ALL Multiclass Archetypes


Pathfinder Second Edition General Discussion

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I have transcribed all of the multiclass archetypes from the UK Games Expo images. See below. There are some instances (especially on the Rogue page) where I could not make out some text due to glare in the images. I have marked those lacunae with ??.

Enjoy!

Index
Alchemist
Barbarian
Bard
Champion
Cleric
Druid
Fighter
Monk
Ranger
Rogue
Sorcerer
Wizard

The spellcasting archetypes standardize "basic", "expert", and "master" spellcasting. Here is what those mean:

BASIC CASTING BENEFITS
• You gain a 1st-level spell slot.
• You gain a 2nd-level spell slot at level 6.
• You gain a 3rd-level spell slot at level 8.

EXPERT CASTING BENEFITS
• You become Expert in spell attack rolls & spell DCs for your tradition.
• You gain a 4th-level spell slot.
• You gain a 5th-level spell slot at level 14.
• You gain a 6th-level spell slot at level 16.

MASTER CASTING BENEFITS
• You become Master in spell attack rolls & spell DCs for your tradition.
• You gain a 7th-level spell slot.
• You gain an 8th-level spell slot at level 20.


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ALCHEMIST
You enjoy tinkering with alchemical formulas and substances in your spare time, and your studies have progressed beyond mere experimentation.

MULTICLASS ALCHEMIST CHARACTERS
The free alchemical items from the alchemist archetype are extremely useful to characters of any class. The following are just some of the possible combinations.
• Barbarian alchemists can mix mutagens with their rage to ferocious effect.
• Champion alchemists can focus on alchemical items that boost defenses and heal others, allowing their champion's reaction and lay on hands to go further.
• Fighter alchemists can use their alchemy to gain additional options in situations where their usual tactics don't work.
• Ranger alchemists focus on alchemy and snares, getting extra use out of their Crafting skill and supplying bombs for the bomb snare.
• Rogue alchemists can combine a rogue's poison feats with free daily poisons, and bombs present an interesting way to sneak attack with various types of energy damage.
• Spellcaster alchemists often use their alchemical items to take pressure off their repertoire or prepared spells. For instance, a wizard alchemist who can brew up darksight elixers to grant darkvision can prepare another spell instead of darkvision.

ALCHEMIST DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass]
Prerequisites Intelligence 14
¶ You put your alchemical interest into practice. You become trained in alchemical bombs and Crafting; if you were already trained in Crafting, you instead become trained in a skill of your choice. You become trained in alchemist class DC.
¶ You gain the alchemist's infused reagents class feature, gaining a number of reagents each day equal to your level. You also gain the Alchemical Crafting feat and four additional formulas for 1st-level alchemical items, as well as the ability to create free items during your daily preparations. Your advanced alchemy level is 1 and doesn't increase on its own.
Special You cannot select another dedication feat until you have gained two other feats from the alchemist archetype.

BASIC CONCOCTION (Feat 4)
[Archetype]
Prerequisites Alchemist Dedication
¶ You gain a 1st- or 2nd-level alchemist feat.

QUICK ALCHEMY (Feat 4)
[Archetype]
Prerequisites Alchemist Dedication
¶ You gain the Quick Alchemy action (page ??).

ADVANCED CONCOCTION (Feat 6)
[Archetype]
Prerequisites Basic Concoction
¶ You gain one alchemist feat. For the purpose of meeting its prerequisites, your alchemist level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another alchemist feat.

EXPERT ALCHEMY (Feat 6)
[Archetype]
Prerequisites Alchemist Dedication, expert in Crafting
¶ You advanced alchemy level increases to 3. At 10th level, it increases to 5.

MASTER ALCHEMY (Feat 12)
[Archetype]
Prerequisites Expert Alchemy, master in Crafting
¶ Your advanced alchemy level increases to (??). For every level you gain beyond 12th, your advanced alchemy level increases by 1.


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BARBARIAN
There's a rage deep inside you that sometimes breaks lose, granting you some of the might of a barbarian in addition to your other abilities.

MULTICLASS BARBARIAN CHARACTERS
The barbarian archetype is a great choice for characters that emphasize Strength and melee attacks more than usual for their class as long as they can handle Rage's spellcasting restriction. It's especially good for characters looking to add more damage.

BARBARIAN DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass]
Prerequisites Strength 14, Constitution 14
¶ You become trained in Athletics; if you were already trained in Athletics, you instead become trained in a skill of your choice. You become trained in barbarian class DC.
¶ You can use the Rage action (page 84).
¶ Choose an instinct as you would if you were a barbarian. You have that instinct for all purposes and become bound by its anathema, but you don't gain any of the other abilities it grants.
Special You cannot select another dedication feat until you have gained two other feats from the barbarian archetype.

BARBARIAN RESILIENCY (Feat 4)
[Archetype]
Prerequisites Barbarian Dedication, class granting no more Hit Points per level than 10 + you Constitution modifier
¶ You gain 3 additional Hit Points for each barbarian archetype class feat you have. As you continue selecting barbarian archetype class feats, you continue to gain additional Hit Points in this way.

BASIC FURY (Feat 4)
[Archetype]
Prerequisites Barbarian Dedication
¶ You gain a 1st- or 2nd-level barbarian feat.

ADVANCED FURY (Feat 6)
[Archetype]
Prerequisites Basic Fury
¶ You gain one barbarian feat. For the purpose of meeting its prerequisites, your barbarian level is equal to half your character level.
Special You can select this feat more than once. Each time you select it you gain another barbarian feat.

INSTINCT ABILITY (Feat 6)
[Archetype]
Prerequisites Barbarian Dedication
¶ You gain the instinct ability for the instinct you chose for Barbarian Dedication.

JUGGERNAUT'S FORTITUDE (Feat 12)
[Archetype]
Prerequisites Barbarian Dedication, expert in Fortitude saves
¶ Your proficiency in Fortitude saves increases to master.


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BARD

MULTICLASS BARD CHARACTERS
The bard archetype grants powerful effects that tend to use actions; it’s a great choice if you have actions to spare.

