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View Full Version : Four new classes for Pathfinder, Currently in Playtest



RaynFreth
2013-11-20, 08:56 AM
They sent out the playtest information for a few new classes in the upcoming Advanced Classes Guide for Pathfinder. And without further adieu...



Arcanist

Alignment: Any

Hit Dice: d6

Alternate Classes: Sorcerer and Wizard

Skill Ranks: 2+Int

BAB: As Wizard/Sorcerer

Strong Saves: Will

Spells: Like a Wizard, the Arcanist prepares spells daily in the morning; Unlike a wizard, the spells are not expended when cast, and may be cast as long as the Arcanist has spells per day remaining. Full CL, up to 9th level spells drawn from the Sorcerer/Wizard list. Uses a Spellbook. Has roughly the same spell progression as a Sorcerer (I.E, 9th level spells at level 18)

Blood Focus: At 1st level, the arcanist learns to harness the power of the magic in her blood to push the boundaries of her magic. The arcanist must select one school of magic and one sorcerer bloodline. Once selected, these choices cannot be changed. Whenever the arcanist casts a spell of her chosen school, using one of her arcanist spell slots, she can expend one use of her blood focus as a free action to bolster the spell. This adds 1 to the spell’s caster level and DC. The arcanist cannot expend more than one use of blood focus on a given casting of a spell.

In addition, as a standard action an arcanist can expend one use of blood focus to use a bloodline power from her bloodline. She can use any one bloodline power that she would have access to, treating her arcanist levels as sorcerer levels. (The only except is that she cannot use the bloodline power granted at 20th level.) If the bloodline power is limited in its uses per day, she cannot use blood focus to use that bloodline power more times per day than she could if she were a sorcerer of the same level. If the bloodline power grants a permanent bonus (such as fire resistance or the ability to fly), the arcanist gains this ability for a number of rounds equal to her arcanist level. The arcanist substitutes her Intelligence modifier for her Charisma modifier when determining any variables in these bloodline powers.

The arcanist can use blood focus a number of times per day equal to 3 + 1/2 her arcanist level. If she expends all of her daily uses of this ability, she is fatigued. She cannot remove the fatigued condition until she has at least one use of this ability available.

Scribe Scroll: At 3rd level, the arcanist gains Scribe Scroll as a bonus feat.

Bonus Feats: At 8th, 13th, and 18th level, an arcanist gains a bonus feat in addition to the bonus feats gained from normal advancement. At each such opportunity, she can choose a metamagic feat, an item creation feat, Eschew Materials, or Spell Mastery (the arcanist counts as a wizard for the purposes of this feat). The arcanist must still meet all prerequisites for a bonus feat, including caster level minimums.

School Supremacy: At 20th level, the arcanist learns to fully master the powers of one school of magic. Whenever she uses her blood focus to cast a spell of her selected school, she may also modify the spell with Empower Spell, Extend Spell, Silent Spell, or Still Spell. This doesn’t increase the casting time or the level of the spell slot consumed. In addition, the spell’s DC increases by 1. She doesn’t need to possess the desired feat to use it with this ability.

RaynFreth
2013-11-20, 08:59 AM
Bloodrager
Alignment: Any
Hit Dice: d10
Alternate Classes: Sorcerer and Barbarian
Skill Ranks: 4+Int
BAB: Full BAB
Strong Saves: Fort

Weapon/Armor Proficiencies: Bloodragers are proficient with all simple weapons and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. Like other arcanespellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components. A multiclass bloodrager still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bloodline: Each bloodrager has a source of magic somewhere in his heritage that empowers his bloodrages, bonus feats, and bonus spells. This source can represent a blood relation or an extreme event involving a creature somewhere in the family’s past. Regardless of the source, this influence manifests itself in a number of ways as the bloodrager gains level. A bloodrager must pick one bloodline upon taking his first level of bloodrager. Once made, this choice cannot be changed.

At 6th level and every 3 levels thereafter, a bloodrager receives one bonus feat chosen from a list specific to each bloodline. The bloodrager must meet the prerequisites for these bonus feats.

At 7th, 10th, 13th, and 16th levels, a bloodrager learns an additional spell, derived from his bloodline. These spells are in addition to the number of spells given on Table 1–4. These spells cannot be exchanged for different spells at higher levels.

