← Compendium

Classes

Base Classes

Alchemist
1d8 Spellcaster
BAB ¾
Fort Good
Ref Good
Will Poor
Skills/Lv 4 + INT
Class Skills

Appraise, Craft, Disable Device, Fly, Heal, Knowledge (Arcana), Knowledge (Local), Knowledge (Nature), Perception, Profession, Sleight of Hand, Spellcraft, Survival, Use Magic Device

Attributes

Intelligence is the primary attribute for Alchemists as it powers extracts and bombs. Dexterity improves ranged touch attacks for bombs.

Feats

Brew Potion and Throw Anything are bonus feats. Extra Bombs is a strong feat choice for bomb-focused alchemists. Precise Bombs is available as a discovery.

Class Features
  • 1 Alchemy
  • 1 Bomb
  • 1 Brew Potion
  • 1 Mutagen
  • 1 Throw Anything
  • 2 Discovery
  • 2 Poison Use
  • 2 Poison Resistance
  • 3 Swift Alchemy
  • 5 Poison Resistance
  • 6 Swift Poisoning
  • 10 Poison Immunity
  • 14 Persistent Mutagen
  • 16 Instant Alchemy
  • 18 Grand Discovery
Archetypes
Vivisectionist Alchemist archetype Archetype
Modified Features
  • 1 Alchemy
  • 1 Sneak Attack +1d6
  • 1 Brew Potion
  • 1 Mutagen
  • 1 Throw Anything
  • 2 Discovery
  • 2 Poison Use
  • 2 Poison Resistance
  • 3 Swift Alchemy
  • 5 Poison Resistance
  • 6 Swift Poisoning
  • 10 Poison Immunity
  • 14 Persistent Mutagen
  • 16 Instant Alchemy
  • 18 Grand Discovery
Grenadier Alchemist archetype Archetype
Modified Features
  • 1 Alchemy
  • 1 Bomb
  • 1 Brew Potion
  • 1 Alchemical Weapon
  • 2 Discovery
  • 2 Precise Bombs
  • 2 Poison Resistance
  • 3 Swift Alchemy
  • 5 Poison Resistance
  • 6 Siege Bomb
  • 10 Poison Immunity
  • 14 Explosive Missile
  • 16 Instant Alchemy
  • 18 Grand Discovery
Barbarian
1d12
BAB Full
Fort Good
Ref Poor
Will Poor
Skills/Lv 4 + INT
Class Skills

Acrobatics, Climb, Craft, Handle Animal, Intimidate, Knowledge (Nature), Perception, Ride, Survival, Swim

Attributes

Barbarians usually rely on their Strength and Constitution to win fights.

Feats

Weapon Focus and Power Attack are very good offensive feats. If you want to withstand more damage and / or effects, you can also take Toughness or Great Fortitude.

Class Features
  • 1 Fast Movement
  • 1 Rage
  • 2 Rage Powers
  • 2 Uncanny Dodge
  • 3 Trap Sense
  • 5 Improved Uncanny Dodge
  • 7 Damage Reduction
  • 11 Greater Rage
  • 14 Indomitable Will
  • 17 Tireless Rage
  • 20 Mighty Rage
Archetypes
Flesheater Barbarian archetype Archetype
Modified Features
  • 1 Skilled Thrower
  • 1 Rage (Flesheater)
  • 2 Rage Powers
  • 2 One Flesh
  • 3 Trap Sense
  • 7 Damage Reduction
  • 11 Unbound Rage
  • 14 Indomitable Will
  • 14 Feast
  • 17 Tireless Rage
  • 20 Unbound Form
Hurler Barbarian archetype Archetype
Modified Features
  • 1 Skilled Thrower
  • 1 Rage
  • 2 Rage Powers
  • 2 Uncanny Dodge
  • 3 Trap Sense
  • 5 Improved Uncanny Dodge
  • 7 Damage Reduction
  • 11 Greater Rage
  • 14 Indomitable Will
  • 17 Tireless Rage
  • 20 Mighty Rage
Invulnerable Rager Barbarian archetype Archetype
Modified Features
  • 1 Fast Movement
  • 1 Rage
  • 2 Rage Powers
  • 2 Uncanny Dodge
  • 3 Invulnerable Damage Reduction
  • 5 Improved Uncanny Dodge
  • 6 Invulnerable Damage Reduction
  • 9 Invulnerable Damage Reduction
  • 11 Greater Rage
  • 12 Invulnerable Damage Reduction
  • 14 Indomitable Will
  • 15 Invulnerable Damage Reduction
  • 17 Tireless Rage
  • 18 Invulnerable Damage Reduction
  • 20 Mighty Rage
Urban Barbarian Barbarian archetype Archetype
Modified Features
  • 1 Fast Movement
  • 1 Controlled Rage
  • 2 Rage Powers
  • 2 Crowd Control
  • 3 City Sense
  • 5 Improved Crowd Control
  • 7 Damage Reduction
  • 11 Greater Rage
  • 14 Indomitable Will
  • 17 Tireless Rage
  • 20 Mighty Rage
Bard
1d8 Spellcaster
BAB ¾
Fort Poor
Ref Good
Will Good
Skills/Lv 6 + INT
Class Skills

Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nature), Knowledge (Nobility), Knowledge (Planes), Knowledge (Religion), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Use Magic Device

Attributes

For Bards, Charisma is the most important attribute, as you need it for spellcasting and bardic performances.

Feats

For Bards, Lingering Performance is an excellent choice, as it extends the duration of your bardic performances. Spell Focus (Enchantment) is also useful if you intend to use your enchantment spells heavily.

Class Features
  • 1 Bardic Knowledge
  • 1 Bardic Performance
  • 1 Cantrips
  • 1 Countersong
  • 1 Distraction
  • 1 Fascinate
  • 1 Inspire Courage
  • 2 Versatile Performance
  • 2 Well-Versed
  • 3 Inspire Competence
  • 5 Lore Master
  • 6 Suggestion
  • 8 Dirge of Doom
  • 9 Inspire Greatness
  • 10 Jack-of-All-Trades
  • 12 Soothing Performance
  • 14 Frightening Tune
  • 15 Inspire Heroics
  • 17 Mass Suggestion
  • 18 Devastating Performance
  • 20 Deadly Performance
Archetypes
Archaeologist Bard archetype Archetype
Modified Features
  • 1 Bardic Knowledge
  • 1 Cantrips
  • 1 Trapfinding
  • 1 Archaeologist's Luck
  • 2 Archaeologist Talent
  • 3 Trap Sense
  • 5 Lore Master
  • 5 Uncanny Dodge
  • 6 Archaeologist Talent
  • 8 Improved Uncanny Dodge
  • 10 Jack-of-All-Trades
  • 10 Archaeologist Talent
  • 14 Archaeologist Talent
  • 18 Archaeologist Talent
Arcane Duelist Bard archetype Archetype
Modified Features
  • 1 Weapon and Armor Proficiency
  • 1 Bardic Knowledge
  • 1 Bardic Performance
  • 1 Cantrips
  • 1 Countersong
  • 1 Distraction
  • 1 Fascinate
  • 1 Rallying Cry
  • 2 Bonus Feat
  • 2 Well-Versed
  • 3 Inspire Competence
  • 5 Arcane Bond
  • 6 Suggestion
  • 6 Bonus Feat
  • 8 Arcane Armor Training
  • 9 Inspire Greatness
  • 10 Jack-of-All-Trades
  • 10 Bonus Feat
  • 12 Soothing Performance
  • 14 Arcane Armor Mastery
  • 14 Bonus Feat
  • 15 Inspire Heroics
  • 17 Mass Suggestion
  • 18 Devastating Performance
  • 18 Bonus Feat
  • 20 Deadly Performance
Archivist Bard archetype Archetype
Modified Features
  • 1 Bardic Knowledge
  • 1 Cantrips
  • 1 Naturalist
  • 2 Lore Expert
  • 3 Compelling Knowledge
  • 5 Lore Master
  • 10 Jack-of-All-Trades
Dawnflower Dervish Bard archetype Archetype
Modified Features
  • 1 Bardic Knowledge
  • 1 Battle Dance
  • 1 Cantrips
  • 2 Weapon of the Faithful
  • 3 Inspire Competence
  • 5 Lore Master
  • 6 Fast Movement
  • 8 Channel Energy
  • 9 Inspire Greatness
  • 10 Jack-of-All-Trades
  • 12 Soothing Performance
  • 14 Frightening Tune
  • 15 Inspire Heroics
  • 18 Devastating Performance
  • 20 Deadly Performance
Dervish Dancer Bard archetype Archetype
Modified Features
  • 1 Bardic Knowledge
  • 1 Battle Dance
  • 1 Cantrips
  • 2 Bonus Feat
  • 3 Inspire Competence
  • 5 Lore Master
  • 6 Fast Movement
  • 9 Inspire Greatness
  • 10 Jack-of-All-Trades
  • 12 Soothing Performance
  • 14 Frightening Tune
  • 15 Inspire Heroics
  • 18 Devastating Performance
  • 20 Deadly Performance
Cavalier
1d10
BAB Full
Fort Good
Ref Poor
Will Poor
Skills/Lv 4 + INT
Class Skills

Bluff, Climb, Craft, Diplomacy, Handle Animal, Intimidate, Profession, Ride, Sense Motive, Swim

Attributes

Strength is the primary stat for mounted and melee combat. Charisma powers the Challenge ability. Constitution improves survivability on the front line.

