Pathfinder Player Companion: Advanced Class Origins (PFRPG)

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Pathfinder Player Companion: Advanced Class Origins (PFRPG)
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Unlock your character’s potential and become a master of the hybrid classes with Pathfinder Player Companion: Advanced Class Origins! Featuring never-before-seen rules options for the 10 new classes from the Pathfinder Roleplaying Game: Advanced Class Guide, this volume is the ultimate companion for bringing your hybrid class adventurer into the Pathfinder campaign setting. Whether your character is one of Geb’s enigmatic Twilight Sage arcanists, an investigator trained at Lepidstadt Academy in gothic Ustalav, or a scimitar-wielding swashbuckler dervish from Qadira, Advanced Class Origins makes sure her connection to Golarion is as powerful as her unique new skills and abilities.

Inside this book, you’ll find:

  • New archetypes and character options that integrate each of the 10 classes detailed in the Pathfinder RPG Advanced Class Guide into the world of Golarion.
  • Details on homelands, organizations, and institutions around the Inner Sea region to inform the background of your hybrid class adventurer.
  • New traits to represent skills your adventurer acquired from locales such as the demon-plagued Tanglebriar, war-torn Nirmathas, and the deep vastness of the Mwangi Jungle.
  • Tips and advice on how to use the new hybrid classes to qualify for prestige classes and weave a path of renown through the legends and myths of the Inner Sea.
  • New feats, spells, and items to augment the hexing powers of shamans and witches, empower animal companions with acidic bites, and much more!

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

Written by Dennis Baker, Ross Byers, Tom Phillips, Stephen Radney-MacFarland, Owen Stephens.
Cover Art by Igor Grechanyi.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-689-8

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

Hero Lab Online
Archives of Nethys

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Good Setting Links, Okay Crunch

3/5

Advanced Class Origins is a 32-page, full-color book devoted to the “hybrid classes” introduced in the Advanced Class Guide. A major goal is to integrate these setting-neutral classes into Golarion while simultaneously providing some flavourful additional options.

You can judge the cover art yourself (pretty cool in my opinion!). The inside front-cover is a map of the Inner Sea with little icons depicting where hybrid class characters might originate from. Not a great use of space, as the textual descriptions inside the book are clearer and more specific. The inside back-cover lists all of the archetypes available to hybrid class characters from either the Advanced Class Guide or this book, and which regions (if any) those archetypes are tied to. Again, not especially useful since all it does it provide pointers to the relevant section in the ACG and in this book-—it’s not like it’s compiling information scattered across a dozen books.

The opening pages of the book are a “For Your Character” section (summarising what’s in the book for each of the hybrid classes, an index (which is kinda silly in a 32-page book), a two-page section that offers a one-paragraph summary of where in Golarion the different hybrid classes might be found (unnecessary since the material will be repeated later in the book). We’re not off to a good start, four pages in. There is a useful sidebar summarising which prestige classes from the Core Rulebook or Paths of Prestige that hybrid class PCs might qualify for.

The body of the book essentially consists of a two-page entry for each of the hybrid classes, followed by two-page sections on new feats, magic items, and spells. I’ll move relatively quick through the class entries, embracing the joy of bullet points. I should preface this section of the review by saying that I haven’t played most of these classes except Shaman (though I’ve GM’d for Bloodragers, Swashbucklers, and Warpriests), so my ability to evaluate new mechanics are necessarily limited. The class entries generally introduce one or two new archetypes and a couple of (generally super-weak) traits. The best part of each entry is the discussion of how the classes can be tied into the setting.

• Arcanist: The discussion of arcanists in Golarion is really interesting, showing how the vast majority of people don’t know (or care) about the different between arcanists and wizards. The idea that two of the Arclords of Nex (millenni ago) were arcanists is intriguing. There’s a new archetype introduced here, Twilight Sage, that’s designed for necromantically-oriented arcanists from Geb. One of the archetype’s abilities, Twilight Transfer, is very cool—you bring a creature back to life by draining the life of another! The section contains some new arcane exploits, as well as two regional traits (“pathetic”, according to my notes).

