1. Notes

Class Primer

this primer was written by Floh, who may not be 100% accurate here:

todo: Thaumaterge, Psychic, visual formatting




[PREPARED (Prepares spells, can easily change loadout for day, but is stuck with choices at day's beginning)]


Cleric [WIS]

        - Choose whether Cloth or Weapons cleric, which determines weapon proficiency

        - Choose Harm or Heal multiple times per day, for free

        - Gets Divine Spells, free access to spell list


Druid [WIS]

        - Choose what "style" druid (wild shape, storms, etc)

        - Gets Primal Spells, free access to spell list

        - Access to Animal Companions


Witch [INT]

        - Choose what "patron" witch (decides your infinite-use ability called a Hex, and your Spell List)

        - Starts with a Familiar, who is your spellbook

        - Gets ANY Spell list, determined by patron. Spells must be taught to familiar first.

        - Familiar has more abilities than other familiars


Wizard [INT]

        - Choose what "school" wizard (Abjuration, Evocation, none, etc.)

        - Choose your "thesis" (Do you start with a staff? Do you say fuck it to spellbooks? Are you good at familiars? etc)

        - Gets Arcane Spell list. Spells must be in spellbook, or have other means.

        - Access to Familiars


Magus [INT]

        - Choose what "Synthesis" you have, representing your weapon and fighting style that enhances after you cast magic. 

            - (Bow Magus? Gain speed and better flanking?)

        - Learns "Striking Spell", which combines spellcasting with a weapon strike - imbuing the attack with the spell.

        - Trained in Simple & Martial Weapons, Light & Medium Armor. Can take feats to use "unarmed"

        - Gets Arcane Spell list. Spells must be in spellbook, or have other means. (less spells per day than other casters)

        - Access to Familiars


[SPONTANEOUS (Knows spells, cannot change spells known each day easily)]


Bard [CHA]

        - Choose your Style of Bard (Combat? Are you focused in Knowledge? Or are you a true performer? etc)

        - Get Infinite Use Bardic Inspiration

        - Gets Occult spells

        - EXPERT in Perception, fast Perception gain


Oracle [CHA]

        - Choose your Mystery of Oracle (Causes you to be cursed, but enhances what you use. Life makes Heal better, whereas Tempest gives you good Damage)

        - Get Revelation Spells from Mystery (can deal damage or other cool shit, rechargable every 10mins)

        - Gets Divine spells


Sorcerer [CHA]

        - Choose your Bloodline of sorcerer (Determines Spell List and your Bloodline Spell)

        - Gets Bloodline Spell (can be interesting utility or some cool shit, rechargable every 10mins)

        - Gets ANY spell list, determined by bloodline.


Summoner [CHA]

        - Choose your EIDOLON (Determines Spell List and your Eidolon's shape/kind. Occult gets Punch-Ghosts...)

            - Your EIDOLON shares your turn with you - using the same 3 actions you have. 

            - You learn ACT TOGETHER, a flexible activity usable once per turn, giving you both an action. 

                - Essentially, this means you share 4 actions.

            - Your EIDOLON shares your HP with you. 

                - Damaging either or healing either effects the same HP pool. 

                - If both are in AOE, roll twice, only the most potent effect applies once.

        - Gets ANY spell list, determined by your EIDOLON (less spells per day than other casters)




[MYSTIC (Gets most weapon and armor proficiencies, but relies on abilities and attacking to win the day)]


Barbarian [STR]

        - Choose your Instict (changes your rage and determines your anathema)

        - Rage, infinite use when you're not fatigued (1 min cooldown)

        - Chooses combat feats to focus in a fighting style, such as with a specific weapon (or throwing things)


Champion [STR or DEX]

        - Choose your Cause of Champion 

            - (LG is Paladin, NG is Redeemer, CG is Liberator, LE is Tyrant, NE is Desecrator, CE is Antipaladin)

        - Get Lay on Hands, heals a flat amount, scales with level (rechargable every 10 mins)

        - Gets Shield Block, letting you use a shield to reduce damage 

        - Gets a Reaction that lets them aid allies (by attacking an enemy that hurt them, or reduce the damage done)


Monk [STR or DEX]

        - No level 1 choice of "path". You tend to select combat feats that stack up a particular style or two.

        - Flurry of Blows, single action -> two strikes. Very action economy efficient.

