Advanced Player's Guide Request Thread


Product Discussion

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Please use this thread to make requests for powers, tricks, mercies, and other class special abilities, as well as for feats, spells, alternate class abilities you'd like to see in the upcoming PF Advanced Player's Guide. Please keep discussion of the 6 new classes out of this thread.

To start things off:

Urban Ranger

  • Replace Wild Empathy with Trapfinding
  • Replace Woodland Stride with Urban Stride - Moving through crowds or urban ruin/rubble?
  • Replace Knowledge (Nature) with Knowledge (Local)
  • Replace Ride with Disable Device

Shadow Lodge

Spell Point system for all magic-users.

Liberty's Edge

Seconded on the spell points bit. I've yet to ever see a system of that I really liked, but still, I'm open to see it attempted.

More Sorceror bloodlines, Cleric domains, and the like.

Level adjustment rules for more powerful PC races!

Racial substitution levels for all classes/races.

And a plethora of feats.


Bards

I think a feat that allows the Bard to use more than one "song effect" at once to kind of patch that loss wouldn't be a bad thing. Especially if it also provided a few extra rounds of music.

I also think it might be fun to have either an alternate class feature or a feat that provides bardic music that did very minor, but ongoing, non-lethal damage over time. For some reason, I like the idea of being able to slowly sap the strength of your enemies with your song.

Rangers

Definitely want to see some other weapon style chains for the ranger. The styles should make sense for a "hunter," but there should be a few more choices than just bow or two weapons.

Fighters

I really liked the "thug" variants of the fighter in UA, and I'd be happy to see a fighter variant with sneak attack, no medium or heavy armor, giving up their extra feats, but gaining a few skill points.

I think the UA "thug" is probably the most workable swashbuckler in 3.5. In fact, it looks like this version of the fighter was very much the inspiration for the swashbuckler in the Tome of Secrets, but I would love to see this version of the fighter "official," and potentially legal for PFS as a result.

Clerics

Much like the "thug" variant, I would love to see the "cloistered cleric" variant from UA make an "official" appearance, for much the same reason as the fighter "thug" variant above. Not only would I like a Paizo version of this option, but I would like to see it end up legal for PFS (which I doubt is going to happen with 3rd party offerings any time soon).


Stark Enterprises VP wrote:

Racial substitution levels for all classes/races.

I did like these, and wouldn't mind seeing these make a return in some form.



  • Sorceror bloodlines: Shadow (please!) and maybe something like Plant, Desert, Cold
  • Paladins for evil or neutral gods. None of that prestige class mumbo jumbo.
  • Cleric domains: Pestilence (pretty please?), Summoning, Hatred, Retribution, Suffering, Tyranny, Undeath, Cold, Inquisition, Domination and Dream

Liberty's Edge

The bloodline I most want to see for a sorceror is something like Warrior Born, to better make a blademage. Or at least, that's the one I figure will be used the most in my home game. (There are some pretty good variants in the Book of Arcane Magic, now available... got my print copy in this weekend, and enjoyed it greatly.)

Sovereign Court

Paladin -
Feat to extend immunity to fear to you mount

Fighter -
a pole arm set of feats like you've done for the two handed, sword & Board and two weapon style fighters, but for those using pole arms

Spell caster feats -

something else to help with fighting defensively

a pathfinder equivelent to practiced spellcaster

Bard -

a feat to increase the number of rounds that songs can be used

Other songs/ dances/ performances that actually do something -
examples off the top of my head

lullaby - some sort of sleep effect or slow effect or calm emotions effect

forte - grants an extra swift action

maybe something that increase damage of a particular element over a large area like any ice spell cast within a given area of effect is increased by 1 die or points per level - (could work for both allies & enemies)

- songs that temporarily eliminate fatigue or exhaustion

songs that do minor area damage like acid rain for a minor amount of damage or conjures small blades over a large area

songs that make it more difficult to cast defensively or concentrate on skills or to grapple

a rain dance - not sure what this would do

Monk -

I would like to see paths for monks similar to what you have done for sorceror bloodlines. They would instead be separated into various martial arts... like one for each of the animal styles for shou lin kung fu

maybe a grappling style art like judo or jujitsu

several completely fantasy related styles

Liberty's Edge

This isn't so much a request since they already mentioned it at GenCon, but more a plea that they stick with it: alternate arcane schools for wizards. I would love to see a system where wizards weren't so intrinsically linked to the eight D&D schools of magic.

