Illustration by Alex Aparin


Pathfinder Advanced Player's Guide Preview #1

Thursday, July 1, 2010

The start of Gen Con 2010 is five weeks away, which means that the Advanced Player's Guide will be hitting game stores and subscriber mailboxes in just over one month. To celebrate the release of this impressive tome, we are going to be previewing parts of it every week until its release. Last week we recapped the information from the PaizoCon APG Preview Banquet. This week we are going to dig into some details with an extensive look at the races chapter.

As I mentioned last week, each of the seven core races receives a two-page spread of information. Each spread starts out with information about adventurers of that race, taking on each of the 17 classes available (that includes the six new classes found in the APG). This is followed up by alternate racial traits that allow characters to portray members of the race that are a little different than the rest, but still well within the theme of the race. To take one of these alternate racial traits, a character has to give up one or more existing racial traits. For example, take a look at this dwarven racial trait.

Stonesinger: Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This racial trait replaces the stonecunning racial trait.

Or how about this Half-Orc racial trait.

Toothy: Some half-orcs' vestigial tusks are massive and sharp, granting them a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces the orc ferocity racial trait.

Each replacement racial trait is made to explore one facet of the race's inherent theme. Elves get abilities that tie them to nature, gnomes get abilities that explore their fascinations, half-elves can take abilities that help them live in both worlds, halflings can focus on their sneaky talents, and even humans are not left out. Humans can take racial traits that reflect their upbringing.

In addition to a host of racial traits, each race also receives a number of favored class options. These options are tied to a race's theme in most cases, meaning that races only receive options for classes that are racially common. Possessing one of these options just gives your character an additional choice whenever he gains a level in his favored class (instead of a skill point or a hit point). For example, take a look at this elven wizard favored class option.

Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Once an elven wizard takes this power twice, he gains an additional use of that ability. Want more, take a look at this gnome bard favored class option.

Bard: Add 1 to the gnome's total number of bardic performance rounds per day.

Of all the races, only humans have an option for all 17 classes. Here is the human sorcerer favored class option.

Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Although this chapter is only 18 pages long, in a 336-page book, it is absolutely crammed full of new rules for characters of any race and class, a philosophy we took with the entire rest of the book. Next week, we will delve into the classes chapter, starting off by taking a look at the six new base classes in the book, and I might even go into some detail on the changes made to them after the playtest was over.

Jason Bulmahn
Lead Designer

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Shadow Lodge

Berselius wrote:
So, uh, when can we expect the next preview Jason? Will the core classes have alternate abilities not related to the races or favored classes? Will there be alternate race traits for Aasimar/Tieflings as well as alternate favored class options (such as Paladin for the Aasimar)? Do tell! ^^

Assuming this one hasn't frustrated him so much he's giving up on the idea they are weekly.

Shadow Lodge

magnuskn wrote:
0gre wrote:
IMO power creep is the simple concept that the guy who has the biggest library and most recent source books can make the most powerful character. It's not specific to any one thing.

Well, I kinda disagree on this definition. Since, by design, splat books must be approved by the GM, everybody gets cool new abilities ( although you have a point on class specific splat books ).

Power creep means to me that every subsequent book introduces more powerful options rather than more diverse options. D&D 3.5 heavily suffered from that at its tail-end and I hope Pathfinder manages to avert it. Both power creep and a deluge of splatbooks, that is... I find that after a certain tipping point, too many options become a huge mess. OTOH, before that tipping point they are a great addition to the game. ^^

You seem to be disagreeing with me then saying exactly what I said.

I am confused. I have no problem with diverse options, I just don't think having more books should mean you have more powerful characters.


0gre wrote:
Berselius wrote:
So, uh, when can we expect the next preview Jason? Will the core classes have alternate abilities not related to the races or favored classes? Will there be alternate race traits for Aasimar/Tieflings as well as alternate favored class options (such as Paladin for the Aasimar)? Do tell! ^^
Assuming this one hasn't frustrated him so much he's giving up on the idea they are weekly.

Let us hope that is not the case.

...Sincerely.

The APG previews are a (non)shamefully exciting point for my weeks to come.

Silver Crusade

Pathfinder Adventure Path Subscriber

Power Creep in 3.5 ? The most stupidly unbalanced things in 3.5 were in the PHB. Polymorph. Natural Spell + Wildshape. Save-or-suck spells. Save-or-die spells. Holy Trifecta.

