Pathfinder Advanced Player's Guide Preview #5

Thursday, July 29, 2010

The Advanced Player's Guide releases in just one week and already boxes and boxes are on their way to your FLGS and subscriber copies are shipping out. One week from today, we will all be at Gen Con, handing out copies of this meaty rulebook. But that's next week. Today we have the final preview of the book, taking a look at prestige classes and some of the new rules found in the APG.

There are eight prestige classes featured in the Advanced Players Guide, from the mighty Stalwart Defender to the sly Master Spy. Here is the name and brief summary of each class in the book.

Battle Herald: This class blends the best of the bard and the cavalier to create a character that can truly take control of the battlefield, granting big bonuses to his allies.
Holy Vindicator: Mixing cleric and paladin, the holy vindicator is the perfect weapon to deliver his deity's will, usually at the end of a sword.
Horizon Walker: A class that nearly anyone can qualify for, this class is perfect for adventurers that travel the world and the planes beyond, granting a wide variety of bonuses based on terrain.
Master Chymist: A prestige class for alchemists whose minds have split into two because of repeated use of their mutagen—now they are part monster and part dangerous madman.
Mastery Spy: Skilled at the art of lying, able to take on the appearance of others easily, and even able to hide their alignment from spells, the master spy is perfect for infiltrating and hiding with the enemy.
Nature Warden: Bonding closely with her animal companion and the lands around her, the nature warden is a force of nature, deadly when protecting the lands that she calls home.
Rage Prophet: Sometimes the spirits that speak to oracles drive them into a mad, rage-filled frenzy. This mix of barbarian and oracle is just that, blending spells and rage together.
Stalwart Defender: This is a revision of the Dwarven Defender and it is no longer just for dwarves. This class is known for holding its ground and taking whatever punishment the enemy throws at it.

Illustration by Eric Belisle
Illustration by Eric Belisle

Of course, that's not all that you'll find the APG. The last chapter of the book contains a host of new rules to use in your game, starting out with four new types of combat maneuver. The first, and perhaps my favorite, is the Dirty Trick combat maneuver. This maneuver lets you apply a penalty (either blinded, dazzled, deafened, entangled, shaken, or sickened) to your foe for 1 round plus 1 round for every 5 by which your check exceeds the target's CMD. The type of course, depends on the situation and your imagination. Kicking sand in an opponent's face might blind him, while pulling down his pants might entangle him.

The next maneuver is Drag. This works like Bull Rush, only in reverse. Next up is Reposition. This maneuver allows you to move your opponent to a different location within your threatened area, but you cannot use it to move a foe into a dangerous space, such as off a cliff or into a fire. Finally, there is Steal. This combat maneuver lets you snatch a small item that is loosely carried by your target. So while you cannot take the plate mail of a target or take the sword from his hand, you can rip the brooch off his cloak. Of course, each one of these maneuvers comes with a pair of feats (Improved and Greater) to increase your odds of success and grant additional bonuses.

After Combat Maneuvers is a complete system for using hero points in your game. This system grants PCs a small pool of points that they can spend at particularly dramatic moments, giving them an edge. The rules also include guidelines for granting new hero points, how they can be spent, and a number of feats, magic items, and spells that use these rules. We recognize that not everyone plays with a system like this, so this entire rules section is optional.

Last but not least is the system of character traits. This system first appeared in the Pathfinder Adventure Paths and it grants PCs a pair of small bonuses tied to their background at character creation. Your PC might bear a curious birthmark shaped like your deity's holy symbol that you can use as a divine focus or you might have grown up as a bully gaining a bonus on Intimidate. No matter what you choose, this system gives you a reason to work out where your hero came from.

Well, that about wraps up the previews of the Advanced Player's Guide. With the book hitting shelves next week, I hope that you will swing by Gen Con or your favorite game store and check it out. I would like to take a moment to thank all of the playtesters that, once again, helped contribute to a truly great book. Until next time.


Jason Bulmahn
Lead Designer

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Tags: Elves Eric Belisle Pathfinder Roleplaying Game Prestige Classes
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Sometimes its fun to create a PC with someone else, and teamwork feats are an option for doing that.

Sovereign Court

Cartigan wrote:
I don't suffer from any delusion that Paizo is going to change the way they are doing things based on how I criticize their conversion.

I know it's not exactly the same but...

I was one of the group of people whose vociferous yet civil requests on these boards helped to persuade Lisa and Vic to change the subscriptions for cards.

It may seem a small example but it is also a clear and irrefutable case of Paizo adapting to the desires communicated to them through their audience.

Silver Crusade

Pathfinder Adventure Path Subscriber
Cartigan wrote:
I don't suffer from any delusion that Paizo is going to change the way they are doing things based on how I criticize their conversion.

And that is your problem. It's not what you criticize, it's how you do it. The only delusion you have is that you present your critiques layered with a ton of negativity and pretense AND believe that somebody will take that seriously.

It's not just only the message you have that counts, it's how you voice it. You can be right on all counts, but if your general message is "Paizo fails. They fail at this and that. Oh god it's 10 years of D&D and they still fail. What a failure." nobody will give a damn about you.

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