New Classes
Two new base class are presented here and are available to all players. These classes are roughly equivalent in power to the core classes in the Core Rulebook and bases classes in Advanced Player's Guide.
The character themes and special abilities of these new classes are described as follows:
Artificer
Treating magic as technology, artificers are the engineers of spellcasters, using infusions to craft new magic items, empower existing ones and repair damaged constructs.
Artificers have access to the following archetypes:
- Custom: Elemental Binder, Homunculus Master, Ordained Crafter, Psychic Engineer, Wand Adept, and Weaponmaster.
Beguiler
Masters of deception and manipulation, beguilers wield magic that clouds the mind and fools the senses, twisting combat and social encounters to their advantage.
The beguiler was originally class built for the 3.5e version of Dungeons and Dragons, as designed by Wizards of the Coast and presented in Player's Handbook II.
A conversion for the beguiler from the 3.5e to Pathfinder RPG system has been created by ERTW, a member of the Paizo forums. This version, known as ertw's beguiler conversion (EBC) is available on the Paizo forums and is assumed to be in its final form, with ongoing minor updates. Players are to use the class document as published on 30th April 2018, available from the Paizo forum thread or download link: bit.ly/pathfinderbeguiler. More recent versions are to be used only with GM discretion.
Beguilers can use the following orders as granted by their guild:
- EBC: Arcane Hand, Baleful Shadow, Counterfeit Blood, Ghastly Claw, Petrified Mind, and Wandering Heart.
Beguilers have access to the following archetypes:
- EBC: Elusive Wildling, Order of the Morithil Pier Glass, Professional Dilettante, Shadowgraft Skirmisher, Theurgic Brigand, Tomebound Beguiler, and Whispering Initiate.
Starting Age and Wealth
The starting age and wealth of each class are presented in the table below. The actual starting age of a character is dependent on both their ancestry and age. Each character begins play with an outfit worth 10 gp or less.
Class Starting Age and Wealth
| Class | Starting Age | Starting Wealth | Average Wealth |
| Artificer | Trained | 3d6 × 10 gp | 105 gp |
| Beguiler | Trained | 4d6 × 10 gp | 140 gp |
Core Classes
The core classes for Pathfinder, as presented in the CRB, have been changed slightly from their original form.
Barbarian
The barbarian is a raging warrior from beyond the edge of civilized life.
Barbarians must use the Unchained Barbarian version of the class, as detailed in Pathfinder Unchained (PU). Archetypes specifically converted for the Unchained Barbarian are available with third-party content, as detailed in Everyman Unchained: Unchained Rage (EUUR).
Barbarians have access to the following archetypes:
- APG: Breaker, Brutal Pugilist, Drunken Brute, Elemental Kin, Hurler, Invulnerable Rager, Mounted Fury, Savage Barbarian, Superstitious, and Totem Warrior.
- UC: Armored Hulk, Scarred Rager, Sea Reaver, Titan Mauler, True Primitive, Urban barbarian, and Wild Rager.
- UW: Brutish Swamper, Cave Dweller, Pack Hunter, Raging Cannibal, Sharptooth, and Wildborn.
- UP: Raging Mind.
Bard
The bard inspires friends and confounds foes through dazzling performances.
Bards have access to masterpieces, as detailed in Ultimate Magic (UM).
Bards have access to the following archetypes:
- APG: Arcane Duelist, Archivist, Court Bard, Detective, Magician, Sandman, Savage Skald, Sea Singer, and Street Performer.
- ACG: Flame Dancer and Voice of the Wild.
- UC: Archaeologist, Daredevil, and Dervish Dancer.
- UM: Animal Speaker, Celebrity, Demagogue, Dirge Bard, Geisha, Songhealer, and Sound Striker.
- UI: Impervious Messenger, Masked Performer, Ringleader, Sorrowsoul, and Wit.
- UW: Fildh, Cultivator, and Thundercaller.
- UP: Thoughtsinger.
Cleric
The cleric is a devout follower of a deity and acts to heal wounds, raise the living and defend the faithful.
A cleric's aura and channel energy type are based on the alignment of their deity or divine source. Clerics can select a deity or divine source of any alignment, regardless of their personal alignment*, but must still act in a way true to their faith. For a more thorough explanation of religious loyalty, see Alignment by loyalty.
Clerics have access to variant channeling, as detailed in Ultimate Magic (UM).
