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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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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Liberty's Edge

Very disappointed that the Templar was cut. The archetypes are nice, the new classes were what I expected, the anti-paladin (worst name ever btw) was allright, but I am just plain disappointed and pissed that there isn't a templar or another paladin alternative (UA's paladins of tyranny and chaos were pretty awesome IMO).

Silver Crusade

Pathfinder Adventure Path Subscriber
Xpltvdeleted wrote:
Very disappointed that the Templar was cut. The archetypes are nice, the new classes were what I expected, the anti-paladin (worst name ever btw) was allright, but I am just plain disappointed and pissed that there isn't a templar or another paladin alternative (UA's paladins of tyranny and chaos were pretty awesome IMO).

There's the Holy Vindicator PrC. And please, let's not have another "non-LG Paladins" thread, it would be the 10th this week ...

Liberty's Edge

Gorbacz wrote:
Xpltvdeleted wrote:
Very disappointed that the Templar was cut. The archetypes are nice, the new classes were what I expected, the anti-paladin (worst name ever btw) was allright, but I am just plain disappointed and pissed that there isn't a templar or another paladin alternative (UA's paladins of tyranny and chaos were pretty awesome IMO).
There's the Holy Vindicator PrC. And please, let's not have another "non-LG Paladins" thread, it would be the 10th this week ...

Not trying to start one, but that would have been my main reason for purchasing the book and it seems like it was stealth-deleted. I'm just glad I read it was removed before I bought a hard copy.


This was like opening the original Unearthed Arcana back in the 80's! All kinds of new fun, bright and shiny! I haven't been this excited from a gaming book in almost a decade. Thank you Paizo!


1 person marked this as FAQ candidate.

On Page 79 of the APG under "Totem Warrior" this entry seems incomplete.

Contributor

ZJ wrote:
On Page 79 of the APG under "Totem Warrior" this entry seems incomplete.

You need to look at the various totem rage powers, which are sorted in with all the other new rage powers starting on page 74.


Maybe this won't get attention because there are 1000+ posts already.
I'm concerned that Pathfinder will go down the road I've seen in other games, in which modules and mini-campaigns (APs) become unplayable without owning a host of core books. To play module X, I need to invest over $200 in rules books. If the content is in a free reference document online, then OK, but even then it is inconvenient. I'm not even going to think about a subscription or buying anything that came out after the APG without assurance that I don't *need* it to play. Same goes with Ultimate Magic or whatever. I have limited money to spend. I prefer spending it on as little core as possible, some on setting, and splurging on scenarios. I have little time and even less writing talent, so I rely on professionally written scenarios nearly exclusively. I put my money in them but I won't if they require buying a never ending stream of supplements to support them.

PS: If there is a better threat / discussion for this worry, please either move this post or let me know.

Dark Archive

Using material from non-core books is not new as far as Paizo's products are concerned. Even before Pathfinder RPG came out, Paizo used materials from non-Paizo sources, such as the Tome of Horror books published by Necromancer Games or the Advanced Bestiary published by Green Ronin.

The trend continues with Pathfinder RPG. Paizo uses material from their non-core books (such as the Advanced Player's Guide). However, as has always been the case, you can easily play a module without owning the book because the stat blocks are written to contain any information necessary for you to do so.

Spoiler:
For instance, in the module The Witchwar Legacy an NPC uses the savage barbarian archtype. Any information you need to use the NPC is included in the stat block.


I'm glad to hear it. Thanks for clearing that up.


I have enjoyed APG since it came out and have implemented most of it in our campaign already. I have a few comments and they are purely subjective in nature.

The cavalier class is simply a bad idea it was in the past and has always been. To be honest how many published adventures actually include a lot of mounted combat and even jousting? Basically to me it is a big fail and should have been created as a knight with the option of becoming a cavalier. The knight class in Dragonlance or samurais from the oriental adventures (oh yes very old school) are proof that it can work as a class that differs from warriors. Basically this will be a class people will fast stop to play since the amount of mounted combat in crypts, dungeons, temples of the past or old castles simply is not present.

There are a few classes like druids and priests that still have very few class specific feats to chose from and as such not that many options to create depth or variation. Where are the 15 specific feats for druids in shape shifted form (only a few excists)? Where are the feats that make priests something but a healing machine….but a smiting destroyer of their foes ….or a cunning user of divine power.

Liberty's Edge

Playing a mounted class requires communication between you and your DM. Well, that and people tend to forget that you can play small characters and still be effective mounted fighters (even in dungeons).