BARD DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass]
Prerequisites Charisma 14
You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You’re trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
¶ Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse’s feats, but you don’t gain any of the other abilities it grants.
Special You cannot select another dedication feat until you have gained two other feats from the bard archetype.

BASIC BARD SPELLCASTING (Feat 4)
[Archetype]
Prerequisites Bard Dedication
¶ You gain the basic spellcasting benefits (page 219). Each time you gain a spell slot of a new level from the bard archetype, add a common occult spell or another spell you learned or discovered to your repertoire, of the appropriate spell level.

BASIC MUSE'S WHISPERS (Feat 4)
[Archetype]
Prerequisites Bard Dedication
¶ You gain a 1st- or 2nd-level bard feat.

ADVANCED MUSE'S WHISPERS (Feat 6)
[Archetype]
Prerequisites Basic Muse’s Whispers
¶ You gain one bard feat. For the purpose of meeting its prerequisites, your bard level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another bard feat.

COUNTER PERFORM (Feat 6)
[Archetype]
Prerequisites Bard Dedication
¶ You gain the counter performance composition spell. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by engaging your muse. (For more on composition spells, see page 97).

INSPIRATIONAL PERFORMANCE (Feat 8)
[Archetype]
Prerequisites Bard Dedication
¶ You gain the inspire courage composition cantrip.

OCCULT BREADTH (Feat 8)
[Archetype]
Prerequisites Basic Bard Spellcasting
¶ Increase the number of spell slots you gain from bard archetype feats by 1 for each spell level other than your two highest spell levels.

EXPERT BARD SPELLCASTING (Feat 12).
[Archetype]
Prerequisites Basic Bard Spellcasting, master in Occultism.
¶ You gain the expert spellcasting benefits (page 219).

MASTER BARD SPELLCASTING(Feat 18)
[Archetype]
Prerequisites Expert Bard Spellcasting, legendary in Occultism.
¶ You gain the master spellcasting benefits (page 219).


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CHAMPION
You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause.

MULTICLASS CHAMPION CHARACTERS
The champion archetype greatly improves defenses, particularly armor. It’s a great way for a character to gain armor proficiency or a powerful defensive reaction.

CHAMPION DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass]
Prerequisites Strength 14, Charisma 14
¶ Choose a deity and cause as you would if you were a champion. You become trained in light, medium, and heavy armor. You become trained in Religion and your deity’s associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You become trained in champion class DC.
¶ You are bound by your deity’s anathema and must follow the champion’s code and alignment requirements for your cause. You don’t gain any other abilities from your choice of deity or cause.
Special You cannot select another dedication feat until you have gained two other feats from the champion archetype.

BASIC DEVOTION (Feat 4)
[Archetype]
Prerequisites Champion Dedication
¶ You gain a 1st- or 2nd-level champion feat.

CHAMPION RESILIENCY (Feat 4)
[Archetype]
Prerequisites Champion Dedication, class granting no more Hit Points per level than 8+Con
¶ You gain 3 additional Hit Points for each champion archetype class feat you have. As you continue selecting champion archetype class feats, you continue to gain additional Hit Points in this way.

HEALING TOUCH (Feat 4)
[Archetype]
Prerequisites Champion Dedication
¶ You gain the appropriate devotion spell for your cause (lay on hands for the paladin, redeemer, and liberator). If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity.

ADVANCED DEVOTION (Feat 6)
[Archetype]
Prerequisites Basic Devotion
¶ You gain one champion feat. For the purpose of meeting its prerequisites, your champion level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another champion feat.

CHAMPION'S REACTION (Feat 6)
[Archetype]
Prerequisites Champion Dedication
¶ You can use the champion’s reaction associated with your cause.

DIVINE ALLY (Feat 6)
[Archetype]
Prerequisites Champion Dedication
¶ You gain a divine ally of your choice (page 108).

DIVERSE ARMOR EXPERT (Feat 14) [Archetype]
Prerequisites Expert in unarmored defense or one or more types of armor
¶ Your proficiency ranks for light, medium, heavy armor, and unarmored defense increase to expert.


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CLERIC
You are an ordained priest of your deity and have even learned how to cast a few divine spells. Though your main training lies elsewhere, your religious calling provides you divine gifts.

MULTICLASS CLERIC CHARACTERS
The cleric archetype is a great way to create a character of another class who's a devotee of a particular deity. The many domains available to clerics of different deities present a variety of options for focus spells.
• Alchemist clerics work well with the chirurgeon field, healing various ailments with either alchemy or spells.
• Martial clerics are typically looking for a potent domain spell or some healing to use in a pinch.
• Divine sorcerer clerics double down as the ultimate divine spellcasters.
• Other spellcaster clerics diversify their options, becoming theurgic characters who combine two magical traditions.

CLERIC DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass
Prerequisites Wisdom 14
¶ You cast spells like a cleric. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for divine spells. Your key spellcasting ability for cleric archetype spells is Wisdom, and they are divine cleric spells. Choose a deity as you would if you were a cleric. You become bound by that deity's anathema. You become trained in Religion and your deity's associated skill; for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don't gain any other abilities from your choice of deity.
Special You cannot select another dedication feat until you have gained two other feats from the cleric archetype.

BASIC CLERIC SPELLCASTING (Feat 4)
[Archetype]
Prerequisites Cleric Dedication.
¶ You gain the basic spellcasting benefits (page 219). You can prepare your deity's spells in your spell slots of the appropriate level from the cleric archetype.

BASIC DOGMA (Feat 4)
[Archetype]
Prerequisites Cleric Dedication
¶ You gain a 1st- or 2nd-level cleric feat.

ADVANCED DOGMA (Feat 6)
[Archetype]
Prerequisites Basic Dogma
¶ You gain one cleric feat. For the purpose of meeting its prerequisites, your cleric level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another cleric feat.

