpower features.



* ArmorAndMagicDontMix: Averted. The Paladin depends on armor to protect themselves in melee, but can still cast spells, as per Clerics.



* CharacterAlignment: [[invoked]]As in ''TabletopGame/DungeonsAndDragons'', 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.

to:

* CharacterAlignment: [[invoked]]As in ''TabletopGame/DungeonsAndDragons'', Paladins must be LawfulGood. They received an EvilCounterpart class, the Antipaladin, which must be ChaoticEvil, in the Advanced Player's Guide. Averted Subverted 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.



* KnightInShiningArmor: Embodies the archetype. The Sword of Valor class archetype takes it up to eleven, 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."
--> ''" Holy guns roam the world searching for evil. And where they find it, they put it down."''

to:

* KnightInShiningArmor: Embodies the archetype. The Sword of Valor class archetype takes it up to eleven, 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."
--> ''" Holy guns roam the world searching for evil. And where they find it, they put it down."''



* ArmorAndMagicDontMix: Averted. The Paladin depends on armor to protect themselves in melee, but can still cast spells, as per Clerics.



* CharacterAlignment: [[invoked]]Averted. Unlike in ''TabletopGame/DungeonsAndDragons'', where both the Knight class and the Cavalier PrestigeClass required a Lawful alignment, Pathfinder Cavaliers have no alignment restrictions.
* CripplingOverspecialization: The Cavalier's fighting style typically emphasizes mounted combat. Fighting in areas where mounted combat is impractical or impossible can severely hamper the Cavalier's fighting strength (and given that this is '''Dungeons''' and dragons, a Cavalier can generally expect to see these kinds of areas often). Although, some players have worked around this by using small sized characters.
** 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.
** The dependency on mounts is averted by a number of archetypes that remove the mount and focus on either the party support of knight-styled combatant aspects of the class. Examples include the Castellan, the Constable, and the Daring Champion.

to:

* CharacterAlignment: [[invoked]]Averted. Unlike in ''TabletopGame/DungeonsAndDragons'', where both the Knight class and the Cavalier PrestigeClass required a Lawful alignment, Pathfinder Cavaliers have no alignment restrictions.
* CripplingOverspecialization: The Cavalier's fighting style typically emphasizes mounted combat. Fighting in areas where mounted combat is impractical or impossible can severely hamper the Cavalier's fighting strength (and given that this is '''Dungeons''' and dragons, a Cavalier can generally expect to see these kinds of areas often). Although, some players have worked around this by using small sized characters.
**
characters. 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.
**
this. The dependency on mounts is averted subverted by a number of archetypes that remove the mount and focus on either the party support of knight-styled combatant aspects of the class. Examples include the Castellan, the Constable, and the Daring Champion.



* FantasyGunControl: Averted; one of the valid archetypes is the Musketeer, after all.



* 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.

to:

* 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 Subverted 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. 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.



* CharacterAlignment: [[invoked]]Averted. Though the Samurai of ''TabletopGame/DungeonsAndDragons'' were required to be Lawful in alignment and lost their abilities if they ceased to be Lawful, the Pathfinder Samurai has no such restriction. Even the "anti-Samurai", or {{ronin}}, is a class archetype rather than a "state of fallen grace" or "EvilCounterpart" PrestigeClass, in contrast to the fallen and anti-paladins.



* ArmorAndMagicDontMix: Averted. Being able to cast arcane spells whilst wearing heavy armor is one of the class's special features.



* SuperReflexes: The Spire Defender archetype develops these via its magic, as it tends to operate in difficult terrain and thusly places mobility and ability at a premium over armor. They gain Combat Expertise and Dodge as bonus feats, and can spend arcane points to boost various agility and mobility related skills, but lose innate training with armor, as well as the innate ability to avert ArmorAndMagicDontMix.

to:

* SuperReflexes: The Spire Defender archetype develops these via its magic, as it tends to operate in difficult terrain and thusly places mobility and ability at a premium over armor. They gain Combat Expertise and Dodge as bonus feats, and can spend arcane points to boost various agility and mobility related skills, but lose innate training with armor, as well as the innate ability to avert subvert ArmorAndMagicDontMix.



* HardWorkHardlyWorks: Averted. Rather than depend solely on their Sorcerous talent to cast spells, Arcanists deliberately study Wizardly lore and magecraft to gain their abilities.



* UnequalRites: Mostly averted. Arcanists develop by freely merging and hybridising techniques and lore from both Wizards and Sorcerers, though apparently ''some'' wizards regard their arcane exploits as somehow cheating (then again, the reason this is known is that ''other'' wizards decided the exploits were a perfectly valid magical technique and figured out how to use them themselves).



* InspectorJavert: The "relentless inspector" archetype naturally lends itself to this.

to:

* %%* InspectorJavert: The "relentless inspector" archetype naturally lends itself to this.



* MasterOfNone: Averted, in theory; the Skald has less talents in healing or knowledge-type skills than the common bard, but is tougher and better in a straight-up fight.
Is there an issue? Send a MessageReason:
Up To Eleven is a defunct trope


* TheBerserker: As is standard depiction for the Barbarian in roleplaying games. The class revolves around its "berserker rage" class feature. The Wild Rager takes it UpToEleven and is designed as being even more of a crazy, frothing-mad berserk maniac than the standard barbarian.

to:

* TheBerserker: As is standard depiction for the Barbarian in roleplaying games. The class revolves around its "berserker rage" class feature. The Wild Rager takes it UpToEleven and is designed as being even more of a crazy, frothing-mad berserk maniac than the standard barbarian.