I'm currently playing a roughrider fighter variant, but only after I came to my DM with the concept and got his assurances that we wouldn't be doing much dungeon diving. Had he told me were going to spend alot of time in dungeons, I probably would have went with a halfling instead of a human.


That is exactly my point and why the mounted part of the class should be an option and not the core. Also it would be unfair to the furious villain who would die from laughter when facing a gnome riding his war puddle. …yes I exaggerate. The class is very campaign specific and simply not very easy to adapt into a campaign where you can’t make the world spin around a mount. This is also why the whole paladin steed issue was fail.

Just by using feats you can without major issues make all the mounted campaigns in you want but a class based on that is not easy to include. And I will repeat myself…how many published small or major adventures were based around mounted combat?


Gamroll wrote:

That is exactly my point and why the mounted part of the class should be an option and not the core. Also it would be unfair to the furious villain who would die from laughter when facing a gnome riding his war puddle. …yes I exaggerate. The class is very campaign specific and simply not very easy to adapt into a campaign where you can’t make the world spin around a mount. This is also why the whole paladin steed issue was fail.

Just by using feats you can without major issues make all the mounted campaigns in you want but a class based on that is not easy to include. And I will repeat myself…how many published small or major adventures were based around mounted combat?

Maybe you are right. But really, what does it matter if it is a base class or not? And really, the same applies to the big ‘ninja’ discussion in the Tian Xia thread. My point is, for those who think they are better off as archetypes, you don’t have to play the classes, and if you really wanted, houserule those classes you deem inappropriate and make them archetypes in your campaign.

For me, it doesn’t matter that they made the Cavalier (or make the Ninja) it’s own class or not. Paizo could put them in as archetypes and I would have/be fine with that. But I am not going to make an argument of why others should not receive what they may like if it only adds a page or two in the book. My feelings are is the class is there for those who want it, and those who don't, you don’t have to play it.

Liberty's Edge

Gamroll wrote:

That is exactly my point and why the mounted part of the class should be an option and not the core. Also it would be unfair to the furious villain who would die from laughter when facing a gnome riding his war puddle. …yes I exaggerate. The class is very campaign specific and simply not very easy to adapt into a campaign where you can’t make the world spin around a mount. This is also why the whole paladin steed issue was fail.

Just by using feats you can without major issues make all the mounted campaigns in you want but a class based on that is not easy to include. And I will repeat myself…how many published small or major adventures were based around mounted combat?

I guess what I was getting at in a round about way is that small sized mounted combatants are a perfectly viable build for any setting. Sure their weapons go down a step, but that's only ~2 damage on average, they get +1 to hit, and most of the damage comes from str multipliers due to charge, etc.

I think they should have made the iconic cavalier a halfling or gnome with a boar or wolf mount personally, small sized builds are probably what is going to get played the most.


1 person marked this as FAQ candidate.

Okay, so, I have a few silly questions that have to do more or less with RAW over RAI.

For the Warrior of Holy Light paladin archetype, activating the "power of their faith" (The holy light) is a standard action. However, it doesn't say whether or not they get infinite uses. In the same section, it also says that Holy Light paladins also get more Lay on Hands than a normal paladin (One at 4th level and every 4 levels after, on top of 1/2 class level plus Cha.) To make a sort of stretch, does activating the Holy Light use a Lay On Hands?

On the same class, it says that the Holy Light paladin cannot use spell trigger or spell completion. To me, that means wands, scrolls, rods, things of that nature. Does the encompass rings and wondrous items that are not continuously-active, and shield/weapon abilities?


Ashram wrote:

Okay, so, I have a few silly questions that have to do more or less with RAW over RAI.

For the Warrior of Holy Light paladin archetype, activating the "power of their faith" (The holy light) is a standard action. However, it doesn't say whether or not they get infinite uses. In the same section, it also says that Holy Light paladins also get more Lay on Hands than a normal paladin (One at 4th level and every 4 levels after, on top of 1/2 class level plus Cha.) To make a sort of stretch, does activating the Holy Light use a Lay On Hands?

On the same class, it says that the Holy Light paladin cannot use spell trigger or spell completion. To me, that means wands, scrolls, rods, things of that nature. Does the encompass rings and wondrous items that are not continuously-active, and shield/weapon abilities?

spell completion items means wands, scrolls, etc because the class does not have a spell list. rings and wondrous items are usable by every class so they can use as well without restriction.

