Pathfinder Roleplaying Game: Advanced Class Guide (OGL)

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Pathfinder Roleplaying Game: Advanced Class Guide (OGL)
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A New Breed of Hero

Adventure like never before with the Pathfinder Roleplaying Game Advanced Class Guide! Explore new heights of heroism with 10 new base classes, each with 20 levels of amazing abilities. Incredible powers also await existing characters, with more than a hundred new archetypes and class options. Prepare characters for their most legendary adventure ever with massive selections of never-before-seen spells, magic items, and more!

The Pathfinder Roleplaying Game Advanced Class Guide is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

Pathfinder Roleplaying Game Advanced Class Guide includes:

  • Ten new base classes—the magic-twisting arcanist, the ferocious bloodrager, the cunning investigator, the daring swashbuckler, the formidable warpriest, and others.
  • Variant class abilities and thematic archetypes for all 29 base classes, such as the counterfeit mage and the mutagenic mauler.
  • Nearly a hundred new feats for characters of all classes, including style feats, teamwork feats like Coordinated Shot, and more.
  • Hundreds of new spells and magic items, such as feast on fear and skullcrusher gauntlets.
  • An entire armory of amazing equipment, from vital new adventuring gear to deadly alchemical weapons.
  • ... and much, much more!

ISBN-13: 978-1-60125-671-3

Errata
Last Updated - 7/22/2015

Other Resources: This product is also available on the following platforms:

Hero Lab Online
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A Great (if errata-filled) Book for Players

4/5

This book has gotten a lot of flack for two reasons: (1) A number of people were upset by the large amount of errata posted after the book came out. (2) A number of people were upset by the perceived power-creep that this book carried with it, especially in the archetype section.

Both of these are reasonable complaints that I largely agree with.

That said, this book also contains a cornucopia of player options that are great fun. A number of the classes it introduced are now mainstream: it’s hard to imagine playing the game without options like the Brawler, the Investigator, the Slayer, the Bloodrager, the Hunter, or the Warpriest. Or to play without archetypes like the Bolt Ace (Gunslinger), Mutation Warrior or Martial Master (Fighter).

Moreover, the book introduced a number of feats that improve on the available build options available to most players (Extra Hex! Slashing Grace!). Likewise, although the spells in this book seem to have flown under the radar, there are a lot of nice and interesting spells are introduced in this book (Glue Seal, Communal Align Weapon, Wall of Blindness/Deafness, Wall of Nausea, Anti-Incorporeal Shell, Adjustable Disguise, Adjustable Polymorph, Investigative Mind, etc).

Easily 5 stars worth of good material here. Given the unusually large amount of errata, I feel compelled to deduct a star. But all that said, it’s hard to imagine playing Pathfinder without this book -- after the Core Rulebook and Advanced Players Guide, it’s probably the best book for players to pick up.


Unbalanced, uninspired and rushed.

1/5

This book still sticks out as one of Paizo's biggest missteps. It was extremely rushed and it shows.

At least half of the new classes don't even need to exist as anything other than archetypes. Even among the ones that actually work, most feel very uninspired.

There are a few good things in it, but not really enough to justify buying it. It's not worth your money and it's best not to encourage sloppy work.

Hopefully Paizo learns from this and prioritizes quality over quantity and speed from now on.


A continuing disappointment

1/5

The ACG had problems. Many problems. And it continues to have problems.

From concept ("Let's make ten classes as complicated and broken as the magus, or more so!"), to out-of-whack game design, to simply poor editing, the ACG is a mess. The book's philosophy seems to be "create a new utterly unbalanced mechanic, and proliferate it as far as possible." The (quickly issued) errata pulled some of it a bit more into line, but it just doesn't come close to correcting it.

Even something as simple as alchemical items are way out there. Holy Weapon Balm costs 5gp more than holy water, and does 1400% more damage. And that doesn't even include increasing damage to incorporeal creatures.

