Explore new and uncharted depths of roleplaying with the Pathfinder RPG Advanced Player's Guide! Empower your existing characters with expanded rules for all 11 Pathfinder Roleplaying Game core classes and seven core races, or build a new one from the ground up with one of six brand-new, 20-level base classes. Whether you're designing your own monstrous helpers as an enigmatic summoner, brewing up trouble with a grimy urban alchemist, or simply teaching an old rogue a new trick, this book has everything you need to make your heroes more heroic.
The Pathfinder RPG Advanced Player's Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.
The 336-page Pathfinder RPG Advanced Player's Guide includes:
Six new base classes: the monster-hunting inquisitor, the explosive alchemist, the noble cavalier, the prophecy-haunted oracle, the monster-crafting summoner, and the hex-weaving witch
More than a hundred innovative new feats and combat abilities for characters of all classes, including Steal, Point-Blank Master, and Bouncing Spell
Variant class abilities, rules subsystems, and thematic archetypes for all 11 core classes, such as the antipaladin, the hungry ghost monk, and the urban ranger
Hundreds of new spells and magic items, from phantasmal revenge to the Storm King's Cloud Castle
A wealth of fantastic equipment, such as fireblast rods and fortune-tellers' cards
New prestige classes like the Master Chymist and the Battle Herald
If you own a Core Rulebook and a Bestiary, what Pathfinder book should you buy next? A campaign setting book or an adventure module would be good answers, but if you're looking for more character options, the best answer would be the Advanced Player's Guide. This was Paizo's first big player-oriented hardcover to be released after the Core Rulebook, and it's safe to say they knocked it out of the park. This book has stood the test of time and still contains fantastic options for the game even though it was released several years ago. If you're playing PFS on a budget, for example, and you have to be choosy with what books or PDFs you buy, start with the Advanced Player's Guide. You'll find enough options in there to keep you busy for years.
What follows is a chapter-by-chapter review. Do keep in mind that this book pre-dates the publication of classes like the magus, vigilante, kineticist, etc., so you won't find options directly designed for them. In addition, because it's part of the RPG line, it does not contain Golarion-specific flavour (though everything in here is compatible with the setting). As a whole, I would classify the art as in the lower-middle spectrum of what Paizo can do, with a lot of reused mediocre stuff from earlier books. The layout as a whole, however, is quite nice.
Chapter 1 (Races): After an Introduction that's really just an expanded table of contents, Chapter 1 expands the options available for Core races (those found in the Core Rulebook). For each race, a sentence or two describes how each of the Core classes and the so-called Base classes (those found later in this book) are represented within the culture. I found this section was fairly generic and tried too hard to make it sound like each class was common in each race, so there wasn't anything that seemed special. Next up are alternative racial traits for the Core races. These are important in that they allow a player to swap out one of the special features of a race (like an elf's automatic familiarity with elven weapons, or a gnome's resistance to illusion) for a different special feature. In other words, it's a good way to customize your PC just a little more and ensure that not all dwarfs are skilled at stonework, for example. Last, this chapter presents new favoured class options for each of the Core races: instead of the normal rule that a new level in a favoured class provides 1 hit point or 1 skill point, these new options allow a particular race to get something different. For example, a gnome with the favoured class of bard could get an extra round of bardic performance each day, or a half-orc with the favoured class of fighter could get an additional +2 to stabilization rolls when dying. Note that each race only has new favoured class options for handful of classes (not all of them). Unlike the alternate racial traits, I wasn't particularly impressed with the flavour or thought given to the new favoured class options: many of them didn't seem to have any particular tie to the race. Half-orcs, for example, can increase their bomb damage if their favoured class is alchemist, while human paladins can start to get energy resistance--there's nothing in the write-up of these races that make these bonuses seem natural or logical. From an optimization perspective, these new favoured class options are quite useful--I just wish they were better from a storytelling perspective.
Chapter 2 (Classes): One of the most important things that the Advanced Player's Guide brings to Pathfinder is the introduction of six new "Base" classes: the Alchemist, Cavalier, Inquisitor, Oracle, Summoner, and Witch. I don't have a lot of space to review each one, so I'll try to be concise.
