With PaizoCon 2010 officially in the books, it's time to start looking forward to the Advanced Player's Guide, which releases in early August at Gen Con. On Saturday night, during the banquet, I gave a nice long preview of the book, and wanted to make sure that everyone who was not able to attend also had a chance to hear about some of the exciting new rules and features in this mighty tome.
First off, we took a look at the races chapter, which includes a two-page spread of information on each of the seven core races. Each one includes new alternate racial class features for you to choose from and new favored class options. The latter gives you another thing to choose from when you take a level in a class favored by your race. For example, dwarven barbarians can choose to gain 1 additional round of rage per day instead of an additional hit point or skill rank.
Next comes the classes chapter, which starts off with the six new base classes and then continues on with new rules and material for the 11 core classes from the Core Rulebook. The base classes have received a host of updates since the playtest, but still primarily function much in the same way as they did before. For the core classes, we added scores of new rules. Most of the classes contain numerous archetypes, or different takes on the class, which includes a number of alternate abilities that you can take as a package. For example, rogues can select the sniper archetype which grants them increased range with their sneak attack and reduces their penalties for making attacks at long range.
Illustrations by Eric Belisle
Although this chapter has a little something for everyone, one of the things I was most excited to reveal was the antipaladin class. This alternate paladin is sure to keep your players up at night. His smite good attack deals double damage to paladins and good-aligned clerics on the first successful attack. His touch of corruption deals damage and can inflict terrible cruelties on hapless PCs. He can be a carrier of disease and can radiate an aura of sin. He is a tough, tough customer. But my favorite part of putting together the entire book was writing his code of conduct. Here is an excerpt:
Under exceptional circumstances, an antipaladin can ally with good associates, but only to defeat them from within and bring ruin to their ranks.
After classes is a meaty feats chapter, containing 163 feats that range from metamagic feats, combat feats, and even a host of racial feats. This chapter even includes a number of high-level feats that duplicate a number of powers of the old 3.5 archmage prestige class. One feat of note is Shadow Strike, which allows a character to deal precision damage, even if the target has concealment, allowing rogues to finally be able to sneak attack a foe in a dark alley.
After feats comes equipment, which contains new tools, useable by nearly any PC, and a lengthy chapter full of spells. There are spells in this book for every spellcasting character, including new spell lists for elementalist wizards. All told, 57 pages of spells with new choices at every level of play. After spells comes the prestige class chapter, which includes 8 new classes. I previewed the Stalwart Defender during the banquet, which is an update of the 3.5 Dwarven Defender. The name change stems from the fact that you no longer need to be a dwarf to take levels in this class. The class also grants many new abilities that the defender can choose from as he gains levels.
The book is rounded out with a large magic items chapter, including new items from virtually every category. It starts with armor and weapons and wraps up with cursed items and artifacts. That chapter is followed up with the new rules chapter, which includes info on four new combat maneuvers (dirty trick, drag, reposition, and steal), an optional hero point system, and the entire traits system used by the Pathfinder Adventure Paths.
All of that, crammed into 336 pages between two beautiful covers. A detailed preview of the Advanced Player's Guide will start very soon. Keep your eyes here on the Paizo blog for more information on this exciting book.
Hmm so so far of the 8 new prestiges we know about: Stalwart Defender, Master Spy, Master Chymist, and Battle Herald.. i am curious about the last four.
At first glance the image of the Anti-Paladin looked to me like a man in a Duster Jacket and a cowboy hat in Full Plate. =)
A bizarre Wild Wild West Death Dealing Maniac.
Pretty awesome visual mix up if you ask me.
VERY excited for this book.
Thinking about the different variant features oddly have me all worked up.
Pathfinder Campaign Setting Charter Superscriber; Pathfinder Roleplaying Game Subscriber
A question for Jason: are the majority of spells in the APG new or have they already appeared in other pathfinder supplements? As a wizard player I really miss the 3.5 Spell Compendium but love paizo's balancing of spells.
Wow this all looks very good! I'm glad to see Hero Points being introduced in PF. I wonder how it differs from action points we've seen throughout 3.5's career. But I'm very intrigued about the new combat maneuvers. It's going to be hard to budget Gamemaster Guide, the Advanced Player's Guide, Kingmaker and Starcraft 2. I'm going to find a way to get both of best worlds. Either way, I can't wait!