Bloodrage (Su): Each bloodrager has a source of internal power somewhere in his heritage that grants him the ability to bloodrage. Starting at 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from bloodrage and spells like bear’s endurance, don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saving throws. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

In addition, the bloodrage gains additional bloodrage powers at 1st level, 4th level, and every four levels thereafter. The bloodrage powers a bloodrager gains are based on his bloodline.

Bloodrage counts as the barbarian’s rage class ability for the purpose of qualifying for feat prerequisites, magic item abilities, and spell effects.

Fast Movement (Ex): A bloodrager’s land speed is faster than the norm for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and while not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Uncanny Dodge (Ex): At 2nd level, a bloodrager gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught f latfooted, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bloodrager with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him. If a bloodrager already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Blood Casting (Su): At 4th level, the bloodrager gains the ability to cast spells while using bloodrage. While in a bloodrage, he can only cast bloodrager spells (see below); spells from other classes cannot be cast during this time.

Spells: Beginning at 4th level, a bloodrager gains the ability to cast a small number of arcane spells drawn from the magus spell list (see page 13 of Pathfinder RPG Ultimate Magic). To learn or cast a spell, a bloodrager must have a Charisma score equal to at least 10 + the spell level. He can cast spells he knows without preparing it ahead of time. The saving throw DC against a bloodrager’s spell is 10 + the spell level + the bloodrager’s Charisma modifier.

A bloodrager’s highest level of spells is 4th. Magus spells of 5th level and above are not on the bloodrager class spell list, and a bloodrager cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of magus spells of 5th level or higher.

Like other spellcasters, a bloodrager can cast only a certain number of spells of each level per day. His base daily spell allotment is given on Table 1–3. In addition, he receives bonus spells per day if he has a high Charisma score (Pathfinder RPG Core Rulebook 17, Table 1–3). The bloodrager does not need to prepare these spells in advance; he can cast them at any point during a bloodrage (as per his blood casting ability), assuming he hasn’t yet used up his spells per day for that level.

The bloodrager’s selection of spells is limited. At 4th level, a bloodrager knows two 1st-level spells of the bloodrager’s choice at 4th level. A bloodrager gains more spells as he increases in level, as indicated on Table 1–4. (Unlike spells per day, the number of spells a bloodrager knows is not affected by his Charisma score, but it’s affected by the bonus bloodline spells he gains).

Improved Uncanny Dodge (Ex): At 5th level and higher, a bloodrager can no longer be flanked. This defense denies a rogue (or other class with the sneak attack ability) the ability to sneak attack the bloodrager by flanking him, unless the attacker has at least four more rogue levels (or levels in the class granting sneak attack) than the target has bloodrager levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Damage Reduction (Ex): At 7th level, a bloodragergains damage reduction. Subtract 1 from the damagethe bloodrager takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three bloodrager levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Bloodrage (Ex): At 11th level, when a barbarian enters rage, the morale bonus to his Strength and Constitution increases to +6 and the morale bonus on his Will saves increases to +3. For the purposes of qualifying for feat prerequisites, magic item abilities, and spell effects, greater bloodrage counts as the barbarian’s greater rage ability.

Indomitable Will (Ex): While in rage, a bloodrager of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his bloodrage.

Tireless Rage (Ex): Starting at 17th level, a bloodrager no longer becomes fatigued at the end of his bloodrage.

Mighty Rage (Ex): At 20th level, when a bloodrager enters rage, the morale bonus to his Strength and Constitution increases to +8, and the morale bonus on his Will saves increases to +4.

Almost missed this in the spoiler:

Bloodlines: Here is an example of one of the bloodlines. There are many more!

Bonus Feats: Combat Reflexes, Disruptive, Improved Initiative, Iron Will, Power Attack, Quick Draw, Spellbreaker

Your bloodrager levels count as fighter levels for the purposes of qualifying for these feats. This stacks with any levels in fighter you have.

Bonus Spells: magic missile (7th), invisibility (10th), lightning bolt (13th), dimension door (16th).

Bloodrage Powers: When you bloodrage, arcane power transforms you into an arcane juggernaut who can cut down even the most careful caster.

Disruptive Bloodrage (Su): At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with those granted by the Disruptive feat.

