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exequiel759's page
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I'm pretty sure I'm not the only one that had this or other similar thoughts about ancestry feats, but since its usually either skill feats or general geats who receive most of the criticism and this topic was brought with a friend today I decided that making a post about it to see what people think could make an interesting discussion, so here I go.
I'll preface this by saying that I don't think ancestry feats are bad, in fact, I'd say that in some casws ancestry feats are the only ones that can really compete with class feats (which are budgeted to be the strongest type or feat), but I feel that in average most ancestry feats are...okay? For example, Natural Ambition and General Training are ancestry feats which some think should be available to all ancestries and not just humans, but if that were to be the case, what feats are humans going to take? I don't think its even a case of these two feats being soo god that make all the other feats look bad, but with the exception of Unconventional Weaponry which you aren't going to take if you are a caster or a martial that plans to use a martial weapon (effectively 90% of characters if not more?, Clever Improviser which is situational but really good when it comes up, and Multitalented which is a good send for FA games since most regular archetypes usually end at 10th level or so, all the other human feats are really lackluster.
A type of ancestry feat that's really common are the type of ancestry feats which give you innate spells, which have the problem of either not scaling at all either in terms of their effects and DCs making them obsolete really fast, if not from the get go, or that for flavor or mechanical reasons you'll not even consider taking them. For example, if you are playing the classic sword-and-board fighter its very likely you don't envision your character having magic out of nowhere, but much worse is that you likely already have an action routine with your character so it would be near impossible for you to use that spell anyways, which as I already said before, since they aren't that strong it would mean that to use it you'll likely be wasting actions that could have been spent doing something more effective like a Aid which is one action unlike most spells.
Another type of feat that's really common to see in most ancestries are the "You become trained in X skill" type of feats. Like, did someone ever took one of these? Skill proficiences aren't exactly scarce but even if you really wanted to squeeze that extra trained skill you could take the Skill Training feat and instead use that ancestry feat for something arguably more useful. I welcome the change that all the ancestry lore feats now scale with Additional Lore but, like in the previous example, you could already take Additional Lore and use that ancestry feat for something else. I feel most people like the quirky neat little effects that some ancestry feats give you that hammer down the flavor of their chosen ancestry, hence why I think taking a feat that gives you something that's so mundane like training in a skill or auto-scaling in a Lore not only are suboptimal choices by themselves but also boring because they don't feel unique.
This problem is arguably not unique to ancestry feats but feats in general in PF2e, but while both classes feats and general feats have ways around them ancestry feats don't. This is that, in some circumstances and with certain characters, that its possible for you to run into a situation in which none of the ancestry feats you have available really suits with your character or playstyle. As I said before, this is arguably a problem that its not unique to ancestry feats, but in the case of class feats if there really isn't a single feat from your class that you would want to take you can take an archetype dedication or an archetype feat if you have the dedication already, or in the case of general feats take a skill feat, which is likely going to happen since there's so few general feats and the fact that you get general feats exactly at the levels in which you become expert / master / legendary with a skill kind of make that a viable choice. Even with skill feats themselves, which I don't like their implementation in PF2e, just by the sheer amount of them its very likely there would be at least one you'll want to take, but ancestry feats on top of all the problems I said also have the problem of being limited in numbers. Each ancestry has like 12 or so feats, so its very likely that at some point you'll run into a level in which there isn't a single feat that you like, but unlike class feats or general feats, there's no ways around it and you'll have to take a feat you don't want.
With all the discussions that always bring up possible changes to an hypothetical PF3e, I would be really happy if in this hypothetical future edition we took a step back and we simply had general feats at odd levels and class feats at 1st level and at each even level afterwards. General feats, in this system, would encompass ancestry feats too which would IMO solve problems for both sides (since general feats also have a problem of being too few, even more than ancestry feats, not to mention much more restricted with prerequisites gor some reason). Skill feats could also be thrown into the mix based on how skills work in that system. I would personally prefer fewer but more impactful skill feats, but that's a whole different discussion.
I'm writting this at 6AM so sorry if this feels a little all over the place.

I don't know if this is the appropriate place to make this post or if it belongs in the homebrew tab. If necessary, I can redirect the discussion there. However, I'll start here for now because there are more people, and this isn't really about homebrew.
I'll begin by explaining my reasoning: I always felt that pure Strength-based characters suffer from not having a decent ranged option. One might say, "If they wanted a ranged option, they should have invested in Dexterity," which I agree with, except there are situations where a pure melee character can easily be rendered useless if they don't have a decent ranged option. For example, a fighter or barbarian against flying enemies can only rely on thrown weapons to contribute to damage, which not only have a very short range, likely requiring attacks at their 2nd or even 3rd increment, but the character will also likely have a Dexterity modifier of +1 or +2, no potency runes on those weapons, and will need to draw the weapon before each attack. This, in my opinion, feels a little too punishing for a system such as Pathfinder 2e, where characters are meant to function effectively from the start. Although this situation is fairly niche and a good GM might adjust the encounter or make it so the flying enemies are close to the ground, allowing these martial characters to leap and strike before falling, it seems odd that this can happen in the first place.
For this reason, I thought, "Why not make thrown weapon attacks work with Strength instead?" In a sense, it would work like it does in D&D 5e and, I believe, Starfinder 1e; you use the exact same modifier for a thrown weapon attack that you would have used for that weapon in melee. For example, a hatchet would require Strength, while a dagger could use either Strength or Dexterity. This doesn't even solve most of the problems a character that doesn't invest in thrown weapons would otherwise have, like the action economy or the lack of runes on the weapon, but at least you'll have a decent backup option in case you need to target a flying enemy. A Dexterity-based character likely has a ranged weapon, so it's not like you are nerfing Dex-based characters with this change.
What do you think? Would this be a welcomed change?

I want to preface saying that I think the new alchemist is fantastic. Most if not all the complaints I had about the class were solved and I was really happy when I could take an old character concept that I had for an alchemist that I didn't try yet because I didn't like how the alchemist was in the system. With that said, I feel that, unless you are playing a high level campaign, mutagenist is a worse choice than almost every other research field.
First, even if this isn't a problem of the mutagenist itself, almost any other research field can decide to use their versatile vials or advanced alchemy to create mutagens and still have more than plenty of either to use in combat. Mutagens are usually a 1/combat kind of thing so its likely most of the time you won't need more than one (certain feats and effects can change that though) so even if mutagenists have "infinite" of them I don't see that as being a huge selling point for the class.
Second, the mutagenist's field benefit is...okay. Temp HP is welcomed, but if I'm a chirurgeon for example and I take Combine Elixir later down the line (and why I wouldn't) I could easily just take any mutagen and combine it with a numbing tonic for effectively the same benefit but renewing itself every turn.
Third, the effect of your field vials to to suppress the drawback you take from one mutagen currently affecting you until the beginning of your next turn feels weird. Unless you play your mutagenist as if playing a martial I don't think most mutagenist will have the actions to take a mutagen every turn to supress the drawback, and to be fair, even if you did have enough actions I don't think you'll want to use them for this. Most of the "combat" mutagens had their drawbacks dialed back a little, like bestial mutagen not having a penalty to AC anymore. If this suppresed the drawback until the mutagen expires I would like it much better, but as is I think its kind of a trap option to use mutagens every turn to supress drawbacks (except you want to do some combination of cognitive + bestial or war blood mutagen at 13+ level).
I do like the mutagenist's field discovery, advanced vials, and greater field discovery effects, but I feel they come a little too late (specially the greater field discovery effect). I feel all the other research fields have really unique and interesting ways to use their specialized alchemical items while mutagenist has to wait to 13th level to do that. Don't get me wrong though, you can do really good stuff with the mutagenist's greater field discovery effect, but I don't think much would be lost if each effect was received one instance earlier (so the field discovery effect would replace the field vials effect, the advanced vials effect would replace the field discovery effect, and the greater field discovery effect replaced the advanded vials effect). The current field vials effect could be buffed and become the new greater field discovery effect.
I'll repeat that I think the alchemist is fantastic, but when trying to represent the concept I had for the alchemist I wanted to play I felt that it was much better to take chirurgeon rather tha mutagenist and take the alchemist feats that interact with the mutagens that I want rather than play a mutagenist because the other way around I can still be a martial-ish alchemist that has a ton of other options to do with their vials like throwing them around like bombs to heal people. Just my 2c.
Even tough there's a fair share of weapons in the system already, there's a few that still don't exist or a few that do exist but fail in their execution.
I, personally, would want to see an estoc weapon at some point. Rapiers are cool, but they don't scratch the same itch. For a similar reason, I don't like the spiral rapier at all. It costs a feat and loses deadly for the parry trait, which is not exactly bad, but isn't a fair exchange.
This is a very straightforward post; did someone at Paizo said why ET didn't appear in PC1 and seemingly in PC2 either? Not only that, but most of the magical rogue feats seem to be gone too. I know pre-Remaster content is still available and is fine to use it, but I find weird that of all things ET and the magical rogue feats had to be sent to the chopping block.