Even two years after it was released, I continue to be impressed with the complete disregard for balance and sense in this book. If power creep had happened this much every year, we'd be looking at 9999 damage caps by now. The ACG stands out for its insanity.

Perhaps pulping it for the cover error would have been the better move.


The first real dud in my Pathfinder collection

1/5

I am extremely disappointed in this product, and glad I only purchased the PDF version. As other reviewers have pointed out, the new classes are poorly balanced when compared to the preexisting ones, and would be a better fit for a book like Unchained, much like Unearthed Arcana's gestalt characters.

There's far too many feats and toys dedicated to these new classes, which drastically lessens this book's universal appeal, and even though some contrivances are provided to make some of said feats accessible to other classes, it ends up painting the book's title as a misnomer - it isn't an "advanced class guide" any more than it is a guide mostly about ten new classes, that are "advanced" only in the sense that they're more powerful than the others.

It's my fault for not properly researching the book before buying it, so buyer beware if you're expecting to find a literal advanced class guide, as opposed to a lengthy introduction to ten new ones.


Overall disappointing

2/5

Okay, there's a lot here that's just terribly rushed and it shows, like the editing here is painful at points. The classes themselves range wildly in value, and there's a lot of examples of Paizo's classic retro nerfing of things to help make options here look better. This was an obvious rush to gencon book, and it shows. While not everything in it is bad, and there's some salvageable content, you could easily continue to play the game without this book and miss out on absolutely nohthing.


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RPG Superstar 2008 Top 32

Dylos wrote:
Ross Byers wrote:
Yes, it does. You just have to find a slashing weapon that is light (like a dagger), or has the finesse special (elven curve blade).
I think they mean Slashing weapons aren't finessable for the Swashbuckler finesse, unless they changed Swashbuckler finesse.

I will be shocked if there isn't a 'Zorro' feat (or Deed) that lets swashbucklers deal slashing damage with a rapier. Simply because hacking around with a saber is so iconic from swashbucklers in fiction, even if it isn't proper 'fencing' with a stabbing (piercing) motion.

But I don't have my book yet, so I can't look for it myself.

Scarab Sages

Thank you Paizo for the Daring Champion. I will now get to play the class I've loved since the APG but refused to play because it was shackled to a pet. Faith in Humanity restored!


Swashbuckler Defense qualifies as Weapon Finesse and lets swashbucklers use WF with light or one-handed piercing weapons, Slashing Grace lets them treat a one-handed slashing weapon as a one-handed piercing weapon and add dexterity to damage instead of strength with that weapon.

So a swashbuckler could add dexterity to hit and damage with a 1-handed slashing weapon like a longsword if he has slashing grace (longsword). I haven't yet found a way to do the same with a rapier, but I'm still skimming - there is a lot to read here!


Pathfinder LO Special Edition Subscriber

We meant there used to be this from the playtest:

Slashing Grace
Choose one type of one-handed slashing weapon.
Prerequisites: Dex 13, Weapon Finesse, proficient with chosen weapon.
Benefit: When wielding your chosen weapon one handed, you can treat it as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as swashbuckler’s precise strike). The weapon must be one for your size.

Sounds like they changed it and we wanted to know if there is another feat that still allows this or not.

*edit* Thanks Kudaku! That answers my question.


(Sor/Wiz 1) Repair Undead: Heals one undead of 1d8 hp + 1/level (max +5)

(Sor/Wiz 5) Repair Undead, Mass: Heals undead of 1d8 hp + 1/level; affects 1 undead/level.

^_^

Also--

(Clr/Sha/Wit) Speak with Haunt: Haunt answers one question/2 levels.

Dark Archive

Today is a good day. I got my shipping notice for this and received my Psionic Bestiary.

Contributor, RPG Superstar 2010 Top 4

12 people marked this as a favorite.
Necromancer wrote:
(Clr/Sha/Wit) Speak with Haunt: Haunt answers one question/2 levels.

I don't usually do this, but I have to say.. I cooked that one up to help add roleplaying elements to them, which seemed to be a frequent source of complaints.

