I know it’s been awhile. If you haven’t kept up with my news, I am currently stuck in a hospital and probably will continue to be stuck here for awhile. So any new stuff added that should have PDFs, all my PDFs are currently at home. When I’m able to go home, will update every PDF I need to add/update. Sorry for the inconvenience.

Races

  • Garlean (Base Race): Added Garlean Alternate Heritages.
  • Hume (Core Race): Added Lunarian as a Hume Heritage. – Created by
  • Lambkin (New Base Race): A race of floating lamb-like humanoids who specializes in magery.
  • Lopporit (New Beastman Tribe): Loporrits are a race of rabbit-like beastmen who were created by Hydaelyn after she sealed Zodiark. Eorzean myth tells of a curious wanderer known as Namingway, descended from an unknown people that traveled to the realm from the moon. The Loporrits appear to have much in common with that being of legend, though questions regarding their current whereabouts─and much else besides─remain unanswered.
  • Matanga (New Beastman Tribe): Matangas are indigenous to the isle of Thavnair, and founded the city-state of Radz-at-Han together with Au Ra and Hyur migrants. Their bulky frames belie their deftness of hand, and their thirst for knowledge has led many to pursue mastery of the alchemic arts.
  • Palico (Base Race): Added a few new alternate racial traits. – Created by

