From 1d4chan

The Dread is another of DreamScarred Press' new classes to include in their efforts to port over psionics to Pathfinder. This class' particular focus is on being the most terrifying motherfucker in the room with all sorts of ways of making things weakened or terrified of you.

For curious reasons, the Dread starts with 6+Int ranks of skills each level, a 3/4 BAB Progression, Good Reflex and Will saves, and a mid-tier psionic progression. On top of this, you also get a scaling bonus to add to Intimidate just so you can be even scarier. Similar to the Cryptic, the Dread also has a touch attack, here called the Devastating Touch that only works in melee (without certain abilities) and doesn't do as much damage but isn't bound to any stat for that damage. Instead, the Touch's effects can eventually be tied into your actual attacks, making them more a rider than a new weapon. You gain talents called Terrors as you level up that give you either new advantages when you inflict conditions or new effects (chief among them being "Mindlock", which is a save-or-suck ability that lets you auto-hit with your touch, and "Nightmare Form", a psi-like ability that lets you turn into a psionic ghost and that has plenty of rider talents).

Your other feature is the Shadow Twin, which is exactly what it says when you get it on Level 11. You get a duplicate that you can use to assist you and add to your action pool when near someone you affected.


Among your small list of archetypes for the Dread are the following:

  • Nightmare is a radical rework to the class to grant it access to the Weeaboo Fightan Magic. Among the many changes are the loss of your shadow dupe and your ability to claim enemies like the Harbinger, allowing you to use Terrors like you used the Touch.
  • Fear in Flesh is a rather minor replacement that lets you turn into a natural attacker. You can later gain extra protection, but only if you spooked someone first.
  • Nightmare Constructor sacrifices your ability to use the Touch to gain a partner like the Summoner's Eidolon. This is what you use to scare things, which gives the fiend more transformation points and eventually the ability to fuse with them.
The Classes of Pathfinder 1st Edition
Core Classes: Barbarian - Bard - Cleric - Druid - Fighter - Monk
Paladin - Ranger - Rogue - Sorcerer - Wizard
Player's Guide:
Alchemist - Antipaladin - Cavalier
Inquisitor - Oracle - Summoner - Witch
Class Guide:
Arcanist - Bloodrager - Brawler - Hunter - Investigator
Shaman - Skald - Slayer - Swashbuckler - Warpriest
Kineticist - Medium - Mesmerist
Occultist - Psychic - Spiritualist
Ultimate X: Gunslinger - Magus - Ninja - Samurai - Shifter - Vigilante
The Third Party Classes of Pathfinder
Psionics: Psion - Psychic Warrior - Soulknife - Wilder
Aegis - Cryptic - Dread - Marksman - Tactican - Vitalist
Path of War: Stalker - Warder - Warlord - Harbinger - Mystic - Zealot
Akashic Mysteries: Daevic - Eclipse - Guru - Nexus - Radiant - Rajah - Stormbound - Vizier - Zodiac
Spheres of Power: Armorist - Elementalist - Eliciter - Fey Adept - Hedgewitch - Incanter
Mageknight - Shifter - Soul Weaver - Symbiat - Thaumaturge - Wraith
Spheres of Might: Armiger - Blacksmith - Commander - Conscript
Savant - Scholar - Sentinel - Striker - Technician
Champions of the Spheres: Prodigy - Sage - Troubadour - Dragoon - Mountebank - Necros - Reaper - Warden - Crimson Dancer
Pact Magic: Pactmaker (formerly known as Medium)