Feats

Mounted Combat and Ride-By Attack are essential for mounted Cavaliers. Power Attack synergizes well with the Challenge bonus damage.

Class Features
  • 1 Challenge
  • 1 Mount
  • 1 Order
  • 1 Tactician
  • 2 Order Ability
  • 3 Cavalier's Charge
  • 4 Challenge
  • 4 Expert Trainer
  • 5 Banner
  • 6 Bonus Feat
  • 7 Challenge
  • 8 Order Ability
  • 9 Greater Tactician
  • 10 Challenge
  • 11 Mighty Charge
  • 12 Bonus Feat
  • 12 Demanding Challenge
  • 13 Challenge
  • 14 Greater Banner
  • 15 Order Ability
  • 16 Challenge
  • 17 Master Tactician
  • 18 Bonus Feat
  • 19 Challenge
  • 20 Supreme Charge
Archetypes
Gendarme Cavalier archetype Archetype
Modified Features
  • 1 Challenge
  • 1 Mount
  • 1 Order
  • 1 Bonus Feat
  • 2 Order Ability
  • 3 Cavalier's Charge
  • 4 Challenge
  • 4 Expert Trainer
  • 5 Banner
  • 6 Bonus Feat
  • 7 Challenge
  • 8 Order Ability
  • 10 Challenge
  • 11 Mighty Charge
  • 12 Bonus Feat
  • 12 Demanding Challenge
  • 13 Challenge
  • 14 Greater Banner
  • 15 Order Ability
  • 16 Challenge
  • 18 Bonus Feat
  • 19 Challenge
  • 20 Supreme Charge
Daring Champion Cavalier archetype Archetype
Modified Features
  • 1 Challenge
  • 1 Panache
  • 1 Order
  • 1 Deeds
  • 2 Order Ability
  • 3 Champion's Finesse
  • 4 Challenge
  • 4 Expert Trainer
  • 5 Banner
  • 6 Bonus Feat
  • 7 Challenge
  • 8 Order Ability
  • 10 Challenge
  • 11 Mighty Charge
  • 12 Bonus Feat
  • 12 Demanding Challenge
  • 13 Challenge
  • 14 Greater Banner
  • 15 Order Ability
  • 16 Challenge
  • 18 Bonus Feat
  • 19 Challenge
  • 20 Supreme Champion
Cleric
1d8 Spellcaster
BAB ¾
Fort Good
Ref Poor
Will Good
Skills/Lv 2 + INT
Class Skills

Appraise, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (History), Knowledge (Nobility), Knowledge (Planes), Knowledge (Religion), Linguistics, Profession, Sense Motive, Spellcraft

Attributes

For Clerics, Wisdom ist the most important attribute. Clerics are very versatile and can go into a lot of directions, so be sure what playstyle you prefer before buying attribute points.

Feats

For Clerics, Divine Interference is a great tool to protect yourself and others. A Power Attack is also always a valid option if you go melee.

Class Features
  • 1 Aura
  • 1 Spellcasting
  • 1 Channel Energy
  • 1 Domains
  • 1 Spontaneous Casting
  • 1 Bonus Languages
  • 20 Proxy
Archetypes
Lawspeaker Cleric archetype Archetype
Modified Features
  • 1 Aura
  • 1 Spellcasting
  • 1 Divine Judgment
  • 1 Spontaneous Casting
  • 1 Bonus Languages
  • 1 Alignment
  • 1 Circumvent Obfuscation
  • 20 Proxy
Merciful Healer Cleric archetype Archetype
Modified Features
  • 1 Aura
  • 1 Spellcasting
  • 1 Channel Energy
  • 1 Domains
  • 1 Spontaneous Casting
  • 1 Bonus Languages
  • 1 Willing Healer
  • 1 Combat Medic
  • 3 Merciful Healing
  • 8 True Healer
  • 20 Proxy
Druid
1d8 Spellcaster
BAB ¾
Fort Good
Ref Poor
Will Good
Skills/Lv 4 + INT
Class Skills

Climb, Craft, Fly, Handle Animal, Heal, Knowledge (Geography), Knowledge (Nature), Perception, Profession, Ride, Spellcraft, Survival, Swim

Attributes

Wisdom is the Druid's primary attribute, governing their spells. Constitution helps with concentration and survivability. Druids who rely on Wild Shape benefit from a good Strength or Dexterity.

Feats

Druids benefit greatly from Natural Spell, which allows spellcasting while in Wild Shape. Augment Summoning is excellent if you plan to use summon nature's ally spells. Toughness helps with survivability in melee.

Class Features
  • 1 Nature Sense
  • 1 Wild Empathy
  • 2 Woodland Stride
  • 3 Trackless Step
  • 4 Resist Nature's Lure
  • 4 Wild Shape
  • 9 Venom Immunity
  • 13 A Thousand Faces
  • 15 Timeless Body
Archetypes
Nature Fang Druid archetype Archetype
Modified Features
  • 1 Nature Sense
  • 1 Wild Empathy
  • 1 Studied Target
  • 2 Woodland Stride
  • 3 Trackless Step
  • 4 Resist Nature's Lure
  • 4 Sneak Attack
  • 4 Slayer Talent
  • 6 Slayer Talent
  • 8 Slayer Talent
  • 10 Slayer Talent
  • 12 Slayer Talent
  • 13 A Thousand Faces
  • 14 Slayer Talent
  • 16 Slayer Talent
  • 18 Slayer Talent
  • 20 Slayer Talent
Saurian Shaman Druid archetype Archetype
Modified Features
  • 1 Nature Sense
  • 1 Wild Empathy
  • 1 Saurian Shamanism
  • 2 Woodland Stride
  • 2 Totem Transformation
  • 3 Trackless Step
  • 4 Resist Nature's Lure
  • 5 Totemic Summons
  • 6 Wild Shape
  • 9 Bonus Feat
  • 13 A Thousand Faces
  • 13 Bonus Feat
  • 15 Timeless Body
  • 17 Bonus Feat
Storm Druid Druid archetype Archetype
Modified Features
  • 1 Nature Sense
  • 1 Wild Empathy
  • 1 Windstruck
  • 2 Woodland Stride
  • 4 Stormbolts
  • 6 Wild Shape
  • 13 Storm Lord
  • 15 Timeless Body
Fighter
1d10
BAB Full
Fort Good
Ref Poor
Will Poor
Skills/Lv 2 + INT
Class Skills

Climb, Craft, Handle Animal, Intimidate, Knowledge (Dungeoneering), Knowledge (Engineering), Profession, Ride, Survival, Swim

Attributes

For Melee Fighters, Strength should be your main focus (or Dexterity, if you want to use light weapons). Ranged fighters should focus on Dexterity.

Feats

For Strength-based Melee Fighters, Power Attack is a good feat. For Dexterity-based Fighters, one of the most important feats is Weapon Finesse. Ranged Fighters should focus on getting Point-Blank Shot or Precise Shot. Weapon Focus is a good feat for all Fighters.

