Pathfinder Roleplaying Game: Advanced Player's Guide (OGL)

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Pathfinder Roleplaying Game: Advanced Player's Guide (OGL)
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Take your Game to the Next Level!

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
  • ... and much, much more!

ISBN-13: 978-1-60125-246-3

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Last Updated - 12/01/2010

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good

5/5

good addition to the collection offers good spells and feats, came in on time and I bought the non-mint and I haven't noticed any damage to it.


Players: Buy this after the Core Rulebook

5/5

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]


A very awesome book

5/5

this expands almost perfectly on what the core is.

They add some very solid and original class ideas.

This a must buy for some that like pathfinder


5/5


The Shinning Example of What Pathfinder Books Should Be

5/5

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.


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Gorbacz wrote:
+1 Magnuskn. Also, Amazon is notoriously unrealiable with availability of Paizo books.

Yep... :\ Maybe it's time to become a subscriber.

Liberty's Edge

Kakarasa wrote:
Gorbacz wrote:
+1 Magnuskn. Also, Amazon is notoriously unrealiable with availability of Paizo books.
Yep... :\ Maybe it's time to become a subscriber.

As it stands now Amazon is saying not till august 26th would it ship. Wow ... is that right?

Silver Crusade

Pathfinder Adventure Path Subscriber
Misery wrote:
Kakarasa wrote:
Gorbacz wrote:
+1 Magnuskn. Also, Amazon is notoriously unrealiable with availability of Paizo books.
Yep... :\ Maybe it's time to become a subscriber.
As it stands now Amazon is saying not till august 26th would it ship. Wow ... is that right?

Amazon doesn't get the books directly from Paizo, they get it from Diamond/Alliance (US distributor of Paizo). So it's two steps away from the source, and many strange things can happen along the way.


Misery wrote:
Kakarasa wrote:
Gorbacz wrote:
+1 Magnuskn. Also, Amazon is notoriously unrealiable with availability of Paizo books.
Yep... :\ Maybe it's time to become a subscriber.
As it stands now Amazon is saying not till august 26th would it ship. Wow ... is that right?

IDK myself... I stopped ordering from Amazon a while back, and it takes my FLGS a while to get stuff in too. I like that subscribers get early PDFs and can pick stuff up at CONs.

EDIT: I wouldn't have had to ask my above question either... ;)

Liberty's Edge

Gorbacz wrote:
Misery wrote:
Kakarasa wrote:
Gorbacz wrote:
+1 Magnuskn. Also, Amazon is notoriously unrealiable with availability of Paizo books.
Yep... :\ Maybe it's time to become a subscriber.
As it stands now Amazon is saying not till august 26th would it ship. Wow ... is that right?
Amazon doesn't get the books directly from Paizo, they get it from Diamond/Alliance (US distributor of Paizo). So it's two steps away from the source, and many strange things can happen along the way.

Almost a month after release ... those strange things along the way must include a fight to the death with a pack of werewolves or something >_>

Silver Crusade

Pathfinder Adventure Path Subscriber

It goes likely like this:

Amazon: 'Sup Diamond, we need some of those game book things.
Diamond: Sure, what are you after.
Amazon: This, this, that and that.
Diamond: OK ... this is in stock, this will be in next week, that will be on Thursday and that will be at the end of the month.
Amazon: So, load it all into a big truck and send it to us by the end of the month, deal ?
Diamond: Sure.

Dark Archive

Pathfinder Roleplaying Game Superscriber
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

I know the feeling, because I often order some other stuff each month. Mine is almost always one of the last ones to go out. I doubt I see ours until Wed honestly, maybe today aka Tues if I am lucky late.

Dark Archive

What about feats... especially racial feats? Do you like them?


And what are the new ranger "combat styles"?

Dark Archive

Crossbow
Mounted combat
Natural weapon
Two-handed weapon
Weapon and shield

Scarab Sages

Berhagen wrote:
And what are the new ranger "combat styles"?