3.5 splatbooks were like blind children in the mist, either trying to fix 3.5 problems and falling flat on the face (True Necromancer ? 6,000 Polymorph Erratas ? 10,000 useless melee feats ?), fixing 3.5 problems (To9s and PHB2 stuff, mostly) or in few rare cases, introducing stuff even more borked than 3.5 core (Planar Shepherd, Frenzied Berserker, Wraithstrike).

Every splat material from 3.5 should be viewed thru the lens of a CoDzilla. If you do that, you realize that the biggest power creep is the PHB.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Gorbacz wrote:

Power Creep in 3.5 ? The most stupidly unbalanced things in 3.5 were in the PHB. Polymorph. Natural Spell + Wildshape. Save-or-suck spells. Save-or-die spells. Holy Trifecta.

3.5 splatbooks were like blind children in the mist, either trying to fix 3.5 problems and falling flat on the face (True Necromancer ? 6,000 Polymorph Erratas ? 10,000 useless melee feats ?), fixing 3.5 problems (To9s and PHB2 stuff, mostly) or in few rare cases, introducing stuff even more borked than 3.5 core (Planar Shepherd, Frenzied Berserker, Wraithstrike).

Every splat material from 3.5 should be viewed thru the lens of a CoDzilla. If you do that, you realize that the biggest power creep is the PHB.

Can you actually have power creep in the core rulebook? What's the baseline it's creeping from? I mean, if you take a 3.5 Monk as the baseline, well, a commoner starts to get accused of power creep. If you take CoDzilla anything short of "Summon Kratos" as an at will is going to be considered weak.

Silver Crusade

Pathfinder Adventure Path Subscriber

That's the problem of 3.5 core, it creeps from one page to another :P


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
0gre wrote:
magnuskn wrote:
0gre wrote:
IMO power creep is the simple concept that the guy who has the biggest library and most recent source books can make the most powerful character. It's not specific to any one thing.

Well, I kinda disagree on this definition. Since, by design, splat books must be approved by the GM, everybody gets cool new abilities ( although you have a point on class specific splat books ).

Power creep means to me that every subsequent book introduces more powerful options rather than more diverse options. D&D 3.5 heavily suffered from that at its tail-end and I hope Pathfinder manages to avert it. Both power creep and a deluge of splatbooks, that is... I find that after a certain tipping point, too many options become a huge mess. OTOH, before that tipping point they are a great addition to the game. ^^

You seem to be disagreeing with me then saying exactly what I said.

I am confused. I have no problem with diverse options, I just don't think having more books should mean you have more powerful characters.

I am only quibbling on the details of a turn of phrase. :p I dunno, I felt peckish yesterday.


Zark wrote:
wakedown wrote:
I honestly think the people who feel the sorcerer variant is "way more powerful than the HP or skill point" may not have a lot of experience seeing sorcerers in play at various levels.
That's just condescending. So you are right and we are wrong? Who died and made you God?
Themetricsystem wrote:


Nobody died, but everybody is entitled to their opinions. Personally I agree with him, having played spellcasters extensively since ADnD. This extra spell known thing is nowhere as powerful as many people are blowing it up to be. Honestly... the bards alternate favored bonus is "better" if you want to talk in platitudes.

As it stands it makes for a cool new choice to make when you level up.

everybody is entitled to their opinions? Sure (although you may not actually express all your opinions on these message boards.) I didn't question his right to his opinions, I questioned his manners.

The whole "I think that those that don't agree with me lack my experience" attitude.
First he doesn't know if I or the rest of the people he is addressing is less experienced then he, second I don't think his experience give him or you some infinite wisdom that make him or you more fit to tell me and others what's fine or not in this case.
To quote James Jacobs: some problems are "obvious WITHOUT the need to playtest".
Edit:
We don't have to agree, that's fine.
I just don't like when someone tells me they are wiser than me or more experience than me.


Nerdrage Ooze wrote:
Erik Mona wrote:
Time for everyone to cool down or some of you are going to be sitting in the corner for a while.
Nyoorgh... spurtle ... APG overpowered ! broken ! ... sploortch ... nobody will play Celestial Dire Roper Sorcerers anymore ... shlooop ... Eric Monna's comment ... GOOOP ... unlawful assault on the First Amendment ! ... splooortch ... NERDRAGEEEEE !!!!

