added Skald Class with 3 archetypes (Urban Skald, War Drummer and Herald of the Horn); save games with Skald from 1.07 might not load anymore. Find your Pathfinder: Kingmaker game directory (if using Steam, this will typically be at: C:\Program Files (x86)\Steam\steamapps\common\Pathfinder Kingmaker\) Unzip EldritchArcana.zip into the game's Mods directory. Don't see a reason to pick eldrich scion, considering it's basically 1 button strategy and you have companion for that. New chevron_right. Pack Rager, Beastkin Berserker, and Untamed Rager Barbarian archetypes. Archaeologist luck works with Lingering Performance and Singing Steel. Fixed missing druid scaling on 1st level Weather domain ability. Choose Your Gear: At a minimum, by 13 th level you will want a +1 Furious Courageous Melee Weapon, +4 Belt of Strength, +3 Cloak of Resistance, +1 Ring of Protection, +1 Amulet of Natural Armor, +1 Adaptive Longbow Composite, Rod of Extend Lesser, +5 Mithril Chainmail Shaman Lore spirit Monstrous Insight ability can now be used even on completely inspected units. spell casting is not forbidden while in elemental form (optional). fixed investigator inspiration bonus on attack rolls to work on ray attacks. fixed animate dead spell to work closer to pnp (you need a corpse to raise a skeleton, and skeleton retains corpse's stats, size, HD and equipment, and lasts 10 minutes/cl, caster can not raise more than 4 * caster level HD of skeletons). Dazzling Blade and Dazzling Blade, Greater. This means that our party members and possible enemies act in real-time and not turn-based. allied spellcaster now should additionally give +1 cl and +2 spell penetration if adjacent teammates with this feat have the same spell. Dwarven war axe and bastard sword can be used as martial weapons if wielded two-handed; dueling sword can be used as martial weapon, in this case it is no longer considered to be finessable; estoc can be used as a martial weapon if wielded two-handed, in this case it is no longer considered to be finessable. This is not a pnp-accurate fix, but since rake normally works only on grappled opponents it seems to make sense. Executioner and Grave Warden Slayer archetypes. medium range for spells was increased to 60 ft, long range to 100 ft. weapon swap consumes move action instead of standard (optional). Damage/Healing die of spells and abilities is increased by one step (by 2 steps if it was greater than d6). But where i find this log files? Psychic Marauder aura of confusion dc scales with Intelligence. fixes ecclecitheurge class to correspond better to pnp rules (no bonus skill point and no channel energy improvement at level 3) (optional). Ninja class as rogue archetype and Rake rogue archetype. At 1st level, you choose one type of Dragon as your ancestor. Animal Growth properly increases size of animal companion. Can convert Cha into AB. Eldritch Scion can be great to multiclass with thanks to the damage bonus via Charisma and Draconic Bloodline is too powerful to ignore. Games. The combination of these two bloodlines with the Half-orc sorcerer favored class bonus is … * Home; Subclasses; Draconic Bloodline Source: Pathfinder ↓ Attributes. Spirit Totem spirit slam attack works as a secondary slam attack, that uses attacker charisma modifier for attack/damage. Each of the draconic bloodlines below alters the bloodrager’s or sorcerer’s bloodline arcana. Pathfinder: Kingmaker Sorcerer Bloodline - Arcane Arcane is a pedigree based on magical knowledge and know-how, and offers some great utility and attacking spells. Shadow Enchantment and Shadow Enchantment Greater. I don't know about the game because I haven't got it yet, but if PnP is any indication of how useful offensive spells are in the game, specialize in Fire and Lightning if you want pure offense, then dabble with a little Earth and Acid on the side for those rare monsters that are strong against lightning and fire but weak to blunt trauma or acid. Antipaladin with following archetypes: Blighted Myrmidon, Dread Vanguard, Insinuator and Iron Tyrant. Can anyone confirm if the +1 per damage dice is added for those elemental sneak attack dice as well? Polymorphs and size changes are no longer stackable. Overwhelming Soul and Kinetic Chirurgeon Kineticist archetypes. Pathfinder: Kingmaker Sorcerer Bloodlines Your choice of pedigree will shape how your character plays in some ways. Contents. Mutation mind psychic archetype receives alchemical bonus to strength rather than enhancement one when using Physical Mutation, and it scales up to +8 at level 16. Beast