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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Misery wrote:

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?

Not that I have found. Not in the feats, and unless I missed it, not in the classes section either.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

No luck on the dex feat. This made me laugh though.

Chapter 4 wrote:

"“Thieves!” the foremost stone giant roared, and Valeros sighed.

“Tell me, Merisiel,” he said, calmly, “have you ever noticed certain patterns in your life?”

I just glanced at the ranger, and didn't really read the play tests on the new classes enough to comment.

Edit: No 'bastard scimitar' either *sigh* and shame the armored coat is medium armor. Still a Mithral armoured coat would have no ACP.

Edit II: Smart aft comment... the Masterwork Backpack has a weight.


So many questions to ask! What does the Drunken Master monk look like? Is it better than the 3.5 prestige class?

Grand Lodge

miniaturepeddler wrote:
bugleyman wrote:
fray wrote:

Got it.

The weird display thing with no "A" in subheads in Preview on OS X. #sigh

I really don't get why Mac folks keep trying to use Preview. Download Acrobat Reader.

"Doc, when I do this, it hurts! Ouch! See?" ;)

Because why should you have to install extra software on a machine, if you have a tool that works for everything else!!

Actually, I downloaded Adobe Acrobat so that I could print odd pages or even... That makes it much easier to print double sided on my little laserjet... ^_^


Deanoth wrote:
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. :)

I would not have minded if they kept them as the simple version but by making them only the Asian weapons{which still bugs me as they are the same weapon with a different name, yet ya gave it diff stats} you have forever limited the Monk to an Asian class, unless the GM houserules the weapons for you. The monk is now always an outsider as he always uses uncommon weapons that do not fit most campaigns.

Liberty's Edge

<vent> UGH! This irritates me to no end still that they haven't included other weapons besides the scimitar into this little dex to damage club. I wasn't expecting something huge, just the same treatment that was given to that stupid scimitar.

But as it stands, the duelist is a better duelist with a scimitar with ONE little feat. If I want to roll a dex based character and use a single weapon, then if I don't use a scimitar then I'm hurting myself by a lot.

Now I can house rule it (and god have I) but if I want to play core, it's not happening. Stupid friggen scimitar >_<! </vent>

Also the fact there still is no lifetap weapon which seems kind of iconic to me is very disappointing too. Those were honestly the two biggest things I was hoping for and would have been happy for even one.

... man ... suck T_T

Ah well ... I guess I still get the inquisitor out of it.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber

How do the new Prestige Classes looking?

Liberty's Edge

I am becoming exceedingly jealous of my fellow subscribers who have access to their PDFs already. Still waiting for my email.... Twiddles thumbs.... time to check my email again.

:)

Graywulfe


graywulfe wrote:

I am becoming exceedingly jealous of my fellow subscribers who have access to their PDFs already. Still waiting for my email.... Twiddles thumbs.... time to check my email again.

:)

Graywulfe

same here. Well at least I don't have much else going on today. And I still have firefly


as long as you have firefly you still have pure awesome

Dark Archive

What about those racial feats? What kind of feats are there? And are they thematically appropriate for each race?

Liberty's Edge

I pre ordered the APG and its suposted to go out with my AP sub. Still no email. Anyone know when the pre orders are going out?


what about the master chymist or however it is spelled. is it cool. give me something mine is not here yet.

Liberty's Edge

The smitter wrote:

what about the master chymist or however it is spelled. is it cool. give me something mine is not here yet.

Only scanned it, but it looks like an at-will Dr. Jekyll/Mr. Hyde kinda thing...


Ah well Time foe bed..still time for it to go out today I think maybe Wednesday will be my lucky day..but for some reason I always seem to be at the end of the queue for PDFs


How I wish that I had this book in my hand now. Alas, we Scandinavians will have to wait...

Can someone please tell me if there is any love for shieldfighters and throwing weapons users?

Oh and has the Alchemist been changed at all?

/Thankful Scandinavian.


I would just like to thank Paizo for returning my spellthief to me in the form of the sandman archetype. :D


1 person marked this as FAQ candidate.

Possible errata found on page 64. Under the 6th level spells it says that the Summoner can cast "Summon Monster IV" while under 5th level it says it is "Summon Monster VII". Should this be Summon Monster IX?


seekerofshadowlight wrote:
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.

But yet you allow Monks in a non-Asian game? Sounds contradictive to me. Am I missing something?