DIVINE BREADTH (Feat 8)
[Archetype]
Prerequisites Basic Cleric Spellcasting
¶ You can cast more divine spells per day. Increase the number of slots you gain from cleric archetype feats by 1 for each spell level other than your two highest spell levels.

EXPERT CLERIC SPELLCASTING (Feat 12)
[Archetype]
Prerequisites Basic Cleric Spellcasting, master in Religion
¶ You gain the expert spellcasting benefits (page 219).

MASTER CLERIC SPELLCASTING (Feat 18)
[Archetype]
Prerequisites Expert Cleric spellcasting, legendary in Religion
¶ You gain the master spellcasting benefits (page 219).


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DRUID
You have entered ?? a few of the order's secrets, ??

MULTICLASS DRUID CHARACTERS
The druid archetype ?? a bit of healing or elemental damage ?? natural environment with spells like speak with animals and meld into stone.

DRUID DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass]
Prerequisites Wisdom 14
¶ You cast spells like a druid. You gain access to the Cast a Spell activity. You can prepare two common cantrips each day from the primal spell list in this book or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for primal spells. Your key spellcasting ability for druid archetype spells is Wisdom, and they are primal druid spells.
¶ You learn the Druidic language
¶ Choose an order as you would if you were a druid. You become a member of that order and are bound by its anathema, allowing you to take the order's feats. You become trained in Nature and your order's associated skill; for each of these skills in which you were already trained you become trained in a skill of your choice. You don't gain any other abilities from your choice of order.
Special You cannot select another dedication feat until you have gained two other feats from the druid archetype.

BASIC DRUID SPELLCASTING (Feat 4)
[Archetype]
Prerequisites Druid Dedication
¶ You gain the basic spellcasting benefits (page 219)

BASIC WILDING (Feat 4)
[Archetype]
Prerequisites Druid Dedication
¶ You gain a 1st- or 2nd-level druid feat.

ORDER SPELL (Feat 4)
[Archetype]
Prerequisites Druid Dedication
¶ You gain the initial order spell from your order. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by being one with nature. (For more on order spells, see page 131.)
TKTK

ADVANCED WILDING (Feat 6)
[Archetype]
Prerequisites Basic Wilding
¶ You gain one druid feat; for the purpose of meeting its prerequisites, your druid level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another druid feat.

PRIMAL BREADTH (Feat 8)
[Archetype]
Prerequisites Basic Druid Spellcasting
¶ Increase the spell slots you gainf rom druid archetype feats by 1 for each spell level other than your two highest spell levels.

EXPERT DRUID SPELLCASTING (Feat 12)
[Archetype]
Prerequisites Basic Druid Spellcasting, master in Nature
¶ You gain the expert spellcasting benefits (page 219).

MASTER DRUID SPELLCASTING (Feat 18)
[Archetype]
Prerequisites Expert Druid Spellcasting, legendary in Nature
¶ You gain the master spellcasting benefits (page 219).


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FIGHTER
You have spent time learning the art of warfare, increasing your skill with martial arms and at wearing armor. With further training, you can become a true combat specialist.

MULTICLASS FIGHTER CHARACTERS
The fighter archetype grants access to great feats for characters focusing on any combat style, and it's particularly helpful for characters looking to diversify their offensive abilities or focus on more powerful weapons.
• Barbarian fighters can combine their talents with two-handed weapons with some of the fighter's two-handed feats to devastating effect.
• Champion fighters focus on a style of combat exemplified by their deity. A shield-using champion benefits from the best of both worlds in shield feats.
• Monk fighters are great at combining unusual weapon styles. For instance, a monks isn't hindered by a restriction to keep one hand free, because they want to punch you with that hand anyway.
• Ranger fighters can either specialize in archery or use their fighter feats to pick up an unusual combat style combination.
• Rogue fighters can make good use of fighter's free hand, two-weapon fighting, or archery feats
• Spellcaster fighters benefit greatly from the additional weapon proficiencies, and fighter is a solid choice for any spellcaster of a particularly martial bent.

FIGHTER DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass]
Prerequisites Strength 14, Dexterity 14
¶ You become trained in simple weapons and martial weapons. You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you instead become trained in a skill of your choice. You become trained in fighter class DC.
Special you cannot select another dedication feat until you have gained two other feats from the fighter archetype.

BASIC MANEUVER (Feat 4)
[Archetype]
Prerequisites Fighter Dedication
¶ You gain a 1st- or 2nd-level fighter feat.

FIGHTER RESILIENCY (Feat 4)
[Archetype]
Prerequisites Fighter Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier.
¶ You gain 3 additional Hit Points for each fighter archetype class feat you have. As you continue selecting fighter archetype class feats, you continue to gain additional Hit Points in this way.

OPPORTUNIST (Feat 4)
[Archetype]
Prerequisites Fighter Dedication
¶ You gain the Attack of Opportunity reaction, found on page 142.

ADVANCED MANEUVER (Feat 6)
[Archetype]
Prerequisites Basic Maneuver
¶ You gain a fighter feat. For the purpose of meeting its prerequisites, your fighter level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another fighter feat.

DIVERSE WEAPON EXPERT (Feat 12)
[Archetype]
Prerequisites Fighter Dedication, expert in any kind of weapon or unarmed attack.
¶ Your proficiency ranks for simple weapons and martial weapons increase to expert, and your proficiency rank for advanced weapons increases to trained.


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MONK
Monastic training has taught you martial arts and allowed you to hone your mind, body, and spirit to new heights.

MULTICLASS MONK CHARACTERS
The monk archetype is a strong choice for any character that fights unarmored or with unarmed attacks.
• Barbarian monks with the animal instinct can combine the barbarian's excellent unarmed damage with the monk's diverse unarmed special abilities.
• Champion monks are perfect for champions of Irori or other deities who favor unarmed attacks.
• Fighter monks can supplement free-hand fighting and add mobility to the fighter's toolkit.
• Rogue monks are incredibly effective because stances grant some of the best agile finesse attacks and flurry gives more sneak attacks.
• Spellcaster monks can fight with a free hand and still use material components to cast spells.

