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

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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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Which came out about 10 months ago, did it not?


Cheapy wrote:
Which came out about 10 months ago, did it not?

Yeah, it was the last release in 2013.


Ashanderai wrote:
Tels wrote:
Ashanderai wrote:
Tels wrote:
What are the new Teamwork feats?

Coordinated Shot

Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw Gambit
Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.

Coordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe

Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged

Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage

Improved Spell Sharing: Divide spell duration with the companion creature

Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity

Intercept Charge: Move up to your speed to intercept charging foe as an immediate action

Pack Flanking: You and your companion creature flank regardless of position

Share Healing: Share healing with your companion creature

Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker

Thanks a lot! Those are some really good feats and I'm already seeing some really good synergies in there!

Like a Cavalier with his mount would always be flanking, so Outflank would be really good on them with Pack Flanking!

Or Enfilading Fire, Wounded Paw Gambit and Coordinated Shot.

I wonder, if your mount has Distracting Charge, do you, as the rider, get the +2 bonus on attack rolls when the mount charges?


redward wrote:
Gisher wrote:

Thanks for clearing that up. I think you could make a decent Investigator archer build.

I'm going to test out a Dex based TWF/thrown weapon dagger build. Lots of attacks to get the most out of studied combat. Weapon focus will help with both melee and ranged attacks, so it is not that steep a feat tax. I'll eventually need quickdraw, but the quick-drawing detective is kind of iconic anyway. Nice flavor. And a blinkback...

Your ideas are intriguing to me and I wish to subscribe to your newsletter.

Thank you! You made my day. :)

Sovereign Court

Anyone with the book want to illuminate how the Barbarian Rage Powers to take Bloodrager Bloodlines work? Can you get all the powers of a bloodline or can you only get the 1st level one? Is it a totem line or just a non-exclusive power chain?


Gisher wrote:
redward wrote:
Gisher wrote:

Thanks for clearing that up. I think you could make a decent Investigator archer build.

I'm going to test out a Dex based TWF/thrown weapon dagger build. Lots of attacks to get the most out of studied combat. Weapon focus will help with both melee and ranged attacks, so it is not that steep a feat tax. I'll eventually need quickdraw, but the quick-drawing detective is kind of iconic anyway. Nice flavor. And a blinkback...

Your ideas are intriguing to me and I wish to subscribe to your newsletter.
Thank you! You made my day. :)

Seriously though, I'd be interested in seeing this build.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Lukas Stariha wrote:
Anyone with the book want to illuminate how the Barbarian Rage Powers to take Bloodrager Bloodlines work? Can you get all the powers of a bloodline or can you only get the 1st level one? Is it a totem line or just a non-exclusive power chain?

It isn't what you are thinking. That is not how they work. In fact, they aren't even the same powers. They are just new totem-like rage powers named after the bloodlines. For example, there is Abyssal Blood, Lesser Abyssal Blood, and Greater Abyssal Blood and they are not even the same powers as the ones in the Bloodrager's or the Sorcerer's bloodlines. One enlarges you by 1 size, the other gives you claws, and the last gives you resistances.


Ashanderai wrote:
Lukas Stariha wrote:
Anyone with the book want to illuminate how the Barbarian Rage Powers to take Bloodrager Bloodlines work? Can you get all the powers of a bloodline or can you only get the 1st level one? Is it a totem line or just a non-exclusive power chain?
It isn't what you are thinking. That is not how they work. In fact, they aren't even the same powers. They are just new totem-like rage powers named after the bloodlines. For example, there is Abyssal Blood, Lesser Abyssal Blood, and Greater Abyssal Blood and they are not even the same powers as the ones in the Bloodrager's or the Sorcerer's bloodlines. One enlarges you by 1 size, the other gives you claws, and the last gives you resistances.

Ooh… sounds cool! Especially if you're using Primalist to grab stuff. If you've got a bloodline step you don't care for, you can grab the lesser and normal version from Barbarian. Plus, having chains that aren't totems are nice, since we all know what totem Barbarians grab.


Would someone be willing to list the prerequisites for the Ranged Study feat?


Has anyone taken a look at the cutthroat slayer?

What are the spiritualist and mastermind investigators like?

