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grarrrg
2012-01-27, 11:35 PM
Dippable levels in Pathfinder
Post #1: Base Classes
Post #2: Prestige Classes
Post #3: Dip Helping Feats & Common Abilities & Sources

For the sake of this guide, a "dip" constitutes 1-to-3 levels taken in a class for the sake of gaining abilities. Abilities gained at level 4 of a class will only be listed if they are super-awesome-mega-worth-it!
Abilities gained at level 5 are right out.
Only 'generally' useful abilities will be mentioned. For example, many people dip Fighter for the Feats. No one dips Druid just to get an Animal Companion.


The following is a list of abilities/attributes/things/stuff that will NOT be listed, under the assumption that many classes have equivalents:
HP
Bab
Saves
Skills
Skill Points
Weapon/Armor Proficiencies
An exception will be made for any Exotic Weapon prof., Heavy Armor, and Tower Shields
Small bonuses will mostly be ignored, such as "+1 to Will saves vs. Fear". Only larger/widely useful bonuses will be listed.
1/day (or less) use abilities will be ignored, unless they are very useful.

The format is as follows:

[Class]
*spoiler tag*
1) [notable ability gained with 1 level]
3) [notable ability gained with 3 levels]
#S) [notable ability gained with # levels of (Special), Bloodline/Mystery/Order/etc..]
#A) [notable ability gained with # levels of (Archetype) of class]

[ability] > [briefly explains what it does]

Alchemist
2/3 "arcane" Caster (Int)
1) Brew Potion feat, Throw Anything feat, Mutagen
2) Poison Use, Poison Resistance, Discovery (many are non-level dependent)
3) Swift Alchemy (for 'move action poison')
1A) Trapfinding (Crypt Breaker), Sneak Attack (Vivisectionist)
2A) Alchemical Weapon > adding chemicals other than Poison to a weapon (Grenadier)
Perfect Recall > Int bonus twice on Knowledge checks (Mindchemist)
Trapfinding (Trap Breaker)
Bonus feat > use Discovery to get a feat instead (various)
3A) Disease Resistance (Internal Alchemist)
Acid Resist 5 (Oenopion Researcher)


Antipaladin
The Antipaladin is an alternate base class to the Paladin, it is similar enough that for this guides purposes it will be treated as an Archetype of the Paladin, and can be found in the Paladin section.

Barbarian

1) Fast Movement, Rage limited Rounds, but useful at times
2) Uncanny Dodge
1A) Heavy Armor prof (Armored Hulk)
Skilled Thrower > Thrown weapon Range Increment +10ft. (Hurler)
Fast Rider > Mount speed +10ft. (Mounted Fury)
Favored Terrain (True Primitive)
2A) Armored Swiftness > +5ft. move speed in Med/Heavy Armor(Armored Hulk)
DR 1/- (Invulnerable Rager)
Cinder Sight > Can see through Fire/Fog/Smoke without penalty (Burn Rider)
Evasion (Drunken Rager)
Tolerance > 2nd save on various conditions (Scarred Rager)
Wild Fighting > 1 extra Attack/Round w/ -2 Attack, -4 AC (Wild Rager)


Bard
2/3 Spontaneous Arcane Caster (Cha), Whip prof.
Bardic Performance is not considered 'dip worthy' for reasons similar to why Rage is not.
1) Bardic Knowledge
2) Versatile Performance, Well-Versed
1A) Arcane Strike feat (Arcane Duelist)
Dervish Dance feat (Dawnflower Dervish)
Scribe Scroll (Geisha)
Improved Counterspell feat (Magician)
Master of Deception > Trapfinding (Sandman)
2A) Arcane Insight > Trapfinding (Detective)
Combat Casting feat (Arcane Duelist)
Clever Explorer > Trapfinding, Uncanny Dodge (Archaeologist)
Magic Lore > Trapfinding (Archivist)
Canny Foe > +2 on CMB/CMD for any one Combat Maneuver (Daredevil)
Channel Energy (Arcane Healer)
Haunted Eyes > +4 to variety of save, Secrets of the Grave > mind-affecting spells work on Undead (Dirge Bard)
Teamwork Feat (Negotiator)


Cavalier/Samurai
Heavy Armor Prof.
1) Bonus Teamwork feat
3) Cavalier's Charge
4) Expert Trainer > Not that great in and of itself, but it allows you to take the Horse Master feat and count your character level towards your Mount feature
2S) By My Honor > +2 Morale bonus to a save (Order of the Sword)
Braggart > Dazzling Display feat, +2 to-hit vs. Demoralized (Order of the Cockatrice)
Adaptive Strike > Catch Off-Guard feat, 1/Combat can Swift Action to treat an Opponent as Flat-Footed to you for the round (Order of the Land)
Mobile Wall > Step Up bonus feat, adds penalty to Tumble through his threatened area (Order of the Scales)
Prepared for Journey > Favored Terrain, plus long-range movement benefits (Order of the Guard)
Resolute > converts 1 point of Lethal damage taken on every attack into Nonlethal damage (Order of the Shield)
Vandal > Improved Sunder bonus feat, add half your Cavalier level to Sunder Damage (Order of the Beast)
1A) In or Out of the Saddle > Mounted Combat Bonus feat, move at full speed in Medium armor (Emissary)
Bonus feat, short list (Gendarme)
Introduction > On 1st Diplomacy check, can roll twice and take best (Herald Squire)
Firearm prof. Gunsmithing feat, Free gun (Musketeer)
Firearm and Whip Prof, Gunsmithing feat, Amateur Gunslinger, Free Gun (Dune Drifter)
Monstrous Mount feat, Hippocampus only (Wave Rider)
Net and Whip Prof. (Huntmaster)
2A) Fleet of Foot > +10ft. movement speed, does NOT stack with Barbarian (Herald Squire)
3A) Careful Aim > reduces penalties on ranged attacks (Luring Cavalier)
Favored Terrain Desert, shares bonus with mount (Horselord)
Rapid Reload feat (Dune Drifter)

Samurai
Katana, Naginata, Wakizashi prof.
1) Resolve > 3 options, remove status conditon, 'staggered' at <0 HP, Roll twice take best on Fort or Will save
3) Weapon Expertise > Quick Draw with chosen weapon, +2 on Critical Confirmation, level stacks with Fighter levels


Cleric
Full Prepared Divine Caster (Wis)
Various Exotic Weapon prof. can be had with the right Deity
1) Channel Energy, Domain times 2
1A) Breadth of Knowledge > Bardic Knowledge (Cloistered Cleric)
Bonus Feat (Crusader)
Master Tactician > Always act in Suprise round (Divine Strategist)
Inspire Courage, as Bard (Evangelist)
Familiar (only if allowed to take Animal Domain)
Skill Points 4+INT (Roaming Exorcist)
3A) Merciful Healing > Remove status effects with Channel (Merciful Healer)


Domains
Cleric, 2 Domains, some Archetypes only get 1
Druid 1 Domain, limited options based on Archetype
Inquisitor 1 Domain
Paladin 4 (Sacred Servant)
Hellknight 1 Domain, depending on discipline choice, does not grant spells.

Domains with non-power/non-spell bonuses:
Animal: class skill: Knowledge (Nature)
>Feather (Animal Sub-domain): class skill: Fly, when you cast a spell that grants Flight, your maneuverability increases by 1 step.
Darkness: Blind-Fight feat
Glory: Channel Energy save DC +2
Knowledge: class skills: All Knowledge skills
Protection: +1 all Saves
Rune: Scribe Scroll feat
Travel: +10ft. movement
Trickery: class skills: Bluff, Disguise, Stealth
Void: +2 to Saves vs. Mind-affecting

Animal/Nature Domains (Typically Druid only, ask your DM)
Various: A 'matching' Familiar (Eagle Domain > Hawk, Frog Domain > Toad, etc...)
Cave: Darkvision 60ft. (1hr. 3+Wis/day yourself, 1min. 3+Wis/day ally)
Plains: Increased duration/speed on Summon spells, if summoning certain creatures
Wolf: Improved Trip feat

Inquisitions: (can be taken by any class with compatible Deity)
Black Powder: Firearm prof, Gunsmithing feat
Conversion: Wis instead of Cha on Bluff/Diplomacy/Intimidate
Heresy: Wis instead of Cha on Bluff/Intimidate
Oblivion: 10ft. Aura, you/ally add your Wis to Stabilization checks
Persistence: Step Up feat
Spellkiller: Disruptive feat
Torture: +2 on Intimidate checks


Druid
Full Prepared Divine Caster (Wis)
1) Domain (limited choices)
2) Woodland Stride
3) Trackless Step
1A) Domain, different options (Various)
Familiar (Blight Druid)
2A) Totem Transformation > various temporary benefits (Various)
3A) Favored Terrain (World Walker)
Swim Speed (Aquatic Druid)
+10ft. movement (Plains Druid)
Electricity Resist 5, can give temporarily to another as a Standard Actoin (Tempest Druid)

Fighter
Heavy Armor and Tower Shield prof.
1) Bonus Combat Feat
2) Bonus Combat Feat
3) Armor Training
1A) Mounted Combat feat, and Skill Focus (Ride) feat (Dragoon)
Performance Weapon Mastery feat, can choose Combat or Performance as bonus feats (Gladiator)
Can choose Combat/Skill Focus/Teamwork as bonus feats (Tactician)
Monk Weapon Prof, Improved Unarmed Strike feat, choice of Style feat (Unarmed Fighter)
Endurance feat, Diehard feat (Unbreakable)
Whip Prof. (Vengeful Hunter)
2A) Hawkeye > +5ft. Bow range increment (Archer)
Cleave feat, does NOT take AC penalty (Corsair)
Combat Expertise feat (Lore Warden)
Pole Fighting > allows a Reach weapon to hit adjacent (Polearm Master)
3A) Trick Shot > Combat maneuvers with a Bow (Archer)
Close Combatant > +1-to-hit, +3 damage with 'close combat' (Brawler)
Catch Off-Guard feat (Cad)
Deadshot > +1/2 Dex to damage with Crossbow (Crossbowman)
Maneuver Master > +2 CMB and CMD (Lore Warden)
Phalanx Fighting > Can use Spear/Polearms 1-handed w/shield (Phalanx Soldier)
Armored Charger > Armor Training for mounts (Roughrider)
Tower Shield Training > Reduced Armor penalties when using a Tower Shield (Tower Shield Specialist)
Trench Warfare > DEX-to-Damage with a single type of Firearm (Trench Fighter)
Overhand Chop > single attack with a 2-hand weapon gets x2 Str to damage (Two-Handed Fighter)
Weapon Training (Weapon Master)


Gunslinger
This is an odd class. If you plan on using Firearms, then 1-5 levels are extremely helpful. If you don't plan on using Firearms, then the entire class is basically pointless.
Proficient with all Firearms
1)Gunsmithing feat, Grit pool, Quick Clear deed, free Gun
3) Gunslinger Initiative > +2 Initiative
1A) Rapid Reload (Musket) feat (Mustket Master)
CHA-based Grit, Focused Aim > Cha to damage with Firearms (Mysterious Stranger)
INT-based Grit (Siege Gunner)
3A) Fast Musket (Musket Master)
Scattershot > Scatter-attack cone radius increases by 5ft.

Inquisitor
2/3 Spontaneous Divine Caster (Wis)
1) Domain, Judgement (while the bonus is low, it is VERY flexible), Monster Lore > Int+Wis on creature related Knowledge checks
2) Wis to initiative, Detect Alignment
3) Bonus Teamwork feat, Solo Tactics > Allies treated as having your Teamwork feats
1A) Lore of Escape > Wis to Bluff/Stealth checks (Heretic)
Guileful Lore > Wis to Bluff/Diplomacy checks (Infiltrator)
Strong Willed > roll twice, take best on Mind-affecting Will saves (Spellbreaker)
Spell Sage > Wis to Spellcraft checks (Witch Hunter)
2A) Detect Magic (Iconoclast)
3A) Foil Casting > threatened casters have +2DC on Concentration checks (Spellbreaker)

Magus
2/3 Prepared Arcane Caster (Int)
*Note: Spell Combat and Spellstrike specify a spell "from the Magus spell list". This either means any spell that a Magus could conceivably cast (abusable!), OR any spell that YOU could cast as a Magus (not worth dipping!). Check with your DM*
1) Spell Combat > Two-Weapon fighting with Spells, Arcane Pool (1/2 level +Int)
2) Spellstrike > Touch spells delivered through weapon
3) Magus Arcana, most are of little use in dipping, but 2 stand out: Arcane Accuracy > Int to attack rolls for 1 round, Close Range > Ranged Touch spells can be delivered as Melee Touch spells (only if Spellstrike works out-of-class)
1A) 1 Exotic Weapon prof., Weapon Focus with same weapon, Canny Defense > Int-to-AC (lesser of Int/Kensai level) (Kensai)
Sorcerous Shield > Tower Shield prof. (Skirnir)
1 Exotic Weapon prof. (limited), Combat Expertise feat, Dodge feat (Spire Defender)
Quarterstaff Master feat (Staff Magus)


Monk
Some Exotic Weapon prof.
*Note: If there is a non-specific "Bonus Feat" listed for level 1, assume that there is also a Bonus Feat for level 2*
1) Wis to AC when unarmored, Improved Unarmed Strike feat, Stunning Fist feat, Bonus Feat (from List, Ignore Requirements), Flurry of Blows
2) Evasion, Bonus Feat (list, no-reqs)
3) +10ft. movement when unarmored
1A) Bonus Feat, different list, no-reqs (Flowing Monk)
Punishing Kick feat (Hungry Ghost)
Bonus Feat, larger list, no-reqs, Flurry of Maneuvers > make extra Combat Maneuvers on a Full Attack (Maneuver Master)
Bonus Feat, Style Feat or Elemental Fist, limited reqs, Fuse Style > 2 styles at once (Master of Many Styles)
Bonus Feat, larger list, no-reqs (Monk of the Empty Hand)
Elemental Fist feat (Monk of the Four Winds)
Touch of Serenity feat (Monk of the Lotus)
Inspire Courage > as Bard, using Wis for Rounds (Sensei)
Bonus Feat, larger list, Devoted Guardian > Always act in surprise round (Sohei)
Improved Grapple feat (Tetori)
Perfect Strike feat (Weapon Adept)
Flurry of Bows, Bonus Feat, different list, no-reqs, Perfect Strike feat (Zen Archer)
2A) Unbalancing Counter > AoO's you make can cause target to be Flat-footed for 1 round (Flowing Monk)
Toughness feat, +1 Natural Armor (Monk of the Sacred Mountain)
Insightful Strike > Wis instead of Str/Dex to hit on Unarmed/Monk-weapon attacks/Maneuvers (Sensei)
Trap Intuition > Automatically gets a Perception Check to locate traps within 10ft. (Terra-Cotta Monk)
Stunning Pin feat (Tetori)
Weapon Focus w/Monk weapon (Weapon Adept)
Weapon Focus w/Bow (Zen Archer)
3A) Ki Pool, +2 all Knowledge checks (Ki Mystic)
Wis instead of Dex on ranged attacks, Point Blank Master feat (Zen Archer)
Inspire Competence > as Bard, use Wis for Rounds (Sensei)


Ninja
The Ninja is an alternate base class to the Rogue, it is similar enough that for this guides purposes it will be treated as an Archetype of the Rogue, and can be found in the Rogue section.

