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Tyrannical wrote:

Not to worry, I wasn't intending on giving the Bloodgunner melee based bloodrage powers, The 1st level bloodrage abilities would be lost, but all others retained and progress as normal. Here is some basic ideas of what I had in mind using Gunslinger/Bloodrager:

Bloodgunner Notes:

Bloodline: At 1st level, a Bloodgunner gains a Bloodrager Bloodline of her choice.

Reduced Deeds: The Bloodgunner removes the following deeds from his list of available deeds; Gunslinger’s Dodge, Gunslinger Initiative, Dead Shot, Bleeding Wound, Slinger’s Luck and Death’s Shot.

Spellcasting: At 4th level, the Bloodgunner gains a normal Bloodrager's Spellcasting. He substitutes his Wisdom in place of Charisma.

Bloodline Powers: At 4th level, the Bloodgunner gains her bloodline's 4th level Bloodline power. At 8th level, and every 4 levels thereafter, she gains the Bloodline power of that level. A Bloodgunner does not gain the 1st level Bloodrage Power of her bloodline.

If any of her bloodline abilities require her to Bloodrage, she can instead substitute her grit points to keep them active. She spends 1 Grit per turn to maintain a Bloodrage triggered power. This ability replaces the lost deeds and Nimble.

Bonus Feats: When a Bloodgunner gains a bonus feat, he may choose one of her Bloodline's Bonus Feats in it's place

Bloodline Spell: At 7th, 10th, 13th, and 16th levels, a bloodgunner learns an additional spell derived from his bloodline. These spells are in addition to the number of spells given on Table: Bloodgunner. These spells cannot be exchanged for different spells at higher levels. This ability replaces Gun Training.

Okay I like where this is going, I jst have a small question. What does the bloodline do at 1st level? And Grit =/= rage rounds, due to grit being such a small pool. I'd make it so that speding 1 point of grit gives a number of rounds of rage equal to 3+con (or wis) modifier. Since you will have such fw points of grit I don't see spending them all on rage being that useful. Also allow them to regain 1 point of grit after casting any spell. so they can fuel their rage rounds via using the spells they are supposed to. That sounds interesting. Overall its coming together nicely.

And I think we can call the Cursebound all ready to ship out. Lets just leave the current capstone as is and not worry about giving them bonus spell slots. is there anything else the archetype needs?

I'll give the poisoner ranger a look here soon.


Tyrannical wrote:


@AVoltoro

As for the Bloodgunner, from what it seems is you're looking to make a series of combat oriented bloodlines, which itself may take a while. I'd suggest what I mentioned before, and instead of using Gunslinger/Sorcerer we use Gunslinger/Bloodrager, and use the Bloodrager's bloodlines to fit the combat niche of the class, while forming "Bloodgrit" from both Bloodrage and Grit.

See I looked into that in my free time. For the bloodgunner, we're looking at Something that just uses grit points to spend on rounds of bloodrage?

Most bloodrager bloodlines are melee oriented in nature, we gleem this from the Abyssal and Draconic bloodlines, which give access to claws as melee weapons. Gunslingers avoid melee at almost all costs, so what good would these first level powers do? I'm kinda on the fence about this concept, as I don't see it working unless one made up entirely new bloodlines.

My suggesting would be to keep full soceror bloodlines for the class. have the 4th level spellcasting be based of the bloodrager's spell list, and add a new ability in, though it might turn them slightly into a magus copy.

For 1 point of grit, have the bloodgunner be able to channel any spell or bloodline ability with the range of "touch" or "ranged Touch" through his gun's next attack. Essentially make this a ranged version of a magus's spellstrike. this allows the gunner to feel like they are enchanting their bullets with arcane energies. Unlike bloodrager bloodlines, sorc bloodlines are full of ranged touch effects.


Tyrannical wrote:

Here's a quick revision of the Cursebound I devised working in some of the proposed tweaks.

** spoiler omitted **...

This is great actually. it looks like this archetype is really nearing completion. Just a few things to note:

1. Its funny, but the spiritualist already has every single class skill that the witch possesses. keeping the line about adding three class skills thus becomes redundant because, well, you can't.