• Bloodrager: There’s an interesting bit about how bloodragers from the Hold of Belkzen most commonly have the undead bloodline, with links to a figure from Curse of the Crimson Throne. The section has two new bloodlines, Black Blood (which looks powerful) and Kyton (which has a very flavourful but mechanically weak ability called Unnerving Gaze).

• Brawler: The entry for brawlers links them heavily to gladiatorial combat in the Inner Sea. There are two new archetypes, Ulfen Beast-Wrestler and Winding Path Renegade, but the latter is incoherent in its flavour. Of the two new combat traits, Absalom Bouncer is almost laughably weak (a +1 damage bonus with unarmed strikes to do non-lethal damage), while another called Failed Aspirant is okay (1/day you can do a combat maneuver without provoking an attack of opportunity).

• Hunter: I still don’t really get the concept of a Hunter as distinct from a Ranger, but I guess that’s a problem with the class and not this book. However, the book doesn’t help, as the archetypes it introduces are bland and forgettable.

• Investigator: There’s a new archetype called Lepidstadt Inspector that has a good concept, even if it’s mechanically inferior to the basic class. There’s also a few new investigator talents.

• Shaman: Introduces the Mammoth spirit, which I have to give some love since my “caveman shaman” Gurkagh is from the Realm of the Mammoth Lords and sometimes invokes it.

• Skald: The Bekyar Demon Dancer archetype is pretty rad (if you don’t mind some demon-worshippers in the party), and there’s also a Belkzen War Drummer (they use the drum-beating clubs to break heads!) and a Dragon Skald.

• Slayer: The entry does a good job giving some examples of how Slayers fit into the setting. I like the niche the Pureblade archetype fills—they focus on slaying aberrations that arise due to the strange alien technology in Numeria. There’s also a Sczarni Executioner archetype and two new Slayer talents.

• Swashbuckler: I’m not a fan of the class, but the Shackles Corsair archetype has some fun abilities while the Whirling Dervish archetype fits in well with Sarenrae’s focus on redemption. I like the cinematic possibilities of the Lion’s Audacity trait—your PC yells “Charge!” and all of your allies get a bonus to attack and damage if they charge with you.

• Warpriest: Two archetypes. Liberty’s Blade for PCs from Andoran and Mantis Zealot for worshippers of Achaekek, that, according to my incredibly descriptive notes, “aren’t very good.” I hope no one reviews this review! Also, a couple of new blessings for the Scalykind and Void domains.

The two pages of feats are an odd mix of the super minor (a feat that lets bards get a +1 to attack and damage for 1 round if they identify a creature) to the super good (a feat that allows Dex to damage for rapier-wielders). I’m guessing that if we could somehow run the numbers, Know Weakness isn’t as popular among players as Fencing Grace. Some better editorial control would have been good here.

The two pages of new magic items have a good mix of flavourful items. I like how well everything is tied into Golarion setting lore, even if in practice most players don’t pay attention to those bits.

There are nine new spells in the magic entry, though, surprisingly, only a couple of specifically-restricted to the hybrid spellcasting classes. One spell, Arcane Disruption, could be a game-changer during certain encounters if it lands—if the target fails a save, they have to make Concentration checks every time they cast a spell.

That’s the book! On the whole, I think the “fluff” or “flavour” is really good. I have a better sense of how the hybrid classes “fit” into Golarion after reading it, and I imagine a lot of players could craft better backstories if they use it. The mechanical options aren’t as balanced as they should be, though admittedly it’s a hard goal to achieve in a game as large and sprawling as Pathfinder. In the end, if you like the hybrid classes and play them regularly, this is a good purchase.


Mechanical Options for the ACG classes


The bulk of Advanced Class Origins is made up of two page spreads for each of the ten new hybrid classes found in the Advanced Class Guide. Roughly one page is devoted to a discussion of common locations from where each hybrid class typically comes from, and the second page goes to mechanical options. The book then goes into new magic items, spells, and feats.

The flavor information is pretty much what a fan of Golarion would expect. Arcanists are from high magic societies, such as Absalom, Nex, and Geb; while skalds are from the Lands of the Linnorn Kings. I personally would have preferred more details on the less obvious choices. For example, skalds are apparently popular in the Taldor’s army, which is strange for the “empire in decline” to encourage raging warriors, and I would have liked to learn more about.