Shadow Lodge

@Necromancer, does the inclusion of these spells mean we have some more "necromancer" archtype options out there?


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Kvantum wrote:
Kudaku wrote:

Asking on behalf of one of my players:

Is there an option (preferably a feat) to add dexterity to damage akin to Dervish Dance, but allowing more weapons? Ideally unarmed strikes. :)

Not unarmed, but there is one for any one-handed slashing weapon.

But not with a piercing weapon? That would be simply bizarre, given that the Swashbucklers main weapons are supposed to be light/one-handed piercing weapons. Please look if there isn't a similar feat for the piercing weapon type.

And I am more than a bit disappointed that they maintained a low fortitude save. Charmed Life is okay, but it really messes with the already swift/immediate-action laden Swashbuckler action economy (and makes a mythic Swashbuckler even more of a chore... not that I would want to play in a mythic campaign).

RPG Superstar 2008 Top 32

2 people marked this as a favorite.
Jim Groves wrote:
Necromancer wrote:
(Clr/Sha/Wit) Speak with Haunt: Haunt answers one question/2 levels.
I don't usually do this, but I have to say.. I cooked that one up to help add roleplaying elements to them, which seemed to be a frequent source of complaints.

I expect the most common question will be "What do you want!?" or some other variant of "How do we make you go away?"

Contributor, RPG Superstar 2010 Top 4

Ross Byers wrote:
Jim Groves wrote:
Necromancer wrote:
(Clr/Sha/Wit) Speak with Haunt: Haunt answers one question/2 levels.
I don't usually do this, but I have to say.. I cooked that one up to help add roleplaying elements to them, which seemed to be a frequent source of complaints.
I expect the most common question will be "What do you want!?" or some other variant of "How do we make you go away?"

Those are great questions. Exactly what I had in mind.

Shadow Lodge

2 people marked this as a favorite.
Jim Groves wrote:
Necromancer wrote:
(Clr/Sha/Wit) Speak with Haunt: Haunt answers one question/2 levels.
I don't usually do this, but I have to say.. I cooked that one up to help add roleplaying elements to them, which seemed to be a frequent source of complaints.

More awesome comes from the desk of Jim Groves. I just played Hinojai for the first time about two weeks ago.

This is a very cool spell. A bit sad that it's level 4 instead of something like level 2 or 3 since my level 5-6 PCs would love to prepare this versus buying expensive scrolls.


wakedown wrote:
Skimming quickly through now. Only noteworthy thing I've gleamed so far is that hunters no longer appear to have cantrips.

Only one-handed slashing weapons huh? Not even Light weapons? Weird.

Dreamscarred Press released a feat for "Path of War" called Deadly Grace. Any weapon that allows Weapon Finesse to be used for it can add Dex to damage instead of Str. It's also really easy to get, a level 1 Fighter can get it.


That book isn't exactly the one you should look up to for balanced abilities.

Also, the described feat is basically the same as the feat Mythic Weapon Finesse, which Jason said he was still afraid was too strong :)


Charmed life should have been a constant bonus to fort and will saves based on cha mod.

I will be really disappointed if the swashbuckler didn't get dex to damage with there weapon of choice build into the class.


Barachiel Shina wrote:
wakedown wrote:
Skimming quickly through now. Only noteworthy thing I've gleamed so far is that hunters no longer appear to have cantrips.

Only one-handed slashing weapons huh? Not even Light weapons? Weird.

Dreamscarred Press released a feat for "Path of War" called Deadly Grace. Any weapon that allows Weapon Finesse to be used for it can add Dex to damage instead of Str. It's also really easy to get, a level 1 Fighter can get it.

Yeah, some pretty nice stuff in PoW and Ultimate Psionics.