Class Features
  • 1 Bonus Feats
  • 2 Bravery
  • 3 Armor Training
  • 5 Weapon Training
  • 19 Armor Mastery
  • 20 Weapon Mastery
Archetypes
Archer Fighter archetype Archetype
Modified Features
  • 1 Bonus Feats
  • 2 Hawkeye
  • 3 Trick Shot
  • 5 Expert Archer
  • 9 Safe Shot
  • 13 Evasive Archer
  • 17 Volley
  • 19 Ranged Defense
  • 20 Weapon Mastery (Archer)
Caravan Sniper Fighter archetype Archetype
Modified Features
  • 1 Bonus Feats
  • 2 Crossbow Mastery
  • 3 Armor Training
  • 5 Measured Shot
  • 19 Armor Mastery
  • 20 Weapon Mastery
High Guardian Fighter archetype Archetype
Modified Features
  • 1 Bonus Feats
  • 1 Obligation
  • 1 Right Hand
  • 2 Defender's Reflexes
  • 2 Unassailable Allegiance
  • 3 Armor Training
  • 4 Royal Protector
  • 5 Weapon Training
  • 19 Armor Mastery
  • 20 Weapon Mastery
Lore Warden Fighter archetype Archetype
Modified Features
  • 1 Bonus Feats
  • 2 Bravery
  • 2 Combat Expertise
  • 3 Maneuver Mastery
  • 7 Know Thy Enemy
  • 11 Exploit Weakness
  • 15 Greater Exploit Weakness
  • 19 Master Combatant
Martial Master Fighter archetype Archetype
Modified Features
  • 1 Bonus Feats
  • 2 Bravery
  • 3 Armor Training
  • 5 Martial Flexibility
  • 19 Armor Mastery
Mobile Fighter Fighter archetype Archetype
Modified Features
  • 1 Bonus Feats
  • 2 Agility
  • 3 Speed of Thought
  • 5 Weapon Training
  • 20 Weapon Mastery
Mutation Warrior Fighter archetype Archetype
Modified Features
  • 1 Bonus Feats
  • 2 Bravery
  • 3 Mutagen
  • 5 Weapon Training
  • 7 Discovery
  • 11 Discovery
  • 15 Discovery
  • 20 Weapon Mastery
Two-Handed Fighter Fighter archetype Archetype
Modified Features
  • 1 Bonus Feats
  • 2 Shattering Strike
  • 3 Overhand Chop
  • 5 Weapon Training
  • 7 Backswing
  • 11 Piledriver
  • 15 Greater Power Attack
  • 19 Devastating Blow
  • 20 Weapon Mastery
Gunslinger
1d10
BAB Full
Fort Good
Ref Good
Will Poor
Skills/Lv 4 + INT
Class Skills

Acrobatics, Bluff, Climb, Craft, Handle Animal, Intimidate, Knowledge (Engineering), Knowledge (Local), Perception, Profession, Ride, Sleight of Hand, Survival, Swim

Attributes

Dexterity drives ranged attacks and helps compensate for light armor. Wisdom determines your Grit pool — your most important resource. Constitution compensates for the d10 hit die in extended combats.

Feats

Point-Blank Shot and Precise Shot are prerequisites for most ranged feat chains. Rapid Reload reduces the action to reload. Improved Critical (Firearm) becomes deadly at higher levels.

Class Features
  • 1 Grit
  • 1 Deeds
  • 1 Gunsmithing
  • 2 Nimble
  • 3 Deeds
  • 4 Bonus Feat
  • 5 Gunner's Eye
  • 7 Deeds
  • 8 Bonus Feat
  • 11 Deeds
  • 11 Dead Shot
  • 12 Bonus Feat
  • 15 Deeds
  • 16 Bonus Feat
  • 19 Deeds
  • 20 Bonus Feat
  • 20 True Grit
Archetypes
Bolt Ace (WIP) Gunslinger archetype Archetype
Modified Features
  • 1 Grit
  • 1 Deeds
  • 1 Gunsmithing
  • 2 Nimble
  • 3 Deeds
  • 4 Bonus Feat
  • 5 Gunner's Eye
  • 7 Deeds
  • 8 Bonus Feat
  • 11 Deeds
  • 11 Dead Shot
  • 12 Bonus Feat
  • 15 Deeds
  • 16 Bonus Feat
  • 19 Deeds
  • 20 Bonus Feat
  • 20 True Grit
Inquisitor
1d8 Spellcaster
BAB ¾
Fort Good
Ref Poor
Will Good
Skills/Lv 6 + INT
Class Skills

Bluff, Climb, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim

Attributes

Wisdom is the primary casting stat and also improves Judgment. Strength or Dexterity for combat depending on build. Charisma helps with Intimidate.

Feats

Solo Tactics synergizes with teamwork feats. Precise Strike and Outflank are great teamwork feats for an Inquisitor.

Class Features
  • 1 Detect Alignment
  • 1 Judgment
  • 1 Monster Lore
  • 1 Stern Gaze
  • 2 Cunning Initiative
  • 2 Track
  • 3 Domain
  • 3 Solo Tactics
  • 3 Teamwork Feat
  • 5 Bane
  • 5 Discern Lies
  • 8 Second Judgment
  • 10 Stalwart
  • 11 Greater Bane
  • 14 Exploit Weakness
  • 16 Greater Judgment
  • 17 Slayer
  • 20 True Judgment
Archetypes
Heretic Inquisitor archetype Archetype
Modified Features
  • 1 Detect Alignment
  • 1 Judgment
  • 1 Monster Lore
  • 1 Stern Gaze
  • 2 Cunning Initiative
  • 2 Track
  • 3 Solo Tactics
  • 3 Teamwork Feat
  • 5 Bane
  • 5 Discern Lies
  • 8 Second Judgment
  • 10 Stalwart
  • 11 Greater Bane
  • 14 Exploit Weakness
  • 16 Greater Judgment
  • 17 Slayer
  • 20 True Judgment
Sanctified Slayer Inquisitor archetype Archetype
Modified Features
  • 1 Detect Alignment
  • 1 Judgment
  • 1 Monster Lore
  • 1 Stern Gaze
  • 1 Studied Target
  • 2 Cunning Initiative
  • 2 Track
  • 3 Domain
  • 4 Slayer Talent
  • 5 Bane
  • 5 Discern Lies
  • 5 Studied Target
  • 8 Second Judgment
  • 8 Slayer Talent
  • 10 Stalwart
  • 10 Studied Target
  • 11 Greater Bane
  • 12 Advanced Slayer Talent
  • 14 Exploit Weakness
  • 15 Studied Target
  • 16 Greater Judgment
  • 16 Advanced Slayer Talent
  • 17 Slayer
  • 20 True Judgment
  • 20 Studied Target
Magus
1d8 Spellcaster
BAB ¾
Fort Good
Ref Poor
Will Good
Skills/Lv 2 + INT
Class Skills

Climb, Craft, Fly, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Profession, Ride, Spellcraft, Swim, Use Magic Device

Attributes

Intelligence drives both spellcasting and the size of your Arcane Pool. Strength is key for melee attacks. Constitution compensates for the d8 hit die.

Feats

Combat Casting is nearly mandatory. Weapon Focus (your primary weapon) applies to both melee and Spellstrike attacks. Intensified Spell and Empower Spell synergize with the Empowered Magic arcana.

Class Features
  • 1 Arcane Pool
  • 1 Spell Combat
  • 2 Spellstrike
  • 3 Magus Arcana
  • 4 Spell Recall
  • 5 Bonus Feat
  • 6 Magus Arcana
  • 7 Medium Armor
  • 8 Improved Spell Combat
  • 8 Magus Arcana
  • 9 Magus Arcana
  • 11 Magus Arcana
  • 12 Bonus Feat
  • 13 Heavy Armor
  • 13 Magus Arcana
  • 14 Magus Arcana
  • 15 Magus Arcana
  • 16 Greater Spell Combat
  • 16 Magus Arcana
  • 17 Magus Arcana
  • 18 Bonus Feat
  • 18 Magus Arcana
  • 19 Magus Arcana
  • 20 True Magus
  • 20 Magus Arcana
Monk
1d8
BAB ¾
Fort Good
Ref Good
Will Good
Skills/Lv 4 + INT
Class Skills

Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge (History), Knowledge (Religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim

Attributes

Monks benefit most from a high Wisdom (boosts Ki Pool, AC bonus, and save DCs) and Dexterity. Strength fuels unarmed damage, Constitution keeps them alive through the early levels.

Feats

Improved Initiative, Weapon Focus (Unarmed Strike), and Dodge let the Monk act first and avoid damage. Combat Reflexes pairs well with high Dexterity for opportunity attacks. At higher levels, Power Attack can combine with flurry attacks for burst damage.