The Alchemist fills a real niche in the game, is quite versatile, and would be really fun to play. They get special abilities to rapidly make alchemical items (of course), but also can manufacture bombs, cast magic spells (in the form of drinkable "elixirs"), and temporarily "hulk out" by drinking a "mutagen." As a GM, my only concern is the fact that the bombs resolve against Touch AC, so in games I've run the alchemist PC hardly ever misses and does substantial amounts of damage as an area effect. I also think that perhaps the mutagen feature should have been reserved for a specific "Dr. Jekyll and Mr. Hyde" archetype, as I don't thik it fits well as part of the basic assumption of alchemists.
The Cavalier could probably have been better represented as a Fighter archetype. Cavaliers are mounted knights who swear an oath to follow the precepts of a particular order. Different orders provide different bonuses, Cavalier's mounts are hardier than normal, and the class provides PCs and their allies with some limited use of teamwork feats (discussed below). As written, the class is fairly bland, and I don't think it fills a hole in what could be covered well by other classes. You also see Cavaliers relatively rarely in gameplay because, frankly, they're just inferior to other builds (and I should know, because I've played one for a couple of years now!).
The Inquisitor is one of those classes I'm a bit torn about. The idea is that they're specialists in rooting out corruption and heresy within their faith, which is thematically really cool: but I don't see how that fits naturally with the activities of the vast majority of adventuring parties in the game. The class is conceptually unique and has a lot of cool and useful abilities, some of which seem to fit from a flavour perspective (like Bane) but others that just seem kind of random (like Monster Lore and Cunning Initiative).
The Oracle is another interesting class that I'm unsure about conceptually. Mechanically, they're spontaneous divine spellcasters who don't worship deities per se but instead strive to unravel a particular "mystery." As they advance in level, they get "revelations" which are special powers. Some of the revelations are really cool, and the mysteries are very flavourful. I like the class better after reading it carefully, though I'm still not sure about the name of the class (since divination isn't the focus) nor about the vague relationship they have to deities. They are a divine spellcasting class that is much simpler to play than clerics (though less effective), and thus potentially a good choice for new players.
The Summoner as presented in this book is infamous as the most overpowered class in all of Pathfinder, to the point where most GMs and PFS disallow it. "Unchained" Summoners (as they're usually called in contradistinction to a different type from another book) are, of course, really good at summoning lots of monsters, which is annoying for everyone at the table because it dramatically slows down gameplay. But more problematically, each Summoner gets an "eidolon" which is a bit like a completely customizable and incredibly powerful monstrous animal companion. If you have an Unchained Summoner, you may as well be playing a solo campaign because you probably don't need anyone else in the party to win most encounters. I'm not sure how the Unchained Summoner ever made it through playtesting, but it stands as an example that even great companies like Paizo can make major mistakes.
The Witch is a full (up to 9th level spells) spellcasting class that receives special powers called hexes. Some of the hexes are really flavourful and cool, and the concept of the class as a whole is one I really like. There are two things about the class I'm not a fan of: first, familiars are a major part of the class and as both a player and a GM I find familiars really annoying to deal with (because they rarely contribute positively to a play experience); second, each witch receives bonus spells depending on what "patron" they choose, but the patrons are just abstract concepts (like "Agility" or "Water") and have no substance or flavour to them, and no real potential for story development. I think it was a bland and almost forgettable way of implementing a really cool idea (mysterious forces granting a character power in exchange for . . .?). I should also note that one of the witch's hexes, Slumber, has proven overpowered and problematic at a lot of tables.
So as a whole, I think the Alchemist is a real success, while Witches, Oracles, and Inquisitors are solid additions to the game. The Cavalier is mostly forgotten, while the Summoner is a good example of what not to do in terms of game design.
The Classes chapter then continues by offering each of the Core classes something special, often in the form of "archetypes." If you don't already know, archetypes are packages of abilities that swap out some of the features of a class in exchange for other features, and they've become an important part of most builds for experienced players. Here's a summary of what each Core class gets.
1) Barbarians receive a lot of cool new options for rage powers (though, oddly, a lot of them relate to consuming alcohol) and several archetypes that don't change a lot of class features but that are quite good;
2) Bards get some fantastic and (sometimes quite dramatic) archetypes, at least as written--but admittedly, I don't hear about them being played very often;
3) Clerics receive the introduction of "subdomains", which are, as the name indicates, "branch" domains. A cleric with the Sun domain, for example, could now choose the replacement special power and domain spells of the Light subdomain. It's a way to allow the further customization of clerics since they don't have a lot of class features to trade out for archetypes;
4) Druids get archetypes that are all terrain-based and quite formulaic, along with a handful of "animal shaman" archetypes that have the same essential ability to gain an aspect of a particular animal's powers.
