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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Paizo Employee Creative Director

Tyroki wrote:

I can't wait for this to come out, but I have a query.

What happens when your Eidolon gets permanently anchored to it's home plane somehow after it gets sent home by an enemy caster? ._. The Summoner is then seriously gimped. What do you do in that case?

I ask because I really want to play a summoner once the book hits, but I'm really worried about this. I don't want to end up summonless and thus tremendously gimped, especially at higher levels when, y'know, every man and their dog probably has a way to get rid of it, rendering you fairly weak. I mean, as weak as still having up to level 6 summoner spells, but still, it's one hell of a hit.

I'm not sure what effect you're thinking of that would permanently prevent an eidolon from being recalled in this way... it'd be a rare enough effect that I'm not sure it'd ever come in to play unless there's something I'm just not thinking of.


James Jacobs wrote:
Tyroki wrote:

I can't wait for this to come out, but I have a query.

What happens when your Eidolon gets permanently anchored to it's home plane somehow after it gets sent home by an enemy caster? ._. The Summoner is then seriously gimped. What do you do in that case?

I ask because I really want to play a summoner once the book hits, but I'm really worried about this. I don't want to end up summonless and thus tremendously gimped, especially at higher levels when, y'know, every man and their dog probably has a way to get rid of it, rendering you fairly weak. I mean, as weak as still having up to level 6 summoner spells, but still, it's one hell of a hit.

I'm not sure what effect you're thinking of that would permanently prevent an eidolon from being recalled in this way... it'd be a rare enough effect that I'm not sure it'd ever come in to play unless there's something I'm just not thinking of.

This actually happened to me in the game I'm currently in. It was totally GM fiat with no real explanation. Personally, if a GM does this he/she is 1.) a pr**k, and 2.) is afraid of something he doesn't understand. I think he pulled it with me because I was outclassing the multiclass Bard/Ranger/Fighter....shock there...

On an unrelated note, I am going to be at gencon and I will find your stand (not really a stand, but my brain is blanking...).


gbonehead wrote:


Here, have a Kleenex ... I think you have something on your nose :)
Frank Zappa wrote:
"Leave my nose alone!"


My DM was talking about an anchoring spell which was permanent, and brought it up as a potential problem I may have to face. Maybe it's not in pathfinders. If thats the case, I'll just ask him to not use it. Our last campaign was a mix of Pathfinders and original 3.5, so maybe he got muddled. I'm not sure, but I thought I'd ask anyways, as I don't want to find myself without my big nasty monster of nightmares guarding me for the rest of my career as a Summoner, just because it's been permanently barred from leaving it's home plane. It would be really dickish of a DM to do it, but the possibility is there, and it is nasty ._. Not saying mine'll do it, but if someones does, what then? Some DM's like to keep to the rules as they're written, even if that means pain and suffering. The Summoner class as I've seen it, does say that the Eidolon you have is all you get. No refunds. :P

Maybe making it so it can't be permanently anchored would be a good idea, to keep from some mean person utterly destroying the class.

Oh, and another question while I'm at it.

If the look of the Eidolon is entirely based on what the Summoner wants it to look like, does that mean that it can change in look in an instant so long as it keeps to it's base form? (Serpentine, Quad, Bi-ped + evolution add-ons)

If so, could it go from absolute nightmare fuel to all noble and nice looking in an instant? Walking around with an Eidolon made of pure nightmare fuel would get some really nasty looks from other people, and thus may get the group attacked, or most specifically, the summoner. We can only summon it once per day from it's home plane if it was forced home somehow (or told to go home)

Another thing. It doesn't heal while it's in the home plane unless it died? So it can only heal if healed by someone? Meaning each day you start with a gimped critter, depending on how much damage it took the previous day?

Saedar: I had that sort of thing happen when I finally managed to persuade my DM to let me be a psion. It took a few days of persuading, but he finally dropped the whole "You do not manifest, you cast exactly like a spell-caster" thing and instead added this epic chaos effect to every time I manifest, which to be honest, just made everything more fun. But I tell you what, that needs to be added to psionics aye. Having a team mate temporarily turn in to a duck and a random fireball go off in one encounter, and enemies killed by rain of gemstones (which persisted to be sold afterwards) just as we were going to get slaughtered, only to then on my next manifestation have an ally get a free Enlarge Person cast on them (while I still got my spells effect) to finish the enemies off in another encounter, was just plain awesome. XD So it does depend on the DM, but sometimes it takes a while.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
Gorbacz wrote:
James Jacobs wrote:

What you're looking for would more or less be identical to a cleric or a druid.

Full spellcasting plus a full base attack progression will never happen from a Paizo product.

I take that you aren't exactly on good terms with the Cleric variant from the Campaign Setting :)
Nope. That's going away in the revised book. It was a bad idea.

Can we have the Cloistered Cleric ( from Unearthed Arcana, p.50 ) back, then? I know a girl who would love to have the option to play that sort of cleric ( and the GM in that group only wants to use Pathfinder material ). :)


Tyroki wrote:

My DM was talking about an anchoring spell which was permanent, and brought it up as a potential problem I may have to face. Maybe it's not in pathfinders. If thats the case, I'll just ask him to not use it. Our last campaign was a mix of Pathfinders and original 3.5, so maybe he got muddled. I'm not sure, but I thought I'd ask anyways, as I don't want to find myself without my big nasty monster of nightmares guarding me for the rest of my career as a Summoner, just because it's been permanently barred from leaving it's home plane. It would be really dickish of a DM to do it, but the possibility is there, and it is nasty ._. Not saying mine'll do it, but if someones does, what then? Some DM's like to keep to the rules as they're written, even if that means pain and suffering. The Summoner class as I've seen it, does say that the Eidolon you have is all you get. No refunds. :P

To me, these are all very good questions. And while I'm not trying to be snippy (I'm sick, sorry for my tone) these could have come up in the APG Open Beta and been addressed while the book was still in flux.