Class Features
  • 1 Flurry of Blows
  • 1 Unarmed Strike
  • 1 Stunning Fist
  • 1 Bonus Feat
  • 2 Evasion
  • 2 Bonus Feat
  • 3 Fast Movement
  • 3 Maneuver Training
  • 3 Still Mind
  • 4 Ki Pool
  • 4 Slow Fall
  • 5 High Jump
  • 5 Purity of Body
  • 6 Bonus Feat
  • 6 Wholeness of Body
  • 9 Improved Evasion
  • 10 Bonus Feat
  • 11 Diamond Body
  • 12 Abundant Step
  • 13 Diamond Soul
  • 14 Bonus Feat
  • 15 Quivering Palm
  • 15 Timeless Body
  • 15 Tongue of the Sun and Moon
  • 17 Bonus Feat
  • 19 Empty Body
  • 20 Perfect Self
Archetypes
Martial Artist Monk archetype Archetype
Modified Features
  • 1 Flurry of Blows
  • 1 Unarmed Strike
  • 1 Stunning Fist
  • 1 Bonus Feat
  • 2 Evasion
  • 2 Bonus Feat
  • 3 Fast Movement
  • 3 Maneuver Training
  • 3 Pain Points
  • 4 Martial Arts Master
  • 4 Exploit Weakness
  • 5 High Jump
  • 5 Extreme Endurance
  • 6 Bonus Feat
  • 6 Physical Resistance
  • 9 Improved Evasion
  • 10 Bonus Feat
  • 12 Bonus Feat
  • 13 Defensive Roll
  • 14 Bonus Feat
  • 15 Quivering Palm
  • 17 Bonus Feat
  • 19 Greater Defensive Roll
Nimble Guardian Monk archetype Archetype
Modified Features
  • 1 Flurry of Blows
  • 1 Unarmed Strike
  • 1 Reflexive Defense
  • 1 Bonus Feat
  • 2 Evasion
  • 2 Bonus Feat
  • 3 Fast Movement
  • 3 Maneuver Training
  • 3 Still Mind
  • 4 Ki Pool
  • 4 Slow Fall
  • 5 Swift Follower
  • 5 Purity of Body
  • 6 Bonus Feat
  • 6 Wholeness of Body
  • 9 Improved Evasion
  • 10 Bonus Feat
  • 11 Diamond Body
  • 12 Abundant Step
  • 13 Improved Swift Follower
  • 14 Bonus Feat
  • 15 Quivering Palm
  • 15 Timeless Body
  • 15 Tongue of the Sun and Moon
  • 17 Bonus Feat
  • 19 Empty Body
  • 20 Perfect Self
Qinggong Monk Monk archetype Archetype
Modified Features
  • 1 Flurry of Blows
  • 1 Unarmed Strike
  • 1 Stunning Fist
  • 1 Bonus Feat
  • 2 Evasion
  • 2 Bonus Feat
  • 3 Fast Movement
  • 3 Maneuver Training
  • 3 Still Mind
  • 4 Ki Pool
  • 4 Slow Fall
  • 4 Ki Powers
  • 5 High Jump
  • 5 Purity of Body
  • 6 Bonus Feat
  • 6 Wholeness of Body
  • 9 Improved Evasion
  • 10 Bonus Feat
  • 11 Diamond Body
  • 12 Abundant Step
  • 13 Diamond Soul
  • 14 Bonus Feat
  • 15 Quivering Palm
  • 15 Timeless Body
  • 15 Tongue of the Sun and Moon
  • 17 Bonus Feat
  • 19 Empty Body
  • 20 Perfect Self
Zen Archer Monk archetype Archetype
Modified Features
  • 1 Flurry of Blows
  • 1 Unarmed Strike
  • 1 Perfect Strike
  • 1 Bonus Feat
  • 2 Way of the Bow
  • 2 Bonus Feat
  • 3 Fast Movement
  • 3 Trick Shot
  • 3 Zen Archery
  • 4 Ki Pool
  • 4 Slow Fall
  • 5 Moment of Clarity
  • 5 Purity of Body
  • 6 Bonus Feat
  • 6 Wholeness of Body
  • 9 Improved Evasion
  • 10 Bonus Feat
  • 11 Diamond Body
  • 12 Point Blank Master
  • 13 Diamond Soul
  • 14 Bonus Feat
  • 15 Quivering Palm
  • 15 Timeless Body
  • 15 Tongue of the Sun and Moon
  • 17 Bonus Feat
  • 19 Empty Body
  • 20 Perfect Self
Oracle
1d8 Spellcaster
BAB ¾
Fort Poor
Ref Poor
Will Good
Skills/Lv 4 + INT
Class Skills

Craft, Diplomacy, Heal, Knowledge (History), Knowledge (Planes), Knowledge (Religion), Profession, Sense Motive, Spellcraft

Attributes

Charisma is the primary casting stat for Oracles. Constitution improves the Oracle's moderate hit points. Wisdom is useful for Perception and Will saves.

Feats

Extra Revelation gives you more revelation options. Spell Focus (conjuration/evocation) enhances offensive spells.

Class Features
  • 1 Mystery
  • 1 Oracle's Curse
  • 1 Orisons
  • 1 Revelation
  • 2 Mystery Spell
  • 3 Revelation
  • 4 Mystery Spell
  • 6 Mystery Spell
  • 7 Revelation
  • 8 Mystery Spell
  • 10 Mystery Spell
  • 11 Revelation
  • 12 Mystery Spell
  • 14 Mystery Spell
  • 15 Revelation
  • 16 Mystery Spell
  • 18 Mystery Spell
  • 19 Revelation
  • 20 Final Revelation
Archetypes
Seeker Oracle archetype Archetype
Modified Features
  • 1 Mystery
  • 1 Oracle's Curse
  • 1 Orisons
  • 1 Revelation
  • 1 Seeker's Intuition
  • 2 Trapfinding
  • 3 Revelation
  • 4 Trapsense
  • 6 Discern Illusion
  • 7 Revelation
  • 11 Revelation
  • 15 Revelation
  • 19 Revelation
  • 20 Final Revelation
Paladin
1d10 Spellcaster
BAB Full
Fort Good
Ref Poor
Will Good
Skills/Lv 2 + INT
Class Skills

Craft, Diplomacy, Handle Animal, Heal, Knowledge (Nobility), Knowledge (Religion), Profession, Ride, Sense Motive, Spellcraft

Attributes

Charisma is a Paladin's most important attribute; it's needed for the class features and the spells.
As you probably want to be able to tank some hits and do some damage yourself, Constitution and Strength may be good secondary options.

Feats

Paladins are extremely versatile, so here are a few recommendations per favored playstyle:

Offensive: Power Attack, Weapon Focus
Defensive: Shield Focus, Toughness
Mounted combat: Mounted Combat, Ride-By-Attack, Spirited Charge
Utility: Extra Lay On Hands, Extra Mercy, Channel Smite
Teamwork: Outflank

Class Features
  • 1 Aura of Good
  • 1 Detect Evil
  • 1 Smite Evil
  • 2 Divine Grace
  • 2 Lay On Hands
  • 3 Aura of Courage
  • 3 Divine Health
  • 3 Mercy
  • 4 Channel Positive Energy
  • 4 Spells
  • 5 Divine Bond
  • 8 Aura of Resolve
  • 11 Aura of Justice
  • 14 Aura of Faith
  • 17 Aura of Righteousness
  • 20 Holy Champion
Archetypes
Combat Healer Squire Paladin archetype Archetype
Modified Features
  • 1 Aura of Good
  • 1 Careful Healer
  • 1 Smite Evil
  • 2 Dress Wounds
  • 2 Lay On Hands
  • 3 Aura of Courage
  • 3 Swift Healer
  • 3 Mercy
  • 4 Channel Positive Energy
  • 4 Spells
  • 5 Divine Bond
  • 8 Aura of Resolve
  • 11 Aura of Justice
  • 14 Aura of Faith
  • 17 Aura of Righteousness
  • 20 Holy Champion
Divine Hunter Paladin archetype Archetype
Modified Features
  • 1 Aura of Good
  • 1 Detect Evil
  • 1 Divine Hunter Smite Evil
  • 2 Divine Grace
  • 2 Lay On Hands
  • 3 Aura of Courage
  • 3 Divine Health
  • 3 Mercy
  • 4 Channel Positive Energy
  • 4 Spells
  • 5 Divine Hunter Bond
  • 8 Aura of Resolve
  • 11 Hunter's Blessing
  • 14 Aura of Faith
  • 17 Aura of Righteousness
  • 20 Holy Champion
Holy Tactician Paladin archetype Archetype
Modified Features
  • 1 Aura of Good
  • 1 Detect Evil
  • 1 Weal's Champion
  • 2 Tactician
  • 2 Lay On Hands
  • 3 Aura of Courage
  • 3 Divine Health
  • 3 Mercy
  • 4 Channel Positive Energy
  • 4 Spells
  • 5 Divine Bond
  • 5 Bonus Teamwork Feat
  • 8 Aura of Resolve
  • 10 Bonus Teamwork Feat
  • 11 Aura of Justice
  • 14 Aura of Faith
  • 15 Bonus Teamwork Feat
  • 17 Aura of Righteousness
  • 20 Holy Champion
  • 20 Bonus Teamwork Feat
Sacred Shield Paladin archetype Archetype
Modified Features
  • 1 Aura of Good
  • 1 Detect Evil
  • 1 Bastion of Good
  • 2 Divine Grace
  • 2 Lay On Hands
  • 3 Aura of Courage
  • 3 Divine Health
  • 3 Mercy
  • 4 Channel Positive Energy
  • 4 Spells
  • 5 Holy Shield
  • 8 Aura of Resolve
  • 11 Aura of Warding
  • 14 Aura of Faith
  • 17 Aura of Righteousness
  • 20 Aegis
Ranger
1d10 Spellcaster
BAB Full
Fort Good
Ref Good
Will Poor
Skills/Lv 6 + INT
Class Skills

Climb, Craft, Handle Animal, Heal, Intimidate, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Nature), Perception, Profession, Ride, Spellcraft, Stealth, Survival, Swim

Attributes

Dexterity is usually the Ranger's most important attribute for ranged builds; Strength for melee. Wisdom is needed for spells (starts at level 4). Constitution rounds out survivability.