5) Fighters get a lot of archetypes, most of which are poor in terms of flavour ("Archer" or "Two-Handed Fighter") but some that are quite nutritious, as it were, to aiding particular combat styles;
6) Monks get a lot of archetypes, most of which are pretty bland but some, like the Zen Archer, the Monk of the Four Winds' Slow Time ability, and the Monk of the Healing Hand's capstone power are pretty cool;
7) Paladins get archetypes that are okay, but there's some clunky features for the Divine Defender and Sacred Servant. There's also the introduction of the Antipaladin (formally an "Alternate" Class) which I know a lot of people demanded but I'm just not a fan of the concept because I think it devalues the essential goodness of the Paladin idea;
8) Rangers get new archetypes and some new combat styles. I really like the Guide archetype, as the Terrain Bond feature seems much truer to the niche that rangers should fill as wilderness experts. The Infiltrator and Skirmisher archetypes also get some cool stuff;
9) Rogues receive 30 new rogue talents and 12 new advanced rogue talents to choose from, though most are of the "1/day, roll two d20s and take the better" on a specific skill check type. I like the Fast Getaway talent (allowing a rogue to sneak attack and then withdraw), and imagine it would keep a lot of rogues alive. The class also receives several archetypes, but most are pretty thin and forgettable (though the Cutpurse could be used to devastating effect depending on GM discretion);
10) Sorcerers receive 10 new bloodlines, and although I'm not an expert on the class, they look useful and meaningful;
11) Wizards get new elemental schools to specialize in, and some of the special powers look like a lot of fun (like the Air school's Cyclone power or the Water school's Wave power). There's also the introduction of "Focused Arcane Schools" which you can think of as "super specialization" in a particular aspect of a School in order to gain replacement powers.
Whew! A lot of stuff in that chapter. Moving on.
Chapter 3 (Feats) contains a *lot* of new feats. The summary table which gives a one-line description of each one fills four pages. Many of the new feats are standalone things, but others can be grouped by type: several give an additional use of class features ("Extra Rage Power", "Extra Rogue Talent", etc.), make it easier to use the new combat maneuvers introduced at the end of the book, create new metamagic options for spellcasting (with "Dazing Spell" responsible for a lot frustration to GMs), etc. A new type of feat, Teamwork Feats, are introduced for the first time in this chapter. The idea with Teamwork Feats is that if two PCs (or allied NPCs) have the same feat, they both get bonuses in particular situations: for example, if two PCs have the "Allied Spellcaster" teamwork feat, they each get a +2 bonus on caster level checks to overcome spell resistance. I do like the concept, but the proven problem is that it's often hard to get other players at the table to have their PCs take the same one that you're taking, and the bonuses provided by the feats aren't so amazing that groups are inclined to carefully coordinate.
Chapter 4 (Equipment) contains about 25 new weapons (including some of those fun, weird polearms D&D veterans will recognize), a handful of new types of armor, a lot of new pieces of adventuring gear, and several new alchemical items. There's not a lot here that's earth-shattering, though some items, such as Weapon Blanch, have become de rigeur for every smart adventurer. It would have been nice if more of the equipment was illustrated, and that better choices were made on what was essential to illustrate: I know what an hourglass looks like, for example, and don't need a picture, but seeing what a "light detector" looks like would have been interesting.
Chapter 5 (Spells) has 57 pages of options for spellcasters of every stripe. Reading through, I noticed a surprising number of cool Paladin spells, a lot of Bard "finale" spells (that are cast and instantly end bardic performance), and a lot of ninth level spells. Some of the spells I really liked include Blaze of Glory, Fire Snake, and Hero's Defiance, and the picture of Cacophonous Call on p. 209 is hilarious. Every spellcaster is bound to find something useful, but there are some problematic ones introduced in this chapter, like the Create Pit line, that GMs need to be aware of.
Chapter 6 (Prestige Classes) introduces eight new options that PCs could, but probably won't, strive for. Pathfinder long had a reputation for not making much of the prestige class concept, and that's only recently begun to change. Really fast verdicts: 1) Battle Herald: Love the concept, but everything is tied off an "Inspiring Command" bonus which just progresses too slowly, making the entire prestige class weak; 2) Holy Vindicator: no design room for the concept, and the abilities don't help; 3) Horizon Walker: the bonuses in some terrains are fantastic and in others completely "meh"; 4) Master Chymist: Classic Jekyll & Hyde alchemist; 5) Master Spy: I liked this more than I thought I would, and could see it used for a lot of NPCs or maybe a PC (in just the right campaign). Gets clever and useful foils to most means of detection, but abilities come on line much later than they should for most adventures; 6) Rage prophet: Not impressive. 7) Stalwart Defender: Good, cool abilities that fit the theme, and a good capstone power.
