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Pathfinder: Dipping for Fun and Profit (mostly Profit)
Dippable levels in Pathfinder
Post #1: Base Classes
Post #2: Prestige Classes
Post #3: Dip Helping Feats & Common Abilities & Sources
For the sake of this guide, a "dip" constitutes 1-to-3 levels taken in a class for the sake of gaining abilities. Abilities gained at level 4 of a class will only be listed if they are super-awesome-mega-worth-it!
Abilities gained at level 5 are right out.
Only 'generally' useful abilities will be mentioned. For example, many people dip Fighter for the Feats. No one dips Druid just to get an Animal Companion.
The following is a list of abilities/attributes/things/stuff that will NOT be listed, under the assumption that many classes have equivalents:
HP
Bab
Saves
Skills
Skill Points
Weapon/Armor Proficiencies
An exception will be made for any Exotic Weapon prof., Heavy Armor, and Tower Shields
Small bonuses will mostly be ignored, such as "+1 to Will saves vs. Fear". Only larger/widely useful bonuses will be listed.
1/day (or less) use abilities will be ignored, unless they are very useful.
The format is as follows:
[Class]
*spoiler tag*
1) [notable ability gained with 1 level]
3) [notable ability gained with 3 levels]
#S) [notable ability gained with # levels of (Special), Bloodline/Mystery/Order/etc..]
#A) [notable ability gained with # levels of (Archetype) of class]
[ability] > [briefly explains what it does]
Alchemist
Spoiler
2/3 "arcane" Caster (Int)
1) Brew Potion feat, Throw Anything feat, Mutagen
2) Poison Use, Poison Resistance, Discovery (many are non-level dependent)
3) Swift Alchemy (for 'move action poison')
1A) Trapfinding (Crypt Breaker), Sneak Attack (Vivisectionist)
2A) Alchemical Weapon > adding chemicals other than Poison to a weapon (Grenadier)
Bonus feat > use Discovery to get a feat instead (various)
Perfect Recall > Int bonus twice on Knowledge checks (Mindchemist)
3A) Disease Resistance (Internal Alchemist)
Acid Resist 5 (Oenopion Researcher)
Antipaladin
The Antipaladin is an alternate base class to the Paladin, it is similar enough that for this guides purposes it will be treated as an Archetype of the Paladin, and can be found in the Paladin section.
Barbarian
Spoiler
1) Fast Movement, Rage limited Rounds, but useful at times
2) Uncanny Dodge
1A) Heavy Armor prof (Armored Hulk)
Skilled Thrower > Thrown weapon Range Increment +10ft. (Hurler)
Fast Rider > Mount speed +10ft. (Mounted Fury)
Favored Terrain (True Primitive)
2A) Armored Swiftness > +5ft. move speed in Med/Heavy Armor(Armored Hulk)
DR 1/- (Invulnerable Rager)
Tolerance > 2nd save on various conditions (Scarred Rager)
Wild Fighting > 1 extra Attack/Round w/ -2 Attack, -4 AC (Wild Rager)
Bard
Spoiler
2/3 Spontaneous Arcane Caster (Cha), Whip prof.
Bardic Performance is not considered 'dip worthy' for reasons similar to why Rage is not.
1) Bardic Knowledge
2) Versatile Performance, Well-Versed
1A) Arcane Strike feat (Arcane Duelist)
Dervish Dance feat (Dawnflower Dervish)
Scribe Scroll (Geisha)
Improved Counterspell feat (Magician)
Master of Deception > Trapfinding (Sandman)
2A) Combat Casting feat (Arcane Duelist)
Clever Explorer > Trapfinding, Uncanny Dodge (Archaeologist)
Magic Lore > Trapfinding (Archivist)
Arcane Insight > Trapfinding (Detective)
Haunted Eyes > +4 to variety of save, Secrets of the Grave > mind-affecting spells work on Undead (Dirge Bard)
Cavalier
Spoiler
Heavy Armor Prof.
1) Bonus Teamwork feat
3) Cavalier's Charge
4) Expert Trainer > Not that great in and of itself, but it allows you to take the Horse Master feat and count your character level towards your Mount feature
2S) By My Honor > +2 Morale bonus to a save (Order of the Sword)
Braggart > Dazzling Display feat, +2 to-hit vs. Demoralized (Order of the Cockatrice)
Adaptive Strike > Catch Off-Guard feat, 1/Combat can Swift Action to treat an Opponent as Flat-Footed to you for the round (Order of the Land)
Resolute > converts 1 point of Lethal damage taken on every attack into Nonlethal damage (Order of the Shield)
1A) In or Out of the Saddle > Mounted Combat Bonus feat, move at full speed in Medium armor (Emissary)
Bonus feat, short list (Gendarme)
Introduction > On 1st Diplomacy check, can roll twice and take best (Herald Squire)
Firearm prof. Gunsmithing feat, Free gun (Musketeer)
2A) Fleet of Foot > +10ft. movement speed, does NOT stack with Barbarian (Herald Squire)
3A) Careful Aim > reduces penalties on ranged attacks (Luring Cavalier)
Samurai
Katana, Naginata, Wakizashi prof.
1) Resolve > 3 options, remove status conditon, 'staggered' at <0 HP, Roll twice take best on Fort or Will save
3) Weapon Expertise > Quick Draw with chosen weapon, +2 on Critical Confirmation, level stacks with Fighter levels
Cleric
Spoiler
Full Prepared Divine Caster (Wis)
Various Exotic Weapon prof. can be had with the right Deity
1) Channel Energy, Domain times 2
1A) Breadth of Knowledge > Bardic Knowledge (Cloistered Cleric)
Bonus Feat (Crusader)
Master Tactician > Always act in Suprise round (Divine Strategist)
Inspire Courage, as Bard (Evangelist)
Familiar (only if allowed to take Animal Domain)
3A) Merciful Healing > Remove status effects with Channel (Merciful Healer)
Domains
Spoiler
Cleric, 2 Domains, some Archetypes only get 1
Druid 1 Domain, limited options based on Archetype
Inquisitor 1 Domain
Paladin 4 (Sacred Servant)
Hellknight 1 Domain, depending on depending on choice.
Domains with non-power/non-spell bonuses:
Animal: class skill: Knowledge (Nature)
>Feather (Animal Sub-domain): class skill: Fly, when you cast a spell that grants Flight, your maneuverability increases by 1 step.
Darkness: Blind-Fight feat
Glory: Channel Energy save DC +2
Knowledge: class skills: All Knowledge skills
Protection: +1 all Saves
Rune: Scribe Scroll feat
Travel: +10ft. movement
Trickery: class skills: Bluff, Disguise, Stealth
Void: +2 to Saves vs. Mind-affecting
Animal/Nature Domains (Typically Druid only, ask your DM)
Various: A 'matching' Familiar (Eagle Domain > Hawk, Frog Domain > Toad, etc...)
Cave: Darkvision 60ft. (1hr. 3+Wis/day yourself, 1min. 3+Wis/day ally)
Plains: Increased duration/speed on Summon spells, if summoning certain creatures
Wolf: Improved Trip feat
Inquisitions: (can be taken by any class with compatible Deity)
Black Powder: Firearm prof, Gunsmithing feat
Conversion: Wis instead of Cha on Bluff/Diplomacy/Intimidate
Heresy: Wis instead of Cha on Bluff/Intimidate
Oblivion: 10ft. Aura, you/ally add your Wis to Stabilization checks
Persistence: Step Up feat
Spellkiller: Disruptive feat
Torture: +2 on Intimidate checks
Druid
Spoiler
Full Prepared Divine Caster (Wis)
1) Domain (limited choices)
2) Woodland Stride
3) Trackless Step
1A) Domain, different options (Various)
Familiar (Blight Druid)
2A) Totem Transformation > various temporary benefits (Various)
3A) Favored Terrain (World Walker)
Swim Speed (Aquatic Druid)
+10ft. movement (Plains Druid)
Electricity Resist 5, can give temporarily to another as a Standard Actoin (Tempest Druid)
Fighter
Spoiler
Heavy Armor and Tower Shield prof.
1) Bonus Combat Feat
2) Bonus Combat Feat
3) Armor Training
1A) Mounted Combat feat, and Skill Focus (Ride) feat (Dragoon)
Performance Weapon Mastery feat, can choose Combat or Performance as bonus feats (Gladiator)
Can choose Combat/Skill Focus/Teamwork as bonus feats (Tactician)
Monk Weapon Prof, Improved Unarmed Strike feat, choice of Style feat (Unarmed Fighter)
Endurance feat, Diehard feat (Unbreakable)
2A) Hawkeye > +5ft. Bow range increment (Archer)
Cleave feat, does NOT take AC penalty (Corsair)
Combat Expertise feat (Lore Warden)
Pole Fighting > allows a Reach weapon to hit adjacent (Polearm Master)
3A) Trick Shot > Combat maneuvers with a Bow (Archer)
Close Combatant > +1-to-hit, +3 damage with 'close combat' (Brawler)
Catch Off-Guard feat (Cad)
Deadshot > +1/2 Dex to damage with Crossbow (Crossbowman)
Maneuver Master > +2 CMB and CMD (Lore Warden)
Phalanx Fighting > Can use Spear/Polearms 1-handed w/shield (Phalanx Soldier)
Armored Charger > Armor Training for mounts (Roughrider)
Tower Shield Training > Reduced Armor penalties when using a Tower Shield (Tower Shield Specialist)
Overhand Chop > single attack with a 2-hand weapon gets x2 Str to damage (Two-Handed Fighter)
Weapon Training (Weapon Master)
Gunslinger
Spoiler
This is an odd class. If you plan on using Firearms, then 1-5 levels are extremely helpful. If you don't plan on using Firearms, then the entire class is basically pointless.