MONK DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass]
Prerequisites Strength 14, Dexterity 14
¶ You become trained in unarmed attacks and gain the powerful fist class feature (page 156). You become trained in your choice of Acrobatics or Athletics; if you are already trained in both of these skills, you become trained in a skill of your choice. You become trained in monk class DC.
Special You can't select another dedication feat until you have gained two other feats from the monk archetype.

BASIC KATA (Feat 4)
[Archetype]
Prerequisites Monk Dedication
¶ You gain a 1st- or 2nd-level monk feat.

MONK RESILIENCY (Feat 4)
[Archetype]
Prerequisites Monk Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
¶ You gain 3 additional Hit Points for each monk archetype class feat you have. As you continue selecting monk archetype class feats, you continue to gain additional Hit Points in this way.

ADVANCED KATA (Feat 6)
[Archetype]
Prerequisites Basic Kata
¶ You gain one monk feat. For the purpose of meeting its prerequisites, your monk level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another monk feat.

MONK MOVES (Feat 8)
[Archetype]
Prerequisites Monk Dedication
¶ You gain a +10-foot ?? not wearing armor.

MONK'S FLURRY (Feat ??)
[Archetype]
Prerequisites Monk Dedication
¶ You gain the Flurry of Blows action (page ??).

PERFECTION'S PATH (Feat ??)
[Archetype]
Prerequisites Monk Dedication, expert in at least one saving throw.
¶ Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master.


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RANGER
You have studied hunting, tracking, and wilderness survival, adding a ranger's tools to your skill set.

MULTICLASS RANGER CHARACTERS
The ranger archetype has access to excellent options to improve a character's monster knowledge and survival skills, but ranger is of particular interest to any character wanting to become a dedicated archer.
• Alchemist rangers can add snares to their daily free items, benefitting from a strong Crafting modifer, and their Intelligence makes them exceptional with monster knowledge feats. The ranger archetype is also useful to bombers who want to alternate with in bow attacks.
• Champion rangers are particularly fitting for deities who connect thematically to nature or have a bow as their favored weapon. (Or, in the case of Erastil, both!)
• Fighter rangers are among the most fearsome archers, combining the best archery feats from both classes to create a fighting style unique to each fighter ranger.
• Rogue rangers make excellent snipers or ranged skirmishers, and snares let them be on the other side of traps for a change.
• Spellcaster rangers benefit greatly from ranger's feat support, backing up their spells with ranged weapon attacks. Druids have the most thematic overlap with rangers among the spellcasters, allowing you to create a true master of the wilderness.

RANGER DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass]
Prerequisites Dexterity 14
¶ You become trained in Survival; if you were already trained in Survival, you instead become trained in another skill of your choice. You become trained in ranger class DC.
¶ You can use the Hunt Prey action (page ??)
Special You can't select another dedication feat until you have gained two other feats from the ranger archetype.

BASIC HUNTER'S TRICK (Feat 4)
[Archetype]
Prerequisites Ranger Dedication
Ranger Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier
¶ You gain 3 additional Hit Points for each ranger archetype class feat you have. As you continue selecting ranger archetype class feats, you continue to gain additional Hit Points in this way.

ADVANCED HUNTER'S TRICK (Feat 6)
[Archetype]
Prerequisites Basic Hunter's Trick
¶ You gain one ranger feat. For the purpose of meeting its prerequisites, your ranger level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another ranger feat.

MASTER SPOTTER (Feat 12)
[Archetype]
Prerequisites Ranger Dedication, expert in Perception
¶ Your proficiency rank in Perception increases to master.


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ROGUE
You've learned ?? and luck, you'll ?? shadows, striking ??

MULTICLASS ROGUE CHARACTERS
Nearly any character ?? and tricks the rogue archetype ??
• Alchemist rogues ?? Weapon to great effect ?? and sneak attack is a nice ??
• Barbarian rogues can ?? save and diversify their skills.
• Champion rogues add damage ?? while protecting their flanking ??
• Fighter rogues combine the fighter's ?? extra damage, a deadly combination ?? finesse fighters.
• Monk rogues have great synergy, ?? grant powerful Strikes that work with ??
• Ranger rogues benefit from the ?? foes and catching them flat-footed ?? flurry edge can get you many sneak attacks ?? precision edge doubles down on precision damage.
• Spellcaster rogues use the rogue multiclass ?? up skills or to pick up tricky rogue feats like Mobility to help keep them safe.

ROGUE DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass]
Prerequisites Dexterity 14
¶ You gain a skill feat and the rogue's surprise attack class feature (page 181). You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
Special You can't select another dedication feat until you have gained two other feats from the rogue archetype.

BASIC TRICKERY (Feat 4)
[Archetype]
Prerequisites Rogue Dedication
¶ You gain a 1st- or 2nd-level rogue feat.

SNEAK ATTACKER (Feat 4)
[Archetype]
Prerequisites Rogue Dedication
¶ You gain the sneak attack class feature (page 181), except it deals 1d4 damage, increasing to 1d6 damage at 6th level. You don't increase the number of dice as you gain levels.

ADVANCED TRICKERY (Feat 6)
[Archetype]
Prerequisites Basic Trickery
¶ You gain a rogue feat. For the purpose of meeting its prerequisites, your rogue level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another rogue feat.

SKILL MASTERY (Feat 8)
[Archetype]
Prerequisites Rogue Dedication, trained in at least one skill and expert in at least one skill
¶ Increase your proficiency rank in one of your skills from expert to master and in another of your skills from trained to expert. You gain a skill feat associated with one of the skills you chose.
Special You can select this feat up to five times.

UNCANNY DODGE (Feat 10)
[Archetype]
Prerequisites Rogue Dedication
¶ You gain the deny advantage class feature (page 181)

EVASIVENESS (Feat 12 )
[Archetype]
Prerequisites Rogue Dedication, expert in Reflex saves
¶ Your proficiency rank for Reflex saves increases to master.


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SORCERER
You coax the magic power in your blood to manifest, accessing magic others don't expect you to have.