I would also like to see a version of the Arcana Unearthed/Evolved spellcasting system make it into the final book.

Jeremy Puckett

Dark Archive

hida_jiremi wrote:
This isn't so much a request since they already mentioned it at GenCon, but more a plea that they stick with it: alternate arcane schools for wizards. I would love to see a system where wizards weren't so intrinsically linked to the eight D&D schools of magic.

I second that. Perhaps the ancient Thassilonian schools (based on the 7 deadly sins)? 2ed was getting into that concept near the end (with Shadow magic, et al), and I liked playing some of the "weird" magic schools.

I also really miss the Wild Mage of yore. They were a blast to play ...


Kaelas Rilyntlar wrote:
Spell Point system for all magic-users.

I think that instead of a straight spell point system it would be better to add an optional skill based system like the one in BESM D20 Advanced Magic where instead of spell levels each spell requires a skill check (the higher the spell level, the higher the check) that you can reduce increasing the casting time and other variables. I think they had the right idea, but didn't playtest it enough and should have added some kind of spell point system instead of the fatigue system, but I think the skill based system would work as an step to merge vancian and the epic spell system.

Sovereign Court

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

An option for Rangers to trade their spellcasting ability for something else. I HATE spellcasting Rangers. It never made any sense to me.

Sovereign Court

As some pointed out, new class features for all the people to enjoy!

Starting off with Barbarian, I'd definitely see more rage powers. One I particularly have in mind: a rage power that gives the barbarian Pounce (Ex) for one round, usable once per rage.

Bard, in my opinion, doesn't really need all kinds of odd goodies. For equality's sake, some should be done though. I'd actually be bold enough to say the bard should be able to replace some of the performances with new ones. I very fondly remember a PrC from Frostburn, Stormsinger or something, which sang songs of thunder, making a lightning strike at an enemy. Something like this would also have awesome (and I mean AWESOME) results! As the bard playing a kickass riff with his guitar, it starts to thunder and lightnings! Whoo!

As for what comes to the theological Clerics, I'd settle for new domains, and give each god one extra domain into their repertoire. My suggestino would be:

Quote:

Power domain

Deities (examples): Abadar, Asmodeus, Gorum, Iomedae
Granted powers: You possess the strength and will to achieve greatness. Your sheer power overcomes those who are weak-minded.
Undaunted (Su): As a move action you fill your soul with the might of your deities. You gain a number of temporary hit points equal to twice your cleric level. These temporary hit points last for rounds equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Power (Su): As a standard action you being to emanate an aura inspiring strong will in those around you. You are immune to mind-affecting effects (magical or otherwise). In addition each ally within 10 feet of you gains a +4 morale bonus on Will saves against mind-affecting effects. You can use this ability a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st - divine favor, 2nd - enthrall, 3rd - heroism, 4th - divine power, 5th - righteous might, 6th - heroes' feast, 7th - statue, 8th - iron body, 9th - wish

Variant Fighters would probably want some specialization with special attacks. More than that I cannot say.

Monks leave me blank too. Bonus feat options perhaps?

Druids, Paladins, and Rangers could possibly benefit from new choices for their Bonds. Not sure what though.

New bloodlines for Sorcerers, this goes without saying! Some like Golem, Giant, and Plant.


thefishcometh wrote:
An option for Rangers to trade their spellcasting ability for something else. I HATE spellcasting Rangers. It never made any sense to me.

I agree with this.

Also, a feat to allow swarm familiars/animal companions would be cool. Picture a druid whose companion was a swarm of insects - not just one type of insect, or one large insect, but a creeping mat of whatever insects are local to the area. Or a school of fish familiar in a water campaign. Pirahnas!

Liberty's Edge

Racial Feats.