If I had to make a guess I think its likely that they weren't really happy with the execution of the concept so they decided to push it forward for a future book to give them time to flesh it out better, though with bloodrager being one of the class archetypes for War of Immortals when it seemingly doesn't have much thematic ties with the book it makes me question if there's other reasons on why it was removed. I think most people would think both bloodrager and ET would have a similar chassis (thus meaning if bloodrager is made so should ET) though I could be wrong about this.

As a TL;DR I'd say the class is more or less fine as is but I think it needs a ton of polish to fully develop its potential, though I want to go a little more in-depth about each aspect of the class and say what I think of each of them and what I would improve.
Initial Proficiencies
I'm kinda disappointed we don't have a choice between Intelligence, Wisdom, or Charisma for the KAS of the commander, but I kinda expected that to be the case when the class was announced as "inteligent" so I don't have much problems with it. I'm not against the class having heavy armor, though since I envisioned this class as someone that stays on the back to command their allies I would certainly prefer for heavy armor to be removed and move that budget elsewhere, which I think the class kinda needs. I also would probably give it 3 + Int skills rather than 2, since I feel 1 set skill + 3 flexible skills + 1 lore + your Int bonus on skills is more, eh, I don't know, symmetrical? This is a very minor rambling so don't think much about it.
Commander's Banner
My only problem with this ability is that it foces you to have an actual item. One of the appeals of the marshal archetype was that you had like a commanding pressence which made those around you follow your commands. I'm not against having a banner, but I would want the option to not have one if I want. Also the whole "if your banner is destroyed your allies become frightened 1" feels like an easy debuff for allies and more so when destroying it removes some of your abilities. I think this feature should be made more abstract, allowing someone to flavor their "banner" whatever they want. You want to hold an actual banner? Fine. You want to have a great pressence? Fine too. You want to have your family's crest somewhere on your armor? Absolutely.
Tactics
I won't go in-depth about each tactic because it would take ages, but I'd summarise my opinion by saying that I'm not exactly a big fan of any of those we have in the playtest. There isn't one I would call bad, but I'm not excited for them either. I do feel the whole tactics system is kinda...weird? I feel having "tactics feats" which you can take similar to a kineticist's impulse feats would be much easier to implement and understand for people. Like a kineticist, make it so commanders start with two tactics feats and one commander feat at 1st level, and then they can use their other commander feats to take tactics feats.
Drilled Reactions
I think this feature is a fix for a problem the class itself creates. Not all groups have 4 players, and there's classes which use their reactions constantly, so why instead of having tactics take your allies' reactions why don't balance them around being free actions? For example, Strike Hard! could easily just require two actions, since giving up two actions for someone else to make an attack seems like a fair trade to me. If you want to have some tactics that really compress actions (like Ready, Aim, Fire!) then a good balancing point could be reactions, but a ton of them should IMO just be free actions.
Warfare Expertise
I feel this one kinda steps up in the Thaumaturge's feet a little too much, and also makes the investigator look even worse than it already does, though it fits the flavor of the class and the theme of being an smart tactician. I'd probably keep the using Warfare Lore bit for iniative since I feel that's the coolest part about it and allow characters to choose between using their own roll or yours for iniative (not the overall modifier or result, the number you rolled on the d20) to represent how there's some factor of coordination with your allies. Overall this is one of the most cool features so this is very minor nitpicks.
Military Expertise, Weapon Specialization, Weapon Mastery, & Greater Weapon Specialization
As I said earlier I thought of this class as being a full support martial that if so desired could choose to stay away from combat to command their allies. I don't feel the class truly allows you to do this without losing some power from the class, but I'm surprised when reading the guardian that the class gets delayed martial progression when if anything I thought the commander would be the class that should get that. I think the delayed progression fits the commander much better, and I feel it could give more budget to the class to allow less reliance on reactions since the commander itself wouldn't be as involved in combat as it currently is.
Feats
I also won't go in-depth about feats for now because it would take a while, but I feel this is probably one of the best parts of the commander, at least certainly the one I enjoy the most. I'll mention the feats I think need some tweaking below, with some modifications I would probably make to them:
Armored Regiment Training
I think this one should reduce movement penalties as a whole, not just during exploration mode.
Combat Assestment
I know this feat already exists but 1/day per target is just bad, which also hampers all the feats that use it in the class.
Battle-Tested War Horse
A mature animal companion 2 levels late and that doesn't have an action when you don't command it is a problem.
Battle-Tested Destrier
Same as Battle-Tested War Horse.
Drilled Reflexes
If reactions are going to be a big part of the class, then this should be a baseline benefit, not a feat you have to take, because otherwise this would be a feat tax.
I would even make this one part of the 1st level feature.
Practiced Reflexes
The same as with Drilled Reflexes. If anything, make this one the 10th level feat.
For a little context, this is a follow up of a discussion over the PF2e subreddit which derailed a bit. This is the relevant post for this discussion..
How do Helldrives work? The concept of Drift engines and most drives is that they benefit from using the properties of planes which have locations that correspond to physical locations on the Material Plane to make transit faster. Examples of this are shadow engines and first engines, which use the Shadow Plane and First World respectively, though the Helldrive's description says "which enable starships to travel through Hell itself to circumvent Material Plane distances", but how does that work? Hell is a plane of the Outer Sphere that doesn't overlap or is tied in any way with the Material Plane, so how does Hell allow someone to travel faster? Is this explained somewhere or it was just an oversight from the Starfinder team?
Hear me out, I can explain this.
We know that magical teleportation is accomplished by going through the Astral or Ethereal plane to move to the destination, which I assume what happens is that you actually move that direction within the Ethereal Plane in a split second and then shift back to the Universe. If this assumption is correct, does it mean the Ethereal Plane could be used as a sort of hyperspace to (assuming you are godly wizard beyond the limits of the system I guess) teleport yourself to other places in the galaxy? Assuming the wizard is somehow familiar with the destination of course.

Wand is probably one of the most cool implements for thaumaturges that want some of that wandslinging Eberron flavor, though I feel making characters around them is kinda troublesome. The first problem is that it requires two actions to use, which is huge for a class such as the thaumaturge which already has a tight action economy. Then you have to either choose if you want to melee or range, but if you go melee you risk getting an AoO / RS since it has the manipulate trait, but if you go ranged you are forced to pretty much use firearms or crossbows that need to be reloaded which makes your action economy even worse. This is kinda minor but I think it is important to note as well; wand doesn't benefit from exploit vulnerability, which seems weird to me.
I know the idea is to use wands as a secondary / back up MAP-less weapon after you attack with your main weapon, but wand is kinda taxing as an implement since you kinda need to take the adept benefit ASAP because otherwise the implement is just a mediocre cantrip that uses your thaumaturge class DC, which obviously makes your other implement be delayed for a while when likely that other implement is your main one.
I'm missing a interaction here that doesn't make wand that hard to fit into a build?
This a very minor question I find asking to myself today, but how does exactly breathing works in the Ethereal Plane? or for that matter, how does it work in other planes of existance? We know the Material Plane (or The Universe as its now called post-Remaster) pretty much works the same as our real world, and it can be assumed the First World and Netherworld work in a similar way, but how does it work for the other inner planes? It is assumed that some form of air exists in the other elemental planes? Is due to the Ethereal Plane which overlaps with the other inner planes that carries over air to all of them? Does aether work as a substitute of air for air-breathing creatures or even for water-breathing creatures?
Do the outer planes have air as well? Or is quintessence enough to sustain life and work as a substitute for air or whatever your species breath?
Besides the content that was already revealed (which I think were just a few of the ancestries that will be in the book) what do you expect to see in the book?
In regards to playable content, I personally would want some samurai-themed options for martial classes or I guess a samurai archetype (though I don't think there would be enough content to make a samurai archetype that isn't already present in the archetypes and classes we already have) and a ninja racket for rogues (likely based around focus spells, also the perfect opportunity to make a Wis-based racket for rogues). Yeah, very original I know.
What do you want to see?

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I'm not speaking about the multiclass archetype as a whole since I feel its probably one of the better ones just from the sheer amount of utility options you can get from it, but if we speak about just the dedication I find it surprisingly weak.
First, it doesn't grant a skill proficiency like (AFAIK) every other multiclass dedication does. Second, it gives you a non-scaling elemental blast when most of the caster dedications give you two cantrips that scale normally (and unless you are a kineticist yourself they are way better options than an elemental blast even when taking the lower proficiency scaling in both). I get don't using an elemental blast or stance impulse when using channel elements, it makes total sense and its not the only multiclass dedication that gives you a lesser version of a class feature, but the rest of restrictions IMO really don't make much sense.