Classes

  • Archer (Core Class): Archery Talents: Reorganized table and made wording clearer for asterisk talents. Hobbling shot and Tangling shot now allow saves to avoid effect. Tangling shot now requires distracting shot and hobbling shot. Chameleon Step can now only be used 3+DEX times per day. Critical Genius has some clarity text for stacking. Defensive Grace and Saving Grace has clarity text to confirm that it is doubled with Take Aim. Hateful Attack changed to a swift action. Positioning Shot now requires Shot on the Run. Marauder’s Step now requires Dodge, Mobility, Shot on the Run, and Fleet feats. Needs to be used with light or no armour and ranged attacks. Added Acute Senses, Arrow-Splitter, Expert Initiative, Expert Tracker, Extended Ambush, Flee, Greater Intercept, Hide in Plain Sight, Hunter’s Target, Improved Intercept, Intercept Arrow, Keen Shot, Long Strides, Nowhere to Run, Shared Precision, Surge, Swift Strider, and Weak Point to their archery talent list.
  • Astrologian (Base Class): Fateful Touch times per day reduced to 1 + 1 per 4 levels after 2nd, instead of 3+WIS. Astrology Secrets: Healing Hands changed into an Insight Bonus. Extended, Reach, Silent, and Still Magic now affect two spells per day. Added Return to Life to advanced astrology secrets.
  • Bard (Core Class): Added Attract Minion, Attract Superior Minion, Beloved, Bodyguard I, Bodyguard II, Bodyguard III, Born Leader, Commanding Presence, Contingency Plan, Coordinate, Harmonic Song, Ignite Fervor, Inspire Confidence, Inspire Haste, Uncanny Defenses, Unwavering Ally, and Wealth of Allies to their list of song talents.
  • Beastmaster (Core Class): Added Acute Senses, Expert Tracker, Lay of the Land, Long Strides, and Surge to the list of beastmaster tricks.
  • Black Belt (Hybrid Class): Added Crowd Control, Defensive Jab, Devastating Unarmed Smash, Disarm and Engage, Experienced Brawler, Hardened Strike, Make Do, Pick a Fight, Punishing Strike, Retaliation Jab, Reverse Strength, Stinging Jab, Sucker Punch, Tavern Brawler, Unarmed Smash, and Unrelenting Assault to their list of martial arts talents. Martial Art Talents: Melee Power now only adds +2 to damage. Added Melee Tenacity to reroll 1s for damage with weapon dice.
  • Black Mage (Core Class): Black Wizard’s bonus to elemental spells now a Profane Bonus. Added Ambuscading Spell, Magic Aid, and Spell Perfection to their list of mage talents. Added New Arcana (7th) and School Power (9th),
  • Blue Mage (Base Class): Added Favored Enemy (2nd), Seen It Before (14th), and added Behemoth’s Foe, Extra Favored Enemy, Favored Critical, Favored Defense, Focused Aberration Expertise, Focused Construct Expertise, Focused Dragon Expertise, Focused Fey Expertise, Focused Magical Beast Expertise, Focused Ooze Expertise, Focused Outsider Expertise, Focused Plant Expertise, Focused Undead Expertise, Focused Vermin Expertise, Foebane Magic, Slayer’s Knack, and Vengeance to their list of azure talents. Azure Talents: Added Azure Spellcraft, Knowledge Focus, Tracking Knowledge, Scan Magic – By Added Azure Attunement, Bristling Needles*, Carapace – By Added Needled Carapace, Perceive Weakness, Perceive All The Weaknesses. Advanced Azure Talents: Added Heavy Carapace – By
  • Chemist (Base Class): Added Poison Use (3rd), Distracting Bombs (15th), and Reliable Bombs (17th). Alchemical Mixture can now be done at any time in the day, similar to how a Wizard prepares their spells, allowing them to save some capacity for when they know of what is to come. Increased daily allotment from 500 to 750 per level. Discovery: Added Additional Mixture, adding 500 gil to the calculation before multiplying by level, selectable at 5, 10, 15, and 20.
  • Cleric (Base Class): Added Extra Domain (8th), Deity’s Intuition (11th), Devotion (14th), Aspect of the Deity (19th). True Healer was changed into True Channeler and modified. Domains now grant bonus spells. Domains: Scalykind’s Serpent Companion swapped for Dragonbreath. Animal’s companion swapped for Beast’s Sense.
  • Dancer (Hybrid Class): Added Asura Dance (11th). Added Jitterbug Duet, Mystery Waltz, Sword Dance, and Tempting Tango to their list of mystic dances.
  • Dragonmaster (Prestige Class): Made some changes based on ‘s suggestions.
  • Dragoon (Core Class): Added Opportune Reach (13th). Added Acrobatic Recovery, Adrenaline Surge, Extreme Effort, Impaling Assault, Sprint, Surefooted, and Takedown to their list of acrobatic talents. Added Defensive Jump, Dragon’s Cleave, Dragon’s Eye View, Dragon’s Roar, Greater Dragon’s Cleave, and Know Thy Enemy to their list of acrobatic talents. Added At The Ready, Dragon’s Fury, Flanking Force, and Reaching Step to their list of advanced acrobatic talents – created by and
  • Dark Knight (Base Class): Added Aura of Obedience (4th), Aura of Sin (8th), Feed on Fear (10th), Dark Emissary (14th), and Enervating Touch (16th).
  • Druid (Hybrid Class): Added Travel to their list of chooseable domains and allowed them to use Wisdom instead of Charisma for the domain powers. Updated wording on nature bond for domains. Added Arctic Adaptation, Desert Dweller, Earth Magic, Forester, Mountaineer, Jungle Survivalist, Live Off the Land, Natural Pathseeker, One with the Land, Plains Nomad, Submarine Skirmish, Swamper, and Wilderness Whispers to their list of druidic talents.