* CelibateHero: One of the {{Heroic Vow}}s that a Monk can take is the Vow of Celibacy, which requires abstaining from all sexual and intimate physical activities. The Monk takes it UpToEleven compared to the Paladin; they refuse to share a room with another person, sleep on the opposite side of the camp from the rest of the group, and are forbidden from even touching others or allowing others to touch them -- combat is, thankfully, a valid exception, but all peaceful or pleasurable contact must be shunned, including receiving helpful touch-delivered spells.

to:

* CelibateHero: One of the {{Heroic Vow}}s that a Monk can take is the Vow of Celibacy, which requires abstaining from all sexual and intimate physical activities. The Monk takes it UpToEleven up to eleven compared to the Paladin; they refuse to share a room with another person, sleep on the opposite side of the camp from the rest of the group, and are forbidden from even touching others or allowing others to touch them -- combat is, thankfully, a valid exception, but all peaceful or pleasurable contact must be shunned, including receiving helpful touch-delivered spells.



* 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."

to:

* KnightInShiningArmor: Embodies the archetype. The Sword of Valor class archetype takes it UpToEleven, up to eleven, 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."



* CriticalHitClass: The emphasis in the class features on "one-handed piercing weapons" encourages this, given that tends to mean players pick rapiers (by default an 18-20 crit range). UpToEleven with the Whirling Dervish archetype, which gets to use the relevant class features with scimitars instead, which also have the widest crit range of any one-handed weapon in ''Pathfinder'' (18-20).

to:

* CriticalHitClass: The emphasis in the class features on "one-handed piercing weapons" encourages this, given that tends to mean players pick rapiers (by default an 18-20 crit range). UpToEleven with the The Whirling Dervish archetype, which archetype gets to use the relevant class features with scimitars instead, which also have the widest crit range of any one-handed weapon in ''Pathfinder'' (18-20).



A Cleric after taking a level in badass or a Paladin UpToEleven, this class's faith in its deity is so strong that its blood literally burns with righteous power and holy fervor.

to:

A Cleric after taking a level in badass or a Paladin UpToEleven, up to eleven, this class's faith in its deity is so strong that its blood literally burns with righteous power and holy fervor.

Added: 644

Changed: 489

Is there an issue? Send a MessageReason:
None


* ArmorIsUseless: Monks are Untrained in all forms of armor, making the usage of any armor a weakness rather than a strength. They make up for this by being an Expert in defending while unarmored.



* ElementalArmor: The Mountain Stance and Rain of Embers Stance, both of which grant a bonus to armor class.



* NecessaryDrawback: Monks have the second highest defense out of all the martial classes, are the fastest, and are the only class that can make two attacks in one action in any scenario. In exchange they fight barehanded, making them generally weaker than other martial classes, and even if they can use weapons, their options are limited.

to:

* LightningBruiser: They're the fastest class in the game, and every monk starts off with Flurry of Blows to let them attack twice in one action. This is exemplified by the Stoked Flame Stance, which increases their passive speed boost, makes them faster while in the stance, and has its attacks get stronger if you attack multiple times in a single turn.
* NecessaryDrawback: Monks have the second highest second-highest defense out of all the martial classes, are the fastest, and are the only class that can make two attacks in one action in any scenario. In exchange they fight barehanded, making them generally weaker than other martial classes, and even if they can use weapons, their options are limited.
Is there an issue? Send a MessageReason:
None


* NotQuiteDead: The Swashbuckler feat Cheat Death lets you ignore being killed, letting you hang on with just one hit point. [[NoOneShouldSurviveThat You can use it to ignore multiple lethal events in short order since there's no cooldown on its usage]], but each use of the feat increases your ''doomed'' condition by 1, meaning that if you try to use it too often, you'll survive the killing blow... and then drop dead immediately afterward.

to:

* NotQuiteDead: The Swashbuckler feat Cheat Death lets you ignore being killed, letting you hang on with just one hit point. [[NoOneShouldSurviveThat You can use it to ignore multiple lethal events in short order since there's no cooldown on its usage]], but each use of the feat increases your ''doomed'' condition by 1, meaning that if you try to use it too often, you'll survive the killing blow... [[CriticalExistenceFailure and then drop dead immediately afterward.
afterward]].

Added: 318

Changed: 634

Is there an issue? Send a MessageReason:
None



to:

* SpaceMaster: The capstone feat Everdistant Defense turns them into this, making the radius of their aura count as three times its actual distance in regards to enemies moving and attacking.



* CriticalHitClass: In a different way to Fighters. They're able to Devise a Strategem against an opponent, see if it's going to hit, miss, or crit, and then decide to not attack at all if the outcome isn't favorable to them. It makes them very compatible with weapons that have both the Loading and Lethal properties.




to:

* NotQuiteDead: The Swashbuckler feat Cheat Death lets you ignore being killed, letting you hang on with just one hit point. [[NoOneShouldSurviveThat You can use it to ignore multiple lethal events in short order since there's no cooldown on its usage]], but each use of the feat increases your ''doomed'' condition by 1, meaning that if you try to use it too often, you'll survive the killing blow... and then drop dead immediately afterward.
Is there an issue? Send a MessageReason:
None

Added: 102

Removed: 96

Is there an issue? Send a MessageReason:
None


* DeviousDaggers: Rogues tend to use daggers anyway, but the Knife Master archetype specializes in it.



* KnifeNut: Rogues tend to use daggers anyway, but the Knife Master archetype specializes in it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* YouAreAlreadyDead: The classic "Quivering Palm" ability forces the target to save or die on the Monk's command. The Martial Artist archetype takes it a step further with both a small boost to the save DC and the ability to perform it up to six times per day at level 20 instead of only once.
Is there an issue? Send a MessageReason:
Misnamed trope causing a redlink.


