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====Core Rulebook Classes==== *'''[[Alchemist]]''' **Replaced those spell-like infusions that were totally jank anyways with just gaining access to the big list of alchemical items without needing an extra feat. Some of these items you can even make for free without needing to spend much time or any cash on crafting. This is all managed by your daily resources, your Infused Reagents. **Though this is as much an overall system change: Bombs have been replaced with an expansion of the Alchemical(Splash) Weapons (Acid flask, Alchemist's Fire, etc...), which now come in higher levels, so even non-Alchemists can benefit from them past the first three or four levels. **Has the ability to instantly make some free lower-level alchemical things using your Infused Reagents. **Split into subclasses known as ''Research Fields''. Alongside some other improvements, you do get the means of producing infinite numbers of certain lower-level items for free. They are composed of the following: ***'''Bomber''' (''Core Rulebook'') -- Lets them produce infinite bombs and target your splash damage against only your main target. ***'''Chirurgeon''' (''Core Rulebook'') -- Lets the Alchemist craft ''elixirs of life'' (basic healing potions) as well as potions and antidotes. It also lets them use Crafting over Medicine for <s>Untrained and Trained Medicine checks (still requiring you to have Medicine Trained in the first place...)</s> any tests and feats requiring the latter. Suffered pretty severely early on due to the extremely limited scope of free items they can craft. ***'''Mutagenist''' (''Core Rulebook'') -- Lets them use their Infused Reagents to craft mutagens, as well as (added in an errata) the ability to reactivate any mutagen they have consumed that day, regardless of materials, once per day. ***'''Toxicologist''' (''Advanced Player's Guide'') -- They can craft infinite poisons, as well as only use one action to coat a weapon in poison over two. They also have an easier time inflicting said poison, using their Class DC over the poison's check, should it be higher. *'''[[Barbarian]]''' **Rather than the rounds/day nonsense of the past, now Rages last a full minute before needing a cooldown, just like in 5E. However, like last edition, going into a Rage does restrict what actions you can take and it initially needs a lengthy cooldown period that...just means you can't rage again. No penalties or anything. **"Instincts" are pretty much the replacements of Totems, granting a bonus effect to your rage, a bonus resistance to eventually develop while raging at Level 9, and an anathema that prevents you from raging for a full day should you break it, because everyone needs to fall. The Instincts are: ***'''Animal Instinct''' (''Core Rulebook'') -- Grants the Barbarian an animal's unarmed attacks while they are raging, polymorphing their body to match those powers. Good, as using weapons while you are raging is anathema. ***'''Dragon Instinct''' (''Core Rulebook'') -- Increases the damage they deal while Raging, as well as convert that damage to the element of their patron dragon. They also choose to revere or abhor the draconic patron, making it anathema to deny their orders for the former and being unable to slay them for the latter. ***'''Fury Instinct''' (''Core Rulebook'') -- The simplest of them, it increases the damage they deal while raging as well as gives them an additional 1st-Level Barbarian feat. It has no anathema to break, but no additional abilities either. ***'''Giant Instinct''' (''Core Rulebook'') -- Lets the Barbarian the ability to wield Large-sized weapons, as well as any weapon one-size larger than them should they be any size other than Small or Medium, all of which also applies to their starting gear. Though its heavy weight and size gives them a status penalty while they wield it, it also increases their rage damage. Failing to face a personal challenge of strength is anathema. ***'''Spirit Instinct''' (''Core Rulebook'') -- Increases the rage damage they deal, as well as give them the option to make it Positive or Negative damage instead of their normal damage. They also gain the Ghost Touch ability on all their weapons and unarmed attacks while raging, meaning they are so angry, they can punch ghosts and other specters. Disrespecting the dead and other corpses is anathema. ***'''Superstitious Instinct''' (''Advanced Player's Guide'') -- Being angry about all forms of magic grants them +2 to all saves against magical effects as well as the ability to heal themselves equal to the amount of temporary hit points they would have regained while raging. Willingly accepting magical effects and spells onto yourself, ''including healing'' (potions are exempt from this), or travelling with someone that has no intentions of respecting your superstitions, is anathema. *'''[[Bard]]''' **Now full casters, with access to 10th level spells in their own rinky-dink spell list (called "Occult"). **Much of the old bardic buffs and debuffs spells and abilities have became what are known as ''Composition Spells'', special focus spells and cantrips that can only be cast one at a time, per turn. **Bards are also subdivided into subclasses through "Muses", each providing a 1st-Level feat and a free spell to their spell repertoire: ***'''Enigma''' (''Core Rulebook'') -- Loves to hunt down mysteries and other forbidden knowledge. Grants them the Bardic Lore feat, letting them roll Recall Knowledge on any subject, no matter how niche or obscure. It also gives them ''True Strike'' as a spell. ***'''Maestro''' (''Core Rulebook'') -- The classic music-playing bard. Gives the Lingering Composition feat and focus spell, giving them a chance to extend any composition spell from one round, up to four. They also gain ''Soothe'' as a spell. ***'''Polymath''' (''Core Rulebook'') -- The traditional jack-of-all-trades bard. Gives them the Versatile Performance feat, letting them substitute Performance for Diplomacy, Deception, and Intimidation checks and for the purposes of Training Prerequisites. It also gives them ''Unseen Servant'' as a spell. ***'''Warrior''' (''Advanced Player's Guide'') -- Closest thing to an occult-based [[Magus]] gish at the moment without the need for Archetypes, granting them sword-and-spell prowess. Gives them the Martial Performance feat, giving them proficiency in all martial weapons. It also gives them ''Fear'' as a spell. *'''[[Cleric]]''' **Domains now only give ''two'' spell-like powers. Nothing more, nothing less. This is also done over two feats. ***As a measure of compensation for this, each deity has a small set of spells they automatically grant their clerics (naturally Nethys, the god of magic, gives more than most other deities). **Cure and Channel Energy are now one and the same. The effect you'd typically call Channel Energy is now an extended-casting version of the Heal/Harm spell. **Clerics are billed between different subtypes known as Doctrines, each providing specific bonuses and proficiency increases every 1st, 3rd, 7th, 11th, 15th, 17th, and 19th Levels. They are: ***'''Cloistered''' (''Core Rulebook'') -- The divine spell-focused caster Cleric. Grants them their first Domain feat and improves your divine spell proficiencies to their maximums. ***'''Warpriest''' (''Core Rulebook'') -- Grants them training light and medium armor proficiency, all the tricks needed for shields, and Expert Fortitude proficiency. While initially stuck with the base weapon proficiencies of a Cleric (unless your favored weapon is a simple weapon, in which caste, you get the Divine Simplicity feat to make them deadlier) gaining martial weapon proficiency at Trained level, and Expert in their Deity's Preferred Weapon. *'''[[Druid]]''' **They get access to the Primal spell list and Order Spells, special Focus Spells that are dependent on your Order. **Druids still abide to their traditional anathemas: you can't don metal armor or shields, carelessly ruin nature, or teach the Druidic language to non-druids. Else you lose your magical powers and Order benefits and must have the ''Atone'' ritual cast on you to rejoin them. Orders also provide additional anathemas, similar to Barbarians and Champions. **The Orders are: ***'''Animal Order''' (''Core Rulebook'') -- Grants them Athletics training and an animal companion at Level 1. Being cruel to animals or committing wanton, extinction-class slaughter against them is anathema to the Animal Order. ***'''Flame Order''' (''Secrets of Magic'') -- Grants Acrobatics training and the Fire Lung feat, which ignores penalties involving smoke. Letting supernatural fires to spread or stopping natural fires in a way that harms the environment is anathema. ***'''Leaf Order''' (''Core Rulebook'') -- Grants the druid Diplomacy training and a [[Leshy]] familiar. Haplessly destroying plant-life is anathema. ***'''Stone Order''' (''Secrets of Magic'') -- Grants Crafting training and the Steadying Stone feat, which helps keep your balance when on ground. Corrupting the ground and carelessly scouring the earth of its resources is anathema. ***'''Storm Order''' (''Core Rulebook'') -- Acrobatics training and no penalty to casting spells in or against targets concealed by weather comes naturally to the Storm Druid. Polluting the air or allowing vast, ecological climate shifts to happen to a threat you know of is anathema to you (So no smoking!). ***'''Wave Order''' (''Secrets of Magic'') -- Grants Medicine training and the Shore Step feat, letting you ignore penalties when in shallow water and improving Athletics checks when in water. Polluting the water of allowing vast ecological climate shifts to happen to a threat you know of is anathema. ***'''Wild Order''' (''Core Rulebook'') -- The shape shifting-focused Order. Training in Intimidation and easy access to the ''Wild Shape'' focus spell, as well the ''Wild Morph'' focus spell. Letting yourself become "fully-domesticated to the temptations of civilization", read: owning a house there is anathema. *'''[[Fighter]]''' **Fighters possess an interrupting Opportunity Attack by default. For sake of gimping everyone else while uplifting the fighter, this is now an exclusive feature (though Champions, Barbarians, and, presumably, similar future martial classes can grab it as a class feat at level 6 while other classes get similar-yet-different reactions - that and Attack of Opportunity being surprisingly rare among monsters and NPCs). **They took the [[Brawler]]'s ability to take feats they don't have, though at a much slower rate. **They are also the only class in the CRB that gets Legendary weapon proficiency, giving them much better accuracy, and in return a much higher chance to crit than (nearly) any other martial class. *** They also gain proficiency at a much faster rate than other classes, beginning with Expert proficiency at level 1. *'''[[Monk]]''' **Start off with Flurry of Blows and aren't automatically bound to Ki powers or [[Wisdom]] at all. **By default, you're only trained in fists or simple weapons, and that latter one isn't usable with any of your abilities. You'll need to expend feats for proficiency with either melee weapons or bows (Yeah, APG gave us back the Zen Archer). **While not technically a class feature, ''Guns & Gears'' does have the Bullet Dancer archetype, which introduces guns into the potential tool of usable tools...though by default, you'll be stuck with simple firearms, most of them being old-school muskets and pistols. **Your unarmored defense isn't tied to Wisdom and you still start with all good saves. Leveling up, however, means leaving one save at just "good" rather than "awesome". **Alongside the classic Monk powers and maneuvers, your starting Ki powers are either Ki Stride (Move twice in an action) and Ki Strike (Attack once, deal double damage of a certain type). Gaining one of these Ki powers is necessary to gain the later ki powers at the moment, such as the ability to go ''Super Saiyan'' ala ''Dragon Ball Z'', including making your hair/fur/scales change color and glow. **Monks get innate access to Stance feats, martial stances that switch up their unarmed attacks. Some stances also require ki spells to gain. *'''[[Paladin|<s>Paladin</s> Champion]]''' **See that thing up there? The rename? That's a big stride that, among other things, allows you to actually introduce Paladins that aren't [[Lawful Good]] without needing all the rehashing/archetyping/using another class. Again, a sacred cow is slaughtered, and again, [[RAGE|much bile and salt spilled forth from it]]. **A Champion follows their Code of Conduct, composed of their Deity's rulings and their ''Tenet'', which determines which ''Cause'' they can take, each giving them a special reaction they can preform. Later levels provide bonus features and effects to the Reactions. Each Tenet provides its own anathema, with additional ones tacked on depending on the Cause you take and the deity you follow. The Tenets and their respective Causes are of the following: ***'''Tenets of Good''' (''Core Rulebook'') -- Each of the Causes here focus on defending the party and being an upstanding citizen. Each one provides the ''Lay on Hands'' focus spell, as well as a special Reaction to help your party members if they end up attacked. You cannot knowingly preform evil actions, harm innocents, or let innocents be harmed. Naturally, you require a Good alignment and follow a Good-aligned God to take this Tenet and its respective Causes. ****'''Paladin''' -- ''[[Lawful Good]]'' -- The stereotypical Law-Poindexter. You must always act honorably and be a good role-model, as well as always obey and respect the local, legitimate laws. In turn, you gain access to ''Retributive Strike'', a special reaction in which you grant resistance to all damage to an ally being attacked equal to 2 + the Champion's Level, as well as the chance to strike the attacking foe if they are in range of you. ****'''Redeemer''' -- ''[[Neutral Good]]'' -- Believing that everyone deserves second, third, or even fourth chances grants you the ''Glimpse of Redemption'' reaction, the chance for a foe to stop its attack dead in its tracks should it damage an ally. If they choose to go through with the assault, your ally gains damage resistance equal to 2 + the Champion's Level, and the foe gains a status penalty for 2 turns. However, this means you must give your foes the chance to redeem themselves, only taking extreme measures should they continue to act out. You must also show compassion to everyone's care, no matter their authority or station. ****'''Liberator''' -- ''[[Chaotic Good]]'' -- You believe that everyone deserves freedom and the ability to make their own decisions, regardless of station or circumstance. Your steadfast beliefs in self-determination grants you the ''Liberating Step'' reaction, the power to grant damage resistance equal to 2 + your Level to an ally that