Hey everyone! I thought it would be fun to make a thread where we post the things from the APG that we think are awesome. There's plenty of threads where people (including me) are analysing particular abilities or changes, but here let's just talk about what you've seen that excites you.
I'll start--there's a whole bunch of awesome stuff, but the Alchemist stands out to me. When it started playtest at the beginning of beta, the Alchemist was very gangly and awkward, needing a lot of work before it could see the light of day. Through playtest, design, and some great imagination from the whole APG team, the Alchemist is now totally awesome. Several of the Alchemist-only extracts are particularly cool.
You already know about it RE, but Summoner's getting their orginal spell list back just screams "AWESOME!" to me!
Indeed--I guess I should clarify: feel free to gush on this thread regardless of whether it gives any new info to anyone, no need to apologise if it's old news. Just say what you think is awesome.
Random aside--Our group never actually fully accepted the nerf of the Summoner spell list (we ruled it that the Conjuration spells remained at their original reduced levels, so only Haste was really moved up), or else that would have been a big change for us too.
It's a great idea. It doesn't soften the blow of death but it prevents it from tipping over into a TPK by bringing the person back for the rest of the fight.
Papa-DRB(Pathfinder Adventure Path Charter Subscriber; Tales Subscriber)
I *love* to play Rangers, in fact my first DnD character was a 1E, Unearthed Arcana Ranger in plate mail with a *big* sword who destroyed everything with the giant sub-type. Traine dan Torcan (Traine son of Torc).
So for me the Ranger archetypes especially the Beast Master are ** AWESOME **.
The other thing are the Crossbow feats. I am really torn between being a crossbow/falchion or a composite longbow/falchion "switch hitter".
Sandpoint is the name of the coastal city you start in during the first Rise of the Runelords book.
Papa-DRB(Pathfinder Adventure Path Charter Subscriber; Tales Subscriber)
One of the Ranger combat styles is crossbow. Crossbow Mastery is available as the 6th level Ranger combat style feat.
Also the Crossbow Mastery feat allows you to use a heavy crossbow at full rate, ie. all your attacks in a round for higher level characters, and also there is no longer an AOO when loading your crossbow.
-- david
Papa.DRB
Kryptik wrote:
As one who has not yet picked up the APG, what have they done to the crossbow?
One of the Ranger combat styles is crossbow. Crossbow Mastery is available as the 6th level Ranger combat style feat.
Also the Crossbow Mastery feat allows you to use a heavy crossbow at full rate, ie. all your attacks in a round for higher level characters, and also there is no longer an AOO when loading your crossbow.
-- david
Papa.DRB
Kryptik wrote:
As one who has not yet picked up the APG, what have they done to the crossbow?
Sandpoint is the name of the coastal city you start in during the first Rise of the Runelords book.
Ah so only useful if you play in Golarion. Thanks!
The Sandpoint Traits are included as an example of how "Campaign Traits" work. By their very nature, Campaign Traits (more than ANY other trait) are tied inexorably to a campaign. The Sandpoint Traits in the book are taken from a campaign I'm running here at the office, but they're included to inspire GMs to build their own campaign traits for their games.
And as hinted at above, you can use these as-is by simply replacing the word "Sandpoint" with any small town in your preferred setting.
Sandpoint is the name of the coastal city you start in during the first Rise of the Runelords book.
Ah so only useful if you play in Golarion. Thanks!
The Sandpoint Traits are included as an example of how "Campaign Traits" work. By their very nature, Campaign Traits (more than ANY other trait) are tied inexorably to a campaign. The Sandpoint Traits in the book are taken from a campaign I'm running here at the office, but they're included to inspire GMs to build their own campaign traits for their games.
And as hinted at above, you can use these as-is by simply replacing the word "Sandpoint" with any small town in your preferred setting.
As a GM for Rise of the Runelords, I liked those a lot--they particularly showed me that my ideas for bringing in outlanders to Sandpoint (as all the PCs insisted on being) were similar to those of Paizo staffers, as several PCs heard the flavour text of one of the traits and said "Wow, that's like exactly my backstory in a nutshell."
So James, what's your favourite new thing in the APG? I'd humorously offer up a dinosaur-related ability as a guess, but I couldn't find any.
I looooove the Monk of the Healing Hand, specifically his capstone ability. It just just screams "awesome way to end campaign" to me.
"Remember children, the tale of the great heroes who saved our lands from the Demon King so many milennia ago. Bolthar the Brave, warrior of light, Alliandra the Wise, cleric of Sarenrae, Elkryss the Cunning, who robbed from the rich and gave to the poor, Ithantos the Allknowing, master of the arcane arts, and the greatest of them all, that monk guy who sacrificed himself to save them all when the demon's foul magics laid the others low."
Sandpoint is the name of the coastal city you start in during the first Rise of the Runelords book.
Ah so only useful if you play in Golarion. Thanks!
Any of the other traits can be used by your GM if they fit his world.
I'm running ROTR right now, but we ahve a character with a Second Darkness Trait and one with a Legacy of Fire Trait because the Trait fit the backstory that they had. While traits are, of course, very game-mechanicky, they also help provide a background. As a GM, I think its great to reward players who have a good backround hook that isn;t just a game mechanic. If it fits, and they have a good story, then I let them use it.
Now, when the Halfling Ranger from Riddleport wanted to take Keleshite Princess, I said no....
Rogues can now turn invisible without having to multi-class. That's pretty damn awesome.
I missed that. How ?
There's a new level 1 sorcerer/wizard spell called vanish. If you take the major magic rogue talent, you can get that as early as third level (if you take the extra rogue talent feat).
stuart haffenden(Pathfinder Roleplaying Game, Adventure Path Subscriber)
Alternative class feature are just great, they freshen up the classes and make you want to play classes that you didn't before.
Inquisitor is the Divine Bard [at last!], this is a great class, look forward to playing one... one day.