Feats

Rangers benefit from Precise Shot and Rapid Shot for archery builds, or Two-Weapon Fighting for melee. Improved Favored Enemy and Favored Defense enhance their signature abilities.

Class Features
  • 1 Favored Enemy
  • 1 Track
  • 1 Wild Empathy
  • 2 Combat Style Feat
  • 3 Endurance
  • 3 Favored Terrain
  • 4 Hunter's Bond
  • 6 Combat Style Feat
  • 10 Combat Style Feat
  • 11 Quarry
  • 12 Camouflage
  • 14 Combat Style Feat
  • 18 Combat Style Feat
  • 20 Master Hunter
Archetypes
Freebooter Ranger archetype Archetype
Modified Features
  • 1 Freebooter's Bane
  • 1 Track
  • 1 Wild Empathy
  • 2 Combat Style Feat
  • 3 Endurance
  • 3 Favored Terrain
  • 4 Freebooter's Bond
  • 6 Combat Style Feat
  • 10 Combat Style Feat
  • 11 Quarry
  • 12 Camouflage
  • 14 Combat Style Feat
  • 18 Combat Style Feat
  • 20 Master Hunter
Guide Ranger archetype Archetype
Modified Features
  • 1 Ranger's Focus
  • 1 Track
  • 1 Wild Empathy
  • 2 Combat Style Feat
  • 3 Endurance
  • 3 Favored Terrain
  • 4 Terrain Bond
  • 6 Combat Style Feat
  • 9 Ranger's Luck
  • 10 Combat Style Feat
  • 11 Inspired Moment
  • 12 Camouflage
  • 14 Combat Style Feat
  • 16 Improved Ranger's Luck
  • 18 Combat Style Feat
  • 20 Master Hunter
Urban Ranger Ranger archetype Archetype
Modified Features
  • 1 Favored Enemy
  • 1 Track
  • 1 Trapfinding
  • 2 Combat Style Feat
  • 3 Endurance
  • 3 Favored Community
  • 4 Hunter's Bond
  • 6 Combat Style Feat
  • 10 Combat Style Feat
  • 11 Quarry
  • 12 Blend In
  • 14 Combat Style Feat
  • 18 Combat Style Feat
  • 20 Master Hunter
Rogue
1d8
BAB ¾
Fort Poor
Ref Good
Will Poor
Skills/Lv 8 + INT
Class Skills

Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (Dungeoneering), Knowledge (Local), Linguistics, Perception, Perform, Profession, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device

Attributes

For Rogues, Dexterity and Charisma (depending on what kind of Rogue you want to play) are the most important attributes.

Feats

For Rogues, Extra Rogue Talent, Two-Weapon Fighting & Weapon Finesse are very popular feats. A Weapon Focus is also always a solid option.

Class Features
  • 1 Sneak Attack +1d6
  • 1 Trapfinding
  • 2 Evasion
  • 2 Rogue Talent
  • 3 Trapsense
  • 4 Uncanny Dodge
  • 8 Improved Uncanny Dodge
  • 10 Advanced Rogue Talent
  • 20 Master Strike
  • 20 Masterful Talent
Archetypes
Acrobat Rogue archetype Archetype
Modified Features
  • 1 Sneak Attack +1d6
  • 1 Expert Acrobat
  • 2 Evasion
  • 2 Rogue Talent
  • 3 Second Chance
  • 4 Uncanny Dodge
  • 8 Improved Uncanny Dodge
  • 10 Advanced Rogue Talent
  • 20 Master Strike
  • 20 Masterful Talent
Charlatan Rogue archetype Archetype
Modified Features
  • 1 Sneak Attack +1d6
  • 1 Natural Born Liar
  • 2 Evasion
  • 2 Rogue Talent
  • 3 Grand Hoax
  • 4 Uncanny Dodge
  • 8 Improved Uncanny Dodge
  • 10 Advanced Rogue Talent
  • 20 Master Strike
  • 20 Masterful Talent
Scout Rogue archetype Archetype
Modified Features
  • 1 Sneak Attack +1d6
  • 1 Trapfinding
  • 2 Evasion
  • 2 Rogue Talent
  • 3 Skirmisher
  • 4 Uncanny Dodge
  • 8 Scout's Charge
  • 10 Advanced Rogue Talent
  • 20 Master Strike
  • 20 Masterful Talent
Sorcerer
1d6 Spellcaster
BAB ½
Fort Poor
Ref Poor
Will Good
Skills/Lv 2 + INT
Class Skills

Appraise, Bluff, Craft, Fly, Intimidate, Knowledge (Arcana), Profession, Spellcraft, Use Magic Device

Attributes

For Sorcerers, Charisma is the most important attribute, as you need it for spellcasting.

Feats

For Sorcerers, Improved Initiative can be a good feat, if you intend to buff yourself or others at the start of the fight. A Spell Focus for a school of magic you intend to cast a lot is also a good choice.

Class Features
  • 1 Spells
  • 1 Bloodline
  • 1 Eschew Materials
Archetypes
Tattooed Sorcerer Sorcerer archetype Archetype
Modified Features
  • 1 Spells
  • 1 Bloodline
  • 1 Varisian Tattoo
Empyreal Sorcerer Sorcerer archetype Archetype
Modified Features
  • 1 Empyreal Spellcasting
  • 1 Bloodline
  • 1 Eschew Materials
Summoner
1d8 Spellcaster
BAB ¾
Fort Poor
Ref Poor
Will Good
Skills/Lv 2 + INT
Class Skills

Craft, Fly, Handle Animal, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Linguistics, Profession, Ride, Spellcraft, Use Magic Device

Attributes

Charisma is the primary casting stat. Constitution improves the life link ability. Strength or Dexterity for melee/ranged combat if needed.

Feats

Augment Summoning dramatically improves summoned creatures. Spell Focus (conjuration) is the prerequisite and also helps summons.

Class Features
  • 1 Eidolon
  • 1 Life Link
  • 1 Summon Monster
  • 2 Bond Senses
  • 3 Shield Ally
  • 9 Maker's Call
  • 10 Aspect
  • 12 Greater Shield Ally
  • 14 Life Bond
  • 16 Merge Forms
  • 18 Greater Aspect
  • 20 Gate
Archetypes
Master Summoner Summoner archetype Archetype
Modified Features
  • 1 Eidolon
  • 1 Life Link
  • 1 Summon Monster
  • 1 Legion Summons
  • 3 Shield Ally
  • 9 Maker's Call
  • 10 Aspect
  • 12 Greater Shield Ally
  • 14 Life Bond
  • 18 Greater Aspect
  • 20 Gate
Witch
1d6
BAB ½
Fort Poor
Ref Poor
Will Good
Skills/Lv 2 + INT
Class Skills

Craft, Fly, Heal, Intimidate, Knowledge (Arcana), Knowledge (History), Knowledge (Local), Knowledge (Nature), Knowledge (Planes), Knowledge (Religion), Profession, Spellcraft, Use Magic Device

Attributes

Intelligence is the primary casting stat and determines extra spells and save DCs. Constitution compensates for the d6 hit die.

Feats

Extra Hex gives you more hex options, which are your main class power. Accursed Hex lets you use a hex on a target that already succeeded its save.

