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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Dark Archive

James Jacobs wrote:
Draznar wrote:

I don't really know where to ask questions about the advanced player's guide classes now that the play test forums are down, if there is a better place to discuss them in general please let me know.

I had a question concerning the Witch. I just wanted to know what the rationale behind making the Witch's primary spellcasting stat Intelligence was. As I understood the fluff / flavor, the witch gets all of her spells by communing with her familiar. It seems like Charisma or Wisdom would be a better fit. Is there any chance of something so core to the class being changed? Could someone please explain why Intelligence was chosen in this case?

Thank you much.

There's already a LOT of Charisma-based casters, and very very very few Intelligence based casters.

Yep understandable. I just felt the witch and summoner should have been flipped personally for stat.

Paizo Employee Creative Director

It's unlikely to happen... but not impossible, since we've still got a few months to go on the APG's development and editing. Nothing is yet set in stone. But it IS scribbled in wet concrete, and that concrete is drying slowly but surely.

Dark Archive

James Jacobs wrote:
It's unlikely to happen... but not impossible, since we've still got a few months to go on the APG's development and editing. Nothing is yet set in stone. But it IS scribbled in wet concrete, and that concrete is drying slowly but surely.

Understandable. I can see the argument for them using the stats the have now. But I just felt based on the fluff of the class they make a little more sense if the summoner was Int based and the witch chr based or maybe wis.


Will you add any new class feat? Like Bardic feats or monk feats?
I'm still hoping for new Monk, Bard and barbarian stuff.

The monk still have the problem of DR silver/Cold iron. Any chanse we see any new monk feats that help him out with that problem or perhaps silver gloves / cold Iron gloves ;-)


Any new KI powers?
Any feats that boost the present Ki-powers? Wholeness of Body really need a boost.

Any feats that let the barbarian:
- combine rage powers, for example Powerful Blow and Surprise Accuracy?
- activate powers the same round, for example Guarded Stance and Rolling Dodge?
- boost her rage powers, for example Renewed Vigor, Mighty Swing, Surprise Accuracy?
- let her use rage powers like Mighty Swing and Surprise Accuracy more than once per rage?

Any new Bardic Performances or feat that change or boost the present bardic performances?

Paizo Employee Creative Director

There'll be a LOT of new options for every character class. Never fear!


James Jacobs wrote:
There'll be a LOT of new options for every character class. Never fear!

I love you! :-) I love you all!!!!

Dark Archive

Zark wrote:
James Jacobs wrote:
There'll be a LOT of new options for every character class. Never fear!
I love you! :-) I love you all!!!!

Me too! Almost as much as I love Cheliax, our beloved Majestrix, and Holy Asmodeus! (and that is saying a LOT)

James, when will we be getting more previews of APG or GMG?


James, I have a question. Will there be any new weapons added in the APG? If so I would like to make a recommendation for the Greathammer, same stats as a Greataxe (1d12, x3) but bludgeoning, we've used this as a homebrew weapon a few times and I would love to see it make an "official" appearance. It always kind of baffled me why it was never included in 3.X core, I know there was a Greathammer type weapon in one of the MM (3 I think), but it was an exotic weapon (and slightly OP iirc), not a mirror of the Greataxe.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Gambit wrote:
James, I have a question. Will there be any new weapons added in the APG? If so I would like to make a recommendation for the Greathammer, same stats as a Greataxe (1d12, x3) but bludgeoning, we've used this as a homebrew weapon a few times and I would love to see it make an "official" appearance. It always kind of baffled me why it was never included in 3.X core, I know there was a Greathammer type weapon in one of the MM (3 I think), but it was an exotic weapon (and slightly OP iirc), not a mirror of the Greataxe.

Have you checked out the Earth breaker? It's in the Campaign Setting, I think.

Silver Crusade

Pathfinder Adventure Path Subscriber

I believe there will be some kind of 2h hammer in Adventurer's Armory.


Here's an important question---

Will there be new rules mechanics? I've always found new rules mechanics more useful, as a DM especially.

For example, DMG2 from WotC introduced rules on how a PC can run a business if they wanted to. The Skill Trick system was another. Reserve Feats were a blast (excuse the pun) and stuff like mass combat and other new rules mechanics like more grappling options were always welcome, I believe. Several of their books also introduced new uses for the skills in 3.5e.

Now, new skill uses are something definitely worth seeing more of, so can we expect to see more uses with the skills in Pathfinder placed in APG?


Er anyone?