Oracle
Full Spontaneous Divine Caster
1) Revelation, Oracle's Curse
1S) All all Knowledges as Class Skills (Ancestor or Lore Mysteries)
Various Skills as Class Skills (all other Mysteries)
3) Revelation
1A) Misfortune Revelation > force any creature to reroll a d20 (Dual-Cursed)
Gain Linguistics and all Knowledges as Class Skills (Enlightened Philosopher)
Tinkering > Trapfinding (Seeker)
3A) Planar Resistance Revelation > choice of energy Resist 10 (Planar Oracle)

Oracle Curses
Oracle Curses scale at the rate of 1 level per Oracle level, and 1/2 per non-Oracle level. This means you can eventually get the level 10 bonuses with just a single level of Oracle.

Couded Vision: Can't see past 30ft, but you have Darkvision
5th: Range increases to 60ft.
10th: Gain Blindsense out to 30ft.

Deaf: You are Deaf, and all spells you cast automatically benefit from the Silent Spell feat. (note: Silent Spell applies to ALL spells cast from ANY class)
5th: +3 bonus on (non-hearing) Perception checks, the Initiative Penalty for being deaf is reduced to -2
10th: You gain the Scent ability, penalty on Initiative is removed

Lame: Your land speed is reduced, and your speed is never reduced due to being encumbered
5th: Immune to Fatigued condition
10th: Speed is never reduced due to Armor

Legalistic: You become Sickened if you break your word/promises. 1/day you gain a +4 Morale Bonus on any roll related to fulfilling a promise
5th: +3 Competence to Diplomacy, Intimidate, and Sense Motive when talking to someone one-on-one
10th: Additional Saving throws vs. Mind-Affecting effects

Wasting: -4 penalty to all Charisma skills (except Intimidate), +4 Competence bonus on Saves vs. Disease
5th: Immune to the Sickened condition
10th: Immune to Disease

Wolfscarred: 1d4 Bite attack in exchange for 20% chance of Verbal Spell Failure (slot is NOT expended, but the action is)
5th: Bite increases to 1d6
10th: Bite increases to 1d8

Wrecker: Held objects gain the Broken condition for as long as you hold them. Disable Device becomes a Class Skill, and you can destroy a non-magic Trap as a Move action.
5th: (based on Oracle level, thus cruddy)
10th: Attacks made vs. Object and Constructs bypass ALL Damage Reduction (except Epic)
Oracle Revelations

Various Mysteries > +4 AC for 1 hour/Oracle level
Dark Tapestry > Cloak of Darkness > Same as above, but +2 Stealth checks

Battle > Skill at Arms > all Martial Weapon & Heavy Armor prof.
Battle > War Sight > Roll twice for Initiative, take best
Battle > Weapon Mastery > Weapon Focus feat
Bones > Near Death > +2 Saves vs. Poison, Disease, Mind-affecting
Flame > Cinder Dance > +10ft. movement
Flame > Molten Skin > Fire Resist 5
Heavens > Guiding Star > Cha added to any Wis checks, only at night
Life > Channel > Channel Energy (positive only)
Life > Healing Hands > +4 Heal checks, additional Heal related bonuses
Lore > Focused Trance > after 1d6 rounds in a 'trance', you can gain +20 on an Int based skill check (Cha/day)
Lore > Lore Keeper > Cha instead of Int on Knowledge checks
Lore > Sidestep Secret > Cha instead of Dex to AC and Ref Saves
Lunar > Eye of the Moon > Darkvision 60ft.
Lunar > Prophetic Armor > Cha instead of Dex to AC and Ref Saves
Metal > Armor Mastery > no movement penalty in Medium armor
Metal > Dance of Blades > +10ft. movement
Metal > Skill at Arms > all Martial Weapon & Heavy Armor prof.
Nature > Friend to Animals > Animals in 30ft. gain your Cha to Saves
Nature > Nature's Whispers > Cha instead of Dex to AC and CMD
Nature > Spirit of Nature > Automatically Stabilize if in a Natural area
Spellscar > Eldritch Resistance > Acid/Cold/Electric/Fire/Sonic Resist 2 (all of them)
Spellscar > Mystic Null > +2 Save vs. Spells and Spell-likes
Stone > Acid Skin > Acid Resist 5
Stone > Rock Throwing > various bonuses on Throwing Rocks
Stone > Stone Stability > +4 CMD vs. Bull Rush and Trip
Time > Temporal Celerity > Roll twice for Initiative, take best
Time > Time Flicker > 20% concealment for 1 minute/Oracle level
Waves > Fluid Nature > +4 CMD vs. Bull Rush, Drag, Grapple, Reposition, and Trip. Opponents have -4 on Critical Confirmation
Waves > Fluid Travel > Walk on liquid 1 hour/Oracle level
Waves > Icy Skin > Cold Resist 5
Wind > Invisibility > Invisibility 1 minute/Oracle level
Wind > Spark Skin > Electricity Resist 5
Wood > Wood Bond > +1 to hit with wooden weapons


(Anti)Paladin
1/3 Prepared Divine Caster (Cha), Heavy Armor prof.
1) Detect Evil, Smite Evil
2) Divine Grace
3) Aura of Courage, Divine Health, Mercy
1A) Precise Shot feat (Divine Hunter)
Firearm Prof. Amateur Gunslinger feat, Gunsmithing feat, free Gun (Holy Gun)
Detect Undead (Oath Against Undeath)
Confident Defense > Adds CHA to AC (restrictions apply, Iroran Paladin)
Improved Unarmed Strike (Iroran Paladin)
Personal Trial > Smite-Any (Iroran Paladin)
2A) Smiting Shot deed (Holy Gun)
Holy Reach > spend Smite Evil to gain +5ft. Reach for 1 minute (Oath Against Savagery)
First into Battle > spend a use of Smite Evil or Lay on Hands to act in Surprise round. +Cha to Initiative (Sword of Valor)
3A) Acid/Cold/Electricity Resist 5 (Empyreal Knight)
Tactical Acumen > Teamwork feat, Battlefield Presence > Grant Allies use of one of your Teamwork feats w/NO duration (Holy Tactician)
Ghost Touch Aura > Armor gains Ghost Touch (Oath Against Undeath)
Skilled Rider > ignore Armor Penalty on Ride checks, Mount gains your Divine Grace bonus (Shining Knight)

Antipaladin
From levels 1-to-3 Antipaladin abilities are virtually the same as a normal Paladin, but they are 'evil mirror' abilities.
1) Detect Good, Smite Good > both work as you'd expect
2) Unholy Resilience > Cha to Saves, Touch of Corruption > Negative energy Lay-on-Hands
3) Aura of Cowardice > nearby opponents get -4 on Fear Saves, and lose Immune Fear, Plague Bringer > Immune to Disease effects, still a carrier, Cruelty > inflicts status changes instead of removing

Ranger
1/3 Prepared Divine Caster (Wis)
1) Favored Enemy
2) Bonus Feat (from list, mostly Combat, no-reqs)
3) Endurance feat, Favored Terrain
1A) Freebooter's Bane > all nearby allies get +1 Attack/Damage against 1 target of choice, can change target with Move Action (Freebooter)
Trapfinding (Trapper)
Favored Terrain (Warden)
2A) Amateur Gunslinger feat, Gunslinger Deed (Trophy Hunter)
Uncanny Dodge (Wild Stalker)
3A) Scout the Area > "always knows where to find the nearest expert or spellcaster who can provide a particular service" (Groom)
Adaptation > various bonuses, lasts 10min/ranger level (Infiltrator)
Trapfinding (Urban Ranger)


Rogue/Ninja
Hand Crossbow prof.
1) Sneak Attack (improves every other level), Trapfinding
2) Evasion, Rogue Talent
1A) Familiar (Carnivalist)
Follow Up > Roll twice on Diplomacy, take best (Investigator)
Sea Legs feat (Pirate)
Poison Use (Poisoner)
Bravado's Blade > sacrifice Sneak Attack dice to make a free Intimidate check (Rake)
Accuracy > Half Range Increment to-hit penalties (Sniper)
Frightening > Using Intimidate increases the duration of Shaken by 1 round, option to change it to Frightened for 1 round if Shaken duration would be 4+ (Thug)
2A) Familiar gains Rogue's Sneak Attack dice (Carnivalist)
Sapping > +4 to Perception and Disable Device for finding/disabling traps (note: archetype loses Trapfinding, this is VERY much a Dip ability -Sapper)
3A) Deadly Range > Ranged Sneak Attack range increases (Sniper)
Poison Use (Spy)
4A) Scout's Charge > guaranteed Sneak Attack when making a Charge (Scout)

Ninja
Some Exotic Weapon prof.
Rogue Talents are virtually the same as Ninja Tricks. This is largely due to the case that each can freely choose from the other's list.
1A) Poison Use (Ninja)
2A) Ki Pool (Ninja)

Samurai
The Samurai is an alternate base class to the Cavalier, it is similar enough that for this guides purposes it will be treated as an Archetype of the Cavalier, and can be found in the Cavalier section.

Slayer
1) Studied Target > Untyped +1 to Attack and Damage, usually a Move action, can be used as an Immediate vs. someone you have Sneak Attacked
2) Slayer Talent
3) Sneak Attack

1A) Proficiency with aklys, bolas, dan bong, lasso, and net (Bounty Hunter)
Deceitful Bonus Feat (Cleaner)
Focused Killer > +1 to Studied Target when used on Humanoids (Executioner)
Accuracy > Range Increment penalties are halved for Bow/Crossbow/Firearms (Sniper)
2A) Dirty Trick > inflict a Dirty Trick instead of doing Sneak Attack damage (Bounty Hunter)
Alien Presence > "Detect Undead" for Abberations (Pureblade)
Deadly Range > +10ft. to Sneak Attack range (Sniper)
Tactician > Same as Cavalier ability (Vanguard)


Sorcerer
Full Spontaneous Arcane caster
1) Eschew Materials feat, Bloodline
1A) Tinkering > Trapfinding (Seeker)
Familiar (Tattooed Sorcerer)

Sorcerer Bloodlines
Arcanas:
1S) Arcane > Arcane Bond as Wizard
1S) Draconic > +1 damage per die on Damage Spells (that match your energy type)
1S) Harrow > +5% to Divination Spell results. Maximum 'useful reply' chance is 100%
1S) Impossible > Constructs are susceptible to Mind-Affecting spells, and Constructs are treated as Living creatures for your spells.
1S) Nanite > Self-target Transmutation spells last 50% longer
1S) Orc > Light Sensitivity, Darkvision 60ft. (or +30ft.), +1 damage per die on Damage Spells
Arcane > Familiar
1S) Pestilence > Vermin are susceptible to Mind-Affecting spells
1S) Serpentine > Your Mind-Affecting and Language-Dependent spells can affect Animals, Magical Beasts, and Monstrous Humanoids as if they were Humanoids
1S) Undead > Undead are susceptible to Mind-Affecting spells
1AS) Empyreal > Wis instead of Cha for Sorc abilities
1AS) Sage > Int instead of Cha for Sorc abiliites

3rd level powers (1st level powers are very weak when dipping)
3S) Aberant > +5ft. on Melee Touch attacks
Abyssal > Electricity Resist 5, +2 Save vs. Poison
Accursed > +2 Save vs. various
Aquatic > Swim Speed 30ft.
Boreal > Cold Resist 5
Celestial > Acid/Cold Resist 5
Daemon > Acid Resist 5, +2 Save vs. Poison/Death
Div > Fire Resist 5, +2 Save vs. Poison
Djinni > Electricity Resist 10
Draconic > Natural Armor +1, choice of Energy Resist 5
Efreeti > Fire Resist 10
Elemental > choice of Energy Resist 10
Ghoul > Cold Resist 5, +1 Natural Armor
Harrow > +1 Luck bonus to Save of choice, can change which save as Full-Round
Impossible > Craft Wondrous Item feat, can ignore 1 spell prerequisite when Crafting
Imperious (Human-only) > 5 added Class Skills (3 Knowledges, Diplomacy, Linguistics), and +CHA bonus to them when used 'about humans'
Infernal > Fire Resist 5, +2 Save vs. Poison
Marid > Cold Resist 10
Orc > +4 Save vs. Fear, +1 Natural Armor
Pestilence > Immune Sickened, +4 Save vs. Nausea/Disease
Protean > Resist Acid 5, +2 Save vs. various
Serpentine > At will Speak With Animals (reptiles only), Viper Familiar at Sorc level -2
Shadow > Darkvision 30ft.
Shaitan > Resist Acid 10
Starsoul > Low Light Vision, Cold/Fire Resist 5
Stormborn > Electricity/Sonic Resist 5
Undead > Cold Resist 5, DR 5/- Nonleathal
Verdant > +2 Saves vs. Poison/Sleep, 'Sustenance' effect

Summoner
2/3 Spontaneous Arcane Caster (Cha)
1) Summon Monster I, 3+Cha/Day, minutes instead of Round duration
3) Summon Monster II
1A) Summon Nature's Ally I (First Worlder)
Summon Monster I 5+Cha/day (Master Summoner)
Fused Eidolon > with the limited levels this is mainly useful for Skill boosts, and General Survival (HP/AC) (Synthesist)
2A) Augment Summoning feat (Master Summoner)
3A) Summon Nature's Ally II (First Worlder)
Summon Monster II 5+Cha/day (Master Summoner)


Witch
Full Prepared Arcane Caster (Int)
1) Hex, Familiar
2) Hex
1A) Gain a 1d4 Primary 'Hair' Natural Attack (White-Haired Witch)
Not many abilities are useful outside of the Witch class. Although a variety of effects can be had with the Hexes.

Wizard
Full Prepared Arcane Caster (Int)
1) Arcane Bond, Scribe Scroll feat

1S) Abjuration > choice of energy Resist 5
Divination > Always act in Surprise Round
Transmutation > +1 to Str, Dex, or Con
Earth > +2 CMD
Fire > Fire Resist 5
Metal > +2 AC for 10min./wizard level, 3+Int/Day
Wood > +1 to Dex, Con, or Wis

1A) Scroll Blade, Scroll Shield > Use Scrolls as weapon/shield (Scrollmaster)
Siege Engineer feat (Siege Mage)
Firearm prof., Gunsmithing feat, Arcane Gun > can shoot spells out of a Firearm gaining the Guns +X Bonus (Spellslinger)
3S) Universalist > Arcanamirium Crafter > Bonus Feat (Item Creation or Metamagic)

*) Arcane Discovery (taken as a Feat) > Arcane Builder > can craft in 75% of normal time, +4 Spellcraft Checks

grarrrg
2012-01-27, 11:36 PM
Prestige Classes


Text in parenthesis after the PrC name is a quick summary. For example, "Arcane Archer (Archer/Mage hybrid)". "Mage" will be used to refer to Arcane, "Priest" will be used to refer to Divine. Also lists Basic stats for easy reference (HD/Skills/Bab/Casting (if any)).
Each entry will start with the total number of levels in the PrC, and the earliest level you could enter the class (barring shenanigans of course).
Reqs: has notable Requirements for entry. Minor requirements and "flavor" requirements will be ignored.
Abilities will follow the same format as the Base Class section.