shape II allows to turn into bear (without rend) and dire wolf (with trip). Browse all chevron_right; Browse all chevron_right. The Draconic bloodlines are all largely the same, except for their chosen element. Anarchic/Axiomatic/Holy/Unholy weapon enchants damage no longer triggers on non-weapon attacks. This mod adds Antipaladin, Arcanist, Hunter, Occultist, Oracle, Witch, Skald, Warpriest, Bloodrager, Shaman, Investigator, Summoner, Psychic, Spiritualist, Hinterlander, Dawnflower Anchorite, and Holy Vindicator classes, and lots of new feats, spells and other class abilities. This is Pathfinder: Kingmaker mod. Expanded Bloodlines. added new inquisitor archetype: sanctified slayer, fixed not porperly working Occultist capstone, added new slayer/ninja talent: assassinate, metamixing should no longer consume arcane reservoir points if using it is pointless, fixed missing fx when arcanist casts a spell, fixed missing description of bleeding attack rogue talent, fixed slow reactions to work as other sneak attack-affecting talents, added new summoner archetype: Master Summoner, added new spells: Touch of Bloodletting and Bloody Claws, fixed incorrect computation of CMB for Toppling Spell, fixed True Seeing to allow ignoring concealment, fixed description of obscuring mist spell and nature-bonded magus synthesis ability, monks can now choose mobility as a bonus feat starting from level 6, It is no longer possible to use more than one rogue talent, that adds effect on sneak attack, added new magus archetype: Nature-Bonded Magus, added new shaman archetype: Spirit Warden, changed all effects that allow to bypass certain type of physical dr to work on all physical damage of a given weapon, Combat Trick rogue talent can no longer be taken more than once, added new barbarian archetype: Untamed Rager, added new bloodrager archetype: Urban Bloodrager, fixed broken concealment from blur and displacement, fixed spell specialization to work properly with modded classes, added new feats: Evolved Companion, Piercing Metamagic, fixed Quicken blessing feat to work on both minor and major blessings (respec is required before updating for characters with this feat), reduced speed boost of Wind Walk by factor of 3, to prevent bypassing certain plot limits on global map, fixed level of air walk on cleric spell list, fixed sleet storm to use mobility instead of strength for inability to move check, fixed incorrect level of time stop spell for time domain, fixed missing jabbing dancer prerequisite of jabbing master feat, added ability to dismiss area effect spells, added new feats: Snap Shot, Improved Snap Shot, Greater Snap Shot, fixed broken naturalist summoner archetype, fixed incorrect alignment and gender of certain eidolons, added new Eidolon types: Protean, Water Elemental Serpentine, Fire, Earth and Air Elemental quadruped, fixed aspect summoner feature to be given starting from level 10, improved unarmed strike should no longer override empty hand weapon, if there is something else that overrides it, fixed missing bonus to trickery on rogue/slayer/seeker/investigator trapfinding, fixed bug with disappearing Eidolon models upon area transition, Animals/Quadruped Eidolons can no longer take armor and weapon proficiency feats, Biped Eidolons can no longer take armor proficiency feats, primal animal companions with bite but without trip now qualify for trip evolution, twin eidolon ability now also gives all eidolon non-evolution abilities to summoner, added missing slam evolution for inevitable eidolon. Psychokineticist receives only -1 to wis skills and will saving throws  per burn point (optional). You can not use twf with unhindering shield. eidolons can not get extra limbs evolutions (serpentines are assumed to have it as base one instead of those corresponding to the base form of their subtype, and can only add claws to it), you can use extra attack evolutions to imitate it, skald inspired rage is different from pnp in the fact that it allows other classes to stack their rages (with bonuses and rage. Shaman with following archetypes: Overseer, Speaker for the Past, Witch Doctor, Possessed Shaman and Spirit Warden. Mindblade and Nature-Bonded Magus archetypes and an Eldritch Scion variant that picks Bloodrager Bloodline instead of Sorcerer one. Primal companion hunter primal transformation duration is permanent and these evolutions can not be applied to hunter upon animal companion death. All rights reserved. This can be overwhelming for some players, because with six team members and multiple enemies, events on the