MULTICLASS SORCERER CHARACTERS
The sorcerer archetype is a method for anyone to pick up commonly useful spells, such as invisibility and haste.

SORCERER DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass]
Prerequisites Charisma 14
¶ Choose a bloodline. You become trained in the bloodline's two skills, for each of these skills in which you were already trained, you become trained in a skill of your choice.
¶ You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline or any other cantrips you learn or discover. You're trained in spell attack rolls and spell DCs for your tradition's spells. Your key spellcasting ability for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline's tradition. You don't gain any other abilities from your choice of bloodline.
Special You can't select another dedication feat until you have gained two other feats from the sorcerer archetype.

BASIC SORCERER SPELLCASTING (Feat 4)
[Archetype]
Prerequisites Sorcerer Dedication
¶ You gain the basic spellcasting benefits (page 219). Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline's tradition, one of your bloodline's granted spells, or another spell you have learned or discovered.

BASIC BLOOD POTENCY (Feat 4)
[Archetype]
Prerequisites Sorcerer Dedication
¶ You gain a 1st- or 2nd-level sorcerer feat.

BASIC BLOODLINE SPELL (Feat 4)
[Archetype]
Prerequisites Sorcerer Dedication
¶ You gain your bloodline's initial bloodline spell. If you don't already have one, you also gain a focus spell of 1 Focus Point, which you can Refocus without any special effort. (For more on bloodline spells, see page 194)

ADVANCED BLOOD POTENCY (Feat 6)
[Archetype]
Prerequisites Basic Blood Potency
¶ You gain one sorcerer feat. For the purpose of meeting its prerequisites, your sorcerer level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another sorcerer feat.

BLOODLINE BREADTH (Feat 8)
[Archetype]
Prerequisites Basic Sorcerer Spellcasting
¶ Your repertoire expands, and you can cast more spells of your bloodline's tradition each day. Increase the number of spells in your repertoire and number of spell slots you gain from sorcerer archetype feats by 1 for each spell level other than your two highest spell levels.

EXPERT SORCERER SPELLCASTING (Feat 12)
[Archetype]
Prerequisites Basic Sorcerer Spellcasting; master in Arcana, Nature, Occultism, or Religion, depending on your bloodline
¶ You gain the expert spellcasting benefits (page 219)

MASTER SORCERER SPELLCASTING (Feat 18)
[Archetype]
Prerequisites Expert Sorcerer Spellcasting; legendary in Arcana, Nature, Occultism, or Religion, depending on your bloodline.
¶ You gain the master spellcasting benefits (page 219).


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WIZARD
You have dabbled in the arcane arts and, through discipline and academic study, learned how to cast a few spells.

MULTICLASS WIZARD CHARACTERS
The wizard archetype grants versatile prepared spells, perfect for characters looking to add some extra utility.

WIZARD DEDICATION (Feat 2)
[Archetype, Dedication, Multiclass]
Prerequisites Intelligence 14
¶ You cast spells like a wizard, graining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice.
Special You can't select another dedication feat until you have gained two other feats from the wizard archetype.

ARCANE SCHOOL SPELL (Feat 4)
[Archetype]
Prerequisites Wizard Dedication
¶ Select one arcane school of magic. You gain the school's initial school spell. If you don't already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by studying. (For more on arcane schools, see page 204).

BASIC ARCANA (Feat 4)
[Archetype]
Prerequisites Wizard Dedication
¶ You gain a 1st- or 2nd-level wizard feat of your choice.

BASIC WIZARD SPELLCASTING (Feat 4)
[Archetype]
Prerequisites Wizard Dedication
¶ You gain the basic spellcasting benefits (page 219). Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook.

ADVANCED ARCANA (Feat 6)
[Archetype]
Prerequisites Basic Arcana
¶ You gain one wizard feat. For the purpose of meeting its prerequisites, your wizard level is equal to half your character level.
Special You can select this feat more than once. Each time you select it, you gain another wizard feat.

ARCANE BREADTH (Feat 8)
[Archetype]
Prerequisites Basic Wizard Spellcasting
¶ You can cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each level other than your two highest spell levels.

EXPERT WIZARD SPELLCASTING (Feat 12)
[Archetype]
Prerequisites Basic Wizard Spellcasting, master in Arcana.
¶ You gain the expert spellcasting benefits (page 219).

MASTER WIZARD SPELLCASTING (Feat 18)
[Archetype]
Prerequisites Expert Wizard Spellcasting, legendary in Arcana
¶ You gain the master spellcasting benefits (page 219).


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Pathfinder Lost Omens Subscriber
tqomins wrote:

BASIC BLOODLINE SPELL (Feat 4)

[Archetype]
Prerequisites Sorcerer Dedication
¶ You gain your bloodline's initial bloodline spell. If you don't already have one, you also gain a focus spell of 1 Focus Point, which you can Refocus without any special effort. (For more on bloodline spells, see page 194)

Theory: Sorcerers can Refocus concurrently with some other 10-minute action.

Every other feat like this gives a specific action to Refocus (e.g., praying for a Cleric, studying for a Wizard).

But Sorcerers, we are told, can Refocus "without any special effort." We know the designers wanted to give the Sorcerer some more nice things coming out of the Playtest, and that an emphasis on Focus Spells is part of the Sorcerer's niche.

So it would make sense if this language suggests that the Sorcerer can "automatically" regain focus points while engaging in some other 10-minute activity (e.g., Treat Wounds, Repair).

UPDATE: This would also synergize very well with these two sorcerer feats we saw in the preview banquet:

Bloodline Focus (Feat 12). Prereq: bloodline spell. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Bloodline Wellspring (Feat 18). If you have spent at least 3 Focus Points since the last time you Refocused, you recover 3 Focus Points when you Refocus instead of 1.

Liberty's Edge

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Let me just say this; Thank You!


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Pathfinder Rulebook Subscriber

I love your theory on Sorcerer being able to refocus while doing something else. (After all, clerics of certain deities can refocus while healing.) I really like the idea of being able to play a Sorcerer and come up with whatever preferred refocus activity I want.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

This is awesome! Way easier than referring to the images.