Stoopid ooze. You doan no nutin you talk about.


Trout wrote:
0gre wrote:
Berselius wrote:
So, uh, when can we expect the next preview Jason? Will the core classes have alternate abilities not related to the races or favored classes? Will there be alternate race traits for Aasimar/Tieflings as well as alternate favored class options (such as Paladin for the Aasimar)? Do tell! ^^
Assuming this one hasn't frustrated him so much he's giving up on the idea they are weekly.

Let us hope that is not the case.

...Sincerely.

The APG previews are a (non)shamefully exciting point for my weeks to come.

I think he knew what was comming. He must have a tough skin, he survived the previews for the Core Rulebook ;-)

Edit
He even survived the 'clerics lost heavy armor proficiency' debate and the Bard preview thread.


Not to mention the Summoner war.


0gre wrote:
Bill Dunn wrote:
Does it automatically follow, then, that +5 Spell > +5 hp? Or +10 Spell > +10 hp or even +10 Spell > +5 hp +5 Spell?
You don't get to decide it that way though. A 16th level wizard might be better off with 2 extra hit points than 2 extra 1st level spells but when you are at 4th level making the choice it's better to take the spell and remains the better choice for some time.

That's why I'm making the distinction between the short term strategy of picking up the biggest immediate improvement vs a longer term strategy that forgoes some of the short term benefits in favor of longer term considerations.


Personally, I find I almost never have enough skill points, but extra HP? Not usually so vital to me in my experience.

We have had a fair number of sorcerers played in my time running 3.x - spontaneous casters have been exceedingly attractive options for most of my players over the more Vancian-bound wizard. And, to be honest, whenever I sit down to build a Sorcerer, I always find myself wishing I had more spells known than I get, no matter the level. Especially since (something a lot of people seem to be forgetting) spells scale in effectiveness. Lower level spells are often still useful at higher levels, even if the higher level ones are generally more powerful. Extra spells provide extra versatility, which is a hugely useful thing to have. I'm not saying it's necessarily broken, and I probably won't play human sorcerers any more than I already do (since I almost universally play humans anyway), but it will make that race significantly more attractive as it stands right now, and it will almost always be my go-to option. People are knocking extra Cantrips known like they're not useful, but from first through third level, cantrips are still very useful spells, and having more of them available (all at infinite utility) is exceedingly attractive too.


That's for sure. I doubt I'll ever see a nonhuman sorcerer in my game again. Being human gets you what, 40% more spells known? That's huge.

As a player (which I rarely get to do), I almost always play wizards. That will probably change now -- 2 more spells known at every level in my mind makes the sorcerer 'versatile enough' to let spontaneous casting trump memorization.

Ken


Erik Mona wrote:
Time for everyone to cool down or some of you are going to be sitting in the corner for a while.

Nobody puts baby in corner

;-)


I like the bonus..my sorcerers always feel sort of useless because inevitibly you find yourself in a situation where you have no part to play in a combat except to provide an additional target..or plink with crossbow


Disciple of Sakura wrote:
good stuff

Yes, Cantrips are not bad. People say lower level spells grow obsolete at higher levels. That's not true. With Quicken Spell you'll be using low level spells a lot. Quicken Mirror Image, Quicken shield, Quicken Ray of Enfeeblement or True Strike or Expeditious Retreat or Touch of Idiocy (No save) Scorching Ray, Glitterdust, Blur, Mage Armor, Grease, etc.

True Strike + Disintegrate is nice.
Both Touch of Idiocy and ay of Enfeeblement are nice debuffs. Not uber but useful.
But perhaps the new Human Sorcerer is fine...or not. We'll see.

Liberty's Edge

kenmckinney wrote:

That's for sure. I doubt I'll ever see a nonhuman sorcerer in my game again. Being human gets you what, 40% more spells known? That's huge.

Ken

Three of which would be cantrips, and 6 additional would be sub 5th level spells.

Also keep in mind that most PC character advance slowly, over time through a campaign. The bonus spell you picked 3 months back when you were fighting skeletons and Gnolls wont nec be very "useful" when you are up against Genies, Giants, and Golems.