* ArmorPiercingStrike: One ability the default Inquisitor gets at higher levels is to make all of their confirmed criticals function like this - they ignore damage reduction, they temporarily repress any type of regeneration that has a workaround, plus they deal extra energy damage if they use it against a foe vulnerable to it.

to:

* ArmorPiercingStrike: ArmorPiercingAttack: One ability the default Inquisitor gets at higher levels is to make all of their confirmed criticals function like this - they ignore damage reduction, they temporarily repress any type of regeneration that has a workaround, plus they deal extra energy damage if they use it against a foe vulnerable to it.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ExplosiveOverclocking: An innovation can be set to Explode to deal Fire damage around it. Surprisingly, this (normally) doesn't harm the innovation at all (or the Inventor if they're wearing it).
* FireIceLightning: The Inventor can have their innovation explode with a class feature, launch a bolt of lightning with the Megavolt feat, or vent a jet of freezing coolant with the Deep Freeze feat, which deal fire, electricity, and cold damage, respectively.
* IdiosyncraticMechaStorage: The Collapse Armor and Collapse Construct feats allow armor or construct innovations to fold themselves into a compact, portable form.
* PoweredArmor: What the armor innovation effectively is, which comes in two flavors: Subterfuge Suit, which is less armored but lets you use more Dexterity, or the aptly named Power Suit, which is more heavily armored, but isn't as mobile.
* RocketJump: The explosive leap feat allows the Inventor to use their innovation to do this, or the innovation itself if it's a construct.
* UnfinishedUntestedUsedAnyway: Actions with the "unstable" trait are this, all of which have a chance of having the innovation break down.
Is there an issue? Send a MessageReason:
None


* FantasyGunControl: Played with. On Golarion the reintroduction of Gunslinger early into the lifespan of Pathfinder Second Edition {{subvert}}s this, as firearms are integrated into the various cultures of the various regions with much more ease. Their accessibility and power are likewise much more balanced than before. However firearms- and in fact the Gunslinger itself- are uncommon and thus are up to a GM's discretion regarding their inclusion. DevelopersForesight grants the Gunslinger class proficiency in crossbows as well as firearms, ensuring that Gunslinger is (at least mostly) playable even should guns be a non-factor in a given campaign.

to:

* FantasyGunControl: Played with. On Golarion the reintroduction of Gunslinger early into the lifespan of Pathfinder Second Edition {{subvert}}s subverts this, as firearms are integrated into the various cultures of the various regions with much more ease. Their accessibility and power are likewise much more balanced than before.when compared to First Edition. However firearms- and in fact the Gunslinger itself- are uncommon and thus are up to a GM's discretion regarding their inclusion. DevelopersForesight grants the Gunslinger class proficiency in crossbows as well as firearms, ensuring that Gunslinger is (at least mostly) playable even should guns be a non-factor in a given campaign.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ArmorPiercingAttack: Many firearms have the "concussive" trait, which amounts to this. It basically means that a firearm's damage automatically uses the target's weaker resistance between bludgeoning or piercing damage. For example if a target has resistance or immunity to bludgeoning, a concussive firearm is treated as dealing piercing damage instead and vice-versa.


Added DiffLines:

* FantasyGunControl: Played with. On Golarion the reintroduction of Gunslinger early into the lifespan of Pathfinder Second Edition {{subvert}}s this, as firearms are integrated into the various cultures of the various regions with much more ease. Their accessibility and power are likewise much more balanced than before. However firearms- and in fact the Gunslinger itself- are uncommon and thus are up to a GM's discretion regarding their inclusion. DevelopersForesight grants the Gunslinger class proficiency in crossbows as well as firearms, ensuring that Gunslinger is (at least mostly) playable even should guns be a non-factor in a given campaign.
* TheGunslinger: Naturally. Depending on the build and playstyle a Gunslinger can qualify for any of the four styles except ''The Vaporizer'' due to the reload limitations on firearms.

Added: 1598

Changed: 233

Is there an issue? Send a MessageReason:
None



to:

* AbnormalAmmo: Several firearms can make use of atypical ammo, ranging from whatever rocks and junk can be stuffed down the barrel to the Gunslinger's "Alchemical Shot" feat allowing them to douse their ammo with an alchemical bomb.
* BoomHeadshot: Between Gunslinger's CriticalHitClass and the "fatal" trait mentioned below, this is very likely to happen.
* CriticalHitClass: Somehow both exaggerated '''and''' downplayed compared to the Fighter. Gunslinger is the only class besides Fighter to get legendary proficiency in ''any'' weapons, and most firearms have the "fatal" trait that not only increases their die size by one step (a d4 becomes a d6, for example) but also adds an additional die of damage when landing a critical hit. At the same time the firearm critical specialization trait stuns enemies rather than dealing or facilitating additional damage, and see UtilityPartyMember below.
* UtilityPartyMember: Not immediately apparent when one looks at Gunslinger and its proficiency with firearms, but this is actually their niche. Firearms are devastating damage dealers- when they crit. When they ''don't'' the damage is a bit subpar and the reload requirements ensure that you're not lobbing a lot of shots in one turn without some way around it. Instead what the Gunslinger excels at is using their firearms in creative ways; terrifying enemies with warning shots, blasting locks off of doors, increasing their jump distance via recoil, cauterizing bleeding wounds with a smoking barrel, and more. This is even reflected in the firearm critical specialization, which inflicts the stunned condition on enemies. This isn't going to deal more damage, but it takes an action away on their turn and prevents them from using any reactions until then, making the stunned condition devastating for an enemy's action economy.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AdaptationalBadass: Quite possibly the biggest example in the jump between editions. In Pathfinder 1e and most other systems Bards are "2/3rds" casters, only ever getting as high as 6th-level spells that, while powerful, didn't put them anywhere close to the level of full casters and instead focused on utility. In Second Edition however the Bard represents the occult tradition of spellcasting in the core rulebook, and thus has been promoted to being just as effective a spellcaster as the likes of Wizards, Sorcerers, Clerics, and Druids. While still exceptional {{Support Party Member}}s, the occult spell list is positively rife with devastating debuffs and {{Mind Rape}}y spells that a Bard can expect to make full use of.