The Exchange Contributor, RPG Superstar 2008 Top 6

I wanted to add that they could use rods (though metamagic rods wouldn't be useful). Spell trigger items are wands and staves, spell completion are scrolls.


Russ Taylor wrote:
I wanted to add that they could use rods (though metamagic rods wouldn't be useful). Spell trigger items are wands and staves, spell completion are scrolls.

Alright, that makes sense considering they're effectively banned from using Use Magic Device. Now, if only I could get an official answer for my first question. I'd love for the holy light power to be infinite uses considering how weak it is: A +1 to a few things like attack rolls, damage rolls and Will saves against fear all the way up to 20th level, whereupon it goes up to +2, plus some minor abilities that really are all "meh" until 20th level doesn't equal up to all the spells that holy light paladins miss out on.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Ashram wrote:
Russ Taylor wrote:
I wanted to add that they could use rods (though metamagic rods wouldn't be useful). Spell trigger items are wands and staves, spell completion are scrolls.
Alright, that makes sense considering they're effectively banned from using Use Magic Device. Now, if only I could get an official answer for my first question. I'd love for the holy light power to be infinite uses considering how weak it is: A +1 to a few things like attack rolls, damage rolls and Will saves against fear all the way up to 20th level, whereupon it goes up to +2, plus some minor abilities that really are all "meh" until 20th level doesn't equal up to all the spells that holy light paladins miss out on.

It doesn't ban them from using UMD at all. All it's saying is that, because they have a spell list, a standard paaldin can use Wands, Staves and Scrolls for spells on that spell list just as any other caster can. As Warriors of the Holy Light do not have a spell list, they lose this ability. If they want to use UMD they still can, just as a Rogue (who also doesn't have a spell list so can't by right use these items) can.

Paizo Employee Chief Technical Officer

Ashram wrote:
Now, if only I could get an official answer for my first question.

You'll want to post it in the Rules Questions forum.

Contributor

Ashram wrote:
Now, if only I could get an official answer for my first question.

Answered in FAQ.


2 people marked this as FAQ candidate. Staff response: no reply required.

Restoration Subdomain: Remove Disease is listed as a 2nd level spell. Is this intentional? Normaly it's a 3rd level spell.

What 8th level bonus spell does Oracle with Life mystery get? Oracles get cure spells for free so what spell do they get?

Does the Lingering effect from Lingering Performance feat end when The Bard cast Saving Finale and other Final spells?

Paizo Employee Chief Technical Officer

Zark wrote:

Restoration Subdomain: Remove Disease is listed as a 2nd level spell. Is this intentional? Normaly it's a 3rd level spell.

What 8th level bonus spell does Oracle with Life mystery get? Oracles get cure spells for free so what spell do they get?

Does the Lingering effect from Lingering Performance feat end when The Bard cast Saving Finale and other Final spells?

Please post rules questions in the Rules Questions forum.


Vic Wertz wrote:
Zark wrote:

Restoration Subdomain: Remove Disease is listed as a 2nd level spell. Is this intentional? Normaly it's a 3rd level spell.

What 8th level bonus spell does Oracle with Life mystery get? Oracles get cure spells for free so what spell do they get?

Does the Lingering effect from Lingering Performance feat end when The Bard cast Saving Finale and other Final spells?

Please post rules questions in the Rules Questions forum.

What 8th level bonus spell does Oracle with Life mystery get? Oracles get cure spells for free so what spell do they get?

Restoration Subdomain: Remove Disease is listed as a 2nd level spell. Is this intentional? Normaly it's a 3rd level spell.

2/3 bumb?

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Zark, did you accidentally repost the rules question here after he told you that you should post it in the rules forums?


Dragnmoon wrote:
Zark, did you accidentally repost the rules question here after he told you that you should post it in the rules forums?

My bad. I thought this was some sort of errata thread.

Bad cold mess with my head.
Since this isn't a errata thread, I post my question elsewhere.
BTW, the oracle spell and the Restoration Subdomain, that's not rules questions but errata.

Dark Archive

Anyone using the APG's Hero/Action Point system? If so, what do you think of it?

Scarab Sages

joela wrote:
Anyone using the APG's Hero/Action Point system? If so, what do you think of it?

They're an interesting idea, as long as they aren't allowed to become a self-fulfilling mechanic; i.e. meet a monster, use a Hero Point, have an easy fight, beat the monster, earn a Hero Point, meet a monster, use a Hero Point, have an easy fight, beat the monster, earn a Hero Point, meet a monster, use a Hero Point, have an easy fight, beat the monster, earn a Hero Point....