Arcane Bloodrage (Sp): At 4th level, when you enter a bloodrage, you can choose one of the following spells and apply its effects on you: blur, protection from arrows, resist energy (choose one energy type), or spider climb. The effects of the spell last for as long as the bloodrage lasts, regardless of its normal duration. This.. I like this.

Greater Arcane Bloodrage (Ex): At 8th level, when you enter a bloodrage, you can choose to apply the effects of either displacement or haste to yourself. This is in addition to arcane bloodrage, and otherwise works as that ability. I like this too.

Caster’s Scourge (Su): At 12th level, you gain a pool of extra attacks of opportunity equal to your Dexterity bonus (minimum 1). You can only use this pool of attacks of opportunity to make attacks against spellcasters who cast or attempted to cast defensively in your threatened area. Either the Spellbreaker feat, the caster’s bane bloodrage power (see below), or some similar effect is still required to make attacks of opportunity against spellcasters who are casting defensively.

True Arcane Bloodrage (Ex): At 16th level, when you enter a bloodrage, you can choose one of the following spells and apply its effects on you: beast shape IV (choose a creature your size or larger only), form of the dragon I, or transformation. This is in addition to arcane bloodrage and greater arcane bloodrage, and otherwise works as those abilities. o_O

Caster’s Bane (Ex): At 20th level, spellcasters with a caster level lower than your bloodrager level always provoke attacks of opportunity within your threatened area, even when they’re casting defensively.

RaynFreth
2013-11-20, 09:00 AM
Brawler

Alignment: Any Hit Dice: d10 Alternate Classes: Fighter and Monk Skill Ranks: 4+Int BAB: As Fighter Strong Saves: Fort/Ref

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the dagger, handaxe, kama, nunchaku, sai, short sword, shuriken, and siangham. She is proficient with light armor, but not with shields.

Martial Maneuvers (Ex): At 1st level, a brawler can spend a move action to gain the benefit of a combat feat she doesn’t possess for 1 minute. The combat feat must be one that affects or improves her defenses (such as Dodge or Toughness), melee attacks (such as Blind-Fight or Power Attack), or performing or resisting combat maneuvers (such as Agile Maneuvers or Improved Trip). The brawler must otherwise meet all the feat’s prerequisites. She may use this ability a number of times per day equal to half her brawler level (minimum 1).

If this ability is triggered before the duration expires, the brawler loses the previous combat feat and gains a new one in its place.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a move action or two feats as a standard action. She may use one of these feats to meet a prerequisite of the second feat. Each feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a swift action, two feats as a move action, or three feats as a standard action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one feat as an immediate action.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler’s attacks may be with fist, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength bonus (not half ) on damage rolls for all her unarmed strikes.

Usually a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown above on Table 1–5. The unarmed damage values listed on Table 1–5 is for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.

Bonus Feats: At 2nd level and every two levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus feat. Says every 2 levels, but the table shows every three levels.

Upon reaching 5th level and every three levels thereafter, a brawler can choose to learn a new bonus feat in place of a bonus feat she has already learned. In effect, the brawler loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus feat for the level.

Brawler’s Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s f lurry as a full-attack action. When doing so, a brawler is treated as having the Two-Weapon Fighting feat when attacking with unarmed strikes or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

A brawler applies her full Strength bonus to her damage rolls for all successful attacks made with brawler’s flurry, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A brawler may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons cannot use such weapons as part of brawler’s flurry, nor can she make natural attacks in addition to her brawler’s f lurry attacks.

At 8th level, the brawler is treated as having the Improved Two-Weapon Fighting feat when using brawler’s flurry. At 15th level, the brawler is treated as having the Greater Two-Weapon Fighting feat when using brawler’s flurry.

Maneuver Training (Ex): Starting at 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus to her CMB whenattempting this combat maneuver and a +1 bonus to her CMD when defending against this maneuver.

At 7th, 11th, 15th, and 19th level, a brawler becomes further trained in another combat maneuver, gaining the above +1 bonus to CMB and CMD. In addition, the bonuses granted by previous maneuver training increase by 1 each. For example, when a brawler reaches 7th level, she receives a +1 bonus on one type of combat maneuvers, +1 to her CMD against that combat maneuver, and the bonuses for the maneuver selected at 3rd level increase to +2.