I change the weapon list. The monk can fit fine. Most of the Asian baggage is the weapon list, which ties to you one specific theme

Shadow Lodge

Okay saw a little chatter about arcane duelist. It wasn't much but looked cool, does it make a better option than the EK or just a different option?

Liberty's Edge

The Fool wrote:

How I wish that I had this book in my hand now. Alas, we Scandinavians will have to wait...

Can someone please tell me if there is any love for shieldfighters and throwing weapons users?

Oh and has the Alchemist been changed at all?

/Thankful Scandinavian.

Anything for Scandinavia. I can tell you this, there is a TON of love for shield fighters in the book.

Some subtle changes to the Alchemist, nothing world -breaking, although you can buy discoveries with feats(!) which seems to me to be incredibly strong. And there are Alchemist-only spells (?extracts?).

The Exchange

Drowblade wrote:
Okay saw a little chatter about arcane duelist. It wasn't much but looked cool, does it make a better option than the EK or just a different option?

I don't know if it's a 'better' option. But it's perfectly viable as an armored spell caster.

The big advantage is:

Quote:

Arcane Bond (Ex): At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded

item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.

But this is something the EK should get as well.

Dark Archive

Pathfinder Roleplaying Game Superscriber
CapeCodRPGer wrote:
I pre ordered the APG and its suposted to go out with my AP sub. Still no email. Anyone know when the pre orders are going out?

They started doing orders yesterday, it takes them several days to do all the orders. So anywhere from yesterday till likely late Thursday is when it could ship by.


Any news on the Witch class? Major changes from the beta?


Got access to the PDF today, everything looks great! Inquisitor's been made much more effective by doing away with the increasing Judgement bonuses as combat goes longer and longer, instead the Judgement bonuses increase with level. Unfortunately, something slipped through the cracks and the level 17 ability still has to do with the judgement bonuses increasing with time. Oh well, no plans to use Inquisitor at that high level for some time, I can wait for errata/updated PDF.

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

Wolfthulhu wrote:
Drowblade wrote:
Okay saw a little chatter about arcane duelist. It wasn't much but looked cool, does it make a better option than the EK or just a different option?

I don't know if it's a 'better' option. But it's perfectly viable as an armored spell caster.

The big advantage is:

Quote:

Arcane Bond (Ex): At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded

item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.
But this is something the EK should get as well.

One advantage vs. the EK, at least in the eyes of some, is that it satisfies the desire for an arcane fighter/magic-user type who can be that from 1st level onward and need not become something else first.


Any crumbs thrown on the feats that emulate the Archmage ?


I'm not seeing any clarification/expansion on the mounted combat rules, or the rules for mounts.

Am I just missing them? Or are there not any in the APG?

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

One comparison of the APG versus the Core book.

The APG does not have the hot links for the spells under the list of spells for each class description that the core book has.

:(

Liberty's Edge

miniaturepeddler wrote:

One comparison of the APG versus the Core book.

The APG does not have the hot links for the spells under the list of spells for each class description that the core book has.

:(

Yeah, that blows... but all the spells are linked in the sidebar.


Jeremiziah wrote:
I can tell you this, there is a TON of love for shield fighters in the book.

Great news on the shield fighter front :) Fancy throwing Scotland a bone too and filling me in on the Savage Skald?

Cheers

BD


Jeremiziah wrote:
The Fool wrote:

How I wish that I had this book in my hand now. Alas, we Scandinavians will have to wait...

Can someone please tell me if there is any love for shieldfighters and throwing weapons users?

Oh and has the Alchemist been changed at all?

/Thankful Scandinavian.

Anything for Scandinavia. I can tell you this, there is a TON of love for shield fighters in the book.

Some subtle changes to the Alchemist, nothing world -breaking, although you can buy discoveries with feats(!) which seems to me to be incredibly strong. And there are Alchemist-only spells (?extracts?).

Thanks a lot, it sounds like I got just what I wanted for my birthday. :D

One last question: Have the types of extracts changed somewhat? Are there still only buffs/healing extracts or is there some changes?

/Even more thankful Scandinavian.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
nighttree wrote:
Any crumbs thrown on the feats that emulate the Archmage ?

Some are metamagics, some are general feats. Most important things are there, the energy substitution one ( which takes +1 level now ), as well as the shaping ( also +1 level ).


magnuskn wrote:
nighttree wrote:
Any crumbs thrown on the feats that emulate the Archmage ?
Some are metamagics, some are general feats. Most important things are there, the energy substitution one ( which takes +1 level now ), as well as the shaping ( also +1 level ).