2. I see what you meant about the phantom's legitimate spellcasting. I think I put a typo somewhere, but I meant for the phantom to only be able to cast patron spells, not every spell the cursebound knows as well. Although, when you add this in, it really does drive home the witchy feel of the phantom. I'm prone to keeping it. it really adds to the diversity of what the phantom can do. This way, the phantom has hexs, patron spells, and a weaker list to chose from and cements the idea of the caster phantom.

3. Arcane understanding. I like this version. I think we should keep it. A floating witch spell known once to 4 times a day really does improve upon versatility, but since the witch spell list isn't as broken as the wizard it's not too op.

4. Perhaps we could change the 20th level capstone? Instead of what spiritualists normally gets, make it something like Greater Arcane Understanding, which allows them to freely cast ANY witch spell (including 9th) once per day, without using a slot.

5. The curse bound is by far heavily reliant on their spell slots, more so than the base class or really a lot of other 6th level casters. Would it be possible to give them an extra spell per day of each level or is that too much? if we did push them that route I'd remove their bonus weapon proficiencies beyond normal.


Tyrannical wrote:


The Cursebound

This class seems fairly well balanced to start off with, though it does need a little tweaking to fit.

I would suggest that the Arcane Understanding ability instead allows the Cursebound to sacrifice 2 of her spells per day from any level (1-6) to instead cast a Witch spell of equal spell level.

I'd also say that allowing an incorporeal phantom limitless spellcasting may be a bit overpowered, even if it spends the Cursebound's spells per day. I'd suggest that spells cast by the Cursebound's Phantom are weaker somehow, since they cannot properly manifest themselves physically. Maybe if they were to work at -2 caster level in addition to spending Cursebound spells per day it may be more balanced.

These are really good suggestions. You might be right about the phantom's spellcasting might be a bit too much, so I definitely would let them be cast at -2 caster level. In the same vein, I would go further and base the phantom's hex dcs off 1/2 the phantom's own hd rather than 1/2 the spiritualists level, to be more on par with other phantom dcs. Its a nerf, sure, but its not that punishing.

As for arcane understanding, what you are suggesting is basically spontaneous access to most of the entire witch spell list at a cost for two spellslots? isn't that a bit much?


I forgot to add for the Cursebound-

Spellcasting- A cursebound casts spontaneous psychic spells drawn primarily from the spiritualist spell list. To cast any spell, a cursbound requires an intelligence score of at least 10 plus the spell's level, and the dc for any saving throw against such spells are 10 + the spell's level + the cursebound's intelligence modifier.

This alters spellcasting.

I forgot to change their casting stat. Spiritualist primarily use wisdom as their stat, which is befitting for a arcane theme class. Plus it bring a more witchy feel to the class anyways.


Alright here my try at it.

Side note: Wow II never realized just how many dang class features the spiritualist has until now. even though it seems like they have so little they can do the just have tons of text explaining their many many terrible options.

My idea was to spin the spiritualist/summoner concept on its head. instead of the phantom being the melee combatant and the spiritualist hiding in the back, I want the phantom to be in the back throwing hexes and spells while the spiritualist stands in front.

The Cursebound:

In life, the master of the arcane arts wield great and terrible power. They hone their minds and the spirits to master the magic of the universe, but what about in death? Not all go willingly to the next plane of existence, some fight, claw and struggle against the dark and their spirits go astray from the path of the afterlife, becoming wandering phantoms on the mortal world. Be they in their final moments of life, or somehow after death, they latch their own souls to the willing or unsuspecting and in doing so curse their host to live a life bound to the soul of another.