Added: 488

Changed: 947

Is there an issue? Send a MessageReason:
None


* LightningBruiser: It varies based on your Hybrid Study- some are more bruiser, some are more lightning- but medium armor proficiency, martial weapon proficiency, and 8+Con HP/level put Magus in the same league as the likes of Ranger and Monk. Combined with access to buff spells like Haste, Mirror Image, Blur, and more, a Magus can be a self-sufficient terror in a fight that can not only hit hard and fast but also withstand a surprising number of hits as well.

to:

* JackOfAllStats: HP per level, weapon proficiencies, armor proficiencies, casting proficiencies; everything Magus gets puts it roughly on the same level as other classes, without coming out on top anywhere in particular. The only thing that stands out is its abysmally small number of initial skill proficiencies at 2+Int, shared only with the Wizard. At first glance this would theoretically put Magus in MasterOfNone territory where it does nothing to really stand out. However its SpellBlade and FullContactMagic class features complement these well-rounded stats and allow Magus to easily carve out its own distinct niche within a party. No single stat might stand out on its own, but the whole is ''definitely'' greater than the sum of its parts.
* LightningBruiser: It varies based on your Hybrid Study- some are more bruiser, some are more lightning- but medium armor proficiency, martial weapon proficiency, and 8+Con HP/level put Magus in the same league as the likes of Ranger and Monk.Monk, if slightly squishier. Combined with access to buff spells like Haste, Mirror Image, Blur, and more, a Magus can be a self-sufficient terror in a fight that can not only hit hard and fast but also withstand a surprising number of hits as well.



* WeakButSkilled: In terms of casting, a Magus doesn't come anywhere close to full casters like Wizards, Sorcerers, Witches, or even Oracles. A Magus will only ever have '''four''' spell slots on its own, whereas full casters will have more than that by level ''3''. Even with its Studious Spells feature giving Magus a small handful of additional spell slots, they're restricted solely to a specific list of utilitarian spells. Where a Magus excels however is its capabity to capitalize on self-buffs and devastating windows of burst damage via {{SpellBlade}}. A Magus will never control the battlefield or debuff enemies the same way a full caster can, but prudent use of their spells combined with higher durability and martial training permits any Magus to positively devastate a vital target while still being in the thick of things.

to:

* WeakButSkilled: In terms of casting, a Magus doesn't come anywhere close to full casters like Wizards, Sorcerers, Witches, or even Oracles.''Bards''. A Magus will only ever have '''four''' spell slots on its own, whereas full casters will have more than that by level ''3''. Even with its Studious Spells feature giving Magus a small handful of additional spell slots, they're restricted solely to a specific list of utilitarian spells. Where a Magus excels however is its capabity to capitalize on self-buffs and devastating windows of burst damage via {{SpellBlade}}. A Magus will never control the battlefield or debuff enemies the same way a full caster can, but prudent use of their spells combined with higher durability and martial training permits any Magus to positively devastate a vital target while still being in the thick of things.
Is there an issue? Send a MessageReason:
None


* AwesomeButImpractical: Save-based spells. Magi can learn and cast spells from the arcane traidition much like Wizards, giving them the same extensive options for a wide array of AoE spells and crippling debuffs. Unfortunately between key ability scores and proficiency levels a Magus' spell DCs are always going to be at least 1-2 points lower than a primary caster with the same investment, and in a system where every modifier counts that difference can be critical. Between that and a Magus' bounded casting leaving them with only four spell slots by default (not counting extra slots for Studious Spells or multiclassing), a Magus is typically far better off making the most of their spell slots for buffs and attack spells.
** "Expansive Spellstrike", a low-level feat that allows a Magus to use save-based spells with Spellstrike, similarly falls under this. To whit, while Expansive Spellstrike allows you to use spells that have AoEs or requires saves (normally Spellstrike can only be used with spells that themselves have attack rolls), it does nothing to improve your spell DCs. On top of that, it '''requires''' that any AoE spell you use be centered on the target you're striking. Meaning that if you're trying to Spellstrike with a Fireball or similar spell, you ''are'' going to be caught in the blast zone. The one exception to this might be the "Starlit Span" Hybrid Study and its ability for ranged Spellstrikes, wherein the ability to use a distant target as the source for cone, burst, or emanation spells would prove much more useful.

to:

* AwesomeButImpractical: Save-based spells.spells are this for the Magus. Magi can learn and cast spells from the arcane traidition much like Wizards, giving them the same extensive options for a wide array of AoE spells and crippling debuffs. Unfortunately between key ability scores and proficiency levels a Magus' spell DCs are always going to be at least 1-2 points lower than a primary caster with the same investment, and in a system where every modifier counts that difference can be critical. Between that and a Magus' bounded casting leaving them with only four spell slots by default (not counting extra slots for Studious Spells or multiclassing), a Magus is typically far better off making the most of their spell slots for via buffs and attack spells.
** "Expansive Spellstrike", a low-level feat that allows a Magus to use save-based spells with Spellstrike, similarly falls under this. To whit, while Expansive Spellstrike allows you to use spells that have AoEs or requires saves (normally Spellstrike can only be used with spells that themselves have attack rolls), it does nothing to improve your spell DCs.DCs or worsen your enemies' saves. On top of that, it '''requires''' that any AoE spell you use be centered on the target you're striking. Meaning that if you're trying to Spellstrike with a Fireball or similar spell, you ''are'' going to be caught in the blast zone. The one exception to this might be the "Starlit Span" Hybrid Study and its ability for ranged Spellstrikes, wherein the ability to use a distant target as the source for cone, burst, or emanation spells would might prove much more useful.