OK I want this book, I think it looks cool, but why should I buy it? Please convince me

Silver Crusade

Pathfinder Adventure Path Subscriber

6 new base classes
new feats
new alternate class features (rogue talents, rage powers, domains etc).
cover by Wayne Reynolds
everything is OGL


Gorbacz wrote:

6 new base classes

new feats
new alternate class features (rogue talents, rage powers, domains etc).
cover by Wayne Reynolds
everything is OGL

It is really pretty, but it seems to me that stuff is more and more available on-line especially the OGL stuff...thoughts?

Silver Crusade

I really want to see what this has for monks. rly


Mikaze wrote:
I really want to see what this has for monks. rly

I have friends who say they love the monk at lower levels but are impressed by it at higher levels


gnomewizard wrote:
Mikaze wrote:
I really want to see what this has for monks. rly
I have friends who say they love the monk at lower levels but are impressed by it at higher levels

I meant not impressed at higher levels

Liberty's Edge

gnomewizard wrote:
Gorbacz wrote:

6 new base classes

new feats
new alternate class features (rogue talents, rage powers, domains etc).
cover by Wayne Reynolds
everything is OGL
It is really pretty, but it seems to me that stuff is more and more available on-line especially the OGL stuff...thoughts?

To support companies to keep making books like this. With out that support they go under and then there is a large dry spell to almost the point of a game going out of publication.

That would be bad. So even though stuff becomes available online in a OGL environment you should still get the book so the company hat put it out can survive and continue to put out the great books.

It would explain the reason partly for what has happened with Dungeon and Dragons. From my understanding they are possibly even going to due away with books altogether and going to the online pay thing and cards (Magic anyone?).

Sean


Quote:

To support companies to keep making books like this. With out that support they go under and then there is a large dry spell to almost the point of a game going out of publication.

That would be bad. So even though stuff becomes available online in a OGL environment you should still get the book so the company hat put it out can survive and continue to put out the great books.

It would explain the reason partly for what has happened with Dungeon and Dragons. From my understanding they are possibly even going to due away with books altogether and going to the online pay thing and cards (Magic anyone?).

Sean

Way to go hasbro for killing things I Love. Pokemon and DnD. Thank Goodness Pathfinder was there to save Gaming...GO PAIZO!

The Exchange

Is there any announcements on prestige classes in this new book?

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

Crillitor wrote:
Is there any announcements on prestige classes in this new book?

Yes!

I hereby announce that they will be AWESOME!!!

Spoiler:
Well, at least four of them will be awesome. Can't really say for the rest... :)

Dark Archive

Jason Nelson wrote:
Crillitor wrote:
Is there any announcements on prestige classes in this new book?

Yes!

I hereby announce that they will be AWESOME!!!

** spoiler omitted **

I take it you finally submitted the 'Dwarven Beard Dancer'? ;)


Pathfinder sucks! I don't see how a new book will-

*SLASH* 'AARRRGH~'

...Damnit, Sorry guys, I happened across a mirror of opposition last night. Don't worry. The dupe's taken care of now.

I must say I'm waiting with eager anticipation to see how the new classes will finalize in this book, Not to mention how WAR's Awesome new artwork will look colored :D


Any Chance they are going to give a more detailed treatment of Arcane Bond in this one. The description of it in the Core Book is frustratingly vague. The specifics to enhanting an arcane bonded item would be awesome.


August is still sooooo far away... T.T

Silver Crusade

Will there be any chance that current PRC are expanded beyond 10 levels, in this book or future publications? As a group we have noted that many PRCs can be fully completed by 15-16CL with entry requirements, leaving 4-5 levels to either return to your base class or start a new class or PRC.

I as a player would rather stay in my PRC till we reach 20th level or what ever level we deem to powerful to plan an adventure for.

Thanks


'G' wrote:

Will there be any chance that current PRC are expanded beyond 10 levels, in this book or future publications? As a group we have noted that many PRCs can be fully completed by 15-16CL with entry requirements, leaving 4-5 levels to either return to your base class or start a new class or PRC.

I as a player would rather stay in my PRC till we reach 20th level or what ever level we deem to powerful to plan an adventure for.

Thanks

I can say with pretty much certainty that you won't see anything beyond 10 levels for Prestige classes for the Advanced Players Guide as that would be considered epic level PRC's.

Right now there are no plans for epic materials for this year or next, but they (Paizo) have put the question out if us (the players) do want it. So they are thinking about it. I would guess eventually we will see an epic level book(s) of some kind eventually, but it won't be anytime soon.


So far the Alchemist has impressed me the most but I am looking forward to this product.