field happen way too … When using spell with wall area effect, ui should now indicate units that will be affected. Improved Unarmed Strike should no longer override empty hand weapon if there is something else that overrides it. All Animal Companions/Eidolons receive multiattack at appropriate levels. Presented below are expanded options for the existing draconic bloodlines. Best Draconic Bloodline For Eldritch Scion Magus? I am joining a Kingmaker campaign and I am gonna be a sorcerer and start at level 3. Dark Elementalist will restore up to 3 burn points when using Soul Power (optional). Rerolls (due to Bit of Luck and similar abilities) are now shown in the battle log. Empyreal sorceror no longer receives wings. They’re fine enough and can be fun if you want to turn into a dragon. added new spells: Warding Weapon, Locate Weakness, Globe of Invulnerability (+Lesser), Corrosive Consumption. This page was last edited on 21 November 2018, at 04:05. Warrior Spirit Advanced Weapon Training option allows to apply any number of enchantments as long as their combined cost fits into available amount. Draconic. Havocker was a bit reworked, she receives infusions at level 4 and every 4 levels therafter, spell burn at level 6, can gather energy as kineticist starting, and receives infusion specialization at levels 10, 14 and 18,  spellburn allows to reduce burn cost by 1 per 2 spell levels. radius of teamwork feats that require "adjacent" allies changed to 5 feet (instead of 5 meters) (optional). fixed spirit whisperer progression advancement issue, fixed spirit guide Bonded Spirit progression advancement, 2h-fighter now qualifies for advanced weapon training feats, fixed description of Focused Weapon advanced weapon training, fixed warpriest sacred weapon damage scaling to work for larger character sizes, added new magus arcana: reach spellstrike, fixed issue with duplicated attacks from steel headbutt (repec might be required for changes to apply), added new feats: shielded mage, stumbling bash and toppling bash, fixed certain spells to not affect undead/constructs/elementals, fixed twin eidolon ability to not to remove itself on load/area change, eldritch scions can no longer get blood mutations, fixed bug with weapon shift not affecting the very last natural attack, fixed Versatile channeler and Channeling scourge feats to work with evangelist, fixed typos in demon eidolon ability descriptions, added missing knacks to Psychic Detective, fixed Oracle Deaf curse to remove perception penalty at level 5. creatures under effect of web / phantasmal web spells now make cmb checks against spell dc, rather than caster cmd. all flying creatures are immune to difficult terrain and ground based area/buff effects and also receive +3 dodge melee ac bonus against non-flying creatures. Is sadly because other games that i have installed on POL worked properly. These beasts are both fearsome in combat and skilled at magic. Wind Walk increases speed to only 20 mph instead of 60, Assassinate slayer talent does not require target to be unaware of Slayer, only flat-footed. Witch with with following archetypes: Ley Line Guardian, Hedge Witch, Hex Channeler, Havocker and Winter Witch. Blood Hunter and Divine Tracker Ranger archetypes. Primalist Bloodragers who take Animal Totem Greater and Dragon Bloodline put out a comical amount of natural attacks. Spell area effects ignoring SR no longer ignore corresponding spell immunity. The Draconic bloodline's feats and spells are both excellent, but the bloodline powers are lackluster. The Draconic bloodline's feats and spells are both excellent, but the bloodline powers are lackluster. They’re fine enough and can be fun if you want to turn into a dragon. Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Control Construct spell does not require concentration. Type to search for a spell, item, class — anything! I just want your advice or suggestions. Dragon Bite (Ex) At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. I am joining a Kingmaker campaign and I am gonna be a sorcerer and start at level 3. Characters now receive slam natural weapon proficiency. Rate this post Ocho & Bren install an exhaust tip on a 1996 Ford Ranger. Boon Companion works with Eidolons and Corpse Companions. '\Steam\steamapps\common\Pathfinder Kingmaker\Mods'). Content is available under CC BY-NC-SA 3.0 unless otherwise noted. Aura of Madness lvl8 Madness Domain ability changed to toggle. Searches must be at least 3 characters. Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion.We're less strict than other forums, but please refer to the rules. I took Gold Dragon with an Aasimar so I'd get DR to 4 energy types. Click to expand... Bear in mind that the Natural AC bonus you get from Mutagen isn't supposed to stack with other Natural AC bonuses you can get from spells. fixed incorrect description of inquisitor stalwart ability, fixed bug with new combat feats not being available through combat trick, reduced life shaman spirit Healers' Touch bonus to +3, added Internal Buffer ability to kineticists as per pnp, Hedge Witch now receives +3 bonus to religion skill (to compensate for missing hex and empathic healing) at level 8, new classes should be now recognized by ai as arcane/divine/support casters, fixed issue with ai not being able to use channel energy, fixed not working Unsanctioned Knowledge for paladins, changed ui for split hex and back to the grave abilities, - fixed incorrect prerequisites for Jabbing Style feat, - fixed Jabbing Master triggering at wrong moment, - fixed issue with kinetic knight still requiring to have combat expertise for certain feats, added new feats: Unsanctioned Knowledge, linnorm style, linnorm vengeance, linnorm wrath, jabbing style, jabbing dancer, jabbing master, removed lock on inventory slot during polymorph to to fix bug preventing temporary weapons and limbs from removal after corresponding buff has expired, fixed bug with shaman spirits progression scaling with character level instead of shaman level, fixed necklace of double crosses not to give dmg bonus on ranged attacks, fixed not properly working howling agony spell, fixed deadly juggernaut to only give dmg bonus on melee attacks, fixed missing weapon and armor proficiency of stalwart defender, fixed internal fortitude for stalwart defender to work only during defensive stance, changed dr defensive power to give dr 2/- (as for unchained barbarian), made kinetic whip and hunter animal companion tricks right-click activatable, fixed typo in frostbite spell non-weapon variant name, fixed description of skald raging song to reflect number of rounds it can be used, added new feats: Hurtful, Broken Wing Gambit, Extended Bane, Dazing Assault, Stunning Assault, fixed incorrect kinetic blade/blade whirlwind cost calculation. Cold gets resisted (immune) by so many types of undead i'm allergic to cold now :P. Vampiric Touch is a nice spell, but not affected by any Draconic Bloodlines. Adds 20 Horsepower. Install the Unity Mod Manager or Kingmaker Mod Loader v2.8-beta or later (I recommend KMML 2. You can speak, read, and write Draconic. pathfinder kingmaker magus eldritch scion. Arcanist with following archetypes: School Savant, Blood Arcanist, Unlettered Arcanist, Magaambyan Initiate and Occultist. Arrowsong Minstrel and DIrge Bard Bard archetypes. History. AW: [Pathfinder] Welche Blutlinie? fixed channel energy to work with fey foundling, fixed maximum rank of channel energy bonus fcb, fixed issue with animal companion losing his master upon level up (hopefully? #5. Pathfinder: Kingmaker is a real-time role-playing game. Remove fear properly suppresses fear effects while it is active. Sneak attacks for spells with multiple projectiles should now trigger only once (optional). ... Bloodline: Draconic (Gold or Red) Main Skills: Knowledge: Arcana 5, Mobility 3, Persuasion Secondary Skills: Whatever you like. Tactical Leader tactician ability allows only to share one teamwork (2 at level 18). Cult Leader Warpriest gains weapon focus at level 1 instead of bonus combat feat at level 18 and one rouge talent at level 6 instead of combat feat. Synaptic Pulse and Synaptic Pulse Greater. Fixed vanilla issue where certain domains (mostly for druids) did not allow to use non-domain spells if they had lower level than that on domain list (respec is required). Wild enchantment on certain unique armors. It’s a ranged damage dealer that also has a pet. Fey focuses on charm and enchantment but sadly has a lot of bonus spells that aren’t great. Set the multiplier in-game using the mod manager interface. Arcane Trickster and DD. Feral hunter can cast summon nature's ally as sla similar to Monster Tactician Summon Monster instead of summon pack. Most often, sorcerers with this Origin trace their descent back to a mighty Sorcerer of ancient times who made a bargain with a Dragon or who might even have claimed a Dragon parent. The POL version din't worked. Eldritch are locked out as well, unless you have the option to select draconic as a bloodline. Fixes incorrect calculation of burn cost for kinetic blade and blade whirlwind