Added: 465

Changed: 279

Is there an issue? Send a MessageReason:
None


* FighterMageThief: An interesting case in that many of the Magus' subclasses- referred to as "Hybrid Studies"- fall into this dynamic. "Inexorable Iron" and "Sparkling Targe" both fall under the Fighter, specializing in using heavy two-handed weapons for Inexorable Iron while Sparkling Targe specializes in KnightlySwordandShield. Inexorable Iron's features are specialized for sustaining itself while in the thick of battle while unleashing devastating strikes, whereas Sparkling Targe empowers its shield against magic and makes itself an unyielding wall. "Laughing Shadow" is the Thief; it specializes in moving fast and staying light on its feet, benefitting from wearing as little armor as possible and doing extra damage to flanked or distracted foes. It gains abilities to feint and obfuscate enemies and even teleport across the battlefield for quick hit-and-run tactics. "Twisting Tree" meanwhile fills the role of Mage; as the Hybrid Study that specializes in the use of staves it naturally has more spells available to it than other Magi and can make use of staves without interfering with its other features, something the other Hybrid Studies struggle with. Its features likewise make the most of staves, allowing them to strike from greater distances with the weapon and further empower their staff via runes and weapon traits.

to:

* FighterMageThief: An interesting case in that many of the Magus' subclasses- referred to as "Hybrid Studies"- fall into this dynamic. "Inexorable Iron" and "Sparkling Targe" both fall under the Fighter, specializing in using heavy two-handed weapons for Inexorable Iron while Sparkling Targe specializes in KnightlySwordandShield.KnightlySwordAndShield. Inexorable Iron's features are specialized for sustaining itself while in the thick of battle while unleashing devastating strikes, whereas Sparkling Targe empowers its shield against magic and makes itself an unyielding wall. "Laughing Shadow" is the Thief; it specializes in moving fast and staying light on its feet, benefitting from wearing as little armor as possible and doing extra damage to flanked or distracted foes. It gains abilities to feint and obfuscate enemies and even teleport across the battlefield for quick hit-and-run tactics. "Twisting Tree" meanwhile fills the role of Mage; as the Hybrid Study that specializes in the use of staves it naturally has more spells available to it than other Magi and can make use of staves without interfering with its other features, something the other Hybrid Studies struggle with. Its features likewise make the most of staves, allowing them to strike from greater distances with the weapon and further empower their staff via runes and weapon traits.



* LightningBruiser: It varies based on your Hybrid Study- some are more bruiser, some are more lightning- but medium armor proficiency, martial weapon proficiency, and 8+Con HP/level put Magus in the same league as the likes of Ranger and Monk. Combined with access to buff spells like Haste, Mirror Image, Blur, and more, a Magus can be a self-sufficient terror in a fight that can not only hit hard and fast but also withstand a surprising number of hits as well.



* WeakButSkilled: In terms of casting, a Magus doesn't come anywhere close to full casters like Wizards, Sorcerers, Witches, or even Oracles. A Magus will only ever have '''four''' spell slots on its own, whereas full casters will have more than that by level ''3''. Even with its Studious Spells feature giving Magus a small handful of additional spell slots, they're restricted solely to a specific list of utilitarian spells. Where a Magus excels however is its capabity to capitalize on self-buffs and devastating windows of burst damage via {{SpellBlade}}.

to:

* WeakButSkilled: In terms of casting, a Magus doesn't come anywhere close to full casters like Wizards, Sorcerers, Witches, or even Oracles. A Magus will only ever have '''four''' spell slots on its own, whereas full casters will have more than that by level ''3''. Even with its Studious Spells feature giving Magus a small handful of additional spell slots, they're restricted solely to a specific list of utilitarian spells. Where a Magus excels however is its capabity to capitalize on self-buffs and devastating windows of burst damage via {{SpellBlade}}. A Magus will never control the battlefield or debuff enemies the same way a full caster can, but prudent use of their spells combined with higher durability and martial training permits any Magus to positively devastate a vital target while still being in the thick of things.

Added: 609

Changed: 802

Is there an issue? Send a MessageReason:
None


* AwesomeButImpractical: Save-based spells. Magi can learn and cast spells much like Wizards, giving them the same extensive options for a wide array of AoE spells and crippling debuffs. Unfortunately between key ability scores and proficiency levels a Magus' spell DCs are always going to be at least 1-2 points lower than a primary caster with the same investment, and in a system where every modifier counts that difference can be critical. Between that and a Magus' bounded casting leaving them with only four spell slots by default (not counting extra slots for Studious Spells or multiclassing), a Magus is typically far better off making the most of their spell slots for buffs and attack spells.

to:

* AwesomeButImpractical: Save-based spells. Magi can learn and cast spells from the arcane traidition much like Wizards, giving them the same extensive options for a wide array of AoE spells and crippling debuffs. Unfortunately between key ability scores and proficiency levels a Magus' spell DCs are always going to be at least 1-2 points lower than a primary caster with the same investment, and in a system where every modifier counts that difference can be critical. Between that and a Magus' bounded casting leaving them with only four spell slots by default (not counting extra slots for Studious Spells or multiclassing), a Magus is typically far better off making the most of their spell slots for buffs and attack spells.



* BagOfSpilling: An interesting variation. Magus and Summoner both have a unique casting progression dubbed "wave casting"; whereas other casters get and keep spell slots as they level up, Magus only has access to spell slots of the highest two levels it can cast (and cantrips). This means a Magus has to be incredibly sparing with the spells they use while shoring up their limited spell slots with wands, staves, and potentially multiclassing. The more limited spell casting does of course come in exchange for a variety of other abilities that other casters could only dream of, so in theory it evens out.