Chapter 7 (Magic Items) has something of everything: magic weapons, armor, wondrous items, minor and major artifacts, etc. The new metamagic rods are really powerful considering the price, the new staves are pretty boring, and there's a lot of stuff geared specifically for the new classes, which makes sense. If you've dumped Strength and are relying on Muleback Cords, you've got this book to thank. My only regret is that the chapter introduces so many fun cursed magic items, and I hardly ever get an opportunity to use any in a game.
Chapter 8 (New Rules) is an important chapter containing three new concepts: additional combat maneuvers, hero points, and traits. [I'm almost done, but have run out of space here. The end of the review can be found at: http://jhaeman.blogspot.com.au/2017/07/advanced-players-guide-rpg.html]
The Advanced Player's Guide (APG) is to this day one the best books for Pathfinder. It introduces a number of (now iconic) classes unique to the system.
The overall balance of the book is amazing. Alchemist and Inquisitor are probably the two most well-balanced classes in the game, and the latter is what I consider to be the best designed one in all of Pathfinder.
We get a few alternate rules that are pretty cool, such as word casting and character traits. We even get new combat maneuvers added to the fold!
The possibilities of character creation allowed by this book greatly increases the variety and fun of Pathfinder. If you can only buy a single expansion book, buy this one.
The book is not perfect, of course. The Summoner class (and even more so, its archetypes) would really benefit from clearer wording. It's sad to see cool ideas such as word casting being completely abandoned after this...
Still, those are minor problems in comparison to all the good stuff that is included in the APG, and the book still deserves its 5-star rating.
The weird display thing with no "A" in subheads in Preview on OS X. #sigh
Apple just needs to stop using defective libraries
The problem is, the libraries technically aren't defective. They follow the rules for the PDF Format to the letter. The problem is even Adobe isn't that stringent with their own libraries and allow some leeway for older and irregular fonts, which is why Reader doesn't have an issue.
I've got mine! It's a good thing I don't need to get up early tomorrow, because I want to take a quick look before bed and it's already late. I haven't been this interested in a rules book for a long time though. :)
Also got access to the first part of Serpent's Skull, which is pretty exciting in itself!
Absolutely incredible. Quick question though-the I'm assuming the Elf Bard favored class option should be the same as the Gnome and Half-Elf option, not the same as the Elf Fighter option?
You can always check your downloads as well just in case.
I was checking my account on my iPad and switched to my Macbook quickly when I saw the downloads available.
Have my "cloud" I transfer all my downloads down to to access on my iPad through Goodreader.
Which as a side note wasn't iBooks suppose to support PDF's? Just haven't figured out how to export/import them to iBooks yet.
I also saw a recent iBooks update that updated a "bug" for PDF viewing so pretty sure it is suppose to be happening. Probably a better question for the Apple forums.....
Which as a side note wasn't iBooks suppose to support PDF's? Just haven't figured out how to export/import them to iBooks yet.
I also saw a recent iBooks update that updated a "bug" for PDF viewing so pretty sure it is suppose to be happening. Probably a better question for the Apple forums.....
Sean
In iTunes, you have to enable the "books" tab via the General Preferences. Afterwards you can add the PDFs to your library in the books and it will sync to your iDevice.
The first iteration of iBooks had severe problems with viewing PDFs...I loaded a few Paizo PDFs and it would take _minutes_ to move between pages. With each patch, the speed has vastly increased. However, iBooks uses the same PDF libraries as the Mac OS, so it has the same font issues that folks have been complaining about with Preview.
It took 10 years of waiting, and many forum posts of anguish over at That Other Company, but when the lights grew dim, and crossbow vendors across the multiverese began to consider quitting the business as everybody went for bows and ignored their wares, Lord Jason, The Overlord of Bulmahnauts, descended from the heavens and spoke: "All will be well"
Crossbow Mastery (Combat)
You can load crossbows with blinding speed and even fire
them in melee with little fear of reprisal.
Prerequisites: Dex 15, Point-Blank Shot, Rapid Reload,
Rapid Shot.
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery
combat style may select Crossbow Mastery as a combat
style feat.