The meat of this book is the mechanical character options, which are to taste. For example, I like both the mechanics and flavor of the black blood bloodrager bloodline, and the seafaring dragon skald. However, some of the archetypes are for evil characters only, or are for very circumstantial builds. I do appreciate the callbacks to prior options, such as giving swashbucklers a whirling dervish archetype, and including scalykind and void blessings for warpriests. Each class spread has regional traits listed, some which are outrageously specific. For example, Lichblood can only be taken by characters from Belkzen with the undead bloodrager bloodline, and gives a +2 on Diplomacy and Intimidate checks only against orcs from Belkzen.

The book includes feats, magic items, and spells, of which the feats especially should have been in the Advanced Class Guide itself. Not just the infamous Fencing Grace (Dexterity to damage with the rapier), but Expanded Spell Kenning (allowing skalds to access the druid and witch spell list) and Pack Tactics (treating animal companions has fellow possessors of a teamwork feat).

Advanced Class Origins is recommended for players interested in the hybrid classes found in the Advanced Class Guide who are looking for a few additional mechanical options.


Good world-specific flavour

3/5

Read my full review on Of Dice and Pen.

On the whole, there is quite a bit of useful material in Advanced Class Origins for people who use the hybrid classes from Advanced Class Guide. Even though there are a lot of classes to cover and not a lot of space in the book, it manages to provide a good variety of options for each of those classes. It also does a good job of adding a lot of Golarion-specific flavour to the classes, with archetypes and abilities that are tied to specific locations in the campaign setting. Overall, it's a pretty decent book.


Where did your character come from?

4/5

I feel that Paizo's staff really hit the mark with this book. I like Golarion and I want to anchor my character into the setting. Advanced Class Origins does an excellent job of providing that opportunity for the hybrid classes recently introduced to the campaign. The options aren't superior, but they are immersive.


Minimal

1/5

It does basically what the description says. Nothing more. Add in how disappointing the actual ACG was as a whole, this one basically does the minimum to fix or empower what is needed, but instead focuses on holding your hand to fit a great deal of the newer classes into the more obvious flavor themes of the setting.

But in a lot of ways it fails to actually bridge the gaps even on that front. It was pretty clear in the ACG that the writers loved some classes and well, had to do something for the others. Thats basically repeated here, where some classes get cool stuff and others get a whatever scraps are left just so they have a new option in the book.

Lack of Favored Class material for the common non-core races is a huge let down. There is a section about Prestige Classes, but is kind of worthless as it basically traslates to ask your DM, (well, duh). There is just nowhere near enough in this book. What is there is writen well and enjoyable, but tends to be not terribly useful in favor of being niche. It partially feels like some of the almost finished material that they just couldnt fit into the ACG but not enough for its own book, so they added some filling in the form of setting flavor.

If you thought the ACG was perfect, you will probably like this one. If you wanted some fixes for that same book, its probably not for you. Its possible that when they get around to redoing the ACG that this book might get an indidect boost. Its probably not fair that the issues with the ACG directly affect this book as much as they do, but hopefully (if) when that changes, the reverse might be true as well.


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Liberty's Edge

Does anyone know any of the Twilight Sage's features?
People have said its necromancy focused but beyond that there is no information.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Luthorne wrote:

Thanks.

1) Out of curiosity, what's the Bekyar Demon Dancer like?

2) Can you list the organizations and institutions mentioned? Preferably with a one sentence synopsis, but if that's too much trouble, it's fine to skip.

3) What does it say about qualifying for prestige classes with the new classes?

I don't know if anyone answered you yet:

Spoiler:

Bekyer Demon Dancer gets: Versatile Performance (Perform[dance)], Fiendish Maw (replaces a rage power; when inspiring rage in others, they gain a bite attack), Abyssal Wrath (gains fiend totem rage power), Demonic Conquest (recipients of inspired rage get some more bonuses)
Organizations - Not really any detailed that I saw
Prestige class qualification - There's a big sidebar table that details what hybrid classes can qualify for which prestige classes.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
zergtitan wrote:
What are the Magic Items in the book?