abilities. Sorcerer is a class in Pathfinder: Kingmaker.Sorcerers use spells in battle. Posted on October 23, 2018. The game was inspired by the Dungeons &Dragons universe and is an independent spinoff of the original Pathfinder RPG game, but has some distinct changes, especially where classes are concerned. I'd probably just use the higher spell slots for buff spells, or combine Maximize and Empower on shocking grasp for some real oomph (45 damage). Lore (Religion) skill can now be used to treat deadly wounds, replaced some discipline spells for psychic Pageantry discipline (respec psychic to lv1 if you selected this discipline, before update), fixed bug with skald raging song applying fatigue at the end, fixed bug with exotic weapon proficiencies not being correctly recognized in certain cases, fixed issues breaking save games done before 1.107 update, fixed certain not working effects giving attack bonus on aoo, added new spells: synaptic pulse (+greater), babble, song of discord greater, silence, shadow enchantment (+greater), wrathful weapon, blade tutor, added eldritch scion variant using bloodrager bloodlines, added new bloodline mutation: Blood Piercing, reduced range of hallucinogenic aura to 20ft, added missing evocation spells to (greater) shadow evocation, when psychic casters learn an undercastable spell they can replace a lower level version of it with another spell (if they have any), added trip, disarm and sunder weapon properties, fixed incorrect ability score check bonuses in dialogs, fixed issue when area effects ignoring SR also ignored creature immunity (vanilla bug), fixed not working wisdom cognatogen (vanilla bug), update breaks bloodrager progression, so you will need to respec any corresponding characters after update and retake all bloodrager levels again, fixed missing skill point from fighter versatile training, fixed Defensive Strategist Trait in favored class mod, Estoc can now be used as non-finessable martial weapon if wielded two-handed, fixed not working psychic marauder aura of insanity, sacred huntsmaster no longer recieves solo tactics (optional), dwarven war axe and bastard sword can be used as martial weapons if wielded two-handed; dueling sword can be used as martial weapon, in this case it is no longer considered to be finessable, fixed preferred spell not decreasing casting time when using one metamagic, changed life link to deactivate if target is further than 60 ft (cotw medium range) from caster, fixed bug with some psychic spells not being selectable with perfect spell, fixed some archetype stacking issues for archetypes stacking feature from FavoredClass mod, fixed incorrect lvl8 spell for faith disicipline, fixed some bloodrager abilities not working with urban bloodrager, (2.1) fixed eidolon glitches in inventory screen, added new psychic archetypes: Psychic Marauder and Mutation Mind, added new psychic disciplines: Pageantry and Ferocity, added new Arcanist Exploit: Item Bond (to imitate Arcane Bloodline Development), fixed not working reach metamagic with ranged spellstrike, fixed certain amplifications not working with amnesiac, fixed some spell effects (like dazing/rime metamagic) not applying if spell dealt only 1 damage, updated description of forest blessing/alchemical affinity to include list of affected spells, superstitious rage power to longer affects supernatural abilities, (2.1) abilities giving empty-hand weapons should no longer consume extra action, fixed missing CMD bonus from Knowledge is Power discovery, Remove fear now suppresses fear efects for its duration, as it should according to description, Arrowsong minstrel can now make full attack when using spell strike at lvl 18, vindictive bastard now receives teamwork feats every 3 levels, fixed incorrect scaling of warpriest minor rune blessing ability, fixed not working threnodic/verdant metamagics and related abilitties, added missing metamagic flags to Blade Barrier and Bust of force spells, havocker now receives gather power at lvl 1, - added missing cooldown for amnesiac spell recollection, - added missing combat bonus for amnesiac spell recollection, - fixed incorrect spells for esoterick starseeker Pack constellation, - fixed not working scaling of certain oracle abilities, added missing expeditious retreat spell to psychic spell list, fixed incorrect durration of erase from time mystery at lvl1, fixed missing deity selection for psychic with faith discipline, added new feats: Greater Spell Specialization, Perfect Spell, Threnodic Spell, Verdant Spell, added new spells: burst of