I feel the dedication should, at least, give you base kinesis too since that's effectively a cantrip-level feature and that + elemental blast would work as the "two cantrips" of this dedication. The elemental blast should probably also scale normally and not require you to take multiple feats to scale appropiately. If Paizo didn't want characters to go around making two-action elemental blasts that add both their Strength and Constitution modifiers to damage until their higher weapon / spell proficiencies kick in they could have nerfed the elemental blast in other way, such as not allowing you to make a two-action elemental blast and / or reducing the damage die size by one step. That or make it scale at 1/2 your level since that's how base kinesis also does it for multiclass kineticists.
Do you agree with this?

I'm currently DM'ing a mix of Abomination Vaults + Troubles in Otari that started in the Begginer Box to introduce Otari earlier and that is eventually is planed to jump to Stolen Fate. Tonight the party got to 5th level after cleaning up the 3rd floor of the Gauntlight and since we started I talked with my group that I wanted to test what changes would it have if players got access for free to the skill feats they met the prerequisites of and how it would play up. The results? I doubt our table is ever going to use skil feats again as the system intends to.
The party consists of a warpriest cleric, a storm druid, and a double slice fighter. Neither of them is particularly skilled, though due to the amount of skill feats they have just from being trained in the few skills they have they take all the juice they can from their skills and that even pushed them to be more creative with them, which is something that didn't happen before. I seen skill feats that I didn't even know existed in use for in, honestly, not very groundbreaking moments but that were useful nonetheless. Otherwise, those feats would likely never get much use in my table because, well, they are usually weak and situational and most players wouldn't bother to take them in the first place. They also plan what skills they are going to improve in advance which also didn't happen before since (at least one of my players) often struggled to pick up skill feats because he never knew what to take and in consequence always took Medicine skill feats with all his characters. This rule also made all of my players want to take skill increases with the more "non-conventional" skills because before they usually used skill increases in the skills that (like the aforementioned Medicine) had at least one decent skill feat they could take next, while now if they take something like Survival even if none of the skill feats is as widely effective as the stuff you can find in Medicine since you are getting a ton of new flavorful options they don't feel they are "wasting" their skill increases in them.
In practice, the balance of the game remains the same. For example, if you increased your Athletics to expert at 3rd level, it was very likely that either your 3rd-level general feat or your 4th-level skill feats was going to be an expert Athletics feat, and since most skills usually have the clearly better option to take or don't even have more than one option (like most master or legendary skill feats) it means that in most cases players gain access for free stuff that they were going to be taking anyways either at the same or the very next level. The most "troublesome" part in regards to balance would be 1st level, since players are getting access to dozens of feats that they really didn't have before, though the only true outlier here is IMO Medicine (ofc, why it wouldnt be huh) because just from being trained in it you get access to both Risky Surgery and Battle Medicine, though as I already said Battle Medicine was fairly common in my table anyways and it IMO it kinda is a feat tax too.
If having to keep track of dozens of feats could be a problem for your table, then make it so they write down the skill feats they actually want and that's it. None of my players wrote down the 40+ skill feats they technically have, they just took those that they were going to take anyways and those that fitted their character and that's it.
I wrote down the specifics here. What do you think about this approach I took? Do you think it actually adresses the problem I (and other tables as far as I could see online) have with skill feats? Or in an ideal world Paizo should be the ones that should balance skill feats to make them worthwhile?

Out of all the most popular exotic weapons (the name for advanced weapons in PF1e) the one that didn't make a return is the estoc. We do have the elven weapons, katana, wakizashi, bastard sword, aldori dueling sword, falcata, spiked chain, and whip which all used to be exotic but... weirdly enough we don't have estoc yet.
I think the core chassis is easy enough to make. Take the rapier, bump the damage die by one step, bump deadly die by one step as well, make it a two-handed weapon if you want it to remain a martial weapon or leave it as one-handed but make it advanced instead, but I feel it lacks some oomph. After all, the only difference between a longsword and a bastard sword in PF1e was that the later had a d10, though in PF2e both weapons although similar don't replace each other so I would want this hyphotetic PF2e estoc to not be just the rapier but better. I would probably remove the disarm trait as well as it isn't the best trait to begin with and it would also help differentiate both weapons a little, but what other traits could fit with the estoc?
Since we know alchemist is going to be one of the few classes that are going to get an overhaul in Player Core 2 similar to what witches got in Player Core 1, what do you expect to see with the alchemist?
I would want something like this...
* Caster scaling for alchemist class DC (expert at 7, master at 15, and legendary at 19)
* Master proficiency with alchemist weapons at 15th level
* Powerful Alchemy at 3rd level

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I love the inventor. I think it is a really cool class with a really unique flavor, though I think we can agree it has a few things that could be improved. I'll not adress all of them here, but I'll go a little in-depth about one of them which I think Paizo should adress when the non-CRB and APG classes receive their errata in the Remaster; Overdrive.
Overdrive is, technically, fine as is, though I find it a little swingy at times and unreliable when compared to other damage sources in the game. This is specially evident when compared to other similar features like a thaumaturge's Exploit Weakness, which is not only less swingy because it still has a positive effect even if you fail the check, but also is way more powerful. I want to clarify that I don't intend to make the inventor stronger necesarily, since I'm not giving the inventor a damage boost it couldn't have otherwise get on its own, though I do want to make it easier for the inventor to exploit it's potential and get that boost easily.
Quote: Overdrive
[Inventor] [Manipulate]
Frequency once per round
Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a DC 15 Crafting check.
Critical Success Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can't use Overdrive for 1 minute.
Success Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.
Failure You make a miscalculation and nothing happens.
Critical Failure Whoops! Something explodes. You take fire damage equal to your level, and you can't use Overdrive again for 1 minute as your gizmos cool down and reset.
Special When under the effects of Overdrive, you can still use the Overdrive action. You can't extend your Overdrive's duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.
The rationale behind these changes is that I wanted to make Overdrive into something similar to the aid action; a check that you'll likely fail (or rather not critically succed in this case) during the very early levels but that eventually you'll (critically) succeed easily pretty much everytime. I tried to keep the damage in line with a barbarian's Rage so an inventor would always stay slightly behind in damage if possible because, well, an inventor shouldn't out damage a barbarian IMO.
(I'll calculate the average damage between all instincts for the sake of not comparing the inventor against every single instinct in the game, though the numbers of each instinct will still be there).
#1 Chart (Barbarian Instinct Damage
#2 Chart (Barbarian Damage)
#3 Chart (Inventor Damage)
DC 15 was my sweet spot because, well, it's the same as a 1st level DC and I never knew why it did become harder to overdrive as you became stronger (it makes sense for the thaum because you are facing a foe, but an inventor is literally just turning on his tech), and because it's likely that an inventor wouldn't start to critically succeed more often until 6th-8th level. At 9th level an inventor with Assurance is guaranteed to critically succed with Overdrive, though since barbarians get their +5 Str at 10th level which not only increases its damage but also it's accuracy it IMO makes it fair.
#4 Chart (Difference in Damage Between Both Classes)
At the only point in which the inventor is ahead of the barbarian is at 5th level if the inventor crits their overdrive. Otherwise the inventor is always laging behind in damage against the barbarian.
Would you like to see something like this when the errata for the classes that will not appear in Player Core 1 and Player Core 2 is released for the Remaster? Thx if you are reading this.

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I think a lot of people are likely aware at this point that Embodiment of Battle + Grudge Strike pretty much gives Fighter levels of accuracy to Animists at the cost of having to sustain EoB every turn thus leaving you with just two actions and pretty much not allowing you to move that much (unless you also have Sustaining Dance). I don't think this necessarily OP as it has a heavy action tax attached to it and it's literally limited to a single attack per turn, though I feel some tables will find it cumbersome to track all these modifiers, so I think there should be a way to simply this and keep the floating bonuses at minimum, while also fix some things that I think got skipped while creating these options. I propose the following fixes for EoB and GT for that:
Quote: EMBODIMENT OF BATTLE [one-action]
[Uncommon] [Animist]
Duration sustained up to 1 minute
——————————————————————————————————————————————————————————————————————————— —————————
Your apparition guides your attacks and imparts its skill to your movements. For the duration, your proficiency with simple weapons, martial weapons, and unarmed attacks is equal to your proficiency with spell attacks, you gain a +1 status bonus to attack and damage rolls made with weapons or unarmed attacks, you gain the Reactive Strike reaction (Player Core 138), and you gain the critical specialization effect for any weapon you are wielding when you Cast or Sustain this Spell. The instincts of an apparition of battle run contrary to the use of magic; for the duration of this spell, you take a –2 status penalty to your spell attack modifier and your spell DCs.
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Heigtened (4th) The status bonus to damage rolls granted by this spell is increased to +2, the status penalty to your spell attack modifier and your spell DCs decreases to -3.
Heigtened (7th) The status bonus to damage rolls granted by this spell is increased to +3.
Heigtened (10th) The status bonus to damage rolls granted by this spell is increased to +4, the status penalty to your spell attack modifier and your spell DCs decreases to -4.