Really? Crap. Never have liked Metamagic feats basically for the +x level(s) to spell. This is what I was afraid of when I heard they were adding the Archmage abilities, was concerned on how they did it. Appears my worries were founded.

It’s why I liked the original Archmage prestige class. I am willing to do that one time spell slot sacrifice to get those abilities and cast the spells at their normal level.

Oh well.


Black Dow wrote:

Fancy throwing Scotland a bone too and filling me in on the Savage Skald?

Cheers

BD

Here you go, BD!

Spoiler:
Savage Skald
Far from civilization, furious tribes have their own war-singers, work-chanters, and lore-keepers, savaging enemies with song and sword alike.
Bardic Performance: A savage skald gains the following types of bardic performance.
Inspiring Blow (Su): A savage skald roars his war-cries with each telling blow. When he confirms a critical hit, he can start this performance as an immediate action (ending any other performances). He gains temporary hit points equal to his Charisma modifier (if positive), and all allies within 30 feet gain a +1 morale bonus on their next attack roll prior to the start of his next turn. These temporary hit points remain until the bard ends his performance. This performance replaces fascinate.
Incite Rage (Su): At 6th level, a savage skald can induce a furious rage in one creature within 30 feet. This effect functions as a rage spell that lasts as long as the target can hear the bard’s performance; however, unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). Success renders the target immune to this power for 24 hours. The bard cannot target himself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the bard continues performing. This mind-affecting effect requires audible components. This performance replaces suggestion.
Song of the Fallen (Sp): At 10th level, a savage skald can duplicate the effect of ahorn of Valhalla. This effect requires 10 continuous rounds of performance and summons barbarians as a silver horn at 10th level, as a brass horn at 13th level, as a bronze horn at 16th level, and as an iron horn at 19th level. The warriors remain only as long as the bard continues his performance. This ability requires audible components. This performance replaces jack of all trades.
Berserkergang (Ex): At 12th level, a savage skald can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components. This performance replaces soothing performance.
Battle Song (Su): At 18th level, a savage skald can affect all allies within 30 feet when using performance to incite rage. This performance replaces mass suggestion.

Please delete this post if it violates IP issues!


I am currently perusing through a friend's copy of the pdf, updating my summoner for this week's session. Anyway I haven't been able to find the text yet that states that the Eidolon and Summon Monster SLA cannot be used at the same time. I am actually a fan of that new rule and I was unsure if I just missed spotting it or if it is possibly an errata issue.

Thanks for the time

EDIT: Ah there we go, I found the passage. sorry for the mix-up. The book is looking great btw!


Did the Orb spells make it to the APG? Those were one of my favorite spell additions in 3.5.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Hobbun wrote:
Did the Orb spells make it to the APG? Those were one of my favorite spell additions in 3.5.

Closed content.

That said, the APG is like all the Complete books rolled into one product. I wouldn't say it's an 'Essentials' Product, but it is a nice Complete book.


Matthew Morris wrote:
Hobbun wrote:
Did the Orb spells make it to the APG? Those were one of my favorite spell additions in 3.5.

Closed content.

The good news keeps on rolling. *sigh*

Thanks.

Edit: And I’m assuming it is the 3.5 Complete Spell Compendium is closed content? So it would be all those spells? Such a shame, a lot of great spells lost. I really hope Paizo makes their versions of the spells eventually.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Hobbun wrote:
Matthew Morris wrote:
Hobbun wrote:
Did the Orb spells make it to the APG? Those were one of my favorite spell additions in 3.5.

Closed content.

The good news keeps on rolling. *sigh*

Thanks.

Edit: And I’m assuming it is the 3.5 Complete Spell Compendium is closed content? So it would be all those spells? Such a shame, a lot of great spells lost. I really hope Paizo makes their versions of the spells eventually.

Hobbun, here's the rules on Closed Content vs. Open Content from 3.5: Did WotC write it, and it's not in the three core books, Epic Level Handbook, or Expanded Psionics Handbook? Then you'll never see it officially in Pathfinder. Paizo's new rules content is all Open. WotC's new rules content was all closed.

One of the major reasons Paizo's a better steward of the Open Gaming movement than WotC ever was. The former executives at WotC deserve endless credit for creating the thing in the first place, but it's taken people like Lisa Stevens, Vic Wertz, James Jacobs, and Erik Mona (among the many great minds at Paizo) to make it fully blossom.