Clerics can use the following domains and subdomains as granted by their divine source:
- CRB: Air, Animal, Artifice, Chaos, Charm, Community, Darkness, Death, Destruction, Dire*, Earth, Fire, Glory, Healing, Knowledge, Law, Liberation, Luck, Madness, Magic, Nobility, Plant, Protection, Radiant*, Repose, Rune, Strength, Sun, Travel, Trickery, War, Water, and Weather.
- APG: Agathion, Ancestors, Arcane, Archon, Ash, Azata, Blood, Catastrophe, Caves, Cloud, Construct, Curse, Daemon, Day, Decay, Deception, Defense, Demon, Devil, Divine, Exploration, Family, Fate, Feather, Ferocity, Freedom, Fur, Growth, Heroism, Home, Honor, Ice, Inevitable, Insanity, Language, Leadership, Light, Loss, Love, Lust, Martyr, Memory, Metal, Murder, Night, Nightmare, Oceans, Protean, Purity, Rage, Resolve, Restoration, Resurrection, Revolution, Seasons, Smoke, Souls, Storms, Tactics, Thievery, Thought, Toil, Trade, Undead, Wards, and Wind.
- UP: Discipline, Dreams, Noetics, and Psionics.
Clerics have access to the following archetypes:
- ACG: Ecclesitheurge.
- UC: Crusader, Divine Strategist, Evangelist, and Merciful Healer.
- UM: Cloistered Cleric, Separatist, Theologian, and Undead Lord Cleric.
- UI: Cardinal.
Druid
The druid is a worshiper of the natural world, able to befriend animals and change their shape with primal magic.
If a druid selects an animal companion as their nature bond, they can select any creature from the list provided by their Region of Origin.
Druids can use the following domains and subdomains as granted by their primal source:
- CRB: Air, Animal, Earth, Fire, Plant, Water and Weather.
- APG: Ash, Caves, Cloud, Decay, Feather, Fur, Growth, Ice, Metal, Oceans, Seasons, Smoke, Storms, and Wind.
- UM: Aquatic, Arctic, Cave, Desert, Eagle, Frog, Jungle, Monkey, Mountain, Plains, Serpent, Swamp, and Wolf.
- UW: Erosion and Vermin.
Druids have access to the following archetypes:
- APG: Terrain Druid (Aquatic, Arctic, Blight, Cave, Desert, Jungle, Mountain, Plains, Swamp or Urban) and Totem Shaman (Bear, Eagle, Lion, Serpent or Wolf).
- UC: Totem Shaman (Ape, Bat or Boar), and World Walker.
- UM: Terrain Druid (Storm), Totem Shaman (Dragon, Saurian or Shark), Menhir Savant, Mooncaller, Pack Lord, and Reincarnated Druid.
- UI: Feyspeaker, Skinshaper, and Urushiol.
- UW: Terrain Druid (River), Totem Shaman (Dinosaur), Aerie Protector, Leshy Warden, Road Keeper, and Rot Warden.
- UP: Gaean.
Fighter
The fighter is a master of battle, wielding all manner of arms and armour.
Fighters must use the Unchained Fighter version of the class, as detailed in Everyman Unchained: Unchained Fighters (EUUF). Archetypes converted for the Unchained Fighter are available from this class document.
At 1st level, fighters gain the Powerful Maneuvers* feat as a bonus feat, which is detailed in the Feat Taxes section.
If a fighter has the Bravery class feature, their bonus on Will saving throws against fear now applies all fear effects, including demoralisation and intimidate checks made against the fighter.
Fighters can use the following weapon groups as granted by their martial source:
- CRB: Axes, Blades (Heavy), Blades (Light), Bows, Close, Crossbows, Doubles, Flails, Hammers, Monk, Natural, Polearms, Spears, and Thrown.
- UC: Firearms and Siege Engines.
- UW: Tribal.
Fighters have access to the following archetypes:
- APG: Archer, Crossbowman, Free Hand Fighter, Mobile Fighter, Phalanx Soldier, Polearm Master, Roughrider, Savage Warrior, Shielded Fighter, Two-Handed Fighter, Two-Weapon Warrior, and Weapon Master.
- ACG: Mutation Warrior.
- UC: Armor Master, Brawler, Cad, Dragoon, Gladiator, Tactician, Thunderstriker, Tower Shield Specialist, Unarmed Fighter, and Unbreakable.