Feats only available to each race that has bonuses to their iconic roles.

eg archery or spell casting feats for elves
armour use, and constitution based feats for dwarves etc.


more worthwhile bonus feats for monks, as well as actual focus concerning the class's overall design, as well as actual use for their fast speed

as it stands I would suggest a splitting of the monk class into two subclasses

1. a speedy dex based monk whose attacks are accurate and focus on stunning and confusing opponents

2. a fortified strength based monk whose attacks are straightforward and deadly. he focuses on damage output and penetrating defenses with blunt force


I'd love to see something along the lines of Improved Arcane Strike (double bonus) or something like this:

Arcane Power Attack
Prereq: Arcane Strike, caster level 3rd
Benefit: Benefit: You can choose to take a –2 penalty to caster level to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your caster level reaches 5, and every 5 levels thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat when activating your Arcane Strike ability. The bonus to damage lasts until the start of your next turn, but the penalty to caster level lasts until the end of your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. The bonus damage stacks with that of Arcane Strike. This bonus damage is subject to spell resistance.

Most battle mages aren't working with full BAB, but they can sacrifice caster level in order to boost their damage even more.


Battle Sorcerer Variant please!

Univeralist Arch Mage substitution Please! It would be nice if a universalist could substitute their metamagic abilities and the proper spell and gain the old arch mage abilities instead.

Improved power attack would be nice. Something that grants you the OPTION (not limitation) ability to take a larger minus to hit?


Snow Crash wrote:

Racial Feats.

Feats only available to each race that has bonuses to their iconic roles.

eg archery or spell casting feats for elves
armour use, and constitution based feats for dwarves etc.

Good luck to you, but Iconic race effects are about dead, and rightfully so IMHO. But again good luck.


I would love to see some racial feats that boost what a race is good at, if a player decides to play up a given character's racial features.

On a different note, for a player focused book, I rather see things that can sit side by side with the standard option. In other words, things like alternate class features that can work next to a character with the standard class feature is cool.

On the other hand, alternate subsystems that would replace a subsystem for a whole campaign seem like they are something that should be in the GM focused book, not the player's book (i.e. spell point casting and things like that).

Not that there isn't a place for them, but that its probably better to put into the big book o' campaign options the GM looks at when he's starting up his game.


Personally I hope they don't add to much to the existing classes...I'd rather see a new class then a million options for everything. Some feats would be nice, maybe a set of feats for warrior that opens up once you reach a certain point with weapon group training? Like for instance, Hammers - Hammers are heavy, but deal additional damage on a succesful swing -1 to hit +1 damage or something, then the next step could be something like Stagger - On a successful critical strike the target makes a fort save (obligatory dc here) or is shaken for 1 round. I dunno, something that really sets the weapons apart would be great.

I guess I just want a reason to make a dual dagger fighter, or use a greataxe, or hammers?

I'm really really excited for Summoner. I hope they make it what a summoner should be...and that the summon/avatar/whatever you call to fight is really cool and different.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Info on more complex character backgrounds/resources.

Frex, if I play the bastard son of a noble, what does that mean? Or if I play a warrior risen to the ranks of the bearded from the common folk in Taldor...

Rules for noble houses.

Liberty's Edge

Sir Hexen Ineptus wrote:


Good luck to you, but Iconic race effects are about dead, and rightfully so IMHO. But again good luck.

I just want there to be more reason to be an elf than just dex and int bonus.

By the time you've reached 8th level there is almost no difference between and elf mag and a human mage. It just seems wrong. I have no problem with racial sterotypes. If anything it makes playing a ddwarven wizard all the more interesting because he bucks the trend.


Krisam wrote:
thefishcometh wrote:
An option for Rangers to trade their spellcasting ability for something else. I HATE spellcasting Rangers. It never made any sense to me.

I agree with this.

Also, a feat to allow swarm familiars/animal companions would be cool. Picture a druid whose companion was a swarm of insects - not just one type of insect, or one large insect, but a creeping mat of whatever insects are local to the area. Or a school of fish familiar in a water campaign. Pirahnas!

Had to comment, I like this. Although, I think you could do it now as a GM. Just look up the CR of the swarm, and put it in the list where it matches the CR's of existing creatures. But it would be nice having something official for those that do offical play games.