Thanks again to everyone dropping spoilers for those of us who still have to wait!


Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Gisher wrote:
Would someone be willing to list the prerequisites for the Ranged Study feat?

Weapon Focus with the chosen weapon and the studied combat class feature.


Ashanderai wrote:
Gisher wrote:
Would someone be willing to list the prerequisites for the Ranged Study feat?
Weapon Focus with the chosen weapon and the studied combat class feature.

Thanks. I wasn't sure if there was a BAB restriction.


What are the Monk archetypes like?

What does the Mutagenic Brawler trade for Mutagens?


Also, I asked this awhile back but it got buried in the dex to damage riots: How did the final warpriest and bloodrager turn out?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Tirisfal wrote:
Has anyone taken a look at the cutthroat slayer?

He looks very Jack-the-Rippery to me. If there were ever an archetype for a serial killer, I would say that this is it. His abilities even sound like it with names like "Street Stalker", "Opportune Target", and "Stab and Grab".

Tirisfal wrote:
What are the spiritualist and mastermind investigators like?

The Spiritualist gives up using alchemy to learn secrets from the spirits of the dead in his investigations. He gains appropriately flavored spell-like abilities such as comprehend languages, augury, speak with dead, and others through the use of a new pool use ability called "Commune with Spirits". As he levels, he can spend more uses of this ability to gain bonuses against death effects, re-roll saving throws, and to AC, as well as a couple other little things. He will also need a good Wisdom for all this.

The Mastermind is really good with Diplomacy, Intimidate, or Knowledge skill checks and, with preparation, can assist allies with making their next Diplomacy and Intimidate checks within 24 hours. This can expand to other skills at 12th level, depending on the inspiration abilities he has. He can use inspiration with a defensive ability he gains at 4th level and gains an aptly named ability called "Impregnable Mind" at 9th level.

Tirisfal wrote:
Thanks again to everyone dropping spoilers for those of us who still have to wait!

You're welcome. I understand the feeling.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Wolfgang Rolf wrote:
Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?

The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.

The Eldritch Scrapper basically gains the Brawler's Martial Flexibility at the expense of his 1st, 9th, and 15th level bloodline powers. However, if his 1st level bloodline power would have normally given him a natural attack he can select that in place of his 3rd level bloodline power. Also, he can treat Arcane Strike and Combat Casting as combat feats for the purposes of Martial Flexibility.


2 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Insain Dragoon wrote:

What are the Monk archetypes like?

What does the Mutagenic Brawler trade for Mutagens?

Both monk archetypes are more or less about losing some of their mystical abilities for the more martial abilities of the swashbuckler and brawler.

The Kata Master is a very showy, look-at-me monk that gains swashbuckler's panache ability and even gets some swashbuckler deeds that he can use unarmed strike or monk weapons with. Also, he can use ki points as panache points. Apparently, this guy is the movie star of the monk archetypes; hello Kung Fu Theater.

The Wildcat is the monk archetype that tries to turn the monk into the brawler. He gets rid of pretty much all his mystical toys to get the brawlers stuff like maneuver training and knockout, but also gains improvised weapon mastery and a couple other little tidbits.

The Mutagenic Mauler trades martial flexibility for mutagens, but also loses his bonus to AC in exchange for his Beastmorph ability. Beastmorph grants additional abilities while under the effects of a mutagen. These abilities are little bit varied as the mauler levels, but he seems to always gain a boost to base movement speed.

That's all I can do for tonight. Time for beddy-bye; I am falling asleep here and the keyboard is not as comfy as it looks.

I'm sorry Axial, but I have only skimmed the Bloodrager so far and I have not really read the Warpriest at all. Those are two of the largest class descriptions in the book and in my current condition I won't be making it through them tonight.

The Exchange RPG Superstar 2010 Top 16, Contributor

Ashanderai wrote:
Wolfgang Rolf wrote:
Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?
The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.

Does the Steel Hound get anything aside from a firearm?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Dennis Baker wrote:
Ashanderai wrote:
Wolfgang Rolf wrote:
Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?
The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.

Does the Steel Hound get anything aside from a firearm?

Yes; simple weapons, rapier, sap, and one type of firearm.