is under attack or the effects of an immobilizing ability. They can either attempt a new saving throw against the effect or Escape if they were being Grappled or Restrained, in addition to a free 5ft-Step away from the enemy. Being a Liberator, disrespecting people's choices, even if it threatens their own lives, forcing or threatening them to see your point of view, or participating in slavery or tyranny (rather redundant, given the de jure ban on owning slaves already) is anathema to your core values. ***'''Tenets of Evil''' (''Advanced Player's Guide'') -- While the Tenets of Good focuses on defending allies and keeping them alive through copious usage of Lay on Hands, the Tenets of Evil are all about dealing heavy amounts of damage and penalizing anyone that dares touch you through their reactions. They all also gain the ''Touch of Corruption'' focus spell, essentially reverse Lay on Hands. You throw your weight around, making sure that you are a spiked wall, converting your defensive prowess into offensive might. This, however, makes playing the Champion as their intended sentinel-like roles harder, as the game lacks any particular Taunt-esque feats and Champions require spending their Level 6 feat to get their Attack of Opportunity. It does tie into their innately selfish natures, as willingly performing good acts, or putting others' lives and well-beings above your own or your deity's is anathema to you. Their Causes include: ****'''Tyrant''' -- ''[[Lawful Evil]]'' -- Your steadfast beliefs in social Darwinism means you are obliged to keep those weaker than you are in line, as you and your god are the mightiest. You gain access to the ''Iron Command'' reaction, allowing you to channel your inner General Zod and force a foe that has dealt damage to you to either kneel prone or suffer mental damage. A feat can even enhance the damage to be ''persistent!'' ****'''Desecrator''' -- ''[[Neutral Evil]]'' -- Evil feels good, and you make sure that everyone knows it. Kick puppies, steal to your hearts content, do whatever you want and let no one stop you. Living up to your hedonistic heart, spreading the good word of evil, grants you the ''Selfish Shield'' reaction, granting you damage resistance equal to 2 + your Level, as well as let you deal extra Evil or Negative damage against the triggering foe on every one of your strikes 'til the end of your turn. Being a Desecrator, you are obliged to corrupt, destroy, and subvert anything good in your way, obliging others to free themselves and join you in your objectivist paradise. ****'''[[Antipaladin]]''' -- ''[[Chaotic Evil]]'' -- The old, demon-worshipping, incredibly destructive, fiendish blackguards are back and here to stay. Their need to destroy all that gets in their way grants them the ''Destructive Vengeance'' reaction, the ability to take an additional 1d6 damage on top of the damage you would have taken normally to deal 1d6 back to that enemy, as well as let you deal additional Evil or Negative damage against them. Probably the most confusing of the reactions, as Evil Champions lack the sustainability of Lay on Hands or the Heal spell, and the damage you deal and take to yourself ''scales'' as you level up. Doesn't even fit the theme of the Antipaladin, as even their anathema explicitly mentions that you don't have to take an action that would mean your own destruction. On that note, Antipaladins are obligated to lie, cheat, steal, never bind yourself to a law, rule, or code other than your own Tenet and deity, and always destroy those that stand in your way. **A Champion's Code of Conduct is written as such to prevent any particular [[Lawful Stupid]] incidents that comes as a result of having contradicting or improbable to follow Tenets. All Tenets are ordered from most important to least, making sure that should a situation results where you must pick one Tenet to follow over the other, you abide to the most important one first and foremost. **Your dependence on [[Charisma]] is heavily reduced. Your few focus powers might only need it as a Saving Throw, and you can easily build around them. Hell, Lay on Hands doesn't even factor it in until you. **Interestingly enough, while you do lose your Focus Pool and any Divine Allies you have should you fall, as well as access to any feats requiring such, you do keep all other Champion abilities and feats, and you can keep leveling the class. It makes playing a Fallen Champion much more viable than in PF1E, though you still end up a worse Fighter at the end of the day. *'''[[Ranger]]''' **No longer casters. Good, because they sucked at it anyways...only to return via focus spells known as Warden Spells as of the APG. For the most part, they're really focused on support and work best with pets. **Favored X is heavily scaled back. Hunt Prey echoes this by making it easier to locate a certain enemy, but this is universal. You have feats that make certain things easier to hunt and another for certain terrain benefits