- UW: Skirmisher, Tribal Fighter, and Viking.
- UP: Psionic Fighter.
Monk
The monk is a student of the martial arts, training their body as a tool of both offense and defense.
Monks must use the Unchained Monk version of the class, as detailed in Pathfinder Unchained. Archetypes specifically converted for the Unchained Monk are available with third-party content, as detailed in Everyman Unchained: Monk Archetypes (EUMA).
Monks have access to monk vows, as detailed in Ultimate Magic.
If a monk has the ki heal ability and uses this ability to heal themselves, then they receive the full amount of healing regardless of their creature type or subtype. This applies to warforged (living constructs), forgeborn (half-constructs) and dhampir (undead).
Monks have access to the following archetypes:
- APG: Drunken Master, Hungry Ghost Monk, Ki Mystic, Monk of the Empty Hand, Monk of the Four Winds, Monk of the Healing Hand, Monk of the Lotus, Monk of the Sacred Mountain, Weapon Adept and Zen Archer.
- ACG: Wildcat.
- UC: Flowing Monk, Maneuver Master, Martial Artist, Master of Many Styles, Sensei, Sohei, and Tetori.
- UI: Black Asp and Sage.
- UW: Menhir Guardian, Wasteland Meditant, and Water Dancer.
- UP: Enlightened Monk.
Paladin
The paladin is a devout warrior that serves a beacon of truth and justice, gifted with divine power for a righteous cause.
Paladins can select a diety or divine source of any alignment, but must still act in a way true to their faith and code of conduct. For a more thorough explanation of religious loyalty, see Alignment by loyalty.
If a paladin selects a mount as their divine bond, they can select any creature from the list provided by their Region of Origin.
If a paladin has the lay on hands ability and uses this ability to heal themselves, then they receive the full amount of healing regardless of their creature type or subtype. This applies to warforged (living constructs), forgeborn (half-constructs) and dhampir (undead).
Paladins have access to oaths, as detailed in Ultimate Magic.
Paladins have access to the following archetypes:
- APG: Divine Defender, Hospitaler, Sacred Servant, Shining Knight, Undead Scourge, and Warrior of the Holy Light.
- ACG: Holy Guide.
- UC: Divine Hunter, Empyreal Knight, Holy Gun, Holy Tactician, and Sacred Shield.
- UM: Oathbound Paladin.
- UI: Gray Paladin.
- UW: Forest Preserver, Hunting Paladin, and Wilderness Warden.
- UP: Purifier.
Antipaladin: The antipaladin is the exemplar of evil, acting to sow discord and encourage others to fall from grace.
Antipaladins can select a diety or divine source of any alignment, but must still act in a way true to their faith and code of conduct. For a more thorough explanation of religious loyalty, see Alignment by loyalty.
If an antipaladin has the touch of corruption ability, then they can use this ability to heal themselves as a swift action, as per lay on hands for the paladin. This also applies to warforged (living constructs), forgeborn (half-constructs) and dhampir (undead).
Antipaladins have access to the following archetypes:
- UC: Knight of the Sepulcher.
- UI: Tyrant.
- UW: Blighted Myrmidon.
Ranger
The ranger is a highly trained tracker, able to hunt down their quarry in dangerous or difficult environments.
If a ranger selects an animal companion as hunter's bond, they can select any creature from the list provided by their Region of Origin.
Rangers can use the following combat styles as granted by their martial source:
- CRB: Archery and Two-Weapon Combat.
- APG: Crossbow, Mounted Combat, Natural Weapon, Two-Handed Weapon, and Weapon & Shield.
- UI: Deceptive, Menacing, and Underhanded.
Rangers have access to the following archetypes:
- APG: Beast Master, Guide, Horse Lord, Infiltrator, Shapeshifter, Skirmisher, Spirit Ranger, and Urban Ranger.
- UC: Battle Scout, Deep Walker, Falconer, Trophy Hunter, Warden, and Wild Stalker.
- UM: Trapper.
- UI: Code Runner, Dandy, Guildbreaker, Sentinel, Transporter.
- UW: Flamewarden, Stormwalker, Summit Sentinel, Tidal Hunter, Toxic Herbalist, Wilderness Explorer, and Wild Soul.
- UP: Pack Leader.
Rogue
The rogue is an expert at stealth and surprise, able to steal items or cripple unwary foes without notice.