Class Features
  • 1 Cantrips
  • 1 Hex
  • 1 Patron
  • 1 Witch's Familiar
  • 2 Hex
  • 4 Hex
  • 6 Hex
  • 8 Hex
  • 10 Hex
  • 10 Major Hex
  • 12 Hex
  • 14 Hex
  • 16 Hex
  • 18 Grand Hex
  • 18 Hex
  • 20 Hex
Archetypes
Hedge Witch Witch archetype Archetype
Modified Features
  • 1 Cantrips
  • 1 Hex
  • 1 Patron
  • 1 Witch's Familiar
  • 2 Hex
  • 4 Hex
  • 4 Spontaneous Healing
  • 6 Hex
  • 8 Hex
  • 8 Improved Healing
  • 10 Hex
  • 10 Major Hex
  • 12 Hex
  • 14 Hex
  • 16 Hex
  • 18 Grand Hex
  • 18 Hex
  • 20 Hex
Gravewalker Witch archetype Archetype
Modified Features
  • 1 Cantrips
  • 1 Hex
  • 1 Patron
  • 1 Bonespeaker
  • 2 Hex
  • 4 Hex
  • 6 Hex
  • 8 Hex
  • 8 Possessed
  • 10 Hex
  • 10 Major Hex
  • 12 Hex
  • 14 Hex
  • 16 Hex
  • 18 Grand Hex
  • 18 Hex
  • 20 Hex
Wizard
1d6 Spellcaster
BAB ½
Fort Poor
Ref Poor
Will Good
Skills/Lv 2 + INT
Class Skills

Appraise, Craft, Fly, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Engineering), Knowledge (Geography), Knowledge (History), Knowledge (Local), Knowledge (Nature), Knowledge (Nobility), Knowledge (Planes), Knowledge (Religion), Linguistics, Profession, Spellcraft

Attributes

Intelligence is the Wizard's most important attribute — it determines spells per day, bonus spells, spell DCs, and skill points. A high Constitution helps with concentration checks and hit points.

Feats

Wizards benefit from metamagic feats like Spell Focus, Empower Spell, and Quicken Spell. Spell Penetration is valuable against spell-resistant enemies. Scribe Scroll is gained automatically at 1st level.

Class Features
  • 1 Arcane School
  • 1 Arcane Bond
  • 1 Cantrips
  • 1 Scribe Scroll
  • 5 Bonus Feat
  • 10 Bonus Feat
  • 15 Bonus Feat
  • 20 Bonus Feat
  • 20 Spell Mastery
Archetypes
Arcane Bomber Wizard archetype Archetype
Modified Features
  • 1 Arcane Bombs
  • 1 Arcane Bond
  • 1 Cantrips
  • 1 Scribe Scroll
  • 5 Bonus Feat
  • 10 Bonus Feat
  • 15 Bonus Feat
  • 20 Bonus Feat
  • 20 Spell Mastery
Pact Wizard Wizard archetype Archetype
Modified Features
  • 1 Arcane Bond
  • 1 Cantrips
  • 1 Scribe Scroll
  • 1 Pact Magic
  • 5 Bonus Feat
  • 10 Bonus Feat
  • 10 Spell Mastery
  • 15 Bonus Feat
  • 20 Bonus Feat
  • 20 Spell Mastery

Hybrid Classes

Arcanist
Hybrid 1d6
BAB ½
Fort Poor
Ref Poor
Will Good
Class Features
  • 1 Arcane Reservoir
  • 3 Arcanist Exploit
  • 5 Consume Spells
  • 7 Arcanist Exploit
  • 11 Arcanist Exploit
  • 15 Arcanist Exploit
  • 19 Arcane Supremacy
Bloodrager
Hybrid 1d10
BAB Full
Fort Good
Ref Poor
Will Poor
Class Features
  • 1 Bloodrage
  • 1 Bloodline
  • 1 Fast Movement
  • 2 Uncanny Dodge
  • 3 Blood Sanctuary
  • 5 Improved Uncanny Dodge
  • 7 Damage Reduction
  • 11 Greater Bloodrage
  • 14 Indomitable Will
  • 17 Tireless Bloodrage
  • 20 Mighty Bloodrage
Brawler
Hybrid 1d10
BAB Full
Fort Good
Ref Good
Will Poor
Class Features
  • 1 Brawler's Flurry
  • 1 Unarmed Strike
  • 1 Martial Flexibility
  • 2 Maneuver Training
  • 3 AC Bonus +1
  • 5 Brawler's Strike
  • 6 Bonus Combat Feat
  • 7 Knockout
  • 13 Close Weapon Mastery
  • 20 Awesome Blow
Hunter
Hybrid 1d8 Spellcaster
BAB ¾
Fort Good
Ref Good
Will Poor
Class Features
  • 1 Animal Companion
  • 1 Animal Focus
  • 1 Nature Training
  • 1 Wild Empathy
  • 2 Precise Companion
  • 3 Hunter's Bond
  • 3 Teamwork Feat
  • 3 Woodland Stride
  • 6 Improved Empathic Link
  • 8 Raise Animal Companion
  • 20 Master Hunter
Investigator
Hybrid 1d8 Spellcaster
BAB ¾
Fort Poor
Ref Good
Will Good
Class Features
  • 1 Alchemy
  • 1 Inspiration
  • 1 Trapfinding
  • 2 Poison Lore
  • 2 Poison Resistance
  • 3 Keen Recollection
  • 3 Trap Sense
  • 4 Studied Combat
  • 4 Studied Strike
  • 4 Investigator Talent
  • 7 Poison Resistance
  • 8 Investigator Talent
  • 9 Trap Sense
  • 11 Poison Resistance
  • 12 Investigator Talent
  • 13 Trap Sense
  • 15 Poison Resistance
  • 16 Investigator Talent
  • 17 Trap Sense
  • 19 True Inspiration
Shaman
Hybrid 1d8
BAB ¾
Fort Poor
Ref Poor
Will Good
Class Features
  • 1 Spirit
  • 1 Spirit Magic
  • 2 Hex
  • 4 Wandering Spirit
  • 6 Wandering Hex
  • 8 Greater Spirit
  • 10 Hex
  • 14 Hex
  • 16 True Spirit
  • 18 Hex
  • 20 Manifestation
Skald
Hybrid 1d8
BAB ¾
Fort Good
Ref Poor
Will Good
Class Features
  • 1 Raging Song
  • 1 Inspired Rage
  • 1 Bardic Knowledge
  • 2 Versatile Performance
  • 2 Well-Versed
  • 3 Song of Marching
  • 5 Lore Master
  • 5 Spell Kenning
  • 6 Song of Strength
  • 8 Dirge of Doom
  • 10 Song of the Fallen
  • 14 Greater Raging Song
  • 20 Master Skald
Slayer
Hybrid 1d10
BAB ¾
Fort Good
Ref Good
Will Poor
Class Features
  • 1 Studied Target
  • 1 Track
  • 2 Slayer Talent
  • 3 Sneak Attack
  • 4 Slayer Talent
  • 5 Studied Target
  • 6 Slayer Talent
  • 6 Sneak Attack
  • 7 Stalker
  • 8 Slayer Talent
  • 9 Sneak Attack
  • 10 Studied Target
  • 10 Advanced Slayer Talent
  • 12 Slayer Talent
  • 12 Sneak Attack
  • 14 Studied Target
  • 14 Slayer Talent
  • 14 Quarry
  • 15 Sneak Attack
  • 16 Slayer Talent
  • 18 Slayer Talent
  • 18 Sneak Attack
  • 19 Improved Quarry
  • 20 Slayer Talent
  • 20 Studied Target
  • 20 Master Slayer
Swashbuckler
Hybrid 1d10
BAB Full
Fort Poor
Ref Good
Will Poor
Class Features
  • 1 Panache
  • 1 Deeds
  • 1 Swashbuckler Finesse
  • 2 Charmed Life
  • 3 Nimble
  • 4 Bonus Feat
  • 8 Bonus Feat
  • 12 Bonus Feat
  • 16 Bonus Feat
  • 5 Swashbuckler Weapon Training
  • 20 Bonus Feat
  • 20 Deadly Stab
  • 20 Swashbuckler Weapon Mastery
Warpriest
Hybrid 1d8
BAB ¾
Fort Good
Ref Poor
Will Good
Class Features
  • 1 Blessings
  • 1 Fervor
  • 1 Sacred Weapon
  • 4 Channel Energy
  • 6 Bonus Feat
  • 7 Sacred Armor
  • 12 Bonus Feat
  • 15 Sacred Power
  • 18 Bonus Feat
  • 20 Aspect of War