Agent of the Grave (Necromancer) d8, 4S, 1/2 Bab, 4/5 Any Caster
5 level PrC, earliest Divine at 6, Arcane at 8 (+1 Spontaneous)
Reqs: 3rd level Divine spells OR 4th level Arcane spells, must be Evil
1) Cha instead of Con to HP
2) Can use 'mind-affecting' spells on Undead


Aldori Swordlord (Dueling/Intimidate fighter) d10, 2S, Full Bab
10 level PrC, earliest 6
Reqs:4 Feats, 1 Skill at 5 ranks, 3 skills at 3 ranks

Arcane Archer (Archer/Mage hybrid) d10, 4S, Full Bab, 7/10 Arcane
10 level PrC, earliest 8
Reqs: 6 Bab, 1st level Arcane spells
1) Enhance Arrows > all non-magical Arrows you shoot become +1
2) Imbue Arrow > attach 'area' spells to a fired Arrow
3) Enhance Arrows > all non-magical Arrows you shoot gain your choice of Flaming/Frost/Shock


Arclord of Nex (Arcane Crafter?) d6, 2S, 1/2 Bab, 10/10 Arcane
10 level PrC, earliest 6
Reqs:3 Feats, 4 Skills at 5 Ranks, 3rd level Casting, Arcane School class feature

Arcane Trickster (Rogue/Mage hybrid) d6, 4S, 1/2 Bab, 10/10 Arcane
10 level PrC, earliest 7 (+1 Spontaneous)
Reqs: 2nd level Arcane spells, 2d6 Sneak attack, non-Lawful
1) Ranged Legerdemain > Disable Device at 30ft.
2) Sneak Attack


Aspis Agent (Trap/Dungeon something...) d8, 4S, 3/4 Bab
10 level PrC, earliest 6
Reqs:Whip Prof., Trap Sense, 7 Skills at 5 ranks
1) Trapfinding
2) Agency Secrets > Bluster > No penalty to Intimidate vs. Larger opponents and Larger opponents do not get a bonus to Intimidate vs. you

Assassin (Rogue that likes killing people) d8, 4S, 3/4 Bab
10 level PrC, earliest 6
Reqs: Must be Evil
1) Sneak Attack, Death Attack, Poison Use
2) Uncanny Dodge
3) Sneak Attack


Balanced Scale of Abadar (Divine, Treasure Obsessed) d6, 2S, 1/2 Bab, 5/6 Divine
6 level PrC, earliest 6 (+1 Spontaneous)
Reqs: Must worship Abadar, 3rd level Divine spells
1) Bypass Ward > Temporary Trapfinding


Battle Herald (Cavalier/Bard hybrid) d10, 4S, Full Bab
10 level PrC, earliest 6
Reqs: Challenge, and Inspire Courage abilities, 3 Skills at 5
1) Voice of Authority > stacks with Cavalier for Tactician ability, Inspiring Command > stacks with Bard for Inspire Courage, can give other benefits

Bellflower Tiller (Team-focus rogue) d8, 6S, 3/4 Bab
10 level PrC, earliest 6
Reqs:Chaotic Good, 2 Teamwork feats, Sneak Attack 2d6, 3 Skills at 5 ranks

Blackfire Adept () d6, 4S, 1/2 Bab, 7/10 Any Caster
10 level PrC, earliest 6
Reqs:Non-Good, 2 feats, 2 Skills at 5 ranks, be able to cast Summon Monster III

Bloatmage (Blood Mage) d6, 2S, 1/2 Bab, 10/10 Arcane
10 level PrC, earliest 6 (+1 Spontaneous)
Reqs: 3rd level Arcane spells, Bloatmage Initiate feat
1) Blood Pool > spend Blood Points instead of Spell Slots


Brightness Seeker (Seeks Enlightenment) d8, 4S, 3/4 Bab
5 level PrC, earliest 6
Reqs: Elf, Iron Will feat
2) Channel Past Incarnation > various bonuses (Swim/Flight/Darkvision/etc...) can be changed each day, Tranquility > +10 Save vs. Fear


Brother of the Seal (Monk) d8, 4S, 3/4 Bab
10 level PrC, earliest 6
Reqs:Lawful, Imp. Unarmed Strike, Stunning Fist, Flurry of Blows, 1 Skill 5 ranks
1+) Stacks with Monk for Flurry of Blows, Stunning Fist, and Unarmed Damage
2) Trapfinding

Champion of Irori (Monk/Paladin hybrid) d8, 4S, Full Bab
10 level PrC, earliest 6
Reqs:Lawful Good, Worship Irori, Smite Evil, Still Mind, 1 Skill 5 ranks
1) Stacks with Monk for AC, Flurry of Blows, Stunning Fist, and Unarmed Damage, Stacks with Paladin for Smite Evil/Chaos damage, can use Smite Evil to Smite Chaos instead
2) Ki Pool > can spend to Lay on Hands or Smite Evil, Stacks with Paladin for Lay on Hands power, Pursuit of Knowledge > Bardic Knowledge

Chevalier (Knight) d10, 4S, Full Bab
3 level PrC, earliest 7
Reqs: 6 Bab, must be Good, must succeed in a difficult challenge
1) Aura of Courage > Immune Fear, nearby allies gain +4 Save vs. Fear
2) Controlled Charge > No penalty to AC when Charging
3) Poison Immunity

Cyphermage (Knowledge/Scroll Mage) d6, 4S, 1/2 Bab, Full Arcane
10 level PrC, earliest 6
Reqs: Cypher Magic feat, 3 skills at 5, Arcane caster
All levels) Cypher Lore > various bonuses, most related to enhancing Spell Scrolls

Daggermark Poisoner (Poison-focused rogue) d8, 4S, 3/4 Bab
10 level PrC, earliest 6
Reqs:4 Skills at 5 ranks, Poison Use ability

Daivrat (Genie Friend) d6, 2S, 1/2 Bab, 9/10 Any Caster
10 level PrC, earliest 8
Reqs: Spell Focus feat, 2 skills at 7, 1 skill at 5, must NOT be Evil, 3rd level spells
2) Spell Fetch > use 1 spell per day that you normally couldn't cast (there is a spell level limit, and it uses a higher level slot, but you can prepare/cast it as many times as you want/are able)


Dawnflower Dissident () d8, 2S, 3/4 Bab, 10/10 Divine
10 level PrC, earliest 6
Reqs:Worship Sarenrae, Dervish Dance feat, 4 Skills at 5 ranks, be able to cast Daylight as Divine

Demoniac (Demon Worshiper) d8, 2S, 3/4 Bab, 9/10 Any Caster (does not "need" casting to enter)
10 level PrC, earliest 8
Reqs: 3 skills at 7, 2 Feats, must be Chaotic Evil
1) Demonic Mark > cast 1 spell/day without spending a slot
2) Demonic Boon > earlier access to Demonic Obedience (feat) Boon bonuses (1st level spell 3/day, OR 2nd level spell 2/day, OR 3rd level spell 1/day)

Diabolist (Devil Worshiper) d6, 2S, 1/2 Bab, Full Casting (does not "need" casting to enter)
10 level PrC, earliest with UMD at 6, Divine at 8, Arcane at 10 (+1 Spontaneous)
Reqs: 2 skills at 5, 1 skill at 3, must be within 1 step of Lawful Evil, must have Conjured a Devil (typically 4th level Divine, or 5th level Arcane)
2) Channel Hellfire > alter spells to deal Hellfire damage (1/2 fire, 1/2 'unholy') instead of normal type, can do this Cha/day
3) Augment Summoning feat

Divine Scion (Deity's Chosen One) d8, 2S, 3/4 Bab, Full Divine
10 level PrC, earliest 6
Reqs: Iron Will, Weapon Focus feats, 3 skills at 5, any Divine Caster
1) Can take (Greater) Weapon Focus/Specialization without levels in Fighter
3) Domain Specialization > various Spell-like abilities, and either +4 to a Skill, or +2 to a Save

Dragon Disciple (Dragon Mage) d12, 2S, 3/4 Bab, 7/10 Arcane
10 level PrC, earliest 6
Reqs: 1 skill at 5, Spontaneous Arcane Caster > must either have or take the Sorcerer's Draconic Bloodline
1) Blood of Dragons > stacks with Sorcerer levels for Bloodline abilities, +1 Natural Armor
2) +2 Str, Bloodline Feat
4) +2 Str, +1 Natural Armor


Duelist (Light Weapon/Mobility Warrior) d10, 4S, Full Bab
10 level PrC, earliest 7
Reqs: Bab 6, 3 feats
1) Int-to-AC (limited), Precise Strike > +1 Precision damage each Duelist level
2) +2 Initiative, Parry > use your attacks to attempt to block attacks
3) Enhanced Mobility > +4 AC when moving out of Threatened spaces

Eldritch Knight (Fighter/Mage hybrid) d10, 2S, Full Bab, 9/10 Arcane
10 level PrC, earliest 7
Reqs: 3rd level Arcane spells, all Martial Weapon prof.
1) Bonus Combat feat, levels stack to qualify for Fighter/Caster feats

Envoy of Balance (Neutral Caster) d6, 2S, 1/2 Bab, Full Any Caster
10 level PrC, earliest 6
Reqs: Neutral Alignment, 2 Skills at 5 Ranks, one of three Feats, 3rd level spells, Neutral deity if Cleric
2) Planar Parity> Summoned creatures can partially ignore Protection from (alignment) spells, and/or Neutral Summons gain a template.
Spiritual Equilibrium> levels stack with Cleric for Channeling, can Spontaneously cast Cure and/or Inflict Spells

Evangelist (Deity Worshipper) d8, 6S, 3/4 Bab, Full Stacking with any other class for class features!
10 level PrC, earliest 6
Reqs: Must worship a Deity, Deific Obedience feat, any one of the following: 5 Bab, 1 skill at 5 ranks, 3rd level spells
1) Skilled > Any 2 skills become class skills
2) Aligned Class > Choose any 1 class, this _completely_ stacks with it for _everything_
3) Divine Boon

Exalted (High Holy Man) d8, 2S, 3/4 Bab, 10/10 Divine
10 level PrC, earliest 6
Reqs: Deific Obedience feat, Skill Focus (Know: Religion) feat, worship a deity, 2 Skills at 5 ranks, 3rd level Divine spells
1) Divine Brand > Permanent Holy Symbol Tattoo, Scholar > Add any one Knowledge skill as a Class skill
2) +2 Sacred/Profane to Fort Saves and Stabilization checks
3) Divine Boon

Field Agent (Wayfinder Rogue) d8, 6S, 3/4 Bab
10 level PrC, earliest 6
Reqs: Skill Focus (any), 1 skill at 5, must own a Wayfinder
1) Choice of 'Field Agent Training', notable options: Eidetic Memory > Bardic Knowledge, Greater Casting > +1 Caster, Rogue Talent, Skill Specialization > Any skill become Class Skill, gets +1/2 class level bonus, Trapfinding
Choice of Wayfinder Upgrade
2) Bonus Feat (Skill Focus or Teamwork)
3) Field Agent Training


Genie Binder (uh...Caster who...Binds...Genies....) d6, 2S, 1/2 Bab, Full Casting
5 level PrC, earliest 12 (+1 Spontaneous)
Reqs: 3 feats, 1 skill at 11, cast Planar Ally/Binding, can NOT be good
1) Lesser Elemental Seal > can create a Seal that lasts 1 hour and provides a Touched creature a bonus. You can make [Genie Binder level]+Cha Seals/day, only 1 Seal can be active at a time (there are other uses, but the Creature one is the most Dip-worthy)
Seal of Air > touched creature has Electricity Resist 10 and Feather fall
2) Seal of Earth > touched creature has Acid Resist 10 and Barkskin
3) Seal of Fire > touched creature has Fire Resist 10 and weapons gain Flaming
4) Seal of Water > touched creature has Cold Resist 10 and Water Breathing


Golden Legionnaire () d10, 2S, Full Bab
10 level PrC, earliest 6
Reqs:Any Good, Heavy Armor prof. 2 Skills at 5 ranks 5 Bab
2) Stand Still bonus feat, +1/2 Class level to CMB when using Stand Still

Gray Gardener (Inquititor PrC // Rogue/Priest hybrid) d8, 6S, 3/4 Bab, 7/10 Divine
10 level PrC, earliest 6
Reqs:Combat Reflexes, 2 Skills at 5, 4 Skills at 2, 2nd level Divine
2) Harsh Judgment > similar to Inquisitor Judgment, and Stacks for certain bonuses

Green Faith Acolyte (Druid-ish PrC) d8, 4S, 3/4 Bab, 10/10 Divine
10 level PrC, earliest 6
Reqs:Partial Neutral, 3 Skills at 5 ranks, 3rd level Divine, Green Faith Acolyte feat

Halfling Opportunist (Rogue-like Risk Taker) d8, 6S, 3/4 Bab
5 level PrC, earliest 6
Reqs: Defensive Combat Training feat, 2 skills at 5, must be a Halfling
1) Exploitative Maneuver > make a Combat maneuver check to lessen an opponents roll to gain an equal bonus on your next roll, Trap Spotter > automatic chance to find traps within 10ft.
2) +1 all saves, Sneak Attack, Trap Spotter range +10ft.