  • Engineer (Base Class): Added the following engineer tricks: Death Ray, Improved Crossbows, Caustic Blast, Applied Engineering, Breaching Explosive, Delicate Death Ray, Disintegration Beam, Dispelling Beam, Frost Beam, Inferno Beam, Mind Control Beam, Quick Rays, Prepared Explosive, Repair Expert, Shock Beam, Widen Beam, Strafing Beam, Steel Limbs, Clockwork Heart, Disable Construct, Vehicular Boost.
  • Fencer (Hybrid Class): Added Precise Strikes (4th/7th/10th/13th/16th/19th). Moved Uncanny Dodge to 5th from 6th. Moved Elaborate Defense to 9th from 10th. Moved Counterattack to 12th from 11th. Moved No Retreat to 17th from 15th. Added Advancing Steps, All for One One for All, Assist, Combat Feat, Continuance, Critical Delivery, Critical Strike, Deflect Magic, Evade Reach, Fencer’s Flexibility, Getaway Dodge, Hustle, Improved Evasion, Extra Panache, Instinctive Deed, Menace, Pierce the Flesh, Pierce the Soul, Precision Critical, Quick Perfect Thrust, Quick Targeted Strike, Ready and Able, Signature Deed, Steadfast Personality, Surprise Attack, and Unnaturally Distracting to their list of lunge techniques. – created by
  • Fighter (Core Class): Added Battle Meditation, Crushing Assault, Defensive Circle, Disarming Attack, Greater Penetrating Attack, Improved Battle Meditation, Masterful Strike, Penetrating Attack, and Stinging Assault to their list of fighter talents. Fighter Talents: Melee Power now only adds +2 to damage with chosen weapon. Added Melee Tenacity to reroll 1s for damage with weapon dice from chosen weapon.
  • Gambler (Base Class): Added Avert Disaster, Better Lucky Than Dead, Dumb Luck, Lucky Shot, Lucky Stop, Uncanny Luck, and Unlikely Shot to the list of gambler gambits.
  • Geomancer (Base Class): Added Arctic Adaptation, Earth Magic, Live Off the Land, Mountaineer, Natural Pathseeker, One with the Land, Planar Hunter, and Submarine Skirmish to their list of geomancy tricks.
  • Gunbreaker (Hybrid Class): Added Gunbreaker’s Resolve (7th), Suppressing Menace (11th), Bullet Deflection (13th), Gunbreaker’s Resilience (17th), and Die by the Gunblade (19th).
  • Gunner (Base Class): Added Covering Fire, Damaging Disarm, Improved Quick Draw, Mobile Attack, Retreating Fire, Ricochet Shot, Swift Shot, and Trigger Work to the list of gunnery talents.
  • Holy Knight (Base Class): Added Aura of Excellence (4th), Aura of Good (8th), Cleansing Flame (10th), Restore (14th), and Crusader Champion (16th).
  • Illusionist (Base Class): Added Conceal Spell, Effortless Trickery, Illusion Spotter, Illusion Trick, Illusive Style, Shadow Gambit to their list of veil powers.
  • Knight (Core Class): Added Stem the Tide (12th), Champion Defense (17th), and Shield Mastery (18th). Added Dedicated Guardian, Dedicated Protector, Fluster, Guardian Strike, Hold the Line, Immovable, Intimidating Defense, Man Down, One for the Team, Out of Harm’s Way, and Second Skin to this list of knight talents.
  • Mage Warrior (New Prestige Class): Practitioners of the arcane and martial arts, mage warriors strike a balance between both disciplines to eventually become masters of both.
  • Medic (Base Class): Removed Combat Medic Techniques. Added Healing Boost, Improved Healing Boost, and Medical Miracle to their list of medical practices.
  • Monk (Core Class): Added Disruption (12th), Prescience (14th), Petrifying Strike (15th), and Old Master (18th).
  • Necromancer (Base Class): Added Augment Undead, Master of Death, Necromantic Affinity, Return to Lifeand Undead Master to their list of advanced necromancy talents.
  • Ninja (Hybrid Class): Added Precise Ninjutsus as a ninja trick. Ninja Tricks: Palm Throw now only deals precision damage on the first shuriken of each attack roll.
  • Red Mage (Core Class): Added Planar Hunter and Spell-Scars to their list of ruby arcana.
  • Ruin Mage (New Prestige Class): Mages of this class focus on ruin to push that spell beyond its normal limits.
  • Samurai (Hybrid Class): Removed Sen. Added Improved Initiative (1st) and First Strike (4th/8th/12th/16th/20th). Moved Stalwart to 11th from 12th, moved Deliverance to 14th from 13th, moved Merciful Eyes to 15th from 17th.
  • Scholar (Hybrid Class): Added Dismiss (4th), Lore Master (8th), Call It Out (9th), Spell Bender (12th), Spellwarp (13th), Enhance Cantrip (14th), Advance Tutorial (16th), Arcane Apotheosis (18th), Deep Reservoir (19th), and Sagacity (20th). Bottomless Well was moved to 17th from 19th and Magical Supremacy was moved to 19th from 20th. Added Scholarly Knowledge to their list of scholar exploits.
  • SeeD Operative (Prestige Class): Draw now takes MP or uses/day from spells and spell-likes drawn.
  • Sword Saint (Hybrid Class): Added Improved Warleader (13th) and Master Warleader (19th). Sword Saint Talents: Melee Power now only adds +2 to damage. Added Melee Tenacity to reroll 1s for damage with weapon dice.
  • Thief (Core Class): Added Against the Odds, Detective, Dig In, Fearsome, Focused Target, Ghost Assailant, Hunker Down, Mage Hunter I, Mage Hunter II, Marked Strike, Master of the Mark, Merciless Butchery, Notorious, Ranged Mark, Revealing Secrets, Shadow Striker, Small Favor, Steal Heart, Timed Strike, and Unsavory Reputation to the list of thief talents. Mark ability was changed.
  • White Mage (Core Class): Mage Talents: Healing Hands changed into an Insight Bonus. White Wizard’s bonus to light spells is now a Sacred Bonus. Added Return to Life to advanced mage talents. Added New Arcana (7th) and School Power (9th),