One slight issue, you've got the text for Ranger Resiliency listed under Basic Hunter's Trick. The actual text of Basic Hunter's Trick is "You gain a 1st or 2nd level ranger feat of your choice."


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rooneg wrote:

This is awesome! Way easier than referring to the images.

One slight issue, you've got the text for Ranger Resiliency listed under Basic Hunter's Trick. The actual text of Basic Hunter's Trick is "You gain a 1st or 2nd level ranger feat of your choice."

Ah, well so I do! Thanks for the catch


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I love the Sorcerer theory about refocus too, it have so much flavor.


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Interesting, thanks.

Curious if Cleric Multiclass doesn't enable Channel at all? Or maybe they can gain only the specific Channel Variants/Upgrade usages (via 1/2 class level) if they Feat into them, while lacking vanilla Channel?

I think Druid Multiclass is supposed to be more exclusive re: Order Feats than base Druid (or else Druid itself became more exclusive re: Order Feat access?), although it doesn't overtly state that restriction on other Order Feats, it's surmisable that you can't take them unless granted permission?
" You become a member of that order and are bound by its anathema, allowing you to take the order's feats. ... You don't gain any other abilities from your choice of order."
So by "don't gain other abilities from your choice of order" that means you won't get the Order-specific benefits, even for chosen Order, and even this level of access doesn't apply to other Order Feats...?


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Pathfinder Rulebook Subscriber

Doing God's work!


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I wonder what class other than barbarian will have more than 10+level HP, to necessitate that distinction in Barbarian Resiliency. I am guessing it is just future proofing but, I am still curious, without prestige classes, what class could go above 10.


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Quandary wrote:

Interesting, thanks.

Curious if Cleric Multiclass doesn't enable Channel at all? Or maybe they can gain only the specific Channel Variants/Upgrade usages (via 1/2 class level) if they Feat into them, while lacking vanilla Channel?

I think Druid Multiclass is supposed to be more exclusive re: Order Feats than base Druid (or else Druid itself became more exclusive re: Order Feat access?), although it doesn't overtly state that restriction on other Order Feats, it's surmisable that you can't take them unless granted permission?
" You become a member of that order and are bound by its anathema, allowing you to take the order's feats. ... You don't gain any other abilities from your choice of order."
So by "don't gain other abilities from your choice of order" that means you won't get the Order-specific benefits, even for chosen Order, and even this level of access doesn't apply to other Order Feats...?

It might be correct. The Order Feats were usually 1st level feats anyway, so it doesn’t make sense that there would be two ways to grab the same feat. It also mentions giving you a spell point so i think it’s accurate.


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Unicore wrote:
I wonder what class other than barbarian will have more than 10+level HP, to necessitate that distinction in Barbarian Resiliency. I am guessing it is just future proofing but, I am still curious, without prestige classes, what class could go above 10.

I could see the Kineticist getting a d12 HD to replicate how much HP the class tended to carry around with how much you would stack Con bonuses in PF1 (and these are much less common in PF2.) Like via elemental overflow you had an eventual built in +6 Con size bonus (so it stacked with your +6 belt.)


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Quandary wrote:
So by "don't gain other abilities from your choice of order" that means you won't get the Order-specific benefits, even for chosen Order, and even this level of access doesn't apply to other Order Feats...?

I seem to recall this question being asked during the playtest, and the answer from one of the developers was that it just meant that you don't get the feat that the order comes with (and would need to take the Basic Wilding feat to access it), and you don't get the focus spell that the order comes with (which you would get via the Order Spell feat). But you do count as a member of the order when you take the relevant feats via Basic Wildling and Advanced Wildling.


OK so you're saying that you DO (or can) gain abilities from your choice of order, you just don't automatically gain them from that choice, you have to take the relevant feats for it (but these special abilities only kick in for people who chose that order). Kind of weird the wording isn't clearer if that was already brought up in playtest. Well, FAQ has to start somewhere...


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Quandary wrote:
OK so you're saying that you DO (or can) gain abilities from your choice of order, you just don't automatically gain them from that choice, you have to take the relevant feats for it (but these special abilities only kick in for people who chose that order). Kind of weird the wording isn't clearer if that was already brought up in playtest. Well, FAQ has to start somewhere...

Not sure how much clearer it could get. It tells you exactly what you do and don't gain from the Order.

Scarab Sages

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tqomins wrote:


• Monk fighters are great at combining unusual weapon styles. For instance, a monks isn't hindered by a restriction to keep one hand free, because they want to punch you with that hand anyway.

This is my favorite part.


Bartram wrote:
tqomins wrote:


• Monk fighters are great at combining unusual weapon styles. For instance, a monks isn't hindered by a restriction to keep one hand free, because they want to punch you with that hand anyway.
This is my favorite part.

YES. XD


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Thanks for this!

Happy to see multiclass stat requirements get lowered to 14 rather than 16.
Also love that the stupid 1/day class abilities seem to have been removed.

That being said, the Alchemist multiclass in particular brings up something I was kinda worried about with some classes having class pools in addition to spell point pools, being what happens with the multiclass dedication. Something like a Cleric/Alchemist can easily have 3 pools to worry about (channel, focus, reagents) and I was rather hoping that spell points/focus was going to get rid of things like that by consolidating these pools into one feature. [Especially as a Roll20 player who only has 3 bars per token to track these pools, along tracking HP and possibly things like hero points]


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Charon Onozuka wrote:

Thanks for this!

Happy to see multiclass stat requirements get lowered to 14 rather than 16.
Also love that the stupid 1/day class abilities seem to have been removed.

That being said, the Alchemist multiclass in particular brings up something I was kinda worried about with some classes having class pools in addition to spell point pools, being what happens with the multiclass dedication. Something like a Cleric/Alchemist can easily have 3 pools to worry about (channel, focus, reagents) and I was rather hoping that spell points/focus was going to get rid of things like that by consolidating these pools into one feature. [Especially as a Roll20 player who only has 3 bars per token to track these pools, along tracking HP and possibly things like hero points]

Unfortunately, the attempt to bring condense pools into Resonance on the alchemist was poorly received. They didn't want to make Channel a Focus power because they wanted the cleric to feel free to use the Focus powers for fun purposes rather than saving them in case you need a heal.