Harrower (Deck of Cards Divination Caster) d6, 2S, 1/2 Bab, Full Any Caster
10 level PrC, earliest 6 (+1 Spontaneous)
Reqs: 2 Skills at 5, cast 3rd level spells, Harrowed feat, must NOT be True Neutral
1) Blessing of the Harrow > all Allies gain +1 [random] for 24 Hours, bonus can be to Attack rolls, AC, Damage, Skill checks, Saving Throws, or Caster level/Concentration

Hellknight (Anti-Chaos Paladin) d10, 2S, Full Bab
10 level PrC, earliest 6
Reqs: 5 Bab, 1 Skill 5, Heavy Armor prof., must be Lawful, Must slay a Devil (?) with HD greater than yours (pretty sure this should be "Demon")
1) Detect Chaos, Smite Chaos
2) Hellknight Armor > Reduced penalties when wearing Hellknight Plate armor
3) Discipline > Various, +2 Will Save on limited effects
3S) Disipline of Fearsomeness > Any creature you Intimidate becomes Frightened instead of Shaken

Hellknight Signifier (Warrior/Caster hybrid) d8, 2S, 3/4 Bab, 10/10 Any Casting
10 level PrC, earliest 6
Reqs:Lawful, Medium Armor Prof., Arcane Armor Training OR Warrior Priest feat, 2 Skills at 5 ranks, 3rd level spells
1) Stacks with divine caster for various Domain/Mystery bonuses
3) Armor Check Penalty reduced by 1, Arcane Spell Failure reduced by 5%

Holy Vindicator (Paladin minus Alignment) d10, 2S, Full Bab, 3/4 Divine Casting
10 level PrC, earliest 6 as Paladin, 7 otherwise
Reqs: 5 bab, 1 skill at 5, Channel Energy, Alignment/Elemental Channel feat, 1st level Divine spells
1) stacks with any class for Channel Energy dice
2) Stigmata > +1 bonus [various], Immune to Bleed (from other sources)
3) Faith Healing > Self-cast Cure spells heal Self as if Empowered

Horizon Walker (Terrain Master/Traveler) d10, 6S, Full Bab
10 level PrC, earliest 7
Reqs: 1 skill at 6, Endurance feat
1) Favored Terrain
2) Favored Terrain, Terrain Mastery > various effects
3) Terrain Dominance > various effects

Inheritor's Crusader (Prestige Paladin) d10, 2S, Full Bab, Full Casting (Cleric or Paladin only)
3 level PrC, earliest 6
Reqs: Worship Iomedae, Iron Will, 2 skills at 5, Channel Energy, must be Lawful Good
1) Aura of Great Courage > same as Aura of Courage, stacks to increase radius
2) Destroyer of Tyranny > Channel/Lay on Hands grants additional Saving throw vs. Charm or Compulsion
3) Sword Against Injustice > more Flavor than generally useful, but interesting

Inner Sea Pirate (would you believe....Pirate?) ?8d?, 6S, 3/4 Bab (HD not listed, assuming 'rogue' HD)
10 level PrC, earliest 6
Reqs: 3 skills at 5, must NOT be Lawful
1) Sneak Attack
?2&3?) Pirate Trick > similar to Rogue Talents
(text vs. table issue. Table says Pirate trick at 2 & 3, text says Pirate Trick at 4/7/10, given that the class has NO FEATURES other than Sneak Attack and Pirate Tricks, I'm going with the Table on this one)

Justicar (Embodiment of the Law) d8, 4S, Full Bab
3 level PrC, earliest 6
Reqs: Persuasive feat, 1 skill 5, must be Lawful
2) Sure Shot > Cha-to-hit and +X damage with Crossbow, can use X/day where X is Justicar level
3) Oathmark > more Flavor than generally useful, but interesting

Knight of Ozem (Anti-Undead knight) d10, 4S, Full Bab
10 level PrC, earliest 6
Reqs:Worship Iomedae, Heavy Armor+Shield Prof., 1 Skill at 5 Ranks, Longsword Prof.
3) Favored Enemy > Undead only

Lantern Bearer (Anti-Darkness) d10, 4S, Full Bab
10 level PrC, earliest 6
Reqs:Good, Elf/Half-Elf, 5 Bab, 2 Skills at 5 Ranks, Longbow and 1 other Martial prof.
1) Spell-Like Abilities
2) Bitter Armament > Metal Weapons count as Cold Iron for overcoming DR, Favored Enemy > Limited choices

Liberator (Anti-Slavery Warrior) d10, 2S, Full Bab
10 level PrC, earliest 6
Reqs: 3 feats, 2 skills at 3, must NOT be Lawful
1) Poison Resist 2, To the Rescue > grant allies bonus on to-hit and saves vs. Fear
3) Bonus feat (short list), Silent Sunder > Sunder/breaking stuff is done quieter

Lion Blade (Bardic Assassin in Plain Sight) d8, 6S, 3/4 Bab
10 level PrC, earliest 7
Reqs: Inspired Competence, 2d6 Sneak Attack, 2 skills at 5, 3 skills at 3, 3 feats, must be partially Neutral
1) Master of Disguise > reduced Disguise penalties, Move with Crowd > treat crowds as normal terrain for movement
2) +1d6 Sneak Attack, Slowing Strike > deal less Sneak Attack damage to reduce targets speed
3) Hide in Plain Sight

Living Monolith (Stoneblessed Warrior) d8, 2S, 3/4 Bab* 9/10 Any Casting*
10 level PrC, earliest 6
Reqs: 5 Bab, Endurance and Iron Will feats
1) Soul Stone > +2 various Saves, can Enlarge Person (self only) as a Swift action 3/day (caster level=character level)
Ib Stone/Ka Stone > If Ib Stone chosen, then all levels except the first count for casting, if Ka Stone chosen then Full Bab while Enlarged, and gain Toughness feat
2) Stone Blood > automatically stabilizes when below 0 hp, immune to bleed effects (damage and ability damage)
3) Fortified Flesh > DR 1/- and 10% immunity to Critical Hits

*Originally printed with Full Bab and no spellcasting option

Low Templar (Crusader with Looser Morals) d10, 2S, Full Bab
10 level PrC, earliest 6
Reqs: Mounted Combat and Weapon Focus feats, 2 skills at 5
1) Flag of Convenience > reduced Leadership penalties, faster Follower acquisition, and some minor skill check bonuses
2) Dirty Fighting > no Improvised Weapon penalties, +2 on Combat Maneuver checks, can inflict Status condition instead of Critical damage
3) Sneak Attack

Loremaster (Knowledge/Divination Caster) d6, 4S, 1/2 Bab, Full Casting
10 level PrC, earliest 8
Reqs: 2 skills at 7, Skill Focus (Knowledge) and 3 Metamagic/Item Creation feats, 3rd level spells, must know 7 different Divination spells
1) Secret > various, based on Loremaster Level + Int mod
2) Lore > same as Bardic Knowledge
3) Secret > various

Magaambyan Arcanist (Arch-Wizard) d6, 2S, 1/2 Bab, 10/10 Arcane
10 level PrC, earliest 6
Reqs:Good, 2 feats, 3 Skills at 5 ranks, 3rd level prepared spells
1-10) Halcyon Magic > Add 1 Druid spell per Class level to your Spell List, it must be at least 2 spell levels less than your highest spell level, but is otherwise added without any 'level adjustment penalty'
2) Virtuous Spells > Good descriptor spells are cast at +1 Caster level, Evil spells require two spell slots
3) Lasting Goodness > Good descriptor spells with a duration are extended a number of rounds equal to Class level

Mammoth Rider (Rider of Big Creature) d12, 4S, Full Bab
10 level PrC, earliest 10
Reqs:6 Bab, 2 Skills at 9 ranks, 1 at 5, Animal Companion or Mount with effective level of 6
1) Gigantic Steed > Animal Companion becomes Huge (STR/CON/Size bonuses)

Master Chymist (Mutagen Focused Alchemist) d10, 2S, Full Bab, 7/10 Extracts
10 level PrC, earliest 8
Reqs: 3rd level Extracts, Feral/Infuse Mutagen Discovery
Normally this is where I'd put the bonuses. But this has got to be one of the LEAST accessible PrC's ever. The ONLY way to enter is through 7 levels of Alchemist. If you've invested in Alchemist, take a look, if not, you aren't getting anything here.

Master Spy (Deception Rogue) d8, 6S, 3/4 Bab
10 level PrC, earliest 8
Reqs: 2 feats, 2 skills at 7, 2 skills at 5
1) Sneak Attack, Art of Deception > adds Master Spy level to Bluff/Disguise/Sense Motive checks, extra bonuses to Disguise
2) Mask Alignment > detect as an Alignment of choice

Mystery Cultist (Divine Worshiper) d8, 2S, 3/4 Bab, 9/10 Any Casting (does not need casting to enter)
10 level PrC, earliest 8
Reqs: Knowledge (Religion) at 7, Celestial Obedience feat, Good alignment, worship an Empyreal Lord
2) Glorious Aura> Level=rounds/day gains a Sacred bonus to CHA, and can Frighten nearby creatures.
3) Celestial Boon > you gain your deities First Boon


Mystic Theurge (Arcane/Divine hybrid) d6, 2S, 1/2 Bab, Full Arcane AND Divine Casting
10 level PrC, earliest 7
Reqs: 2 skills at 3, 2nd level Arcane AND Divine casting
1) Combined Spells > can prepare 1st level X spells in 2nd level Y slots
3) Combined Spells > can prepare 2nd level X spells in 3rd level Y slots

Nature Warden (Harmony with Nature) d8, 4S, 3/4 Bab, 7/10 Divine Casting
10 level PrC, earliest 7 (6 with the right Archetypes)
Reqs: +4 Bab, 4 skills at 5, Animal Companion, Favored Terrain, Wild Empathy, 2nd level Divine
2) Mystic Harmony > AC bonus in Favored Terrains
4) Silverclaw > Animal Companion, and Summon Nature's Ally creatures gain DR X/Silver, their attacks count as Silver for bypassing purposes

Noble Scion (Aristocrat) d8, 6S, 3/4 Bab
10 level PrC, earliest 6
Reqs:Noble Scion or Skill Focus feat, 1 Skill at 5 ranks, 3 Skills at 2 ranks, be a Noble
1+) Affluent > gains 750*Class level in Gold each level
2) Greater Leadership > Leadership feat, and Cohort may be up to 1 level lower

Pain Taster (Pain Obsessed Warrior) d10, 2S, Full Bab
5 level PrC, earliest 7
Reqs: +6 Bab, 3 feats, Intimidate 5, DC 15 Fort OR DC 20 Will save or DIE
1) +1 Con if entered by Will Save, Whip prof. can deal Lethal damage with Whips, Disciple of Pain > +2 bonus to Stat of choice
2) DR 1/-, Cruelty > Sneak attack when using a Slashing weapon, +1d6 on every attack with a Whip
3) Uncanny Dodge

Pathfinder Chronicler (Explorer of Knowledge) d8, 8S, 3/4 Bab
10 level PrC, earliest 6
Reqs: 2 skills 5, 1 skill 3
1) Bardic Knowledge, Deep Pockets > can carry "unspecified items"
3) Bardic Performance > stacks with similar (at Level -2), doesn't gain anything to 'perform' though?

Pathfinder Delver (Adventure Seeker) d8, 8S, 3/4 Bab
10 level PrC, earliest 6
Reqs: 2 skills at 5, 2 skills at 4
1) Bardic Knowledge, Trapfinding
2) Surefooted > no movement penalties on naturally Difficult Terrain
3) Guardbreaker > gain Favored Enemy bonus vs. Constructs/Oozes/Undead equal to your Trap Sense bonus

Pathfinder Savant (Magic Knowledge Seeker) d6, 2S, 1/2 Bab, 6/7 Any Casting
7 levl PrC, earliest 6
Reqs: 2 feats, 3 skills at 5, 2nd level spells
1) Adept Activation/Master Scholar > can always take 10 on Use Magic Device/Spellcraft/Knowledge (Arcana) checks
2) Esoteric Magic > add ANY 1 spell to your class list
3) Esoteric Magic, Scroll Master > use your caster level when activating a Scroll


Pit Fighter (Performance Combat Expert) d10, 2S, Full Bab
10 level PrC, earliest 6
Reqs:Non-Lawful, Dazzling Display feat, 1 Skill at 5 ranks, 1 Skill at 3 ranks, Orc Ferocity OR Rage ability
1) Poor Equipment > Swift action to ignore Broken condition of 1 item for duration of encounter, Showmanship > can treat any combat as if it were a Performance Combat

Prophet of Kalistrade () d8, 4S, 3/4 Bab, Class Unique Casting (Cha-Based, max 4th level spells)
10 level PrC, earliest 6
Reqs:Lawful Neutral, 2 Skills at 5 ranks
1) Auspicious Display > can wear Non-Magical jewelry to get AC/Save bonuses

Purity Legion Enforcer (Anti-Divine Warrior) d10, 4S, Full Bab
10 level PrC, earliest 6
Reqs: Lawful, Godless Healing feat, 1 skill at 5, 1 skill at 4, can not worship a deity, cannot cast Divine spells
1) Aura Sense > Detect [alignment] at will, Nonbeliever > 1/2 class level to saves vs. Divine spells, must always Save vs. Divine
2) Divine Detective > Detect Magic at will, various situational Skill bonuses
3) Improved Godless Healing > +1/day use, +1d8 healing per use

Rage Prophet (Barbarian/Oracle hybrid) d10, 4S, 3/4 Bab, 7/10 Divine casting
10 level PrC, earliest 7
Reqs: +5 Bab, Moment of Clarity Rage power, Oracle's Curse feature, 1 skill at 5
1) Savage Seer > level stacks with Barb/Oracle for Rage Power/Curse/Revelation power
2) Raging Healer > can Cure self while Raging
3) Indomitable Caster > add Con bonus to Concentration checks

Razmiran Priest (Mage with Divine powers) d8, 4S, 3/4 Bab, 7/10 Arcane
10 level PrC, earliest 6
Reqs:Non-Good, False Casting feat, 2 Skills at 5 ranks, 3rd level Arcane

Red Mantis Assassin (Rogue w/Minor Spells) d8, 6S, 3/4 Bab, Class Unique Casting (Cha-Based, max 4th level spells)
10 level PrC, earliest 6
Reqs: 4 feats, 3 skills at 5, must be Lawful Evil
1) Sneak Attack, Weapon Specialization (Sawtooth Sabre)
3) Red Shroud > X/day Class/Rounds gain Fast Healing X, X=Con Mod

Riftwarden (Planar Protector) d8, 4S, 3/4 Bab, 7/10 Any Caster
10 level PrC, earliest 6
Reqs:Non-Evil, 2 Skills at 5 ranks, 2 feats, cast Magic Circle against Evil
1) Planar Guide > Choice of Favored Enemy (Outsider Sub-type only), Favored Terrain (Non-Material plane), or Terrain Mastery (as Horizon Walker)

Shadowdancer (Stealth/Sneaky Rogue) d8, 6S, 3/4 Bab
10 level PrC, earliest 6
Reqs: 3 feats, 1 skill at 5
1) Hide in Plain Sight
2) Uncanny Dodge, Evasion
3) Rogue Talent, Summon Shadow > Summon a Shadow based on your stats (same Bab/Saves, 1/2 your HP, etc...)