adrenaline, burst of insight, synapse overload, burst of force, psychic crush I - V, pain strike (+mass), inflict pain (+mass), synsthesia (+mass), iron body, orb of the void, psychic surgery, akashic form, divide mind, telekinetic storm, fixed crashing waves hex to work on water descriptor spells instead of cold, added center self ability for psychic magic, fixed unarmed attack enchantments not bypassing dr of incorporeal creatures, fixed not working new arcana ability for blood arcanist with arcane bloodline, school savant can no longer pick school understanding exploit, fixed school understanding inspiring prediction ability working without school understanding exploit activation, clerics can no longer select parent domain if they have already picked a corresponding subdomain, fixed unhindering shield to allow kineticist to use gather power with buckler, familiar can now be used to activate items in place of its master, fixed belts of perfect components to properly work with new spells (and some of vanilla ones), subschools can now be selected with school understanding exploit, added new spells: Feiry Shurikens, Fickle Winds, added new arcanist exploit: School Understanding, added subchools: Teleportation, Admixture and Enhancement, Unhindering shield now works with dervish dance, master summoner eidolons subtype is now accounted for fulfilling evolution prerequisites, Sneak attack now should trigger only once on spell cast, Mod abilities giving blindsight, now also give immunity to gaze attacks, added new feats: Crusader's Flurry, Improved Combat Expertise, added aid another actions to all characters, fixed issues with interaction of sacred weapon/ strong jaw upon game load, fixed bug with master summoner's alignment not affecting monsters summoned through sla, fixed witch patron spells progression to work like in pnp, removed extra hunter focus from feral hunter, fixed the way the game picks character to perfrom a skill check during dialogs, greater evolution surge spell now allows to pick up to 2 evolutions, pit spells should no longer affect flying units, fixed magical beast shape spell and scroll, elemental metamagic now removes all other elemental descriptors from spell, psychic detective and mind blade can no qualify for holy vindicator class, fixed missing animation for certain natural attacks, fixed missing caster type tags on certain archetypes, fixed sigil of creation ring to work with new kinetic healer talents, added missing heavy armor proficiency to armored marauder slayer talent, fixed stacking of weapon enchantment bonuses transferred with greater weapon shift and other natural attack enchantments, fixed interaction of thundering claw of the bear god scimitar with wildshape, fixed not working elemental/rime etc metamagic on off-hand flame blade, added icons for extra attack eidolon evolutions, fixed issue with empty hand weapon replacement buffs consuming move action on activation, fixed flying not giving immunity against pit spells and mud golem aura, fixed fate's favored trait from favored class mod not working on archaelogist luck, fixed missing share spell feature on certain summoner archetypes, fixed bug with certain eidolons getting secondary claws attacks without evolution, added Extra Attack II and Extra-Off-Hand Attack II evolutions, fixed not working summon duration increase for conjuration school savant arcanist, added new Eidolon Evolutions: Extra Attack, Extra Off-Hand Attack (to compensate form missing limbs evolution), moved deity for everyone component to Favored Class Mod, updated some eidolon models and portraits, changed ui for summoner archetypes with alternative eidolons, fixed bug with metamagic properties being lost upon game load on summoned weapons, corrected action type for certain turn back abilities on wildshape/ beastshape and polymorph, fixed not working Witch Hunter Rage power, fixed Size Increase: Large evolution to not increase reach for quadruped eidolons, added new items: Rod of Interminable Hexes, rod of Abrupt Hexes, Rod of Voracious hexes (can be bought from Zarcie), wildshaped and polymorphed units no longer gain benifits of their shields (if they have any), if you have any characters under polymorph/wildshape effect, please wait till it expires before updating, added option to make rake and similar attacks count as secondary ones, added multiattack feat (can be taken by anyone, animal companions/eidolons receive it for free at appropriate levels), fixed sunsinger missing his standard raging song, added new shaman archetype: Possessed Shaman, added