'Ranger Smith'

Favoured Terrain: Jellystone Park
Favoured Enemy: Bears
Combat Style: twin pick-a-nick baskets


Nice! Thanks! I guess the "Horse Lord" and "Mounted Combat" options do work out nicely together for the Ranger.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Berhagen wrote:
Nice! Thanks! I guess the "Horse Lord" and "Mounted Combat" options do work out nicely together for the Ranger.

Go go Mounted Ranger!


I am crazy-scary impressed with this book. Paizo, you have out-done yourselves. I want to thank you for your dedication to quality but with the wants and needs of the community in mind. The books are not cheap, but pound-for-pound have greater value than any company out there. I can't wait for GenCon so I can shake your hands.


I'm curious to see just what the 'Polearm Master' option that was alluded to for Fighters is all about....curses! I need a subscription!

Of course...for that I need more disposable income.


OMG, there is just so much stuff in here, I just don't know what to look at first! Probably the classes chapter.

Edit: Oh gawd, I've got the 666th post!


When reading through the new options, I often have to think "Wait, I know that move from some classic movie or book or something".

Examples?

"Stabbing Shot" feat: Legolas in LotR

"Come and get me" rage power: the bride vs. Crazy 88 in Kill Bill

"Cloud Step" feat: almost everybody in House of Flying Daggers etc.

Great work!


Yasha wrote:

I'm curious to see just what the 'Polearm Master' option that was alluded to for Fighters is all about....curses! I need a subscription!

Of course...for that I need more disposable income.

Quick info dump for those curious...

Spoiler:

Polearm fighters are my favorite, next to archer, TWF and phalanx fighter.
- The ability to short haft in return for bravery
- normal weapon training stuff, including weapon mastery-- notable because many other fighter archetypes lose it
- the ability to choose a square he threatens to flank from, including occupied squares-- a polearm master could be in a configuration like this:

ooooooo
X.O
..x

the o's are a wall, the x is a rogue and the polearm master is the small X. he chooses to flank from inside the wall and gets +2 to attacks
-the ability to five-foot step back as an immediate action when threatened creatures step adjacent to them
-the ability to give allies attacked in his threatened area +2 to AC and DR 5/- as an immediate action
-can trip or bullrush with any polearm at a -4... which you could already do anyways???

Phalanx fighter can wield any spear or polearm his size as a one-handed weapon when he uses a shield (so, halberd or longspear as a 1-handed weapon w/ a tower shield) and negates the attack penalty of his tower shield by 11th level. Also other bonuses, like CMD bonuses, evasion when wielding a shield, or readying against charges as an immediate action.

Archer fighters can grapple with arrows at level 11. Enough said.

TWF fighters get the ability to attack with both weapons as a standard and on opportunity attacks, and other goodies. Fairly good.

Two-handed fighters get the old Pathfinder beta feats, like Overhand Chop, Devastating Blow and Backswing, in new forms. Really good.

Weapon masters are like the Sword & Fist variant in that they're the master of critical hits. Can add +1 to their multiplier as an immediate action x/day and gets a +4 to DCs of effects caused by critical hits.

Many of the other archetypes were a let down for me, like freehand fighter or crossbowman, but I can see them used just as well.

I also noticed a large prevalence of "taunt" mechanic spells in the inquisitor and paladin spell list, as well as in the barbarian rage power Come and Get It. Fairly cool.

Now I just have to wait for my physical copy...

Also... the art on Pg. 321. Whoa.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Okay. Would someone be nice enough to give us the short blurbs about the new Sorcerer Bloodlines?

Also: What is the Urban Ranger and Druid like?


A great book all around, many of the feats definitely have that adventure movie feel. And the art was great all around. Thief-Acrobat/Summoner here we come! MUAHHAHAHAA...now if only I got the Bestiary II.....

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Not sure I like the half elf options.

Most are balanced, mind you, but they all replace the adaptability trait.

I also don't understand the advantage of this text: They can use spell trigger and spell completion items for their favored class as if 1
level higher.

