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Class Changes
SECOND EDITION
\pagebreakNum ## House Rules See the main House Rules document [here](https://www.gmbinder.com/share/-MW2-JOMG-HEoeXKDr4S). Homebrew, both written by me and approved by me, can be found [here](https://www.gmbinder.com/share/-Mi6qDnzbwbPupp_O9mU). \columnbreak
## TABLE OF CONTENTS - #### [
3
Class Changes
](#p3)
\pagebreakNum # 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 {1A}
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 {1A}
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 {1A}
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. \columnbreak ## 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 {0A} 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. \pagebreakNum #### Prey Hunter {0A}
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 {1A}
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. \columnbreak ## 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