Occult Classes

Kineticist
Occult 1d8
BAB ¾
Fort Good
Ref Good
Will Poor
Class Features
  • 1 Burn
  • 1 Elemental Focus
  • 1 Gather Power
  • 1 Infusion
  • 1 Kinetic Blast
  • 2 Elemental Defense
  • 2 Utility Wild Talent
  • 3 Elemental Overflow
  • 3 Infusion
  • 4 Utility Wild Talent
  • 5 Infusion
  • 5 Infusion Specialization
  • 5 Metakinesis
  • 6 Elemental Overflow
  • 6 Internal Buffer
  • 6 Utility Wild Talent
  • 7 Expanded Element
  • 8 Infusion Specialization
  • 8 Utility Wild Talent
  • 9 Elemental Overflow
  • 9 Infusion
  • 9 Metakinesis
  • 10 Utility Wild Talent
  • 11 Infusion
  • 11 Infusion Specialization
  • 11 Internal Buffer
  • 11 Gather Power
  • 12 Elemental Overflow
  • 12 Utility Wild Talent
  • 13 Infusion
  • 13 Metakinesis
  • 14 Infusion Specialization
  • 14 Utility Wild Talent
  • 15 Expanded Element
  • 15 Elemental Overflow
  • 16 Composite Specialization
  • 16 Internal Buffer
  • 16 Utility Wild Talent
  • 17 Infusion
  • 17 Infusion Specialization
  • 17 Metakinesis
  • 18 Elemental Overflow
  • 18 Utility Wild Talent
  • 19 Infusion
  • 19 Metakinetic Master
  • 20 Infusion Specialization
  • 20 Omnikinesis
  • 20 Utility Wild Talent
Medium
Occult 1d8 Spellcaster
BAB ¾
Fort Poor
Ref Poor
Will Good
Class Features
  • 1 Knacks
  • 1 Seance
  • 1 Spirit
  • 1 Spirit Bonus
  • 1 Spirit Power
  • 1 Spirit Surge
  • 2 Shared Seance
  • 2 Taboo
  • 3 Haunt Channeler
  • 4 Spirit Bonus
  • 5 Location Channel
  • 6 Spirit Power
  • 7 Connection Channel
  • 8 Spirit Bonus
  • 9 Propitiation
  • 10 Spirit Surge
  • 11 Spirit Power
  • 12 Spirit Bonus
  • 13 Ask the Spirits
  • 14 Astral Journey
  • 15 Trance of Three
  • 16 Spirit Bonus
  • 17 Spirit Power
  • 18 Spacious Soul
  • 19 Spirit Mastery
  • 20 Astral Beacon
  • 20 Spirit Bonus
  • 20 Spirit Surge
Mesmerist
Occult 1d8
BAB ¾
Fort Poor
Ref Poor
Will Good
Class Features
  • 1 Consummate Liar
  • 1 Hypnotic Stare
  • 1 Knacks
  • 1 Mesmerist Trick
  • 1 Painful Stare
  • 2 Mesmerist Trick
  • 2 Towering Ego
  • 3 Bold Stare
  • 3 Touch Treatment
  • 4 Mesmerist Trick
  • 5 Manifold Tricks
  • 5 Mental Potency
  • 6 Mesmerist Trick
  • 6 Touch Treatment
  • 7 Bold Stare
  • 8 Hypnotic Stare
  • 8 Mesmerist Trick
  • 9 Manifold Tricks
  • 10 Mesmerist Trick
  • 10 Touch Treatment
  • 11 Bold Stare
  • 11 Glib Lie
  • 12 Masterful Tricks
  • 12 Mesmerist Trick
  • 13 Manifold Tricks
  • 14 Mesmerist Trick
  • 14 Touch Treatment
  • 15 Bold Stare
  • 16 Mesmerist Trick
  • 17 Manifold Tricks
  • 18 Mesmerist Trick
  • 19 Bold Stare
  • 20 Mesmerist Trick
  • 20 Rule Minds
Occultist
Occult 1d8
BAB ¾
Fort Good
Ref Poor
Will Good
Class Features
  • 1 Focus Power
  • 1 Implements
  • 1 Knacks
  • 1 Mental Focus
  • 2 Implements
  • 2 Magic Item Skill
  • 2 Object Reading
  • 3 Focus Power
  • 4 Shift Focus
  • 5 Aura Sight
  • 5 Focus Power
  • 6 Implements
  • 7 Focus Power
  • 8 Magic Circles
  • 8 Outside Contact
  • 9 Focus Power
  • 10 Implements
  • 11 Focus Power
  • 12 Binding Circles
  • 12 Outside Contact
  • 13 Focus Power
  • 14 Implements
  • 15 Focus Power
  • 16 Fast Circles
  • 16 Outside Contact
  • 17 Focus Power
  • 18 Implements
  • 19 Focus Power
  • 20 Implement Mastery
  • 20 Outside Contact
Psychic
Occult 1d6
BAB ½
Fort Poor
Ref Poor
Will Good
Class Features
  • 1 Discipline Power
  • 1 Discipline Spell
  • 1 Knacks
  • 1 Phrenic Amplification
  • 1 Phrenic Pool
  • 1 Psychic Discipline
  • 2 Detect Thoughts
  • 3 Phrenic Amplification
  • 4 Discipline Spell
  • 5 Discipline Power
  • 6 Discipline Spell
  • 7 Phrenic Amplification
  • 8 Discipline Spell
  • 9 Telepathic Bond
  • 10 Discipline Spell
  • 11 Major Amplifications
  • 11 Phrenic Amplification
  • 12 Discipline Spell
  • 13 Discipline Power
  • 14 Discipline Spell
  • 15 Phrenic Amplification
  • 16 Discipline Spell
  • 17 Telepathy
  • 18 Discipline Spell
  • 19 Phrenic Amplification
  • 20 Remade Self
Spiritualist
Occult 1d8
BAB ¾
Fort Good
Ref Poor
Will Good
Class Features
  • 1 Etheric Tether
  • 1 Knacks
  • 1 Phantom
  • 1 Shared Consciousness
  • 2 Bonded Senses
  • 3 Bonded Manifestation
  • 4 Spiritual Interference
  • 5 Detect Undead
  • 6 Phantom Recall
  • 7 Calm Spirit
  • 8 Bonded Manifestation
  • 9 See Invisibility
  • 10 Fused Consciousness
  • 10 Phantom Recall
  • 11 Calm Spirit
  • 12 Greater Spiritual Interference
  • 13 Bonded Manifestation
  • 14 Phantom Recall
  • 14 Spiritual Bond
  • 15 Calm Spirit
  • 16 Call Spirit
  • 17 Dual Bond
  • 18 Bonded Manifestation
  • 18 Phantom Recall
  • 19 Calm Spirit
  • 20 Empowered Consciousness

Unchained Classes

Barbarian (Unchained)
Unchained 1d12
BAB Full
Fort Good
Ref Poor
Will Poor
Class Features
  • 1 Fast Movement
  • 1 Rage
  • 2 Uncanny Dodge
  • 3 Trap Sense
  • 4 Rage Powers
  • 5 Improved Uncanny Dodge
  • 7 Damage Reduction
  • 11 Greater Rage
  • 14 Indomitable Will
  • 17 Tireless Rage
  • 20 Mighty Rage
Monk (Unchained)
Unchained 1d10
BAB Full
Fort Good
Ref Good
Will Good
Class Features
  • 1 Flurry of Blows
  • 1 Unarmed Strike
  • 2 Evasion
  • 2 Focused Power
  • 3 Fast Movement
  • 3 Maneuver Training
  • 4 Still Mind
  • 4 Ki Pool
  • 5 Purity of Body
  • 7 Wholeness of Body
  • 9 Improved Evasion
  • 10 Ki Powers
  • 11 Diamond Body
  • 12 Abundant Step
  • 13 Diamond Soul
  • 15 Quivering Palm
  • 17 Timeless Body
  • 17 Tongue of the Sun and Moon
  • 19 Empty Body
  • 20 Perfect Self
Rogue (Unchained)
Unchained 1d8
BAB ¾
Fort Poor
Ref Good
Will Poor
Class Features
  • 1 Finesse Training
  • 1 Sneak Attack
  • 1 Trapfinding
  • 2 Evasion
  • 2 Rogue Talents
  • 3 Danger Sense
  • 4 Debilitating Injury
  • 4 Uncanny Dodge
  • 6 Improved Uncanny Dodge
  • 12 Skill Mastery
  • 20 Master Strike
Summoner (Unchained)
Unchained 1d8 Spellcaster
BAB ½
Fort Poor
Ref Poor
Will Good
Class Features
  • 1 Cantrips
  • 1 Eidolon
  • 1 Life Link
  • 1 Summon Monster
  • 2 Bond Senses
  • 4 Shield Ally
  • 6 Maker's Call
  • 8 Transposition
  • 10 Aspect
  • 12 Greater Shield Ally
  • 14 Life Bond
  • 16 Merge Forms
  • 18 Greater Aspect
  • 20 Twin Eidolon