In case this hasn't been answered:

Spoiler:

Armor abilities - Corsair, Crusading
Weapon ability - Skewering
New items - Beast Wrestler's Gauntlets, Daggermark Blade, Fangwood Clasp, Flame of Bakrakhan, Lepidstadt Investigator's Hat, Shory Acolyte's Staff, Signifier's Fist (special mace), Zenj Totem staff

-Skeld

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
LessPopMoreFizz wrote:
Super curious what those new Investigator Talents do.

Don't know if this got answered:

Spoiler:

Applied Engineering - Use Knowledge(enginnering) in place of Strength checks sometimes.
Domino Effect - Apply the effects of Studied Combat to an adjacent foe.
Prolonged Study - Extend duration of Studied Combat.
Slowing Strike - Studied Strikes can slow foes.
Timed Strike - The longer the study period, the greater the damage.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Lanitril wrote:
Soooo. I know you've been so great at spoiling for us Skeld, and others, but one question from me if nobody minds... Do Bloodragers have the Blood Rage spell?

I don't see that spell listed anywhere in the book.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Xethik wrote:
How does Dervish Finesse work?

In case it hasn't been addressed:

Spoiler:

Dervish Finesse allows you to treat a scimitar as a 1-handed, piercing melee weapon for the purpose of the Swashbuckler's Finesse and all associated feats/etc.

-Skeld

Grand Lodge

2 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Emperor Point wrote:

Does anyone know any of the Twilight Sage's features?

People have said its necromancy focused but beyond that there is no information.

Spoiler:

Twilight Sage gets: Consume Life (drain a living creature of its life energy (kills it) to gain some Arcane reservoir points; replaces Consume Spells), Necromantic Focus (must prep a necro spell each day), Twilight Barrier (must take Arcane Barrier at level 1), Twilight Transfer (use 1 arcane reservoir point to cast breath of life), Death's release (if you die while you still have arcane reservoir points, you reappear above your corpse as a spellcasting Force ghost)

-Skeld


What do the traits do?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Captain Aeyras Dawncrest wrote:
What do the traits do?

There are 20 of them. They lots of different things. Is there something more specific you'd like to know? It's almost my bedtime. ;)

-Skeld


Skeld wrote:
Captain Aeyras Dawncrest wrote:
What do the traits do?

There are 20 of them. They lots of different things. Is there something more specific you'd like to know? It's almost my bedtime. ;)

-Skeld

Specifically Scourge of the Seas and Fangwood Insurgent. Don't wanna keep you up!

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Captain Aeyras Dawncrest wrote:
Skeld wrote:
Captain Aeyras Dawncrest wrote:
What do the traits do?

There are 20 of them. They lots of different things. Is there something more specific you'd like to know? It's almost my bedtime. ;)

-Skeld

Specifically Scourge of the Seas and Fangwood Insurgent. Don't wanna keep you up!

No problem!

Spoiler:

Scourge of the Seas (The Shackles) - 1/day when you successfully disarm or trip with a whip/scourge, you regain 1 point of grit or panache. +1 to Intimidate when wielding a whip/scourge.

Fangwood Insurgent (Nirmathas) - +1 to Initiative when in a forest. 1/day when in a forest, you or an ally can reroll Initiative and take either result

-Skeld

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Skeld wrote:
Emperor Point wrote:

Does anyone know any of the Twilight Sage's features?

People have said its necromancy focused but beyond that there is no information.

** spoiler omitted **

-Skeld

This sounds really cool!

Silver Crusade

I have heard and seen Fencing Grace but I am wondering if there is a tree to it or just a single feat. Anything else that effects inspired blade swashbucklers well?

Contributor

zanbato13 wrote:
I have heard and seen Fencing Grace but I am wondering if there is a tree to it or just a single feat. Anything else that effects inspired blade swashbucklers well?

Its a single feat that requires Weapon Finesse and Weapon Focus: Rapier. If you're an inspiring blade, you qualify for it at Level 1 because Inspiring Finesse counts as Weapon Finesse for feats and you get Weapon Focus: Rapier for free as part of Inspiring Finesse.


3 people marked this as a favorite.

I'd just like to say thanks to Skeld for feeding us all these little nuggets from the book while we wait for our copies to reach us!


Or while I wait for the pdf to be purchasable.