When building a character from the ground up that is ALREADY high level, say level 12+ then yes it is useful because you know what you will be facing. This happens in two cases, one where you die and need a new character and dont WANT to be rezzed. That and games built for the sake of building insane munchkin characters in the first and blowing the back end out of some bad dudes.

At level 1-3 will picking up Detect Poison or Arcane Mark be more worth it to you than getting another hit point or another rank in perception? I doubt it, esp if you are actually PLAYING the game and not just writing up fictional characters to fantasize about in your head.


On a totally side note...

Does the Dwarf just always look awesome in every artwork they have him in?

I mean.. he's not even really doing anything actiony in this action shot, just standing there and gritting his teeth. And he's still exuding awesome.

That, and it seems like the goblins are getting creepier and creepier with every new artwork that includes them. I think it's the gums on some of them this time that are pushing it just a little over that edge.


I always start new campaigns at level one. And I -am- playing the game, and pretty much have been continuously since 1977.

Even if you don't take the cantrips (and yes, I would take hp at those levels) you're still 40 percent ahead on spells. And your assertion that low level spells don't retain their usefulness is just wrong. -- especially if you take metamagic feats.

Ken

Themetricsystem wrote:
kenmckinney wrote:

That's for sure. I doubt I'll ever see a nonhuman sorcerer in my game again. Being human gets you what, 40% more spells known? That's huge.

Ken

Three of which would be cantrips, and 6 additional would be sub 5th level spells.

Also keep in mind that most PC character advance slowly, over time through a campaign. The bonus spell you picked 3 months back when you were fighting skeletons and Gnolls wont nec be very "useful" when you are up against Genies, Giants, and Golems.

When building a character from the ground up that is ALREADY high level, say level 12+ then yes it is useful because you know what you will be facing. This happens in two cases, one where you die and need a new character and dont WANT to be rezzed. That and games built for the sake of building insane munchkin characters in the first and blowing the back end out of some bad dudes.

At level 1-3 will picking up Detect Poison or Arcane Mark be more worth it to you than getting another hit point or another rank in perception? I doubt it, esp if you are actually PLAYING the game and not just writing up fictional characters to fantasize about in your head.

Shadow Lodge

All we've done is establish that having extra spells is nice. Having extra HP is nice, having extra skill points is nice. No one has brought forth a convincing argument why extra spells makes extra HP or skill points useless. In my personal opinion, unless you can establish that, its not overpowered. YMMV as always.


Kabump wrote:
All we've done is establish that having extra spells is nice. Having extra HP is nice, having extra skill points is nice. No one has brought forth a convincing argument why extra spells makes extra HP or skill points useless. In my personal opinion, unless you can establish that, its not overpowered. YMMV as always.

In my personal opinion that's false logic.

Liberty's Edge

Zark wrote:
In my personal opinion that's false logic.

I think what he meant to say that all three options are nice, and that to him none of them "overpower" the others. To him that is... and me.


Themetricsystem wrote:
Zark wrote:
In my personal opinion that's false logic.

I think what he meant to say that all three options are nice, and that to him none of them "overpower" the others. To him that is... and me.

OK.

Liberty's Edge

Themetricsystem wrote:
Zark wrote:
In my personal opinion that's false logic.

I think what he meant to say that all three options are nice, and that to him none of them "overpower" the others. To him that is... and me.

... And me

Sovereign Court

On thing that I'm wondering about with the racial favored class options is how much those options were restricted to certain races for game balance purposes, and how much it was merely for thematic reasons?

I'm always looking for toolkit options, I want legos to play with as much as possible, so does it screw everything up if you can give any race the sorcerer's extra spell option? Or is it too tied to behind the scenes calculations to be feasible?


I could be missing something in the thread, but has anyone considered that using this new fangled human sorcery bit, one can simply pick Bear's Endurance as one of the 2nd level spells and get the extra HPs that way?

Best of both worlds?

Shadow Lodge

Zark wrote:
In my personal opinion that's false logic.

False logic is fun, it fans the flames that make these threads fun to read!


Well to be honest most of my spells tend to be direct damage(yes I am aware that is suboptimal thank you) or area control..the extra spells would probably go on summonings..


Bear's Endurance doesn't last very long, so you can't always have it up. However, you can and should pick up False Life this way.

Ken


Marc Radle wrote:
Themetricsystem wrote:
Zark wrote:
In my personal opinion that's false logic.