Proficient with all Firearms
1)Gunsmithing feat, Grit pool, Quick Clear deed, free Gun
3) Gunslinger Initiative > +2 Initiative
1A) Rapid Reload (Musket) feat (Mustket Master)
Cha-based Grit, Focused Aim > Cha to damage with Firearms (Mysterious Stranger)
3A) Fast Musket (Musket Master)
Inquisitor
Spoiler
2/3 Spontaneous Divine Caster (Wis)
1) Domain, Judgement (while the bonus is low, it is VERY flexible), Monster Lore > Int+Wis on creature related Knowledge checks
2) Wis to initiative, Detect Alignment
3) Bonus Teamwork feat, Solo Tactics > Allies treated as having your Teamwork feats
1A) Lore of Escape > Wis to Bluff/Stealth checks (Heretic)
Guileful Lore > Wis to Bluff/Diplomacy checks (Infiltrator)
Strong Willed > roll twice, take best on Mind-affecting Will saves (Spellbreaker)
Spell Sage > Wis to Spellcraft checks (Witch Hunter)
2A) Detect Magic (Iconoclast)
3A) Foil Casting > threatened casters have +2DC on Concentration checks (Spellbreaker)
Magus
Spoiler
2/3 Prepared Arcane Caster (Int)
*Note: Spell Combat and Spellstrike specify a spell "from the Magus spell list". This either means any spell that a Magus could conceivably cast (abusable!), OR any spell that YOU could cast as a Magus (not worth dipping!). Check with your DM*
1) Spell Combat > Two-Weapon fighting with Spells, Arcane Pool (1/2 level +Int)
2) Spellstrike > Touch spells delivered through weapon
3) Magus Arcana, most are of little use in dipping, but 2 stand out: Arcane Accuracy > Int to attack rolls for 1 round, Close Range > Ranged Touch spells can be delivered as Melee Touch spells (only if Spellstrike works out-of-class)
1A) 1 Exotic Weapon prof., Weapon Focus with same weapon, Canny Defense > Int-to-AC (lesser of Int/Kensai level) (Kensai)
Sorcerous Shield > Tower Shield prof. (Skirnir)
1 Exotic Weapon prof. (limited), Combat Expertise feat, Dodge feat (Spire Defender)
Quarterstaff Master feat (Staff Magus)
Monk
Spoiler
Some Exotic Weapon prof.
*Note: If there is a non-specific "Bonus Feat" listed for level 1, assume that there is also a Bonus Feat for level 2*
1) Wis to AC when unarmored, Improved Unarmed Strike feat, Stunning Fist feat, Bonus Feat (from List, Ignore Requirements), Flurry of Blows
2) Evasion, Bonus Feat (list, no-reqs)
3) +10ft. movement when unarmored
1A) Bonus Feat, different list, no-reqs (Flowing Monk)
Punishing Kick feat (Hungry Ghost)
Bonus Feat, larger list, no-reqs, Flurry of Maneuvers > make extra Combat Maneuvers on a Full Attack (Maneuver Master)
Bonus Feat, Style Feat or Elemental Fist, limited reqs, Fuse Style > 2 styles at once (Master of Many Styles)
Bonus Feat, larger list, no-reqs (Monk of the Empty Hand)
Elemental Fist feat (Monk of the Four Winds)
Touch of Serenity feat (Monk of the Lotus)
Inspire Courage > as Bard, using Wis for Rounds (Sensei)
Bonus Feat, larger list, Devoted Guardian > Always act in surprise round (Sohei)
Improved Grapple feat (Tetori)
Perfect Strike feat (Weapon Adept)
Flurry of Bows, Bonus Feat, different list, no-reqs, Perfect Strike feat (Zen Archer)
2A) Unbalancing Counter > AoO's you make can cause target to be Flat-footed for 1 round (Flowing Monk)
Toughness feat, +1 Natural Armor (Monk of the Sacred Mountain)
Insightful Strike > Wis instead of Str/Dex to hit on Unarmed/Monk-weapon attacks/Maneuvers (Sensei)
Stunning Pin feat (Tetori)
Weapon Focus w/Monk weapon (Weapon Adept)
Weapon Focus w/Bow (Zen Archer)
3A) Ki Pool, +2 all Knowledge checks (Ki Mystic)
Wis instead of Dex on ranged attacks, Point Blank Master feat (Zen Archer)
Inspire Competence > as Bard, use Wis for Rounds (Sensei)
Ninja
The Ninja is an alternate base class to the Rogue, it is similar enough that for this guides purposes it will be treated as an Archetype of the Rogue, and can be found in the Rogue section.
Oracle
Spoiler
Full Spontaneous Divine Caster
1) Revelation, Oracle's Curse
3) Revelation
1A) Misfortune Revelation > force any creature to reroll a d20 (Dual-Cursed)
Gain Linguistics and all Knowledges as Class Skills (Enlightened Philosopher)
Tinkering > Trapfinding (Seeker)
3A) Planar Resistance Revelation > choice of energy Resist 10 (Planar Oracle)
Oracle Revelations
Spoiler
Various Mysteries > +4 AC for 1 hour/Oracle level
Dark Tapestry > Cloak of Darkness > Same as above, but +2 Stealth checks
Battle > Skill at Arms > all Martial Weapon & Heavy Armor prof.
Battle > War Sight > Roll twice for Initiative, take best
Battle > Weapon Mastery > Weapon Focus feat
Bones > Near Death > +2 Saves vs. Poison, Disease, Mind-affecting
Flame > Cinder Dance > +10ft. movement
Flame > Molten Skin > Fire Resist 5
Heavens > Guiding Star > Cha added to any Wis checks, only at night
Life > Channel > Channel Energy (positive only)
Life > Healing Hands > +4 Heal checks, additional Heal related bonuses
Lore > Focused Trance > after 1d6 rounds in a 'trance', you can gain +20 on an Int based skill check (Cha/day)
Lore > Lore Keeper > Cha instead of Int on Knowledge checks
Lore > Sidestep Secret > Cha instead of Dex to AC and Ref Saves
Metal > Armor Mastery > no movement penalty in Medium armor
Metal > Dance of Blades > +10ft. movement
Metal > Skill at Arms > all Martial Weapon & Heavy Armor prof.
Nature > Friend to Animals > Animals in 30ft. gain your Cha to Saves
Nature > Nature's Whispers > Cha instead of Dex to AC and CMD
Nature > Spirit of Nature > Automatically Stabilize if in a Natural area
Spellscar > Eldritch Resistance > Acid/Cold/Electric/Fire/Sonic Resist 2 (all of them)
Spellscar > Mystic Null > +2 Save vs. Spells and Spell-likes
Stone > Acid Skin > Acid Resist 5
Stone > Rock Throwing > various bonuses on Throwing Rocks
Stone > Stone Stability > +4 CMD vs. Bull Rush and Trip
Time > Temporal Celerity > Roll twice for Initiative, take best
Time > Time Flicker > 20% concealment for 1 minute/Oracle level
Waves > Fluid Nature > +4 CMD vs. Bull Rush, Drag, Grapple, Reposition, and Trip. Opponents have -4 on Critical Confirmation
Waves > Fluid Travel > Walk on liquid 1 hour/Oracle level
Waves > Icy Skin > Cold Resist 5
Wind > Invisibility > Invisibility 1 minute/Oracle level
Wind > Spark Skin > Electricity Resist 5
Wood > Wood Bond > +1 to hit with wooden weapons
(Anti)Paladin
Spoiler
1/3 Prepared Divine Caster (Cha), Heavy Armor prof.
1) Detect Evil, Smite Evil
2) Divine Grace
3) Aura of Courage, Divine Health, Mercy
1A) Precise Shot feat (Divine Hunter)
Firearm Prof. Amateur Gunslinger feat, Gunsmithing feat, free Gun (Holy Gun)
Detect Undead (Oath Against Undeath)
2A) Smiting Shot deed (Holy Gun)
Holy Reach > spend Smite Evil to gain +5ft. Reach for 1 minute (Oath Against Savagery)
First into Battle > spend a use of Smite Evil or Lay on Hands to act in Surprise round. +Cha to Initiative (Sword of Valor)
3A) Acid/Cold/Electricity Resist 5 (Empyreal Knight)
Tactical Acumen > Teamwork feat, Battlefield Presence > Grant Allies use of one of your Teamwork feats w/NO duration (Holy Tactician)
Ghost Touch Aura > Armor gains Ghost Touch (Oath Against Undeath)
Skilled Rider > ignore Armor Penalty on Ride checks, Mount gains your Divine Grace bonus (Shining Knight)
Antipaladin
From levels 1-to-3 Antipaladin abilities are virtually the same as a normal Paladin, but they are 'evil mirror' abilities.
1) Detect Good, Smite Good > both work as you'd expect
2) Unholy Resilience > Cha to Saves, Touch of Corruption > Negative energy Lay-on-Hands
3) Aura of Cowardice > nearby opponents get -4 on Fear Saves, and lose Immune Fear, Plague Bringer > Immune to Disease effects, still a carrier, Cruelty > inflicts status changes instead of removing
Hand Crossbow prof.