Shackles Pirate (would you believe....Pirate?) d8, 8S, 3/4 Bab
10 level PrC, earliest 6
Reqs: 2d6 Sneak Attack, 3 skills at 5, must NOT be Lawful
1) Quick Appraise > does NOTHING
3) Sneak Attack

Shieldmarshal (Gunslinging Lawman) d10, 4S, Full Bab
10 level PrC, earliest 6
Reqs:2 feat, 5 Skills at 5 ranks, Grit Pool, 2 Firearm Profs.
1) Legal Judgment > functions similar to Inquisitor Judgments, but does NOT Stack
2) Danger Sense > +1/2 Class Level to Initiative and can always act in the Surprise Round, Gunmarshal +1/2 level for learning Gunslinger Deeds

Skyseeker () d10, 4S, Full Bab, 7/10 Divine
10 level PrC, earliest 6
Reqs:2 Skills at 5 ranks, Favored Enemy, 2nd level Divine spells, Dwarf Racial train OR Adopted Social Trait feat
2) Rune-Carved Armor > Armor Bonus added to Touch-AC (limited)
4) Dwarven Armor Training > Gain Heavy armor Prof. and can use Ranger abilities while wearing Heavy Armor

Sleepless Detective (Detective) d8, 4S, 3/4 Bab
10 level PrC, earliest 6
Reqs:Alertness feat, 3 Skills at 5 ranks

Souldrinker d6, 2S, 1/2 Bab, 8/10 Any Casting (does not "need" casting to enter)
10 level PrC, earliest 6
Reqs: 2 skills 5 ranks, Worship one of the Four Horsemen, must be Neutral Evil
2) Energy Drain > can make a Touch Attack to inflict a Negative Level and gain 5 temp HP, Soul Pool > various uses, need to use Energy Drain to use
4) Lesser Oblivion > Immunities based on worshipped Horseman

Spherewalker (Far Traveler, Caster) d8, 4S, 3/4 Bab, Full Any Casting (does not "need" casting to enter)
5 level PrC, earliest 6
Reqs: must worship Desna, +5 bab, 2 feats
1+) Spells > If entered with non-casting class(es), you still gain 1 spell slot each level
2) Efficient Sleep > +4 Save vs. Sleep, only need 4 hours of sleep/day
3) Dream Link > form a (semi-)Permanent Telepathic Bond

Stalwart Defender (Defensive "Rager") d12, 2S, Full Bab
10 level PrC, earliest 8
Reqs: +7 Bab, 3 feats
1) +1 AC (Dodge Bonus), Defensive Stance > almost identical to Rage, but cannot move while active
3) Uncanny Dodge

Steel Falcon (Anti-Slavery Military) d10, 4S, Full Bab
5 level PrC, earliest 6
Reqs: 2 skills at 5, 2 skills at 2, Iron Will, must be Good
1) Heart of Freedom > +4 Save vs. Charm/Compulsion, Enemy of Slavers > +2 (attack/damage/skills) vs. Slavers

Storm Kindler (Storm Caster) d8, 4S, 3/4 Bab, 7/10 Any Caster
10 level PrC, earliest 7
Reqs:Partial Neutral, worship Gozreh, Storm Lashed feat, 2 Skill at 6 ranks, 2nd level spells
1) Resist Electicity and Sonic 5

Student of War (Int/Knowledge Warrior) d10, 6S, Full Bab
10 level PrC, earliest 6
Reqs: +5 Bab, 3 feats, 2 skills at 4
1) Know Your Enemy > Make a Knowledge check to gain a selectable +1 bonus against that enemy
2) Bonus Combat feat, Mind over Metal > when wearing armor/shield you can get Int-to-AC (instead of Dex)

Tattooed Mystic (Tattoo Caster) d6, 2S, 1/2 Bab, 7/10 Any Caster
10 level PrC, earliest 6
Reqs:Varisian Tattoo feat, 2 Skills at 5 ranks, 2nd level spells

Thuvian Alchemist (Arcane/Alchemical Priest) d6, 2S, 1/2 Bab, Full Arcane Casting or Extracts
10 level PrC, earliest 6
Reqs: Brew Potion feat, 4 skills at 5, 2nd level Arcane/Extracts
1) Healing Solution > Full Round action to convert Spell Slots/Extract Slots into Cure Infusions
2) Natural Discovery
3) Bomb Advancement, Curative Enhancement (think Paladin Mercies)


Ulfen Guard (Raging Bodyguard) d10, 4S, Full Bab
10 level PrC, earliest 6
Reqs: 5 Bab, 1 skill at 5, 2 other minor skills, "Northern Human Descent"
1) Rage, Guard Dedication > Various
2) Guarded Thoughts > +5 to Save vs. Charm/Compulsion to attack 'chosen ally'
3) Guard Dedication

Umbral Court Agent (Darkness Caster) d8, 4S, 3/4 Bab, 7/10 Any Caster
10 level PrC, earliest 8
Reqs:Lawful Evil, Worship Zon-Kuthon, Deceitful feat, 2 Skills at 7 ranks, 1 Skill at 5 ranks, 2nd level spells
1) Darkness Domain abilities, Tenebrous Spell feat, can apply the Tenebrous Spell feat without increasing spell level/casting time
2) Darkvision 60ft. (or +30ft. to existing)

Veiled Illusionist (Illusionist Caster) d6, 2S, 1/2 Bab, 10/10 Any Caster
10 level PrC, earliest 6
Reqs:Spell Focus (Illusion) feat, 2 Skills at 5 ranks, 2nd level spells, know at least 3 Illusion spells

Winter Witch (Cold-focused Witch) d6, 2S, 1/2 Bab, 9/10 Witch casting
10 level PrC, earliest 6
Reqs:2 Skills at 5 ranks, 3rd level spells, know 3+ spells with Cold descriptor, have a Patron, and the Ice Magic ability (i.e. must have Winter Witch archetype)
1) Stacks with Witch for Familiar, and ALL Hex-related abilities
3) Unnatural Cold > targets only use 1/2 of their Cold Resistance vs. your Cold damage spells

grarrrg
2012-01-27, 11:37 PM
Dip-Helper Feats
These are feats that either make a dip more powerful, minimize losses for going outside your main class, or just require multiple classes to even qualify for the feat.

Boon Companion: You are counted as (up to) 4 levels higher for purposes of your Animal Companion/Familiar/Mount

Channeling Scourge: Inquisitor levels count as Cleric levels for purposes of Channel Energy

Crusader's Flurry: Treat Deity's Favored Weapon as a Monk weapon (you can Flurry with it)

Defensive Combat Training: Use your HD instead of Bab for CMD (more useful if NOT using Fractional Bab)

Dispelling Critical: Cast Dispel Magic as a Swift Action on a Critical attack

Eldritch Heritage (Improved/Greater): Grants you Bloodline Abilities (without needing levels in Sorcerer)

Fire Music: Can change Bard spells to deal Fire damage, and/or Summon Monsters with Fire Damage/Resist

Monastic Legacy: Levels in Non-Monk count as 1/2 level of Monk for Unarmed Strike damage

Shaping Focus: Counted as (up to) 4 levels higher for purposes of Druid Wildshape ability

Shapeshifting Hunter: Druid/Ranger levels stack for Favored Enemy and Wildshape

Theurgy: Sacrifice Arcane/Divine spell slot to gain a bonus when casting a Divine/Arcane spell


Unarmed Strikes While not inherently requiring a Dip/Multi-class, most of them are vastly improved by it (i.e. Bab/lack thereof).

Adder Strike: Add Poison to Unarmed Strikes
Crusader's Fist: Add Lay On Hands/Touch of Corruption to Unarmed Strikes
Dispelling Fist: Cast Dispel Magic as a Swift Action on Unarmed Strike
Domain Strike: Add Domain power to Unarmed Strike
Feral Combat Training: Treat Natural Attacks as Unarmed Strikes
Hex Strike: Inflict a Hex with Unarmed Strike
Knockout Artist: Deal extra damage when making a Nonlethal Unarmed Sneak Attack
Nightmare Fist/Weaver/Striker: Combine Unarmed Strikes with spells for bonuses
Revelation Strike: Add a Revelation to Unarmed Strike
School Strike: Add Wizard School ability to Unarmed Strike
Sorcerous Strike: Add Bloodline ability to Unarmed Strike



Common Ability Quick Reference
Bardic Knowledge (bonus on Knowledge checks, can use untrained Knowledges)
Bard 1
Cleric 1A

Champion of Irori
Field Agent 1
Loremaster 2
Master Spy 3 (limited)
Pathfinder Chronicler 1
Pathfinder Delver 1

Bonus Feats (fixed)
Alchemist 1, Brew Potion, Throw Anything
Bard 1A, Arcane Strike, OR Scribe Scroll, OR Improved Counterspell, OR Dawnflower Dervish
Bard 2A, Combat Casting
Cavalier 1A, Mounted Combat
Cavalier 1A, Firearm prof., Gunsmithing
Fighter 1, 2, & 3A (see Fighter Section)
Gunslinger 1, Firearm prof., Gunsmithing
Gunslinger 1A, Rapid Reload (Mustket)
Magus 1A, 1-Exotic Weapon prof. & Weapon Focus OR Tower Shield prof. OR 1 limited Exotic Weapon prof. & Combat Expertise & Dodge OR Quarterstaff Master
Monk...see Monk section, too many to (want to) list them all
Oracle 1A, Weapon Focus
Paladin 1A, Precise Shot
Paladin 1A, Firearm prof., Gunsmithing
Paladin 1A, Improved Unarmed Strike
Ranger 3, Endurance
Ranger 2A, Firearm prof., Amateur Gunslinger
Rogue 1A, Sea Legs
Sorcerer 1, Eschew Materials
Summoner 2A, Augment Summoning
Wizard 1, Scribe Scroll
Wizard 1A, Siege Engineer
Wizard 1A, Firearm prof., Gunsmithing

Bonus Feats (choice)
Alchemist 2A, short list(s) of various feats
Bard 2, Teamwork Feat (Negotiator)
Cavalier 1 Teamwork Feat
Cavalier 1A, short list of Combat feats
Cleric 1A, short list of Combat feats
Fighter 1, 1A, 2, 2A, All Combat Feats, optional: Performance, Skill Focus, Teamwork (see Fighter Section)
Inquisitor 3, Teamwork Feat
Monk...again, see Monk section, too many to (want to) list them all
Paladin 3A, Teamwork Feat
Ranger 2, short list of Combat feats
Rogue 2 (by way of Rogue Talent), various, mostly Combat
Slayer 2A Teamwork Feat
Wizard 3S, Item Creation or Metamagic

Field Agent 2, Skill Focus, or Teamwork
Ulfen Guard 1, 3, Combat Feat

Casting (PrC's that advance casting)
Arcane (sorted by minimum lost casting levels)
No Lost Casting
*Arcane Trickster, 1/2 Bab, 10/10 Casting (Sandman Archetype Bard only, otherwise +2 lost Casting)
Arclord of Nex, 1/2 Bab, 10/10 Casting
Bloatmage, 1/2 Bab, 10/10 Casting
Cyphermage, 1/2 Bab, 10/10 Casting
Diabolist, 1/2 Bab, 10/10 Casting
Envoy of Balance, 1/2 Bab, 10/10 Casting
Genie Binder, 1/2 Bab, 5/5 Casting
Harrower, 1/2 Bab, 10/10 Casting
Hellknight Signifier, 3/4 Bab, 10/10 Casting (must have Medium Armor Prof., if you would rather Dip than spend 2 feats, this drops to 1 Lost Casting)
Loremaster, 1/2 Bab, 10/10 Casting
Magaambyan Arcanist, 1/2 Bab, 10/10 Casting
Spherewalker, 3/4 Bab, 5/5 Casting
Thuvian Alchemist, 1/2 Bab, 10/10 Casting
Veiled Illusionist, 1/2 Bab, 10/10 Casting

1 Lost Casting (no Casting on 1st level of PrC)
Agent of the Grave, 1/2 Bab, 4/5 Casting
Arcane Archer, Full Bab, 7/10 Casting (if taken to level 4 or less)
Blackfire Adept, 1/2 Bab, 7/10 Casting (if taken to level 4 or less)
Daivrat, 1/2 Bab, 9/10 Casting
Demoniac, 3/4 Bab, 9/10 Casting
**Dragon Disciple, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
***Eldritch Knight, Full Bab, 9/10 Casting (only for Magus entry)
Evangelist, 3/4 Bab, 9/10 Casting
****Living Monolith, 3/4 Bab, 9/10 Casting
Mystery Cultist, 3/4 Bab, 9/10 Casting
Pathfinder Savant, 1/2 Bab, 6/7 Casting
Razmiran Priest, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Riftwarden, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Souldrinker, 1/2 Bab, 8/10 Casting (if taken to level 5 or less)
Storm Kindler, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if taken to level 4 or less)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Winter Witch, 1/2 Bab, 9/10 Casting (Winter Witch archetype-Only)

2 Lost Casting
Arcane Archer, Full Bab, 7/10 Casting (if 5-to-8 levels are taken)
Arcane Trickster, 1/2 Bab, 10/10 Casting (lost casting due to Pre-Req of 2d6 Sneak Attack)
Blackfire Adept, 1/2 Bab, 7/10 Casting (if 5-to-8 levels are taken)
**Dragon Disciple, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Eldritch Knight, Full Bab, 9/10 Casting (lost casting due to Pre-Req of All Martial Weapon prof.)
Razmiran Priest, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Riftwarden, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Souldrinker, 1/2 Bab, 8/10 Casting (if taken to level 6 or more)
Storm Kindler, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if 5-8 levels are taken)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)

3 Lost Casting
Arcane Archer, Full Bab, 7/10 Casting (if 9+ levels are taken)
Blackfire Adept, 1/2 Bab, 7/10 Casting (if 9+ levels are taken)
**Dragon Disciple, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Mystic Theurge, 1/2 Bab, 10/10 Casting (lost casting due to Pre-Req of 2nd level Divine Casting)
Razmiran Priest, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Riftwarden, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Storm Kindler, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if 9+ levels are taken)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)

*Sandman Archetype Bard is the only Arcane Base class that can qualify for Arcane Trickster without multiclassing
**Dragon Disciple requires 1st level Spontaneous Casting as a Pre-Req, but can be used to advance Prepared Casting, in this case add +1 lost Casting.
***Magus is the only Arcane Base class that can qualify for Eldritch Knight without multiclassing.
****Living Monolith only has casting in the People of the Sands reprint of the class.