Okay, really going to sleep now... ZZZZZZzzzzzZZZZZzzzz


I hate asking again seeing as it was technically already answered, but is the Flying Blade capable of going ranged only, or is it more of an off throwing build. As I said, throwing has gotten no love so far so I just wanted to know.

EDIT:HOLY GOD, does Slashing Grace by RAW work with thrown weapons?!?


Ashanderai wrote:
Wolfgang Rolf wrote:
Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?

The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.

So Investigators get shield proficiency now? In the playtest they didn't.

The Exchange RPG Superstar 2010 Top 16, Contributor

SiegeEngine wrote:
I hate asking again seeing as it was technically already answered, but is the Flying Blade capable of going ranged only, or is it more of an off throwing build. As I said, throwing has gotten no love so far so I just wanted to know.

Unfortunately, I don't have the final print version in front of me. It was built on the throwing dagger and star knife so it would work with both ranged and melee attacks. You could certainly just throw or mix and match. Lots of limits around thrown weapons so it's tough to be as good at ranged combat as an archer, but it should be decent.

Not sure about Slashing Grace.

Grand Lodge

Ashanderai wrote:
Tels wrote:
Ashanderai wrote:
Tels wrote:
What are the new Teamwork feats?

Coordinated Shot

Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw Gambit
Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.

Coordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe

Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged

Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage

Improved Spell Sharing: Divide spell duration with the companion creature

Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity

Intercept Charge: Move up to your speed to intercept charging foe as an immediate action

Pack Flanking: You and your companion creature flank regardless of position

Share Healing: Share healing with your companion creature

Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker

What are the pre-requisits for pack flanking?

Grand Lodge

London Duke wrote:
What makes the better grappler, the tetori, bounty hunter, or strangler?

Still hoping for an answer to this. I have a tetori in a home game and my DM said it would be cool to switch things up but I really want to keep the flavor and be a master grappler.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
SiegeEngine wrote:

I hate asking again seeing as it was technically already answered, but is the Flying Blade capable of going ranged only, or is it more of an off throwing build. As I said, throwing has gotten no love so far so I just wanted to know.

EDIT:HOLY GOD, does Slashing Grace by RAW work with thrown weapons?!?

Looks like it. However, there is only one one handed slashing weapon in Ultimate Equipment (the Sibat), so you're limited to that

Grand Lodge

Phalanx Fighter can treat any polearm or spear as a one handed weapon, seams like you could then use cool weapons like a glaive 1hd with Dex.


Ashanderai wrote:
Tels wrote:
Ashanderai wrote:
Tels wrote:
What are the new Teamwork feats?

Coordinated Shot

Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw Gambit
Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.

Coordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe

Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged

Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage

Improved Spell Sharing: Divide spell duration with the companion creature

Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity

Intercept Charge: Move up to your speed to intercept charging foe as an immediate action

Pack Flanking: You and your companion creature flank regardless of position

Share Healing: Share healing with your companion creature

Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker

O wow... If you take the inquisitor archetype that gives sneak attack, and take pack attack with solo tactics, that means sneak attack whenever you are fighting alongside someone else! If you add in Outflank too...


Arcturus24 wrote:
Ashanderai wrote:
Tels wrote:
Ashanderai wrote:
Tels wrote:
What are the new Teamwork feats?

Coordinated Shot

Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw Gambit
Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.

Coordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe

Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged

Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage

Improved Spell Sharing: Divide spell duration with the companion creature

Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity

Intercept Charge: Move up to your speed to intercept charging foe as an immediate action

Pack Flanking: You and your companion creature flank regardless of position

Share Healing: Share healing with your companion creature

Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker

O wow... If you take the inquisitor archetype that gives sneak attack, and take pack attack with solo tactics, that means sneak attack whenever you are fighting alongside someone else! If you add in Outflank too...

Because he uses the word 'companion' I suspect it requires an Animal Companion to function.


Tels wrote:
Arcturus24 wrote:
Ashanderai wrote:
Tels wrote:
Ashanderai wrote:
Tels wrote:
What are the new Teamwork feats?

Coordinated Shot

Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw Gambit
Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.

Coordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe

Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged

Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage

Improved Spell Sharing: Divide spell duration with the companion creature

Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity

Intercept Charge: Move up to your speed to intercept charging foe as an immediate action

Pack Flanking: You and your companion creature flank regardless of position

Share Healing: Share healing with your companion creature

Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker

O wow... If you take the inquisitor archetype that gives sneak attack, and take pack attack with solo tactics, that means sneak attack whenever you are fighting alongside someone else! If you add in Outflank too...
Because he uses the word 'companion' I suspect it requires an Animal Companion to function.

But still, an inquisitor with the animal domain ;)

Silver Crusade

Artemis Moonstar wrote:

I've seen no one reference this yet (using the search function)...

When can we expect to see this on the SRD or PRD?!

I MUST KNOW EVERY FINAL DETAIL ABOUT MY ARCANIST AND MY BRAWLER!

Answer HERE:

Chris Lambertz wrote:
The Advanced Class Guide will hit the PRD sometime in September.

:-)

Silver Crusade

Gisher wrote:
Ashanderai wrote:
Wolfgang Rolf wrote:
Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?

The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.

So Investigators get shield proficiency now? In the playtest they didn't.

Nope, no shields. Nothing to stop you from using a masterwork light shield, though.

:-)


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Joe M. wrote:
Gisher wrote:
Ashanderai wrote:
Wolfgang Rolf wrote:
Sorry to ask this again, but anyone care to shed some light on the Eldritch Scrapper, also is there an investigator archetype that gives more martial weapon access and heavier armor?

The Steel Hound is the only Investigator archetype I see that grants a little bit more in weapon proficiencies, but he also gives up shields.

So Investigators get shield proficiency now? In the playtest they didn't.

Nope, no shields. Nothing to stop you from using a masterwork light shield, though.

:-)

Yeah, when i posted that I had not yet read the Investigator and was just looking up the Steel Hound and misinterpreted the way it stated, "... in light armor, but not shields."


Any new Summoning spells?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
SiegeEngine wrote:

I hate asking again seeing as it was technically already answered, but is the Flying Blade capable of going ranged only, or is it more of an off throwing build. As I said, throwing has gotten no love so far so I just wanted to know.

EDIT:HOLY GOD, does Slashing Grace by RAW work with thrown weapons?!?

The Flying Blade has abilities that focus on improving the attack bonus, crits, and damage of the dagger and starknife, as well as increasing their range increment. All of the Flying Daggers deeds, panache, and other abilities use the words, "... dagger or a starknife..." and four out of those six deeds use the word, "throw" in their names. One of those deeds, Subtle Throw, lets him throw those weapons without provoking an AoO. Those two weapons are pretty much the sole focus of this class. As awesome as that is for players wanting to focus on those two weapons, I think it is a shame that darts and shuriken were not included as viable weapons in this archetype. I actually like the Flying Blade quite a bit, but I think it could have been a little better with the inclusion of darts and shuriken.


xavier c wrote:
Any new Summoning spells?

None, outside of a whip of spiders variant.


What is the Cavalier Order? Also any chance that the Bloodrager got something like Wildblood?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
xavier c wrote:
Any new Summoning spells?

A quick search for the word, "summon" says no; however, you might be interested in the Evolved Summon Monster and Spontaneous Nature's Ally feats.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Necromancer wrote:
xavier c wrote:
Any new Summoning spells?
None, outside of a whip of spiders variant.

There is also a version of that for both ants and centipedes.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Okay, what the heck is up with this prerequisite?

Advanced Class Guide wrote:
Prerequisites: Dex 15, Acrobatic or slayer† level 1st, Combat Expertise, Acrobatics 1 rank.

That has got to be a typo.

Grand Lodge

xavier c wrote:
Any new Summoning spells?

No, but there is a series of new magic rings that expand the options in summon monster spells.

For example, ring of summoning affinity (inevitable) costs 8,100 gp and adds arbiters, zelekhuts, kolyaruts, and maruts to the list at levels, 3, 7, 8, and 9, respectively. It also can summon an arbiter 1/day.

Grand Lodge

Ashanderai wrote:

Okay, what the heck is up with this prerequisite?