Alternate Classes

Antipaladin
Alternate 1d10 Spellcaster
BAB Full
Fort Good
Ref Poor
Will Good
Class Features
  • 1 Aura of Evil
  • 1 Detect Good
  • 1 Smite Good
  • 2 Touch of Corruption
  • 2 Unholy Resilience
  • 3 Aura of Cowardice
  • 3 Cruelty
  • 3 Plague Bringer
  • 4 Channel Negative Energy
  • 5 Fiendish Bond
  • 8 Aura of Despair
  • 11 Aura of Vengeance
  • 14 Aura of Sin
  • 17 Aura of Depravity
  • 20 Unholy Champion
Ninja
Alternate 1d8
BAB ¾
Fort Poor
Ref Good
Will Poor
Class Features
  • 1 Poison Use
  • 1 Sneak Attack
  • 2 Ki Pool
  • 2 Ninja Tricks
  • 3 No Trace
  • 3 Sneak Attack
  • 4 Ninja Tricks
  • 4 Uncanny Dodge
  • 5 Sneak Attack
  • 6 Light Steps
  • 6 Ninja Tricks
  • 6 No Trace
  • 7 Sneak Attack
  • 8 Improved Uncanny Dodge
  • 8 Ninja Tricks
  • 9 No Trace
  • 9 Sneak Attack
  • 10 Master Tricks
  • 10 Ninja Tricks
  • 11 Sneak Attack
  • 12 Master Tricks
  • 12 Ninja Tricks
  • 12 No Trace
  • 13 Sneak Attack
  • 14 Master Tricks
  • 14 Ninja Tricks
  • 15 No Trace
  • 15 Sneak Attack
  • 16 Master Tricks
  • 16 Ninja Tricks
  • 17 Sneak Attack
  • 18 Master Tricks
  • 18 Ninja Tricks
  • 18 No Trace
  • 19 Sneak Attack
  • 20 Hidden Master
  • 20 Master Tricks
  • 20 Ninja Tricks
Samurai
Alternate 1d10
BAB Full
Fort Good
Ref Poor
Will Poor
Class Features
  • 1 Challenge
  • 1 Mount
  • 1 Order
  • 1 Resolve
  • 2 Order Ability
  • 3 Weapon Expertise
  • 4 Challenge
  • 4 Mounted Archer
  • 5 Banner
  • 6 Bonus Feat
  • 7 Challenge
  • 8 Order Ability
  • 9 Greater Resolve
  • 10 Challenge
  • 11 Honorable Stand
  • 12 Bonus Feat
  • 12 Demanding Challenge
  • 13 Challenge
  • 14 Greater Banner
  • 15 Order Ability
  • 16 Challenge
  • 17 True Resolve
  • 18 Bonus Feat
  • 19 Challenge
  • 20 Last Stand

Prestige Classes

Arcane Archer
Prestige 1d10
BAB Full
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Enhance Arrows
  • 2 Imbue Arrow
  • 3 Enhance Arrows
  • 4 Seeker Arrow
  • 5 Enhance Arrows
  • 6 Phase Arrow
  • 7 Enhance Arrows
  • 8 Hail of Arrows
  • 9 Enhance Arrows
  • 10 Arrow of Death
Arcane Trickster
Prestige 1d6
BAB ½
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Ranged Legerdemain
  • 2 Sneak Attack
  • 3 Impromptu Sneak Attack
  • 4 Sneak Attack
  • 5 Tricky Spells
  • 6 Sneak Attack
  • 7 Impromptu Sneak Attack
  • 7 Tricky Spells
  • 8 Sneak Attack
  • 9 Invisible Thief
  • 9 Tricky Spells
  • 10 Sneak Attack
  • 10 Surprise Spells
Assassin
Prestige 1d8
BAB ¾
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Sneak Attack
  • 1 Death Attack
  • 1 Poison Use
  • 2 Save Bonus against Poison
  • 2 Uncanny Dodge
  • 3 Sneak Attack
  • 4 Save Bonus against Poison
  • 4 Hidden Weapons
  • 4 True Death
  • 5 Improved Uncanny Dodge
  • 5 Sneak Attack
  • 6 Save Bonus against Poison
  • 6 Quiet Death
  • 7 Sneak Attack
  • 8 Save Bonus against Poison
  • 8 Hide in Plain Sight
  • 9 Sneak Attack
  • 9 Swift Death
  • 10 Save Bonus against Poison
  • 10 Angel of Death
Dragon Disciple
Prestige 1d12
BAB ¾
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Blood of Dragons
  • 1 Natural Armor Increase
  • 1 Bloodline Feat
  • 2 Dragon Bite
  • 2 Ability Score Increase
  • 3 Breath Weapon
  • 3 Natural Armor Increase
  • 3 Ability Score Increase
  • 4 Dragon Form I
  • 4 Ability Score Increase
  • 4 Bloodline Feat
  • 5 Blindsense
  • 5 Natural Armor Increase
  • 6 Ability Score Increase
  • 7 Dragon Form II
  • 7 Natural Armor Increase
  • 7 Bloodline Feat
  • 8 Ability Score Increase
  • 9 Ability Score Increase
  • 10 Dragon Apotheosis
  • 10 Bloodline Feat
Duelist
Prestige 1d10
BAB Full
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Canny Defense
  • 1 Precise Strike
  • 2 Improved Reaction
  • 2 Parry
  • 3 Enhanced Mobility
  • 4 Combat Reflexes
  • 4 Grace
  • 5 Riposte
  • 6 Acrobatic Charge
  • 7 Elaborate Defense
  • 8 Improved Reaction
  • 9 Deflect Arrows
  • 9 No Retreat
  • 10 Crippling Critical
Eldritch Knight
Prestige 1d10
BAB Full
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Bonus Combat Feat
  • 1 Diverse Training
  • 5 Bonus Combat Feat
  • 9 Bonus Combat Feat
  • 10 Spell Critical
Hellknight Signifer
Prestige 1d8
BAB ¾
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Armored Mage (Light)
  • 1 Resist Chaos
  • 2 Devil's Armor
  • 3 Armored Mage (Medium)
  • 4 Infernal Warding
  • 5 Armored Mage (Heavy)
Horizon Walker
Prestige 1d10
BAB Full
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Terrain Mastery
  • 2 Portal Sense
  • 3 Terrain Mastery
  • 4 Improved Speed in Terrain
  • 5 Terrain Mastery
  • 6 Land Stride
  • 7 Terrain Mastery
  • 8 Terrain Dominance
  • 9 Terrain Mastery
  • 10 Master of All Lands
Loremaster
Prestige 1d6
BAB ½
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Secret
  • 2 Lore
  • 3 Secret
  • 4 Bonus Language
  • 5 Secret
  • 6 Greater Lore
  • 7 Secret
  • 8 Bonus Language
  • 9 Secret
  • 10 True Lore
Mystic Theurge
Prestige 1d6
BAB ½
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Combined Spells
  • 3 Combined Spells
  • 5 Combined Spells
  • 7 Combined Spells
  • 9 Combined Spells
  • 10 Spell Synthesis
Nature Warden
Prestige 1d8
BAB ¾
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Companion Bond
  • 1 Wild Empathy
  • 2 Sentinel of Nature
  • 3 Companion Walk
  • 4 Spiritual Understanding
  • 5 Nature's Savagery
  • 6 Dual Forms
  • 7 Guardian of Nature
  • 8 Spiritual Bond
  • 9 Terrain Bond
  • 10 Greater Companion Bond
Pathfinder Chronicler
Prestige 1d8
BAB ¾
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Bardic Knowledge
  • 1 Deep Pockets
  • 1 Master Scribe
  • 2 Live to Tell the Tale
  • 2 Pathfinding
  • 3 Bardic Performance
  • 3 Improved Aid
  • 4 Epic Tales
  • 5 Whispering Campaign
  • 6 Inspired Action
  • 7 Call Down the Legends
  • 8 Greater Epic Tales
  • 9 Inspired Action
  • 10 Lay of the Exalted Dead
Shadowdancer
Prestige 1d8
BAB ¾
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 Hide in Plain Sight
  • 2 Evasion
  • 2 Darkvision
  • 2 Uncanny Dodge
  • 3 Rogue Talent
  • 3 Shadow Illusion
  • 3 Summon Shadow
  • 4 Shadow Call
  • 4 Shadow Jump
  • 5 Defensive Roll
  • 5 Improved Uncanny Dodge
  • 6 Rogue Talent
  • 6 Shadow Jump
  • 7 Slippery Mind
  • 8 Shadow Jump
  • 8 Shadow Power
  • 9 Rogue Talent
  • 10 Improved Evasion
  • 10 Shadow Jump
  • 10 Shadow Master
Stalwart Defender
Prestige 1d12
BAB Full
Fort Poor
Ref Poor
Will Poor
Class Features
  • 1 AC Bonus
  • 1 Defensive Stance
  • 2 Defensive Power
  • 3 Uncanny Dodge
  • 4 Defensive Power
  • 5 Damage Reduction
  • 6 Defensive Power
  • 7 Improved Uncanny Dodge
  • 8 Defensive Power
  • 9 Damage Reduction
  • 10 Defensive Power
  • 10 Damage Reduction