One more request for a Shadow bloodline for sorcerers.
I like the idea of using the Sins as arcane schools as well.
For cleric domains: Pestilence, Cold, Inquisition


I also really like the idea of swarm companions! Imagine a Druid 20 with a 15ft x 15ft (non-contiguous) swarm as a companion? That's a whole lot of awesome.


hida_jiremi wrote:

I would also like to see a version of the Arcana Unearthed/Evolved spellcasting system make it into the final book.

Jeremy Puckett

That would be great. The spell system from Arcana Evolved is the best I've ever seen.


I'd like to see some variants on the fighter class, namely, light fighters. They could lose medium & heavy armor proficiency for good reflex saves and weapon finesse for instance.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

A rogue talent that allowed for poison use, similar to the assassin class ability.

Also, some skill based way to apply poison and remove the 5% chance of poisoning yourself (maybe a slight of hand or disable device check DC 25 or DC 30 check?) If you can disable even the most fiendish poison needle trap, why can't you put poison on an arrow safely?


Kaelas Rilyntlar wrote:
Spell Point system for all magic-users.

I doubt it. I guess this is something to put in an UA-like book. If you read the blog-entry we will see additional options for existing classes (plus the new classes) but no variant rules. Anyway...

here is may list of wishes (most of them already requested):
- more sorcerer bloodlines
- more wizard schools (such as aeromancer, geomancer, pyromancer, etc.)
- racial substitution levels for all classes (including the new ones)
- if not in the pfrp gamemaster guide rules for building, maintaining and running your stronghold / own little realm / army
- Alternate class features for all classes such as the urban ranger already mentioned here


Add the following:

Feats
=====

Rapid Shot Mastery [General]
You have mastered your skill at firing ranged weapons quickly.
Prerequisites: Point Blank Shot, Rapid Shot, Base attack bonus +8.
Benefit: When using the Rapid Shot feat to fire an additional ranged weapon, you suffer no penalty on your ranged attacks for the extra attack.
Special: A fighter may select Rapid Shot Mastery as one of his fighter bonus feats. A ranger who has chosen the archery combat style adds Rapid Shot Mastery to the list of feats available to him at 6th level.

Improved Animal Companion Bond [General]
You have bonded with one specific type of animal to the exclusion of other and have developed a deeper bond.
Prerequisite: Animal companion class feature.
Benefit: You must choose a single type of animal and you cannot call a different animal companion. Your effective druid level is increased by two for that type of animal. Your effective druid level cannot be greater than your character level.
Special: This feat may be taken multiple times. Each time the character may choose a different animal type but this does not increase your effective druid level. This does not increase the number of animal companions that the character can have.

Equipment
=========

Elven Blade
Exotic one-handed melee weapon, 80 gp, 1d6 (s), 1d8(m), 1d10(l), critical 18-20/x2, 2 lbs, Piercing & Slashing
The Elven Blade is cutting as well as thrusting weapon made of a light flexible metal. You receive a +2 circumstance bonus to your Combat Maneuver Defense whenever a foe attempts to sunder your Elven blade due to its flexible metal.
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of you Strength modifier to attack rolls with an elven blade sized for you, even though it isn’t a light weapon.

Full Bow
Exotic (two-handed) ranged weapon, 125 gp, 1d8(s), 1d10(m), critical x3, 5 lbs

Full Bow, Composite
Exotic (two-handed) ranged weapon, 150 gp (+ 150 gp per strength bonus), 1d8(s), 1d10(m), critical x3, 5 lbs

Arrow, Blunt: 1d4(s), 1d6(m) bludgeoning

Arrow, Broadhead: 1d6(s), 1d8(m) slashing

Spells
=======

Ranger Spells !!!!

-Swiftbrook
Just My Thoughts


Ok,
My personal wish list.

Alternate Class Builds (kits)
I'd love to see alternate class builds, with whole feature set's switched out, for example, switching out favored enemy for increased movement and adding unarmed fighting to a ranger, adding in an AC bonus based on WIS and tossing all armor capability for an instant Tarzan class or feral woodsman class. It would be even better if these 'alternate build' or 'kit' mods came with bunches of fluff, and additionally the rules for only switching out one power/ability (IE: Only adding Unarmed Fighting as a Ranger alternate fighting path). A way of building a Rogue that gives him a spell list, but takes away say his rogue tricks.