Primary Class: Spiritualist
Secondary Class: Witch

Alignment: Any

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The Cursebound class skills are Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Ranks: 4+Int

HD- D8
BAB- 3/4ths
Saves- Good Fort and Will, poor Reflex

Levels and Class Features-
1. Esoteric Tether, Knacks, Esoteric Phantom, Shared Consciousness
2. Bonded senses
3. Arcane Bonded Manifestation
4. Esoteric Interfearence
5. Detect Undead
6. Phantom Recall 1/day
7. Arcane Understanding
8. Bonded Manifestation Increase
9. See Invisibility
10. Fused consciousness, phantom recall 2/day
11. Arcane Understanding
12. Greater Esoteric Interference
13. Bonded Manifestation increase
14. Phantom Recall 3/day Spiritual bond
15. Arcane understanding
16. Call Spirit
17. Dual Bond
18. Bonded Manifestation increase, phantom recall 4/day
19. Arcane Understanding
20. Empowered consciousness

Esoteric Phantom (Su)- Cursebound are intrinsically linked to the spirit of a powerful arcane caster. This ability works in all ways like the phantom ability of a normal spiritualist save for the following differences. Esoteric phantoms are not born out of a strong emotion or feeling, but rather cursed magic. Rather than gain an emotional focus, Esoteric phantoms gain a small portion of the magical ability they once had in life. This manifest itself in the form of the ability to hex targets of their choosing. At 1st, 3rd, 7th, 11th, 15th and 19th levels the phantom learns any one witch hex of the phantom’s choice. While manifested incorporeally, the phantom may hex any target within range, even corporeal foes. Starting at 11th level, it may also select from the list of major hexes available to witches. The DC for any hex cast by a phantom is 10 + ½ the cursebound’s level + the phantom’s charisma modifier.

Though at one point they may have been powerful spell casters, esoteric phantoms have been reduced, literally, to a shade of their former spells. Their spell knowledge is limited, and as such they act as a patron to the host they are bound to. At 1st level the cursebound selects one patron from the list of witch patrons. She gains the esoteric spells and bonus spells known, though only those from 1st-6th level. Any others are unable to be cast by the spiritualist nor count as being on her class spell list.

In addition, the esoteric phantom gains a number of ranks in Spellcraft and Knowledge (Arcana) equal to its hit dice. While bound to the cursebound’s subconscious, it grants it host skill focus in each of those skills.

This alters Phantom

Esoteric Tether (Su)- Esoteric phantoms are weaker than normal spiritualist phantoms due to their method of creation. While they lack the strength of will to become manifested in ectoplasmic form, they are suited to different strengths. While incorporeally manifested, an esoteric phantom may spontaneously cast any spell from its list of esoteric spells known itself, using its charisma modifier to determine the DC of the spell. Casting a spell this way requires and sacrifices a spell slot capable of casting it from the cursebound host.

An esoteric phantom, however, can never be manifested in ectoplasmic form.

This alters Etheric Tether.

Arcane Bonded Manifestation- When using bonded manifestation, a cursebound cannot use an ectoplasmic bond. However, the strength of two casters is united together. In addition to the normal effects of an incorporeal bonded manifestation, while active the cursebound receives a +1 bonus to the caster level and DC of any spell she casts. This bonuses increases by 1 at 8th, 13th, and 18th levels, to a maximum of +4.

This alters Bonded Manifestation.

Esoteric Interference (Su)- At 4th level, as long as the cursebound is within 30ft of her incorporeally manifested phantom, she gains a +2 bonus on saves verses spells and spell-like abilities.

This ability replaces Spiritual Interference.

Arcane Understanding- Starting at 7th level and every 4 levels thereafter, the cursebound begins to understand more about the arcane arts her phantom use to practice and how to create her own. She can add any two witch spells to her list of spells known and cast them as psychic spells. These spells must be of a level that the spiritualist can cast.

This replaces Calm Spirit.

Greater Esoteric Interference (Su)- At 12th level, whenever allies are within 30ft of the cursebound’s phantom, they gain a +2 bonus on their saves versus spells and spell-like abilities. For the cursebound herself, this bonus increases to +4.

This ability replaces Greater Spiritual Interference.


Alright I rewrote the inventory and ware sections to be more specific. Your inventory can literally hold any object in the game that you can carry, in addition to the merchanct specific wares and exotic tools.