Divine (sorted by minimum lost casting levels)
No Lost Casting
Dawnflower Dissident, 3/4 Bab, 10/10 Casting
Diabolist, 1/2 Bab, 10/10 Casting
Divine Scion, 3/4 Bab, 10/10 Casting
Envoy of Balance, 1/2 Bab, 10/10 Casting
Exalted, 3/4 Bab, 10/10 Casting
Genie Binder, 1/2 Bab, 5/5 Casting
Green Faith Acolyte, 3/4 Bab, 10/10 Casting
Harrower, 1/2 Bab, 10/10 Casting
Hellknight Signifier, 3/4 Bab, 10/10 Casting
Inheritor's Crusader, Full Bab, 3/3 Casting (Cleric/Paladin only)
Loremaster, 1/2 Bab, 10/10 Casting
Spherewalker, 3/4 Bab, 5/5 Casting
Veiled Illusionist, 1/2 Bab, 10/10 Casting

1 Lost Casting (no Casting on 1st level of PrC)
Agent of the Grave, 1/2 Bab, 4/5 Casting
Balanced Scale of Abadar, 1/2 Bab, 5/6 Casting
Blackfire Adept, 1/2 Bab, 7/10 Casting (if taken to level 4 or less)
Daivrat, 1/2 Bab, 9/10 Casting
Demoniac, 3/4 Bab, 9/10 Casting
Evangelist, 3/4 Bab, 9/10 Casting
Gray Gardener, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Holy Vindicator, Full Bab, 7/10 Casting (if taken to level 4 or less)
*Living Monolith, 3/4 Bab, 9/10 Casting
Mystery Cultist, 3/4 Bab, 9/10 Casting
**Nature Warden, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Pathfinder Savant, 1/2 Bab, 6/7 Casting
Riftwarden, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Souldrinker, 1/2 Bab, 8/10 Casting (if taken to level 5 or less)
Storm Kindler, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if taken to level 4 or less)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)

2 Lost Casting
Blackfire Adept, 1/2 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Gray Gardener, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Holy Vindicator, Full Bab, 7/10 Casting (if 5-to-8 levels are taken)
**Nature Warden, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Riftwarden, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Souldrinker, 1/2 Bab, 8/10 Casting (if taken to level 6 or more)
***Skyseeker, Full Bab, 7/10 Casting (if taken to level 4 or less, needs Favored Enemy)
Storm Kindler, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if 5-8 levels are taken)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)

3+ Lost Casting
Blackfire Adept, 1/2 Bab, 7/10 Casting (if 9+ levels are taken)
Gray Gardener, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Holy Vindicator, Full Bab, 7/10 Casting (if 9+ levels are taken)
Mystic Theurge, 1/2 Bab, 10/10 Casting (lost casting due to Pre-Req of 2nd level Arcane Casting)
**Nature Warden, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Rage Prophet, 3/4 Bab, 7/10 Casting (lost casting due to Pre-Req of 'Moment of Clairity' Rage power)
Riftwarden, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
***Skyseeker, Full Bab, 7/10 Casting (if 5+ levels are taken, needs Favored Enemy)
Storm Kindler, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if 9+ levels are taken)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)

*Living Monolith only has casting in the People of the Sands reprint of the class.
**Nature Warden can be entered by a single-classed Druid with the World Walker Archetype (grants Favored Terrain at Druid 3). Alternate options for Favored Terrain are 1 level of Horizon Walker (+1 lost casting), 1 level of Warden Ranger (archetype, +1 lost casting) or 3 levels of Ranger (+3 lost casting)
***Skyseeker can be entered by a single-classed Ranger, in this case, reduce the lost Casting levels by 1


Special
Aspis Agent, can gain +1 to Bard or Inquisitor Casting at 2nd level
Field Agent, 3/4 Bab, +1 Any Casting, can only be taken once (can be taken at 1st level)
Master Chymist, Full Bab, 7/10 Extracts (Alchemist Casting)
Thuvian Alchemist, 1/2 Bab, 10/10 Extracts
Noble Scion, can gain +1 spellcasting at 5th and 9th

Domain
Cleric 1 (usually gets 2 Domains, some archetypes only get 1)
Druid 1 (optional, limited choices)
Inquisitor 1
Paladin 4 (Sacred Servant)
Hellknight 3 (optional, limited choices)

Domains with non-power/non-spell bonuses:
Animal: class skill: Knowledge (Nature)
>Feather (Animal Sub-domain): class skill: Fly, when you cast a spell that grants Flight, your maneuverability increases by 1 step.
Darkness: Blind-Fight feat
Glory: Channel Energy save DC +2
Knowledge: class skills: All Knowledge skills
Protection: +1 all Saves
Rune: Scribe Scroll feat
Travel: +10ft. movement
Trickery: class skills: Bluff, Disguise, Stealth
Void: +2 to Saves vs. Mind-affecting

Animal/Nature Domains
Various: A 'matching' Familiar (Eagle Domain > Hawk, Frog Domain > Toad, etc...)
Cave: Darkvision 60ft. (1hr. 3+Wis/day yourself, 1min. 3+Wis/day ally)
Plains: Increased duration/speed on Summon spells, if summoning certain creatures
Wolf: Improved Trip feat

Inquisitions: (generally can be taken in place of a Domain, deity matching required for some)
Black Powder: Firearm prof, Gunsmithing feat
Conversion: Wis instead of Cha on Bluff/Diplomacy/Intimidate
Heresy: Wis instead of Cha on Bluff/Intimidate
Oblivion: 10ft. Aura, you/ally add your Wis to Stabilization checks
Persistence: Step Up feat
Spellkiller: Disruptive feat
Torture: +2 on Intimidate checks


Initiative
+# Bonus
Cleric 1A, +1/2 level and always act in Surprise round (Divine Strategist)
Druid 3A, +2 (or more) in Favored Terrain (World Walker)
Fighter 2A, +1, +1 every 4 levels after (Tactician)
Gunslinger 3, +2
Inquisitor 2, +Wis
Monk 1A, +1/2 level and always act in Surprise round (Sohei)
Oracle 1S, Roll twice, take best, can always act in the Surprise round at 7th, Roll thrice take best at level 11 (Battle or Time)
Oracle 1S, +4, but requires 10 minutes prep time (Juju or Nature)
Paladin 2A, +Cha, spend Smite Evil or Lay-on-Hands to act in Surprise round (Sword of Valor)
Ranger 1A, 3, +2 (or more) in Favored Terrain (Warden gets Favored Terrain at level 1)
Slayer 1A, +1/2 level (min 1, Vanguard)
Summoner 1A, +? Only if using Synthesist to get a higher Dex score
*Wizard 1S, +1/2 level (min 1) and always act in Surprise round (Divination specialization)

Duelist 2, +2, +4 at 8th level
Shieldmarshal 2, +1/2 level and always act in Surprise round

*Unlike the other "+1/2 level" classes, the Divination Wizard has a "minimum +1" clause

Sneak Attack (+d6 on flank)
Brawler, Low Templar, Pain Taster, and Slayer have Full Bab
Arcane Trickster has 1/2 Bab
All other options have 3/4 Bab
Rogue and Ninja cannot be taken together
Vivisectionist Alchemist stacks with other classes (so Vivisectionist 1/Rogue 1 would only have 1d6 Sneak total, as a 2nd level Rogue)

Ninja 1, every 2 levels (max 10d6)
Rogue 1, every 2 levels (max 10d6)
Slayer 3, every 3 levels (max 6d6)

Alchemist 1A, every 2 levels (max 10d6) (Vivisectionist)
Bard 5A, every 5 levels (max 4d6) (Sandman)
Brawler 1A, uneven progression (max 5d6 at level 20) (Snakebite Striker)
Brawler 1A, uneven progression (max 4d6 at level 15) (Strangler)
Druid 4A, no progression (max 1d6) (Nature Fang)
Magus 1A, every 4 levels (max 5d6) (Greensting Slayer), must spend Arcane Pool
Crocodile Domain 6, every 5 levels (max 3d6) (Nature Domain, so typically Druids-only)

Aspis Agent 3, every 3 levels (max 3d6)
Assassin 1, every 2 levels (max 5d6)
Arcane Trickster 2, every 2 levels (max 5d6), need 2d6 Sneak to enter
Bellflower Tiller 3, every 3 levels (max 3d6), need 2d6 Sneak to enter
Daggermark Poisoner 5, every 5 levels (max 2d6)
Field Agent 3 (max 1d6) can only be gained once, at either 3, 6, or 9
Gray Gardener 1, every 4 levels (max 3d6)
Halfling Opportunist 2, every 2 levels (max 2d6)
Inner Sea Pirate 1, every 3 levels (max 4d6)
Lion Blade 2, every 4 levels (max 3d6), need 2d6 Sneak to enter
Low Templar 3, every 5 levels (max 2d6)
Master Spy 1, every 3 levels (max 4d6)
Noble Scion 5 & 9, optional (max 2d6)
Pain Taster (original 5 level version) 2, every 2 levels (max 2d6), only with Slashing weapons or Whips
Pain Taster (updated 10 level version) 2, every 2 levels (max 5d6), only with Whips
Red Mantis Assassin 1, every 3 levels (max 4d6)
Shackles Pirate 3, every 3 levels (max 3d6), need 2d6 Sneak to enter
Sleepless Detective 1, every 3 levels (max 4d6)


Trapfinding (anything with "Disarm Magical Traps")
Alchemist 1A (Crypt Breaker)
Alchemist 2A (Trap Breaker)
Bard 1A (Sandman)
Bard 2A (at least 3 archetypes)
Oracle 1A (Seeker)
Ranger 1A (Trapper), or 3A (Urban Ranger)
Rogue 1
Sorcerer 1A (Seeker)

Aspis Agent 1
Balanced Scale of Abadar 1, only Temporarily disables Magic traps
Brother of the Seal 2
Cyphermage 1?, Can only detect "writing" based traps, can detect them with Perception or Knowledge (Arcana), can disable them with Disable Device or Spellcraft
Field Agent 1, optional (can also be taken at 3, 6 or 9)
Pathfinder Delver 1

And for the sake of completeness, you don't even NEED to dip for "disarm magical traps", as you can get that through a Trait. "Trap Finder" gives a +1 bonus to Disable Device, and makes it always a class skill as well [Pathfinder Player Companion: People of the Sands]

Uncanny Dodge
1st numbers are Uncanny Dodge, 2nd numbers are Improved Uncanny Dodge. Multiple instances of Uncanny Dodge 'stack' to become Improved Uncanny Dodge. If you have Uncanny Dodge from multiple classes, then your levels in those classes stack for the effect of Improved Uncanny Dodge.
Barbarian 2 - 5
Bard 2A (does not gain Imp. Uncanny Dodge)
Ninja 4 - 8
Ranger 2A (does not gain Imp. Uncanny Dodge)
Rogue 4 - 8

Assassin 2 - 5
Pain Taster 3 (does not gain Imp. Uncanny Dodge)
Shadowdancer 2 - 5
Stalwart Defender 3 - 7
Ulfen Guard 1 - 3 (class option, can be taken at any odd level)


Sources: Sources for Archetypes will not be listed due to space reasons. Feel free to reference the PFSRD (http://www.d20pfsrd.com/), or post a reply to this thread.

Core:
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard

Arcane Archer
Arcane Trickster
Assassin
Dragon Disciple
Duelist
Eldritch Knight
Loremaster
Mystic Theurge
Pathfinder Chronicler
Shadowdancer

Advanced Players Guide:
Alchemist
Antipaladin
Cavalier
Inquisitor
Oracle
Summoner
Witch

Battle Herald
Holy Vindicator
Horizon Walker
Master Chymist
Master Spy
Nature Warden
Rage Prophet
Stalwart Defender

Ultimate Magic:
Magus

Ultimate Combat:
Gunslinger
Ninja
Samurai

Other:
Agent of the Grave; Pathfinder Adventure Path #45: Broken Moon
Balanced Scale of Abadar; Pathfinder Chronicles: Dark Markets, A Guide to Katapesh
Bloatmage; Pathfinder Chronicles: City of Strangers
Brightness Seeker; Pathfinder Companion: Elves of Golarion
Chevalier; Pathfinder 14: Children of the Void
Cyphermage; Pathfinder Campaign Setting: Inner Sea Magic
Daivrat; Pathfinder Companion: Qadira, Gateway to the East
Demoniac; Pathfinder Campaign Setting: Lords of Chaos; Book of the Damned, Vol. 2
Diabolist; Pathfinder Chronicles: Princes of Darkness, Book of the Damned Vol. 1
Divine Scion; Pathfinder Campaign Setting: Inner Sea Magic
Envoy of Balance; Pathfinder Player Companion: Champions of Balance
Evangelist; Pathfinder Campagin Setting: Inner Sea Gods
Field Agent; Pathfinder Player Companion: Pathfinder Society Primer
Genie Binder; Pathfinder Adventure Path Volume #22: The End of Eternity
Halfling Opportunist; Pathfinder Player Companion: Halflings of Golarion
Harrower; Pathfinder Campaign Setting: The Inner Sea World Guide
Hellknight; Pathfinder Campaign Setting: The Inner Sea World Guide
Inheritor's Crusader; Pathfinder Adventure Path Volume #26: The Sixfold Trial
Justicar; Pathfinder 8: Seven Days to the Grave
Liberator; Pathfinder Companion: Second Darkness Player's Guide
Lion Blade; Pathfinder Companion: Taldor, Echoes of Glory
Living Monolith; Pathfinder Companion: Osirion, Land of Pharaohs
Living Monolith, reprinted; Pathfinder Player Companion: People of the Sands
Low Templar; Pathfinder Campaign Setting: The Inner Sea World Guide
Pain Taster; Pathfinder 15: The Armageddon Echo
Pathfinder Delver; Pathfinder Chronicles: Seekers of Secrets
Pathfinder Savant; Pathfinder Chronicles: Seekers of Secrets
Pure Legion Enforcer, Ulfen Guard: Pathfinder Campaign Setting: Inner Sea Combat
Red Mantis Assassin; Pathfinder Campaign Setting: The Inner Sea World Guide
Shackles Pirate; Pathfinder Chronicles Campaign Setting
Souldrinker; Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3
Spherewalker; Pathfinder 2: The Skinsaw Murders
Steel Falcon; Pathfinder Companion: Andoran, Spirit of Liberty
Pathfinder Chronicles: Seekers of Secrets

Jagu
2012-01-28, 01:48 AM
Barbarian rage features are also character-level-dependant, not Barbarian-level-dependant. So Barbarian2 into fighter3 then barbarian 4 into Cavalier1 then barbarian 6 nets you Pounce and a NA bonus while raging, then you continue down Cavalier.

Coidzor
2012-01-28, 11:56 PM
Interesting to know about Barbarians, that.

Nifty idea you had grarrg. Nice to look over.

Cieyrin
2012-01-29, 11:51 AM
Interesting to know about Barbarians, that.

Nifty idea you had grarrg. Nice to look over.

Not just true of Barbarians, lots of classes just check level, not class level, you just have to look at the wording.

grarrrg
2012-01-29, 11:56 AM
Not just true of Barbarians, lots of classes just check level, not class level, you just have to look at the wording.

As for whether "Character level, not Class level" is intentional or not is up to debate. The folks at Paizo have botched before.....


Speaking of debating... I have 3 posts to work with, and I'm trying to decide if the guide should go

Base Class
Prestige Class
Common Abilities

Or

Common Abilities
Base Class
Prestige Class


Either way the Common Abilities section will be brief and refer you to the in depth sections.

Cieyrin
2012-01-29, 12:00 PM
As for whether its intentional or not is up to debate...

I don't put much stock into Paizo's ability to proofread their own material these days...

Coidzor
2012-01-29, 12:39 PM
Not just true of Barbarians, lots of classes just check level, not class level, you just have to look at the wording.