1) Sneak Attack, Trapfinding
2) Evasion, Rogue Talent
1A) Follow Up > Roll twice on Diplomacy, take best (Investigator)
Sea Legs feat (Pirate)
Poison Use (Poisoner)
Bravado's Blade > sacrifice Sneak Attack dice to make a free Intimidate check (Rake)
Accuracy > Half Range Increment to-hit penalties (Sniper)
Frightening > Using Intimidate increases the duration of Shaken by 1 round, option to change it to Frightened for 1 round if Shaken duration would be 4+ (Thug)
3A Deadly Range > Ranged Sneak Attack range increases (Sniper)
Poison Use (Spy)
4A Scout's Charge > guaranteed Sneak Attack when making a Charge (Scout)
Ninja
Some Exotic Weapon prof.
Rogue Talents are virtually the same as Ninja Tricks. This is largely due to the case that each can freely choose from the other's list.
1A) Poison Use (Ninja)
2A) Ki Pool (Ninja)
Samurai
The Samurai is an alternate base class to the Cavalier, it is similar enough that for this guides purposes it will be treated as an Archetype of the Cavalier, and can be found in the Cavalier section.
1S) Orc > Light Sensitivity, Darkvision 60ft. (or +30ft.)
Arcane > Familiar
1AS) Empyreal > Wis instead of Cha for Sorc abilities
Sage > Int instead of Cha for Sorc abiliites
3S) Aberant > +5ft. on Melee Touch attacks
Abyssal > Electricity Resist 5, +2 Save vs. Poison
Accursed > +2 Save vs. various
Aquatic > Swim Speed 30ft.
Boreal > Cold Resist 5
Celestial > Acid/Cold Resist 5
Djinni > Electricity Resist 10
Draconic > Natural Armor +1, choice of Energy Resist 5
Efreeti > Fire Resist 10
Elemental > choice of Energy Resist 10
Infernal > Resist Fire 5, +2 Save vs. Poison
Marid > Cold Resist 10
Orc > +4 Save vs. Fear, +1 Natural Armor
Pestilence > Immune Sickened, +4 Save vs. Nausea/Disease
Protean > Resist Acid 5, +2 Save vs. various
Shadow > Darkvision 30ft.
Shaitan > Resist Acid 10
Starsoul > Low Light Vision, Cold/Fire Resist 5
Stormborn > Electricity/Sonic Resist 5
Undead > Cold Resist 5, DR 5/- Nonleathal
Verdant > +2 Saves vs. Poison/Sleep, 'Sustenance' effect
Summoner
Spoiler
2/3 Spontaneous Arcane Caster (Cha)
1) Summon Monster I, 3+Cha/Day, minutes instead of Round duration
3) Summon Monster II
1A) Summon Nature's Ally I (First Worlder)
Summon Monster I 5+Cha/day (Master Summoner)
Fused Eidolon > with the limited levels this is mainly useful for Skill boosts, and General Survival (HP/AC) (Synthesist)
2A) Augment Summoning feat (Master Summoner)
3A) Summon Nature's Ally II (First Worlder)
Summon Monster II 5+Cha/day (Master Summoner)
Witch
Spoiler
Full Prepared Arcane Caster (Int)
1) Hex, Familiar
2) Hex
Not many abilities are useful outside of the Witch class. Although a variety of effect can be had with the Hexes.
1S) Abjuration > choice of energy Resist 5
Divination > Always act in Surprise Round
Transmutation > +1 to Str, Dex, or Con
Earth > +2 CMD
Fire > Fire Resist 5
Metal > +2 AC for 10min./wizard level, 3+Int/Day
Wood > +1 to Dex, Con, or Wis
1A) Scroll Blade, Scroll Shield > Use Scrolls as weapon/shield (Scrollmaster)
Siege Engineer feat (Siege Mage)
Firearm prof., Gunsmithing feat, Arcane Gun > can shoot spells out of a Firearm gaining the Guns +X Bonus (Spellslinger)
3S) Universalist > Arcanamirium Crafter > Bonus Feat (Item Creation or Metamagic)
*) Arcane Discovery (taken as a Feat) > Arcane Builder > can craft in 75% of normal time, +4 Spellcraft Checks
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Prestige Classes
Text in parenthesis after the PrC name is a quick summary. For example, "Arcane Archer (Archer/Mage hybrid)". "Mage" will be used to refer to Arcane, "Healer" will be used to refer to Divine. Also lists Basic stats for easy reference (HD/Skills/Bab/Casting (if any)).
Each entry will start with the total number of levels in the PrC, and the earliest level you could enter the class (barring shenanigans of course).
Reqs: has notable Requirements for entry. Minor requirements and "flavor" requirements will be ignored.
Abilities will follow the same format as the Base Class section.
Agent of the Grave (Necromancer) d8, 4S, 1/2 Bab, 4/5 Any Caster
Spoiler
5 level PrC, earliest Divine at 6, Arcane at 8 (+1 Spontaneous)
Reqs: 3rd level Divine spells OR 4th level Arcane spells, must be Evil
1) Cha instead of Con to HP
2) Can use 'mind-affecting' spells on Undead
Aldori Swordlord (Dueling/Intimidate fighter) d10, 2S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs:4 Feats, 1 Skill at 5 ranks, 3 skills at 3 ranks
Arcane Archer (Archer/Mage hybrid) d10, 4S, Full Bab, 7/10 Arcane
Spoiler
10 level PrC, earliest 8
Reqs: 6 Bab, 1st level Arcane spells
1) Enhance Arrows > all non-magical Arrows you shoot become +1
2) Imbue Arrow > attach 'area' spells to a fired Arrow
3) Enhance Arrows > all non-magical Arrows you shoot gain your choice of Flaming/Frost/Shock
Aspis Agent (Trap/Dungeon something...) d8, 4S, 3/4 Bab
Spoiler
10 level PrC, earliest 6
Reqs:Whip Prof., Trap Sense, 7 Skills at 5 ranks
1) Trapfinding
2) Agency Secrets > Bluster > No penalty to Intimidate vs. Larger opponents and Larger opponents do not get a bonus to Intimidate vs. you
Assassin (Rogue that likes killing people) d8, 4S, 3/4 Bab
Spoiler
10 level PrC, earliest 6
Reqs: Must be Evil
1) Sneak Attack, Death Attack, Poison Use
2) Uncanny Dodge
3) Sneak Attack
Battle Herald (Cavalier/Bard hybrid) d10, 4S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs: Challenge, and Inspire Courage abilities, 3 Skills at 5
1) Voice of Authority > stacks with Cavalier for Tactician ability, Inspiring Command > stacks with Bard for Inspire Courage, can give other benefits
Bellflower Tiller (Team-focus rogue) d8, 6S, 3/4 Bab
Brightness Seeker (Seeks Enlightenment) d8, 4S, 3/4 Bab
Spoiler
5 level PrC, earliest 6
Reqs: Elf, Iron Will feat
2) Channel Past Incarnation > various bonuses (Swim/Flight/Darkvision/etc...) can be changed each day, Tranquility > +10 Save vs. Fear
Brother of the Seal (Monk) d8, 4S, 3/4 Bab
Spoiler
10 level PrC, earliest 6
Reqs:Lawful, Imp. Unarmed Strike, Stunning Fist, Flurry of Blows, 1 Skill 5 ranks
1+) Stacks with Monk for Flurry of Blows, Stunning Fist, and Unarmed Damage
2) Trapfinding
Champion of Irori (Monk/Paladin hybrid) d8, 4S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs:Lawful Good, Worship Irori, Smite Evil, Still Mind, 1 Skill 5 ranks
1) Stacks with Monk for AC, Flurry of Blows, Stunning Fist, and Unarmed Damage, Stacks with Paladin for Smite Evil/Chaos damage, can use Smite Evil to Smite Chaos instead
2) Ki Pool > can spend to Lay on Hands or Smite Evil, Stacks with Paladin for Lay on Hands power, Pursuit of Knowledge > Bardic Knowledge
Chevalier (Knight) d10, 4S, Full Bab
Spoiler
3 level PrC, earliest 7
Reqs: 6 Bab, must be Good, must succeed in a difficult challenge
1) Aura of Courage > Immune Fear, nearby allies gain +4 Save vs. Fear
2) Controlled Charge > No penalty to AC when Charging
3) Poison Immunity
Cyphermage (Knowledge/Scroll Mage) d6, 4S, 1/2 Bab, Full Arcane
Spoiler
10 level PrC, earliest 6
Reqs: Cypher Magic feat, 3 skills at 5, Arcane caster
All levels) Cypher Lore > various bonuses, most related to enhancing Spell Scrolls
Daggermark Poisoner (Poison-focused rogue) d8, 4S, 3/4 Bab
Spoiler
10 level PrC, earliest 6
Reqs:4 Skills at 5 ranks, Poison Use ability
Daivrat (Genie Friend) d6, 2S, 1/2 Bab, 9/10 Any Caster
Spoiler
10 level PrC, earliest 8
Reqs: Spell Focus feat, 2 skills at 7, 1 skill at 5, must NOT be Evil, 3rd level spells
2) Spell Fetch > use 1 spell per day that you normally couldn't cast (there is a spell level limit, and it uses a higher level slot, but you can prepare/cast it as many times as you want/are able)
10 level PrC, earliest 6
Reqs:Worship Sarenrae, Dervish Dance feat, 4 Skills at 5 ranks, be able to cast Daylight as Divine
Demoniac (Demon Worshiper) d8, 2S, 3/4 Bab, 9/10 Any Caster (does not "need" casting to enter)
Spoiler
10 level PrC, earliest 8
Reqs: 3 skills at 7, 2 Feats, must be Chaotic Evil
1) Demonic Mark > cast 1 spell/day without spending a slot
2) Demonic Boon > earlier access to Demonic Obedience (feat) Boon bonuses (1st level spell 3/day, OR 2nd level spell 2/day, OR 3rd level spell 1/day)
Diabolist (Devil Worshiper) d6, 2S, 1/2 Bab, Full Casting (does not "need" casting to enter)
Spoiler
10 level PrC, earliest with UMD at 6, Divine at 7, Arcane at 9 (+1 Spontaneous)
Reqs: 2 skills at 5, 1 skill at 3, must be within 1 step of Lawful Evil, must have Conjured a Devil (typically 4th level Divine, or 5th level Arcane)
2) Channel Hellfire > alter spells to deal Hellfire damage (1/2 fire, 1/2 'unholy') instead of normal type, can do this Cha/day
3) Augment Summoning feat
10 level PrC, earliest 6
Reqs: Iron Will, Weapon Focus feats, 3 skills at 5, any Divine Caster
1) Can take (Greater) Weapon Focus/Specialization without levels in Fighter
3) Domain Specialization > various Spell-like abilities, and either +4 to a Skill, or +2 to a Save
10 level PrC, earliest 6
Reqs: 1 skill at 5, Spontaneous Arcane Caster > must either have or take the Sorcerer's Draconic Bloodline
1) Blood of Dragons > stacks with Sorcerer levels for Bloodline abilities, +1 Natural Armor
2) +2 Str, Bloodline Feat
4) +2 Str, +1 Natural Armor
Duelist (Light Weapon/Mobility Warrior) d10, 4S, Full Bab
Spoiler
10 level PrC, earliest 7
Reqs: Bab 6, 3 feats
1) Int-to-AC (limited), Precise Strike > +1 Precision damage each Duelist level
2) +2 Initiative, Parry > use your attacks to attempt to block attacks
3) Enhanced Mobility > +4 AC when moving out of Threatened spaces
Eldritch Knight (Fighter/Mage hybrid) d10, 2S, Full Bab, 9/10 Arcane
Spoiler
10 level PrC, earliest 7
Reqs: 3rd level Arcane spells, all Martial Weapon prof.