Rogues must use the Unchained Rogue version of the class, as detailed in Pathfinder Unchained.
Rogues have access to the following archetypes:
- APG: Acrobat, Burglar, Cutpurse, Investigator, Poisoner, Rake, Scout, Sniper, Spy, Swashbuckler, Thug, and Trapsmith.
- ACG: Counterfeit Mage and Underground Chemist.
- UC: Bandit, Chameleon, Charlatan, Driver, Knife Master, Pirate, Roof Runner, Sanctified Rogue, and Survivalist.
- UI: Consiglierge, Guild Agent, Heister, Master of Disguise, Sharper, and Snoop.
- UW: Desert Raider, River Rat, Sly Saboteur, and Sylvan Trickster.
- UI: Cerebral Infiltrator.
Ninja: The ninja is a master of infiltration, sabotage and assassination, striking with blade and magic against their enemies.
Ninja must use the Unchained Ninja version of the class, as detailed in Everyman Unchained: Unchained Cunning (EUUC). Archetypes and ninja tricks converted for the Unchained Ninja are available from this class document.
Sorcerer
The sorcerer is a natural spellcaster, born with eldritch powers and an innate connection to magic.
Sorcerers gain a new version the Eschew Materials feat, so as to align with changes to limited magic spellcasting as detailed in Pathfinder Unchained.
Clerics can use the following bloodlines as granted by their arcane source:
- CRB: Aberrant, Abyssal, Arcane, Celestial, Destined, Draconic, Elemental, Fey, Infernal, and Undead.
- APG: Aquatic, Boreal, Deepearth, Dreamspun, Protean, Serpentine, Shadow, Starsoul, Stormborn, and Verdant.
- UM: Accursed, Djinni, Efreeti, Maestro, Marid, Rakshasa, and Shaitan.
- UP: Psychic.
Sorcerers have access to the following archetypes:
- ACG: Mongrel Mage.
- UM: Crossblooded and Wildblooded.
Wizard
The wizard is a scholar of the arcane, with constant and rigorous study they can bring forth magical wonders.
Wizards have access to arcane discoveries, as detailed in Ultimate Magic (UM).
Wizards can use the following arcane schools as granted by their arcane source:
- CRB: Abjuration, Conjuration, Divination, Enchantment, Illusion, Necromancy, Transmutation, and Universalist.
- APG: Elemental (Air, Earth, Fire or Water), Admixture, Banishment, Controller, Counterspell, Creation, Enhancement, Foresight, Generation, Life, Manipulator, Phantasm, Scryer, Shadow, Shapechange, Teleportation, and Undead.
- UM: Elemental (Metal or Wood).
Wizards have access to the following archetypes:
- ACG: Spell Sage.
- UC: Arcane Bomber, Siege Mage, and Spellslinger.
- UM: Scrollmaster.
- UP: Psychic Mage.
Base Classes
The bases classes for Pathfinder, as presented in APG, UC, UM, UI and UW, have been changed slightly from their original form.
Alchemist
The alchemist is a master of alchemy, producing a wide variety of extracts, mutagenic potions and explosive bombs.
Alchemists are not traditional spellcasters, instead using alchemical creations and extracts to manipulate magic. They are treated as arcane spellcasters with a caster level equal to their class level. This ruling allows alchemists to qualify for the prerequisites of magic item crafting, metamagic feats and prestige classes.
Alchemists have access to the following archetypes:
- UC: Beastmorph and Ragechemist.
- UM: Chirurgeon, Clone Master, Internal Alchemist, Mindchemist, Preservationist, Psychonaut, Reanimator, and Vivisectionist.
- UI: Alchemical Sapper, Interrogator, and Metamorph.
- UW: Horticulturist and Ice Chemist.
Cavalier
The cavalier is a brave warrior mounted on a mighty steed, rallying companions to glory across the battlefield.
Cavaliers can select any creature for a mount, as long as the creature is on the list provided by their Region of Origin. A cavalier's mount gains the share spell special ability.
Cavaliers can use the following orders as granted by their martial source:
- APG: Cockatrice, Dragon, Lion, Shield, Star, and Sword.
- ACG: Beast.
- UC: Blue Rose, Seal and Tome.
- UW: Green.
Cavaliers have access to the following archetypes:
- UC: Beast Rider, Emissary, Gendarme, Honor Guard, Luring Cavalier, Musketeer, Standard Bearer, and Strategist.