Liberty's Edge

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Charon Onozuka wrote:
That being said, the Alchemist multiclass in particular brings up something I was kinda worried about with some classes having class pools in addition to spell point pools, being what happens with the multiclass dedication. Something like a Cleric/Alchemist can easily have 3 pools to worry about (channel, focus, reagents) and I was rather hoping that spell points/focus was going to get rid of things like that by consolidating these pools into one feature. [Especially as a Roll20 player who only has 3 bars per token to track these pools, along tracking HP and possibly things like hero points]

In fairness, three pools is currently the absolute maximum you can wind up with, and is exclusive to Cleric/Alchemists (a somewhat odd combination, and easily avoided) at the moment. Even two pools is exclusive to Clerics and spellcasters multiclassing with Alchemist. The vast majority of characters really do have only a single pool.

And both Reagents and Channel have to be separate from Focus given what Focus does now, since Focus is recovered at 1 point per 10 minutes, any daily resource allotments must be something else.


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You have become my favorite poster on these boards, tqomins.

As I did not participate in the playtest, I'm curious. How quickly do you get feats? How easy/quickly can you enter an archetype? Do you gain dedication feats specifically for this purpose (or investing in a dedication in your main class)?

Liberty's Edge

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Dansome wrote:

You have become my favorite poster on these boards, tqomins.

As I did not participate in the playtest, I'm curious. How quickly do you get feats? How easy/quickly can you enter an archetype? Do you gain dedication feats specifically for this purpose (or investing in a dedication in your main class)?

All Classes appear to receive 1 Class Feat (the only kind usable for Multiclass Archetypes) every two levels starting at 2nd level. Some also receive one at 1st, but that's not really a factor in multiclassing directly.


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Deadmanwalking wrote:


In fairness, three pools is currently the absolute maximum you can wind up with, and is exclusive to Cleric/Alchemists (a somewhat odd combination, and easily avoided) at the moment. Even two pools is exclusive to Clerics and spellcasters multiclassing with Alchemist. The vast majority of characters really do have only a single pool

Did the Wild Shape pool for Druids go away?


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First World Bard wrote:
Deadmanwalking wrote:


In fairness, three pools is currently the absolute maximum you can wind up with, and is exclusive to Cleric/Alchemists (a somewhat odd combination, and easily avoided) at the moment. Even two pools is exclusive to Clerics and spellcasters multiclassing with Alchemist. The vast majority of characters really do have only a single pool
Did the Wild Shape pool for Druids go away?

Hmmm... Cleric/druid/alchemist. I like it. ;)

It emulates a druid worshiping Gozreh and taking the Druid Herbalism from PF1.

Liberty's Edge

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First World Bard wrote:
Did the Wild Shape pool for Druids go away?

I suppose that is another one (though it and Channel can't be gained via multiclassing, so they don't stack for these purposes). It's a 1/day ability for a lot of Druids, though.


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Deadmanwalking wrote:
Dansome wrote:

You have become my favorite poster on these boards, tqomins.

As I did not participate in the playtest, I'm curious. How quickly do you get feats? How easy/quickly can you enter an archetype? Do you gain dedication feats specifically for this purpose (or investing in a dedication in your main class)?

All Classes appear to receive 1 Class Feat (the only kind usable for Multiclass Archetypes) every two levels starting at 2nd level. Some also receive one at 1st, but that's not really a factor in multiclassing directly.

While it still isn't relevant for multiclassing, I thought I saw somewhere that all classes now get 11 class feats (1 at 1st and 1 at every even level), which I appreciate. I didn't like casters getting shafted on feats and features and I'm glad that casters get class features now NOT at the cost of feats, and Martials just get more features. XD

Liberty's Edge

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Edge93 wrote:
While it still isn't relevant for multiclassing, I thought I saw somewhere that all classes now get 11 class feats (1 at 1st and 1 at every even level), which I appreciate. I didn't like casters getting shafted on feats and features and I'm glad that casters get class features now NOT at the cost of feats, and Martials just get more features. XD

Ah! That's actually neat, and very good to know.


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I'm a little torn on the Versatile Armor/Weapon Expert feats. I like what they seem to do in general, basically letting you bring all weapons/armor to expert at about the time that's the minimum standard. So this is good for like casters using weapons or armor outside of their normal proficiencies. But it's not so good for Martials doing the same since they'll be getting better than Expert in their normal weapons and armor so this still doesn't catch up. It'd be nice to see it bring your lower-proficiency weapons/armor to match your highest. This would make it more attractive for Martials IMO.

BUT, Paizo may well have thought of this and there's something we haven't seen yet that solves the issue. Just have to wait and see.


Deadmanwalking wrote:
Edge93 wrote:
While it still isn't relevant for multiclassing, I thought I saw somewhere that all classes now get 11 class feats (1 at 1st and 1 at every even level), which I appreciate. I didn't like casters getting shafted on feats and features and I'm glad that casters get class features now NOT at the cost of feats, and Martials just get more features. XD
Ah! That's actually neat, and very good to know.

To be fair, I think casters get a feat disguised as a part of their class path at level 1. IE, a druid who picks the animal order gets the animal companion feat. I'm not positive everyone gets a truly free feat, but that's splitting hairs.

Someone chime in if I'm wrong here!


Captain Morgan wrote:
Deadmanwalking wrote:
Edge93 wrote:
While it still isn't relevant for multiclassing, I thought I saw somewhere that all classes now get 11 class feats (1 at 1st and 1 at every even level), which I appreciate. I didn't like casters getting shafted on feats and features and I'm glad that casters get class features now NOT at the cost of feats, and Martials just get more features. XD
Ah! That's actually neat, and very good to know.

