Due to uncertainty of not sure I’ll have a place to live or even have internet access in the next couple of weeks, decided to do this update early.

Races

  • Aegyl (Base Race): Removed the double negative stat to increase the RP total back to 15.
  • Bangaa (Base Race): Dragoon FCB changed to give bonus elemental damage while using his Dragon’s Breath ability.
  • Burmecian (Base Race): Redesigned page. Moved Cleyran to variant heritage. Cleyran Ancestry changed to be just Gregarious trait. Disease Immunity replaced with Plagueborn. Market Dweller no longer grants a bonus to Sense Motive. Skulk now replaces claws, keen senses, and natural jumper. Added an FCB for Dancer. Added several acrobatic-centric alt-racial traits.
  • Mithra (Core Race): Seekers of the Sun subrace: Reverted Seekers of the Sun racial bonuses to +2 Dex, +2 Cha, -2 Int. Changed their skill bonuses to Perform (Dance), Acrobatics, and Survival.
  • Roegadyn (Base Race): Added a FCB for Holy Knight.

Classes

  • Astrologian (Base Class): Anticipate Danger (3rd) changed to scale every fifth level after 3rd (up from every fourth level after 6th). Added Globe Overdrive to Astrology Secrets.
  • Black Mage (Core Class): Changed Dark Affliction to grant a +1 per effect on the target from the Black Mage. Focused Caster changed to grant Combat Casting as a bonus feat. Added Powerful Grab and Reaching Grab to Mage Talents. Added Dark Elemancy, Elemental Balance, and Improved Counter Magic to Advanced Mage Talents.
  • Chemist (Base Class): Removed text from Alchemical Mixture that states the chemist must activate the mixture first before using it. Also added a clause for discerning between mixture and alchemical item.
  • Cleric (Base Class): Clerics now cast spells from their respective spell list as divine spells, as such, they are no longer hindered by armor. Removed Armored Mage. Updated all Deific Orders and Archetypes. Added Divine Combat (2nd) (suggested by ) and Divine Spellcasting (13th). All archetypes updated.
  • Dark Knight (Base Class): Added Dark Pool (1st), Abyssal Arts now requires Dark Pool to activate instead of a number of uses per day. Dark Guardian and Dark Swordsman archetype updated.
  • Dragoon (Core Class): Adjusted the following: Ride the Wind now treats the dragoon as if he dove from a higher altitude. It now also allows the dragoon to expend a Super Jump usage mid-jump to change direction once. Multi-Jump now operates off of the dragoon’s iterative attacks (previously just used the highest BAB for all attacks). New talents: Adrenaline, Bladed Tail, Dragon’s Roar, Mana Burn, Phlebotomize, and Strafe. Landing Impact removed. The following talents were also modified: Acrobatic Recovery, Additional Dragon’s Breath Element, Crater, and Evasive Jump.
  • Druid (Hybrid Class): Animal Companions now function as druid levels but with d8 HD
  • Gambler (Base Class): Luck Pool changed from free to immediate.
  • Gunbreaker (Hybrid Class): FCB that added to the shield bonus of Keen Edge changed to 1/6 from 1/4.
  • Gunner (Base Class): FCB that added to the dodge bonus from Nimble changed to 1/6 from 1/4.
  • Holy Knight (Base Class): Added Holy Pool (1st), Divine Arts now requires Holy Pool to activate instead of a number of uses per day. Holy Guardian and Holy Swordsman archetype updated.
  • Monk (Core Class): FCB that added to the AC bonus feature changed to 1/6 from 1/3. Removed Petrifying Strike (added as an advanced martial arts talent), added Driving Kick (5th), and Improved Driving Kick (15th), also added Hurricane Kick Ki Power and Flash Kick martial arts talent.
  • Necromancer (Base Class): Added Burial Rites to Advanced Necromancy Talents.
  • Power Weapons Master (PrC): Removed Combat Support Casting and Enfeebled Culmination and added them to the Green Mage (Scholar archetype). In their place, added Warding Weapons and Perfect Power Weapons Expertise.
  • Security Guard (New NPC Class): Added to the list of NPC classes.
  • Psychic (New Miscellaneous Class): Added.
  • SeeD Operative (Prestige Class): Edited Para-Magic to read more like a spellcasting feature and added a section about ASF.
  • Soldier (Prestige Class): Added Wind Slash to the Grunt style.
  • Summoner (Base Class): Added Diehard Bonds to Summon Talents. Added Divine Judgement, Final Sacrifice, Flames of Rebirth, Gigaflare, Improved Limit Break, Natural Weapon Specialization, and Shin-Zantetsuken to Advanced Summon Talents.
  • Thief (Core Class): Ranged Mark renamed to Ranged Mark Strike.
  • Time Mage (Base Class): Added Powerful Grab and Reaching Grab to Temporal Talents.
  • Warrior (Core Class): Added Resolute Act for Additional Techs II, Blitz for Additional Techs III, and Endure for Additional Techs IV. Made some changes to Melee Defense warrior talent.
  • White Mage (Core Class): Focused Caster changed to grant Combat Casting as a bonus feat. Added Gift of Healing and Mark of Light to Advanced Mage Talents.