AC Bonus (Ex): Starting at 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.

These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, carrying a shield, or carrying a medium or heavy load. Yeah I'll drop this for full plate, thank you very much!

Brawler Strike (Su): Starting at 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component (chaotic, evil, good, or lawful), and her unarmed strikes count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Knockout (Su): Starting at 16th level, a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler strikes successfully and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Using this ability more than once on a given day reduces the saving throw DC by 5 for each time previously used; once the DC is less than 1, the ability can no longer be used that day. Creatures immune to critical hits or nonlethal damage are immune to this ability. The DC for this ability resets once per day after the brawler is fully rested.

Awesome Blow (Ex): At 20th level, the brawler may as a standard action perform a combat maneuver against a corporeal creature of her size or smaller. If the combat maneuver succeeds, the opponent takes damage as if the brawler had hit it with a wielded weapon or unarmed strike, is knocked flying 10 feet in a direction of the brawler’s choice, and falls prone. The brawler can only push the opponent in a straight line, and the opponent can’t move closer to the brawler than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. ..I'm not sure this is worth a capstone, but who really gets to level 20 anyways?

RaynFreth
2013-11-20, 09:02 AM
Hunter

Alignment: Any Neutral Hit Dice: d8 Alternate Classes: Druid and Ranger Skill Ranks: 4+Int BAB: As Druid Strong Saves: Fort/Ref

Weapon and Armor Proficiency: Hunters are proficient with all simple weapons plus the longbow, scimitar, scythe, and shortbow. Hunters are proficient with light and medium armor but are prohibited from wearing heavy armor. Hunters are proficient with shields (except tower shields), but must use only those crafted from wood.

A hunter who wears prohibited armor or uses a prohibited shield is unable to cast hunter spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A hunter casts divine spells, which are drawn from the druid spell list (see Chapter 10 of the Pathfinder RPG Core Rulebook). Only druid spells of 6th level and lower are considered on the hunter spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A hunter must choose and prepare her spells in advance.

A hunter’s highest level of spells is 6th. A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher.

To prepare or cast a spell, the hunter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell level + the hunter’s Wisdom modifier.

Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–6. In addition, she receives bonus spells per day if she has a high Wisdom score (Core Rulebook 17).

A hunter must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A hunter may prepare and cast any spell on the hunter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Chaotic, Evil, Good, and Lawful Spells: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Orisons: Hunters can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1–6 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Animal Focus (Su): At 1st level, a hunter can take on the aspect of an animal as a swift action, gaining a bonus or special ability based on the type of animal emulated (her animal companion also gains this benefit). Once activated, this ability lasts 1 minute.

At 1st level, a hunter can use this ability once per day. At 4th level and every three levels thereafter, the hunter can use this ability one additional time per day.

When the hunter uses this ability, she must select one type of animal to emulate. She can only emulate one animal at a time. As long as the ability is still active,she can change this aspect to another animal as a swift action. Bear: The hunter gaining a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level. Bull: The hunter gaining a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level. Falcon: The hunter gaining a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level. Frog: The hunter gaining a +4 competence bonus on Swim checks and Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level. Monkey: The hunter gaining a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level. Owl: The hunter gaining a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level. Snake: The hunter gains a +2 enhancement bonus on attack of opportunity attack rolls and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level. Stag: The hunter’s base land speed increases by 5 feet (this is an enhancement bonus). This increases to 10 feet at 8th level and 20 feet at 15th level. Tiger: The hunter gaining a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level. Wolf: The hunter gains the scent ability with a range of 10 feet (20 feet upwind, 5 feet downwind). The range of this sense increases to 20 feet (40 feet upwind, 10 feet downwind) at 8th level and 30 feet (60 feet upwind, 15 feetddownwind) at 15th level.

Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals listed in Animal Choices (Core Rulebook 53). This animal is a loyal companion that accompanies the hunter on her adventures. The hunter’s effective druid level is equal to her hunter level.

If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the sought companion typically lives.

Track (Ex): At 2nd level, a hunter adds half her level to Survival skill checks made to follow tracks.