I didn't know caster level affects spell completion items (except maybe staves). Really a corner case thing.

Edit: Now to drool for Bestiary II. Show me the Dhampir!


TheLoneCleric wrote:

Okay. Would someone be nice enough to give us the short blurbs about the new Sorcerer Bloodlines?

Also: What is the Urban Ranger and Druid like?

Spoiler:

Aquatic: Deep ones. 9th level blindsense. Continuous freedom of movement. Aquatic telepathy.
Boreal: Can add frost to weapon with a touch at level 1. Can make blizzard. Overall weak.
Deep Earth: Tripping tremor attack. 9th level tremorsense. Earthglide. DR 20/- adamantine. Immune to combatm aneuvers.
Dreamspun: Meh. Solipsism is cool; incorporeality. But it's at 20, 1 min/level and you don't get ridiculous permanent bonuses like the other bloodlines.
Protean: At-will tanglefoot bag at 1. Their 15th level is to dimension door and drop a black tentacles where they were. Fairly cool. 20 ability is weak; +2 on spell pen vs. lawful creatures, really? At 20?
Serpentine: Like draconic, but with yuan-ti. The best part is you can use mind-affecting and language-dependant spells vs. magical beasts and monstrous humanoids. At 20 can turn into a diminutive to huge snake at will for free and still cast spells.
Shadow: Meh.
Stormborn: Can add shocking to weapon at level 1. Call lightning. Transform into a living lightning bolt, but can't turn. Can heal from lightning or sonic damage 1/day instead of taking damage. Overall decent.
Verdant: I am not a fan, but cool. Lots of tree stuff. Vine whip. Naturally act like you have a ring of sustenance since you photosynthesize. Can root yourself to gain tremorsense and other cool abilities at 15.

Starsoul is my favorite. Drop meteors on people at 1, no longer need to breathe at 9, his 9 ability allows him to combine-cast a spell-like wall of fire with a hypnotic display kind of deal. At 20 he gets fast healing one when he's outside at night and immunity to darkness, blindness and cold. Here's the cool part: At 15, he can force someone into space. Will save equal to 10+1/2 sorc level+cha mod or they teleport into space. As a full round action, they can make another save to return... the only problem is they immediately begin to suffocate, no save, which immediately drops them unconcious and incapable of taking actions. So, they suffocate to death. You can't even return them-- they have to save to return, so you can, say, space a low will save and he will never come back; at least, not until he's dead from the constant 6d6 every round anyways.

A true save or die permanently, since most res spells need a piece of you. You die and are in space and never return.

Spoiler:
Urban rangers are cool. They have neat thematic abilities like treating all local citizens of their favored communities as allies for movement, or being able to greater invisibility themselves as a swift action that lasts rounds = level, usable a number of times per day = wis modifier. They also get trapfinding, making them a good replacement for rogues for this.

Urban druids are okay-- they can spontaneously cast their domain spells instead of summon natures ally, and can pick from non-naturey domains like Charm, Community and Nobility. They can't take an animal companion. They get thousand faces at 6, and wild shape at 8, which is treated as their level -4 for the abilities they gain from it.

My favorite druid variant are cave druids, which can turn into oozes... so cool.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

Thank you. But what's so meh about shadow?

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

Matthew Morris wrote:

Not sure I like the half elf options.

Most are balanced, mind you, but they all replace the adaptability trait.

I also don't understand the advantage of this text: They can use spell trigger and spell completion items for their favored class as if 1
level higher.

I didn't know caster level affects spell completion items (except maybe staves). Really a corner case thing.

Edit: Now to drool for Bestiary II. Show me the Dhampir!

It affects your caster level for staves, as you noted.

It also affects your ability to use scrolls at a higher caster level than your actual level without having to roll or risk a mishap.

No effect on wands.

Whether in sum you think that's worth swapping with the multitalented trait (see, they're not ALL swaps with adaptability - water child also swaps multi- and adapt)... well, that's why it's a book of options, right? If you aren't planning to multiclass, why NOT take it?