But yes. Thank you. Even if Bloodragers can't legally cast Blood Rage, I'm still house ruling it in. Maybe as a second level spell. Haven't decided yet.


What kind of properties of a hex do Amplify Hex affect?


So Skeld thanks for answering these questions and as a reply of what you mentioned about the sidebar about prestige classes and hybrid classes.

Does this finally settle the Dragon Disciple Bloodrager confusion?

Contributor

1 person marked this as a favorite.
Dread Knight wrote:

So Skeld thanks for answering these questions and as a reply of what you mentioned about the sidebar about prestige classes and hybrid classes.

Does this finally settle the Dragon Disciple Bloodrager confusion?

It basically says, "Up to your GM.

Also, it focuses on the Paths of Prestige prestige classes.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Analysis wrote:
What kind of properties of a hex do Amplify Hex affect?

Spoiler:

When amplifying a Hex, you can increase its DC by 1, its range by 30' (if it has a range of at least 30'), or increase its duration by 1 round (if it has a duration f at least 1 round). The first time that you amp a Hex on any given day, it costs a 1st level spell slot, the second time it costs a 2nd, and so on.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Alexander Augunas wrote:
Dread Knight wrote:

So Skeld thanks for answering these questions and as a reply of what you mentioned about the sidebar about prestige classes and hybrid classes.

Does this finally settle the Dragon Disciple Bloodrager confusion?

It basically says, "Up to your GM.

Also, it focuses on the Paths of Prestige prestige classes.

Just as a note, there's also a page outlining all the RCG/ACG Archetypes that are valid with the new Hybrid classes.

-Skeld


Hey Skeld, any info on the new arcanist exploits? Thanks for taking the time to give us these details.


Alexander Augunas wrote:
Dread Knight wrote:

So Skeld thanks for answering these questions and as a reply of what you mentioned about the sidebar about prestige classes and hybrid classes.

Does this finally settle the Dragon Disciple Bloodrager confusion?

It basically says, "Up to your GM.

Also, it focuses on the Paths of Prestige prestige classes.

So the confusion continues.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Niteshade16 wrote:
Hey Skeld, any info on the new arcanist exploits? Thanks for taking the time to give us these details.

Spoiler:

Arcanist Exploits - Altered Shifting (when under polymorph spend reservoir to shift to other valid forms), First-World Face Thief (spend 1 point of reservoir to use disguise self), First-World Illusion Catcher (+2 on saves vs. illusions; can attempt to negate or steal control of illusions), Lepidstadt Shifter (spend reservoir to cast while polymorphed), Nidalese Shadow Veil (spend reservoir to gain concealment, etc.), Sonic Blast (spend reservoir to use a sonic blast attack), Third Eye (spend reservoir to use Eye of the Arclord additional times/day)

-Skeld


Alexander Augunas wrote:
Dread Knight wrote:

So Skeld thanks for answering these questions and as a reply of what you mentioned about the sidebar about prestige classes and hybrid classes.

Does this finally settle the Dragon Disciple Bloodrager confusion?

It basically says, "Up to your GM.

Also, it focuses on the Paths of Prestige prestige classes.

Hmm, any word on what new classes would work well with the Daggermark Poisoner PrC? I get the idea that the Investigator would work very well with that class if you reskinned the PrC's sneak attack as studied combat.

Also, any hints as to what if any of the new classes would work with the Noble Scion? I get the idea that there aren't very many classes that would work well with it aside from the Bard, Cavalier, and Rogue.

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Eric Hinkle wrote:
Alexander Augunas wrote:
Dread Knight wrote:

So Skeld thanks for answering these questions and as a reply of what you mentioned about the sidebar about prestige classes and hybrid classes.

Does this finally settle the Dragon Disciple Bloodrager confusion?

It basically says, "Up to your GM.

Also, it focuses on the Paths of Prestige prestige classes.

Hmm, any word on what new classes would work well with the Daggermark Poisoner PrC? I get the idea that the Investigator would work very well with that class if you reskinned the PrC's sneak attack as studied combat.

Also, any hints as to what if any of the new classes would work with the Noble Scion? I get the idea that there aren't very many classes that would work well with it aside from the Bard, Cavalier, and Rogue.