* BagOfSpilling: An interesting variation. Magus and Summoner both have a unique casting progression dubbed "wave casting"; whereas other casters get and keep spell slots as they level up, Magus only has access to spell slots of the highest two levels it can cast (and cantrips). This means a Magus has to be incredibly sparing with the spells they use while shoring up their limited spell slots with wands, staves, and potentially multiclassing. The more limited spell casting does of course come in exchange for a variety of other abilities that other casters could only dream of, so in theory it evens out.

to:

* BagOfSpilling: An interesting variation. WeakButSkilled: In terms of casting, a Magus and Summoner both have a unique casting progression dubbed "wave casting"; whereas other doesn't come anywhere close to full casters get and keep like Wizards, Sorcerers, Witches, or even Oracles. A Magus will only ever have '''four''' spell slots as they on its own, whereas full casters will have more than that by level up, ''3''. Even with its Studious Spells feature giving Magus only has access to a small handful of additional spell slots slots, they're restricted solely to a specific list of the highest two levels it can cast (and cantrips). This means utilitarian spells. Where a Magus has excels however is its capabity to be incredibly sparing with the spells they use while shoring up their limited spell slots with wands, staves, capitalize on self-buffs and potentially multiclassing. The more limited spell casting does devastating windows of course come in exchange for a variety of other abilities that other casters could only dream of, so in theory it evens out.
burst damage via {{SpellBlade}}.

Added: 1047

Changed: 7

Is there an issue? Send a MessageReason:
None


* FighterMageThief: An interesting case in that many of the Magus' subclasses- referred to as "Hybrid Studies"- fall into this dynamic. "Inexorable Iron" and "Sparkling Targe" both fall under the Fighter, specializing in using heavy two-handed weapons for Inexorable Iron while Sparkling Targe specializes in KnightlySwordandShield. Inexorable Iron's features are specialized for sustaining itself while in the thick of battle while unleashing devastating strikes, whereas Sparkling Targe empowers its shield against magic and makes itself an unyielding wall. "Laughing Shadow" is the Thief; it specializes in moving fast and staying light on its feet, benefitting from wearing as little armor as possible and doing extra damage to flanked or distracted foes. It gains abilities to feint and obfuscate enemies and even teleport across the battlefield for quick hit-and-run tactics. "Twisting Tree" meanwhile fills the role of Mage; as the Hybrid Study that specializes in the use of stave it naturally has more spells available to it than other Magi and can make use of them without interfering with its other features, something the other Hybrid Studies struggle with. Its features likewise make the most of staves, allowing them to strike from greater distances with the weapon and further empower their staff via runes and weapon traits.

to:

* FighterMageThief: An interesting case in that many of the Magus' subclasses- referred to as "Hybrid Studies"- fall into this dynamic. "Inexorable Iron" and "Sparkling Targe" both fall under the Fighter, specializing in using heavy two-handed weapons for Inexorable Iron while Sparkling Targe specializes in KnightlySwordandShield. Inexorable Iron's features are specialized for sustaining itself while in the thick of battle while unleashing devastating strikes, whereas Sparkling Targe empowers its shield against magic and makes itself an unyielding wall. "Laughing Shadow" is the Thief; it specializes in moving fast and staying light on its feet, benefitting from wearing as little armor as possible and doing extra damage to flanked or distracted foes. It gains abilities to feint and obfuscate enemies and even teleport across the battlefield for quick hit-and-run tactics. "Twisting Tree" meanwhile fills the role of Mage; as the Hybrid Study that specializes in the use of stave staves it naturally has more spells available to it than other Magi and can make use of them staves without interfering with its other features, something the other Hybrid Studies struggle with. Its features likewise make the most of staves, allowing them to strike from greater distances with the weapon and further empower their staff via runes and weapon traits.traits.
* FullContactMagic: The Magus' whole shtick, emphasized by its class feature Arcane Cascade; a specialized stance that a Magus can only enter immediately after casting a spell. Essentially channeling the magic from their spell throughout their body, it empowers the Magus with certain benefits based on their hybrid study- temporary HP, a stronger shield, faster movement, etc- and universally grants bonus damage to their weapon strikes based on the type of spell cast before entering Arcane Cascade. It can be taken even further with the "Arcane Fists" class feat, improving a Magus' unarmed attacks and making it entirely practical to literally punch enemies with fistfuls of magic.


Added DiffLines:

* SignatureMove: Take a wild guess. The Magus class is all but built around its ability to Spellstrike, something no other class can do or replicate outside of multiclassing into- of course- Magus. As said above most of the Magus' class feats are centered around making Spellstrike more powerful, more versatile, and allowing the Magus to Spellstrike more often.

Added: 1890

Changed: 249

Is there an issue? Send a MessageReason:
None


** "Expansive Spellstrike", a low-level feat that allows a Magus to use save-based spells with Spellstrike, similarly falls under this. To whit, while Expansive Spellstrike allows you to use spells that have AoEs or requires saves (normally Spellstrike can only be used with spells that themselves have attack rolls), it does nothing to improve your spell DCs. On top of that, it **requires** that any AoE spell you use be centered on the target you're striking. Meaning that if you're trying to Spellstrike with a Fireball or similar spell, you _are_ going to be caught in the blast zone.

to:

** "Expansive Spellstrike", a low-level feat that allows a Magus to use save-based spells with Spellstrike, similarly falls under this. To whit, while Expansive Spellstrike allows you to use spells that have AoEs or requires saves (normally Spellstrike can only be used with spells that themselves have attack rolls), it does nothing to improve your spell DCs. On top of that, it **requires** '''requires''' that any AoE spell you use be centered on the target you're striking. Meaning that if you're trying to Spellstrike with a Fireball or similar spell, you _are_ ''are'' going to be caught in the blast zone.zone. The one exception to this might be the "Starlit Span" Hybrid Study and its ability for ranged Spellstrikes, wherein the ability to use a distant target as the source for cone, burst, or emanation spells would prove much more useful.
* CripplingOverspecialization: Downplayed; Magus' Spellstrike is its bread-and-butter skill, with a lot of power focused either directly or indirectly into the feature. Arcane Cascade empowers your weapon strikes (like Spellstrike) with additional damage, all of the class' focus spells innately recharge Spellstrike, and the majority of Magus' class feats are centered around improving, empowering, or otherwise better facilitating a Magus' ability to use Spellstrike. While they can definitely and at times are encouraged to make due without it- see below- it's where most of their power lies and where the class is intended to shine.
* CriticalHitClass: Not to anywhere near the degree of Fighter or 1e Magus, but with critical hits doubling the damage of both the weapon strike and the spell this just comes naturally. With a sufficiently strong spell- such as the infamous Shocking Grasp- a Magus can absolutely ''devastate'' the hitpoints of even the hardiest opponents with a single critcal hit Spellstrike. It used to be even '''worse''' during public testing; critically striking with a Magus' spellstrike while using a save-based spell forced the target to use a save result one degree worse than whatever they rolled. This encouraged a positively ridiculous amount of crit-fishing for the class and proved to warp its balance too much, and was changed prior to the class' official release.
* EmpoweredBadassNormal: Despite having casting abilities the Magus still qualifies as a "martial" class first and foremost. Between its armor and weapon proficiencies keeping up with every other martial that isn't Fighter, it's entirely possible for a Magus to hold its own while relying entirely on physical prowess and still being reasonably effective. Then you add FullContactMagic and SpellBlade on top of that, and you've got someone who can be a devastating factor on the battlefield.

Added: 1340

Changed: 7

Is there an issue? Send a MessageReason:
None


* AwesomeButImpractical: Save-based spells. Magi can learn and cast spells much like Wizards, giving them the same extensive options for a wide array of AoE spells and crippling debuffs. Unfortunately between key ability scores and proficiency levels a Magus' spell DCs are always going to be at least 1-2 points lower than a primary caster with the same investment, and in a system where every modifier counts that difference can be critical. Between that and a Magus' bounded casting leaving them with only four spell slots by default (not counting extra slots for Studious Spells or multiclassing), a Magus is typically far better off making the most of their spell slots for buffs and touch spells.

to:

* AwesomeButImpractical: Save-based spells. Magi can learn and cast spells much like Wizards, giving them the same extensive options for a wide array of AoE spells and crippling debuffs. Unfortunately between key ability scores and proficiency levels a Magus' spell DCs are always going to be at least 1-2 points lower than a primary caster with the same investment, and in a system where every modifier counts that difference can be critical. Between that and a Magus' bounded casting leaving them with only four spell slots by default (not counting extra slots for Studious Spells or multiclassing), a Magus is typically far better off making the most of their spell slots for buffs and touch attack spells.


Added DiffLines:

* FighterMageThief: An interesting case in that many of the Magus' subclasses- referred to as "Hybrid Studies"- fall into this dynamic. "Inexorable Iron" and "Sparkling Targe" both fall under the Fighter, specializing in using heavy two-handed weapons for Inexorable Iron while Sparkling Targe specializes in KnightlySwordandShield. Inexorable Iron's features are specialized for sustaining itself while in the thick of battle while unleashing devastating strikes, whereas Sparkling Targe empowers its shield against magic and makes itself an unyielding wall. "Laughing Shadow" is the Thief; it specializes in moving fast and staying light on its feet, benefitting from wearing as little armor as possible and doing extra damage to flanked or distracted foes. It gains abilities to feint and obfuscate enemies and even teleport across the battlefield for quick hit-and-run tactics. "Twisting Tree" meanwhile fills the role of Mage; as the Hybrid Study that specializes in the use of stave it naturally has more spells available to it than other Magi and can make use of them without interfering with its other features, something the other Hybrid Studies struggle with. Its features likewise make the most of staves, allowing them to strike from greater distances with the weapon and further empower their staff via runes and weapon traits.
Is there an issue? Send a MessageReason:
Expanding on tropes for 2e Magus

Added DiffLines:

* AwesomeButImpractical: Save-based spells. Magi can learn and cast spells much like Wizards, giving them the same extensive options for a wide array of AoE spells and crippling debuffs. Unfortunately between key ability scores and proficiency levels a Magus' spell DCs are always going to be at least 1-2 points lower than a primary caster with the same investment, and in a system where every modifier counts that difference can be critical. Between that and a Magus' bounded casting leaving them with only four spell slots by default (not counting extra slots for Studious Spells or multiclassing), a Magus is typically far better off making the most of their spell slots for buffs and touch spells.
** "Expansive Spellstrike", a low-level feat that allows a Magus to use save-based spells with Spellstrike, similarly falls under this. To whit, while Expansive Spellstrike allows you to use spells that have AoEs or requires saves (normally Spellstrike can only be used with spells that themselves have attack rolls), it does nothing to improve your spell DCs. On top of that, it **requires** that any AoE spell you use be centered on the target you're striking. Meaning that if you're trying to Spellstrike with a Fireball or similar spell, you _are_ going to be caught in the blast zone.

Added: 513

Changed: 126

Is there an issue? Send a MessageReason:
None


* BattleAura: From level 3 onwards, kineticists manifest an aura of their elements - fire emanating from their body, water seeping from their skin, and so on. This occurs automatically unless they consciously suppress it, and even then, it will return as soon as they use their powers.



