Just clearing out my workload, preparing for major PDFs for books at the end of the year.

Classes

  • Aetherial Tactician (Prestige Class): Made some changes: Changes: •Added feat/ability requirement so people actually think about taking the class. •Loosened skills needed by 1. •Removed BAB requirement. 7 rank in skills already makes it level 7+. Now casters can pick this. •Huge rewrites for clarity, some minor changes for functionality, and renamed abilities to make more sense. •Nerfed class BAB. Added 1st level ability that chooses between BAB bonuses and caster scaling. •Fixed prereqs for some abilities that were clearly upgrades. •Killed another infinite mp exploit (halve mp should not be rounded up!) Removed: •gil snapper (only gains gil if enemy has it = pointless ability in 90% of cases) •brawler (its just attack boost but worse) Suggestions by
  • Black Belt (Hybrid Class): Crowd Control technique now states that it’s a full-attack action to use.
  • Chocobo Knight (Base Class): Mounted talents have been updated. • Renamed: Fast Dismount, Mark of Maneuverability, Knight’s Challenge, Over my Dead Body • Various talents that were varying degrees of useless due to banner & commander’s aura now either stack or give other effects. • Most talents have updated text. If in doubt, check what you picked. • Rally can recharge its use, and its upgrade talents are buffed. • Tactician has been updated and is now more usable, so Commandant is no longer the ultimate choice for such a build. Also, see below. Various: As part of the Tactician update, the following have also gotten updated Tactician abilities: Tactician (archetype), General (prestige class), Celebrant (archetype), Commander (archetype). • Commandant can no longer take the Tactician talent to double-dip, but qualifies for Strategic Supremacy with its own abilities.
  • Knight (Core Class): Variety of talents got updated wording. Added Attracting Shield and Shield Snap to their list of knight talents.
  • Medic (Base Class): Added Emergency Healing as a medical practice. Medical Practices: Inspiring Touch changed to grant temp HP equal to their level on triage use.
  • Ninja (Hybrid Class): Ninja Tricks: Deadly Range changed to just increase sneak attack range by 10ft, selectable several times.
  • Sword Saint (Hybrid Class): Updated a few talents. • Sword Saint’s feat talent was renamed and updated for a more class-accurate selection. • Stand Still and Antagonistic Personality were deleted and merged with the feat talent. • Charismatic Swordplay works on all swordskills with attacks. • Staredown uses Dazzling Display as a basis, for more build compatibility. • Man Down and Protect the Meek were added to sword saint’s talent list. • Some other talents got better text, but nothing important changed mechanically. • Renamed: Critical Strike, Hardened Fortitude. Some talents were shared on other classes (for example warrior and fencer). There are no additions, the identical talents were just updated.
  • Thief (Core Class): Thief Talents: Deadly Range changed to just increase sneak attack range by 10ft, selectable several times.
  • Warrior (Core Class): Warrior Talents have been updated. • More than half of all talents were rewritten to be easier to use, less confusing, or mechanically friendlier. If in doubt, review the talents you picked! • The three ‘Assault’ talents were merged into one – Debilitating Assault. • Strong Back was replaced with Unhindered Movement, still grants carry bonus. • Battle Meditation was renamed to Assuring Presence and has become a normal talent. Its upgrades are still advanced talents. • The following talents were removed: Provocative, Armored Sprint, Improved Battle Meditation. Other rewritten talents now cover for their effects. • A single advanced talent was added – Streamlined Flexibility. Black Belt also received it. • Talents that are keyed to Chosen Weapon were renamed en-masse, and Chosen Weapon added as a visible prereq. They now all begin with Adept, for ease of identifying and cataloguing. • Talents with incredibly generic, misleading or flat out bad names were renamed: Agility, Armor Specialization, Battle Meditation, Defensive Weapon Training, Disarming Attack, Expert Weapon Reach, Inspiring Confidence, Second Wind, Masterful Strike, Staredown, Expert Weapon Qualities. This is in addition to many of them also having updated text.

Archetypes

  • Arcane Trickster (Black Mage Archetype): Can now choose between 3 talents, from thief, instead of normal black mage talents.
  • Confessor (new Cleric archetype): Confessors are a branch of their deity’s church devoted to find and eradicate heretical thinking within communities. They also served as ecclesiastical policemen and lawyers charged with the duty to judge other members of the clergy, who could not be put to trial by mundane law.
  • Deadly Sniper (Gunner Archetype): Deadly Range class feature renamed to Opening Shot.
  • Marksman (Gunner Archetype): Deadly Range class feature renamed to Opening Shot.
  • Nanocyte (new Shindroid Gunner archetype): The shindroid’s body houses an untold number of nanites, tiny machines that can grant him incredible fortitude, transform into tools, and course across the battlefield to decimate his foes. The nanocyte’s total control of these nanites makes him an adept combatant who can manifest the perfect weapon or tool at a moment’s notice. Whether his powers stem from accidental infection, excruciating experiments, or voluntary symbiosis, his nanites grow stronger by the day as he gradually transforms into a being more machine than mortal.
  • Scoundrel (Gambler Archetype): Reworked to fit the new(ish?) Gambler mold. Special thanks to for his amazing work on this!
  • Stellarian (Astrologian archetype): Updated wording, shuffled abilities around so that it keeps Draw and its related other abilities. Suggestions by
  • Vanguard (new Time Mage archetype): Change and decay are the only universal constants, and the vanguard’s understanding of these principles makes the vanguard a nigh-unstoppable force of nature: a juggernaut brimming with fundamental energies that allow the vanguard to hold the front line of any conflict and turn the vanguard’s own injuries into strength. The entropy within the universe and the level of chaos within any system stand at the vanguard’s disposal, and the vanguard channel them into potent combat abilities. To the vanguard, the inevitable decay of the galaxy is simply a force to shape, control, and even temporarily reverse. The ability to control when and how things change defines the vanguard’s philosophy and power, allowing the vanguard to transform blows that should have destroyed the vanguard into ticking time bombs of destruction ready to be unleashed upon the vanguard’s enemies.
  • Wrestler (Black Belt archetype): Updated wording on Reputation and adjusted DCs.

Miscellaneous

  • Deities: Added Cosmos to the list of Greater Gods.
  • Time Mage spells: Added Freedom of Movement (4th).