Pyrurge's Pathfinder 2e Class Changes

by drakantr

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Class Changes
SECOND EDITION

House Rules

See the main House Rules document here. Homebrew, both written by me and approved by me, can be found here.

TABLE OF CONTENTS

Class Changes

This page contains the changes to the classes that might need it.

Team+ / Revised Options

Use Team+ class books errata, as well as "Revised Options: Remastered" Infinite Sourcebook by Dorji Sanjiev for Barbarians, Investigators, Oracles, Psychics, Rogues, and Wizards.

Alchemist

Quick Mix

You gain the Quick Mix action.

Quick Mix

Alchemist
You keep your alchemical reagents in easy-to-reach pouches from which you draw without thinking. You Interact to draw an alchemical item, draw a versatile vial, or use Quick Alchemy to Create Consumable, then Activate the alchemical item if it takes one action. If you have the ability to create more than one alchemical item at a time with Quick Alchemy (such as from the double brew class feature), you can Activate only one of the items you create with this action.

Fighter

Class Feat Changes

Dueling Parry
FEAT 2

You’re wielding a weapon
You can parry attacks against you with your weapon. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if you have a free hand or are wielding a weapon with the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.

Dueling Stride
FEAT 8

Dueling Parry
You flutter through enemies. You use Dieling Parry and Stride up to half your Speed. That movement does not trigger reactions. You can use Dueling Stride while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Inventor

Unconventional Sciences

Use "Unconventional Sciences: Kinetic Inventor" Infinite Sourcebook by Dorji Sanjiev.

Kineticist

Gate Junctions

Add to metal's aura junction: "When you damage a creature with your metal impulse, it's covered in a thin layer of metal, giving it the metal trait until the end of your next turn".

Class Feat Changes

You can stop your impulses' lines at any point.

Metal Carapace
FEAT 1

Change the feat: Remove the last two sentences.

Magus

Spellstrike

Cast a Spell activity made as a part of Spellstrike does not provoke Attacks of Opportunity.

Arcane Cascade

Once per 10 minutes, you can use Arcane Cascade or Arcane Shroud feat (if you have it) as a free action.

Psychic

Unleash Psyche

The stupefied condition you gain after using Unleash Psyche doesn't disrupt your spells.

Class Feat Changes

The feats that target all creatures in an emanation target all enemies instead.

Deepest Wellspring
FEAT 12

Increase the number of Focus Points in your focus pool to 4.

Ranger

Prey Hunter

You gain a second 1st-level ranger feat.

Additionally, you gain the Prey Hunter free action.

Prey Hunter

Ranger
You roll initiative, or your prey is reduced to 0 HP
You designate a target to slay. You Hunt Prey.

Hunter's Edge

Outwit

Additionally, you gain the Monster Hunter feat, and if you successfully identify a creature using Recall Knowledge, that creature is flat-footed against your attacks until the start of your next turn; if you critically succeed, it's flat-footed against your attacks for 1 minute.

You can take the Master Monster Hunter feat at level 1 instead of 10, ignoring its prerequisites.

Class Feat Changes

Hunted Shot
FEAT 1

Requirements You are wielding a ranged weapon with reload 0 or a returning thrown weapon.

Rogue

Rackets

Mastermind

Additionally, you become trained in Scheming Lore, a special lore skill that can be used to Recall Knowledge regarding creatures, hazards, and plans of any type, but that can't be used to Recall Knowledge of other topics.

At 3rd level, you become an expert in Scheming Lore; at 7th level, you become a master in Scheming Lore; and at 15th level, you become legendary in Scheming Lore.

Use the house rules for Recalling Knowledge in combat.

The Battle Assessment class feat counts as Recall Knowledge for purposes of your racket.

Swashbuckler

You can choose Strength or Dexterity as your key ability score.

Class Feat Changes

Flying Blade
FEAT 1

The thrown weapon must be an agile, finesse, or ranged weapon

Extravagant Stride
FEAT 8

Extravagant Parry
You flutter through enemies. You use Extravagant Parry and Stride up to half your Speed. That movement does not trigger reactions. You can use Extravagant Stride while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Thaumaturge

The Manipulate trait is removed from Thaumaturge class features.

Class-wide Changes

Every class that gains at least 10 Hit Points per level gets the following class feature at the 1st level:

Focused Shots

For some warriors, keen eyes, a steady hand, and staying out of range is more important than training their hardiness. You can choose to decrease the maximum number of Hit Points you gain from your class at 1st level and every level thereafter by 2. If you do, you deal an extra +2 precision damage with ranged Strikes. At 13th level, you instead deal an extra +3 precision damage with ranged Strikes.

Archetypes

Exemplar Archetype Changes

Exemplar Dedication
FEAT 2

Unlike a true exemplar, your ikons are fleeting. When you Shift Immanence to empower your ikon, it only stays empowered until the end of your next turn.

Battle Harbinger Archetype Changes

Battle Creed
1st

You can choose Strength, Dexterity, or Wisdom as your key ability score. You use Wisdom for your class DC, spell attack rolls, and spell DCs. You gain the Aura Enhancement archetype feat and the Shield Block general feat at 1st level.

Doctrine Adjustment: Replace Moderate, Greater, Major, and True Creeds with the following:

Moderate Creed (7th): You gain the Weapon Specialization class feature and the Creed Magic archetype feat.

Greater Creed (9th): You gain Reactive Strike as a cleric feat (Player Core 138), and your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.

Major Creed (13th): You gain master proficiency with your deity’s favored weapon, martial weapons, simple weapons, and unarmed attacks. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead. Your proficiency rank for your class DC increases to master.

True Creed (15th): Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead. Your damage from weapon specialization increases to 6. At 17th level, your proficiency ranks for the spell attack modifier and spell DC statistics increase to master.

Battle Harbinger Dedication
FEAT 2

Additionally, you may cast a battle aura as a single action, but if you do, its duration changes to sustained.

Warpriest's Armor
FEAT 2

battle creed or warpriest doctrine