Archetypes

  • Akimbo (Dancer Archetype): Added Practical Evasion to allow them to use Light Armor with Evasion.
  • Aqua Adept (Lamia Cleric archetype): Deleted.
  • Blood Mage (Necromancer archetype): Added Blood Pool (4th).
  • Dominant (New Summoner archetype): Dominants are warriors born or otherwise merged with a powerful Avatar. Seen by some as gods amongst men, they harness the power of the Avatar to strengthen themselves and bring destruction to all who oppose them.
  • First Shield (New Warrior archetype): Title granted to the mightiest and most stalwart Shield of the Rosarian army. The First Shield is entrusted with the personal protection of the First shield of the Eikon, and is gifted a portion of the Eikon’s power—a boon known as the Partial Priming.
  • Frenzied Warrior (Berserker archetype): Made a slight change to ferocity.
  • Frightful Rager (New Berserker archetype): A frightful rager is a terribly frightening being to behold. His roars of anger and his hateful words can seep into his opponent’s mind, making them make often stupid decisions.
  • Grudge Holder (Dark Knight archetype): Added Grudge Talents and changed some replacement abilities around.
  • Hexblade (New Gambler archetype): Hexblades combined martial skill, illusion magic, and hexes to impede their foes.
  • Holy Servant Summoner (New White Mage archetype): These white mages form a pact with a holy elemental spirit, who protects them from the dangers of the world.
  • Kineticist (New Psychic archetype): Kineticists are living channels for elemental matter and energy, manipulating the world around them by drawing upon inner reserves from their own bodies. Kineticists often awaken to their kinetic abilities during a violent or traumatic experience, releasing their power involuntarily. As kinetic power is seldom inherited, kineticists are rarely able to find mentors to guide them, so they must delve into these mysteries on their own to learn to control their gifts.
  • Marksman (Gunner archetype): Sneak Attack was renamed to Ranged Sneak Attack.
  • MIST Agent (New Psychic archetype): As a member of the Mitochondrion Investigation and Suppression Team, the MIST agent’s mitochondria have been awakened and respond to his will, granting him superhuman abilities to use against Neo-Mitochondrial Creatures, people and animals whose mitochondria have awakened and taken control of their bodies. – Created by Imban
  • Myrmidon (New Psychic archetype): Where the psychic spends her days studying unlocking the mysteries of the mind, others choose to use their internal power to augment their physical form. These myrmidons use their psionic potential as a way to improve their natural abilities, becoming fierce and deadly in their chosen path.
  • Naturalist (Druid archetype): Forest’s Spirit’s spore cloud now classified as a supernatural ability. Added Enhanced Turrets as a turret talent.
  • Necromaster (New Necromancer archetype): Those who seek to raise an unyielding obedience from the dead willingly tread the path of necromancy.
  • Priest (New Cleric archetype): The priest is a divine caster that focuses on knowledge rather than martial combat ability. Unlike the basic cleric, the priest is usually not found on the front lines, preferring to advise from a distance while healing wounds and asking for divine assistance. In civilized lands, priests are often found in the upper echelons of religious orders, running monasteries and temples while their cleric brethren protect them from harm.
  • Psychic (Astrologian archetype): Deleted archetype to make way for a secret project.
  • Saint (Sword Saint archetype): Renamed Versatile Swordskills to Weaponless Swordskills and changed how the ability works. Also added Sword Saint Talents and Advanced Sword Saint Talents that fit the archetype.  Added Fast Renewal and Faster Renewal to SS Talents and Advanced SS Talents.
  • Scaly Skirmisher (Lizardman Fencer archetype): Skirmish was renamed to Spear Skirmish.
  • Scoundrel (Gambler Archetype): Scoundrel’s Shooting First duration reduced to 1 round from CHA rounds.
  • Script Master (Black Mage archetype): Added Comprehend Languages (3rd), Secret Script (7th), and Greater Secret Script (13th).
  • Spearmaster (Dragoon Archetype): Mirage Strike now replaces Deadly Lancer and Hardy Landing (was Deadly Lancer and Pole Fighting). Also rolled in Chosen Weapon to the Warrior Talents class feature for the purpose of acquiring Warrior talents.
  • Spellthief (Thief archetype): Made some changes (too numerous to list, again).
  • Technomancer (Engineer archetype): Added Repair Magic (1st).
  • Telepath (New Psychic archetype): The telepath is the master of abilities that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.
  • Trapsmith (New Engineer archetype): Some engineers are not content with just disabling traps—they love to build them, finding a captivating beauty in the turning of gears and the slither of ropes over pulleys. The trapsmith may have started out putting together traps in order to better understand how to disable them, but for most, it’s long since gone beyond that—they now relish the challenge of creating the perfect combat machine.
  • Vigilante (Ninja Archetype): Vigilante’s Strike the Unseen changed into taking it 3 times for the 3 feats.
  • Warleader (Orc Knight archetype): Added Commander Pool (2nd).
  • Warlock (Necromancer archetype): Most secrets with a minute per level duration are now an hour per level and become permanent at 20th level.
  • Weapon Collector (Warrior archetype): Added Arms of Gilgamesh (5th), changed/modified Genji stance.
  • Webslinger (Ninja archetype): Added Wall Crawl (5th)
  • Yapper (Palico Bard archetype): Was deleted.