I think using your spell attack proficiency with simple weapons, martial weapons, and unarmed attacks is a way more simpler metric than just give you attack and damage bonuses to weapons, and speaking about unarmed attacks, I also thought it was really weird that they didn't scale alongside your simple and martial weapons with this spell. Since under this proposal you would eventually reach legendary proficiency I thought the penalty to spells should increase as well, though accuracy-wise someone with EoB + GT or someone with this new EoB have exactly the same accuracy (Expert + 3 EoB + 2 GT vs. Legendary + 1 EoB).
The status bonus to damage still goes up, mimicking what a regular martial would get with Greater Weapon Specialization if it got legendary weapon proficiencies. If people found this a little too much, I guess just keep the damage scaling up to +2 since you will already get a +4 from the Animist's Weapon Specialization, effectively having the same bonuses as martials with GWS with master weapon proficiencies.
Quote: GRUDGE STRIKE [two-actions]
[Animist] [Apparition] [Divine] [Wandering]
Duration One of the apparitions you are attuned to grants Heraldry Lore or Underworld Lore as an apparition skill.
——————————————————————————————————————————————————————————————————————————— —————————
You channel the spiritual power of ancient rivalries or spiteful grudges into a devastating attack. Make a Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal one extra die of void damage, with the same die size as the weapon or unarmed attack you used; if the target is undead, this Strike instead deals an additional extra die of vitality damage. This ability gains the vitality trait if it deals vitality damage, or the void trait if it deals void damage. If you're at least 10th level, increase this to two extra dice, and if you're at least 18th level, increase it to three extra dice.
I tweaked this one to be similar to the Undead Slayer's Slayer's Strike strike feat, since I felt the +2 bonus to attack made it almost a feat tax for Animists that wanted to be gishes, which also isn't needed anymore since I already altered EoB to work much better on it's own (this also would avoid people taking the Animist Dedication down the line to get a +2 to attack). I also felt the 2d6 vs. one extra damage die made it much better than pretty much all the other Power Attack-esque alternatives in the game, which is kinda weird since the Animist is a caster first. With that said, I feel this feat should have another minor effect attached to it. I didn't just copy-paste the "Any further Strikes you make against the same creature before the start of your next turn using the same weapon or unarmed attack deal extra positive damage equal to the number of weapon dice." part of Slayer's Strike since EoB + GT uses literally can't make further attacks unless quickened. Since this feat is called Grudge Strike, probably you can add one extra void / vitality die if the creature you attack dealt damage to you in the previous turn?
What do you guys think about this?

(I already commented this in other thread, though I wanted a thread on its own for it so we can discuss what pros and cons this suggestion has).
I was looking at the Embodiment of Battle focus spell and I thought that... since it gives you a status bonus to attack (and damage) to keep up with martials that nearly follows how a martial would get it's weapon scaling increases ("expert" at 7th level instead of 5th though), why don't make it that you instead use your spell attack roll proficiency with weapons while under the effects of Embodiment of Battle?
At the only point where it would make a difference mechanically would be at 13th level (since currently you would have expert proficiency with a +3 bonus on top of that, while under this proposal you'll stay behind martials till 15th level) and at 19th level (because at that point you will be above msot martials due to legendary proficiency). I also think this is a way more flavorful way to convey mechanically what you are doing at the table, as you will be channeling the apparition's martial prowess through your spellcasting. You would still get the -2 to spell attack modifier and your spell DCs when you actually use them for spells though.

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Since it's likely that after I finish the current campaigns I have I will be moving away from Pathfinder 1e, I decided to share with the community my own house rules for those that may be interested or want to take some ideas to make their own.
Since this is also functions as a sort of collection of the homebrew I made in the more of 8 years that I been playing this game, it's likely that some of the content presented here isn't compatible with each other without some conversions. Out of all the things presented here, the more "up to date" things are the Ultimate Bonus Progression, Ultimate Consolidated Skills, Ultimate House Rules, Ultimate Monster Conversion, and the four new classes (Artificer, Factotum, Hexblade, and Ultimate Rogue). Some of the archetypes, feats, prestige classes, and races can range from outdated to up to date, but the vast majority of them weren't even playtested properly or weren't used at all so I don't really know if I have to honest.
Here's the link with the Google doc that contains everything.

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After the good reception I had with the Ultimate Rogue thread I decided to dust off an old project of mine: a conversion of the artificer class from D&D 3.5. There's a ton of conversions and 3pp classes already that try to capture that craftsman's feel in PF1e, but IMO they make the class too complicated without a reason or add so many class features that they make an already really strong class into a class that could probably go toe to toe with the strongest of wizards.
This conversion aims to keep the chassis of the class mostly intact, while also giving it a "Pathfinder overhaul" to remove dead levels and make it talent-based like many other classes that were ported from D&D 3.5 to PF1e. Some class features became talents as well.
Artificer — An Eberron/Pathfinder Conversion
Hit Die: d8
Starting Wealth: 3d6 x 10.
Class Skills
The artificer's class skills are Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skill Points per Level: 4 + Int modifier.
Base Attack Bonus: 3/4
Good Saves: Fortitude, Will
Bad Saves: Reflex
CLASS FEATURES
Weapon and Armor Proficiency: Artificers are proficient with all simple weapons and all crossbows and firearms, light armor, medium armor, and shields (except tower shields).
Infusions: An artificer is not a spellcaster, but she does have the ability to imbue items with magic. Infusions are drawn from the artificer infusion list. They function just like spells and follow all the rules for spells. An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, she does not select a subset of the available infusions as her known infusions; she has access to every infusion on the list that is of a level she can use. To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level. The DC for a saving throw against an infusion is 10 + the infusion level + the artificer's Intelligence modifier.
Should an artificer encounter some rare or ancient infusion that does not appear on the normal infusion list, she can learn it by studying it for 8 hours and making a Spellcraft check with a DC equal to 20 + the infusion level. However, this is specifically not intended for artificers to reverse engineer normal spells to become infusions.
Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. Her base daily infusion allotment is given on the accompanying table. In addition, she receives extra infusions per day if she has a sufficiently high Intelligence score.
An artificer's infusions can only be imbued into an item or a construct. She cannot, for example, simply imbue an ally with bull's strength. She must instead imbue that ability into an item her ally is wearing. She can, however, imbue bull's strength directly on a construct or a character with the android or inevitable subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.
An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on her infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of break, even though break appears on her infusion list.
Each day, an artificer must focus her mind on her infusions. She needs 8 hours of rest, after which she spends 1 hour concentrating. During this period, the artificer readies her mind to hold her daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots she used up the day before. Any infusions used within the last 8 hours count against the artificer's daily limit.
Cantrips: An artificer automatically knows all 0-level infusions that appear on the infusion list, but unlike normal infusions, they do not require spell slots and can all be used repeatedly.
Artificer Knowledge (Su): An artificer can automatically identify the properties of a magic item due to her expertise. She must spend 1 minute handling the item to learn its properties and command word as if she had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the artificer’s class level is equal to or greater than the caster level of the item.
Artisan Bonus: An artificer adds 1/2 her level on Spellcraft to create a magic item and on Use Magic Device checks (minimum +1). She can use Disable Device to disarm magic traps.
Item Creation (Ex): An artificer may use her artificer level as her caster level when creating magic items and meeting item creation feat prerequisites. An artificer may create potions, spell completion items, magic device traps, or spell trigger items, even if she does not have access to the prerequisite spells. An artificer still increases by 5 the DC when creating magic items for every prerequisite spell she does not have access to as normal.
Bonus Feats: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. She gains Scribe Scroll as a bonus feat at 1st level, Brew Potion as a bonus feat at 2nd level, Craft Wondrous Item as a bonus feat at 3rd level, Craft Construct as a bonus feat at 4th level, Craft Magic Arms and Armor as a bonus feat at 5th level, Craft Wand as a bonus feat at 6th level, Forge Ring as a bonus feat at 7th level, Craft Rod as a bonus feat at 9th level, and Craft Staff as a bonus feat at 11th level.
Artificer Talent: At 2nd level, an artificer gains one artificer talent. She gains an additional artificer talent for every 2 levels of artificer attained after 2nd level. An artificer cannot select an individual talent more than once. Once a talent has been selected, it can’t be changed.
Master Artisan (Ex): At 3rd level, when an artificer creates a mundane item with the Craft skill, she uses the item’s gp value as its sp value when determining crafting progress (an artificer doesn’t multiply the item’s gp cost by 10 to determine its sp cost).
Swift Artisan (Ex): At 5th level, an artificer can create mundane or magical items with astounding speed. It takes an artificer half the normal amount of time to create items.
Advanced Learning (Su): At 11th level, an artificer can add a new spell to her infusion list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of a level she can cast. Once a new spell is selected, it is forever added to the artificer’s infusion list and can be cast just like any other infusion on her list. These infusions follow the same restrictions as the other infusions the artificer has, so if the chosen spell cannot be imbued into an item or construct it can’t be selected with this class feature. An artificer can instead select two spells to add in this way, but both must be at least one level lower than the highest-level infusion she can cast. At 13th, 15th, 17th, and 19th level, an artificer adds another spell from sorcerer/wizard spell list to her infusion list.
