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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My only big gripe with his book is that the wizard spell list isn't organized by schools. Just kinda annoying to have to go through spells and hunt for the ones from certain schools. o.o

Owner - House of Books and Games LLC

Zaister wrote:

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?

Not exactly a scintillating at-will ability, given that you have to burn a standard action on it and it only lasts for one round - I'm inclined to think that yes, it's at-will, but I don't see many people spending their standard action every round maintaining it.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
gbonehead wrote:
Not exactly a scintillating at-will ability, given that you have to burn a standard action on it and it only lasts for one round - I'm inclined to think that yes, it's at-will, but I don't see many people spending their standard action every round maintaining it.

Yes I can see it going either way, that is why I'm asking. (Also because I want PCGen to get it right.)

Owner - House of Books and Games LLC

Zaister wrote:
gbonehead wrote:
Not exactly a scintillating at-will ability, given that you have to burn a standard action on it and it only lasts for one round - I'm inclined to think that yes, it's at-will, but I don't see many people spending their standard action every round maintaining it.
Yes I can see it going either way, that is why I'm asking. (Also because I want PCGen to get it right.)

Makes sense. I voted for it as a FAQ; not sure how the FAQ thing works but you might want to vote for it too.

Paizo Employee Chief Technical Officer

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

For best results, you should ask rules questions in the Rules Questions forum, where they're more likely to be spotted by the right people.


1 person marked this as FAQ candidate.

The Defense subdomain of the Protection Domain replaces the resilient touch power. The Protection Domain does not have a resilient touch power. It has a resistant touch power.

Scarab Sages

This book is one of their best.


1 person marked this as FAQ candidate.

From another thread, but there's info that belongs here:

Sean K Reynolds wrote:
Caedwyr wrote:
The greater mutagen alchemist discovery does not have mutagen as a prerequisite.
Maybe I'm not understanding you correctly, but I don't see a "greater mutagen" discovery in Ultimate Magic at all, so I'm not sure what you're referring to.

Yeah I took a look at this again, and it seems this should be in the APG errata thread instead (Ultimate Magic added the Mutagen discovery and several archetypes which remove the Mutagen class ability. This means that as written currently the alchemist does not need the Mutagen ability/discovery to choose the greater mutagen discovery.


Ok I have been designing a Sorcerer with the Stormborn Bloodline. My concept was based on the bloodline power:

Stormchild

Spoiler:
(Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

Then I noticed after I did all my work that it says Blindsense which states:

Blindsense

Spoiler:
... Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment.

and in natural fog:

Fog

Spoiler:
Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).

So basically if I am reading this right. At 9th level with my bloodline power I cast fod I am now in a fog I have 20% concealment and with blindsense those penalties are still there? Why have the ability and why does it say you have it against concealment? Did they mean Blindsight which would negate the concealment penalties? And since it is suppose to be only usable against the concealment of the fog it would make more sense.

Can I get a ruling on this??

Paizo Employee Chief Technical Officer

Tharg The Pirate King wrote:
Can I get a ruling on this??

Please post rules questions in the Rules Question Forum, where they're more likely to be seen by people who can answer them.


Vic Wertz wrote:
Tharg The Pirate King wrote:
Can I get a ruling on this??
Please post rules questions in the Rules Question Forum, where they're more likely to be seen by people who can answer them.

if we could get official ruling's but instead you get conflicting arguments for both sides. never a straight forward offical answer. Rules forums need some support. the player base cant agree on anything.

The Exchange

A question about the Roughrider archetype: Ride Them Down and Unavoidable Onslaught replace both Armor Training 4.
Maybe there is an error and one of them replace Weapon Training 4.
There is some official errata about?!?

Owner - House of Books and Games LLC

Benkalas wrote:

A question about the Roughrider archetype: Ride Them Down and Unavoidable Onslaught replace both Armor Training 4.

Maybe there is an error and one of them replace Weapon Training 4.
There is some official errata about?!?

No error. It means "Armor Training 4 is replaced by Ride Them Down and Unavoidable Onslaught." The one Fighter ability is replaced with two Roughrider abilities.


I have a question about the Paladin archetype, Divine Defender and the ability : Divine Bond

Divine Bond (Su): At 5th level, instead of forming a divine bond with her weapon or a mount, a divine defender can form a bond with her armor. As a standard action, a divine defender can enhance her armor by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the armor to shed light like a torch. At 5th level, the spirit grants the armor a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +3,

Why +3, and not +5 like all similar habilities. there is an error?

As an example here is the Divine bond for the Paladin (whith a weapon and not a armor) :

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5,

The Paladin have a maximum of +5.

Paizo Employee Chief Technical Officer

Leomund wrote:

I have a question about the Paladin archetype, Divine Defender and the ability : Divine Bond

You'll want to post in the Rules Questions forum, as folks who answer that type of question may not be looking in the product forum.

Shadow Lodge

Adventure Path Charter Subscriber

If I reorder this book do I get the second printing? Is there likely to be a third printing anytime soon?