To be fair, I think casters get a feat disguised as a part of their class path at level 1. IE, a druid who picks the animal order gets the animal companion feat. I'm not positive everyone gets a truly free feat, but that's splitting hairs.

Someone chime in if I'm wrong here!

Hmm, I think you're right. Bards get the same too, don't they? Clerics and Wizards didn't in the Playtest, though, nor did Sorcerers.


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Pathfinder Lost Omens Subscriber
Edge93 wrote:
Captain Morgan wrote:
Deadmanwalking wrote:
Edge93 wrote:
While it still isn't relevant for multiclassing, I thought I saw somewhere that all classes now get 11 class feats (1 at 1st and 1 at every even level), which I appreciate. I didn't like casters getting shafted on feats and features and I'm glad that casters get class features now NOT at the cost of feats, and Martials just get more features. XD
Ah! That's actually neat, and very good to know.

To be fair, I think casters get a feat disguised as a part of their class path at level 1. IE, a druid who picks the animal order gets the animal companion feat. I'm not positive everyone gets a truly free feat, but that's splitting hairs.

Someone chime in if I'm wrong here!

Hmm, I think you're right. Bards get the same too, don't they? Clerics and Wizards didn't in the Playtest, though, nor did Sorcerers.

I'm hoping that it will be as Captain Morgan suggested: that everyone gets 11 class feats but for some classes your level-1 class feat is dictated by another choice you make.

I may be responsible for the confusion here: in a different thread I did make the claim that everyone gets 11 class feats. But I wasn't thinking about it and was just counting off of the Alchemist class table (which gives you a class feat at level 1 and every even level). So it's possible that was inaccurate. I reviewed, and here's what we know concretely right now:

1) Alchemists receive a free choice of "alchemist class feat" granted at level 1 on their class table.

2) Alchemists, Bards, Champions, and Wizards all have level-1 class feats printed in the Core Rulebook (though unclear if they are granted a free choice of a feat at level 1).

3) The Wild Druid Order (spoiler #49) grants the Wild Shape feat.

4) Clerics do *not* have a free choice of "cleric class feat" listed at level 1 on their class table. However, they do receive their first Doctrine benefit at level 1, and the one first-Doctrine-benefit that we're aware of (the Cloistered Cleric's First Doctrine) does grant a class feat (specifically, Domain Initiate).

5) Several classes in the playtest that did not receive a free choice of class feat at level 1 received a class feat via another feature (e.g., Bards got a feat through their Muse). (NB, Spoiler #39, Multifarious Muse, suggests that PF2 Bards may retain that structure: "... Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse ...")

6) But there were still some classes in the playtest that received neither their choice of a class feat nor a class feat granted by some class feature at level 1. E.g., the playtest Sorcerer just didn't have a class feat at level 1.


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Deadmanwalking wrote:
First World Bard wrote:
Did the Wild Shape pool for Druids go away?
I suppose that is another one (though it and Channel can't be gained via multiclassing, so they don't stack for these purposes). It's a 1/day ability for a lot of Druids, though.

You can get it from Mulitclassing, though, it's a Level 1 Class Feat (that the Wild Order druid gets for free).


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First World Bard wrote:
Deadmanwalking wrote:
First World Bard wrote:
Did the Wild Shape pool for Druids go away?
I suppose that is another one (though it and Channel can't be gained via multiclassing, so they don't stack for these purposes). It's a 1/day ability for a lot of Druids, though.
You can get it from Mulitclassing, though, it's a Level 1 Class Feat (that the Wild Order druid gets for free).

^ This. As mentioned in my previous post, we know from #49 that Wild Shape is a class feat, so you can grab it through the "pick a feat" multiclass choice.

Liberty's Edge

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Druid mc/Barbarian here I come. ANGRY BEAR, RAWR!


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NightTrace wrote:
Druid mc/Barbarian here I come. ANGRY BEAR, RAWR!

Druid/Rogue - CURIOUS BEAR, HMM

The black bear of this discussion.

Liberty's Edge

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First World Bard wrote:
Deadmanwalking wrote:
First World Bard wrote:
Did the Wild Shape pool for Druids go away?
I suppose that is another one (though it and Channel can't be gained via multiclassing, so they don't stack for these purposes). It's a 1/day ability for a lot of Druids, though.
You can get it from Mulitclassing, though, it's a Level 1 Class Feat (that the Wild Order druid gets for free).

Okay...but that remains a 1/day feature rather than a pool, doesn't it? Or does having Wild Order from the Multiclass Dedication actually give it the bonus (something I believe was not true in the playtest)? I'm curious now.

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Deadmanwalking wrote:
First World Bard wrote:
Deadmanwalking wrote:
First World Bard wrote:
Did the Wild Shape pool for Druids go away?
I suppose that is another one (though it and Channel can't be gained via multiclassing, so they don't stack for these purposes). It's a 1/day ability for a lot of Druids, though.
You can get it from Mulitclassing, though, it's a Level 1 Class Feat (that the Wild Order druid gets for free).
Okay...but that remains a 1/day feature rather than a pool, doesn't it? Or does having Wild Order from the Multiclass Dedication actually give it the bonus (something I believe was not true in the playtest)? I'm curious now.

It did in the playtest. You count as a memberof the order. The feat gives enhanced benefits to members of the order, so you get them. I’m pretty sure this was confirmed in one of the druid threads, but can’t remember which one now.

Liberty's Edge

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Paul Watson wrote:
It did in the playtest. You count as a memberof the order. The feat gives enhanced benefits to members of the order, so you get them. I’m pretty sure this was confirmed in one of the druid threads, but can’t remember which one now.

Maybe I'm just misremembering because the 1/2 level on Feats for Multiclass Archetypes made it verging on utterly useless in the playtest. That seems to have changed for the better in the final version, though.

So I guess that's 4 pools of points in theory. Starting at 8th level at the earliest and only if your primary Class is Cleric and you specifically get 3 Druid Multiclass Feats (only one of which could be spellcasting) and then multiclass Alchemist.

My whole point was that this is a very niche problem, which I think this only confirms.

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