Instant Artisan (Ex): At 20th level, an artificer can create mundane or magical items with almost supernatural speed. She can create an item as a full-round action if she succeeds at the Craft or Spellcraft check and has the appropriate resources at hand to fund the creation.
Artificer Talents : An artificer has access to the following artificer talents.
Alchemist Discovery (Ex): The artificer can select one of the following alchemist discoveries as an artificer talent: combine extracts (which she can use with her infusions instead), concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, and poison conversion. When selecting an alchemist discovery, she must be high enough level to qualify for that discovery, using her artificer level as her alchemist level to determine if she qualifies. This talent can be selected multiple times; each time grants a new discovery.
Attune Magical Amulet (Su): An artificer can grant any piece of equipment in the neck slot she is wearing a +1 enhancement bonus to natural armor. These bonuses can be added to that piece of equipment in the neck slot, stacking with existing enhancement bonuses to a maximum of +5. For every six levels beyond 4th, that piece of equipment in the neck slot gains another +1 enhancement bonus to natural armor, to a maximum of +3 at 16th level. An artificer must be at least 4th level and have the Craft Wondrous Item feat to select this talent.
Attune Magical Armor (Su): An artificer can grant any armor she is wearing a +1 enhancement bonus. These bonuses can be added to the armor, stacking with existing armor enhancements to a maximum of +5. For every six levels beyond 6th, the armor gains another +1 enhancement bonus, to a maximum of +3 at 18th level. An artificer must be at least 6th level and have the Craft Magic Arms and Armor feat to select this talent.
Attune Magical Belt (Su): An artificer can grant any belt she is wearing a +2 enhancement bonus to one physical ability score of her choice. These bonuses can be added to the belt, stacking with existing ability score enhancements to a maximum of +6. For every six levels beyond 4th, the belt gains another +2 enhancement bonus to another physical ability score of her choice, up to three physical ability scores. An artificer must be at least 4th level and have the Craft Wondrous Item feat to select this talent.
Attune Magical Cloak (Su): An artificer can grant any piece of equipment in the shoulder slot she is wearing a +1 resistance bonus on all saving throws. These bonuses can be added to the piece of equipment in the shoulder slot, stacking with existing resistance bonuses to a maximum of +5. For every six levels beyond 4th, the piece of equipment in the shoulder slot gains another +1 resistance bonus on all saving throws, to a maximum of +3 at 16th level. An artificer must be at least 4th level and have the Craft Wondrous Item feat to select this talent.
Attune Magical Headband (Su): An artificer can grant any headband she is wearing a +2 enhancement bonus to one mental ability score of her choice. These bonuses can be added to the headband, stacking with existing ability score enhancements to a maximum of +6. For every six levels beyond 4th, the headband gains another +2 enhancement bonus to another mental ability score of her choice, up to three mental ability scores. An artificer must be at least 4th level and have the Craft Wondrous Item feat to select this talent.
Attune Magical Ring (Su): An artificer can grant any ring she is wearing a +1 deflection bonus to AC. These bonuses can be added to the ring, stacking with existing deflection bonuses to a maximum of +5. For every four levels beyond 8th, the ring gains another +1 deflection bonus to AC, to a maximum of +3 at 16th level. An artificer must be at least 8th level and have the Forge Ring feat to select this talent.
Attune Magical Shield (Su): An artificer can grant any shield she is wearing a +1 enhancement bonus. These bonuses can be added to the shield, stacking with existing shield enhancements to a maximum of +5. For every six levels beyond 6th, the shield gains another +1 enhancement bonus, to a maximum of +3 at 18th level. An artificer must be at least 6th level and have the Craft Magic Arms and Armor feat to select this talent.
Attune Magical Weapon (Su): An artificer can grant any weapon she is holding a +1 enhancement bonus. These bonuses can be added to the weapon, stacking with existing weapon enhancements to a maximum of +5. For every six levels beyond 6th, the weapon gains another +1 enhancement bonus, to a maximum of +3 at 18th level. An artificer must be at least 6th level and have the Craft Magic Arms and Armor feat to select this talent.
Cooperative Craftsman: An artificer gains the Cooperative Crafting feat as a bonus feat without needing to meet its prerequisites. In addition, an artificer can share her skill ranks, item creation feats, and the effects of the Cooperative Crafting feat with any one ally that she designates at the moment of crafting mundane and magical items.
Craft Companion (Su): This function as craft mount as per the construct rider class feature of the same name, except an artificer isn’t limited to a few animals and can use her infusions instead of spells to meet spell prerequisites when crafting constructs. In addition, she can take any construct rider discoveries as artificer talents if she meets the prerequisites.
Craft Familiar (Ex): This function as clockwork bond and familiar tinkering as per the clocksmith class features of the same name, except an artificer can use her infusions instead of spells to meet spell prerequisites when crafting constructs.
Craft Homunculus (Ex): This function as homunculus familiar and experimentation as per the homunculist class feature of the same name or as homunculus companion as per the promethean alchemist class feature of the same name (artificer’s choice), except an artificer can use her infusions instead of spells to meet spell prerequisites when crafting constructs.
Craft Weapon Familiar (Ex): This functions as black blade as per the bladebound class feature of the same name, except an artificer can use her infusions instead of spells to meet spell prerequisites when crafting weapons. An artificer is always considered proficient with her black blade, and she can also add weapon properties to it as normal.
Double Item Wielder (Ex): As a full-round action, an artificer can use two potions, two wands, or two scrolls. Each item is expended or loses a charge as if used normally. The artificer must still succeed at a Use Magic Device check to operate scrolls or wands unless some other ability allows her to do so, but makes only one skill check to operate both items.
Exceptional Artisan (Su): An artificer who selects this talent chooses one item creation feat she possesses. Whenever the artificer crafts an item using that feat, the amount of progress she makes is accelerated to 4 hours per 1,000 gp in the item’s base price. This process can be accelerated again to 2 hours per 1,000 gp in the item’s base price by increasing the DC to create the item by 5. An artificer may select this talent multiple times; its effects do not stack. Each time she selects this talent, it applies to a different item creation feat.
Expert Gunsmith: An artificer with this talent gains Create Enhanced Firearm and Gunsmithing as bonus feats without needing to meet their prerequisites.
Extra Rings: An artificer who selects this talent can wear up to four magic rings, two on each hand. An artificer must have the Forge Ring feat to select this talent.
Extraordinary Artisan (Su): An artificer selects one item creation feat. Whenever the artificer creates an item using that feat, she reduces the cost of creating magic items to three quarters of the construction price. An artificer may select this talent multiple times; its effects do not stack. Each time she selects this talent, it applies to a different item creation feat.
Item Creation: An artificer gains a bonus item creation feat. She must meet the requirements of the item creation feat as normal. An artificer can pick this talent more than once.
Item Mastery: An artificer gains a bonus item mastery feat. She must meet the requirements of the item mastery feat as normal. An artificer can pick this talent more than once.
Legendary Artisan (Su): An artificer selects one item creation feat. Whenever the artificer creates an item using that feat, the DC does not increase by 5 for each prerequisite the artificer does not meet. An artificer may select this talent multiple times; its effects do not stack. Each time she selects this talent, it applies to a different item creation feat.
Metamagic: An artificer gains a bonus metamagic feat. She must meet the requirements of the metamagic feat as normal. An artificer can pick this talent more than once.
Metamagic Rod Mastery (Su): When wielding a wand or scroll in one hand and a metamagic rod in the other, an artificer may use the metamagic rod on spells fired from the wand or scroll. An artificer must have the Craft Rod feat to select this talent.
Modification Adept: An artificer gains the Creative Armorsmith and Creative Weaponsmith feats as bonus feats without needing to meet their prerequisites. An artificer is treated as if she meets all the prerequisites for Modification Master, and if she already has the Modification Master feat, she no longer suffers the drawbacks of wearing armor with modifications and treats weapons with modifications as being of their normal category.
Potion Glutton: An artificer gains Potion Glutton as a bonus feat. She must have the Brew Potion feat but otherwise she doesn’t need to meet other prerequisites of this feat.
Recharge Wand (Su): An artificer can regain one use of wand by spending 1 hour of work and gp equal to the market price of the wand halved by 50. For example, an artificer that wants to recharge a wand with a 1st-level wizard spell has to spend 15 gp per charge. She can restore multiple charges by spending the appropriate amount of gp without requiring extra hours of work. An artificer must have the Craft Wand feat to select this talent.
Retain Essence (Su): When an artificer that selects this talent tries to salvage the raw materials from items for the creation of new ones or repair of existing ones, she yields raw materials worth the full creation cost of the destroyed item. If she fails the skill check by 9 or less, the item is destroyed but the materials can still be salvaged in the future. If she fails the skill check by 10 or more, the item is destroyed and the materials are ruined.
