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

Resources

Looking for more? Check out the Resources and Free Downloads available for the Pathfinder Roleplaying Game.

Errata
Last Updated - 12/01/2010

Other Resources: This product is also available on the following platforms:

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Note: This product is part of the Pathfinder Rulebook Subscription.

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Average product rating:

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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

Are we there yet?

Liberty's Edge

Kortz wrote:
Are we there yet?

If I have to turn this car around......

Grand Lodge

Kortz wrote:
Are we there yet?

Don't make me turn this release around!


Kortz wrote:
Are we there yet?

We're closer than we've ever been!

Liberty's Edge

Enlight_Bystand wrote:
Gunner-Recall wrote:
Are there any new races in the APG??
Pretty sure no. Certainly nobody from Paizo's mentioned them.

From previous posts, I'm pretty sure we won't see any new races until they expand the world, so maybe in the Tian Xia World Guide.

Dark Archive

Orcs of Golarion is shipping this week as well...


Julian Neale wrote:
Kortz wrote:
Are we there yet?
We're closer than we've ever been!

Dude that is deep, like you totally blew my mind

Dark Archive

ntin wrote:
I feel like a child on Christmas Eve waiting for the Advance Player’s Guide PDF and Starcraft 2.

No... no, it's more urgent than that.

It's like... like I really have to pee, but all the bathrooms are occupied.

EDIT: Hold that thought, I might just actually need to pee. Stand by.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Garden Tool wrote:
ntin wrote:
I feel like a child on Christmas Eve waiting for the Advance Player’s Guide PDF and Starcraft 2.

No... no, it's more urgent than that.

It's like... like I really have to pee, but all the bathrooms are occupied.

EDIT: Hold that thought, I might just actually need to pee. Stand by.

This made me laugh out loud. :)

Damn, need I bring the kitten pictures? I need my APG! ;)


We're like a bunch of addicts waiting for our next fix.

Hi. My name is Drkfathr1, and I'm a Pathfinderoholic.

Dark Archive

I need this, Paizo; I need it.

I'm not gonna make it, man.

I'M NOT GONNA MAKE IT!

Silver Crusade

Pathfinder Adventure Path Subscriber

F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5, F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Gorbacz wrote:
F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5, F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5

Would someone post that they got it already so I can start my 3 day wait for mine to actually ship!!


drkfathr1 wrote:

We're like a bunch of addicts waiting for our next fix.

Hi. My name is Drkfathr1, and I'm a Pathfinderoholic.

I can quit any time I want, any time. I just like pathfinder and I want to keep going plus my game dose not start until 3:30 so I have some time to kill since 9:30am.


I'll make you all feel better. I really considered subscribing for this... but I pre-ordered through my FLGS instead. So I have to wait for the book. And wait for the PDF. And Pay more for the PDF. I'm supporting a store on the other side of town (about a 20-20 minute drive) that I don't game in so that it can keep going... for other people to play cards, miniatures and RPGs. And I'm paying extra for the privilage. I am gritting my teeth and chanting "it's for a good cause" repeatedly. Be happy that you're short timers. You lucky b@stards :)


R_Chance wrote:
I'll make you all feel better. I really considered subscribing for this... but I pre-ordered through my FLGS instead. So I have to wait for the book. And wait for the PDF. And Pay more for the PDF. I'm supporting a store on the other side of town (about a 20-20 minute drive) that I don't game in so that it can keep going... for other people to play cards, miniatures and RPGs. And I'm paying extra for the privilage. I am gritting my teeth and chanting "it's for a good cause" repeatedly. Be happy that you're short timers. You lucky b@stards :)

You know, you could always just take the money you save for subscribing, plus the money you save on the PDF and GIVE it to the store. Heck, mail him a check and add in the gas money.