Advanced Class Guide wrote:
Prerequisites: Dex 15, Acrobatic or slayer† level 1st, Combat Expertise, Acrobatics 1 rank.
That has got to be a typo.

I assume it's referring to the feat Acrobatic, which grants +2 to acrobatics and fly.


What are all of the rings of summoning affinity?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Dread Knight wrote:
What is the Cavalier Order? Also any chance that the Bloodrager got something like Wildblood?

The new Cavalier Order is the Order of the Beast and it is essentially the order a cavalier would take if he wanted to be more like a druid in attitude and edicts reflect that.

No, the Bloodrager doesn't get anything like Wildblooded.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Exocrat wrote:
Ashanderai wrote:

Okay, what the heck is up with this prerequisite?

Advanced Class Guide wrote:
Prerequisites: Dex 15, Acrobatic or slayer† level 1st, Combat Expertise, Acrobatics 1 rank.
That has got to be a typo.
I assume it's referring to the feat Acrobatic, which grants +2 to acrobatics and fly.

Ah. Okay. I forgot about that feat.


Dread Knight wrote:
What is the Cavalier Order? Also any chance that the Bloodrager got something like Wildblood?

Order of the Beast allows mount to wild shape (limited).

There's a crossblooded rager that can mix and match two bloodlines at the cost of will save penalties. I don't see anything that mimics wildblood so far.


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xavier c wrote:
What are all of the rings of summoning affinity?

(From least expensive--7000--to most expensive--10600)

Rings of...
summoning affinity

(archon)
(angel)
(protean)
(kyton)
(asura)
(psychopomp)
(agathion)
(aeon)
(inevitable)
(qlippoth)
(div)
(daemon)

natural attunement

(kami)
(drake)

My take on the rings...:
I would never inflict such costs on my players just for wanting alternative summons...Christ


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
London Duke wrote:
London Duke wrote:
What makes the better grappler, the tetori, bounty hunter, or strangler?
Still hoping for an answer to this. I have a tetori in a home game and my DM said it would be cool to switch things up but I really want to keep the flavor and be a master grappler.

Okay, I have just done a really quick read through of all three and my initial impression is that they all have a different focus, even though they all grapple well. Short answer, I think that the Tetori is probably the better grappler in a normal combat scenario and I think he has better defenses while in a grapple than the other two, but then that ignores what the others bring to the table. The Bounty Hunter is better with inflicting non-lethal damage if you want to take someone alive and can do dirty tricks really well, but the Strangler can knock his opponent unconscious, can inflict sneak attack damage, and - at 16th level - kill them quickly. I don't think we can give you a good idea of which type of grappler is better without know what you are trying to get out of a grappler build.


Necromancer wrote:
xavier c wrote:
What are all of the rings of summoning affinity?

(From least expensive--7000--to most expensive--10600)

Rings of...
summoning affinity

(archon)
(angel)
(protean)
(kyton)
(asura)
(psychopomp)
(agathion)
(aeon)
(inevitable)
(qlippoth)
(div)
(daemon)

natural attunement

(kami)
(drake)

** spoiler omitted **

thank you

what does the angel and agathion rings do?

Grand Lodge

Ashanderai wrote:
London Duke wrote:
London Duke wrote:
What makes the better grappler, the tetori, bounty hunter, or strangler?
Still hoping for an answer to this. I have a tetori in a home game and my DM said it would be cool to switch things up but I really want to keep the flavor and be a master grappler.
Okay, I have just done a really quick read through of all three and my initial impression is that they all have a different focus, even though they all grapple well. Short answer, I think that the Tetori is probably the better grappler in a normal combat scenario and I think he has better defenses while in a grapple than the other two, but then that ignores what the others bring to the table. The Bounty Hunter is better with inflicting non-lethal damage if you want to take someone alive and can do dirty tricks really well, but the Strangler can knock his opponent unconscious, can inflict sneak attack damage, and - at 16th level - kill them quickly. I don't think we can give you a good idea of which type of grappler is better without know what you are trying to get out of a grappler build.

Thanks for the summary. He is your standard coldborn (skinwalker) tetori monk intent on bearhugging casters to death. He has maxed stealth and is our advanced scout.

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