- UI: Courtly Knight, Daring General, and Hussar.
- UW: Green Knight and Saurian Champion.
Samurai: The samurai is an honourable warrior, dedicated to their lord, their realm and their code of battle.
Samurai can select any creature for a mount, as long as the creature is on the list provided by their Region of Origin. A samurai's mount gains the share spell special ability.
Samurai can use the following orders, in addition to those available to the cavalier, as granted by their martial source:
Inquisitor
The inquisitor is a hunter of monsters and heretics, rooting out enemies of the faith with divine blessing.
Inquisitor can select a deity or divine source of any alignment, regardless of their personal alignment*, but must still act in a way true to their faith. For a more thorough explanation of religious loyalty, see Alignment by loyalty.
Inquisitors must select an inquisition for their domain class feature.
Inquisitors can use the following inquisitions as granted by their divine source:
- UC: Black Powder and Spellkiller.
- UC: Anger, Conversion, Fate, Fervor, Heresy, Imprisonment, Illumination, Justice, Oblivion, Order, Persistence, Tactics, Torture, Truth, Valor, Vengeance, and Zeal.
- UW: Crime and Secrets.
Inquisitors have access to the following archetypes:
- UC: Iconoclast, Spellbreaker, and Witch Hunter.
- UM: Exorcist, Heretic, Infiltrator, Preacher, and Sin Eater.
- UI: Cloaked Wolf, Secret Seeker, Tactical Leader, Traceless Operative, Umbral Stalker, and Vigilant Defender.
Oracle
The oracle is the embodiment of a divine mystery, channeling strange powers through body and soul.
Oracles can use the following mysteries as granted by their divine source:
- APG: Battle, Bones, Flame, Heavens, Life, Lore, Nature, Stone, Waves, and Wind.
- UM: Ancestor, Dark Tapestry, Metal, Time, and Wood.
- UI: Intrigue.
Oracles have access to the following archetypes:
- UM: Dual-Cursed Oracle, Enlightened Philosopher, Planar Oracle, Possessed Oracle, Seer, and Stargazer.
- UW: Elementalist, River Soul, and Tree Soul.
Summoner
The summoner is bound to a unique creature called an eidolon, drawing on extraplanar spirits to power their magic.
Summoners must use the Unchained Summoner version of the class, as detailed in Pathfinder Unchained. Archetypes and eidolon evolutions converted for the Unchained Summoner are available from Everyman Unchained: Unchained Eidolons (EUUE).
Summoners can use the following subtypes for their eidolon as granted by their planar source:
- PU: Agathion, Angel, Archon, Azata, Daemon, Demon, Devil, Elemental (air, earth, fire, water), Inevitable, Protean, and Psychopomp.
- UI: Fey.
- UW: Plant.
- EUUE: Aeon, Dream, Genie, Mephit, and Qlippoth.
Summoners have access to the following archetypes:
- UM: Broodmaster, Evolutionist, Master Summoner, and Synthesist.
- UI: Fey Caller.
- UW: Leshy Caller.
Witch
The witch is a practitioner of strange rituals and forgotten magicks, gaining power from a mysterious patron.
Witches can use the following patrons as granted by their arcane source:
- APG: Agility, Animals, Deception, Elements, Endurance, Plague, Shadow, Strength, Transformation, Trickery, Water, and Wisdom.
- UM: Ancestors, Death, Enchantment, Healing, Insanity, Light, Moon, Occult, Portents, Spirits, Stars, Time, Vengeance, and Winter.
- UW: Autumn, Spring, Summer, Thorns, Winter, and Woodlands.
Witches have access to the following archetypes:
- ACG: Hex Channeler.
- UM: Beast-Bonded, Gravewalker, Hedge Witch, and Sea Witch.
- UW: Flood Walker, Herb Witch, and Season Witch.
Magus
The magus is a student of both arcane and martial prowess, blending steel and magic into a blur of deadly force.
Magus have access to the following archetypes:
- UC: Kensai, Myrmidarch, Skirnir, and Soul Forger.
- UM: Bladebound, Hexcrafter, Spellblade, and Staff Magus.
- UW: Nature-Bonded Magus.
Gunslinger
The gunslinger is a renegade warrior who has discovered the secret of black powder, walking into battle with custom-built firearms.
Gunslingers have access to the following archetypes:
- ACG: Bolt Ace.
- UC: Gun Tank, Musket Master, Mysterious Stranger, and Pistolero.
