Differences on Classes
==== Core Classes ====
**Barbarian:** The barbarian is a brutal berserker from beyond the edge of civilized lands.
**Bard:** The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame.
**Cleric:** A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods.
**Druid:** The druid is a worshiper of all things natural – a spellcaster, a friend to animals, and a skilled shapechanger.
**Fighter:** Brave and stalwart, the fighter is a master of all manner of arms and armor. And this is a really long description that defeinitely goes over onto another line.
**Monk:** A student of martial arts, the monk trains his body to be his greatest weapon and defense.
**Paladin:** The paladin is the knight in shining armor, a devoted follower of law and good.
**Ranger:** A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes.
**Rogue:** The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes.
**Sorcerer:** The spellcasting sorcerer is born with aninnate knack for magic and has strange, eldritch powers.
**Wizard:** The wizard masters magic through constant study that gives him incredible magical power.
==== Prestige Classes ====
---- Arcane Archer ----
Arcane archers deal death from afar, winnowing down opponents while their allies rush into hand-to-hand combat. With their capacity to unleash hails of arrows on the enemy, they represent the pinnacle of ranged combat.
To qualify to become an arcane archer, a character must fulfill all the following criteria.
**Base Attack Bonus:** +6.
**Feats:** Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
**Spells:** Ability to cast 1st-level arcane spells.
---- Arcane Trickster ----
With their mastery of magic, arcane tricksters can make for even more subtle or confounding opponents than standard rogues. Ranged legerdemain enhances their skill as thieves, and their ability to make sneak attacks without flanking or as part of a spell can make arcane tricksters formidable damage-dealers.
To qualify to become an arcane trickster, a character must fulfill all of the following criteria.
**Alignment:** Any nonlawful.
**Skills:** Disable Device 4 ranks, Escape Artist 4 ranks, Knowledge (arcana) 4 ranks.
**Spells:** Ability to cast mage hand and at least one arcane spell of 2nd level or higher.
**Special:** Sneak attack +2d6.
---- Assassin ----
Assassins tend to be loners by nature, seeing companions as liabilities at best. Sometimes an assassin’s missions put him in the company of adventurers for long stretches at a time, but few people are comfortable trusting a professional assassin to watch their backs in a fight, and are more likely to let the emotionless killer scout ahead or help prepare ambushes.
To qualify to become an assassin, a character must fulfill all the following criteria.
**Alignment:** Any evil.
**Skills:** Disguise 2 ranks, Stealth 5 ranks*.
**Special:** The character must kill someone for no other reason than to become an assassin.
---- Duelist ----
The abilities of duelists complement those rogues or bards who wish to accentuate their fighting prowess but, because of their lack of heavy armor, are afraid to leap into combat. Duelists fight in the forefront alongside fighters, barbarians, and other melee combatants, deftly avoiding the blades of their opponents while expertly targeting their vulnerabilities.
To qualify to become a duelist, a character must fulfill all the following criteria.
**Base Attack Bonus:** +6.
**Skills:** Acrobatics 2 ranks, Perform 2 ranks.
**Feats:** Dodge, Mobility, Weapon Finesse.
---- Eldritch Knight ----
Eldritch knights blend the abilities of fighting classes and spellcasters, hurling magic at the enemy one moment and hewing down their opponents with steel the next. They are just as comfortable fighting in the thick of combat as they are casting spells at foes while remaining safely behind their compatriots. Their versatility makes them valuable allies when the nature of an upcoming battle is unclear.
To qualify to become an eldritch knight, a character must fulfill all the following criteria.
**Spells:** Able to cast 3rd-level arcane spells.
**Weapon Proficiency:** Must be proficient with all martial weapons.
---- Loremaster ----
Loremasters’ lives are spent in study, research, and fieldwork. While the first two lend themselves to the loremaster’s reputation as a bookish recluse, the latter oftentimes forces a loremaster to seek out the aid of adventurers who, through a mutually beneficial arrangement, might provide a degree of protection to the scholar while he seeks whatever knowledge he is after. For his part, the loremaster provides a wealth of information and arcane firepower to a party. Some loremasters actively deride those of their kind who fear to leave the safety of the temple or library, pointing out that only old lore can be discovered in books—new lore must be sought out in the world. These more active loremasters might join up with an adventuring party for the benefit of the journey, content with whatever knowledge might be picked up along the way.
To qualify to become a loremaster, a character must fulfill all the following criteria.
**Skills:** Knowledge (any two) 7 ranks in each.
**Feats:** Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).
**Spells:** Able to cast seven different divination spells, one of which must be 3rd level or higher.
---- Mystic Theurge ----
The mystic theurge is a powerful component for any party, supplying magic for attack, defense, and healing. Mystic theurges travel the world in search of arcane and holy artifacts, magical lore, or divine revelations, and most have no qualms about teaming up with groups of adventurers so long as that group’s goals do not directly conflict with their own.
To qualify to become a mystic theurge, a character must fulfill all the following criteria.
**Skills:** Knowledge (arcana) 3 ranks, Knowledge (religion) 3 ranks.
**Spells:** Able to cast 2nd-level divine spells and 2nd-level arcane spells.
---- Pathfinder Chronicler ----
The chronicler’s missions often thrust her into the role of party leader, and adventures typically result from, and revolve around, his endless quests.
To qualify to become a chronicler, a character must fulfill all the following criteria.
**Skills:** Linguistics 3 ranks, Perform (oratory) 5 ranks, Profession (scribe) 5 ranks*.
**Special:** Must have authored or scribed something (other than a magical scroll or other device) for which another person (not a PC) paid at least 50 gp.
---- Shadowdancer ----
Shadowdancers adventure for a wide variety of reasons. Many adventuring parties find shadowdancers valuable members of their teams due to their incredible stealth and ability to surprise enemies with lightning-quick attacks where they’re least expected. For this reason, their services are often sought out by those groups in need of scouts or spies.
To qualify to become a shadowdancer, a character must fulfill all the following criteria.
**Feats:** Combat Reflexes, Dodge, Mobility.
**Skills:** Stealth 5 ranks*, Perform (dance) 2 ranks.
==== Campaign Specific Classes ====
---- Horizon Walker ----
A scout and wanderer comfortable in even the strangest terrain.
To qualify to become a horizon walker, a character must fulfill all the following criteria.
**Skills:** Knowledge (geography) 6 ranks.
**Feats:** Endurance.
---- Nature Warden ----
A master of the wilderness bonded spiritually to a fearsome animal companion
To qualify to become a nature warden, a character must fulfill all the following criteria.
**Base Attack Bonus:** +4.
**Special:** Animal companion class feature, favored terrain class feature, wild empathy class feature.
**Skills:** Handle Animal 5 ranks, Knowledge (geography) 5 ranks, Knowledge (nature) 5 ranks, Survival 5 ranks.
**Spells:** Able to cast 2nd-level divine spells.
---- Stalwart Defender ----
A master of defending territory and holding the line at all costs.
To qualify to become a stalwart defender, a character must fulfill all the following criteria.
**Base Attack Bonus:** +7.
**Feats:** Dodge, Endurance, Toughness.
**Special:** Proficiency with light and medium armor.