1) Bonus Combat feat, levels stack to qualify for Fighter/Caster feats
Genie Binder (uh...Caster who...Binds...Genies....) d6, 2S, 1/2 Bab, Full Casting
Spoiler
5 level PrC, earliest 12 (+1 Spontaneous)
Reqs: 3 feats, 1 skill at 11, cast Planar Ally/Binding, can NOT be good
1) Lesser Elemental Seal > can create a Seal that lasts 1 hour and provides a Touched creature a bonus. You can make [Genie Binder level]+Cha Seals/day, only 1 Seal can be active at a time (there are other uses, but the Creature one is the most Dip-worthy)
Seal of Air > touched creature has Electricity Resist 10 and Feather fall
2) Seal of Earth > touched creature has Acid Resist 10 and Barkskin
3) Seal of Fire > touched creature has Fire Resist 10 and weapons gain Flaming
4) Seal of Water > touched creature has Cold Resist 10 and Water Breathing
Golden Legionnaire () d10, 2S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs:Any Good, Heavy Armor prof. 2 Skills at 5 ranks 5 Bab
2) Stand Still bonus feat, +1/2 Class level to CMB when using Stand Still
10 level PrC, earliest 6
Reqs:Combat Reflexes, 2 Skills at 5, 4 Skills at 2, 2nd level Divine
2) Harsh Judgment > similar to Inquisitor Judgment, and Stacks for certain bonuses
10 level PrC, earliest 6
Reqs:Partial Neutral, 3 Skills at 5 ranks, 3rd level Divine, Green Faith Acolyte feat
Halfling Opportunist (Rogue-like Risk Taker) d8, 6S, 3/4 Bab
Spoiler
5 level PrC, earliest 6
Reqs: Defensive Combat Training feat, 2 skills at 5, must be a Halfling
1) Exploitative Maneuver > make a Combat maneuver check to lessen an opponents roll to gain an equal bonus on your next roll, Trap Spotter > automatic chance to find traps within 10ft.
2) +1 all saves, Sneak Attack, Trap Spotter range +10ft.
Harrower (Deck of Cards Divination Caster) d6, 2S, 1/2 Bab, Full Any Caster
Spoiler
10 level PrC, earliest 6 (+1 Spontaneous)
Reqs: 2 Skills at 5, cast 3rd level spells, Harrowed feat, must NOT be True Neutral
1) Blessing of the Harrow > all Allies gain +1 [random] for 24 Hours, bonus can be to Attack rolls, AC, Damage, Skill checks, Saving Throws, or Caster level/Concentration
Hellknight (Anti-Chaos Paladin) d10, 2S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs: 5 Bab, 1 Skill 5, Heavy Armor prof., must be Lawful, Must slay a Devil (?) with HD greater than yours (pretty sure this should be "Demon")
1) Detect Chaos, Smite Chaos
2) Hellknight Armor > Reduced penalties when wearing Hellknight Plate armor
3) Discipline > Various, +2 Will Save on limited effects
3S) Disipline of Fearsomeness > Any creature you Intimidate becomes Frightened instead of Shaken
10 level PrC, earliest 6
Reqs:Lawful, Medium Armor Prof., Arcane Armor Training OR Warrior Priest feat, 2 Skills at 5 ranks, 3rd level spells
1) Stacks with divine caster for various Domain/Mystery bonuses
3) Armor Check Penalty reduced by 1, Arcane Spell Failure reduced by 5%
Holy Vindicator (Paladin minus Alignment) d10, 2S, Full Bab, 3/4 Divine Casting
Spoiler
10 level PrC, earliest 6 as Paladin, 7 otherwise
Reqs: 5 bab, 1 skill at 5, Channel Energy, Alignment/Elemental Channel feat, 1st level Divine spells
1) stacks with any class for Channel Energy dice
2) Stigmata > +1 bonus [various], Immune to Bleed (from other sources)
3) Faith Healing > Self-cast Cure spells heal Self as if Empowered
Horizon Walker (Terrain Master/Traveler) d10, 6S, Full Bab
Spoiler
10 level PrC, earliest 7
Reqs: 1 skill at 6, Endurance feat
1) Favored Terrain
2) Favored Terrain, Terrain Mastery > various effects
3) Terrain Dominance > various effects
Inheritor's Crusader (Prestige Paladin) d10, 2S, Full Bab, Full Casting (Cleric or Paladin only)
Spoiler
3 level PrC, earliest 6
Reqs: Worship Iomedae, Iron Will, 2 skills at 5, Channel Energy, must be Lawful Good
1) Aura of Great Courage > same as Aura of Courage, stacks to increase radius
2) Destroyer of Tyranny > Channel/Lay on Hands grants additional Saving throw vs. Charm or Compulsion
3) Sword Against Injustice > more Flavor than generally useful, but interesting
Inner Sea Pirate (would you believe....Pirate?) ?8d?, 6S, 3/4 Bab (HD not listed, assuming 'rogue' HD)
Spoiler
10 level PrC, earliest 6
Reqs: 3 skills at 5, must NOT be Lawful
1) Sneak Attack
?2&3?) Pirate Trick > similar to Rogue Talents
(text vs. table issue. Table says Pirate trick at 2 & 3, text says Pirate Trick at 4/7/10, given that the class has NO FEATURES other than Sneak Attack and Pirate Tricks, I'm going with the Table on this one)
Justicar (Embodiment of the Law) d8, 4S, Full Bab
Spoiler
3 level PrC, earliest 6
Reqs: Persuasive feat, 1 skill 5, must be Lawful
2) Sure Shot > Cha-to-hit and +X damage with Crossbow, can use X/day where X is Justicar level
3) Oathmark > more Flavor than generally useful, but interesting
Knight of Ozem (Anti-Undead knight) d10, 4S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs:Worship Iomedae, Heavy Armor+Shield Prof., 1 Skill at 5 Ranks, Longsword Prof.
3) Favored Enemy > Undead only
Lantern Bearer (Anti-Darkness) d10, 4S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs:Good, Elf/Half-Elf, 5 Bab, 2 Skills at 5 Ranks, Longbow and 1 other Martial prof.
1) Spell-Like Abilities
2) Bitter Armament > Metal Weapons count as Cold Iron for overcoming DR, Favored Enemy > Limited choices
Liberator (Anti-Slavery Warrior) d10, 2S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs: 3 feats, 2 skills at 3, must NOT be Lawful
1) Poison Resist 2, To the Rescue > grant allies bonus on to-hit and saves vs. Fear
3) Bonus feat (short list), Silent Sunder > Sunder/breaking stuff is done quieter
Lion Blade (Bardic Assassin in Plain Sight) d8, 6S, 3/4 Bab
Spoiler
10 level PrC, earliest 7
Reqs: Inspired Competence, 2d6 Sneak Attack, 2 skills at 5, 3 skills at 3, 3 feats, must be partially Neutral
1) Master of Disguise > reduced Disguise penalties, Move with Crowd > treat crowds as normal terrain for movement
2) +1d6 Sneak Attack, Slowing Strike > deal less Sneak Attack damage to reduce targets speed
3) Hide in Plain Sight
Living Monolith (Stoneblessed Warrior) d8, 2S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs: 5 Bab, Endurance and Iron Will feats
1) Ka Stone > +2 various Saves, can Enlarge Person (self only) as a Swift action 3/day (caster level is 5+Living Monolith level)
2) Stone Blood > automatically stabilizes when below 0 hp, immune to bleed effects (damage and ability damage)
3) Fortified Flesh > DR 1/Adamantine and 10% immunity to Critical Hits
Low Templar (Crusader with Looser Morals) d10, 2S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs: Mounted Combat and Weapon Focus feats, 2 skills at 5
1) Flag of Convenience > reduced Leadership penalties, faster Follower acquisition, and some minor skill check bonuses
2) Dirty Fighting > no Improvised Weapon penalties, +2 on Combat Maneuver checks, can inflict Status condition instead of Critical damage
3) Sneak Attack
Loremaster (Knowledge/Divination Caster) d6, 4S, 1/2 Bab, Full Casting
Spoiler
10 level PrC, earliest 8
Reqs: 2 skills at 7, Skill Focus (Knowledge) and 3 Metamagic/Item Creation feats, 3rd level spells, must know 7 different Divination spells
1) Secret > various, based on Loremaster Level + Int mod
2) Lore > same as Bardic Knowledge
3) Secret > various
10 level PrC, earliest 8
Reqs: 3rd level Extracts, Feral/Infuse Mutagen Discovery
Normally this is where I'd put the bonuses. But this has got to be one of the LEAST accessible PrC's ever. The ONLY way to enter is through 7 levels of Alchemist. If you've invested in Alchemist, take a look, if not, you aren't getting anything here.
