Class Changes

All Classes

Skill Point Progression
All characters fall into one of the following skill progressions each time they advance in hit dice.

  • Standard 4 + Int modifier
  • Good 6 + Int modifier
  • Best 8 + Int modifier

If your class or hit die normally grants less than 4 + Int skill ranks, it now grants 4 + Int. This is a universal change and affects non-classed creatures as well (such as monsters, animal companions, etc).

Favored Class Bonuses
Favored class options are now based on your class not your race. You may now choose (or even mix) favored class options from all available to the class. Favored class options that rely on a racial ability you do not have (such as darkvision or a spell-like ability) grant no benefit if you do not possess that feature. For example, the Strix favored class bonus for the Fighter class increases the bonus granted by their Hatred racial ability, but without the Hatred ability the favored class bonus would have no benefit.

Core Classes

  • Barbarian
    • No longer has an alignment prerequisite. Rage can be used even by Lawful barbarians.
  • Cleric
    • Clerics gain the alignment subtypes corresponding to their Aura class feature.
  • Paladin
    • Paladins gain the Good alignment subtype from their Aura class feature.
    • Paladins have their Smite evil mechanics changed slightly.
    • Paladins receive level 0 spells and have a caster level equal to their Paladin level.
  • Ranger
    • Rangers have their favored enemy mechanics changed slightly.
    • Rangers receive level 0 spells and have a caster level equal to their Ranger level.
  • Sorcerer
    • Sorcerers gain bloodline spells at the first level they would be able to cast them. For example, a dragon blooded sorcerer gains mage armor at 1st level rather than 3rd level.
    • Sorcerers have the option to forgo their bloodline and instead select two domains. They gain no benefits from the bloodline class feature, nor related class features (such as bloodline feats and spells), but instead gain the benefits of the two domains they select. Rather than getting domain spells like a cleric, they instead add the domain spells to their spell list (and to their spells known, when they become high enough level to cast the spell).
    • Spontaneous 9 level casters use a different progression for spell casting. See the chart on this page. Spontaneous Casting

Base Classes

  • Alchemist:
    • Infusions cannot be used on unwilling targets.
  • Oracle
    • Oracles gain mystery spells at the first level they would be able to cast them. For example, an oracle of battle learns enlarge person at 1st level rather than 2nd level.
    • An oracle's good saves are Fortitude and Will, not just Will.
    • Oracles have the option to forgo their mystery and instead select two domains. They forfeit all class features reliant on a mystery, and instead gain the benefits of the two domains they select. Rather than getting domain spells like a cleric, they instead add the domain spells to their spell list (and to their spells known, when they become high enough level to cast the spell).
    • Oracles may choose not to have a Curse. This costs them nothing, as oracle curses often carry benefits that far outweigh their penalties.
    • Spontaneous 9 level casters use a different progression for spell casting. See the chart on this page. Spontaneous Casting
  • Wilder
    • Wilders receive access to new power levels at the same rate as psions.
    • Wilders can either use the powers known listed on their page but be able to rotate their powers known each day (as a Gifted Blade or Vitalist) or receive 1 power known per level instead.
    • Wilders gain both Fort and Will as good saves.
    • Surge Blast deals 2d6 damage per manifester level bonus of the Wilder's Wild Surge- to a maximum of their character level- plus the Wilder's Charisma modifier. For example, a 1st level Wilder with a +3 Charisma modifier would have a Surge Blast that deals 1d6+3 damage, and at 2nd level their Surge Blast would deal 2d6+3 damage.

NPC Classes

  • Aristocrat
    • Aristocrats gain a bonus feat at 2nd level and every 2 levels thereafter.
  • Adept
    • Adepts may replace their spell list with the spell list from another class up to 5th level spells. This also includes alchemist formulas. Alternatively, the adept may give up their spellcasting and gain sphere casting instead, gaining the Cantrip feat as a bonus feat, is treated as a low caster, and gains an additional magic talent at 2nd level and every 2 levels thereafter (4th, 6th, 8th, etc).
    • Adepts may exchange their Summon Familiar class feature for a single Cleric domain or Channel Energy, a single Alchemist Discovery, or a single Witch Hex. For the purpose of the chosen feature the adept's effective class level is equal to ½ their levels in Adept.
  • Expert
    • Experts gain a bonus feat at 2nd level and every 2 levels thereafter.
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