Would just bumping the BAB to 3/4tsh and HD to d8 solve most of those issues as not be suited for combot outside of utility focuses. Damage should not be the classes strongsuite save for an armorer build. Risky trader is there for the likes of effects that require attack rolls or improving the dc of any movie you make in a pinch. You need that rope to tie somebody up when you throw it? Risky trader for the touch attack. Want that tanglefootbag to be more effective? Risky trader. its supposed to be a focrce multiplier on effects.

As for skills, I could add something in the way to add more skill focus to them. Aside from the changeable +2-6 bonus to any number of skills they chose, in addition to allowing them to make checks untrained, I'm adding the ability for risky trader to be used on skill checks.


Cyrad wrote:

I don't understand how the main class feature of wares and inventory works. It sounds like it's some kind of substitute for spellcasting, but it's not explained at all. All of it feels nebulous and not well thought out.

The class strikes me as rather underpowered as it's a 1/2 BAB class with no good saves and no spellcasting.

I'm also not fond of some of the abilities. Some of them feel out of place, like Risky Trader. I'm not crazy about Bribery, which should be labeled as a mind-affecting effect.

think of inventory like a number of items you have access to at anytime. as you grown in level and in charisma, you can access more items at will as a free action.your inventory is just this collection of items you deemed fit to be your "main" items for the day.

Wares are more specialized-merchant exclusive items that you add to your inventory and gain uses of. it is a sort of mundane recreation of vancian mechanics, but its a start. I'll probably reword how inventory works.

As for the 1/2BAB and all all poor saves, those are supposed to be fixed with your wares and your risky trader ability. Each ware category gives a bonus to a specific save, so for example if you decided to be a armorer and apothecary, you get the equivalent of a good fortitude save. Risky trader is also meant to focus the class less on physical prowess like other mundanes and more on their mental stat, charisma. while they'll never be as good as a rogue at attacking normally, when the need to, they can use their charisma as a bonus and give themselves a decent chance to hit.


Gah stupid google docs. I fixed the link so anyone can view and post a comment on the file.

And yeah there aren't nearly enough mundane classes in pathfinder. Magic is cool and all, but sometimes you just want to play the guy who doesn't shoot fire everywhere.

I really did like DQ's version of the merchant, and for the life of me tried my hardest to include some sort of mechanic that converts raw money into class abilities, but I couldn't figure it out without horribly breaking WBL


I've been tossing around a spiritualist/witch hybrid for a while. has it been worked on yet?


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So my last class was an utter disaster. Thus is went back to the drawing board to try and make something that not only hasn't been touched upon thematically by paizo's classes, nor that has been touched upon mechanically. The idea? a class that specializes in using items of all sorts, be they mundane, or magical.

Thus I introduce The Merchant, a mundane (mostly) utility class. The merchant is a lover of things, and depending on what they stock their inventory with at the start of each day determines their strengths and weaknesses.

  • Every merchant gains an inventory- a collection of items they can draw at a moments notice, and they gain certain benefits with those based on their specialties.
  • Merchants are no warriors or wizards, or at least not at first. As they all start out as one of the weakest mundane classes with their lack fo combat skill, but as they grow they gain utmost utility.
  • Have fun with exotic tools! Any skill can be yours with the right item.
  • Focus your merchants trade with what wares he carries. Blacksmiths and weapontraders are different than spice merchants, and each gains unique skills and abilities.

Please check it out! if you like or think its horrible let me know!
The Merchant


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One thing pathfinder lacks is a playable aristocrat class. Something akin to game of thrones Lannisters or princess Leia from star wars. its an iconic concept, even the star wars rpg had a noble class back in 3.0. Yet the closest thing paizo has is a vigilante who focuses more on his social identity or has a public persona. So I thought, why not cure my ever loving boredom and make one?

Introducing the Noble!

Bark around your friends! Pretend to be the upper crust! Brag about your family heritage!

As a noble, the class focuses around three things-

  • Hire your own bodyguard to protect you or enlist your allies
  • Use your commanding presence to inspire allies or insult and instill fear in foes
  • Put your education to good use with a variety of careers to pull talents from

Noble endowments are their talents which can grant nobles anything from a mock version of 6th level casting to significant war training, to even proficiency in playing the grand game of politics with underhanded maneuvers.