Master Spy (Deception Rogue) d8, 6S, 3/4 Bab
Spoiler
10 level PrC, earliest 8
Reqs: 2 feats, 2 skills at 7, 2 skills at 5
1) Sneak Attack, Art of Deception > adds Master Spy level to Bluff/Disguise/Sense Motive checks, extra bonuses to Disguise
2) Mask Alignment > detect as an Alignment of choice
Mystic Theurge (Arcane/Divine hybrid) d6, 2S, 1/2 Bab, Full Arcane AND Divine Casting
Spoiler
10 level PrC, earliest 7
Reqs: 2 skills at 3, 2nd level Arcane AND Divine casting
1) Combined Spells > can prepare 1st level X spells in 2nd level Y slots
3) Combined Spells > can prepare 2nd level X spells in 3rd level Y slots
10 level PrC, earliest 7 (6 with the right Archetypes)
Reqs: +4 Bab, 4 skills at 5, Animal Companion, Favored Terrain, Wild Empathy, 2nd level Divine
2) Mystic Harmony > AC bonus in Favored Terrains
4) Silverclaw > Animal Companion, and Summon Nature's Ally creatures gain DR X/Silver, their attacks count as Silver for bypassing purposes
Noble Scion (Aristocrat) d8, 6S, 3/4 Bab
Spoiler
10 level PrC, earliest 6
Reqs:Noble Scion or Skill Focus feat, 1 Skill at 5 ranks, 3 Skills at 2 ranks, be a Noble
1+) Affluent > gains 750*Class level in Gold each level
2) Greater Leadership > Leadership feat, and Cohort may be up to 1 level lower
Pain Taster (Pain Obsessed Warrior) d10, 2S, Full Bab
Spoiler
5 level PrC, earliest 7
Reqs: +6 Bab, 3 feats, Intimidate 5, DC 15 Fort OR DC 20 Will save or DIE
1) +1 Con if entered by Will Save, Whip prof. can deal Lethal damage with Whips, Disciple of Pain > +2 bonus to Stat of choice
2) DR 1/-, Cruelty > Sneak attack when using a Slashing weapon, +1d6 on every attack with a Whip
3) Uncanny Dodge
Pathfinder Chronicler (Explorer of Knowledge) d8, 8S, 3/4 Bab
Spoiler
10 level PrC, earliest 6
Reqs: 2 skills 5, 1 skill 3
1) Bardic Knowledge, Deep Pockets > can carry "unspecified items"
3) Bardic Performance > stacks with similar (at Level -2), doesn't gain anything to 'perform' though?
Pathfinder Delver (Adventure Seeker) d8, 8S, 3/4 Bab
Spoiler
10 level PrC, earliest 6
Reqs: 2 skills at 5, 2 skills at 4
1) Bardic Knowledge, Trapfinding
2) Surefooted > no movement penalties on naturally Difficult Terrain
3) Guardbreaker > gain Favored Enemy bonus vs. Constructs/Oozes/Undead equal to your Trap Sense bonus
7 levl PrC, earliest 6
Reqs: 2 feats, 3 skills at 5, 2nd level spells
1) Adept Activation/Master Scholar > can always take 10 on Use Magic Device/Spellcraft/Knowledge (Arcana) checks
2) Esoteric Magic > add ANY 1 spell to your class list
3) Esoteric Magic, Scroll Master > use your caster level when activating a Scroll
Pit Fighter (Performance Combat Expert) d10, 2S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs:Non-Lawful, Dazzling Display feat, 1 Skill at 5 ranks, 1 Skill at 3 ranks, Orc Ferocity OR Rage ability
1) Poor Equipment > Swift action to ignore Broken condition of 1 item for duration of encounter, Showmanship > can treat any combat as if it were a Performance Combat
Prophet of Kalistrade () d8, 4S, 3/4 Bab, Class Unique Casting (Cha-Based, max 4th level spells)
Spoiler
10 level PrC, earliest 6
Reqs:Lawful Neutral, 2 Skills at 5 ranks
1) Auspicious Display > can wear Non-Magical jewelry to get AC/Save bonuses
10 level PrC, earliest 7
Reqs: +5 Bab, Moment of Clarity Rage power, Oracle's Curse feature, 1 skill at 5
1) Savage Seer > level stacks with Barb/Oracle for Rage Power/Curse/Revelation power
2) Raging Healer > can Cure self while Raging
3) Indomitable Caster > add Con bonus to Concentration checks
Red Mantis Assassin (Rogue w/Minor Spells) d8, 6S, 3/4 Bab, Class Unique Casting (Cha-Based, max 4th level spells)
Spoiler
10 level PrC, earliest 6
Reqs: 4 feats, 3 skills at 5, must be Lawful Evil
1) Sneak Attack, Weapon Specialization (Sawtooth Sabre)
3) Red Shroud > X/day Class/Rounds gain Fast Healing X, X=Con Mod
Riftwarden (Planar Protector) d8, 4S, 3/4 Bab, 7/10 Any Caster
Spoiler
10 level PrC, earliest 6
Reqs:Non-Evil, 2 Skills at 5 ranks, 2 feats, cast Magic Circle against Evil
1) Planar Guide > Choice of Favored Enemy (Outsider Sub-type only), Favored Terrain (Non-Material plane), or Terrain Mastery (as Horizon Walker)
Shadowdancer (Stealth/Sneaky Rogue) d8, 6S, 3/4 Bab
Spoiler
10 level PrC, earliest 6
Reqs: 3 feats, 1 skill at 5
1) Hide in Plain Sight
2) Uncanny Dodge, Evasion
3) Rogue Talent, Summon Shadow > Summon a Shadow based on your stats (same Bab/Saves, 1/2 your HP, etc...)
Shackles Pirate (would you believe....Pirate?) d8, 8S, 3/4 Bab
Spoiler
10 level PrC, earliest 6
Reqs: 2d6 Sneak Attack, 3 skills at 5, must NOT be Lawful
1) Quick Appraise > does NOTHING
3) Sneak Attack
Shieldmarshal (Gunslinging Lawman) d10, 4S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs:2 feat, 5 Skills at 5 ranks, Grit Pool, 2 Firearm Profs.
1) Legal Judgment > functions similar to Inquisitor Judgments, but does NOT Stack
2) Danger Sense > +1/2 Class Level to Initiative and can always act in the Surprise Round, Gunmarshal +1/2 level for learning Gunslinger Deeds
Skyseeker () d10, 4S, Full Bab, 7/10 Divine
Spoiler
10 level PrC, earliest 6
Reqs:2 Skills at 5 ranks, Favored Enemy, 2nd level Divine spells, Dwarf Racial train OR Adopted Social Trait feat
2) Rune-Carved Armor > Armor Bonus added to Touch-AC (limited)
4) Dwarven Armor Training > Gain Heavy armor Prof. and can use Ranger abilities while wearing Heavy Armor
Souldrinker d6, 2S, 1/2 Bab, 8/10 Any Casting (does not "need" casting to enter)
Spoiler
10 level PrC, earliest 6
Reqs: 2 skills 5 ranks, Worship one of the Four Horsemen, must be Neutral Evil
2) Energy Drain > can make a Touch Attack to inflict a Negative Level and gain 5 temp HP, Soul Pool > various uses, need to use Energy Drain to use
4) Lesser Oblivion > Immunities based on worshipped Horseman
Spherewalker (Far Traveler, Caster) d8, 4S, 3/4 Bab, Full Any Casting (does not "need" casting to enter)
Spoiler
5 level PrC, earliest 6
Reqs: must worship Desna, +5 bab, 2 feats
1+) Spells > If entered with non-casting class(es), you still gain 1 spell slot each level
2) Efficient Sleep > +4 Save vs. Sleep, only need 4 hours of sleep/day
3) Dream Link > form a (semi-)Permanent Telepathic Bond
Stalwart Defender (Defensive "Rager") d12, 2S, Full Bab
Spoiler
10 level PrC, earliest 8
Reqs: +7 Bab, 3 feats
1) +1 AC (Dodge Bonus), Defensive Stance > almost identical to Rage, but cannot move while active
3) Uncanny Dodge
Steel Falcon (Anti-Slavery Military) d10, 4S, Full Bab
Spoiler
5 level PrC, earliest 6
Reqs: 2 skills at 5, 2 skills at 2, Iron Will, must be Good
1) Heart of Freedom > +4 Save vs. Charm/Compulsion, Enemy of Slavers > +2 (attack/damage/skills) vs. Slavers
10 level PrC, earliest 7
Reqs:Partial Neutral, worship Gozreh, Storm Lashed feat, 2 Skill at 6 ranks, 2nd level spells
1) Resist Electicity and Sonic 5
Student of War (Int/Knowledge Warrior) d10, 6S, Full Bab
Spoiler
10 level PrC, earliest 6
Reqs: +5 Bab, 3 feats, 2 skills at 4
1) Know Your Enemy > Make a Knowledge check to gain a selectable +1 bonus against that enemy
2) Bonus Combat feat, Mind over Metal > when wearing armor/shield you can get Int-to-AC (instead of Dex)
10 level PrC, earliest 6
Reqs:2 Skills at 5 ranks, 3rd level spells, know 3+ spells with Cold descriptor, have a Patron, and the Ice Magic ability (i.e. must have Winter Witch archetype)
1) Stacks with Witch for Familiar, and ALL Hex-related abilities
3) Unnatural Cold > targets only use 1/2 of their Cold Resistance vs. your Cold damage spells
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Dip-Helper Feats
These are feats that either make a dip more powerful, minimize losses for going outside your main class, or just require multiple classes to even qualify for the feat.