Spoiler:

According to the sidebar:
Daggermark Poisoner - Ivestigator (with the Daggermark Lore feat), Slayer
Noble Scion - Investogator, Swashbuckler

-Skeld


Skeld wrote:
Captain Aeyras Dawncrest wrote:
What do the traits do?

There are 20 of them. They lots of different things. Is there something more specific you'd like to know? It's almost my bedtime. ;)

-Skeld

Skeld.

I, too, thank you for these previews. Would you mind spoiling the Scion of Shory trait, please?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Gemin Blackmoor wrote:
Skeld wrote:
Captain Aeyras Dawncrest wrote:
What do the traits do?

There are 20 of them. They lots of different things. Is there something more specific you'd like to know? It's almost my bedtime. ;)

-Skeld

Skeld.

I, too, thank you for these previews. Would you mind spoiling the Scion of Shory trait, please?

Spoiler:

Scion of the Shory (Mwangi Expanse) - +2 concentration bonus on flight spells; 1/day message as a spell-like ability.

-Skeld

Silver Crusade

1 person marked this as a favorite.

Thank you very much.

Contributor

Dread Knight wrote:
Alexander Augunas wrote:
Dread Knight wrote:

So Skeld thanks for answering these questions and as a reply of what you mentioned about the sidebar about prestige classes and hybrid classes.

Does this finally settle the Dragon Disciple Bloodrager confusion?

It basically says, "Up to your GM.

Also, it focuses on the Paths of Prestige prestige classes.

So the confusion continues.

Yes, but at the same time Advanced Class Origins isn't the place to clear up that murky area. That is something that needs to be an FAQ / ACG Errata. Not a footnote in an entirely separate product.


Thanks for all the info to date! :)

Are there Warpriest blessings for the Void and Scalykind domains? (Those two domains are from the Inner Sea World Guide.)

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Bellona wrote:

Thanks for all the info to date! :)

Are there Warpriest blessings for the Void and Scalykind domains? (Those two domains are from the Inner Sea World Guide.)

Spoiler:

Yes.
Scalykind gets: Scaly Touch (minor; ally gets +1 natural armor for 1 minutes; scales with level) and Serpent Fang (major; gain venomous bite attack for 1 minute).
Void gets: Airless Touch (minor; successful melee attack can steal an aopponent's breath) and Deny Gravity (major; ignore gravity for 1 minute, gain fly).

-Skeld


Eric Hinkle wrote:
Alexander Augunas wrote:
Dread Knight wrote:

So Skeld thanks for answering these questions and as a reply of what you mentioned about the sidebar about prestige classes and hybrid classes.

Does this finally settle the Dragon Disciple Bloodrager confusion?

It basically says, "Up to your GM.

Also, it focuses on the Paths of Prestige prestige classes.

Hmm, any word on what new classes would work well with the Daggermark Poisoner PrC? I get the idea that the Investigator would work very well with that class if you reskinned the PrC's sneak attack as studied combat.

Also, any hints as to what if any of the new classes would work with the Noble Scion? I get the idea that there aren't very many classes that would work well with it aside from the Bard, Cavalier, and Rogue.

Funny bits; Noble Scion is pretty much the only PrC that can be taken if one only has levels in NPC classes.


Skeld wrote:
Gemin Blackmoor wrote:
Skeld wrote:
Captain Aeyras Dawncrest wrote:
What do the traits do?

There are 20 of them. They lots of different things. Is there something more specific you'd like to know? It's almost my bedtime. ;)

-Skeld

Skeld.

I, too, thank you for these previews. Would you mind spoiling the Scion of Shory trait, please?

** spoiler omitted **

-Skeld

THANK YOU


Skeld wrote:
Eric Hinkle wrote:
Alexander Augunas wrote:
Dread Knight wrote:

So Skeld thanks for answering these questions and as a reply of what you mentioned about the sidebar about prestige classes and hybrid classes.

Does this finally settle the Dragon Disciple Bloodrager confusion?

It basically says, "Up to your GM.

Also, it focuses on the Paths of Prestige prestige classes.

Hmm, any word on what new classes would work well with the Daggermark Poisoner PrC? I get the idea that the Investigator would work very well with that class if you reskinned the PrC's sneak attack as studied combat.