The only real irritation I have with the APG so far is the inclusion of new magic items. I just don't think they belong in a book aimed primarily at players. But I am old-school so what do I know...


Kvantum wrote:
Hobbun wrote:
Matthew Morris wrote:
Hobbun wrote:
Did the Orb spells make it to the APG? Those were one of my favorite spell additions in 3.5.

Closed content.

The good news keeps on rolling. *sigh*

Thanks.

Edit: And I’m assuming it is the 3.5 Complete Spell Compendium is closed content? So it would be all those spells? Such a shame, a lot of great spells lost. I really hope Paizo makes their versions of the spells eventually.

Hobbun, here's the rules on Closed Content vs. Open Content from 3.5: Did WotC write it, and it's not in the three core books, Epic Level Handbook, or Expanded Psionics Handbook? Then you'll never see it officially in Pathfinder. Paizo's new rules content is all Open. WotC's new rules content was all closed.

One of the major reasons Paizo's a better steward of the Open Gaming movement than WotC ever was. The former executives at WotC deserve endless credit for creating the thing in the first place, but it's taken people like Lisa Stevens, Vic Wertz, James Jacobs, and Erik Mona (among the many great minds at Paizo) to make it fully blossom.

I see, thanks for clarifying. That’s a real shame that so much content is not available.

I agree with you, I give a big kudos to Lisa, Vic, James, Erik and the rest of the Paizo crew in making theirs open content.

This will be the last I say on this as it does not apply to this thread at all, but however much I appreciate WotC for opening the doors in the first place, I think it was a real crap move to close off everything from then on. And Paizo will of course do what they feel is needed in honoring that and not renaming closed content to make it usuable, but I can’t say I agree with that as I feel whatever respect WotC earned in starting OGL, they lost when they pulled back and closed off everything.

Silver Crusade

Pathfinder Adventure Path Subscriber

Speaking of them, Orb spells should die and be forgotten. They were really stupid, rules-wise.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Hobbun wrote:
... but I can’t say I agree with that as I feel whatever respect WotC earned in starting OGL, they lost when they pulled back and closed off everything.

Notice I didn't say WotC, I said former executives at WotC. There's been so much turnover at that company that you can't associate any policy with the company, just with the particular individuals who made the policy at the time. The people behind the GSL were an entirely different batch than the ones who created the OGL (AFAIK).

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Kvantum wrote:
Hobbun, here's the rules on Closed Content vs. Open Content from 3.5: Did WotC write it, and it's not in the three core books, Epic Level Handbook, or Expanded Psionics Handbook? Then you'll never see it officially in Pathfinder. Paizo's new rules content is all Open. WotC's new rules content was all closed.

Well technically there's no reason that WotC couldn't go back and 'open up' the content. Technically, Grace Park could divorce her husband and seduce me. I find the odds of both equally likely ;-)

Hobbun,

The WotC Edition Police are not going to bash down your door and beat you with (out of print) copies of the 4e PHB if you use Orb of Force in your home game. Just don't expect to see Paizo (or any 3PP) to put it in an adventure.

So far, I can think of two examples of Closed Content that Paizo's published: The Deep Crow and the Coeurl. Both of which are owned by others who were gracious enough to allow Paizo to publish the stats in an AP, but even Paizo can't use them again. Everything else is Open Content, which, as Kvantum says, is a testimony to their Openness.

PAIZO = Pretty Awsome Inspiring Zany Office.

Edit: and let me add, the new spells have some awesomeness w/o being brokenness in them. Forced Repentance, Enter Image, Calcifying Touch... and I'm not even through the spells yet.


Gorbacz wrote:
Speaking of them, Orb spells should die and be forgotten. They were really stupid, rules-wise.

How so? I thought they were pretty darn nice, actually. Good damage. No Spell Resistance. And the saving throw only avoided a minor effect, did not lessen damage.

Their only drawback was the range. Well, some may think another drawback is you needed to roll to hit as well, but it was touch AC, which most casters could hit when they got to higher levels.


Misery wrote:

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?

Definitely not, unfortunately.

Silver Crusade

Pathfinder Adventure Path Subscriber

That's exactly the reason - Orbs were auto-hit, no SR, no save spells. They made any core evocation spell look silly in comprasion. Why cast lightning bolts when you have orbs ?


Hobbun wrote:
Good damage. No Spell Resistance. And the saving throw only avoided a minor effect, did not lessen damage.

Exactly. I think they are widely considered being too strong compared with spells of the same level.

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