Spoiler
Boon Companion: You are counted as (up to) 4 levels higher for purposes of your Animal Companion/Familiar/Mount
Channeling Scourge: Inquisitor levels count as Cleric levels for purposes of Channel Energy
Crusader's Flurry: Treat Deity's Favored Weapon as a Monk weapon (you can Flurry with it)
Defensive Combat Training: Use your HD instead of Bab for CMD (more useful if NOT using Fractional Bab)
Dispelling Critical: Cast Dispel Magic as a Swift Action on a Critical attack
Eldritch Heritage (Improved/Greater): Grants you Bloodline Abilities (without needing levels in Sorcerer)
Fire Music: Can change Bard spells to deal Fire damage, and/or Summon Monsters with Fire Damage/Resist
Monastic Legacy: Levels in Non-Monk count as 1/2 level of Monk for Unarmed Strike damage
Shaping Focus: Counted as (up to) 4 levels higher for purposes of Druid Wildshape ability
Shapeshifting Hunter: Druid/Ranger levels stack for Favored Enemy and Wildshape
Theurgy: Sacrifice Arcane/Divine spell slot to gain a bonus when casting a Divine/Arcane spell
Unarmed Strikes While not inherently requiring a Dip/Multi-class, most of them are vastly improved by it (i.e. Bab/lack thereof).
Adder Strike: Add Poison to Unarmed Strikes
Crusader's Fist: Add Lay On Hands/Touch of Corruption to Unarmed Strikes
Dispelling Fist: Cast Dispel Magic as a Swift Action on Unarmed Strike
Domain Strike: Add Domain power to Unarmed Strike
Feral Combat Training: Treat Natural Attacks as Unarmed Strikes
Hex Strike: Inflict a Hex with Unarmed Strike
Knockout Artist: Deal extra damage when making a Nonlethal Unarmed Sneak Attack
Nightmare Fist/Weaver/Striker: Combine Unarmed Strikes with spells for bonuses
Revelation Strike: Add a Revelation to Unarmed Strike
School Strike: Add Wizard School ability to Unarmed Strike
Sorcerous Strike: Add Bloodline ability to Unarmed Strike
Common Ability Quick Reference
Bardic Knowledge (bonus on Knowledge checks, can use untrained Knowledges)
Alchemist 1, Brew Potion, Throw Anything
Bard 1A, Arcane Strike, OR Scribe Scroll, OR Improved Counterspell, OR Dawnflower Dervish
Bard 2A, Combat Casting
Cavalier 1A, Mounted Combat
Cavalier 1A, Firearm prof., Gunsmithing
Fighter 1, 2, & 3A (see Fighter Section)
Gunslinger 1, Firearm prof., Gunsmithing
Gunslinger 1A, Rapid Reload (Mustket)
Magus 1A, 1-Exotic Weapon prof. & Weapon Focus OR Tower Shield prof. OR 1 limited Exotic Weapon prof. & Combat Expertise & Dodge OR Quarterstaff Master
Monk...see Monk section, too many to (want to) list them all
Oracle 1A, Weapon Focus
Paladin 1A, Precise Shot
Paladin 1A, Firearm prof., Gunsmithing
Ranger 3, Endurance
Ranger 2A, Firearm prof., Amateur Gunslinger
Rogue 1A, Sea Legs
Sorcerer 1, Eschew Materials
Summoner 2A, Augment Summoning
Wizard 1, Scribe Scroll
Wizard 1A, Siege Engineer
Wizard 1A, Firearm prof., Gunsmithing
Bonus Feats (choice)
Spoiler
Alchemist 2A, short list(s) of various feats
Cavalier 1 Teamwork Feat
Cavalier 1A, short list of Combat feats
Cleric 1A, short list of Combat feats
Fighter 1, 1A, 2, 2A, All Combat Feats, optional: Performance, Skill Focus, Teamwork (see Fighter Section)
Inquisitor 3, Teamwork Feat
Monk...again, see Monk section, too many to (want to) list them all
Paladin 3A, Teamwork Feat
Ranger 2, short list of Combat feats
Rogue 2 (by way of Rogue Talent), various, mostly Combat
Wizard 3S, Item Creation or Metamagic
Casting (PrC's that advance casting)
Spoiler
Arcane (sorted by minimum lost casting levels)
Spoiler
No Lost Casting
*Arcane Trickster, 1/2 Bab, 10/10 Casting (Sandman Archetype Bard only, otherwise +2 lost Casting)
Arclord of Nex, 1/2 Bab, 10/10 Casting
Bloatmage, 1/2 Bab, 10/10 Casting
Cyphermage, 1/2 Bab, 10/10 Casting
Diabolist, 1/2 Bab, 10/10 Casting
Genie Binder, 1/2 Bab, 5/5 Casting
Harrower, 1/2 Bab, 10/10 Casting
Hellknight Signifier, 3/4 Bab, 10/10 Casting (must have Medium Armor Prof., if you would rather Dip than spend 2 feats, this drops to 1 Lost Casting)
Loremaster, 1/2 Bab, 10/10 Casting
Magaambyan Arcanist, 1/2 Bab, 10/10 Casting
Spherewalker, 3/4 Bab, 5/5 Casting
Veiled Illusionist, 1/3 Bab, 10/10 Casting
1 Lost Casting (no Casting on 1st level of PrC)
Agent of the Grave, 1/2 Bab, 4/5 Casting
Arcane Archer, Full Bab, 7/10 Casting (if taken to level 4 or less)
Blackfire Adept, 1/2 Bab, 7/10 Casting (if taken to level 4 or less)
Daivrat, 1/2 Bab, 9/10 Casting
Demoniac, 3/4 Bab, 9/10 Casting
**Dragon Disciple, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
***Eldritch Knight, Full Bab, 9/10 Casting (only for Magus entry)
Pathfinder Savant, 1/2 Bab, 6/7 Casting
Razmiran Priest, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Riftwarden, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Souldrinker, 1/2 Bab, 8/10 Casting (if taken to level 5 or less)
Storm Kindler, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if taken to level 4 or less)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Winter Witch, 1/2 Bab, 9/10 Casting (Winter Witch archetype-Only)
2 Lost Casting
Arcane Archer, Full Bab, 7/10 Casting (if 5-to-8 levels are taken)
Arcane Trickster, 1/2 Bab, 10/10 Casting (lost casting due to Pre-Req of 2d6 Sneak Attack)
Blackfire Adept, 1/2 Bab, 7/10 Casting (if 5-to-8 levels are taken)
**Dragon Disciple, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Eldritch Knight, Full Bab, 9/10 Casting (lost casting due to Pre-Req of All Martial Weapon prof.)
Razmiran Priest, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Riftwarden, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Souldrinker, 1/2 Bab, 8/10 Casting (if taken to level 6 or more)
Storm Kindler, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if 5-8 levels are taken)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
3 Lost Casting
Arcane Archer, Full Bab, 7/10 Casting (if 9+ levels are taken)
Blackfire Adept, 1/2 Bab, 7/10 Casting (if 9+ levels are taken)
**Dragon Disciple, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Mystic Theurge, 1/2 Bab, 10/10 Casting (lost casting due to Pre-Req of 2nd level Divine Casting)
Razmiran Priest, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Riftwarden, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Storm Kindler, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if 9+ levels are taken)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
*Sandman Archetype Bard is the only Arcane Base class that can qualify for Arcane Trickster without multiclassing
**Dragon Disciple requires 1st level Spontaneous Casting as a Pre-Req, but can be used to advance Prepared Casting, in this case add +1 lost Casting.