Also, any hints as to what if any of the new classes would work with the Noble Scion? I get the idea that there aren't very many classes that would work well with it aside from the Bard, Cavalier, and Rogue.

** spoiler omitted **

-Skeld

Thank you.


Bellona wrote:

Thanks for all the info to date! :)

Are there Warpriest blessings for the Void and Scalykind domains? (Those two domains are from the Inner Sea World Guide.)

Skeld wrote:

** spoiler omitted **

-Skeld

Thank you very much!

Also, it's good to see that the minor blessing for Scalykind scales with level. :)


Did the slayer get any new talents and are they at least as good as feats?


Hmm, is there any focus at all on the Aldori Swordlord?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
wraithstrike wrote:
Did the slayer get any new talents and are they at least as good as feats?

Slayer Talents:

Spoiler:

Blood Reader - Study a target to determine how many HP it has.
Studied Ally - Study an ally/friendly to gain +1 bonus on Aid attempts for that Ally; scales with level.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Major_Blackhart wrote:
Hmm, is there any focus at all on the Aldori Swordlord?

The most they get is a couple of mentions.

-Skeld

Liberty's Edge

Skeld wrote:
Major_Blackhart wrote:
Hmm, is there any focus at all on the Aldori Swordlord?

The most they get is a couple of mentions.

-Skeld

Darn, I was kind of hoping for a Swashbuckler archetype.

Still can't wait to get my hands on it.

Cory


Skeld wrote:
wraithstrike wrote:
Did the slayer get any new talents and are they at least as good as feats?

Slayer Talents:

** spoiler omitted **

-Skeld

I...I cannot even...what?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Prince of Knives wrote:
Skeld wrote:
wraithstrike wrote:
Did the slayer get any new talents and are they at least as good as feats?

Slayer Talents:

** spoiler omitted **

-Skeld

I...I cannot even...what?

Save your disbelief until you can read it for yourself. I condensed a paragraph into a short sentence.

-Skeld


Pathfinder Adventure Path, Rulebook Subscriber
Skeld wrote:
Prince of Knives wrote:
Skeld wrote:
wraithstrike wrote:
Did the slayer get any new talents and are they at least as good as feats?

Slayer Talents:

** spoiler omitted **

-Skeld

I...I cannot even...what?

Save your disbelief until you can read it for yourself. I condensed a paragraph into a short sentence.

-Skeld

I like them. Weather or not people use them is dependent on play style, but I would consider it.

Grand Lodge

Skeld:

Spoiler:
Is Studied Ally a bonus to your roll to aid them, or a bonus to the bonus you give them upon successfully aiding?

Thanks in advance.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Kenji Elindir wrote:

Skeld:

** spoiler omitted **

Thanks in advance.

Spoiler:

Good question.

It appears to be a bonus on the roll made to Aid (it specifically mentions checks and attack rolls), not on the bonus Aid provides the ally.

EDIT:

Spoiler:

It also lets you initially make Aid checks as a Move, then upgrades to a Swift as you level.

-Skeld

Grand Lodge

I'm looking at it for my Phalanx Soldier with Bodyguard. Don't really need to stay a fighter after I hit level 5, so anything that helps with Aid Another is a potential move. The first part is meh, I'll never fail except on a 1, but the second part is pretty awesome. I may have to dip a few levels in Slayer, or just go slayer after 5.

Lantern Lodge RPG Superstar 2015 Top 16

Can't wait to see that PC in action, Kenji!


Skeld, you seem to be the person to refer to on the new information so would you be able to explain the Uprooter Hunter Archetype for me please? Thank you.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Varnell92 wrote:
Skeld, you seem to be the person to refer to on the new information so would you be able to explain the Uprooter Hunter Archetype for me please? Thank you.

Spoiler:

They are an elite group of Kyonin Elves taking the fight to Treerazor.

Uprooter Hunter gets: Lore of the Blight (+2 bonuses to Initiative and a bunch of stuff when in the Abyss/Abyss-tainted terrain; replaces Improved Empathic Link, Speak With Master, Greater Empathic Link), Unnatural Stride (move through enchanted undergrowth like Woodland Stride; replaces Raise Animal Companion), Demon's End (can attempt to demoralize demons; replaces One With the Wild).

-Skeld

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