Wild Empathy (Ex): At 2nd level, a hunter can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal visibility conditions. Generally, inf luencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Hunter Tactics (Ex): At 3rd level, the hunter’s animal companion is treated as if it possessed the same teamwork feats as the hunter for the purpose of determining whether the hunter or the companion receives a bonus from her teamwork feats. The hunter’s and companion’s positioning and actions must still meet the prerequisites listed in the teamwork feat for them to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus feat.

As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier. Whenever she gains a new teamwork feat, the previous teamwork feat becomes permanent.

Woodland Stride (Ex): Starting at 5th level, a hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect her.

Swift Tracker (Ex): At 8th level, a hunter can move at her normal speed while using Survival to follow tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Second Animal Focus (Su): At 8th level, whenever a hunter uses her animal focus ability, she selects two different animals instead of one. This only consumes one use of her animal focus ability. As a swift action, she can change one of these animals to another type.

Master Hunter (Ex): At 20th level, a hunter becomes a master hunter. She can always move at full speed while using Survival to follow tracks without penalty. Each day when the hunter prepares spells, she chooses one animal focus to be active for the entire day. This is in addition to using her animal focus class ability.

RaynFreth
2013-11-20, 09:03 AM
My thoughts:

Arcanist: looks OP at first glance. Doesn't have enough novel crunch or fluff to justify itself. Stars:*
Bloodrager: Perfectly combines sorc and barb without eclipsing either(might be better than barb but I'll look into detailed mechanics later). Has unique abilities and good fluff like it. Stars:*****
Brawler. The class itself is flavorful and looks fun. However it's failing is the integration with the larger game. Unarmed fighter and brawler(archetype) fighter were already better at monk combat than monks and now this comes along. Retraining feats is amazing and should be available to more martials in my personal opinon. Terrible capstone. Stars:***** (or *** if you care about monk underpoweredness like I do)
Hunter: Sixth level spellcasting 3/4 BaB. And full animal companion. Gets teamwork feats with their animal companion. Minor beastmorph ability. Not entirely unique but not terrible. Stars:***
Investigator: Basically vivisectionist alchemist but nerfed. Has some class features reminiscent of 3.5's factotum. If they could lean that way more it'd go better Stars:***
Shaman: Turns out to be a lot less derivative than I was originally anticipating from its description. Basically has 'hex domains' based off the type of spirit you have linked to you. Stars:*****
Skald: Interesting kind of a buffed up version of the bard archetype. Good for melee heavy parties. Also good that people can opt out or it could bring unconscious people back to their feat. Can give rage powers along with rage. Gets some limited spell list expansion. Stars:***
Slayer: Ranger/rogue hybrid limited sneak attack combined with favored enemy and full BaB? Yes please. Some talents are weak (which is to be expected since rogue talents are weak). Capstone might need slight buffs but I haven't run numbers yet. A great out of the box assassin or non nature theme ranger type Stars:****
Swashbuckler: Uses a grit like system for fun and interactive duelling. Kind of ****s on the duelist PrC, but oh well. Panache is a nice system and looks slightly stronger than Grit Stars:*****
Warpriest: 6th level casting and 3/4 BaB Gets Blessings similar to Inquisitor domains. Gets paladin's ability to add magic enhancements to weapons AND armor later (like divine defender archetype). Also gets channeled energy. Should have just been an inquisitor alternate class like Rogue/ninja or cavalier/samurai Stars:***

BWR
2013-11-20, 11:23 AM
After briefly looking through the supplement, my immediate thought is that this was mostly pointless. "Look, we've made base classes out of multiclass options so you don't have to think" is the feeling I've got from most of them. They rarely add enough new abilities that these couldn't have been archetypes, feats, ACFs or prestige classes. A base class should do something different enough that you can't look at it and say "Oh, it's just a reskinned X" or "it's just a multiclass of Y and Z" (yes, Samurai and Ninja, I'm looking at you)

The only one that really stood out as interesting and fun was the Swashbuckler, which I'm actually interested in reading a bit more about and possibly incorporating in my game.

Asheram
2013-11-20, 12:08 PM
This is all lovely, but shouldn't this be in 3.5/D20?

satorian
2013-11-20, 01:01 PM
Indeed, there is already an active thread over there devoted to this topic.

RaynFreth
2013-11-20, 03:46 PM
Welp, now I know where to drop pathfinder later. Thanks!