***Magus is the only Arcane Base class that can qualify for Eldritch Knight without multiclassing.
1 Lost Casting (no Casting on 1st level of PrC)
Agent of the Grave, 1/2 Bab, 4/5 Casting
Balanced Scale of Abadar, 1/2 Bab, 5/6 Casting
Blackfire Adept, 1/2 Bab, 7/10 Casting (if taken to level 4 or less)
Daivrat, 1/2 Bab, 9/10 Casting
Demoniac, 3/4 Bab, 9/10 Casting
Gray Gardener, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Holy Vindicator, Full Bab, 7/10 Casting (if taken to level 4 or less)
*Nature Warden, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Pathfinder Savant, 1/2 Bab, 6/7 Casting
Riftwarden, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Souldrinker, 1/2 Bab, 8/10 Casting (if taken to level 5 or less)
Storm Kindler, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if taken to level 4 or less)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if taken to level 4 or less)
2 Lost Casting
Blackfire Adept, 1/2 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Gray Gardener, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Holy Vindicator, Full Bab, 7/10 Casting (if 5-to-8 levels are taken)
*Nature Warden, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Riftwarden, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Souldrinker, 1/2 Bab, 8/10 Casting (if taken to level 6 or more)
**Skyseeker, Full Bab, 7/10 Casting (if taken to level 4 or less, needs Favored Enemy)
Storm Kindler, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if 5-8 levels are taken)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if 5-to-8 levels are taken)
3+ Lost Casting
Blackfire Adept, 1/2 Bab, 7/10 Casting (if 9+ levels are taken)
Gray Gardener, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Holy Vindicator, Full Bab, 7/10 Casting (if 9+ levels are taken)
Mystic Theurge, 1/2 Bab, 10/10 Casting (lost casting due to Pre-Req of 2nd level Arcane Casting)
*Nature Warden, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Rage Prophet, 3/4 Bab, 7/10 Casting (lost casting due to Pre-Req of 'Moment of Clairity' Rage power)
Riftwarden, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
**Skyseeker, Full Bab, 7/10 Casting (if 5+ levels are taken, needs Favored Enemy)
Storm Kindler, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
Tattooed Mystic, 1/2 Bab, 7/10 Casting (if 9+ levels are taken)
Umbral Court Agent, 3/4 Bab, 7/10 Casting (if 9+ levels are taken)
*Nature Warden can be entered by a single-classed Druid with the World Walker Archetype (grants Favored Terrain at Druid 3). Alternate options for Favored Terrain are 1 level of Horizon Walker (+1 lost casting), 1 level of Warden Ranger (archetype, +1 lost casting) or 3 levels of Ranger (+3 lost casting)
**Skyseeker can be entered by a single-classed Ranger, in this case, reduce the lost Casting levels by 1
Special
Aspis Agent, can gain +1 to Bard or Inquisitor Casting at 2nd level
Master Chymist, 7/10 Extracts (Alchemist Casting)
Noble Scion, can gain +1 spellcasting at 5th and 9th
Domain
Spoiler
Cleric 1 (usually gets 2 Domains, some archetypes only get 1)
Druid 1 (optional, limited choices)
Inquisitor 1
Paladin 4 (Sacred Servant)
Hellknight 3 (optional, limited choices)
Domains with non-power/non-spell bonuses:
Animal: class skill: Knowledge (Nature)
>Feather (Animal Sub-domain): class skill: Fly, when you cast a spell that grants Flight, your maneuverability increases by 1 step.
Darkness: Blind-Fight feat
Glory: Channel Energy save DC +2
Knowledge: class skills: All Knowledge skills
Protection: +1 all Saves
Rune: Scribe Scroll feat
Travel: +10ft. movement
Trickery: class skills: Bluff, Disguise, Stealth
Void: +2 to Saves vs. Mind-affecting
Animal/Nature Domains
Various: A 'matching' Familiar (Eagle Domain > Hawk, Frog Domain > Toad, etc...)
Cave: Darkvision 60ft. (1hr. 3+Wis/day yourself, 1min. 3+Wis/day ally)
Plains: Increased duration/speed on Summon spells, if summoning certain creatures
Wolf: Improved Trip feat
Inquisitions: (can be taken by any class that could take the matching Domain)
Black Powder: Firearm prof, Gunsmithing feat
Conversion: Wis instead of Cha on Bluff/Diplomacy/Intimidate
Heresy: Wis instead of Cha on Bluff/Intimidate
Oblivion: 10ft. Aura, you/ally add your Wis to Stabilization checks
Persistence: Step Up feat
Spellkiller: Disruptive feat
Torture: +2 on Intimidate checks
Initiative
Spoiler
+# Bonus
Cleric 1A, +1/2 level and always act in Surprise round (Divine Strategist)
Fighter 2A, +1, +1 every 4 levels after (Tactician)
Gunslinger 3, +2
Inquisitor 2, +Wis
Monk 1A, +1/2 level and always act in Surprise round (Sohei)
Oracle 1S, Roll twice, take best, can always act in the Surprise round at 7th, Roll thrice take best at level 11 (Battle or Time)
Oracle 1S, +4 (Juju or Nature)
Paladin 2A, +Cha, spend Smite Evil or Lay-on-Hands to act in Surprise round (Sword of Valor)
Ranger 1A, 3, +2 (or more) in Favored Terrain (Warden gets Favored Terrain at level 1)
Summoner 1A, +? Only if using Synthesist to get a higher Dex score
Wizard 1S, +1/2 level and always act in Surprise round (Divination specialization)
Duelist 2, +2, +4 at 8th level
Shieldmarshal 2, +1/2 level and always act in Surprise round
Sneak Attack (+d6 on flank)
Spoiler
Duelist, Low Templar and Pain Taster have Full Bab
Arcane Trickster has 1/2 Bab
All other options have 3/4 Bab
Alchemist 1A, every 2 levels (max 10d6) (Vivisectionist)
Bard 5A, every 5 levels (max 4d6) (Sandman)
Ninja 1, every 2 levels (max 10d6)
Rogue 1, every 2 levels (max 10d6)
Aspis Agent 3, every 3 levels (max 3d6)
Assassin 1, every 2 levels (max 5d6)
Arcane Trickster 2, every 2 levels (max 5d6), need 2d6 Sneak to enter
Bellflower Tiller 3, every 3 levels (max 3d6), need 2d6 Sneak to enter
Daggermark Poisoner 5, every 5 levels (max 2d6)
Duelist +1 damage per level (max 10), only applies with certain weapons/conditions
Gray Gardener 1, every 4 levels (max 3d6)
Halfling Opportunist 2, every 2 levels (max 2d6)
Inner Sea Pirate 1, every 3 levels (max 4d6)
Lion Blade 2, every 4 levels (max 3d6), need 2d6 Sneak to enter
Low Templar 3, every 5 levels (max 2d6)
Master Spy 1, every 3 levels (max 4d6)
Noble Scion 5 & 9, optional (max 2d6)
Pain Taster 2, every 2 levels (max 2d6), only with Slashing weapons or Whips
Red Mantis Assassin 1, every 3 levels (max 4d6)
Shackles Pirate 3, every 3 levels (max 3d6), need 2d6 Sneak to enter
Sleepless Detective 1, every 3 levels (max 4d6)
Trapfinding (anything with "Disarm Magical Traps")
Aspis Agent 1
Balanced Scale of Abadar 1, only Temporarily disables Magic traps
Brother of the Seal 2
Cyphermage 1?, Can only detect "writing" based traps, can detect them with Perception or Knowledge (Arcana), can disable them with Disable Device or Spellcraft
Pathfinder Delver 1
Uncanny Dodge
Spoiler
1st numbers are Uncanny Dodge, 2nd numbers are Improved Uncanny Dodge. Multiple instances of Uncanny Dodge 'stack' to become Improved Uncanny Dodge. If you have Uncanny Dodge from multiple classes, then your levels in those classes stack for the effect of Improved Uncanny Dodge.
Barbarian 2 - 5
Bard 2A (does not gain Imp. Uncanny Dodge)
Ninja 4 - 8
Ranger 2A (does not gain Imp. Uncanny Dodge)
Rogue 4 - 8
Agent of the Grave; Pathfinder Adventure Path #45: Broken Moon
Balanced Scale of Abadar; Pathfinder Chronicles: Dark Markets, A Guide to Katapesh
Bloatmage; Pathfinder Chronicles: City of Strangers
Brightness Seeker; Pathfinder Companion: Elves of Golarion
Chevalier; Pathfinder 14: Children of the Void
Cyphermage; Pathfinder Campaign Setting: Inner Sea Magic
Daivrat; Pathfinder Companion: Qadira, Gateway to the East
Demoniac; Pathfinder Campaign Setting: Lords of Chaos; Book of the Damned, Vol. 2
Diabolist; Pathfinder Chronicles: Princes of Darkness, Book of the Damned Vol. 1
Divine Scion; Pathfinder Campaign Setting: Inner Sea Magic
Genie Binder; Pathfinder Adventure Path Volume #22: The End of Eternity
Halfling Opportunist; Pathfinder Player Companion: Halflings of Golarion
Harrower; Pathfinder Campaign Setting: The Inner Sea World Guide
Hellknight; Pathfinder Campaign Setting: The Inner Sea World Guide
Inheritor's Crusader; Pathfinder Adventure Path Volume #26: The Sixfold Trial
Justicar; Pathfinder 8: Seven Days to the Grave
Liberator; Pathfinder Companion: Second Darkness Player's Guide
Lion Blade; Pathfinder Companion: Taldor, Echoes of Glory
Living Monolith; Pathfinder Companion: Osirion, Land of Pharaohs
Low Templar; Pathfinder Campaign Setting: The Inner Sea World Guide
Pain Taster; Pathfinder 15: The Armageddon Echo
Pathfinder Delver; Pathfinder Chronicles: Seekers of Secrets
Pathfinder Savant; Pathfinder Chronicles: Seekers of Secrets
Red Mantis Assassin; Pathfinder Campaign Setting: The Inner Sea World Guide
Shackles Pirate; Pathfinder Chronicles Campaign Setting
Souldrinker; Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3
Spherewalker; Pathfinder 2: The Skinsaw Murders
Steel Falcon; Pathfinder Companion: Andoran, Spirit of Liberty
Pathfinder Chronicles: Seekers of Secrets
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Barbarian rage features are also character-level-dependant, not Barbarian-level-dependant. So Barbarian2 into fighter3 then barbarian 4 into Cavalier1 then barbarian 6 nets you Pounce and a NA bonus while raging, then you continue down Cavalier.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Interesting to know about Barbarians, that.