Scroll Mastery (Su): Whenever an artificer uses a scroll, she use her own Intelligence score and relevant feats to set the DC for saves against spells she casts from a scroll, and she can use her artificer level when activating the power of a scroll if it’s higher than the caster level of the scroll. An artificer must have the Scribe Scroll feat to select this talent.
Skillful Activator (Ex): An artificer can activate a magic item as if she had succeeded at an Use Magic Device check if the artificer’s class level is equal to or greater than the caster level of the item. This doesn’t avoid artificers from making Use Magic Device checks to decipher a written spell, or to emulate an ability score, alignment, class feature, or race.
Sunderer: An artificer who selects this talent gains Improved Sunder as a bonus feat without meeting its prerequisites. At 8th level, she also gains Greater Sunder without meeting its prerequisites. In addition, whenever the artificer deals damage to constructs or objects, it bypasses an equal amount of damage reduction or hardness equal to her artificer level.
Wand Mastery (Su): Whenever an artificer uses a wand, she use her own Intelligence score and relevant feats to set the DC for saves against spells she casts from a wand, and she can use her artificer level when activating the power of a wand if it’s higher than the caster level of the wand. An artificer must have the Craft Wand feat to select this talent.
Technologist: An artificer gains the Technologist feat and every feat that lists it as a prerequisite at or near the level at which it becomes available to other classes. An artificer gains Craft Technological Item as a bonus feat at 5th level, Craft Pharmaceutical as a bonus feat at 6th level, Craft Technological Arms and Armor as a bonus feat at 7th level, Craft Robot as a bonus feat at 8th level, and Craft Cybernetics as a bonus feat at 9th level.

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I believe I'm not the only one here that thinks that rogues underperform as a class. They are obviously worse combatants than your average martial (likely on purpose) but they are often outshined by every other skill monkey class in the game in terms of utility and specifically in skill availability and competency (they start with the highest amount of skill ranks per level, but your average investigator that is likely going to have a high Intelligence score and inspiration will not only end up having more skills but also rolling higher than a rogue, while also beign more accurate through studied combat and with extracts to support himself and his allies).
For those people I came up with the following re-unchaining of the rogue class, that aims to make rogues slightly more combat oriented and much better at skill monkey-ing. I tried to keep them 100% compatible with both the unchained and core rogue for the purpose of archetypes and I decided to keep what I believe is what makes a rogue a rogue. Without further ado, here is the Ultimate Rogue.
Ultimate Rogue — re-unchaining the Rogue
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp.
Class Skills
The Rogue (Ultimate)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Points per Level: 8 + Int modifier.
Base Attack Bonus: 3/4
Good Saves: Reflex, Will
Bad Saves: Fortitude
CLASS FEATURES
Weapon and Armor Proficiency: Functions as per the unchained rogue class feature.
Rogue’s Edge (Ex): At 1st level, her diverse training as a rogue grants her a +1 competence bonus to skill checks. In addition, a rogue has mastered two skills beyond those skill’s normal boundaries, gaining results that others can only dream about. A rogue considers the chosen skills as class skills (if they weren't before) and she gains a number of ranks equal to her rogue level in those skills. If the rogue already has ranks in the chosen skills, she can immediately relocate them into one or more skills of her choice (this does not allow her to exceed the maximum number of skill ranks in a single skill). Starting at 5th level, she gains the skill unlock powers for those skills as appropriate for her number of ranks in those skills.
At 5th, 10th, 15th, and 20th levels, the competence bonus on skill checks increases by 1, to a maximum of +5 at 20th level, and she chooses an additional skill and considers it as a class skill (if it wasn't before) and she gains a number of skill ranks equal to her rogue level and the skill unlock powers for that skill as appropriate for her number of ranks in that skill.
Sneak Attack: Functions as per the unchained rogue class feature.
Trapfinding: A rogue doubles her rogue’s edge bonus on Perception checks to locate traps and on Disable Device checks. A rogue can use Disable Device to disarm magic traps.
Evasion (Ex): Functions as per the unchained rogue class feature.
Rogue Talents: Functions as per the unchained rogue class feature. All talents from the core and unchained rogue classes can be used with the ultimate rogue without modification.
Danger Sense (Ex): Functions as per the unchained rogue class feature.
Finesse Training (Ex): A rogue gains Weapon Finesse as a bonus feat at 1st level. In addition, whenever a rogue makes a successful melee attack with a light melee weapon or a melee weapon that may allow her to add her Dexterity modifier instead of her Strength modifier on attack rolls (such as rapiers or daggers) or a successful ranged attack with a thrown weapon (such as daggers or starknifes), she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.
Debilitating Injury (Ex): Functions as per the unchained rogue class feature.
Uncanny Dodge (Ex): Functions as per the unchained rogue class feature.
Improved Uncanny Dodge (Ex): Functions as per the unchained rogue class feature.
Advanced Talents: Functions as per the unchained rogue class feature.
Master Strike (Ex): Functions as per the unchained rogue class feature.
Rogue Talents: An ultimate rogue has access to the following rogue talents.
Efficient Forager (Ex): A rogue with this talent can move at her full overland speed when using Survival while hunting and foraging, and a successful check provides food and water for an additional number of creatures equal to her rogue’s edge bonus.
Ever Vigilant (Ex): A rogue who selects this talent gains Quick Draw as a bonus feat. In addition, a rogue adds the bonus from rogue’s edge to her initiative checks.
Feinting Trick: A rogue who selects this talent gains Improved Feint as a bonus feat, even if she does not meet the prerequisites. If the target is currently afflicted with a penalty due to her debilitating injury class feature and if she is currently flanking that target, she can feint that target as a swift action. At 6th level, she is treated as if she meets all the prerequisites for Greater Feint (although she must take the feat as normal to gain its benefits).
Firearm Training (Ex): A rogue with this talent gains the Amateur Gunslinger and Exotic Weapon Proficiency (firearms) feats. She must fulfill the prerequisites as normal.
Improved Combat Swipe: A rogue with this talent gains Quick Steal as a bonus feat, even if she does not meet the prerequisites. If she succeeds in taking an item from a foe, that creature is denied its Dexterity bonus to AC (if any) against her attacks as long the rogue keeps the stolen item in her free hand or until the beginning of her next turn. If the rogue succeeds in taking an item from that same foe in subsequent turns, she can immediately stow the previously stolen item as part of the same action used to acquire the new one. A rogue must have the combat swipe rogue talent and be at least 6th level to select talent.
Improved Underhanded Trick: A rogue with this talent gains Quick Dirty Trick as a bonus feat, even if she does not meet the prerequisites. At 8th level, she is treated as if she meets all the prerequisites of Superior Dirty Trick (although she must take the feat to gain its benefits). A rogue must have the underhanded trick talent and be at least 6th level to select this talent.
Investigator Talent (Ex): A rogue with this talent can choose a talent from the investigator talent list, using her rogue level as her investigator level for the purpose of meeting prerequisites. The rogue cannot choose an investigator talent with the same name as a rogue talent. The rogue can choose but cannot use talents that require an inspiration pool, unless she has an inspiration pool. A rogue can pick this talent more than once.
Leap Attack: A rogue who selects this talent gains Spring Attack as a bonus feat, even if she does not meet the prerequisites. As part of Spring Attack, the rogue can instead make an Acrobatics check against the target’s CMD to jump over her target and land at least 5 feet away from it. If successful, she can make a single melee attack at the moment she passes above it without provoking any attacks of opportunity from her target, which causes the target to lose her Dexterity bonus to AC (if any) against that attack. The rogue gets a running start for the purposes of this talent. A rogue must be at least 4th level to select this talent.
Line Up: A rogue who selects this talent gains Gang Up as a bonus feat, even if she does not meet the prerequisites. If at least one of her allies is threatening an opponent, the rogue is considered to be flanking opponent regardless of her actual positioning if both the rogue and her ally can draw a line between the center of her space and the center of her ally's space which must pass through opposite sides or opposite corners of the opponent's space.
Monster Lore (Ex): A rogue with this talent doubles her rogue’s edge bonus to skill checks when identifying a monster’s special abilities and weaknesses with all Knowledge skill checks. A rogue may make all Knowledge skill checks untrained for this purpose.
Occult Mysticism (Ex): The rogue has unlocked the secrets of the occult world. The rogue gains Psychic Sensitivity as a bonus feat. If she already has Psychic Sensitivity or the ability to cast psychic spells, she instead gains another feat that lists Psychic Sensitivity as a prerequisite. A rogue can use occult skill unlocks even if she is untrained with that skill.
Psychic Adept: A rogue with this talent gains Psychic Adept as a bonus feat, except she can cast this spell at will as a spell-like ability. If the rogue does not have the Psychic Sensitivity feat or the ability to cast psychic spells, she also receives Psychic Sensitivity as a bonus feat. This otherwise functions and is considered as having the minor magic rogue talent for the purpose of meeting other rogue talent prerequisites. If the rogue later selects the major magic rogue talent, she can instead gain the ability to cast a 1st-level spell from the psychic spell list. A rogue must have an Intelligence score of at least 10 to select this talent.