Hmm, too bad this isn't enough to counteract Paizo's rabid anti-multiclassing policy... or at least I haven't heard of any combos worthwhile enough to do so yet...

Cieyrin
2012-01-29, 01:30 PM
Hmm, too bad this isn't enough to counteract Paizo's rabid anti-multiclassing policy... or at least I haven't heard of any combos worthwhile enough to do so yet...

I'm not sure what's anti-multiclassing, other than prestige classes not giving full saves anymore. They don't have WotC's multiclass XP penalty, for one, the Favored Class benefit rewards you for staying in class, with Half-Elves being able to do 2 classes and maintaining the Favored Class bonus.

jmelesky
2012-01-29, 02:05 PM
Not just true of Barbarians, lots of classes just check level, not class level, you just have to look at the wording.

There's an implied "class" before "level" in any "level" that's talked about in a class description.


Class abilities that refer to level always refer to your level in that class unless stated otherwise.

(Source (http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/rules/archives/stupidRagePowerQuestion&page=1#2))

Blisstake
2012-01-29, 02:25 PM
Hmm, too bad this isn't enough to counteract Paizo's rabid anti-multiclassing policy... or at least I haven't heard of any combos worthwhile enough to do so yet...

Multiclassing isn't a horrible option, but it's true that there are less incentives to take dips, which was extremely common in 3.5. Certain classes however, still remain excellent choices, such as Paladin 2 (even better now, since 1 smite/day can actually make a huge difference) and Fighter 2.

Cieyrin
2012-01-29, 02:26 PM
There's an implied "class" before "level" in any "level" that's talked about in a class description.

(Source (http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderRPG/rules/archives/stupidRagePowerQuestion&page=1#2))

If they'd roll that out in the Errata or FAQ as opposed to having to go forum roving, I'd be so much happier.

Arbane
2012-01-29, 02:40 PM
I'm not sure what's anti-multiclassing, other than prestige classes not giving full saves anymore. They don't have WotC's multiclass XP penalty, for one, the Favored Class benefit rewards you for staying in class, with Half-Elves being able to do 2 classes and maintaining the Favored Class bonus.

Also,it looks like most Prestige Classes don't advance any base-class features except spellcasting - one of several reasons the Rage Prophet didn't look worth it. (No new Rage powers, no new Revelations...)

Coidzor
2012-01-29, 02:57 PM
I'm not sure what's anti-multiclassing, other than prestige classes not giving full saves anymore. They don't have WotC's multiclass XP penalty, for one, the Favored Class benefit rewards you for staying in class, with Half-Elves being able to do 2 classes and maintaining the Favored Class bonus.

Everything I've read on the subject from Paizo and from people discussing Paizo has been that they personally dislike the concept of multiclassing, which is part of why they developed the archetype system and have made rumblings about ceasing to make PrCs in favor of only archetypes from now on.

They actually put in a multiclassing penalty that wouldn't just be ignored for one, by disadvantaging you for not staying in the box in comparison with those who do.

grarrrg
2012-01-29, 03:26 PM
They actually put in a multiclassing penalty that wouldn't just be ignored for one, by disadvantaging you for not staying in the box in comparison with those who do.

This is actually a stealth smart way to discourage Multi-classing, by changing a negative into a positive.

3.5 gave you Penalties for taking more than 1 class, largely consisted of XP deduction.
PF rewards you for staying in the same class, partly through the revamped Favored Class bonus. You can ONLY get the Favored bonus(es) if you stay in the ONE class chosen.

Starbuck_II
2012-01-29, 03:27 PM
Ranger has trapper for level 1 Trapfinding

grarrrg
2012-01-29, 03:35 PM
Ranger has trapper for level 1 Trapfinding

I'm filling in the Quick reference as I do the main entries.
It's easier that way.

Corlindale
2012-01-29, 03:44 PM
About your writeup for the Magus:


*Note: Spell Combat and Spellstrike specify a spell "from the Magus spell list". This either means any spell that a Magus could conceivably cast (abusable!), OR any spell that YOU could cast as a Magus (not worth dipping!). Check with your DM*

It's clearly the latter, this is also evident when you look at the Broad Study Arcana, which specifically allows you to bypass the restriction. And that discovery requires 6 Magus levels, making Magus a somewhat less attractive dip.

Curious
2012-01-29, 03:54 PM
About your writeup for the Magus:



It's clearly the latter, this is also evident when you look at the Broad Study Arcana, which specifically allows you to bypass the restriction. And that discovery requires 6 Magus levels, making Magus a somewhat less attractive dip.

I always interpreted that as you being able to cast, 'any spell on the magus' spell list.'

grarrrg
2012-01-29, 06:34 PM
It's clearly the latter, this is also evident when you look at the Broad Study Arcana, which specifically allows you to bypass the restriction. And that discovery requires 6 Magus levels, making Magus a somewhat less attractive dip.

Still doesn't help.
Broad study "...while casting or using spells from the spell list of that class..."
It uses the same terminology, specifically calling out "spell list".

Part of the reason for this is that you may have a Scroll/Wand/etc... of a Magus spell and you should be allowed to use those with your Magus abilities.

The problem comes in when there are spells on your list that are also on another classes list. Broad Study is mainly for spells another class has that you DON'T have as a Magus.

grarrrg
2012-01-31, 12:53 PM
All base classes have been covered.
Please let me know if I missed anything.

Prestige... will be interesting...

stack
2012-01-31, 01:20 PM
There is a feat that lets you use character level as druid level for animal companions if you have the expert trained feature (cavalier 4). This would give you a full-power mount for multy-classing into anything else. Might be nice for a mounted fighter/barb/monk/etc.

Horse Master (http://www.d20pfsrd.com/feats/combat-feats/horse-master-combat)

Benly
2012-01-31, 06:45 PM
The ninja dip is pretty significantly different from the rogue dip. Ki pool is a whole package of abilities and is potentially a very significant dip for nova ability since it can be used to get an extra attack on a full attack with a two-level dip.

grarrrg
2012-01-31, 08:04 PM
The ninja dip is pretty significantly different from the rogue dip. Ki pool is a whole package of abilities and is potentially a very significant dip for nova ability since it can be used to get an extra attack on a full attack with a two-level dip.

Rebuttal:
Rogue Talent is a whole package of abilities and is potentially a very significant dip.

Revelation is a whole package of abilities and is potentially a very significant dip.

MONK is a whole package of ANYTHING EVER and IS a very significant dip.

tl;dr
Elaborating on Ki Pool is the least of my worries.....
:smallwink:

Benly
2012-02-01, 09:22 AM
Rebuttal:
Rogue Talent is a whole package of abilities and is potentially a very significant dip.

Revelation is a whole package of abilities and is potentially a very significant dip.

MONK is a whole package of ANYTHING EVER and IS a very significant dip.

tl;dr
Elaborating on Ki Pool is the least of my worries.....
:smallwink:

I should clarify: I believe that this makes it more distinct from rogue than the classification as a rogue dip would indicate. I didn't mean "Ninja is more important than any other dip, ever!" The other subclasses change relatively little in the first few levels compared to their base class, whereas a two-level ninja dip brings a much different benefit to a build than a two-level rogue dip does.

mikau013
2012-02-01, 10:51 AM
Are you going to write down all specifics? I mean as in dip in cleric can grant these domains and thus these bonusses?

Which is really a lot of work, but would be incredibly helpful.

grarrrg
2012-02-01, 11:07 AM
Are you going to write down all specifics? I mean as in dip in cleric can grant these domains and thus these bonusses?

Which is really a lot of work, but would be incredibly helpful.

Domains are (briefly) covered in the Quick Reference section.

And I am attempting to be as specific as necessary. This means two things;
Time constraints are one. For example, I'm not going to type out EVERY single Rogue Talent, it would bloat the guide, and waste my time. I will probably throw a link to the PFSRD Rogue Talent page though, and/or point out some widely useful ones (like using a Rogue Talent to take a Combat Feat). Also, this is the first pass through, I do plan to go back and 'tweak' some areas.

Secondly, I'm staying within my general guidelines for "dippy-ness".

Small bonuses will mostly be ignored, such as "+1 to Will saves vs. Fear". Only larger/widely useful bonuses will be listed.
1/day (or less) use abilities will be ignored, unless they are very useful.
An example would be the vast majority of 1st level Domain Powers, most either grant a bonus of "1/2 Cleric level" or only last "1/2 Cleric level rounds". For the sake of Dipping, these bonuses aren't worth mentioning, as 1/2 of a 3 level Cleric is still only 1.

grarrrg
2012-02-07, 04:13 PM
The Feat Master (a build)

How many feats can we cram onto a single level 20 character?
We will ignore ALL Weapon/Armor/Shield feats. Just from leveling there will be +10 feats, these will be added at the end. Numbers in () at the end of a line are the running total.

Start with a Human, Bonus Feat (1)
Alchemist 1, Brew Potion, Throw Anything, (3)
Bard/Arcane Duelist 2, Arcane Strike, Combat Casting (5)
Cavalier/Musketeer 1, Teamwork Feat, Gunsmithing Feat (7)
Cleric 1, Blind-Fight, Disruptive (from Domains) (9)
Fighter/Unbreakable 2, Diehard, Endurance, Bonus Combat (11)
Gunslinger/Mustket Master 1, Gunsmithing, Rapid Reload (Musket) (13)
Magus/Spire Defender 1, Combat Expertise, Dodge (15)
Monk/Zen Archer 3, Bonus Combat X2, Improved Unarmed Strike, Perfect Strike, Weapon Focus, Point Blank Master (21)
Oracle 1, Weapon Focus (22)
Paladin/Holy Gun 1, Amateur Gunslinger, Gunsmithing (24)
Ranger 3, Bonus Combat, Endurance (26)
Rogue/Pirate 1, Sea Legs (27)
Sorcerer 1, Eschew Materials (28)
Wizard 1, Scribe Scroll (29)

That's 20 levels, adding in the general 10 we have 39 feats.
Granted we have Weapon Focus twice, but that's ok, it's weapon specific anyway. We also have Gunsmithing _3_ times though...

And for the sake of completeness:
Druid 1, can take a Domain/Inquisition and grab something.

Coidzor
2012-02-07, 06:15 PM
Domains are (briefly) covered in the Quick Reference section.

And I am attempting to be as specific as necessary. This means two things;
Time constraints are one. For example, I'm not going to type out EVERY single Rogue Talent, it would bloat the guide, and waste my time. I will probably throw a link to the PFSRD Rogue Talent page though, and/or point out some widely useful ones (like using a Rogue Talent to take a Combat Feat).

Much better to hit the especial highlights from such things, especially with regards to longevity of the ability's usefulness.

ericgrau
2012-02-08, 01:17 AM
Rage/Rage Powers is not considered 'dip worthy' due to the short duration of use.
That's about the only reason I dip barbarian in multiple builds. 6 rounds is enough to do some damage. I once made a character who dipped barbarian and took a scabbard of vigor for a +3 weapon for 3 rounds at low levels. I got combat feats, dipping for as many as possible, and called him the 3 round wonder. The first couple fights were over in 3 rounds. Most lasted 3-4, enough that anything past 3 was cleanup anyway. Finally the DM ambushed me alone and the fight went to 7 rounds before my allies saved me. And I was still fighting in the negatives thanks to diehard. Since you die at -con in Pathfinder and rage boosts con I had lots of room to spare until the rage ran out; but this was an unusually long fight targetted directly at my character.

Dipping a travel domain cleric is nice for the +10' base speed.

I'm also a fan of dipping 1 level of casters for wand and staff use. Even paladin or ranger is good for a CLW wand or such.

grarrrg
2012-02-15, 08:26 PM
Guide is done.

The Prestige Dipping section turning into more of a Generalized "Quick" Guide, but since you need to know IF you can qualify for a PrC before dipping...

I request help with anything notable I may have overlooked.
I also would like input on better 'short descriptions' for the Prestige Section.



Oddities:
Arcane Archers are proficient with Tower Shields?

Shackles Pirate Quick Appraise ability does nothing? An may actually be WORSE than not having it?

Master Chymist is the only PrC specifically tailored so that only 1 class can enter it? (most PrC's can be entered with 'dips' to get necessary abilities, OR can be entered with a large investment in one of a variety of classes)

Pathfinder Chronicler gains Rounds of Bardic Performance at level 3, but has no way to use them until level 4?

There are 4 classes that advance Casting, but DON'T require it for entry? Diabolist, Demoniac, Souldrinker, Spherewalker, of these Spherewalker at least gives you a "pity" spell slot each level.

CTrees
2012-02-15, 09:07 PM
Oddities:
Arcane Archers are proficient with Tower Shields?

Strangely yes. I suppose one could make an AA with at least a dip of synthesist summoner and extra arms wielding a bow and one or more shields. Two tower shields providing cover from different directions while still having a bow available would be... interesting.

EDIT: Shackles Pirate's Quick Appraise specifies "may." Presumably one may also use appraise in the normal timeframe of one standard or full round action. The ability just... grants the ability to take longer to appraise, if that was desireable, for some reason.

Chained Birds
2012-02-15, 09:35 PM
Hmm, Goblins can get into both Shadow Dancer and Assassin by lvl 4 due to their Rogue Favored Class bonus of +1 Skill Rank into either Stealth or Ride. I couldn't find any Prcs that have X Ride as a requirement though. Pathfinder has got a lot of love for the Goblins. :smallbiggrin:

jmelesky
2012-02-15, 09:58 PM
Pathfinder has got a lot of love for the Goblins. :smallbiggrin:

3.5ed had some serious love for kobolds, so it seems a perfectly reasonable next step...

Chained Birds
2012-02-15, 11:36 PM
3.5ed had some serious love for kobolds, so it seems a perfectly reasonable next step...

I was just about to comment about that as a response to anyone saying that PF Goblins are rigged. I wonder which monster race is going to get boosted in 5th edition? :smallconfused:

mikau013
2012-02-16, 07:48 AM
I was just about to comment about that as a response to anyone saying that PF Goblins are rigged. I wonder which monster race is going to get boosted in 5th edition? :smallconfused:

Gnomes? :smalltongue:

grarrrg
2012-02-16, 08:16 AM
Gnomes? :smalltongue:

Kender :smallbiggrin:

Cieyrin
2012-02-16, 12:32 PM
Hmm, Goblins can get into both Shadow Dancer and Assassin by lvl 4 due to their Rogue Favored Class bonus of +1 Skill Rank into either Stealth or Ride. I couldn't find any Prcs that have X Ride as a requirement though. Pathfinder has got a lot of love for the Goblins. :smallbiggrin:

Hmm, I wonder if that's really meant to break the skill point limit, as if it's not it's worse than the normal favored class bonus but otherwise I don't see a point.

grarrrg
2012-02-16, 08:28 PM
Hmm, I wonder if that's really meant to break the skill point limit, as if it's not it's worse than the normal favored class bonus but otherwise I don't see a point.