* ChargedAttack: The gather power class feature allows kineticists to offset the burn cost of blasts by spending time charging before attacking.



* MechanicallyUnusualClass: Kineticists can create supernatural effects, but the game mechanics involved are quite different from standard spellcasting.

to:

* MechanicallyUnusualClass: Kineticists can create supernatural effects, but the game mechanics involved are quite different from standard spellcasting. They have a basic attack that can be used at will and remixed with infusions, as well as a small selection of utility powers.


Added DiffLines:

* TraumaticSuperpowerAwakening: Often how kineticists first manifest their abilites.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FairyCompanion: Effectively the Fey Eidolon. While they can take the form of many fey entities, fairies are common choices. The natural energy and esotetic power of the Fey Eidolon grants their Summoner access to the Primal tradition of spells.
Is there an issue? Send a MessageReason:
None


* MechanicallyUnusualFighter: Even beyond the Summoner differing from the classes around it, the Fey Eidolon goes further to diverge ''significantly'' from the other Eidolons. While any Eidolon can take a feat path that gives them some small degree of spellcasting ability, the Fey Eidolon takes this concept and runs with it, becoming a mini-mage attached to their Summoner. As a result, the Summoner themselves veer closer towards a traditional spellcaster when aligned with the fey creature, gaining access to illusion and enchantment spells from the arcane spell tradition in addition to every primal spell they get access to simply by bonding with the Fey Eidolon.

to:

* MechanicallyUnusualFighter: Even beyond the Summoner differing from the classes around it, the Fey Eidolon goes further to diverge ''significantly'' from the other Eidolons. While any Eidolon can take a feat path that gives them some small degree of spellcasting ability, the Fey Eidolon takes this concept and runs with it, becoming a mini-mage attached to their Summoner. As a result, the Summoner themselves veer closer towards a traditional spellcaster role when aligned with the fey creature, gaining access to illusion and enchantment spells from the arcane spell tradition in addition to every primal spell they get access to simply by bonding with the Fey Eidolon.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BondCreature: The Eidolon doesn't qualify as much for this trope as it did last edition, but overall most of the qualities apply; the Eidolon grows with and empowers the Summoner bonded to it, and the Summoner and Eidolon share a glowing mark on their bodies that mark them as connected somehow, even to a layperson. Devotion Phantoms, however, fit this trope to a t, as the flavor text for each of their specific powers explains how they grow in might and magic as a direct result of the bond between Summoner and Phantom strengthening.


Added DiffLines:

* MechanicallyUnusualFighter: Even beyond the Summoner differing from the classes around it, the Fey Eidolon goes further to diverge ''significantly'' from the other Eidolons. While any Eidolon can take a feat path that gives them some small degree of spellcasting ability, the Fey Eidolon takes this concept and runs with it, becoming a mini-mage attached to their Summoner. As a result, the Summoner themselves veer closer towards a traditional spellcaster when aligned with the fey creature, gaining access to illusion and enchantment spells from the arcane spell tradition in addition to every primal spell they get access to simply by bonding with the Fey Eidolon.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* JackOfAllStats: Enforced subtly for each major cadre of statistics.
** On the topic of actual attributes, Summoners are the only class so far that can max out two attributes naturally, since the Eidolon gets stats roughly on par with the Summoner but in different fields than what the Summoner is likely to choose. While this means a Summoner can cast with attributes on a level with any specialized Sorcerer or Cleric, and the Eidolon can have the might of a Fighter or the finesse of a Rogue, their proficiences instead act as a stopgap to hold them back; a Summoner ends their career with Mastery in their spell tradition of choice and the Eidolon with their physical blows. Neither can reach Legendary in anything outside skills, meaning dedicated warriors have a subtle +2 over the Eidolon when it comes time to strike and Wizards have a somewhat easier time getting their spells to stick.
** A Summoner ''easily'' gets a large number of skills and languages thanks to their connection to the Eidolon, which gives out two skills for free ''in addition'' to the three Summoners get with the bonus skills from their intelligence modifier - above average overall. Their skill ranks increase at the standard frequency, too. What holds a Summoner back is, though their level of competency in a skill is shared with the Eidolon, they need to factor in the different attributes each member of the pair has when updating a skill. It's all well and good to become a Legendary athlete to ensure one's Eidolon can compete with a Barbarian in terms of lifting things, but if the Eidolon for whatever reason isn't available, the Summoner is left with a useless Legendary status in a skill they likely haven't invested much in. This ensures a Summoner cannot simply replace their entire party by being both a physical and mental powerhouse combined in one character.
** The Summoner is the only mage that comes with 10 + con mod health on level-up, but this comes at a cost. Not only is the Summoner ''not'' equipped to dodge attacks, their miniscule number of spell slots makes recovery during combat incredibly costly, and if the Eidolon stays close to their Summoner to defend them, area-of-effect-attacks become a death sentence for the duo. While they don't take combined damage, the assailant gets to roll twice when determining damage and confer the higher amount to the two. This means that while an Eidolon is about as sturdy as most martials on paper, the reality is that with the Summoner around, they're ArmoredButFrail.


Added DiffLines:

* SummonMagic: What else would someone expect from a class called ''Summoner?'' Beyond their Eidolon, Summoners are given the opportunity to pick up numerous feats that allow summoned creatures to explode on arrival or come out while the Eidolon is swinging, and a feat path that allows them to sacrifice a number of spell slots to recieve double the spell slots they gave up so long as those spell slots are used exclusively for summon spells, with the feat chain culiminating in the Summoner being allowed to give up 9th level slots for two 10th level slots - the only way a Summoner can cast at 10th level.

Top