The Exchange RPG Superstar 2010 Top 16, Contributor

Ross Byers wrote:
Jim Groves wrote:
Necromancer wrote:
(Clr/Sha/Wit) Speak with Haunt: Haunt answers one question/2 levels.
I don't usually do this, but I have to say.. I cooked that one up to help add roleplaying elements to them, which seemed to be a frequent source of complaints.
I expect the most common question will be "What do you want!?" or some other variant of "How do we make you go away?"

Here I was thinking:

"What is your favorite color?"

"Would you like a spot of tea?"


Cheapy wrote:

That book isn't exactly the one you should look up to for balanced abilities.

Also, the described feat is basically the same as the feat Mythic Weapon Finesse, which Jason said he was still afraid was too strong :)

The designer was met by many concerned playtesters, but he stuck to his guns and kept the feat the way it was. Many of us were calling for it to only apply to one weapon, like Weapon Focus, but he insisted it was balanced as is.


magnuskn wrote:
But not with a piercing weapon? That would be simply bizarre, given that the Swashbucklers main weapons are supposed to be light/one-handed piercing weapons. Please look if there isn't a similar feat for the piercing weapon type.

Haven't found anything yet, though keep in mind that there is a lot of text and I'm mainly ctrl+f'ing my way through it rather than reading in detail, so I might well have missed something. Worst case scenario a swashbuckler could pick up Martial Versatility and sidestep the problem that way.

Going to post a few things that caught my eye as I skimmed through, then I'm going to go offline for a bit - just transferred this to my tablet and my reading chair is starting to look mighty comfy!

* Arcanist elemental exploits now deal 1D6 / 2 levels + charisma modifier damage. They look like they might be a viable source of extra damage now. They can also get familiars!

* Slayers get a talent that lets them deal sneak attack damage at +10 feet - the talent can be taken multiple times.

*Warpriests have an archetype (Champion of the Faith) that gets "Smite Opposing Alignment" at level 4. The Smite keys off of Charisma so it makes the class more MAD, but still really interesting.

* Fighters get a mutagen archetype!

* The gunslinger has a crossbow archetype. = D

* There's a paladin archetype that gives up spells for domains and warpriest blessings.

* There's a magical item called the "blouse of the boastful bastard". The name alone makes me want to drop this in every campaign I'll ever run.

* Gloves of Marking lets you Zorro your target whenever you score a critical hit. Instead of taking the crit, anyone else who targets the mark gets a +2 morale bonus on attack and damage rolls.

* There's a magical item called a preyfinder. It works like a tracking device!

Shadow Lodge

Dennis Baker wrote:

Here I was thinking:

"What is your favorite color?"

"Would you like a spot of tea?"

True story: I asked that first question in the Destiny of Sands trilogy whenever I spoke with the dead. :)


Can someone explain why a feat to allow Dex to damage is such a scare? I mean if the prerequisites were heavy enough it shouldn't matter right? I feel like the designers from both WotC and Paizo have been avoiding this for years with their products with no real explanation for why it would be an imbalance?

Shadow Lodge

Kudaku wrote:
There's a paladin archetype that gives up spells for domains and warpriest blessings.

Also a feat that gives a worshiper of a deity access to 1st-level domain abilities normally only accessible by a cleric (or inquisitor).

Barroom Brawl is making my head explode.


Kairos Dawnfury wrote:
They made a Cleric Archetype that is a priestly type people were asking for.

This.

I'd like details on the archetype, please?


Barachiel Shina wrote:
Can someone explain why a feat to allow Dex to damage is such a scare? I mean if the prerequisites were heavy enough it shouldn't matter right? I feel like the designers from both WotC and Paizo have been avoiding this for years with their products with no real explanation for why it would be an imbalance?

Because the designers are highly conservative on how they treat non-magical characters. It wouldn't be OP in the least to have some sort of "greater weapon finesse"


It's probably a lot of reading, but the Warpriest
-are blessings good?
-did they get more class features?
-does his weapon buff still last rounds per level?
-skill points per level?
-formula for fervor?