You'd get product earlier.
He gets roughly the same net.
The distributor gets cut out of the loop.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
R_Chance wrote:
I'll make you all feel better. I really considered subscribing for this... but I pre-ordered through my FLGS instead. So I have to wait for the book. And wait for the PDF. And Pay more for the PDF. I'm supporting a store on the other side of town (about a 20-20 minute drive) that I don't game in so that it can keep going... for other people to play cards, miniatures and RPGs. And I'm paying extra for the privilage. I am gritting my teeth and chanting "it's for a good cause" repeatedly. Be happy that you're short timers. You lucky b@stards :)

That doesn't make me feel better. I don't rejoice at the pain of others. <puts on Jedi robes> ^^

Silver Crusade

R_Chance wrote:
I'll make you all feel better. I really considered subscribing for this... but I pre-ordered through my FLGS instead. So I have to wait for the book. And wait for the PDF. And Pay more for the PDF. I'm supporting a store on the other side of town (about a 20-20 minute drive) that I don't game in so that it can keep going... for other people to play cards, miniatures and RPGs. And I'm paying extra for the privilage. I am gritting my teeth and chanting "it's for a good cause" repeatedly. Be happy that you're short timers. You lucky b@stards :)

I did something similar with Ptolus. I gave up getting for a reduced rate and getting it signed, numbered, and a picture drawn in it to support my FLGS. It's good cause, but not always easy.

Dark Archive

Attention, Paizo.

If I don't have the pdfs within the hour, I start killing the hostages.

Do not test me.


Garden Tool wrote:

Attention, Paizo.

If I don't have the pdfs within the hour, I start killing the hostages.

Do not test me.

Don't do man Paizo dose not negotiate with kidnappers.


unless German amazon screws up the preorder again this book will sit waiting for me when I come home from Hungary. I just can't wait.

Also I need to congratulate paizo on the perfect series of awesome book covers done on all the big books so far. Letting Wayne Reynolds do the illustrations clearly is the right choice. These all have been covers yu just cant walk past when spotting them while skimming the bookshelves in you gaming store.
Youll almost have to feel sorry for WotC and their 4e book covers.


Oh, god I'm jonzing for some PDF crack... just to hold me over until the paper crack arrives...

Dark Archive

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


I am guessing September before it is all there

Dark Archive

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

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.

Dark Archive

And we are anticipating that the mechanical content will be Open Content?

Silver Crusade

Pathfinder Adventure Path Subscriber

The entire APG will be open content, I think. Paizo doesn't do closed crunch.

Dark Archive

Very cool.

Liberty's Edge

I forgot - What does SRD stand for?
Super Reference Document? Stinkin' Reference Document?
*Something* Reference Document, but what?


System Reference Document.

Liberty's Edge

silverhair2008 wrote:

System Reference Document.

Aaah. Makes way more sense than my other suggestions.

Thanks.


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

Well, it certainly seems that the book won't be released in time for me to do anything with it... it's 23:43 here. I hope it'll be ready when I wake up tomorrow. ^^


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

Well, it certainly seems that the book won't be released in time for me to do anything with it... it's 23:43 here. I hope it'll be ready when I wake up tomorrow. ^^

Silver Crusade

Pathfinder Adventure Path Subscriber

F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5,F5...


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

F6,F6,F6,F6,F6,F6,F6,F6,F6,F6,F6,F6,F6,F6,F6,F6,F6... Why doesn't this do anything....


Desperate times call for desperate measures.

f13, f13, f13, f13, f13, f13, f13, f13, f13, f13, f13, f13, f13, f13…

The Exchange

OMGOMGOMGOMGOMGOMG... dives into new PDFs!


Oh man, it says "in stock" on the product schedule! It's so here!

Grand Lodge

Adventure Path Charter Subscriber

My order is pending, so it shouldn't be long now.

-Skeld


Hmmm... I don't see the 'pre-order' anymore, but it still shows as pending...

Dark Archive

Y..you got yours already?

*squints and grits teeth*

I'm so happy for you.


See all of you later going reading my new PDF's. Hope the rest of you get enjoyment soon.

EDIT: I doubt that they go alphabetically. A friend got his before me and my name is before his.


Damn you alphabetical order processing!


ntin wrote:
Damn you alphabetical order processing!

Is that how they process things?

Silver Crusade

Pathfinder Adventure Path Subscriber

Damn you United States for being on the wrong side of the ocean !

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Damn you new computer and slowly moving files so I can organize the new downloads in their correct spots!


Julian Neale wrote:
ntin wrote:
Damn you alphabetical order processing!
Is that how they process things?

Not sure sounds good though.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

It isn't alphabetical it has something to do with the number of similar orders or some such. As is the norm for me I should see my PDF on Thursday.

Scarab Sages

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


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?" ;)

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