Nifty idea you had grarrg. Nice to look over.
__________________
"Children afraid of the night
Who have never been happy or good." - September 1, 1939. W.H. Auden
Quote:
Originally Posted by Keld Denar
+3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by Cieyrin
Not just true of Barbarians, lots of classes just check level, not class level, you just have to look at the wording.
Hmm, too bad this isn't enough to counteract Paizo's rabid anti-multiclassing policy... or at least I haven't heard of any combos worthwhile enough to do so yet...
__________________
"Children afraid of the night
Who have never been happy or good." - September 1, 1939. W.H. Auden
Quote:
Originally Posted by Keld Denar
+3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by Coidzor
Hmm, too bad this isn't enough to counteract Paizo's rabid anti-multiclassing policy... or at least I haven't heard of any combos worthwhile enough to do so yet...
I'm not sure what's anti-multiclassing, other than prestige classes not giving full saves anymore. They don't have WotC's multiclass XP penalty, for one, the Favored Class benefit rewards you for staying in class, with Half-Elves being able to do 2 classes and maintaining the Favored Class bonus.
__________________
Rule of Cool Contributor and Goon
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by Coidzor
Hmm, too bad this isn't enough to counteract Paizo's rabid anti-multiclassing policy... or at least I haven't heard of any combos worthwhile enough to do so yet...
Multiclassing isn't a horrible option, but it's true that there are less incentives to take dips, which was extremely common in 3.5. Certain classes however, still remain excellent choices, such as Paladin 2 (even better now, since 1 smite/day can actually make a huge difference) and Fighter 2.
__________________
Avatar by A Rainy Knight
Spoiler
My Characters (So I don't forget them): Aldrin Cress, level 9 Human Sorcerer Tireas Slate, level 4 Tiefling Ninja
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by Cieyrin
I'm not sure what's anti-multiclassing, other than prestige classes not giving full saves anymore. They don't have WotC's multiclass XP penalty, for one, the Favored Class benefit rewards you for staying in class, with Half-Elves being able to do 2 classes and maintaining the Favored Class bonus.
Also,it looks like most Prestige Classes don't advance any base-class features except spellcasting - one of several reasons the Rage Prophet didn't look worth it. (No new Rage powers, no new Revelations...)
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by Cieyrin
I'm not sure what's anti-multiclassing, other than prestige classes not giving full saves anymore. They don't have WotC's multiclass XP penalty, for one, the Favored Class benefit rewards you for staying in class, with Half-Elves being able to do 2 classes and maintaining the Favored Class bonus.
Everything I've read on the subject from Paizo and from people discussing Paizo has been that they personally dislike the concept of multiclassing, which is part of why they developed the archetype system and have made rumblings about ceasing to make PrCs in favor of only archetypes from now on.
They actually put in a multiclassing penalty that wouldn't just be ignored for one, by disadvantaging you for not staying in the box in comparison with those who do.
__________________
"Children afraid of the night
Who have never been happy or good." - September 1, 1939. W.H. Auden
Quote:
Originally Posted by Keld Denar
+3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by Coidzor
They actually put in a multiclassing penalty that wouldn't just be ignored for one, by disadvantaging you for not staying in the box in comparison with those who do.
This is actually a stealth smart way to discourage Multi-classing, by changing a negative into a positive.
3.5 gave you Penalties for taking more than 1 class, largely consisted of XP deduction.
PF rewards you for staying in the same class, partly through the revamped Favored Class bonus. You can ONLY get the Favored bonus(es) if you stay in the ONE class chosen.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
About your writeup for the Magus:
Quote:
*Note: Spell Combat and Spellstrike specify a spell "from the Magus spell list". This either means any spell that a Magus could conceivably cast (abusable!), OR any spell that YOU could cast as a Magus (not worth dipping!). Check with your DM*
It's clearly the latter, this is also evident when you look at the Broad Study Arcana, which specifically allows you to bypass the restriction. And that discovery requires 6 Magus levels, making Magus a somewhat less attractive dip.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by Corlindale
About your writeup for the Magus:
It's clearly the latter, this is also evident when you look at the Broad Study Arcana, which specifically allows you to bypass the restriction. And that discovery requires 6 Magus levels, making Magus a somewhat less attractive dip.
I always interpreted that as you being able to cast, 'any spell on the magus' spell list.'
__________________ Prestige Bard, updated for Pathfinder.
Revamped Spell Resistance system, for use with Spell Points/Psionics.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by Corlindale
It's clearly the latter, this is also evident when you look at the Broad Study Arcana, which specifically allows you to bypass the restriction. And that discovery requires 6 Magus levels, making Magus a somewhat less attractive dip.
Still doesn't help.
Broad study "...while casting or using spells from the spell list of that class..."
It uses the same terminology, specifically calling out "spell list".
Part of the reason for this is that you may have a Scroll/Wand/etc... of a Magus spell and you should be allowed to use those with your Magus abilities.
The problem comes in when there are spells on your list that are also on another classes list. Broad Study is mainly for spells another class has that you DON'T have as a Magus.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
There is a feat that lets you use character level as druid level for animal companions if you have the expert trained feature (cavalier 4). This would give you a full-power mount for multy-classing into anything else. Might be nice for a mounted fighter/barb/monk/etc.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
The ninja dip is pretty significantly different from the rogue dip. Ki pool is a whole package of abilities and is potentially a very significant dip for nova ability since it can be used to get an extra attack on a full attack with a two-level dip.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by Benly
The ninja dip is pretty significantly different from the rogue dip. Ki pool is a whole package of abilities and is potentially a very significant dip for nova ability since it can be used to get an extra attack on a full attack with a two-level dip.
Rebuttal:
Rogue Talent is a whole package of abilities and is potentially a very significant dip.
Revelation is a whole package of abilities and is potentially a very significant dip.
MONK is a whole package of ANYTHING EVER and IS a very significant dip.
tl;dr
Elaborating on Ki Pool is the least of my worries.....
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by grarrrg
Rebuttal:
Rogue Talent is a whole package of abilities and is potentially a very significant dip.
Revelation is a whole package of abilities and is potentially a very significant dip.
MONK is a whole package of ANYTHING EVER and IS a very significant dip.
tl;dr
Elaborating on Ki Pool is the least of my worries.....
I should clarify: I believe that this makes it more distinct from rogue than the classification as a rogue dip would indicate. I didn't mean "Ninja is more important than any other dip, ever!" The other subclasses change relatively little in the first few levels compared to their base class, whereas a two-level ninja dip brings a much different benefit to a build than a two-level rogue dip does.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by mikau013
Are you going to write down all specifics? I mean as in dip in cleric can grant these domains and thus these bonusses?
Which is really a lot of work, but would be incredibly helpful.
Domains are (briefly) covered in the Quick Reference section.
And I am attempting to be as specific as necessary. This means two things;
Time constraints are one. For example, I'm not going to type out EVERY single Rogue Talent, it would bloat the guide, and waste my time. I will probably throw a link to the PFSRD Rogue Talent page though, and/or point out some widely useful ones (like using a Rogue Talent to take a Combat Feat). Also, this is the first pass through, I do plan to go back and 'tweak' some areas.
Secondly, I'm staying within my general guidelines for "dippy-ness".
Quote:
Small bonuses will mostly be ignored, such as "+1 to Will saves vs. Fear". Only larger/widely useful bonuses will be listed.
1/day (or less) use abilities will be ignored, unless they are very useful.
An example would be the vast majority of 1st level Domain Powers, most either grant a bonus of "1/2 Cleric level" or only last "1/2 Cleric level rounds". For the sake of Dipping, these bonuses aren't worth mentioning, as 1/2 of a 3 level Cleric is still only 1.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
The Feat Master (a build)
How many feats can we cram onto a single level 20 character?
We will ignore ALL Weapon/Armor/Shield feats. Just from leveling there will be +10 feats, these will be added at the end. Numbers in () at the end of a line are the running total.
That's 20 levels, adding in the general 10 we have 39 feats.
Granted we have Weapon Focus twice, but that's ok, it's weapon specific anyway. We also have Gunsmithing _3_ times though...
And for the sake of completeness:
Druid 1, can take a Domain/Inquisition and grab something.
Re: Pathfinder: Dipping for Fun and Profit (mostly Profit)
Quote:
Originally Posted by grarrrg
Domains are (briefly) covered in the Quick Reference section.
And I am attempting to be as specific as necessary. This means two things;
Time constraints are one. For example, I'm not going to type out EVERY single Rogue Talent, it would bloat the guide, and waste my time. I will probably throw a link to the PFSRD Rogue Talent page though, and/or point out some widely useful ones (like using a Rogue Talent to take a Combat Feat).
Much better to hit the especial highlights from such things, especially with regards to longevity of the ability's usefulness.
__________________
"Children afraid of the night
Who have never been happy or good." - September 1, 1939. W.H. Auden
Quote:
Originally Posted by Keld Denar
+3 Girlfriend is totally unoptimized. You are better off with a +1 Keen Witty girlfriend and then appling Greater Magic Make-up to increase her enhancement bonus.