Balanced Feats
I'd love to have new feats, if they are balanced. If a feat from the book is a 'must have' for every character (or every character of a specific class) it's not balanced. Racial feats would be good as well.

Customization Methods
Ways to customize the character. Be they advantages and disadvantages, or traits, or whatever you want to call them. Small things that aren't worthy of a feat, but are good at making one elf archer different from another, things like unusual parentage (grandpa was a drow, or an orc, or a celestial) or things like knacks for certain things (like building bows, or for casting a specific spell). Also things to balance them out (like, odd features (eyes different colors, blue hair, an extra finger on each hand) or other little things. You all get the idea.

Alternate Magic Systems
I love the point based system, would like to see Paizo's version. Also, a Mana = Ammo type system, where magic is a commodity (probably a modified point system). I played in a campaign where magic manifested physically (kind of like Materia from FFVII) as a sort of crystalline ooze. Different 'colors' were better at some types of magic (basically, white was good at healing, red at damaging spells, black at necromancy, etc). So, an ounce of red was worth 20 spell points for evocations, but only worth 10 points if used for a healing spell. And you needed this stuff to make armor and weapons magical. To get it, you had to find a magical source, or extract it from magical beasts, demons, etc.

MINIMAL AMOUNT OF PRESTIGE CLASSES
I don't want two dozen prestige classes, all of which are either uber power or completely stupid and usless in play. Five or ten balanced and varied ones would be ok, but no 5 level ones. More 10 or 15 level ones. For 5 levels, it's not worth it. And LOTS of fluff.

SPELLS
I wouldn't mind having a few spells, if they are new and balanced. But if not, don't bother.

RULES FOR NON-STANDARD RACES
I would LOVE rules for playing non-standard races. Especially those from the Beastiary.

THE CREME'DE'LA'CREME
RULES FOR CREATING YOUR OWN RACE/CLASS/SPELL. Honestly, give me that, and I'm happy to pay $60 for the book. Rules like, here's the point cost of each race feature, any race between X and Y points is roughly equivalent to core races. Here's a class template, and here are class abilities, and the cost of each. (IE: Take all the class features of all core and base classes/PrCs and give them a 'cost'). Costs for the armor level, etc. Then give some basic rules for rule of thumbing custom class features. Then the cost for BAB (and a cost for boosting a Full BAB from HD10 to HD12), and any class between X and Y is roughly equivalent to a core/base class. Not holding my breath for this, but god I'd love it.

Dark Archive

mdt wrote:

THE CREME'DE'LA'CREME

RULES FOR CREATING YOUR OWN RACE/CLASS/SPELL. Honestly, give me that, and I'm happy to pay $60 for the book. Rules like, here's the point cost of each race feature, any race between X and Y points is roughly equivalent to core races. Here's a class template, and here are class abilities, and the cost of each. (IE: Take all the class features of all core and base classes/PrCs and give them a 'cost'). Costs for the armor level, etc. Then give some basic rules for rule of thumbing custom class features. Then the cost for BAB (and a cost for boosting a Full BAB from HD10 to HD12), and any class between X and Y is roughly equivalent to a core/base class. Not holding my breath for this, but god I'd love it.

I'd like to see this also, but would rather see it in the GameMastery Guide. I don't mind players giving input, but I've always felt it was more of a GM area as far as class and race. Including a decent area in the Advanced Player's Handbook for spells would be fine though.

As for playing monster races I'd like to see a system that brings the non-monster races up to a level equal to the race in question. I've never liked the idea of stripping a race down to make it playable as it tends to remove the aspects that made them interesting.


dm4hire wrote:
mdt wrote:

THE CREME'DE'LA'CREME

RULES FOR CREATING YOUR OWN RACE/CLASS/SPELL. Honestly, give me that, and I'm happy to pay $60 for the book. Rules like, here's the point cost of each race feature, any race between X and Y points is roughly equivalent to core races. Here's a class template, and here are class abilities, and the cost of each. (IE: Take all the class features of all core and base classes/PrCs and give them a 'cost'). Costs for the armor level, etc. Then give some basic rules for rule of thumbing custom class features. Then the cost for BAB (and a cost for boosting a Full BAB from HD10 to HD12), and any class between X and Y is roughly equivalent to a core/base class. Not holding my breath for this, but god I'd love it.