The Exchange RPG Superstar 2010 Top 16, Contributor

2 people marked this as a favorite.
Barachiel Shina wrote:
Can someone explain why a feat to allow Dex to damage is such a scare? I mean if the prerequisites were heavy enough it shouldn't matter right? I feel like the designers from both WotC and Paizo have been avoiding this for years with their products with no real explanation for why it would be an imbalance?

They have explained it on several occasions.

When you can get dexterity to damage, there is no point of the strength ability score at all. Dexterity already applies to a lot of game mechanics and adding damage to that list would basically make it the only physical attribute anyone cares about.

Shadow Lodge

1 person marked this as a favorite.
Dennis Baker wrote:
When you can get dexterity to damage, there is no point of the strength ability score at all.

Well, besides that pesky encumbrance thing, and Climb/Swim checks, and CMD...


Jim Groves wrote:
Necromancer wrote:
(Clr/Sha/Wit) Speak with Haunt: Haunt answers one question/2 levels.
I don't usually do this, but I have to say.. I cooked that one up to help add roleplaying elements to them, which seemed to be a frequent source of complaints.

It's a massive help as I've had to improvise this sort of thing on a regular basis (I always forget during players' character creation). Again, very, very helpful.

the Queen's Raven wrote:

@Necromancer, does the inclusion of these spells mean we have some more "necromancer" archtype options out there?

Well the shaman gets a Bones path, but it's nothing compared to the oracle's options. There's some undead-themed material, but very little undead-master options. One stands out, though: the hex channeler (witch archetype) can likely be stacked with gravewalker for some real fun.

RPG Superstar 2008 Top 32

1 person marked this as a favorite.

What Dennis said. Every ability tries to affect multiple things.

If you had an ability that let you use strength for fort saves, you'd still care about con because it affects your hit points.

Clerics cast with wisdom, but still care about Int because it affects their skill points (and bonuses with some important skills, like knowledge and spellcraft.)

Wizards cast with Int, but still care about Wis because of will saves and important skills like perception.

Fighters and barbarians who mostly care about Str and Con still have to worry about Dex because it contributes to AC and Reflex saves.

But Strength affects three things: melee attack rolls, damage, and carrying capacity. Carrying capacity can be ignored: give stuff to the one strong guy or buy a handy haversack.

It is already possible to get Dex to melee attacks: Weapon Finesse is int he core game.

If it was easy to get Dex to damage, then you can dump str down to 8 or 6 and not care. And use those points (and wealth) to make dex even higher. (Which, in addition to increasing combat attack/damage, also contribute to major defenses: AC and reflex saves.)

Yes, strength affects CMD, but so does Dex.

This means that abilities like Dex-to-damage have to walk a fine line between "making MAD less MAD" and "making MAD into SAD".

(Charisma is similar to Strength, in that unless you have a class ability specifically keyed off of it, it largely only affects a few skills. This is why Chr is so commonly dumped on other characters.)


You shouldn't ignore the synergy between strength and two-handed weapons though. High strength with Power attack and a two-handed weapon dramatically outpaces low strength/high dex one-handed damage output, even with dex to damage. On a personal note I can say I houseruled dervish dance to work for any light or one-handed weapon a long time ago and I've had no issues.

Insain Dragoon wrote:

It's probably a lot of reading, but the Warpriest

-are blessings good?
-did they get more class features?
-does his weapon buff still last rounds per level?
-skill points per level?
-formula for fervor?

1. Blessings have on the whole improved a fair bit, and a few are close to amazing. Quite a few are still swift actions though, so there is still a potential bottleneck problem. You really need to consider when you want to use blessings, fervor, sacred weapon and sacred armor. There might be feats or other options that alleviate this though.

2. A few, yes - they treat their warpriest level as their BAB when qualifying for feats, and can take fighter feats.
3. Yes.
4. 2 :(
5. 1/2 warpriest level + wisdom modifier.

And yes, I suspect barroom brawler is going to be a very popular feat!

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
TOZ wrote:
Dennis Baker wrote:
When you can get dexterity to damage, there is no point of the strength ability score at all.
Well, besides that pesky encumbrance thing, and Climb/Swim checks, and CMD...

