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Nah, they get an ability called Luck. Not the same as Archaeologist's Luck. It's closer to Grit in use.
There's also a sidebar about luck (from the sleuth), panache and grit all combining into one super-pool of points.
Many, many classes get access to grit and panache now. If I had to guess, I'd say there were over a dozen archetypes that grant access to it for other classes.
I expect a lot of folks to build multiclass PCs that combine these pools into one resource.
One of the classes/archetypes gets to put a point in the pool when they "crit" a Knowledge or Sense Motive check.
What does it do? I'm hoping for something spectacular..
At 1st level you can spend a point for evasion. I consider that spectacular.
At 4th level you can spend a point to access any investigator talent with an inspired strike, kind of like ninja's forgotten trick.
And there's much more...

Gisher |

Gisher wrote:I'm very curious about the Investigator. Any archetypes strike anyone as particularly cool?Well, nothing strikes out to me as a more martial focused one, but I didn't check too closely.
The Sleuth seems very interesting. Almost like it should've been an alternative class. He doesn't get the Alchemy ability.
What does he get in place of alchemy? Well he...
Thanks for the info.
So Investigator was a hybrid of rogue and alchemist. This archetype removes the alchemy. Seems like it should be a rogue archetype then.

DM Papa.DRB |
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DM Papa.DRB wrote:Already done—I know how we gamers are. ;)Liz Courts,
Favor to ask of you. Before you go home next Wednesday evening (13 Aug), could you preset this PDF to go on sale as soon as it rolls midnight PDT?
My wife will kill me, or at least make me sleep on the couch, but I'll get up at 03:01 EDT and purchase and download if it is available then!
I really want to see the final Shaman and Warpriest.
-- david
THANK YOU !!!!!
-- david
ps. I got around sleeping on the couch the old fashioned way. I bribed her by taking her out to dinner tonight for a really good prime rib!

andreww |
I am curious about the Arcanist:
Can they take their parent class FCB's, in particular the Human extra spells known.
Have they retained the language where knowing extra spells allows them to prepare extra ones.
Have the elemental exploits been improved at all or are they still terribly weak blasts.
On the Shaman:
Does the Wandering Hex Lore Spirit still give them full access to the Wizard list?

Kudaku |

I am curious about the Arcanist:
1. Can they take their parent class FCB's, in particular the Human extra spells known.
2. Have they retained the language where knowing extra spells allows them to prepare extra ones.
3. Have the elemental exploits been improved at all or are they still terribly weak blasts.
Added numbering to your questions to make what I'm answering to more clear:
1. The ACG has FCB's for all the new classes with most of the core races, and I haven't found any language that allows them to take FCB options from their parent class. There is no FCB in the ACG for the Arcanist that grants extra spells known.
2. Yes.
3. The elemental exploits have been improved quite a bit both directly and indirecty - they scale much better with level, and the arcanist starts off with more reservoir points so spending points on them is less "expensive".

Jim Groves Contributor, RPG Superstar 2010 Top 4 |
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On the Shaman:
Does the Wandering Hex Lore Spirit still give them full access to the Wizard list?
Yessss.. But I think *Full Access* is a bit misleading. They can add a sorc/wiz spell to their spell list for every point of their CHA modifier (minimum 1). Every level after they take the hex, they can replace out one of those spells for a new one. They cast them as Divine Spells and use WIS as the casting modifier for DCs.
So yes, but only for a small handful of spells.
EDIT: Punctuation improvement to add clarity. And I guess a couple Wizard spells would spruce up your selection.

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andreww wrote:I am curious about the Arcanist:
1. Can they take their parent class FCB's, in particular the Human extra spells known.
2. Have they retained the language where knowing extra spells allows them to prepare extra ones.
3. Have the elemental exploits been improved at all or are they still terribly weak blasts.
Added numbering to your questions to make what I'm answering to more clear:
1. The ACG has FCB's for all the new classes with most of the core races, and I haven't found any language that allows them to take FCB options from their parent class. There is no FCB in the ACG for the Arcanist that grants extra spells known.
2. Yes.
3. The elemental exploits have been improved quite a bit both directly and indirecty - they scale much better with level, and the arcanist starts off with more reservoir points so spending points on them is less "expensive".
Umm, on number one the FCB for Arcanist humans is: Add one spell from the arcanist spell list to the arcanist’s spellbook.

Kudaku |

Umm, on number one the FCB for Arcanist humans is: Add one spell from the arcanist spell list to the arcanist’s spellbook.
Exactly - he is treated as a wizard rather than a sorcerer. Adding a spell to his spellbook is a minor benefit, while gaining spells known (being able to prepare more spells at a time) is a massive advantage.