Basically, don't give out HP rewards for encounters where the PC was forced to use a HP. They didn't beat the creature fair and square, if they had to call a time-out, and beg a favour.


Snorter wrote:
joela wrote:
Anyone using the APG's Hero/Action Point system? If so, what do you think of it?

They're an interesting idea, as long as they aren't allowed to become a self-fulfilling mechanic; i.e. meet a monster, use a Hero Point, have an easy fight, beat the monster, earn a Hero Point, meet a monster, use a Hero Point, have an easy fight, beat the monster, earn a Hero Point, meet a monster, use a Hero Point, have an easy fight, beat the monster, earn a Hero Point....

Basically, don't give out HP rewards for encounters where the PC was forced to use a HP. They didn't beat the creature fair and square, if they had to call a time-out, and beg a favour.

Someone correct me if I'm wrong, but I believe that the rules for this subsystem actually explicitly state that you should NOT give out an Hero Point for a success accomplished through the use of an Hero Point. Hero Points should only be handed out upon reaching a new level or else a particularly important/impressive heroic act (accomplished on the PC's own merit), or for reaching a particularly important story-point for their character.

Do not treat these like 4e's action points where PCs just expect them after every 2 encounters. Hero Points should be special, and as a reward, they are much more versatile and poignant.


Something happened to us at the last game that some people at Paizo might enjoy:

One of my "elder" players (20+ years of play) had to check for a spell description in the Advanced Players' Guide but he mistakenly asked for the Unearthed Arcana we all smiled and laughed but we all knew what he meant.

RPG Superstar 2008 Top 32

Paizo is now shipping the second printing of the Pathfinder Roleplaying Game Advanced Player's Guide.

To verify the version you have, please view the credits page. The bottom of the page reads 'Second Printing, December 2010' for the most recent version.

We have updated the PDF edition to incorporate all current errata to correspond to the newly released second printing. Those of you who have access to the PDF may download the updated version for free from your My Downloads page.

We have created an errata PDF that lists the changes made for the second printing; it's linked from the product description above, and is also available from the Pathfinder RPG Resource Page.

Grand Lodge

Just to be sure, if I order now, will I receive the second printing?

Dark Archive

Starglim wrote:
Just to be sure, if I order now, will I receive the second printing?

I'm with Starglim. Will I get the second printing if I order now?

Paizo Employee Chief Creative Officer, Publisher

If you order direct from Paizo, yes. If you order from Amazon, they may still be pulling from their stock of first printings. Most game stores probably stock a smaller number of copies of their books, and are likelier to have the newest printings.


Yes, have to be careful from Amazon. I ordered 4 Core Rulebooks for friends of mine for Christmas and figured they would be sending out the 4th printing by now. All were 3rd printing.

And the problem is there is no way to 'confirm' it before you order. You just have to roll the dice.

Grand Lodge

Erik Mona wrote:
If you order direct from Paizo, yes. If you order from Amazon, they may still be pulling from their stock of first printings. Most game stores probably stock a smaller number of copies of their books, and are likelier to have the newest printings.

Thanks, I planned to order from Paizo and presumed that would be the quickest way to get the new printing if at all. I'll pick it up immediately.

The Exchange RPG Superstar 2010 Top 16

Ravenmantle wrote:
Even before Pathfinder RPG came out, Paizo used materials from non-Paizo sources... The trend continues with Pathfinder RPG. Paizo uses material from their non-core books (such as the Advanced Player's Guide). However, as has always been the case, you can easily play a module without owning the book because the stat blocks are written to contain any information necessary for you to do so.

According to other threads on this board, that's likely to change with the next AP, where the developers will presume you have acces to anything released into the SRD, such as material from the APG and the Bestiary 2.

--+--

The advertising copy tells us that the book includes a "wealth of fantastic equipment, such as fireblast rods and fortune-tellers’ cards"

That should probably be corrected.

Grand Lodge

Chris Mortika wrote:
Ravenmantle wrote:
Even before Pathfinder RPG came out, Paizo used materials from non-Paizo sources... The trend continues with Pathfinder RPG. Paizo uses material from their non-core books (such as the Advanced Player's Guide). However, as has always been the case, you can easily play a module without owning the book because the stat blocks are written to contain any information necessary for you to do so.