        - Gets numerous Focus Spells that use "ki", such as a Ki Rush to quickly move and attack (rechargable every 10 minutes)


Ranger [STR or DEX]

        - Choose your Edge of Ranger (How do you fight as a ranger?)

        - Chooses combat feats to focus in a fighting style, such as with a specific weapon (or throwing things)

        - Access to Animal Companions

        - Learns HUNT PREY, allowing you to focus down a single creature easier

        - EXPERT in Perception, fast Perception gain


Swashbuckler [DEX]

        - Choose your Style of Swashbuckler (Determines how you trigger the buff "Panache")

        - Gets exclusive finishers and buffs when in "Panache"

        - Tends to pick up feats that either specialize their style r make up for weaknesses

        - EXPERT in Perception, fast Perception gain

        - lvl3+: Gets an Attack on creatures that critically miss




[ACCURATE (Gets Accuracy much faster than other classes, and generally relies on their weapons to get the job done. Reliable.)]


Fighter [STR or DEX]

        - No level 1 choice of "path". At level 5, you get to choose 1 "weapon group" to become even better at.

            - [all weapons say their group, it's very generous] 

        - +15% more accurate than non-mystic classes, +10% more accurate than other mystic classes

        - Gets Shield Block, letting you use a shield to reduce damage

        - EXPERT in Perception, fast Perception gain

        - Gets ATTACK OF OPPORTUNITY at level 1, which some classes can get at level 8+


Gunslinger (Playtest) [DEX]

        - Choose your "Way" of Gunslinging (Each gives free actions at the start of combat) 

              ex: Start combat => pull out your weapon + reload, or draw your weapon + get bonus sniping damage on first turn)

        - EXPERT in Firearms, trained in other weapons.

        - +15% more accurate than non-mystic classes, +10% more accurate than other mystic classes

            - Guns deal moderate damage, but have the FATAL trait, making crits deal more damage. 

              - Remember, beat AC by +10, and you crit as well as a nat20!

        - Gain numerous combat support abilities, or just learn how to "pick a lock" with a well aimed bullet.

        - EXPERT in Perception, fast Perception gain




[SKILL (Gets skill feats at an accelerated rate, and can train skills quicker than other classes)]


Investigator [INT]

        - Choose your Methodology of Investigator (Alchemy, Knowledges, Medicine, etc)

        - Gets DIVISE A STRATAGEM, letting you preroll some checks for an action (such as an attack roll). 

            - This locks you in to that value should you perform that action this turn. (some critical failure triggers suck)

        - Can get access to Alchemy

        - Faster Skill feat acquisition

        - Faster skill training

        - EXPERT in Perception, fast Perception gain


Rogue [DEX, or Methodology lets you pick almost anything]

        - Choose your Methodology of Rogue (Can you cast some magic and inflict sneak attack? are you a thug or a mastermind? etc.)

        - Gets Sneak Attack (Which now multiplies on a Crit)

            - Flat footed can be applied via flanking, or by taking feats to apply it with other status effects such as Frightened)

        - Faster Skill feat acquisition

        - Faster skill training

        - EXPERT in Perception, fast Perception gain




[ITEM (Uses items or the Craft skill to some extreme degree)]


Inventor (Playtest) [INT]

        - Choose your INNOVATION. One of your many inventions is the most noteworthy. 

           - Is it Medium Armor that gives you damage reduction? 

           - A construct friend that fights for you? 

           - Or a unique weapon of any kind...?

        - Learn how to make your innovation EXPLODE 

          (Instead of Focus Points, your inventions are UNSTABLE. 

            Roll a DC17 flat check, pass and your device doesn't go haywire       afterwards and need 10 minutes of fixing)

        - Learn OVERDRIVE (Make a Crafting Check, get a bonus to your attacks for a bit or fuck up and explode yourself)

        - Use class feats to learn interesting abilities

        - Access to Prototype Construct Companions (a construct minion that is repairable when it dies instead of actual death!)


Alchemist [INT]

        - Choose your Research Field of Alchemist 

            (Gives you extra temporary charges of that item  type per day. Makes Bombs, Poisons, etc, better)

        - Keeps Formula Book that contains formulas (item blueprint book.)

        - Produces temporary Alchemical Items [all items now scale, alchemy is useful, nonmagic healing exists!] from Formula Book

        - Access to Familiars