Rogue Tricks: The rogue gains one of the following feats as a bonus feat: Armor Trick, Equipment Trick, Magic Trick, or Weapon Trick. She uses her rogue level in place of her base attack bonus to determine if she meets the prerequisites of a trick. This talent can be selected multiple times; each time, the rogue gains a new feat from the above list.
Signature Skill (Ex): A rogue with this ability immediately selects an additional skill with her rogue’s edge. A rogue can select this talent multiple times. Each time, she must choose a different skill. A rogue must have the rogue’s edge class feature before selecting this talent.
Social Talent (Ex): A rogue with this talent can choose a talent from the vigilante social talent list, using her rogue level as her vigilante level for the purpose of meeting prerequisites. For the purposes of vigilante social talents, the rogue does not have a vigilante identity and is always considered to be in her social identity. The rogue cannot choose a vigilante social talent with the same name as a rogue talent. A rogue can pick this talent more than once.
Strong Impression: A rogue who selects this talent gains Intimidating Prowess as a bonus feat. This talent counts as the Dazzling Display feat and she uses her rogue level in place of her base attack bonus for the purpose of satisfying the prerequisites of any feat that lists Dazzling Display as a prerequisite. A rogue must meet other prerequisites as normal.
Superior Sniper: A rogue who selects this talent gains Expert Sniper as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites of Master Sniper (although she must take the feat to gain its benefits).
Two-Weapon Master: A rogue who selects this talent gains Two-Weapon Feint as a bonus feat, even if she does not meet the prerequisites. If she is using Two-Weapon Fighting to make melee or ranged attacks, a rogue can forgo her first primary-hand attack to make a Bluff check to feint. At 6th level, she is treated as if she meets all the prerequisites for Improved Two-Weapon Feint (although she must take the feat as normal to gain its benefits). The rogue must have the two-weapon trick talent before choosing this talent.
Two-Weapon Trick: A rogue who selects this talent gains Two-Weapon Fighting as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites for Improved Two-Weapon Fighting, and at 10th level if she possess Improved Two-Weapon Fighting, she also meets all the prerequisites for Greater Two-Weapon Fighting (although she must take each feat as normal to gain its benefits).
Unbalancing Trick (Ex): The rogue gains Improved Trip as a bonus feat, even if she does not meet the prerequisites. If she succeeds in tripping her target, that creature is denied its Dexterity bonus to AC (if any) against her attacks as long as it remains prone. Foes with uncanny dodge are immune to this ability. At 6th level, she is treated as if she meets all the prerequisites of Greater Trip (although she must take the feat as normal to gain its benefits).
Underhanded Disarm: A rogue who selects this talent gains Dirty Disarm as a bonus feat, even if she does not meet the prerequisites. She can attempt a single combat maneuver check or Sleight of Hand check for both maneuvers. A rogue must have the weapon snatcher and underhanded trick rogue talents and be at least 6th level to select this talent.
Unseeing Stalker: A rogue who selects this talent gains Blind-Fight as a bonus feat. She is considered as having darkvision and low-light vision for the purposes of meeting Moonlight Stalker prerequisites and with other feats that have Moonlight Stalker as a prerequisite.
Weapon Snatcher (Ex): The rogue gains Improved Disarm as a bonus feat, even if she does not meet the prerequisites. She can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent. She receives any bonuses the rogue may have on combat maneuver checks made to disarm a foe on the Sleight of Hand check for this purpose. At 6th level, she is treated as if she meets all the prerequisites of Greater Disarm (although she must take the feat as normal to gain its benefits).
Weapon Training (Ex): The rogue must select one type of weapon (such as longsword or crossbow) when she gains this talent. She gains proficiency with that type of weapon (if she wasn't before) and the Weapon Focus feat as a bonus feat for her selected weapon type.
Wild Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the druid spell list. This otherwise functions and is considered as having the minor magic rogue talent for the purpose of meeting other rogue talent prerequisites, except that the rogue uses her Wisdom score instead of her Intelligence score. If the rogue later selects the major magic rogue talent, she can instead gain the ability to cast a 1st-level spell from the druid spell list. The rogue must have a Wisdom score of at least 10 to select this talent.
The following rogue talents replace their bonuses with instead double her rogue’s edge bonus: Camouflage, Canny Observer, False Friend, Getaway Artist, Innocuous Servant, Just a Face in the Crowd, Maneuvering Dodge, Nimble Climber, Riding Stunt, Scavenger, Sczarni Smuggler, Strong Stroke, Underhanded, and Wall Scramble.
The following rogue talents replace their bonuses by instead adding her rogue’s edge bonus: Acrobatic Assist, Convincing Lie, Iron Guts, and Rope Master.
Advanced Talents: An ultimate rogue has access to the following advanced talents.
Getaway Master (Ex): A rogue with this talent triples her rogue’s edge bonus on all drive checks. This bonus doesn’t stack with the bonus granted by the getaway artist talent and replaces it. The rogue must have the getaway artist rogue talent before choosing this talent.
Jack of All Trades (Ex): A rogue knows how to handle any situation. She can use all skills untrained, and doubles her rogue’s edge bonus when using a skill in which she has no ranks.
Master of Disguise (Ex): Once per day, a rogue with this talent can don a disguise as a standard action. While wearing that disguise, she triples her rogue’s edge bonus on all Disguise checks. A rogue must have the quick disguise talent to select this talent.

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A lot of people here are likely aware of the consolidated skill optional rules presented in PF:Unchained, and if you are like me and you didn't like those optional rules either because they reducd the skill list too much, reduced class skill lists by a wide margin, or because it added 1/2 your Int bonus to skill ranks, I hope you find this "revision" as a better alternative. I tried to keep things grounded in verisimilitude and internal consistency, while trying to remove skills that are widely considered "not as useful". This revision reduces the number of skills from 37 (if we take Artistry and Lore from PF:Unchained) to 20.
Skill List
Acrobatics (Dex; Armor Check Penalty)
Arcana (Int; Trained Only)
Athletics (Str; Armor Check Penalty)
Bluff (Cha)
Craft (Int)
Culture (Int; Trained Only)
Diplomacy (Cha)
Heal (Wis)
Intimidate (Cha)
Lore (Int; Trained Only)
Nature (Int; Trained Only)
Perception (Wis)
Perform (Cha)
Profession (Wis)
Religion (Int; Trained Only)
Ride (Dex; Armor Check Penalty)
Sense Motive (Wis)
Stealth (Dex; Armor Check Penalty)
Survival (Wis)
Trickery (Dex; Armor Check Penalty; Trained Only)
Now I'll go into each skill that got changed or removed.
Appraise: Merged with Craft and Profession so a character with, for example, Craft (weapons) or Profession (blacksmith) can appraise weapons or the tools of a blacksmith's trade. Profession already allows to know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems, so this feels like a natural upgrade.
Artistry: This skill and its functions are merged with Perform.
Climb: This skill and its functions are merged with Athletics.
Disable Device: This skill and its functions are merged with Trickery.
Disguise: This skill and its functions are merged with Bluff.
Escape Artist: This skill and its functions are merged with Acrobatics.
Fly: This skill and its functions are merged with Acrobatics.
Handle Animal: This skill and its functions are merged with Survival.
Knowledge (Arcana): This skill and its functions are merged with Arcana.
Knowledge (Dungeoneering): This skill and its functions are merged with Nature.
Knowledge (Engineering): This skill and its functions are merged with Craft.
Knowledge (Geography): This skill and its functions are merged with Nature.
Knowledge (History): This skill and its functions are merged with Culture.
Knowledge (Local): This skill and its functions are merged with Culture.
Knowledge (Nature): This skill and its functions are merged with Nature.
Knowledge (Nobility): This skill and its functions are merged with Culture.
Knowledge (Planes): This skill and its functions are merged with Religion.
Knowledge (Religion): This skill and its functions are merged with Religion.
Linguistics: This skill and its functions are merged with Culture.
Sleight of Hand: This skill and its functions are merged with Trickery.
Spellcraft: This skill and its functions are merged with Arcana, Nature and Religion. You can attempt a skill check using the skill matching a spell list that has that spell on its list. The relevant skills are Arcana for spells on the arcanist, bard, bloodrager, magus, medium, mesmerist, occultist, psychic, skald, sorcerer, spiritualist, summoner, witch, and wizard spell lists, Nature for spells on the druid, hunter, ranger, and shaman spell lists, Religion for spells on the antipaladin, cleric, inquisitor, oracle, paladin, and warpriest spell lists, or any of the three for a spell that could be found in multiple spell lists at GMs discretion.
Swim: This skill and its functions are merged with Athletics.