though. **Though not an exclusive feature, rangers do have feats to make traps (here named "Snares") more conveniently, and these traps are established clearly, rather than the fuckstorm 1E gave us. **Rangers are subclassed by Hunter's Edge, an action they get while using Hunt Prey. An Edge grants you bonuses against your targeted prey, such as: ***'''Flurry''' (''Core Rulebook'') -- You strike as fast as lightning, reducing your Multiple Attack Penalty down to -3 on your second strike, -6 on your third and additional ones. Agile weapons reduce it even further, down to -2 on your second, -4 on your subsequent ones. ***'''Outwit''' (''Core Rulebook'') -- You gain a +2 bonus on your Deception, Intimidation, Stealth, and Recall Knowledge checks against your prey. You also gain +1 to your AC against any of your prey's strikes against you. ***'''Precision''' (''Core Rulebook'') -- You strike with lethal accuracy, granting you an additional 1d8 Precision damage against your foe on your first strike against them. 11th Level increases the damage to 2d8 and 19th to 3d8. *'''[[Rogue]]''' **In a sort-of homage to ''Unchained'''s Signature Skills, Rogues get a couple more Skill Feats and Skill Increases than anyone else. **Rogues are subdivided based around their Racket. Each Racket contains an Ability Score Boost the class can take over their default Dex increase. They include: ***'''Eldritch Trickster''' (''Advanced Player's Guide'') -- Dabbling in magical studies for their heists grant the Rogue a free multiclass dedication feat for any spellcasting archetype with full magic progression (Basic, Expert, and Master Spellcasting Proficiency feats) as well as training in the skill tied to their chosen spell list. ***'''Mastermind''' (''Advanced Player's Guide'') -- Information brokering and creating convoluted plans to destroy their enemies comes easy to the Mastermind. They grant the Flat-footed condition to any enemy they successfully Recall Knowledge on until the start of their next turn, for a full minute on a Critical Success. They also become Trained in Society and one additional magic-based skill. ***'''Ruffian''' (''Core Rulebook'') -- Smash and grabs are second-nature to the Ruffian, with their ability to Sneak Attack with any simple weapon with a d8 damage die or lower, over just with agile or finesse weapons. They gain training in Intimidation and Medium Armor, the latter scaling with their levels. ***'''Scoundrel''' (''Core Rulebook'') -- These slick spies are as fast with their hands as they are with their silver-tongues. Scoundrels can grant the Flat-footed condition against a target they successfully Feint 'til the end of their next turn, as long as it is a melee attack they deal. A Crit Success makes their target Flat-footed against all melee strikes made against them. Combined with their innate Deception and Diplomacy training, they make great supportive skill monkeys. ***'''Thief''' (''Core Rulebook'') -- You don't need to teach an old dog new tricks, you just need to make their old ones more accessible. The Thief is the classic Dex-to-Damage option, able to gain it with no additional feats, options, or stipulations, as long as they make a melee strike with a finesse weapon (so far the only source of getting dex-to-damage). Naturally, they gain Thievery as their trained skill. *'''[[Sorcerer (Dungeons & Dragons)|Sorcerer]]''' ** Your bloodline now not only determines what bonus spells you possess, but also which of the four spell lists you can use. This is in addition to your bloodline spell-like powers, which are now the sole triggers for your arcana. *** Unfortunately, this variety works against the Sorcerer, as there are several variations of the same feat for each spell list and thus limits your choices. *** Crossblooded Sorcerers (i.e. I have two bloodlines at once like the mongrel I am) exist as feats, letting you poach spells off of one other spell list, but your limit is very small and the feats needed are very far apart. ** Fortunately, the Sorcerer gets 4 spells per day for each level at max, in comparison to everyone else's max of 2 or 3<ref>Besides 10th-level spells, but 10th-level is for the gamebreaker spells, and so everybody (including the Sorcerer) only get 1 (or 2 with a level 20 feat) per day.</ref>. They also get a number of Signature Spells, which can automatically be heightened by casting them at the preferred level. *'''[[Wizard]]''' **Bound items are now a constant that not even familiars can remove...though they can somewhat replace this with the proper Thesis. **Besides schools (Which only grant one school spell and power and then another with a certain feat), you also have a subclass in Theses, which focus on one aspect: Familiars, Metamagic, Spell Blending (Giving you 5E's means to combine lower spell slots for bigger ones), Spell Substitution (Letting you swap spells during the day) and Staff Nexus (Build your own flexible staff)
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