Granted, it takes 3 feats to get there, luckily those are no-brainer ranged feats anyway, and a Fighter gets them all before the problem would kick in.
I just can't believe how much awesome stuff is in this book. I've only skimmed over it so I can't say much about the quality of the actual game mechanics (of course I have no reason to suspect they won't be top notch) but every single page has me looking at a few things I'd love to try out.
As usual the artwork is amazing. One of the best gaming books I've seen in a very long time (based on skimming the book).
I just looked and saw pending on the listing of if it will ship to me. Any chance at having this ship WITH the Adventure Path books and the orc book that are now suspended? I just put money on the credit card, it can take it.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
I got it! Thank you! :)
Well, there's some controversial stuff in there. Like, no favoured class options for the Gnome and Halfling for Sorcerers. That's kinda strange, considering those two classes are the ones with a Charisma bonus on their stats... ^^
Well, there's some controversial stuff in there. Like, no favoured class options for the Gnome and Halfling for Sorcerers. That's kinda strange, considering those two classes are the ones with a Charisma bonus on their stats... ^^
I think that's the reason - since Gneum and Hobbit are natural choices, there are some perks to invite people to play Sorcs of other races.
Well, there's some controversial stuff in there. Like, no favoured class options for the Gnome and Halfling for Sorcerers. That's kinda strange, considering those two classes are the ones with a Charisma bonus on their stats... ^^
You won't have me crying for seeing the 'mini-mage' becoming a slightly less popular choice for reasons of game mechanics.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
magnuskn wrote:
I got it! Thank you! :)
Well, there's some controversial stuff in there. Like, no favoured class options for the Gnome and Halfling for Sorcerers. That's kinda strange, considering those two classes are the ones with a Charisma bonus on their stats... ^^
I think that's the reason - since Gneum and Hobbit are natural choices, there are some perks to invite people to play Sorcs of other races.
May be so... but then races with floating stats like Humans and Half-Orc get favoured alternate bonuses? Not that I am complaining, I play a human Sorcerer at the moment. :p I'll probably spread the human sorcerer alternate to gnomes for my campaign, I don't want my player to feel as if he made the wrong choice by going gnome. That's the first time anyone ever has played a gnome in my campaigns!
No other race got as good a favoured class bonus for Sorcerers as humans. Make that for Alchemists, Bards, Inquisitors and Oracles, too. Seems like a leg-up for us humans over other races, somehow. :p
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Misery wrote:
I gotta know ... how's the Weapon Adept Monk?
Not as rad as I would have hoped. He still uses the weapons damage instead of his unarmed damage. He gets a number of good abilities, though, including weapon specialization.
Not as rad as I would have hoped. He still uses the weapons damage instead of his unarmed damage. He gets a number of good abilities, though, including weapon specialization.
What weapons does he get the option to use though?
I'm kind of hoping for a more open weapon monk list than the one in core.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Misery wrote:
magnuskn wrote:
Misery wrote:
I gotta know ... how's the Weapon Adept Monk?
Not as rad as I would have hoped. He still uses the weapons damage instead of his unarmed damage. He gets a number of good abilities, though, including weapon specialization.
What weapons does he get the option to use though?
I'm kind of hoping for a more open weapon monk list than the one in core.
Monk Weapons only, sorry. Monks got the Temple Sword, Brass Knuckles and Cestus on their list now, though.
One of the important substitute abilities only works with the kama, nunchaku, quartersaff, sai or siangham, though.
Not as rad as I would have hoped. He still uses the weapons damage instead of his unarmed damage. He gets a number of good abilities, though, including weapon specialization.
What weapons does he get the option to use though?
I'm kind of hoping for a more open weapon monk list than the one in core.
Monk Weapons only, sorry. Monks got the Temple Sword, Brass Knuckles and Cestus on their list now, though.
One of the important substitute abilities only works with the kama, nunchaku, quartersaff, sai or siangham, though.
Ah well, so much for my possible excitement for that option.
Which sucks, that crappy exotic farming tool weapon list is the worst thing about the monk to me.
Interestingly enough, what you and Misery are looking for might be answered by the Monk of the Empty Hand :
- proficient with shuriken only
- considers all normal weapons as improvised weapons (except shuriken, I guess)
- FoB works with improvised weapons
- can spend ki points to deal his unarmed damage with an improvised weapon and later on to give his improvised weapon any enhancement bonus or magical weapon ability
This tome is chokefull of goodness. And I expect the rules questions' section of the forum to explode with APG topics.