Use Magic Device: This skill and its functions are merged with Arcana, Nature and Religion. You can attempt a skill check using the skill matching a spell list that has that spell on its list. The relevant skills are Arcana for spells on the arcanist, bard, bloodrager, magus, medium, mesmerist, occultist, psychic, skald, sorcerer, spiritualist, summoner, witch, and wizard spell lists, Nature for spells on the druid, hunter, ranger, and shaman spell lists, Religion for spells on the antipaladin, cleric, inquisitor, oracle, paladin, and warpriest spell lists, or any of the three for a spell that could be found in multiple spell lists at GMs discretion.
Now I'll go into each class and it's class skill list.
Class Skills
Alchemist (4 + Int): Acrobatics (Dex), Arcana (Int), Craft (Int), Heal (Wis), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Survival (Wis), Stealth (Dex), and Trickery (Dex).
Antipaladin (4 + Int): Bluff (Cha), Craft (Int), Intimidate (Cha), Lore (Int), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).
Arcanist (2 + Int): Arcana (Int), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Profession (Wis), Religion (Int), and Ride (Dex).
Barbarian (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).
Bard (6 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Trickery (Dex).
Bloodrager (4 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).
Brawler (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Culture (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).
Cavalier (4 + Int): Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).
Cleric (4 + Int): Arcana (Int), Craft (Int), Culture (Int), Diplomacy (Cha), Heal (Wis), Lore (Int), Profession (Wis), Religion (Int), and Sense Motive (Wis).
Druid (4 + Int): Athletics (Str), Craft (Int), Heal (Wis), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Religion (Int), Ride (Dex), and Survival (Wis).
Fighter (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Culture (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).
Gunslinger (4 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis), and Trickery (Dex).
Hunter (6 + Int): Athletics (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).
Inquisitor (6 + Int): Athletics (Str), Arcana (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Religion (Int), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).
Investigator (6 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Wis), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Trickery (Dex).
Kineticist (4 + Int): Craft (Int), Intimidate (Cha), Heal (Wis), Lore (Int), Perception (Wis), Profession (Wis), and Stealth (Dex).
Magus (4 + Int): Arcana (Int), Athletics (Str), Athletics (Str), Craft (Int), Culture (Int), Intimidate (Cha), Lore (Int), Nature (Int), Profession (Wis), Religion (Int), and Ride (Dex).
Medium (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), and Sense Motive (Wis).
Mesmerist (6 + Int): Acrobatics (Dex), Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Nature (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Sense Motive (Wis), Stealth (Dex), and Trickery (Dex).
Monk (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Religion (Int), Ride (Dex), Sense Motive (Wis), and Stealth (Dex).
Ninja (8 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Trickery (Dex).
Occultist (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Lore (Int), Perception (Wis), Profession (Wis), Religion (Int), Sense Motive (Wis), and Trickery (Dex).
Oracle (4 + Int): Craft (Int), Culture (Int), Diplomacy (Cha), Heal (Wis), Lore (Int), Profession (Wis), Religion (Int), and Sense Motive (Wis).
Paladin (4 + Int): Craft (Int), Diplomacy (Cha), Intimidate (Cha), Heal (Wis), Lore (Int), Religion (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).
Psychic (2 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Profession (Wis), Religion (Int), and Sense Motive (Wis).
Ranger (6 + Int): Athletics (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).
Rogue (8 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Trickery (Dex).
Samurai (4 + Int): Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Survival (Wis).
Shaman (4 + Int): Craft (Int), Diplomacy (Cha), Heal (Wis), Lore (Int), Nature (Int), Profession (Wis), Religion (Int), Ride (Dex), and Survival (Wis).
Shifter (4 + Int): Acrobatics (Dex), Athletics (Str), Craft (Int), Intimidate (Cha), Lore (Int), Nature (Int), Profession (Wis), Perception (Wis), Ride (Dex), Stealth (Dex), and Survival (Wis).
Skald (4 + Int): Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Nature (Int), Perception (Wis), Perform (oratory, percussion, sing, string, wind) (Cha), Profession (Wis), Religion (Int), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Trickery (Dex).
Slayer (6 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Wis), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Survival (Wis).
Sorcerer (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Lore (Int), and Profession (Wis).
Spiritualist (4 + Int): Arcana (Int), Bluff (Cha), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Wis), Profession (Wis), Religion (Int), and Sense Motive (Wis).
Summoner (4 + Int): Arcana (Int), Craft (Int), Culture (Int), Intimidate (Cha), Lore (Int), Profession (Wis), Nature (Int), Religion (Int), Ride (Dex), and Survival (Wis).
Swashbuckler (4 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Trickery (Dex).
Vigilante (6 + Int): Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Int), Culture (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Trickery (Dex).
Warpriest (4 + Int): Athletics (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Lore (Int), Heal (Wis), Profession (Wis), Religion (Int), Ride (Dex), Sense Motive (Wis), and Survival (Wis).
Witch (2 + Int): Arcana (Int), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Profession (Wis), and Religion (Int).
Wizard (2 + Int): Arcana (Int), Craft (Int), Culture (Int), Heal (Wis), Intimidate (Cha), Lore (Int), Nature (Int), Profession (Wis), and Religion (Int).
Now I'll go into each special considerations for each class.
Considerations
Barbarian: The Acrobatics, Intimidate, and Ride skills can be used while raging.
Bard: Bardic knowledge adds 1/2 the bard’s class level (minimum 1) on all Arcana, Culture, Lore, Nature, and Religion checks. Lore master applies to Arcana, Culture, Lore, Nature, and Religion checks.
Bloodrager: The Acrobatics, Intimidate, and Ride skills can be used while bloodraging.
Cavalier: A cavalier order adds two skills to the cavalier’s list of class skills (chosen by the GM).
Druid: Nature sense instead grants a +2 bonus on Nature and Survival checks.
Hunter: The bonus from the hunter’s frog aspect applies only to Athletics checks to jump and swim. The bonus from the hunter’s monkey aspect applies only to Athletics checks to climb.
Inquisitor: Monster lore applies to Arcana, Culture, Lore, Nature, and Religion checks.
Investigator: The trapfinding bonus applies to both Perception checks to locate traps and Trickery checks. He can apply inspiration without expending uses to Arcana, Culture, Lore, Nature, and Religion checks. Keen recollection applies to Arcana, Culture, Lore, Nature, and Religion checks.
Kineticist: A kineticist element adds two skills to the kineticist’s list of class skills (chosen by the GM).
Oracle: An oracle mystery adds two skills to the oracle’s list of class skills (chosen by the GM).
Ranger: The favored enemy bonus applies to Bluff, Perception, Sense Motive, Survival, and to the appropriate skill checks to identify the abilities and weaknesses of creatures. The favored terrain bonus applies to initiative checks, Nature, Perception, Stealth, and Survival checks.
Rogue: The trapfinding bonus applies to both Perception checks to locate traps and Trickery checks. A rogue receives the skill unlock powers of all the skills that conform to the skill with rogue’s edge at GMs discretion.
Skald: Bardic knowledge adds 1/2 the skald’s class level (minimum 1) on all Arcana, Culture, Lore, Nature, and Religion checks. Lore master applies to Arcana, Culture, Lore, Nature, and Religion checks.
Samurai: A samurai order adds two skills to the samurai’s list of class skills (chosen by the GM).
Slayer: The studied strike bonus applies to Bluff, Perception, Sense Motive, Survival, and to the appropriate skill to identify the abilities and weaknesses of creatures. The stalker bonus applies to Intimidate and Stealth checks.
Sorcerer: A sorcerer bloodline adds one skill to the sorcerer’s list of class skills (chosen by the GM).
Swashbuckler: Derring-do can be used on Acrobatics, Athletics, and Ride checks. Swashbuckler's edge can be used on Acrobatics, Athletics, and Ride checks.
Now I'll go into each special considerations for each type of companion.
Companion considerations
Animal Companions: Change animal skills to Acrobatics, Athletics*, Intimidate, Perception*, Stealth*, and Survival. All of the skills marked with an (*) are class skills for animal companions.
Drake: The following skills are class skills for a drake: Acrobatics, Arcana, Craft, Athletics, Culture, Bluff, Diplomacy, Heal, Intimidate, Nature, Perception, Religion, Sense Motive, Stealth, and Survival.
Eidolon: The following skills are class skills for eidolons: Bluff, Craft, Religion, Perception, Sense Motive, and Stealth. In addition, at 1st level, the summoner can choose 4 additional skills to be class skills for her eidolon. Eidolons with a fly speed receive Acrobatics as a class skill, even if they do not gain it until a later level.
Familiars: The following skills are class skills for familiars: Acrobatics, Athletics, Perception, and Stealth. The skill bonus from the familiar applies to all uses of the corresponding consolidated skill.
Phantom: The following skills are class skills for the phantom: Acrobatics, Bluff, Craft, Intimidate, Perception, Religion, Sense Motive, and Stealth. The phantom also gains two class skills based on its emotional focus.
This is pretty much it! Hit me with any feedback or suggestions you may have.
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