Spells

  • Cantrips: Alter Food changed to also affect liquids/drinks. Dark Orb, Elemental Orb, and Holy Orb now state they cannot be used to heal targets.
  • Enspell, Ohdark, Ohlight have all changed from personal range to touch. Esuna (4th) changed to remove all the following status effects (not just one): Blinded, Charmed, Cowering, Dazed, Dazzled, Deafened, Deprotect, Deshell, Diseased, Entangled, Exhausted, Fatigued, Frightened, Immobilized, Imperil, Nauseated, Panicked, Paralyzed, Petrification, Poisoned, Shaken, Sickened, Silenced, Sleep, Slow, Staggered. Basuna (9th) changed to remove all negative status effects. Reworked Stona (4th) to remove Statue status effect instead (see below). Reworked Mini (4th) and Frog (4th) spells to revert its effects if cast upon a target already inflicted with their respective status effects. Mini (4th) switched to white mage spell list (previously belonged to black mage). Curse Gaze (3rd) and Curse (4th) changed to have a duration of permanent. Zombify (5th) changed to have duration of permanent. Removed the following spells: Greater Esuna (7th), and Greater Esunaga (9th). Added the following spells: Berserkna (6th; removes Berserk), Confusna (6th; removes Confused), Disablna (4th; removes Disable), Petrina (3rd; removes Petrification), and Zombna (5th, removes Zombie). Float (Spell): Duration changed to 1 minute/level (up from 1 round/level), with it now floating the affected creature above all surfaces (even water or other non-solid ones). Also adjusted verbiage for clarity.
  • Red Mage Spells: Added Shrink (1st), Mass Shrink (4th), and Greater Shrink (5th).
  • Time Mage spells: Added Counter Magic (6th) and Greater Counter Magic (8th). Added Repair, Repair II, Repair III, Repair IV, Reconstruct, and Reconstruct II. Added Dimensional Anchor (4th).