Looking forward to the APG but from your preview it doesn't look like you made use of your gift in the Canadian Christmas card that you received... I guess the correct font wasn't guessed.
This book looks amazing so many options to the players and for my NPCs this is going to be fun (side hope its easy for the guys at Hero Labs to make all these changes)
And I'd like to second The Far Wanderer's question about the spells.
And I'd like to add +4!
Wolfgang Baur
Contributor; Publisher, Kobold Press; RPG Superstar Judge
Dug the speech at the banquet, and thanks for posting the recap here!
Jason, you're doing great work and I look forward to many of these new options. But mostly, to bringing ruin to the forces of Good with antipaladins. :)
Jason, you're doing great work and I look forward to many of these new options. But mostly, to bringing ruin to the forces of Good with antipaladins. :)
YEAH! \m/ So many many delicious options for NPCs for those of us who GM more than play! :D
A question for Jason: are the majority of spells in the APG new or have they already appeared in other pathfinder supplements? As a wizard player I really miss the 3.5 Spell Compendium but love paizo's balancing of spells.
From what I understood most of them are new and are designed to support the new classes, although there will be new toys for the existing classes.
What you'll need to keep an eye on is Ultimate Magic due out in spring - this will be a huge tome of spells with a new optional magic system.
This book looks amazing so many options to the players and for my NPCs this is going to be fun (side hope its easy for the guys at Hero Labs to make all these changes)
IIRC Lisa mentioned the Hero Lab modules for the APG will be ready by GenCon
I think what I'm looking forward to the most is starting the first thread about the anti-paladin's code of conduct and alignment.
Good times.
I remember a couple of years ago I was trying out a new game with some folks I didn't know really well.
One guy kept constantly having secret conferences with the GM in the hallway. I finally called out, "Let me guess, you're the secret anti-paladin aren't you?"
I'll treasure that pissed off expression on his face forever.
A question for Jason: are the majority of spells in the APG new or have they already appeared in other pathfinder supplements? As a wizard player I really miss the 3.5 Spell Compendium but love paizo's balancing of spells.
From what I understood most of them are new and are designed to support the new classes, although there will be new toys for the existing classes.
What you'll need to keep an eye on is Ultimate Magic due out in spring - this will be a huge tome of spells with a new optional magic system.
is this Ultimate Magic book paizo's or is it third party?
This book looks amazing so many options to the players and for my NPCs this is going to be fun (side hope its easy for the guys at Hero Labs to make all these changes)
IIRC Lisa mentioned the Hero Lab modules for the APG will be ready by GenCon
Most of what I am seeing looks good. Aside from the Anti-Paladin, anyways. (I'd prefer something more in style to the Hexblade - not everything has to have an evil opposite)
Nothing is going to be 100% awesome, but chock full of stuff that will get used is what I want to see.
Wolfgang Baur
Contributor; Publisher, Kobold Press; RPG Superstar Judge
Watcher, there are Pathfinder rules for Legacy weapons in Kobold Quarterly #13 by none other than former Paizo intern Hank Woon.
Watcher, there are Pathfinder rules for Legacy weapons in Kobold Quarterly #13 by none other than former Paizo intern Hank Woon.
Just sayin.
I was about to say I thought that was a 4E article, but reading it again it is indeed for Pathfinder. It looks like the system ID bug for the article was tagged wrong.
163 feats!
Elementalists!
Alt racial abilities!
Elementalists!
Hot iconics!
Elementalists!
Magic items!
Ele-freaking-mentalists!
Wooo!
I have been drooling to play a elementalist sense 2nd Ed. I played an earth mage way back when and have been wanting to play one again ever sense then.
also don't forget 60 sub-domains, 30 rogue talents, 12 advanced talents, 40 something rage powers, 8 prestige classes, archmage is now high level feats (thank you btw), a spell-less ranger (yes...spellless...ranger), and some of the best art i've seen sense the bestiary.
163 feats!
Elementalists!
Alt racial abilities!
Elementalists!
Hot iconics!
Elementalists!
Magic items!
Ele-freaking-mentalists!
Wooo!