Agreed.
Normally you can get an HP, or a Skill Point.
Goblin > Rogue lets you get...a Skill Point that must be put into a specific skill.
And even if it is Skill RANK and not Skill POINT, that still only puts you +1 above the curve, and then only so long as you do it EVERY LEVEL....
Unless the RANKs count AFTER you invest points, in which case you can effectively Double Progress 1 of those skills....

Wow... what the heck?

CTrees
2012-02-16, 09:02 PM
Kender :smallbiggrin:

Nooooooooo...

Since it's apparently small races, my bet is vegepygmies. Though modrons or githyanki would make convert.

Coidzor
2012-02-16, 09:41 PM
Agreed.
Normally you can get an HP, or a Skill Point.
Goblin > Rogue lets you get...a Skill Point that must be put into a specific skill.
And even if it is Skill RANK and not Skill POINT, that still only puts you +1 above the curve, and then only so long as you do it EVERY LEVEL....
Unless the RANKs count AFTER you invest points, in which case you can effectively Double Progress 1 of those skills....

Wow... what the heck?

Yay for bad writing! This already been brought up on the Paizo boards? I'd search but the forums over there make me dizzy.

Cieyrin
2012-02-16, 11:28 PM
Agreed.
Normally you can get an HP, or a Skill Point.
Goblin > Rogue lets you get...a Skill Point that must be put into a specific skill.
And even if it is Skill RANK and not Skill POINT, that still only puts you +1 above the curve, and then only so long as you do it EVERY LEVEL....
Unless the RANKs count AFTER you invest points, in which case you can effectively Double Progress 1 of those skills....

Wow... what the heck?

The normal Favored Class bonus also says 'rank,' so apparently it's worthless. Welp, at least we still have Goblin Gunslingers, eh? :smallwink:

Infernalbargain
2012-02-17, 12:17 AM
Oracle of the heavens into sorc. Nothing like scintillating pattern for the no save, just lose.

KutuluKultist
2012-02-22, 07:34 AM
Just a few comments.


On dipping for rage.
This can be very profitable, if you have feats to spare. Extra rage gives you 6 rnds, taking that feat twice, easily done with a fighter, gives you 16+Con rnds/day, which should be enough.
On dipping for animal companions.
Druid can be dipped by a ranger to get a better and earlier animal companion. Boon companion helps a lot. This also works to a lesser degree with the oracle's bonded mount and the cavalier's mount ability. Finally, a sorcerer with the wildblooded sylvan bloodline gets an animal companion, too.
On dipping for trapfinding.
Keep in mind that you get very little of the bonus, if you merely dip. Given the usual DCs for traps, I find it of doubtful value to dip for this. Arcane insight is a bit better.
On dipping for a mount.
4 levels of cavalier and the horse master feat can give you a mount based on your character level. That seems amazing enough to justify a four level dip, if you want a mount.
On dipping fighter
The lore warden archetype (from the Pathfinder Society Field Guide) gives combat expertise at second level instead of bravery and all intelligence based skills as class skills. At third level it gives +2 to CMB and CMD. It loses medium & heavy armor and shield proficiency as well as armor training.
On dipping monk.
The maneuver master's flurry of maneuvers should be mentioned, since if can be used with any weapons and is hence useful for anyone trying to focus on combat maneuvers. Furthermore, the master of many styles's fuse style ability can also be made to work without any further investment in monk.
On dipping ranger.
I think it would be good to mention that the bonus feat can be had without meeting the prerequisites (important e.g. for a dervish dancer wanting power attack) and that you only get to use them in light armor or medium armor.
Also, the guide archetype grants the ranger's focus ability instead of favored enemy, which is a decent replacement.
On dipping rogue.
The thug archetype gives the frightening abiltiy instead of trapfinding.
On sorcerer bloodlines.
The orc and draconic bloodlines give a bonus to damage per dice of damage, not per level of sorcerer. This is highly profitable for any blaster caster, since it is not limited to sorcerer spells.
On dipping summoner.
Even a low level Eidolon can have some impressive skills thanks to skill focus & the skilled evolution.
On shadow dancer's summon shadow.
Maybe mention explicitly that it has your BAB and half your HP.

grarrrg
2012-02-22, 09:18 AM
Just a few comments.


On dipping for animal companions.
On dipping for trapfinding.
On dipping fighter
On dipping monk.
On dipping ranger.
On dipping rogue.
On sorcerer bloodlines.
On dipping summoner.
On shadow dancer's summon shadow.



Updated: Rage, Horse Master, Shadowdancer

Familiars got listed because they give Passive benefits to your character, regardless of level. Animal Companions/Mounts are less dip friendly, and Boon Companion can only be taken once per "furry friend".
Boon Companion gives me an idea, how many "dip encouragement" type feats are there? I know there's one that counts your Inquisitor Levels as Cleric for purposes of Channel Energy. What else is there?

Trapfinding is more important for "Disable Magical" than it is for the numerical bonuses. And there are plenty of other ways to enhance your Skill checks.

Lore Warden was already included, but I did miss the flat +2 CMB/CMD

Small update to Monk, Master of Many Styles was already listed.

In general, Ranger's Focus is much worse than Favored Enemy, it is only 1/day for +2 attack/damage. Favored Enemy gives bonus on Skills as well as attack/damage, and is all day every day vs. certain types.

Rogue>Thug>Frightening only increases Shaken duration by 1 round, and/or can cause Frightened for 1 round. Duration is too short to be listed.

Sorc>Drag/Orc, +1 damage/die is really not that much.
This also falls in that grey area of "not explicitly listed as [class] only, but assumed to be so when written".

Eidolon skills, while impressive at low levels, will VERY quickly lag behind.


Please, keep any tweaks/suggestions coming.
Especially on "dip-helper" feats.

Coidzor
2012-02-22, 09:31 AM
Trapfinding is more important for "Disable Magical" than it is for the numerical bonuses. And there are plenty of other ways to enhance your Skill checks.

Oh 12 gods, yes. I remember how much I raged when I found out about how they left that change only half done.


Rogue>Thug>Frightening only increases Shaken duration by 1 round, and/or can cause Frightened for 1 round. Duration is too short to be listed.

Might be worth mentioning for intimidate builds, as it's the only way to get something past shaken without using magic from what I've seen.

jmelesky
2012-02-22, 11:33 AM
Might be worth mentioning for intimidate builds, as it's the only way to get something past shaken without using magic from what I've seen.

Well, and frightened, even for a round, is really nice, especially if they flee in a manner that provokes AoOs.

That said, there's a non-magical way to get panicked out of shaken: the Terrifying Howl (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers/paizo---rage-powers/terrifying-howl-ex) rage power. Turn your Intimidarian into an area-of-effect debuffer in just 8 levels!

Novawurmson
2012-02-22, 12:45 PM
Don't forget Enforcer (http://www.d20pfsrd.com/feats/combat-feats/enforcer-combat)+Bludgeoner (http://www.d20pfsrd.com/feats/combat-feats/bludgeoner-combat) :smallbiggrin:

Working on a sample Intimidating Barbarian for my guide.

grarrrg
2012-02-22, 07:55 PM
Don't forget Enforcer (http://www.d20pfsrd.com/feats/combat-feats/enforcer-combat)+Bludgeoner (http://www.d20pfsrd.com/feats/combat-feats/bludgeoner-combat) :smallbiggrin:

Working on a sample Intimidating Barbarian for my guide.

Save a feat, grab the Merciful weapon enchantment, it either does Nonlethal +1d6, or just Lethal without the damage bonus.
There is also the Order of the Blue Rose (http://www.d20pfsrd.com/classes/base-classes/cavalier/orders/paizo---cavalier-orders/order-of-the-blue-rose) Cavalier option for no-penalty Nonlethal and +2 damage, but you can't let your friends kill them :(

And Intimidating Prowess feat to add Str to your Intimidate check.

Infernalbargain
2012-02-26, 11:40 PM
For oracle of the heavens, you should add the awesome display revelation. Mildly narrow in application, but nothing says you are beaten more than scintillating pattern for max effect.

grarrrg
2012-02-27, 10:43 AM
For oracle of the heavens, you should add the awesome display revelation. Mildly narrow in application, but nothing says you are beaten more than scintillating pattern for max effect.

It fits into that gray area of "strictly for this class and this class only" and "free for all".


Also, assuming it works the "good" way, it's still extremely niche.
There are 8 Illusion (Pattern) spells in the game, only 5 of which care about HD, and of those only 1 does NOT allow a Will Save.

As-is I'm leaving it out. If the people demand it, I will add it.

Thoughts?

deuxhero
2012-02-27, 11:08 PM
You mentioned 4 level dips would be mentioned if they gave something awesome?

Cavalier 4 qualifys you for Horse Master, which gives you full mount advancement regardless of class.

grarrrg
2012-02-28, 12:03 AM
You mentioned 4 level dips would be mentioned if they gave something awesome?

Cavalier 4 qualifys you for Horse Master, which gives you full mount advancement regardless of class.

And that's why it's already in the guide.:smallwink:

Acanous
2012-03-03, 02:28 AM
mm. I've had some problems with Pathfinder's hate of multiclassing and Prestige classes. While 3.5 had multiclassing penalties, you could at least go 2 classes and a Prestige without ever eating them by RAW. Pathfinder just hates you for trying.
You lose progression on all relevant class features. By PF Errata you can't get more *Spells known* advancing in a PrC. You get very few bonuses, and most of the old bonuses you're used to seeing from 3.5 require significant level investment in a single class to see.
There's also not a whole lot of power proliferation.

The difference in Pathfinder/3.5 builds seems to be that pathfinder builds are practically set in stone from the get-go. You choose a base class. Then you choose what one (Maybe 2 if you push it) archetypes to take. This is your character. It is now done. (Most notably in Barbarian and Bard, any spontanious caster. Less so in Wizard or other prepared casters.)

3.5 sure you ended up in a niche, but every level you could expand that niche, or make yourself more capable within it, allowing you to define your character a bit at a time. Retraining existed in case you want to completely change it. It seems 3.5 is cool with being fluid (Even XP is a river) while Pathfinder is more fixed. Your DM can look at your class and archetype, and they can easilly predict what you'll be pulling 5 levels from now, 8 levels from now, and at level 20.

This makes Pathfinder a little easier on the DM, but a little oppressive to anyone who enjoyed tinkering with 3.5. (Especially to those who enjoyed tinkering with bards)

As 3.P, this is unnoticable- you keep 3.5 prestige classes and options, the PF single classers get bonuses to compensate for the abilities those who multiclass get. If you go only 3.5, there's very little reason to stay in a base class. If you go Pathfinder only, there's very little reason to multiclass.

I wonder who it is at Paizo who'se setting this policy?

Cieyrin
2012-03-03, 10:53 AM
mm. I've had some problems with Pathfinder's hate of multiclassing and Prestige classes. While 3.5 had multiclassing penalties, you could at least go 2 classes and a Prestige without ever eating them by RAW. Pathfinder just hates you for trying.
You lose progression on all relevant class features. By PF Errata you can't get more *Spells known* advancing in a PrC. You get very few bonuses, and most of the old bonuses you're used to seeing from 3.5 require significant level investment in a single class to see.
There's also not a whole lot of power proliferation.

The difference in Pathfinder/3.5 builds seems to be that pathfinder builds are practically set in stone from the get-go. You choose a base class. Then you choose what one (Maybe 2 if you push it) archetypes to take. This is your character. It is now done. (Most notably in Barbarian and Bard, any spontanious caster. Less so in Wizard or other prepared casters.)

3.5 sure you ended up in a niche, but every level you could expand that niche, or make yourself more capable within it, allowing you to define your character a bit at a time. Retraining existed in case you want to completely change it. It seems 3.5 is cool with being fluid (Even XP is a river) while Pathfinder is more fixed. Your DM can look at your class and archetype, and they can easilly predict what you'll be pulling 5 levels from now, 8 levels from now, and at level 20.

This makes Pathfinder a little easier on the DM, but a little oppressive to anyone who enjoyed tinkering with 3.5. (Especially to those who enjoyed tinkering with bards)

As 3.P, this is unnoticable- you keep 3.5 prestige classes and options, the PF single classers get bonuses to compensate for the abilities those who multiclass get. If you go only 3.5, there's very little reason to stay in a base class. If you go Pathfinder only, there's very little reason to multiclass.

I wonder who it is at Paizo who'se setting this policy?

You're not quite correct on the Spells Known part, as spontaneous casters still get new spells if they're owed them. Those with spellbooks or their equivalents (wizards, alchemists, magi and witches) don't get to learn new spells automatically, which may or may not be a problem, depending on how available scrolls and spellbooks are, whether you find them, steal them or buy them. That's nothing new from 3.5, it's just that PF tends to give more things that advance by class level than 3.5 classes do.

Southern Cross
2013-08-26, 05:30 PM
As for the Magaambyan Arcanist, I would also point out that while it does have access to one druid spell per level, that spell is two levels less than your other spells. Thus if you go into the class at level 6, you can learn a single first-level druid spell, and if you stay in the PRC, you gain one first level druid spell, two second level druid spells, two third level druid spells, two fourth level druid spells, two fifth level druid spells, and one sixth level druid spell.
(The major benefit of the class, aside from the Spell Mastery shenanigans and the constant protection from evil at 5th level, is the fact that you get access to the Good domain spells at 9th level in the PRC).

grarrrg
2013-08-26, 05:53 PM
As for the Magaambyan Arcanist, I would also point out that while it does have access to one druid spell per level, that spell is two levels less than your other spells. Thus if you go into the class at level 6, you can learn a single first-level druid spell, and if you stay in the PRC, you gain one first level druid spell, two second level druid spells, two third level druid spells, two fourth level druid spells, two fifth level druid spells, and one sixth level druid spell.
(The major benefit of the class, aside from the Spell Mastery shenanigans and the constant protection from evil at 5th level, is the fact that you get access to the Good domain spells at 9th level in the PRC).

Tweaked the entry, expanded on it some.
Did not mention the 5th or 9th level abilities, as this is still "technically" more of a Dipping Guide than a PrC guide, even though it has elements of both
(that and to do a proper right up of every good/interesting PrC ability would be an entire guide itself).

unbutu
2014-11-08, 05:07 AM
This thread has been every usefull to me in the past. Do we keep updating it ?

Investigator
1 : Trapfinding

1a: (steel-hound) Rapier, Sap and 1 firearm proficiency
2a: (steel-hound) Amateur Gunslinger + Gunsmithing Feat (and a gun to play with)

1a: (mastermind) +1d6 to all Diplomacy, Intimidate, Knowledge, or(seems like there's 1 missing) skill checks (infinite uses)

1a: (Sleuth) Opportunistic evasion: Uncanny dodge CHA times/day (minimum 1.)

grarrrg
2014-11-08, 06:55 PM
This thread has been every usefull to me in the past. Do we keep updating it ?

Investigator

Yeah, I'll get to the ACG sometime.
And there's a PrC or two I missed, and a handful of (non-ACG) Archetypes.