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andreww wrote:On the Shaman:
Does the Wandering Hex Lore Spirit still give them full access to the Wizard list?
Yessss.. But I think *Full Access* is a bit misleading. They can add a sorc/wiz spell to their spell list for every point of their CHA modifier (minimum 1). Every level after they take the hex, they can replace out one of those spells for a new one. They cast them as Divine Spells and use WIS as the casting modifier for DCs.
So yes, but only for a small handful of spells.
EDIT: Punctuation improvement to add clarity. And I guess a couple Wizard spells would spruce up your selection.
They also need to have an Int modifier high enough to cast the spells, which makes this option pretty MAD.

andreww |
andreww wrote:On the Shaman:
Does the Wandering Hex Lore Spirit still give them full access to the Wizard list?
Yessss.. But I think *Full Access* is a bit misleading. They can add a sorc/wiz spell to their spell list for every point of their CHA modifier (minimum 1). Every level after they take the hex, they can replace out one of those spells for a new one. They cast them as Divine Spells and use WIS as the casting modifier for DCs.
So yes, but only for a small handful of spells.
EDIT: Punctuation improvement to add clarity. And I guess a couple Wizard spells would spruce up your selection.
If you take it as your wandering spirit option doee it specifg that you make the same choices the next day? If not you could swap each day gettinv access to the entire list.

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Jim Groves wrote:If you take it as your wandering spirit option doee it specifg that you make the same choices the next day? If not you could swap each day gettinv access to the entire list.andreww wrote:On the Shaman:
Does the Wandering Hex Lore Spirit still give them full access to the Wizard list?
Yessss.. But I think *Full Access* is a bit misleading. They can add a sorc/wiz spell to their spell list for every point of their CHA modifier (minimum 1). Every level after they take the hex, they can replace out one of those spells for a new one. They cast them as Divine Spells and use WIS as the casting modifier for DCs.
So yes, but only for a small handful of spells.
EDIT: Punctuation improvement to add clarity. And I guess a couple Wizard spells would spruce up your selection.
No, but since you're gaining access to the entire list one or two (probably low level) spells at a time, it doesn't seem to powerful to me.

Tarvi |
Alceste008 wrote:Umm, on number one the FCB for Arcanist humans is: Add one spell from the arcanist spell list to the arcanist’s spellbook.Exactly - he is treated as a wizard rather than a sorcerer. Adding a spell to his spellbook is a minor benefit, while gaining spells known (being able to prepare more spells at a time) is a massive advantage.
Which is an area where a sorcerer might still stay ahead of an Arcanist.
I won't have the book for another week so I'm not sure it's enough that the arcanist won't be preferred to sorcerers most of the time but it is something at least.
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9mm wrote:If you don't mind my asking, what was your character?Paizo manages to kill hopes and dreams in new and unusual ways again with this release.
well, I'm glad I didn't get too attached to my playtest character because he's flat out unworkable.
There are couple ways of building it, but the big problem is it just takes so damn long to come to the basic feel that there isn't much point to play him unless I build him with just GM credits.
Thats probably the biggest kick in the nads, that I can ALMOST make it work, but the strongest path requires a 3 class multiclass monstrosity that forcibly gimps you for the rest of the game.

Ross Byers RPG Superstar 2008 Top 32 |
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Verzen wrote:You're a rogue who found Jesus.Quote:Imagine something called the "Divine trickster", and you have the basic idea.Anything more concrete to give me a better general idea? Trying to prepare for PFS and I want to roll a warpriest. ;)
Or Satan. Cults aren't always so picky.

Alexander Augunas Contributor |

Cheapy wrote:Or Satan. Cults aren't always so picky.Verzen wrote:You're a rogue who found Jesus.Quote:Imagine something called the "Divine trickster", and you have the basic idea.Anything more concrete to give me a better general idea? Trying to prepare for PFS and I want to roll a warpriest. ;)
But wait! What if I've found Azathoth?

Azure_Zero |

Insain Dragoon wrote:9mm wrote:If you don't mind my asking, what was your character?Paizo manages to kill hopes and dreams in new and unusual ways again with this release.
well, I'm glad I didn't get too attached to my playtest character because he's flat out unworkable.
There are couple ways of building it, but the big problem is it just takes so damn long to come to the basic feel that there isn't much point to play him unless I build him with just GM credits.
That's probably the biggest kick in the nads, that I can ALMOST make it work, but the strongest path requires a 3 class multiclass monstrosity that forcibly gimps you for the rest of the game.
What other Classes do you need, I see you only need The Brawler, provided you are going for Original Skills only.
Adding the new skills I can see other classes added.
Necromancer |

Ross Byers wrote:But wait! What if I've found Azathoth?Cheapy wrote:Or Satan. Cults aren't always so picky.Verzen wrote:You're a rogue who found Jesus.Quote:Imagine something called the "Divine trickster", and you have the basic idea.Anything more concrete to give me a better general idea? Trying to prepare for PFS and I want to roll a warpriest. ;)
I would run.

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What other Classes do you need, I see you only need The Brawler, provided you are going for Original Skills only.
Adding the new skills I can see other classes added.
Fastest to baseline is probably Brawler 1/Bounty Hunter Slayer 1/poisoner rogue 1/bounty hunter slayer 2.
after that it probably is just flat brawler with 2 more levels of poisoner to satisfy PFS poison crafting requirements.

Azure_Zero |

Azure_Zero wrote:
What other Classes do you need, I see you only need The Brawler, provided you are going for Original Skills only.
Adding the new skills I can see other classes added.Fastest to baseline is probably Brawler 1/Bounty Hunter Slayer 1/poisoner rogue 1/bounty hunter slayer 2.
after that it probably is just flat brawler with 2 more levels of poisoner to satisfy PFS poison crafting requirements.
I see you are putting effort into poison, but I think your putting to much into Poison.
What would happen, if you removed the poison stick from the build?