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===Rage of the Elements=== *'''[[Kineticist]]''' **Remains the same elementally-focused not-bender, now unfettered from the very dubious occult links. It's now actually considered Primal. **Subclass shows how much you dedicate to a certain element (either only one element, two elements, or all) with the more dedicated kineticists getting more feats from it. ***Feat overload is at its finest here. Not only do you have your basic class feats, but you also get feats for each element to pick from. While not such an issue for Single Gate Kineticists (those focused on only one element), Dual Gate ones will be needing to pick out wisely, to say nothing about the Infinite Gate Kineticists who can pick anything. Thankfully, those last sorts have a flexible feat slot that changes each day. **Several feats also let you emanate an aura of elemental energy that can affect those around you, with a class feat letting you expand its reach further. **Kinetic Blast can now freely swap between punches and ranged attacks, gaining proficiency ranks alongside unarmed attacks. **Rather than using Burn or Focus Points, certain abilities now expend the elemental energy you have gathered (which in itself is now an action). This gathered power is doubly important as your blasts (and some other abilities) also draw from it, though not as much so it won't go out with one shot. ** Likely to change further when Rage of the Elements actually releases. ====General Class-Related Stuff==== Some side notes: *Companions are now effectively a chassis you add on by selecting a type of animal. Each has a special attack, each has a trained skill, and you can spend one action to give them two of their own. **The old archetypes (Before ''Ultimate Wilderness'' gave us all the gonzo things like robo-pets and dragon-pets) are now reclassed as Specialized Companions, which add a special capstone to pet progression feats. *Familiars have to select between two sets of powers: One grants it special properties (Which includes abilities the animal would normally have, like wings or speech), and the other has abilities made to support you. *[[Multiclassing]] (Labeled as 'Archetyping' for some asinine reasoning) is managed through feats, just like 4E. You have to take one entry feat instead of a class feat and then buy two associated feats before you can access another archetype. But aside from the loss in feats(which is honestly a big part of some classes' power), you never actually stop progression in your main class. **This is also pulling double duty for [[Prestige Class]]es, as setting books let you access specific organizations like the Hellknights and Pathfinder Society, and some archetypes even branch off of other archetypes by circumventing the three-feat limit (See: Hellknight Armiger to Hellknight or Hellknight Signifier). The biggest game-changer introduced in the ''Advanced Player's Guide'' wasn't the four new classes, but actually the whopping ''36'' Archetypes the book introduced. Some specialising in particular fighting styles or skill sets, some being more mystical in nature, and others adapting some of 1e's Prestige Classes to the new ruleset (e.g., Dragon Disciple). **Some tables also allow a "free archetype" rule that lets you take archetype feats alongside your standard class feats instead of replacing them. **''Secrets of Magic'' has also introduced some archetypes that radically alter how casting works, like the Flexible Caster's ability to prepare a smaller pool of auto-heightened spells instead of the typical prepared spell slots or the Runelord's hyper-focus on certain schools of magic to the point of forbidding spells from opposed schools. While all have some unusual twists to the class' ability to cast spells, they also force you to sacrifice your level 2 class feat slot to eat up that archetype and demanding you dedicate to it - unless you picked the Flexible Caster archetype, which lacks extra feats. **''Treasure Vault'' added "artifact archetypes," which act as a 2-20 package of feats for Free Archetype tables to represent using an artifact that grows in power with the player character. The two it provides are the Gelid Shard (you can do ice magic really well and become increasingly cold over time), and Ursine Avenger Hood (you can turn into a bear to fight crime and gain bear-themed abilities). * The four spell lists are Arcane (Wizard), Divine (Cleric), Occult (Bard), and Primal (Druid). What differentiates them is that each does two of four things. ** "Matter": All the elemental and many transmutation spells. Primarily associated with the Arcane and Primal spell lists. Direct opposite of Spirit. ** "Mind": Divination, Illusion, any kind spell about knowing shit or deceiving people. Primarily associated with the Arcane and Occult spell lists. Direct opposite of Life. ** "Spirit": Anything to do with the Soul, rather than the mind. Primarily associated with the Occult and Divine spell lists. Direct opposite of Matter. ** "Life": Healing and direct harming spells, some necromancy; think "Finger of Death". Primarily associated with the Primal and Divine spell lists. Direct opposite of Mind. *** This is apparently just a method of classifying what spells go on what spell list (i.e., the Bard is now to the Druid as the Cleric is to the Wizard, and this list is just Paizo's way of parsing that). An alternate formulation is that: **** Primal sucks at anything to do with information gathering or being indirect. **** Divine sucks at doing damage other than positive, negative, and alignment damage. **** Occult sucks at being direct about most things. **** Arcane sucks at healing. *** There are spells that belong to all four spell lists, such as Plane Shift. If a spell belongs to three spell lists, the most likely to be left out is Primal.
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