It'll be interesting to see the wide variety of things that different people like (or don't like) as they go along through the book.


TheLoneCleric wrote:
Thank you. But what's so meh about shadow?

Spoiler:
Its touch does 1d4 nonlethal and dazzles, it gains darkvision, and can stealth while being observed if he's near shadow... if he's in shadow, he can swap places with another ally who's also in shadow, or later swap two allies places. It acts as dimension door, which is cool, but could be irritating since your allies have to be in shadow-- in a non-darkvision party, this could be extremely annoying, since you have to get your ally to fight in a concealment chance area so you can teleport him or yourself.

At 15 they can create deeper darkness that they can see through, which entangles all those who enter it but you unless they have freedom of movement. Which is nice... but really, I can't think of a way to use this without having to kamikaze rush into the enemy ranks. If your allies can't see in magical darkness, it just has the potential to elongate combat and annoy everyone in it.

Just difficult for me to get excited for two abilities that are highly situational and nonlethal damage + darkvision, especially when the capstone is "You can see perfectly in natural or magical darkness" and "when you use shadow conjuration or evocation, it's 20% more real and creatures conjured by it gain augment summoning." A feat I could have taken at level 1 as a level 20 capstone.

Great for bad guy NPCs, though, since the evil cleric of Zon-Kuthon and all of his evil outsider buddies could easily be teamed up with a shadow bloodline sorceror.


Are there any new Cleric domains ?

Dark Archive

Subdomains which are basically focused versions of the regular domains.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

I have to admit there do appear to be some lower powered bloodlines, but the depth of options is nice. I can see some good options for Shadow even with it's limitations. The Verdant Bloodline sounds very awesome.

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

Ice Titan wrote:
TheLoneCleric wrote:
Thank you. But what's so meh about shadow?
** spoiler omitted **

To be fair...

Spoiler:

Ice Titan wrote:
Just difficult for me to get excited for two abilities that are highly situational and nonlethal damage + darkvision, especially when the capstone is "You can see perfectly in natural or magical darkness" and "when you use shadow conjuration or evocation, it's 20% more real and creatures conjured by it gain augment summoning." A feat I could have taken at level 1 as a level 20 capstone.

There is no feat (at any level) that lets you see perfectly in natural or magical darkness.

There is no feat (at any level) that improves the reality of your shadow evocation/conjuration spells.

There is no feat (at any level) that lets you apply the effects of Augment Summoning to illusion spells; it only works on creatures you summon, which illusions (even quasi-real shadow illusions) are not.

So, you are getting three effects included in your capstone, none of which are available as feats at level 1 or otherwise.

Now, you may still think it's a crappy capstone and that's fine. This book is nothing BUT several hundred pages of YMMV!

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber
Ravenmantle wrote:
Subdomains which are basically focused versions of the regular domains.

Much like the Wizard gets with the sub-Schools.


Jason Nelson wrote:
Ice Titan wrote:
TheLoneCleric wrote:
Thank you. But what's so meh about shadow?
** spoiler omitted **

To be fair...

** spoiler omitted **

Good point. With shades, which I would just say works with it, you can spontaneously cast any 8th level or lower conjuration spell at 100% real-ness and with augment summoning to boot. That's definitely got a lot more value to a sorceror than I thought. Even if shades doesn't work with the capstone, that's pretty decent with the other spells.

And seeing in magical darkness is great and unique... As a shadow sorc you'd use it a lot, but the problem is that your pals can't see in it, making it really annoying for them to have you in the party. That's all I was saying.

The Exchange

Garden Tool wrote:
So when this does ship, will the PFSRD be able to post all the APG content?

It will be posted but we will be giving the customary 2 week delay before beginning to post the content. If Paizo would like a longer delay they just have to let me know.

The Exchange

Kvantum wrote:
Well, the Open Content from the book will likely make its way up sooner or later... most likely later. It takes a lot of work to manually update the content, and even if they do have subscribers with PDFs willing to help out, it still takes a long time.