Not what I am looking for at all. What I wanted was alternate monk weapon lists. I nominally house rule that but the monk weapon list as is is a deal breaker for me and playing monks as I do not want Asian weapons in a non Asian game. Not to add those weapons are really just simple weapons or common weapons with different names for the most part.
Anyone willing to impart some tasty wee spoilers on the Savage Skald? -Its a concept/Archetype I've been interested in hearing more about for a while...
Which sucks, that crappy exotic farming tool weapon list is the worst thing about the monk to me.
Interestingly enough, what you and Misery are looking for might be answered by the Monk of the Empty Hand :
- proficient with shuriken only
- considers all normal weapons as improvised weapons (except shuriken, I guess)
- FoB works with improvised weapons
- can spend ki points to deal his unarmed damage with an improvised weapon and later on to give his improvised weapon any enhancement bonus or magical weapon ability
This tome is chokefull of goodness. And I expect the rules questions' section of the forum to explode with APG topics.
Actually I might consider that. It might not be what seeker's looking for but its the damned closest thing I've seen. It seems like it kind of ACTS like an alternate weapons list since FOB works with it and you can spend some ki points to make your weapon basically explode with power. a 1d6 rapier suddenly doing 2d8 damage is not bad.
I do like the weapon spec abilities of the weapon adept, but eh, you deal how you can.
Also, since some questions are answered here, is there a feat that adds dex to damage? I know Dervish Dance did it for just the scimitar but I'm hoping they might have opened it up for every other finessable weapon too.
Also, thanks for those answering. At work so waiting to go home just sucks.
The wait is annoying…… I get that subscribers get certain advantages, however subscribing to the “big books” is simply not cost effective for us people outside the US, as the shipping costs are pretty high. (I remember that the costs were prohibitive for the Core Rule Book….). So please nice paizonites….. release the PDF for purchase ;-).
Well Monday is over and I still haven't got my Subscription dispatched..mind you I have a lot of subs so maybe it was just the RPG only subs that went out on Monday
The wait is annoying…… I get that subscribers get certain advantages, however subscribing to the “big books” is simply not cost effective for us people outside the US, as the shipping costs are pretty high. (I remember that the costs were prohibitive for the Core Rule Book….). So please nice paizonites….. release the PDF for purchase ;-).
I can feel your pain, but if Paizo gets PDFs out before the street date, the pain of game stores will be even bigger :)
The wait is annoying…… I get that subscribers get certain advantages, however subscribing to the “big books” is simply not cost effective for us people outside the US, as the shipping costs are pretty high. (I remember that the costs were prohibitive for the Core Rule Book….). So please nice paizonites….. release the PDF for purchase ;-).
Eh, I live in Denmark and it wouldn't be any cheaper for me to buy the book here, considering the benefits I get for subscribing. Sure, there's the risk of the package being spotted by customs but that hasn't happened for a long time now.
DM Wellard wrote:
Well Monday is over and I still haven't got my Subscription dispatched..mind you I have a lot of subs so maybe it was just the RPG only subs that went out on Monday
Nah, I subscribe to a lot of lines and I've received my PDF.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Berhagen wrote:
The wait is annoying…… I get that subscribers get certain advantages, however subscribing to the “big books” is simply not cost effective for us people outside the US, as the shipping costs are pretty high. (I remember that the costs were prohibitive for the Core Rule Book….). So please nice paizonites….. release the PDF for purchase ;-).
I think the higher shipping costs are offset through the cost free PDF. When last I calculated, getting the book through my local Amazon and getting the PDF here came out about 3-5 Euros cheaper, but what are those in comparison to having the book so early? :p The only disadvantage is that the books sometimes take 3-4 weeks to arrive overseas.
@Misery: I haven't found a "dexterity to damage" feat, although I may have overlooked it. There's somewhat of an information overload at the moment! :)
And to the people at Paizo: The artwork in this book is simply splendid! Kudos!
Does anyone that has received the .pdf know if the spellcasting classes of the APG have added or lost any of the core spells on their spell listsfrom the playtest? Thanks!
@Misery: I haven't found a "dexterity to damage" feat, although I may have overlooked it. There's somewhat of an information overload at the moment! :)
I understand. All I can do is hope. Sorry it's just always bugged me that the ONE weapon that didn't was allowed in the weapon finesse category became the GREATEST weapon finesse weapon with a single feat (so long as you're off hand is free of course).