There are any sentient beings left in this layer of reality who track encumbrance?

Apart from PFS people, they don't count.


Dennis Baker wrote:
Barachiel Shina wrote:
Can someone explain why a feat to allow Dex to damage is such a scare? I mean if the prerequisites were heavy enough it shouldn't matter right? I feel like the designers from both WotC and Paizo have been avoiding this for years with their products with no real explanation for why it would be an imbalance?

They have explained it on several occasions.

When you can get dexterity to damage, there is no point of the strength ability score at all. Dexterity already applies to a lot of game mechanics and adding damage to that list would basically make it the only physical attribute anyone cares about.

Dex:

Reflex save modifier
Initiative modifier
Dexterity Bonus to AC
Bonus to hit with ranged attacks
Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand & Stealth checks.
Bonus to hit in melee (with Weapon Finesse)

Str:
Bonus to hit/damage in melee
Carrying capacity
Climb & Swim Checks

So...if you give a way for Dex to add to weapon damage as well, you've basically eliminated the need for the entire STR stat.

The Exchange RPG Superstar 2010 Top 16, Contributor

TOZ wrote:
Dennis Baker wrote:
When you can get dexterity to damage, there is no point of the strength ability score at all.
Well, besides that pesky encumbrance thing, and Climb/Swim checks, and CMD...

It's way beyond the scope of this thread and it's been argued dozens (hundreds?) of times previously. I was just pointing out that there was indeed an explanation for it and that Paizo had in fact addressed it on multiple occasions.

Edit: I suggest if anyone wants to argue this in more depth they start another thread for that purpose because it's a topic that goes way outside of this book.

Contributor, RPG Superstar 2010 Top 4

To riff of what Dennis and Ross said.

One game balancing factor that exists is the need to have a decent score in more than one ability. When an ability score functions outside of its traditional role, one ability score becomes less valuable and another becomes twice as useful.

Allowing a PC to focus stat-boosting items and level increases on that single ability score instead of spreading them out.

When you add certain feats and class abilities, this magnifies the situation considerably.

Personally (and I emphasize this as coming purely from me), I would not characterize this as being "anti-optimizing" so much as not making it too easy.

Edit: I see Dennis has edited his post. Yes, beyond this, further discussion should be its own thread.


any shaman info pls :)

Dark Archive

Gorbacz wrote:
TOZ wrote:
Dennis Baker wrote:
When you can get dexterity to damage, there is no point of the strength ability score at all.
Well, besides that pesky encumbrance thing, and Climb/Swim checks, and CMD...

There are any sentient beings left in this layer of reality who track encumbrance?

Apart from PFS people, they don't count.

My group uses hero lab and it tracks it for you

Shadow Lodge

Dennis Baker wrote:
I was just pointing out that there was indeed an explanation for it and that Paizo had in fact addressed it on multiple occasions.

Oh indeed, and I even mostly agree with it. But you dump Str at your own risk when gaming with me. :)

Liberty's Edge

Kudaku wrote:
And yes, I suspect barroom brawler is going to be a very popular feat!

Alright, I'll bite: What does Barroom Brawler do?


1 person marked this as a favorite.
Dennis Baker wrote:
Ross Byers wrote:
Jim Groves wrote:
Necromancer wrote:
(Clr/Sha/Wit) Speak with Haunt: Haunt answers one question/2 levels.
I don't usually do this, but I have to say.. I cooked that one up to help add roleplaying elements to them, which seemed to be a frequent source of complaints.
I expect the most common question will be "What do you want!?" or some other variant of "How do we make you go away?"

Here I was thinking:

"What is your favorite color?"

"Would you like a spot of tea?"

"Would you be willing to manifest when I speak a certain phrase?"

"Would you be willing to crawl into this vial and have a bit of a holiday?"

"How about this charming painted skull?"

"What about this lovely box?"

"A jack-o-lantern, maybe?"

"This antique doll?"