I'd like to see this also, but would rather see it in the GameMastery Guide. I don't mind players giving input, but I've always felt it was more of a GM area as far as class and race. Including a decent area in the Advanced Player's Handbook for spells would be fine though.

As for playing monster races I'd like to see a system that brings the non-monster races up to a level equal to the race in question. I've never liked the idea of stripping a race down to make it playable as it tends to remove the aspects that made them interesting.

I agree, it would be better in the Gamemastering guide.

I don't think that's possible. Rules like this would require a lot of testing, and I don't think they have time. It's slated for early next year, they'll need more than a couple of months of testing on rules that complex. So unless I've channeled their brains while I slept, this will have to be started from scratch. So more likely to be able to see it in the APHB.


Please, please, please, can we get rules for a new Shifter/Master of Forms PrC?

I agree we should stay away from hundreds of new PrC's, but this is one that is impossible to convert without recreating it from the ground up.

Please focus on things that actually are difficult to convert, most PrC's and Feats will transfer right over - focus on those that due to the new rules, *don't*.
-Campbell

RPG Superstar 2015 Top 8

Additional domains and sorcerer bloodlines would be interesting. Also more rogue talents. My players are mostly rogues right now, and I think they would like more of those.

Some kind of base finesse fighter class that is not a rogue (a.k.a. swashbuckler). During beta one player complained that he could not write up a good finesse fighter. I disagree, actually, but that's what he said.

More information on things like ships, air vehicles, etc. would be cool.

More exotic weapons.

Some interesting new races. I would especially like races that take the game away from the high fantasy tolkenesque style (not that there is anything wrong with that), and put it into the Bas-Lag or Dying Earth style genres. Some kind of humanoid cat race would certainly be popular. Some kind of construct race, and some kind of ghoul race would both be interesting.

Black powder weapons. Of course, because Pathfinder is 3.5 compatible, I can use Monte Cooke's excellent (and free) firearms rules, but a good chapter on guns is always appreciated.

Liberty's Edge

Rebuild of the Spellsword (lost to many spell levels)or the Abjurant Champion for Pathfinder like the Eldritch Knight got.

The bloodline feats were interesting.

Better Necromancy spells since every edition the clerics steal more and more away.


Request: Re-balance those horrid feats.


KnightErrantJR wrote:


Definitely want to see some other weapon style chains for the ranger. The styles should make sense for a "hunter," but there should be a few more choices than just bow or two weapons.

you mean like knife-thrower or spear-wielder

Dark Archive

KnightErrantJR wrote:
I would love to see some racial feats that boost what a race is good at, if a player decides to play up a given character's racial features.

This! We've been using the racial feats [brainstormed in the Alpha and Beta threads] in my playtest campaign, and the players absolutely love them! Instead of the weird mish-mash of racial feats that felt more "generic" than race-specific in 3E ("So I get to use Tower Shield now with a +1 bonus to AC?"), I echo good KJR's words that it would be cool to see some racial feats that actually concentrate on playing to each race's strengths. For example, there might be feats that enable elven paladins to smite beasts and plants, or elven wizards to re-roll Spellcraft and Knowledge (Arcana) checks, or dwarves to boost their 'Hatred' bonuses.

If nothing else, I think the single most elegant and universal theme to the mechanics might be "once-per-day" re-rolls (such as the ones mentioned above).


Please, please, please, can we have a proper social conflict resolution system included in this book.


Zombieneighbours wrote:
Please, please, please, can we have a proper social conflict resolution system included in this book.

That would be an excellent topic for the GameMastery Guide.


Kyle Baird wrote:
Zombieneighbours wrote:
Please, please, please, can we have a proper social conflict resolution system included in this book.
That would be an excellent topic for the GameMastery Guide.

