Hi all,
I've done some digging, but despite seeing community interest and an official Paizo response agreeing that it's a good idea, I haven't seen Class Road Maps for classes outside the Core rules. Please, LMK if I'm wrong as it will save a bit of work!
If you're unfamiliar, class road maps are a shortcut for making an NPC that is an approximation of a PC class.
So I figured the good people here could help me with the task. Below is my attempt at starting road maps for all the neglected classes. Based on the existing maps in the GMG, I'm pretty confident about my stats for perception, HP, primary ability and skill; I'm less confident on AC, secondary abilities and skills. And in most cases I feel the saves, attacks, damage and feats need work as I couldn't find much rhyme or reason in the design behind the existing road maps.
Gunslinger
Low to moderate HP; high skill based on Way; high Dex; high AC; low Will; high Reflex; moderate attack and extreme damage with guns; Slinger’s Reload; Initial Deed
Gunslinger way, feats associated with combat style (Sword and Pistol or Dual-Weapon Reload); Feats 2nd: Quick Draw; 4th: Paired Shots, Running Reload; 6th: Way Feat
Inventor
Low Perception; low to moderate HP; high Crafting; high Int; high AC (Extreme if Armor Innovation); Overdrive, Explode, Shield Block; add a construct to the encounter for construct innovation;
Inventor innovation, modifications to gear to reflect modifications; Feats 1st: Tamper, Haphazard Repair; 4th: Megaton Strike; 6th: Clockwork Celerity; 8th: Overdrive Ally
Investigator
Low to moderate HP; high Society, moderate skill based on Methodology, plus more skills than usual; high Int; low to moderate AC; high Will; moderate attack and low to moderate damage before strategic strike plus high or extreme damage with strategic strike; Strategic Strike, Devise a Stratagem, abilities from Methodology
Investigator methodology, Strategic Strike, Devise a Stratagem; Feats 1st: Known Weaknesses; 2nd: Athletic Strategist; 4th: Scalpel’s Point; Strategic Assessment; 8th: Blind Fight
Magus
Low Perception; low to moderate HP; high Arcana; high Str or Dex; high AC; low accuracy; high to extreme spell DC; prepared arcane spellcasting as a magus of their level; conflux spells; Spellstrike, Arcane Cascade
Magus hybrid studies abilities and conflux spell; Feats 1st: Raise a Tome; 2nd: Expansive Spellstrike; Spell Parry; 4th: Hybrid Study feat; Steady Spellcasting; 6th: Attack of Opportunity
Oracle
Low Perception; low to moderate HP; high Religion; moderate mystery skill; high Cha; high Will, low Reflex; low accuracy; high to extreme spell DC; spontaneous divine spellcasting as an oracle of their level; revelation spells
Oracle mystery benefit; Feats 1st: Reach Spell; 2nd: Divine Aegis; 4th: Bespell Weapon; 6th: Steady Spellcasting
Psychic
Low Perception; low HP; high Occult; high Int or Cha; low AC; low Fortitude, high Will; low accuracy; high to extreme spell DC; spontaneous occult spellcasting as a psychic of their level; psi cantrips and amps, Unleash Psyche, Conscious mind and Unconscious mind
Psyche action; Feats 1st: Counter Thought; 2nd: Psi Burst, Warp Space; 4th Psi Strikes, Violent Unleash; 6th: Inertial Barrier, Steady Spellcasting
Summoner
Low Perception; moderate to high Eidolon skills; high Cha; low AC; low Reflex; high Will; spontaneous spellcasting (determined by the type of eidolon) as a summoner of their level; link spells; add an eidolon to the encounter of the appropriate type; Manifest Eidolon, Share Senses, Act Together
Summoner Feats 1st: Energy Heart; 2nd: Reinforce Eidolon; 4th: Defend Summoner, Tandem Movement; 6th: Eidolon's Opportunity, Tandem Strike
Swashbuckler
High Dex; high Acrobatics and skill based on Style; high AC; high Reflex; low Will; moderate attack and low to moderate damage without panache plus high or extreme damage with panache; Confident Finisher,
Swashbuckler Feats 1st: Focused Fascination, Nimble Dodge; 2nd; Antagonize, Charmed Life; 4th: Impaling Finisher, Twin Parry; 6th:
Thaumaturge
Low to moderate HP; moderate Arcana, Nature, Occult, and Religion; high Cha; high AC; high Fortitude; low Reflex; Exploit Vulnerability, Implement, Implement’s Empowerment
Thaumaturge initiate benefit; Feats 1st: Divine Disharmony; 2nd: Esoteric Warden, Turn Away Misfortune; 4th: Instructive Strike
Witch
Low Perception; low HP; high skill based on Patron; high Int; low AC; low Fortitude; low accuracy; high to extreme spell DC; prepared spellcasting (determined by their patron) as a witch of their level; hexes; add a familiar to the encounter
Witch Feats 1st: Counterspell; 2nd: Basic Lesson;
Comments/suggestions are encouraged and I'll update these to incorporate input. Thanks!