Check it out. Or don't and continue to be a plebian..


Interesting. You decided to try and graft burn on the magus class. I'm going to play devils advocate here, and you might not like it.

So most magus rely on spell strike and spell combat to deliver shocking grasps to the foe as their bread and butter playstyle, but removing these we're left with something entirely different. alright so what is it? This magus will do melee sometimes, as the elemental overflow does grant decent to hit and damage comparable to a fighter, yet burn makes them squishy in melee, without any other way to mitigate that, so why would a effectively low HP class stay in the fight?

I see myself in this playstyle selecting a ranged weapon and focusing on archery to compliment the ranged blasts the magus DOES have access to. The burn ascetic is really good for that, you can squeeze extra d6's out of fireball or scorching ray or lightning bolt- ranged blasts are good for this burn. secondly, without amy means to mitigate damage,s staying safe at ranged with a bow is the best bet. DEX, CON, CHA isn't too hard to come by.

Secondly what stat are we supposed to max? CON or CHA? With burn and a con of 13, we're looking at 5 points total of burn, max, which doesn't really scale, so per day you only have like 5 uses of your burn abilities. Thats'... not that good to give up spell combat and spell strike for. More often you just burn 1-3 spells ready then ride around shooting arrows the rest of the day as you're too slow on HP overwise.

Lastly, add a line about any Magus class effect related to INT now uses CHA instead to their spells so the archetype plays nice with arcana or other possible archetypes.


Bob_Loblaw wrote:
What if a fighter just picked an archetype and did not also give up any of his class abilities? Would that be a decent enough change?

That idea sounds more like a fighter version of sorcerer bloodlines. Inherently, its not a bad idea. it adds flavor to a horribly bland class, and allows at least some distinct class features for the fighter.

One thing of note is that every fighter seems to love multiclassing. Half the martial prestige classes seem to be based on the idea that at some point they will be entered by a fighter. So why not just mix the fighter in with this idea at baseline? Give them different fighting styles to chose from and mix and match which progress as they level.

While it doesn't address some of the their core issues with fighter ( Will defense, lack of movement, skill points), it does give them somewhat flavor and sets each different fighter apart aside from feat selection.

Imagine something like this: At first level and every other level afterwards, a fighter selects a martial path. Every time he may gain a new power from a martial path he may increase an existing path or chose anther one.

Paths could include anything an archetype covers like crossbowman, trench fighter, or mutation warrior, or weird hybrids like a mounted specialist, or a dragon knight. Not all paths HAVE to be purely EX abilities, some can be SU since this is a fantasy setting (I see dragon knight gaining things like immunity to paralysis/stun or a breath weapon).


So as many people have known, the medium that went live with occult adventures was but a far cry from the original 51 spirits version which felt like you actually used multiple different spirits. In fact, ocult adventures had a lot of issues with that class, seeming making into a class that allowed itself to mimic other base classes, but become worse versions of them. The versatility was there, not pathfinder is a game that rewards specialization over anything, and it ended up forcing most mediums to stick with the same spirit for 90% of their adventuring.

In addition, I felt as if the spiritualist seemed... lacking, as it just ended up playing like a heavily nerffed version of a summoner who could heal, and even then it didn't distinguish itself.

SO.. why not combine them?

Introducing The Medium

Class features include-

  • Ability to bind up to 4 spirits at once, but 3 of which are locked in stone, so you must specialize.
  • Manifest one of the spirits you have called as a ectoplasmic entitity to fight besides you.
  • Role heavily depends on what spirits you wish to bind. Like the printed version, a medium can fufill pretty much any role.
  • At higher levels they gain access to rituals which they can use to cast certian high level spells by taking the time and the cost.

Any critiques would be more than welcome. even if you just hate the class or think it too overly complex.


Well that does suck. So you can combine as many primary attacks as you want. but you can't combine secndary together even if you only use secondary?