If it is in there, i will be all the more happy. Ideally, i would like mass combat and kingship rules too, something modeled on the mandate of heaven rules for exalted, or the house rules for Dune.

If we had those as well as combat, it would be all four of the bases a fantasy game usually covers dealt with.

Dark Archive

Kyle Baird wrote:
Zombieneighbours wrote:
Please, please, please, can we have a proper social conflict resolution system included in this book.
That would be an excellent topic for the GameMastery Guide.

Agreed; this kind of system should in Gamemastery Guide. Although I don't personally have a problem with the social skills (maybe because nobody ever tries to abuse them in my group) and I find them a breeze to adjudicate, I can understand why people worry about "Diplomancers".

Actually, what I'd like to see is a complex skill check system similar to (but more explicitly defined and written) 4E's Skill Challenges. A similar system was also published in UA, I think.


Overall I am of the mindset that less is more. I would rather see a smaller book with better thought out content than a massive tome full of junk (Spell Compendium I'm looking at you!). I would also much prefer new content than retread or rebranded older material. Most of us have access to that older stuff.

Alternate Class Features
I love alternate class features, one of my favorite supplements is Unearthed Arcana for this reason. Some suggestions along this line:

Battle Sorcerer Either a unique bloodline that give the sorcerer d8 HD and BAB progression or maybe just a variation of the existing UA Battle Sorcerer adapted for PfRPG. This is my sole exception to the 'rebranded old stuff'... PLEASE?

Alternative to Favored Enemy. I know a lot of folks think just cut/ pasting in the skirmish class feature from the scout but personally I'd like to let the Scout have that and see something unique.

Other stuffs
Sorcerer Bloodlines are nice, I can see a few more but ultimately I would rather there were more options/ feats that tie in to the existing ones.

Rules Clarifications There are some holes in the rules which I would like to see clarified. I don't have a lot of specific examples but one that comes to mind is sneak attacking with spells. There are plenty of others.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

IMNSHO

An Advanced Player's Guide should just stick with stuff for players:

Races (new and variants)
Classes (new and variants)
Feats
Equipment
Spells
Magic Items
Prestige Classes

Anything beyond those (mass combat rules, variant magic systems, race/class building guidelines, etc) should go in the Gamemastery Guide...


mdt wrote:

Ok,

My personal wish list.

Alternate Class Builds (kits)
I'd love to see alternate class builds, with whole feature set's switched out, for example, switching out favored enemy for increased movement and adding unarmed fighting to a ranger, adding in an AC bonus based on WIS and tossing all armor capability for an instant Tarzan class or feral woodsman class. It would be even better if these 'alternate build' or 'kit' mods came with bunches of fluff, and additionally the rules for only switching out one power/ability (IE: Only adding Unarmed Fighting as a Ranger alternate fighting path). A way of building a Rogue that gives him a spell list, but takes away say his rogue tricks.

Customization Methods
Ways to customize the character. Be they advantages and disadvantages, or traits, or whatever you want to call them. Small things that aren't worthy of a feat, but are good at making one elf archer different from another, things like unusual parentage (grandpa was a drow, or an orc, or a celestial) or things like knacks for certain things (like building bows, or for casting a specific spell). Also things to balance them out (like, odd features (eyes different colors, blue hair, an extra finger on each hand) or other little things. You all get the idea.

YES AND YES!! i can not emphasize this enough.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Traits geared to specific classes and races.

Not these +2 to skill x, y, and z but things that provide real character to the character.


dulsin wrote:

Traits geared to specific classes and races.

Not these +2 to skill x, y, and z but things that provide real character to the character.

You'd still want a mechanical benefit though, right?.


Another vote for alternative combat styles for Ranger.

I'd also very much like to see more flexibility in choosing options for a Rogue, specifically being able to swap out increases in Sneak Attack damage for some of the existing (or new) rogue talents. Not everyone wants to play a rogue who can kill with a hatpin by 9th or 10th level. There are heaps of rogue types for whom I'd like to see more focus on their shtick - be it conman, burglar etc. Yes, a couple of dice of SA to make sure you have some combat utility, but not having it forced on you would be nice. Maybe make '+1D6' a rogue talent, so you can choose it if you want, and if not...?

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