option to select a deity for every class, throwing daggers and starknives should now work with snap shot, Oracles with lich curse no longer receive Wail of Banshee spell, they receive Banshee Blast instead, added new feat: Ability Focus:Toxic Secretion, added new alchemist discovery: Concentrate Poison, non blood conduit bloodragers can no longer select contact specialist as bloodline feat, added new arcanist archetype: Magaambyan Initiate, added new alchemist discoveries: Sticky Poison and Celestial Poison, fixed Seeker Sorcerer bloodline feats and Seeker Magic ability, fixed missing kinetic blast proficiency on Havocker, fixed arcanist quick study to scale with arcanist max spell level, fixed naturalist/feycaller summon sla to use standard action instead of full-round action, added new Bloodrager Archetype: Blood Conduit, added new Inquisitor Archetype: Ravener Hunter, added new Warpriest Archetype: Arsenal Chaplain, added new Fighter Archetype: Drill Sergeant, added new spells: Barrow Haze, Oracle's Burden, Screech, summoned monsters are now considered as allies, fixed tactical leader tactician ability to work as per pnp rules, fixed incorrect aoe location for (greater) path of glory, rewind time revelation and blessed infiltration inquisition abilities should no longer trigger reroll if initial roll succeeded, added new investigator archetype: Cryptid Scholar, fixed issues with mindblade two weapon manifestation, fixed spell level conflicts between class and domain spell levels (respec might be required), fixed incorrect dc and cl scaling on exploiter wizard arcane reservoir bonuses, Changed Eaglesoul spell to use swift action, added new feats: Bullseye shot and Pinpoint Targeting, fixed missing snowball spell on Summoner spell list, fixed missing discoveries from wizard bonus feats, fixed not properly working exploiter wizard arcane reservoir caster level bonus, masterpieces should now deactivate at the end of combat, fixed ranger master hunter ability to work as per description, fixed boon companion to properly work with animal ally, added new paladin archetype: Sacred Servant, added new monk archetype: Monk of the Mantis, added new barbarian archetype: Beastkin Berserker, magus can now choose new metamagic feats as his bonus feats, monks can now use stunning fists to stagger opponents at level 12, to blind at level 16 and to paralyze at level 20, added new Kineticist Archetype: Kinetic Chirurgeon, some unique items received wild enchant, wild enchant on all armors option is no longer on by default, size changes should no longer stack with polymorph spells, weapons shift no longer transfers unique enchants, feral champion claws is now an activatable ability, fixed missing knacks of Psychic detective, oracle wolf-scarred face should no longer consume spell upon failure, (Greater) Magic Weapon and Keen Edge can now optionally be applied to off-hand weapon, Flame blade can now be created in the off-hand, bloodrager steelblood armor training is now taken into account by shield mastery feats, effects that consume resource on spell cast should no longer do it if the spell is converted to non-spell effect, wall spells targeting ui should now show line instead of circle, abilities that grant parametrized feats (like battle oracle weapon mastery) should no longer give the feat if you already have it, fixed prerequisite of Wings of Air wind revelation, fixed missing armor marauder prerequisite for armored swiftness slayer talent, fixed issue with unarmed enemies provoking aoo, fixed serpentfriend Serpentine bloodline ability (vanilla bug), improved channel should now increase necromancy turn undead dc, fixed damage reduction evolution to be selectable by twinned eidolons, added new Summoner archetype: Twinned Summoner, mercenaries should now receive 25 pb by default, fixed oracle lame curse speed penalty to work correctly with heavier armors, When using spell with wall area effect ui should now indicate units that will be affected, added new spells: desecrate and consecrate, fixed flamedancer to receive Song of fiery gaze at lvl3 and fire break only at level 6, skald's song of marching now doubles global map speed instead of providing resistance to fatigue, bards now receive versatile performance instead of rogue talents, archaeologists now receive rogue talents at levels 4, 8, 12, 16 and 20, animated skeletons can no longer be looted, planar focus no longer allows forester hunter to share it with her animal companion if he got it through animal ally feat, added missing from_spell flag to mod spell buffs.