We have various automated processes (using Ghostscript and a combination of Linux shell and Perl scripts) that take the PDF, strip out the text, format it, add appropriate links, and then output html. Combined with about 150 collaborators, its actually a very fast process now :) However, as stated previously, we will be respecting the 2-week delay before making any content publicly available. Note however that collaborators get the content earlier than that so they can work on it.

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

Ice Titan wrote:
Jason Nelson wrote:
Ice Titan wrote:
TheLoneCleric wrote:
Thank you. But what's so meh about shadow?
** spoiler omitted **

To be fair...

** spoiler omitted **

Good point. With shades, which I would just say works with it, you can spontaneously cast any 8th level or lower conjuration spell at 100% real-ness and with augment summoning to boot. That's definitely got a lot more value to a sorceror than I thought. Even if shades doesn't work with the capstone, that's pretty decent with the other spells.

That's the sort of hidden cheat in there - those shadow XYZ spells let a sorcerer circumvent their biggest limitation - number of spells known, because by learning one or two of those spells, you get access to casting EVERY ev/conj (create/summon) spell of a lower level. So, any boost you get to those handful of spells indirectly affects a boatload of other spells.

And yeah, I would naturally assume shades to be included in the subset of ShadEv/Conj spells; the only reason it has a different name is as a shout-out to the 1st Ed illusionist spell.

Ice Titan wrote:
And seeing in magical darkness is great and unique... As a shadow sorc you'd use it a lot, but the problem is that your pals can't see in it, making it really annoying for them to have you in the party. That's all I was saying.

That's certainly a fair point, and one a player or a group might think about as they're creating a party. Having a character with darkvision (by race, spell, magic item, or whatever) is going to be a lot more important in a party with a shadow sorcerer than in some other parties.

And, as you noted, as a shadow sorcerer bad guy that's a lot easier to arrange...


Jason Nelson wrote:
No effect on wands.

Not entirely true, though I don't if I would ever bother with the idea: you could choose, for example, to be a fighter with bard as your favored class and thus be able to use wands for any bardic spell without UMD...

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Table 2-11: Subdomains lists Angel, Archon and Azata as subdomains of good, but apparently the "Angel" subdomain was renamed the "Agathion" subdomain after the table was laid out.

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

Carpy DM wrote:
Jason Nelson wrote:
No effect on wands.
Not entirely true, though I don't if I would ever bother with the idea: you could choose, for example, to be a fighter with bard as your favored class and thus be able to use wands for any bardic spell without UMD...

It's true.

And staves and scrolls, for that matter.

Nothing to say your favored class has to *BE* your class.

I should have said "no effect *IF* you're already a member of that class." Otherwise, quite a substantial effect...

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Arcane Duelist
*thud*

I think I'm in love.

Edit: And Shield Specialist. Mixed with Adventurer's armoury, and I think I can see 'Captain Andoran' from here :-)

"Ok Cheliax, here we come!"

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

Matthew Morris wrote:

Arcane Duelist

*thud*

I think I'm in love.

Edit: And Shield Specialist. Mixed with Adventurer's armoury, and I think I can see 'Captain Andoran' from here :-)

"Ok Cheliax, here we come!"

I've always been disappointed with shields being weak in the game, so that was something I made a point of including a LOT of (in the class and feats sections both)... hopefully the fellow shield fans out there will enjoy some new toys. Shield users deserve nice things too!

As for the AD... until Ultimate Magic and the Magus class comes out, something like this might work well enough for the gish-fanciers out there.

Spoiler:
I did also work up a possible alternate spell list for the arcane duelist that did not make the final cut and is therefore wholly UNOFFICIAL. It only includes PH spells, nothing from the APG, but if you are interested in seeing it you can email me at tjadenjason (at) gmail (dot) com.

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Arcane Shield

*glee*

Can a spellcaster activate this after an attack roll that just barely succeeded against his regular AC? :-)

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

delabarre wrote:

Arcane Shield

*glee*

Can a spellcaster activate this after an attack roll that just barely succeeded against his regular AC? :-)

As I understand it, you can take an immediate action in response to (and effectively jumping right in front of) an action.