I have been drooling to play a elementalist sense 2nd Ed. I played an earth mage way back when and have been wanting to play one again ever sense then.
also don't forget 60 sub-domains, 30 rogue talents, 12 advanced talents, 40 something rage powers, 8 prestige classes, archmage is now high level feats (thank you btw), a spell-less ranger (yes...spellless...ranger), and some of the best art i've seen sense the bestiary.
All good stuff but I am bummed there's no templar in it.
It's a pretty clever development trick in my book. Basically, instead of taking the Death domain, you could take the Bones domain (a name I think I made up). The nice thing about them is that instead of printing a bunch of new domains and then going back to shoe-horn them in to diety portfolios, the sub-domains are really just substitutes for those domains.
Hmm...is the "sub" in sub-domain short for substitute?
It's a pretty clever development trick in my book. Basically, instead of taking the Death domain, you could take the Bones domain (a name I think I made up). The nice thing about them is that instead of printing a bunch of new domains and then going back to shoe-horn them in to diety portfolios, the sub-domains are really just substitutes for those domains.
Hmm...is the "sub" in sub-domain short for substitute?
It's a pretty clever development trick in my book. Basically, instead of taking the Death domain, you could take the Bones domain (a name I think I made up). The nice thing about them is that instead of printing a bunch of new domains and then going back to shoe-horn them in to diety portfolios, the sub-domains are really just substitutes for those domains.
Hmm...is the "sub" in sub-domain short for substitute?
Sounds cool, did they give any examples?
They did, but I don't recall what it was. It really seems to be new domains, but built in such a way that they don't have to do all the pain in the ass work entailed in introducing a new domain.
The other thing I really liked about the APG was the arch-type structure. Not sure if this has been mentioned upthread already, but the concept seems to be very similar to the substitution levels introduced early in 3.5 (and then suddenly dropped for no good reason). I have a very strong preference for swapping out abilities in core classes rather than using prestige classes to effectively do the same thing.
But, then again, I hate prestige classes at this point.
163 feats!
Elementalists!
Alt racial abilities!
Elementalists!
Hot iconics!
Elementalists!
Magic items!
Ele-freaking-mentalists!
Wooo!
I'm not sure it's entirely accurate to call them elementalists.
It is a replacement for the current schools of magic based on elements instead of on the current (fairly unbalanced IMO) divination/ conjuration/ evo/ necro/ tran... split. So instead of having an evoker you have a fire wizard.
This of course begs the question what happens to the existing feats that are based on schools of magic? Will you now take spell focus (fire)?
Regardless I'm likely to ditch the current schools in favor of this because IMO the schools are just a mess.
The other thing I really liked about the APG was the arch-type structure. Not sure if this has been mentioned upthread already, but the concept seems to be very similar to the substitution levels introduced early in 3.5 (and then suddenly dropped for no good reason). I have a very strong preference for swapping out abilities in core classes rather than using prestige classes to effectively do the same thing.
But, then again, I hate prestige classes at this point.
So are they entire replacements like from unearthed arcana or are they just like switch one ability for a differnt ability
So are they entire replacements like from unearthed arcana or are they just like switch one ability for a different ability
To me, it sounded as though archetypes are essentially templates for specific classes. Some archetypes might make a few small changes to a given class while others might rewrite lots of stuff, Unearthed Arcana style.
The other thing I really liked about the APG was the arch-type structure. Not sure if this has been mentioned upthread already, but the concept seems to be very similar to the substitution levels introduced early in 3.5 (and then suddenly dropped for no good reason). I have a very strong preference for swapping out abilities in core classes rather than using prestige classes to effectively do the same thing.
But, then again, I hate prestige classes at this point.
So are they entire replacements like from unearthed arcana or are they just like switch one ability for a differnt ability
I'm not certain, but it sounded like replacements like from UA (or from later issues of Dragon magazine). So, instead of a paladin getting smite evil, they would get rage 1 round/day/level (this example is entirely made up).
This is all based off of my memories of what Jason said during the banquet, so I could be wrong.
It's a pretty clever development trick in my book. Basically, instead of taking the Death domain, you could take the Bones domain (a name I think I made up). The nice thing about them is that instead of printing a bunch of new domains and then going back to shoe-horn them in to diety portfolios, the sub-domains are really just substitutes for those domains.
Hmm...is the "sub" in sub-domain short for substitute?
I believe that a sub domain replaces one of the abilities for a domain and alters the spell list so you would take the death domain and alter it with the bones subdomain.