The Exchange

Adventure Path Charter Subscriber; Pathfinder Card Game, Lost Omens, Maps, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Just curious, I noticed on the upcoming products and my subscriptions page that this is coming out late July. Are you going to ship this like the Core Rulebook (all received at GenCon date and PDF available then) or will it be like a normal book?

Paizo Employee Creative Director

Alizor wrote:
Just curious, I noticed on the upcoming products and my subscriptions page that this is coming out late July. Are you going to ship this like the Core Rulebook (all received at GenCon date and PDF available then) or will it be like a normal book?

The plan is indeed to launch this book at Gen Con. Note that Gen Con is happening VERY early in August this year, so a ship date of late July is more or less accurate about when we'll actually be shipping books out to retailers and such.

Paizo Employee Chief Technical Officer

Alizor wrote:
Just curious, I noticed on the upcoming products and my subscriptions page that this is coming out late July. Are you going to ship this like the Core Rulebook (all received at GenCon date and PDF available then) or will it be like a normal book?

We'll be treating it like our usual subscriptions, so if everything holds to schedule, subscribers will get their PDFs when we ship their corresponding print copies shortly before Gen Con.

Paizo Employee Chief Technical Officer

I've updated the description to match the finished product. We'll be revealing the finished cover in a Paizo Blog in the next week or so.


Vic Wertz wrote:
I've updated the description to match the finished product. We'll be revealing the finished cover in a Paizo Blog in the next week or so.

Until then, we'll rampantly speculate about what the big announcement will be. I suspect Paizo is going to give all of us $50 in free merchandise, and/or buy us all (Rod Roddy voice) NEW CARS!!!


FINALLY. A. HOT. ICONIC!!!!!!!!

Like the witch! ;)


Patrick Kropp wrote:

FINALLY. A. HOT. ICONIC!!!!!!!!

Like the witch! ;)

Thigh-high stockings are very practical for dragon-slaying. :-)

RPG Superstar 2008 Top 32

Now updated with the cover released in today's blog.

Scarab Sages

Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Does Seoni have a twin sister?

Dark Archive

Charles Scholz wrote:

Does Seoni have a twin sister?

Or maybe a hotter cooler younger sister? :)


Dark_Mistress wrote:
Charles Scholz wrote:

Does Seoni have a twin sister?

Or maybe a hotter cooler younger sister? :)

With sexier underwear? :)

(And by "underwear", I mean "outerwear". Or maybe vice versa.)

Dark Archive

hogarth wrote:
Dark_Mistress wrote:
Charles Scholz wrote:

Does Seoni have a twin sister?

Or maybe a hotter cooler younger sister? :)
With sexier underwear? :)

Who says she wears any? You know how kids are today.


I Want this book now. As a PDF and as a book.
If a pay an extra 100 % can I get it now, now, now? :-)

Dark Archive

Zark wrote:

I Want this book now. As a PDF and as a book.

If a pay an extra 100 % can I get it now, now, now? :-)

How about your soul? I can send my imps to steal you a copy today...

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Companion, Starfinder Adventure Path Subscriber

You guys do realize I only have so many organs to sell so that I can buy books, right?

Now what do I not need anymore.

Spoiler:
I have four kids now. So, ummm yeah I don't really need those. Doc, your going to have to give me a few minutes to decide.

Dark Archive

For those wanting to see the new Iconincs in full color glory they are at the end of the new Factions book. Just their new color pictures.


They're also at the end of Pathfinder Society scenario #46.

Just sayin'. :-)

Dark Archive

Joshua J. Frost wrote:

They're also at the end of Pathfinder Society scenario #46.

Just sayin'. :-)

D#mn you for tempting me to buy yet another product.... thats just wrong I tell you.


Asgetrion wrote:
Zark wrote:

I Want this book now. As a PDF and as a book.

If a pay an extra 100 % can I get it now, now, now? :-)
How about your soul? I can send my imps to steal you a copy today...

Sorry, I've missplaced my soul and can't find it. Will one or two pounds of my flesh do?

The Exchange

I wish to apologize in advance in case my following question was already discussed, as I do not have the reserve and will to read the entire thread.
In the recently updated producet description (Awesome cover art, BTW) I read “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”.
I was curios weather or not the book will include some more “conventional” options and extra crunch for the basic classes, such as a significant amount of new bloodlines for the sorcerer, domains for the cleric, rage powers for the barbarian etc. because as the product description reads, there will only be variant and new rules, not expansions to existing ones.
thanks!

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