Contributor

You'll get the second printing if you order from us, but I don't know when (or if) there will be a third printing.

Shadow Lodge

Adventure Path Charter Subscriber

That's cool. Just really want the reprint with the updated inquisitor material - got the first print and for some reason the slayer misprint really gets to me.

Dark Archive

Mark Moreland wrote:
TheTwitching King wrote:
Is there any word on the adventure path after "Kingmaker"? It is just that adventure path will come out around the same time as this book. The NPCs within that path will be a great place to show off what these new core classes can do.
The 7th AP will be "Serpent's Skull" and will take the PCs from Sargava, through the Screaming Jungle, and into the heart of the Mwangi Expanse. It should also deal heavily with serpentfolk! Whee!

Love to have the chance to play a naga or a yun ti.


This product now has a Lite pdf download option available. Learn more about it here!


Regarding "Saving Finale":

SAVING FINALE wrote:
You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a saving throw, allowing the subject to immediately reroll the failed saving throw.

What is the intended level of metagaming for this spell? That is, how does the bard know that a save was failed?

This would be evident for a disintegrate, say, since there's a ray that touches a PC and it turns into a bit of dust, but suppose one of the PCs is affected by a spell-like effect (no verbal or somatic components) and with an effect that does not immediately show, such as a charm person. Would the bard still be able to force the reroll, even though he has no way of knowing that a spell was cast, on whom, or if the save was failed? This would be metagaming, yes, but going the other way will end in discussions about when it's allowed and when not.


I have a question on Knight's Challenge - Order of the Sword for the Cavalier class.

Is this an extra challenge per day, or is it a modification to one of the challenges you already have?

((Noticed the post about the Rules Forum above and cross-posted this there))


Nature Warden question - It says in the description "Nature wardens are usually druids or ranger/druids ..." One of the requirements is favored terrain class feature. So how is a druid supposed to meet this requirement?

Silver Crusade

Pathfinder Adventure Path Subscriber
Leonis Angelis wrote:
Nature Warden question - It says in the description "Nature wardens are usually druids or ranger/druids ..." One of the requirements is favored terrain class feature. So how is a druid supposed to meet this requirement?

World Walker archetype.


2 people marked this as a favorite.

The Elementalist Wizard Schools could use a little love; maybe a blog post or something.

The issue: The Elementalist schools are closed lists. New, very appropriate spells are not "in school" for elementalist wizards.


Pupsocket wrote:

The Elementalist Wizard Schools could use a little love; maybe a blog post or something.

The issue: The Elementalist schools are closed lists. New, very appropriate spells are not "in school" for elementalist wizards.

I never realized the Elemental schools were closed lists. I just assumed a fire spell in a later book was a Fire Elemental school spell and elemental spells were also automatically added.


Divine Protection - This is an unusually powerful feat despite the existing prerequisites and it is very similar to the Divine Grace class feature for a Paladin. Would you consider updating the errata so that it also requires the character to also be lawful good? At least, that ensures that the feat is consistent with the existing requirements for getting your Charisma bonus to saving throws.


I am just starting to use this book and learning how to create new races using Race Points (RP), a few questions:

1- is there any third party books/resources that builds upon and expands the RP options for race building?

2- which message board section is the correct place to post about creating and/or converting races using the material in this book?

3- does Hero Lab have an option for building races using this books material?


Pathfinder Starfinder Society Subscriber

I tried to flag that previous two posts, but there does not seem to be an option for "post is in wrong thread". One is for the Advanced Race Guide, and the one before it is for the Advanced Class Guide.


Can a Cavalier change his mount choice from a horse at 1st level to a wolf at 7th level? Can a medium-sized Cavalier start a campaign with a wolf mount if he starts it at 7th level?

Dark Archive

The last update on this book was 5 years ago. I understand print numbers will not be divulged, with that said is there another factor preventing this book from another printing? Or was the print run so massive based on the sales of the Core Rulebook? An updated printing of this book is something I feel is called for given how long it has been out.

Dark Archive

I want to nominate this book for a pocket edition.

It´s the first rulesbook where the Pathfinder setting realy comes into it´s own (the CRB was a fine-tuning of the 3.5 rules) and the "new" classes (iconics) have really become staples of fantasy rpg now.


How are the Pathfinder non-mint books I'm looking at picking up the advanced players guide in non-mint condition and I wanted to know if it's worth the price break?


Pathfinder Starfinder Society Subscriber
dkoz wrote:
How are the Pathfinder non-mint books I'm looking at picking up the advanced players guide in non-mint condition and I wanted to know if it's worth the price break?

If you are looking for a hardcopy of this book at a bargain price, the best deal would appear to be this pocket edition. Not only is it $10 cheaper than a non-mint copy of the original hardback, but you can be sure that you are getting the latest printing of its text.


I just got my copy today. And it was in good condition (scuff marks on the bottom, but nothing to worry about). Thanks Paizo!

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