Lets say the creature has no primary natural attacks, but multiple attack forms designated as secondary? How?

2 tentacle attacks and 1 tail slap.

Now if the creature had only one type of attack form, these would just be treated as primary (IE only tentacles or only a tail). But with all three, the rules don't clearly state what happens.

SO then, do I during a full attack make all three attacks at -5, and no attacks at my full BAB? or since all of them are secondary do I trat all of them at my full BAB?

For an even better example, what happens to a witch trying a full attack with the nails hex and the prehensile hair hex, as they explicitly state they are treated as secondary natural weapons?


So... the AC bonus does not kick in until 4th level, yet they receive no armor proficiencies?


first off, thank you all for taking the time to review this.

Spoiler:
Ciaran Barnes wrote:

SKILLS

I like the addition of Kn. Religion. I hope this ties into a con of some kind.

TRICKS
My first suggestion is that you try rewriting this class feature in as few words as possible. Try to cut our literally as much as you can. Condense any long but necessary passages. Now I understand that this is an intricate class feature that could need a lengthy explanation, so you don't need to keep the short version. Consider the short version an experiment to figure out what is really important to the class feature. As is, this feature is vague and too much (in my opinion) open to interpretation. I hope in the end you can come up with a version that combines the two versions and is better for it.

Please get rid of or modify the Craft (trap) requirement. A wizard gains a great deal from Spellcraft, but Craft (trap) is nowhere nearly as useful. I think you mean to say that the charlatan learns one additional trick per level, but what you wrote is not clear.

MISDIRECTION
Please clarify what the bonus can be added to. Weapon damage? Spell damage? Both? You say the damage bonus is per die, but that greats a strange circumstance where 2d4 and 2d6 weapons get to add twice the bonus. The formula for the bonus it not clear. Change it to something like:

"Against a flat-footed creature, a charlatan gains a +1 bonus on attack rolls and weapon damage rolls, and to the save DC of her trick. This is precision damage and is not multiplied on a critical hit. At 5th level and every four levels thereafter, this bonus increases by +1 (to a maximum of +5 at 17th level)."

The swoon half of this should be a separate class feature. Is there a limit on the number of creatures he can affect at once? Is there a limit on range or how many times per day it can be used? I would make this tied into the charlatan's level instead of Bluff. It's easy to jack up a skill bonus.

TRAPFINDING
This ability works for the purpose of filling the "rogue" slot in an adventuring party, but I'm not sure it fits with the theme you have...

Okay so you made some very good points. On your suggestions I've cleaned up the wording of the abilities mentioned, especially tricks. I know I wrote the tricks fairly vague, so I added examples for how fireball and charm person might work. This is a class that should reward roleplaying, plus there are too many spells to give each a description. In addition, I took the advice of the first poster, and expanded their spells to include conjuration spells without the summoning or healing descriptor. Should that be kept?

For misdirection, I took your advice and split the ability in two. Swindle now comes online at 2nd level, and is the swift action part. You were right about the ability favoring weapons which hade lower dice but more dice in total. The intention of the ability was the empower the evocation spells they will have access to like magic missile or scorching ray to compete with a 9th level caster's output, and the class is intended to compete with a wizard for that slot. Misdirection specifically calls out weapons adding just the base damage, and tricks adding damage per die.

Craft(trap) I kept. Thematically, it fits the character to use that rather than spellcraft or craft(alchemy) checks. This ties into the shuffle tricks part in that even at a +30 to your skill check, you at most get 10 extra casts per day. Charlatans by design have vastly lower amounts of spells per day, 10 at 20 compared to a wizards 30 something. Even with sizable amounts of craft(trap) boosting, they will never be outcasting most casting classes, and run slightly short. The idea of the increasing dc is to simulate increased effort, rather than a casters arbitrary limit of manigicalness. This is why trapfinding is there, though I can be argued to give up that.


See That logic I can get behind, but with conjuration spells we run into the problem of the healing and summoning subschools. I could make a blanket band of any of those types from becoming tricks, but it might get weird with the effects. One thing I'd rather avoid is the idea of a fixed spell list with this class, as it sort of ruins the idea of Faking" any spell you can see. I'll see about getting stinking cloud in there, as that would certifiably seem appropriate, as well as obscuring mist and solid fog.