Scarab Sages

the art on p248 reiterates the need for the antipaladin to get a meet the iconics writeup. seriously.


14 people marked this as a favorite.
Kudaku wrote:
* There's a magical item called a preyfinder. It works like a tracking device!

That'll come in handy exploring the Silver Mount:

Alain: {reading preyfinder} "9 meters. 7. 6."
Merisiel: "That can't be; that's inside the room."

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Dennis Baker wrote:
Barachiel Shina wrote:
Can someone explain why a feat to allow Dex to damage is such a scare? I mean if the prerequisites were heavy enough it shouldn't matter right? I feel like the designers from both WotC and Paizo have been avoiding this for years with their products with no real explanation for why it would be an imbalance?

They have explained it on several occasions.

When you can get dexterity to damage, there is no point of the strength ability score at all. Dexterity already applies to a lot of game mechanics and adding damage to that list would basically make it the only physical attribute anyone cares about.

It's a bit late to worry about that barn door given that Paizo has already 1) given us the Dervish Dance feat and 2] a weapon enchantment for those who don't like scimitars.

Shadow Lodge

Jim Groves wrote:
One game balancing factor that exists is the need to have a decent score in more than one ability...

The shadows of Nidal approve of this new fangled strategy of maximizing Dexterity and giving up Strength in order to so.

Can we place another half-dozen orders for Season 6 scenarios with shadows?


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Considering that Paizo just gave out a feat which gives DEX to damage, the whole debate is kinda moot. I suspect that it will contain restrictions so that it can't be used for two-weapon fighting or two-handed weapon fighting, but we'll see soon.

Still, if there is only that feat for slashing weapons and not piercing weapons, that'd be completely bizarre. If that really is the case, I would want to hear a developers explanation for their reasoning on this decision.


Can we hear about the feral hunter? What kinda of buff does it get to replace the animal companion?


pippo pappi wrote:
any shaman info pls :)

- d8HD

- full caster
- INT+4 skill gain; Craft, Diplomacy, Fly, Handle Animal, Heal, Knowledge (nature), Knowledge (planes), Knowledge (religion), Profession, Ride, Spellcraft, and Survival
- simple weapons, light armor
- WIS for prepared casting with a few spontaneous options, prepares spells as witch; orisons
- spirit animal acts as a familiar with some extra perks
- chooses a Spirit (think limited oracle mystery with enhancements to spirit animal)
- gains hexes similar to witch, with variations

A solid class, I like it.

The Exchange RPG Superstar 2010 Top 16, Contributor

magnuskn wrote:

Considering that Paizo just gave out a feat which gives DEX to damage, the whole debate is kinda moot. I suspect that it will contain restrictions so that it can't be used for two-weapon fighting or two-handed weapon fighting, but we'll see soon.

Still, if there is only that feat for slashing weapons and not piercing weapons, that'd be completely bizarre. If that really is the case, I would want to hear a developers explanation for their reasoning on this decision.

Someone said there was, then when the actual rule was quoted, the rule didn't say anything about Dexterity to damage.

Dervish Dancer and the Agile weapon property remain the only ways I'm aware of to get Dex to damage.

Dark Archive

Tiefling sacred fist of Zon Kuthon with the fiend sight feat taken twice.

Shadow Lodge

Slashing Grace, the new feat in question in the ACG, does suggest using your Dexterity instead of your Strength for damage rolls.

It must be a one-handed slashing weapon that continues to be used one-handed:

"... add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size."

Contributor, RPG Superstar 2010 Top 4

Dennis Baker wrote:
Dervish Dancer and the Agile weapon property remain the only ways I'm aware of to get Dex to damage.

Which make them flavorful exceptions. I think we agree there is no need to create more.

Magnskn,
As for piercing weapons not getting a Dex bonus, that makes no sense from a flavor standpoint. You jab someone with a piercing weapon with all your strength. Unlike a slashing weapon, there's nothing particularly dexterous about them. Not any more so than any other weapon.

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