- UI: Maverick.
- UW: Commando.
Vigilante
The vigilante is the centre of two identities, one social and engaging while the other brutal and violent.
Vigilante have access to the following archetypes:
- UI: Brute, Cabalist, Gunmaster, Magical Child, Mounted Fury, Psychometrist, Warlock, Wildsoul, and Zealot.
- UW: Avenging Beast.
Skinwalker
The skinwalker is an avenger of the natural world, changing their form to take on the aspects of wild and magical beasts.
Skinwalkers have access to the following archetypes:
- UW: Elementalist Shifter, Fiendflesh Shifter, Ooozemorph, Rageshaper, Verdant Shifter and Weretouched.
Psionic Classes
Psionic classes use the power of the mind to achieve woundrous feats and gain magical abilities. These classes and the psionics system is introduced and detailed in Ultimate Psionics (UP). Magic and psionics in the Pathfinder RPG system interact under the rule of 100% transparency. For a more thorough explanation of how different forms of magic interact with each other, see Magic.
Aegis
The aegis is a warrior who fights inside a suit of astral armour, protecting them from dangers on the battlefield.
Aegises have access to the following archetypes:
- UP: Aberrant, Crystal Warrior, Ectopic Artisan, and Trailblazer.
Cryptic
The cryptic is a scholar of the underlying patterns of reality, able to hide in plain sight or uncover forgotten secrets.
Cryptics have access to the following archetypes:
- UP: Brutal Disruptor, Distorter, Interdictor, Lost Mind, and Pattern Breaker.
Dread
The dread is the embodiment of fear, manipulating primal emotions to gain strength or destroy enemies.
Dreads have access to the following archetypes:
- UP: Fear in Flesh, Fear Monger, Nightmare Constructor, and Shadow Hunter.
Marksman
The marksman is a master of ranged weapons, using psionic power to strike with deadly precision.
Marksmen can use the following combat styles as granted by their martial source:
- UP: Finesse, Sniper, Volley.
Marksmen have access to the following archetypes:
- UP: Cannoneer, Kaigun, Shroud, and Spearman.
Psion
The psion is the ultimate master of the mind, forever seeking psionic knowledge and power.
Psions can use the following psionic disciplines as granted by their psionic source:
- UP: Clairsentience, Constructor, Erudite, Generalist, Insight, Jaunting, Metacreativity, Mindbreaker, Psychokinesis, Psychometabolism, Psychoportation, Telepathy, Transmogrifist, and Unseen Hand.
Psion have access to the following archetypes:
- UP: Arcane Mind, Bombardier, Dual Disciple, and Mindwright.
Psychic Warrior
The psychic warrior is a student of psionic and physical might, combining both into a disciplined fighting style.
Psychic Warriors can use the following warrior paths as granted by their martial source:
- UP: Archer, Ascetic, Assassin's Brawling, Dervish, Feral Warrior, Gladiator, Infiltrator, Interceptor, Mind Knight, Survivor and Weaponmaster.
Psychic Warriors have access to the following archetypes:
- UP: Martial Kineticist, Meditant, Pathmaster, Protector, and Traceur.
Soulknife
The soulknife is a psionic warrior that creates a unique weapon out of pure mental energy.
Soulknives have access to the following archetypes:
- UP: Armored Blade, Cutthroat, Deadly Fist, Feral Heart, Gifted Blade, Nimble Blade, Shielded Blade, and Soulbolt.
Tactician
The tactician is a master of combat coordination, joining their allies together into a single cohesive unit.
Tacticians have access to the following archetypes:
- UP: Amplifier, Battle Medic, Commander, Fear Projector, and Metanexus.
Vitalist
The vitalist is the source of a collective link between allies, sharing healing across any boundary.
Vitalists can use the following vitalist methods as granted by their martial source:
- UP: Guardian, Intercessor, Mender, Soulthief.
Vitalists have access to the following archetypes:
- UP: Life Leech, Miasmic, and Sadist.
Wilder
The wilder has a natural talent for psionics, channeling raw emotions to manifest great power.
Wilders can use the following surge types as granted by their martial source:
- UP: Artificer's, Chaotic, Efficient, Free, Healing, Leader's, Pain, Student's Raging, Warping, and Warrior's.
Wilders have access to the following archetypes:
- UP: Battle Wilder, Blasting Wilder, and Contemplative.