Archetypes / Deific Orders

  • Academian (Nu Mou Scholar archetype): Is now an Elvaan archetype.
  • Breaker (Fighter Archetype): Removed at request of its creator.
  • Card Shark (Gambler archetype): Added a gambit to their list of gambits. – Created by Dices Correr.
  • Chaosbringer (New Deific Order): Many of those who willingly follow Chaos seek to sow the seeds of their master, ultimately seeking to strengthen their bodies enough to serve as a host for the manifestation of their god in the Material Plane. – Created by Dices Correr.
  • Draconic Warrior (New Fighter archetype): As some of the most ancient, powerful, and capricious creatures in existence, dragons occasionally enter into trysts with unsuspecting mortals or sire offspring with exceptional individuals. These draconic warriors run with the power of their blood.
  • Duelist (Fencer archetype): Readded Rally talent with minor changes. Stamina Pool now replaces Deflect Arrows. Martial Training now replaces Evasion. Now gains Martial Training at level 1, replacing Deeds. Talents may now replace Lunge Techniques.
  • Keyblade Master (New Thief archetype): Adept at infiltration, trap removal, and lock picking, keyblade masters prey on the homes of the wealthy and forgotten tombs alike. Such riches are guarded with vicious traps and hazards, but the devious mind of the keyblade master allows her to find such dangers and avoid them.
  • Lancer (Dragoon Archetype): Mounted Lancer additional dice are now capped at lancer’s level.
  • Lunar Vanguard (New Loporrit Dragoon archetype): Whilst others wield spears with brute force, Loporrits lack the physical strength to do so. To overcome this, the lunar vanguard uses subtle gravity magicks to alter their weight and propel them and their weapon across the battlefield. – Created by Cybergoblin.
  • Mimic Warrior (New Beastmaster archetype): Rather than call an animal to serve by his side, the mimic warrior fuses his being with a mimic to his own. Instead of two creatures, the mimic warrior is a fusion of the beastmaster and mimic into a single being.
  • Monstrous Shifter (Blue Mage archetype): Added Shifter’s Bane (replacing Favored Enemy and Seen It Before).
  • Onion Knight (Knight Archetype): Removed Onion Vitality.
  • Reaper (New Dark Knight archetype): The Garleans’ forebears were once humble farmers who made their home among the sun-drenched fields of southern Ilsabard. That was, until they were driven from this paradise by invaders wielding arcane magicks. Forced from their home, the survivors sought a means to tap into the reservoir of aether otherwise closed to them. A daring few found their answer within the void, binding themselves to its creatures to gain power. This power is fed by the souls of the slain. They once more took up their scythes with their void avatar partners, but this time, to reap a crimson harvest.
  • Rune Fencer (Fencer Archetype): Now gains Martial Training at level 1, replacing Deeds.
  • Sage (New Astrologisn archetype): The nation of Sharlayan is the cradle of knowledge, and the Studium its foremost institution of learning. Yet more so than its incomparable library and formidable assemblage of Archons, this prestigious academy is famed for blending traditionally distinct fields to produce revolutionary new disciplines. Among these, perhaps the most distinguished is an altruistic art which draws upon the wisdom of aetherology, sorcery, and medicine. Dubbed somanoutics, the art seeks to heal and protect by manipulating corporeal aether through the use of nouliths, a flying array of foci. Practitioners are dedicated to the betterment of mankind, and for her wisdom and compassion, eventually came to be known simply as sages.
  • Script Master (Black Mage Archetype): Altered wording for Corrective Teaching to plainly say it doesn’t affect the Script Master. Changed The Power of Speech to The Power of Words, giving it the calligraphy bonus of the old Power of Grammar. The Power of Grammar changed to Syntax Mageries. Added Scroll Arcanum and Scroll Mastery as Writing Talents.
  • Skulking Slayer (Thief Archetype): Bold Strike now replaces danger sense. Shifty replaces the thief talent gained at 6th level. Unexpected Charge – replaces distraction.
  • Speedster (Time Mage archetype): Added Static Build-Up, Phasing, Blur, Water Running, Greater Phasing, and Time Barrier.
  • Storyteller (New Bard archetype): They say you die twice, when you do die, and when someone mentions your name for the last time. Storytellers recount tales of heroes long past, and in doing so bring them to life. Novice storytellers tell tales of young adventurers fighting rats in a basement, while veterans will account grand epics of noble heroes slaying gods and demons. These metaphorical reincarnations are more than just fiction, however, as the storyteller’s tales affect both the world and the minds of those around them, continuing the story long after its conclusion. Storytellers are captivating and often find themselves lost in their own stories, and the versatile nature of their talents allows them to do more than just restrict themselves to magic, broadsword, or scholar. To a storyteller, every individual is a unique character but only the most notable live on forever. Every moment is an opportunity to write a new story and find the beauty in another.
  • Third Agent (New Gunner archetype): As an agent of Third Echelon, the third agent has received training on several fronts and honed to be an expert assassin, infiltrator, and interrogator, among other skills that aid in completing missions behind enemy lines that would be referred to as black bag operations. “The price of success is hard work and dedication”. – Created by NapazTrix.
  • Treesinger (Elvaan Druid archetype): Updated their list of domains they can choose.
  • Wind Sorcerer (New Lambkin Black Mage archetype): The wind sorcerer uses the forces of the wind to confuse and destroy his foes, all while flying through the air with ease.