I think what he meant to say that all three options are nice, and that to him none of them "overpower" the others. To him that is... and me.

... And me

I'll hop on this bandwagon.


IMO, the spell option is far more powerful than the HP or skill ones.
Spells are powerful and versatile, a good selection of them goes a long way.

Said this, it's not such a tragedy. I don't think that people will stop playing sorcerer races different from human for this.

If it's really game breaking, I'd wait to see it in actual game. A lot of things seem "ZOMGPOWERFUL" on paper and in actual play result simply quite strong.

Moreover, I prefer that the design of an RPG is more oriented toward options and variety. Yes, some option could result as slightly more powerful, but I prefer this to a flat sameness in the name of balance.

Diversity leads to more interesting gameworlds, IMO.

Paizo team has shown to listen to us, and if there's an actual, game breaking issue, they will fix it. It already happened and I trust them.


kenmckinney wrote:

Bear's Endurance doesn't last very long, so you can't always have it up. However, you can and should pick up False Life this way.

Ken

Rod of Extend Metamagic + False Life + 8th level = 16 hour aka All Day false life. I love that rod. I don't say those words lightly about any rods, really, at all, but this one is pretty cool. Leave me alone.

Scarab Sages

I don't think its an overpowered option, and I think it will create options at least for some people. I do see where those in favor of it being a no brainer are coming from, since there are few if any methods of gaining lots of extra spells known for a sorcerer. There are numerous ways to gain skills, skill bonuses, and Hps, from spells to magic items, but very little gives you knowledge of a spell you didn't know before. In that regard, it has much greater value than 1 hp or 1 skill point.


I like the ideas for new favored class benefits.

That said, the option for human sorcerers is horrible imo. Balanced or not you can get +50% spells known, almost neutralizing what is one of the main differences between a wizard and a sorcerer. Not a game breaker but too much imo.

Imo it needs some more limitation about the spell level, maybe half of your maximum spell level, instead of -1 level. Low level spells aren't such a problem, but a sorcerer only gets a few high level spells, and changing 1hp for a new spell would be mandatory imo.

I have to say that given the ammount of beta testing the new PrCs and rules get I can't rely much on them.


5 short, incomplete, excerpts totalling 12 lines out of an 18 page chapter of a 336 page book. I think I'll save my panic for later and give the people who designed this material the benefit of the doubt until I see the other 335 and 9/10 pages. Sure, it's interesting but come on people, quit adding to internet message board stereotypes...

*edit* I've read the whole thread in the last couple days btw, and I'm not talking to most of you (who are capable of rational discussion), just "the sky is falling in OMG, this soooo overpowered, the game is broken" people. You know who you are :)

Grand Lodge

I think the whole point that it is not supposed to be balanced with extra hp or extra skill point is lost on some people. It is an advantage to one race.

Just like all the other advantages that will be available to other races as alternate favored classes, it will give an advantage to the iconic "racial" classes.

That said, I really like this. I had come to miss the "elves have the best wizards" "gnomes make the best illusionists" kind of thing.

Anyway, I am SO waiting for this...

Paizo Employee Director of Games

Hey there Everyone,

Before I head out for grilled meat and explosions, I figured I would pop on here and answer a few things.

First, yes I have a tough skin. You have to in this industry. No worries.

Second, there will be another preview this week, probably on Thursday, but I have yet to confirm the weekly cycle.

Third, have a good holiday.

Jason Bulmahn
Lead Designer
Paizo Publishing


Jason Bulmahn wrote:
Third, have a good holiday.

This is the most broken thing I've ever seen from you, Mr. Lead Designer. You certainly put the "power" in "creep," Jason.

Dark Archive

Pathfinder Roleplaying Game Superscriber
yoda8myhead wrote:
Jason Bulmahn wrote:
Third, have a good holiday.
This is the most broken thing I've ever seen from you, Mr. Lead Designer. You certainly put the "power" in "creep," Jason.

I thought he put the creep in, ... oh you don't mean stalker creepy you mean the other kind. NM.


Aeshuura wrote:

I think the whole point that it is not supposed to be balanced with extra hp or extra skill point is lost on some people. It is an advantage to one race.

Just like all the other advantages that will be available to other races as alternate favored classes, it will give an advantage to the iconic "racial" classes.

That said, I really like this. I had come to miss the "elves have the best wizards" "gnomes make the best illusionists" kind of thing.