Which means you can jump in front of the attack roll.

However, you can't split an action; in fact, an attack roll and a damage roll are the same action; they just require two rolls to resolve. Once the "attack" action has begun, if you haven't it gets resolved and you've missed your chance to interrupt it.

You're thinking of it like this:

1. Declare
2. Attack roll
3. Damage roll

But, when thinking about how immediate actions work, it's actually like this:

1. Declare attack (choose a target)
2. Resolve attack (attack roll, damage roll)

Unless there's a specific power that lets you affect a "die roll" at a metagame level (force somebody to reroll a miss chance or attack or whatever), your chance to interrupt is between 1 and 2, not in the middle of 2; once 2 has begun, it's over before you can interrupt it again.

Grand Lodge

seekerofshadowlight wrote:
Which sucks, that crappy exotic farming tool weapon list is the worst thing about the monk to me.

Which in the history of Monks IS their traditional weapons that that were readily available pretty much any where they went. Hence the reason they trained with THOSE weapons. :)

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Jason Nelson wrote:

But, when thinking about how immediate actions work, it's actually like this:

1. Declare attack (choose a target)
2. Resolve attack (attack roll, damage roll)

Unless there's a specific power that lets you affect a "die roll" at a metagame level (force somebody to reroll a miss chance or attack or whatever), your chance to interrupt is between 1 and 2, not in the middle of 2; once 2 has begun, it's over before you can interrupt it again.

That sounds reasonable. Is there some official rules text to this effect somewhere, or is this more of an unwritten convention?

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Deanoth wrote:
Which in the history of Monks IS their traditional weapons that that were readily available pretty much any where they went. Hence the reason they trained with THOSE weapons. :)

Does that mean a Pathfinder Modern monk could flurry with a chainsaw or a garden weasel?

(kidding)


delabarre wrote:
Deanoth wrote:
Which in the history of Monks IS their traditional weapons that that were readily available pretty much any where they went. Hence the reason they trained with THOSE weapons. :)

Does that mean a Pathfinder Modern monk could flurry with a chainsaw or a garden weasel?

(kidding)

~laughter~ Good one!

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

delabarre wrote:
Jason Nelson wrote:

But, when thinking about how immediate actions work, it's actually like this:

1. Declare attack (choose a target)
2. Resolve attack (attack roll, damage roll)

Unless there's a specific power that lets you affect a "die roll" at a metagame level (force somebody to reroll a miss chance or attack or whatever), your chance to interrupt is between 1 and 2, not in the middle of 2; once 2 has begun, it's over before you can interrupt it again.

That sounds reasonable. Is there some official rules text to this effect somewhere, or is this more of an unwritten convention?

I suppose I'd look in the rules text on immediate actions, wherever that lives, but I don't know if it's ever been explicated with precision.

I think the above way of explaining it gets the point across with clarity, but I doubt you'll find it stated in those precise terms in the book.

In other words... it's the unwritten convention that I use and that the various peeps that I game with (including some from Wizards/Paizo over the years) do as well. You can take that for whatever it's worth.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Fire school Arcane Blast and Arcane Shield.

Harry Dresden here we come!

Liberty's Edge

Speaking of monks and farming-tool weapons, has anyone put together an European-style alternate-weapons monk?

Sickle, flail, hand-axe, scythe, etc....

Liberty's Edge

Ok asking two things again.

Anyone who has had a better chance to look over the feat or class section, is there any feat to add dex to damage instead of strength yet like the Dervish Dance feat with the scimitar?

Also, in the magic weapon properties, is there any vampiric like weapon property? Some sort of life stealing/life tap, or will I have to stick to non pathfinder magic item compendium?

Sovereign Court

Very interested in the Dex thing from above.

Also, what is the mechanic for the beast master ranger? Does it have to be selected at level one?

Any major changes to Inquisitor and Cavalier?

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