According to other threads on this board, that's likely to change with the next AP, where the developers will presume you have acces to anything released into the SRD, such as material from the APG and the Bestiary 2.

--+--

The advertising copy tells us that the book includes a "wealth of fantastic equipment, such as fireblast rods and fortune-tellers’ cards"

That should probably be corrected.

If it is in the PFSRD then it is not a problem. All one has to do is to look it up as a DM. As a player, they should not be looking it up during the game any ways :)

The Exchange

By the way, is there any timeline on getting the APG errata added to the PRD? Users are reporting that the content on d20pfsrd.com is incorrect because it does not match the PRD but in fact its because we have applied the errata but the PRD has not (for the APG that is.)

Thanks!


Pathfinder Adventure Subscriber

Question on the bloodblock alchemical item.

Bloodblock wrote:
This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer's kit (and grants the +5 bonus stated above).

I guess my question is it assumed that when you purchase a healer's kit that this also comes with it? Or does it just save uses on the healers kit with deadly wounds? (instead of using two uses it only uses one)

Contributor

Bloodblock is a separate item. When treating deadly wounds, you can use either bloodblock or a healer's kit. Versatility = good.

Dark Archive

The ranger's natural weapon combat style lists eldritch fangs as a bonus feat option that is in the APG feat list, but I can't find it. What's going on?

Contributor

Chris Ballard wrote:
The ranger's natural weapon combat style lists eldritch fangs as a bonus feat option that is in the APG feat list, but I can't find it. What's going on?

Looks like that should be the Eldritch Claws feat. I'll send it to Jason for future updates.

Scarab Sages

James Jacobs wrote:


Seoni actually has blonde hair—although sometimes artists mess that up. She's blonde, though.

Merisiel has white hair because my warcraft character (a night elf) has white hair. Sometimes, being the Creative Director lets you be capricious and sneaky like that.

I'm glad it's just the two with white hair. I always imagined Seoni as a blonde, though before the witch was released I *did* look at her as having white hair.

If the witch was a red head she would be more unique but it's all good.


2 people marked this as FAQ candidate.

I don't know if that issue has come up, but:

The entries for the Elf Bard and Elf Fighter are the same. Is this intentional? I'm not sure how a +1 bonus vs. Disarm and Sunder relates to being an elven bard.

Contributor

Fabius Maximus wrote:

I don't know if that issue has come up, but:

The entries for the Elf Bard and Elf Fighter are the same. Is this intentional? I'm not sure how a +1 bonus vs. Disarm and Sunder relates to being an elven bard.

Page 12, Elf Adventurers, Bard: "Elves love art in all its forms. Their sweeping arias, ancient poetry, and graceful dances are the envy of cultured audiences, just as their finesse with arms garners the envy of common warriors."


Sean K Reynolds wrote:
Fabius Maximus wrote:

I don't know if that issue has come up, but:

The entries for the Elf Bard and Elf Fighter are the same. Is this intentional? I'm not sure how a +1 bonus vs. Disarm and Sunder relates to being an elven bard.

Page 12, Elf Adventurers, Bard: "Elves love art in all its forms. Their sweeping arias, ancient poetry, and graceful dances are the envy of cultured audiences, just as their finesse with arms garners the envy of common warriors."

Fair enough.

On the other hand, my gaming group was sure that it was an error when we read that bit.


Sean K Reynolds wrote:
Chris Ballard wrote:
The ranger's natural weapon combat style lists eldritch fangs as a bonus feat option that is in the APG feat list, but I can't find it. What's going on?
Looks like that should be the Eldritch Claws feat. I'll send it to Jason for future updates.

It also lists improved natural weapon as a bonus feat, though its called Improved Natural Attack in the bestiary.


When a Beast Master variant Ranger uses Improved Empathic Link to see through the eyes of an Animal Companion, who's ranks/ability modifiers are used? Ranger's ranks and Animal Companion's ability mods? Also would the trained class bonuses apply?


1 person marked this as FAQ candidate.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

I have a question regarding the Leadership subdomain. The text for the Inspiring Command ability is as follows:

APG wrote:
Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependant mind-affecting effect.

I'm wondering if it is intentional that this sounds as if the ability could be used at will. I think a sentence like "You can use this ability a number of times per day equal to 3 + your Wisdom modifier." might be missing here. The Nobility domain power replaced by this subdomain, Inspiring Word, for example, like many other domain powers, is limited in this way. Can someone shed some light on this?

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