Feats/Skills/Drawbacks

  • Class Feats: Added Extra Faith Talent and Extra Psychic Talent.
  • Skill Unlocks: Added Navigate and Pilot
  • Drawbacks: Added Branded (from FFXVI)

Equipment/Magical Items

  • Airships: Added an Airship Examples page and added Air Cab, Air Cutter, Blackjack, Bronco, Falcon, Garland, Invincible, Ixali Balloon, Lufenian Airship.
  • Alchemical Items: Ashe’s Gift, Clarity Salts, Gysahl Powder, Luck Mallet, Magic Tag, and Maiden’s Kiss alchemical items had their spell needed changed to the respective spell to cure them (most were just Greater Esuna; a spell which no longer exists in the system). This change also brought the spell level and caster level required of most of these, resulting in lowered prices. Additionally, due to the spell level and caster level decrease, most of these were shifted to tier 2 from tier 3. Remedy changed to work like the reworked Esuna spell. Gold Needle changed changed to a tier 3 alchemical item. It now relieves allies within 20 ft. of the Berserk, Confuse, Paralyzed, and Sleep status effects. DC changed to Pathfinder Standard. Bomb Fragment, Dark Matter, Dragon Scale, Earth Mallet, Ice Crystal, Swift Bolt, White Globe, and Wind Chime have had their cost, cl, dc, and damage changed. Hi-Potion has had its price changed. Mog’s fan now cures Charmed. Stardust reduced to 4d6+2 damage. Aeroga Mote, Aquaga Mote, Blue Fang, Bomb’s Wrath, Dark Mote, Earth Fang, Lightning Fang, and White Musk have had their DC fixed to 17. Phoenix Pinion has its CL fixed to 13 on the page. X-Potion price reduced to 750. Chronos Tear and Gold Hourglass fixed link/status issues. Unicorn Horn price reduced to 6,587.50. – Thanks to for pointing some of these out. Added Blessing Crystal, Enhancing Crystal, Greater Enhancing Crystal +1 to +5.
  • Vehicles: Added Hovercraft, Quatro, and Train. Novus D and Shinra Hauler SA-37 added to vehicles.
  • Weapons: Power Weapons now state they cannot be used to heal targets. Weighted Hand/Footwraps removed, ported over PF Handwraps in their place.

Miscellaneous

  • Limit Breaks: Rearranged the page to read easier, added in a feat section, and added text stating that Temp HP is not considered for 50% hp.
  • Optional Systems: Added Crystal Paths and Enhancements. Hero Points: Added “Break Limits”, allowing a character to spend a hero point to use an LB regardless of HP and not using a daily usage, though still requires the action. Made lots of changes to the Variant Multiclass Optional System.
  • Precision Damage: Reworded several abilities to link to Precision Damage rules or to clearly state how it works. Some had Precision wording removed when they weren’t needed. Classes, ATs, Talents, and types affected include: Hawkeye, Skirmisher, Agent Of Inquiry, Feral Gnasher, Ranger, Arcane Trickster, Elementalist, Spear Warden, Knight, Captain, Commandant, Knave, Sentinel, Thief, Street Magician, Warrior, Swarm Warrior, Chocobo Knight, Black Knight, Engineer, Scoundrel, Kaiser, Gunner, Deadly Sniper, Gunslinger, Manhunter, Marksman, Rook, Third Agent, Holy Knight, Stonelord, Mesmerist, Phantom Blade, Medic, Field Specialist, Incorporeal Stalker, Spectre Caller, Servant Conjurer, Slime Rancher, Terrain Druid, Fencer, Pirate, Scaly Skirmisher, Swashbuckler, Professional Duelist, Ninja, Nightblade, Shadow, Vigilante, Samurai, Clan Hunter, Turk, Ooze, Elemental, Incorporeal, Machina.
  • Status Effects: Added Reversed and added a note on FH and Regeneration. Disease and Zombie have notes for FH and Regeneration. Petrified changed to Petrification. Added Statue as a new status effect (3rd stage of Petrification). Lucky and Unlucky have been mostly phased out. These have just changed to their original reroll mechanics. Diseased (Status Effect): Changed verbiage to allow Raise on creatures that have died with the Diseased status effect still active, but resurrects the creature 1 point from death and stabilized.