
Squiggit |

Dares
Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her respective pool, and become inactive until the character regains points of their respective pool. They grant the character a benefit and a new ability to regain or increase the ability to regain either grit or panache.
Dares activate when your grit/luck/panache pool reaches 0 and remains inactive until they are greater than zero...
Masterminds
Mastermind’s Inspiration (Ex): A mastermind can use inspiration on any Diplomacy, Intimidate, Knowledge, or skill checks without spending a use of inspiration. This ability alters inspiration.
An obvious typo that lets masterminds add 1d6 to every skill check for free
Quick Study
Quick Study (Ex): An investigator can use his studied
combat ability as swift action instead of a standard action.
No evil consequences here, but Quick Study is a move, not standard action by default.
Got any others to share?

whew |
1 person marked this as FAQ candidate. |
"Lucky Presence" warpriest blessing needs a duration.
Favored racial class options: gnome arcanists get 1/6 points of reservoir while elves get 1/1? Perhaps gnomes are supposed to get 1/6 exploit (like halflings) instead?
Do you need combat reflexes to use the extra opportunity attack granted by a fortuitous weapon?

K177Y C47 |

Ecclesitheurge...
Ecclesitheurge’s Vow: At 1st level, an ecclesitheurge makes
a vow to his deity to be protected solely by his faith, not by
armor or shields. An ecclesitheurge who wears prohibited
armor or uses a prohibited shield is unable to use his blessing
of the faithful ability, use cleric domain powers, or cast
cleric spells.
That ability does not exist... apperantly CHeapy was the one who made the archetype initially and when Paizo gained ownership of it, they removed the ability due to space concerns but left that little part out...

Fearspect |
@Whew: Elves get +0/+1, their max reservoir grows
On the Arcanist Occultist Archetype:
Conjurer’s Focus (Sp): An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This ability replaces the arcanist exploit gained at 1st level.
I think intent is that at level 3, they can still pay one to cast summon monster I (Like the summoner), but I read it that they lose Summon Monster I and gain Summon Monster II for 2 reservoir points.

Squiggit |

Two more: Pummeling style lets you use it with a Full attack or Flurry of Blows but not with a Brawler's flurry. Not sure if that's a typo though or just slapping the brawler.
And The Investigator Talent Unconventional Inspiration allows you to pick a skill and gain the ability to add inspiration to it. Which.. you can already do for every skill check by default.