Anyway, I am SO waiting for this...

Personally, I loathe 'elves have the best wizards' and such.

I would far more prefer if this turned out with 'elves make different wizards' and 'gnomes make different illusionists'. Different options for different races.

I don't want to see it become something where you're penalising yourself to play a non-elf wizard or non-gnome illusionist.

(or a non-human sorcerer as some are suggesting)

Grand Lodge

Umbral Reaver wrote:


Personally, I loathe 'elves have the best wizards' and such.

I would far more prefer if this turned out with 'elves make different wizards' and 'gnomes make different illusionists'. Different options for different races.

I don't want to see it become something where you're penalising yourself to play a non-elf wizard or non-gnome illusionist.

(or a non-human sorcerer as some are suggesting)

I can understand that. Maybe my wording was not as I intended. But I like the old premise of Elven Magic was different from Human magic. Having evolved over millennia (Elven magic), verses the innovative style of the Humans.

But yeah, I agree with you there... that was what I was trying to convey...

That does not mean that the favored class abilities have to be equivalent to a skill point or hit point, as long as all of the racial abilities are somewhat equivalent. ^_^


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Dark_Mistress wrote:
yoda8myhead wrote:
Jason Bulmahn wrote:
Third, have a good holiday.
This is the most broken thing I've ever seen from you, Mr. Lead Designer. You certainly put the "power" in "creep," Jason.
I thought he put the creep in, ... oh you don't mean stalker creepy you mean the other kind. NM.

Nope Mark does that (see Jason's picture on Facebook). :)


blope wrote:
Not to mention the Summoner war.

don't mention the war

Jason Bulmahn wrote:

Hey there Everyone,

Before I head out for grilled meat and explosions, I figured I would pop on here and answer a few things.

First, yes I have a tough skin. You have to in this industry. No worries.

Second, there will be another preview this week, probably on Thursday, but I have yet to confirm the weekly cycle.

Third, have a good holiday.

Jason Bulmahn
Lead Designer
Paizo Publishing

:-)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Well, I got to wonder why the elven wizard gets such a low-power favoured class bonus substitute, compared to the human sorcerer or gnome bard. Although it is not as if an elven wizard would need much further help in being one of the best race/class combinations... ^^

Contributor

yoda8myhead wrote:
This is the most broken thing I've ever seen from you, Mr. Lead Designer. You certainly put the "power" in "creep," Jason.

Ha!


HAHAHAHAHAHAHAHAAHAH

Spoiler:
*sets Mark on fire*

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Mok wrote:
On thing that I'm wondering about with the racial favored class options is how much those options were restricted to certain races for game balance purposes, and how much it was merely for thematic reasons?

At its heart, they were designed more for thematic reasons - things that fit with a given race/class combo. OF course, there was an effort to make them reasonably balanced, but "BALANCE UBER ALLES" was not the design imperative. There are many different abilities, and some will be more appealing than others to players of different sorts. Heck, for that matter there were more *different* race/favored class things originally than in the final version. I turned in a list of ideas for racial favored class options, some fairly simple, some kind of quirky or esoteric, and the developers went through them, found the ones that seemed most interesting and balanced and sorted out the ones that were less so, and added in a few more that they came up with, and voila - a chapter that, once you get it, should provide ample fodder for debate and discussion about what abilities are your favorites (or un-favorites).

That, I think, is going to be a much more fun conversation once everybody sees all the choices there are and the option to take your character a lot of different directions.

Sovereign Court

Pathfinder Maps, Rulebook, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I just shake my head when reading threads like this where the "OMG, That makes the PCs too powerful. It's Broken!" crowd Decry any option for the players to feel like they can be like the characters from fiction.

Have you never heard about adjusting the challenges to fit the characters? My gaming group can and has broken pretty well every class in 3.5 and are able to create characters in PF that are way more effective than you'd think at first glance. Me? I don't limit them to a 15pt buy or say this or that is not allowed. I just adjust the challenges higher. Average fight for them would be at +1 level, not on level. Etc. and so forth.

To bring this back on topic, having a few extra spells known is not a game breaker. I don't think it is all that much worse than the other options.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Having more options to use does not make a class broken if they still only have the same number of usable options per round. Otherwise, the Mystic Theurge would be an overpowered class... and not the somewhat underpowered class it is in reality.

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