Feats

  • Combat Feats: Added Double Tap.
  • General Feats: Added Clearest Mind, Domain Focus, and Domain Mastery.
  • Racial Feats: Sharpclaw is now a Combat feat and a Racial Feat.

Spells

  • Astrologian Spells: Cometra (6th) added.
  • Blue Mage Spells: Sea Song and Crimson Roar bonus capped at +10 bonus.
  • Dark Knight Spells: Added Unholy Sword (4th).
  • Holy Knight Spells: Added Holy Sword (4th).
  • Illusionist spells: Daze and Dazera were added.
  • Red Mage Spells: The Enlarge spell line now all state they only affect the humanoid type, they previously missed this text outside of their spell list tables.
  • Time Mage Spells: Cometra (6th) added. Black Hole: Added to Time Mage spell list.
  • Spells: Battering Blast no longer grants further blasts but now gains a second ball of force at CL10. Bravery: Bonus type changed to morale. (By extension Bravera) Dragon Force: Bonus type changed to morale. Faith: Bonus type changed to morale. Gravity Ball: Reduced area to 20ft and the pull effect to 5ft. Changed the save to negate damage similar to Black Hole. Gravity Ball has had its damage reduced to 2d6/4d6/6d6/8d6, and has a new line stating that several gravity balls cannot affect the same area Summon Demiplane: All versions of this spell have had their casting time reverted to PF variant. Panacea moved to 4th level (added as 3rd for Druids) and still heals any type of poison. Poisona added at 2nd for healing the Poison Status effect.

Items/Weapons/Armor

  • Alchemical Items: Tier 2 items now all have their own separate pages. Added in Antedot at 1st tier, cures any currently ongoing poison statuses and effects.
  • Magical Weapons: Added the following Magical Weapon Special Abilities – Culling (+2 melee), Cyclonic (+2 ranged), Dazzling (+2 ranged), Exclusionary (+gil melee/ranged), Impact (+2 melee), Leveraging (+1 melee), Liberating (+gil melee/ranged), Peaceful (+2 melee/ranged), Sharding (+2 melee/ranged), Silencing (+2 melee/ranged), Vampiric (+1 melee/ranged), Greater Vampiric (+2 melee/ranged).
  • Miscellaneous Items: Tents price increased to 600 gil and now requires Restora. Cottage price increased to 1,200 gil and can hold more creatures, now requires restoraga. All resting items formatting changed to resemble other items. Includes text for shorter rests.
  • Wondrous Items: Added Elemental Shards. Added Rainbow Dress, Lamia’s Tiara, and Red Slippers

Miscellaneous

  • Action Types: All action types, such as move and standard, are now hyperlinked to the PF Basics page to explain what they entail. This change was automated so errors may occur in text, please point those out in website-problems if you find any.
  • Character Advancement: Added tables to show Save progression and Companion progression past level 20.
  • Deities: Halone has changed from Greatsword to Shortspear for favoured weapon. This affects the Disciple of the Twelve deific order. Chaos was added as a greater god.
  • Silenced: Status text expanded to indicate silent voice and that it affects anything to do with speaking.
  • Status Effects: Changed wording on Poisoned status to encompass the 1d6 as the default part of the status and the bite/pf poisons as an extension. Anything that refers to “Poison Status Effect” now refers to the 1d6, anything that refers to “poison” refers to all types of poison. Weighted and Frozen status effects were changed.
  • Weapon Damage: Weapon damage rules have changed to follow a closer format of Vital Strike. The weapon dice is now multiplied and then you add your other bonuses as normal thereafter.