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“Smoke, flashes, and roars of excitement from the crowds of onlookers. My daily stumbles through the city brought me to a man, a magician of sorts, wooing the crowd with his fanciful magics, conjuring dancing illusions and light shows to charm the audience. His words were like honey, and he promised the world in a bottle; a cure better than any priest. If only one would buy his miracle elixir, why, maybe even death wouldn’t dare creep up on them. With a flick of his wrist, stars flew; yet it was only then that I noticed the wires and powders leaking from his coat, and the entire illusion fell apart. ‘Imposter!’ I shouted! He panicked, and hurriedly grabbed all the flasks he was peddling. With one hand raised he threw a dash of powder and smoke filled the air. And in the next moment, he was gone.”

Pretender, stage magician, swindler, all these and more define the charlatan. Be it by some stroke of ill up, or never having the talent for it, not everyone can study the real arcane or divine arts. Some are forced to cobble together a living through deception and cheating. And it is always easier to cheat when the lie of magic hides your actions. As a master of mischief and misdirection, charlatans pretend to be real spell casters via the use of their tricks, little more than elaborate sleight of hand mixed with explosive powders, colorful cloth, false items and a whole lot of guile. Most also make their way selling snake oil, placebo medication they market as a cure for everything, when it is in fact nothing but sweet oil and water. All charlatans ply their specific craft to cheat their way through life.

You can view the full class here-

The Charlatan is what happens when a rogue pretends to be a wizard

  • Tricks- Think a stage magician playing at casting spells. they can cats a limited number up to 4th level
  • Snake Oil- Fool your friends with sugar water you claim is miraculous!
  • Misdirection- Make your enemies think twice by drawing their attention with sneaky displays of charm and guile, and gain precision damage and bonus to your DCs becuase of it.
  • Shuffle Tricks- After you use a prepared trick, attempt to rearm and be able to use it again with a craft(trap) check in a pinch
  • Evasion and Smokescreen- Learn to dodge and even run away from harm with a flash

I'm looking to playtest this class here soon, so any feedback on the mechanics would be wonderful. Thanks.


The archetype on paper looks all around better flavor and power wise for an investigator, at least to me. Sure, you lose access to brew potion, Mutagen for combat, and the wide variety of buff and polymorph spells of an alchemist, but what you gain in my eyes is ultimately worth it.

You gain so much versatility from the psychic spell list. Rather than just being able to buff, deal melee damage, or skillmonkey, you can now do all of that AND gain crowd control spells, damaging spells, better divination tools, etc. Plus you qualify for occult skill unlocks.

Psychic detective is basically what the class should have been at launch, and I really want to play it in PFS or a new campaign soon.


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So I was reading over the conjuration school for the occultist, when I noticed that the resonant power for conjuration implements doesn't actually do anything at all! Am I reading this correctly?

Resonant power: Casting Focus:
Casting Focus (Su): The implement empowers the bearer’s
ties to the worlds beyond, allowing his spells to maintain
their power for a longer period of time. The bearer can add
the implement as an additional focus component to any
conjuration spell he casts that has a duration measured in
rounds per level. If he does so, he adds 1 to his caster level
for every 2 points of mental focus stored in the implement
(to a maximum bonus equal to your occultist level). This
increase applies only when determining the duration of
the spell. Apply this increase after other effects that adjust
a spell’s duration, such as Extend Spell.

This seems relatively straight forward. Fr the amount of mental focu you put i, you increase the duration of your conjurations. Except that the occultist spell list doesn't have any spells with durations of rounds per level aside fro ONE spell, glitterdust. No Summon monster/natures ally spells or anything. Every single spell is either instantaneous, minutes per level, or rounds per level. This doesn't even affect their conjuration focus powers, since Casting focus ONLY works on spells, not SLAs or SU. it seems like the best use of this power is to simply gain it then give it to your summoning wizard ally.

Is this correct?