To answer the question at hand, I've never seen a PERMANENT banish spell. Per PFRPG rules, as I understand them, both dismissal and banishment are duration instantaneous spells. There is no associated "the banished creature may not return within 1 year and a day" as I think there were in other previous rules sets.


Will we get more iconics for the new classes? :)

Edit : Damn, just noticed that there was 300 posts before mine. I didn't read if somebody raise the question earlier.


Pathfinder Maps Subscriber
Kaladhan wrote:

Will we get more iconics for the new classes? :)

Edit : Damn, just noticed that there was 300 posts before mine. I didn't read if somebody raise the question earlier.

Yes, there are new iconics and you can see them in the Free RPG day product that is available for download on Monday.


Will the pdf of this be $9.99? Since The GMG pdf is going to be $9.99. If this was announced elsewhere I guess I missed it.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Steven Purcell wrote:
Will the pdf of this be $9.99? Since The GMG pdf is going to be $9.99. If this was announced elsewhere I guess I missed it.

I don't think they have said yet.


Does the book have any optional rules on spells per day? I'm still trying to deal with the old "15-minute adventuring day" issue for spell casters (where they use up all their spells for one day during a the first 1-2 encounters of the adventure).


Katowice wrote:
Does the book have any optional rules on spells per day? I'm still trying to deal with the old "15-minute adventuring day" issue for spell casters (where they use up all their spells for one day during a the first 1-2 encounters of the adventure).

Variant spellcasting will be presented in Ultimate Magic.


magnuskn wrote:
James Jacobs wrote:
Gorbacz wrote:
James Jacobs wrote:

What you're looking for would more or less be identical to a cleric or a druid.

Full spellcasting plus a full base attack progression will never happen from a Paizo product.

I take that you aren't exactly on good terms with the Cleric variant from the Campaign Setting :)
Nope. That's going away in the revised book. It was a bad idea.
Can we have the Cloistered Cleric ( from Unearthed Arcana, p.50 ) back, then? I know a girl who would love to have the option to play that sort of cleric ( and the GM in that group only wants to use Pathfinder material ). :)

I believe Unearthed Arcana is OGL, so why not continue to use the optional rules in there?

Surprisingly, I am curious as to why Paizo never makes use of Unearthed Arcana?


James Jacobs wrote:
Tyroki wrote:

I can't wait for this to come out, but I have a query.

What happens when your Eidolon gets permanently anchored to it's home plane somehow after it gets sent home by an enemy caster? ._. The Summoner is then seriously gimped. What do you do in that case?

I ask because I really want to play a summoner once the book hits, but I'm really worried about this. I don't want to end up summonless and thus tremendously gimped, especially at higher levels when, y'know, every man and their dog probably has a way to get rid of it, rendering you fairly weak. I mean, as weak as still having up to level 6 summoner spells, but still, it's one hell of a hit.

I'm not sure what effect you're thinking of that would permanently prevent an eidolon from being recalled in this way... it'd be a rare enough effect that I'm not sure it'd ever come in to play unless there's something I'm just not thinking of.

I believe there's a WotC produced 3E spell that banishes an extraplanar creature for a specific number of years or something to that effect. I remember seeing it once, I can't remember the spell or sourcebook. I'll have to do some searching.

Quick search I couldn't find it, but does Dimensional Lock prevent a summoned creature from being summoned once it returns? It states summoned creatures aren't prevented from returning, but nothing about coming back. What if Imprisonment was cast successfully on an Eidolon?

Paizo Employee Creative Director

Razz wrote:

I believe Unearthed Arcana is OGL, so why not continue to use the optional rules in there?

Surprisingly, I am curious as to why Paizo never makes use of Unearthed Arcana?

Mostly because Paizo's Creative Director (me) isn't that fond of the alternate/variant rules in Unearthed Arcana. They're a bit TOO wacky for my tastes. I much prefer open content that expands the rules rather than replaces them.

Paizo Employee Creative Director

Razz wrote:

I believe there's a WotC produced 3E spell that banishes an extraplanar creature for a specific number of years or something to that effect. I remember seeing it once, I can't remember the spell or sourcebook. I'll have to do some searching.

Quick search I couldn't find it, but does Dimensional Lock prevent a summoned creature from being summoned once it returns? It states summoned creatures aren't prevented from returning, but nothing about coming back. What if Imprisonment was cast successfully on an Eidolon?

Dimensional lock does nothing to prevent a creature from returning assuming you move to a point where dimensional lock is not in effect.

And if imprisonment hits an eidolon, you're probably 17th level and should be able to afford freedom to fix it.

Dark Archive

James Jacobs wrote:
Razz wrote:

I believe Unearthed Arcana is OGL, so why not continue to use the optional rules in there?

Surprisingly, I am curious as to why Paizo never makes use of Unearthed Arcana?

Mostly because Paizo's Creative Director (me) isn't that fond of the alternate/variant rules in Unearthed Arcana. They're a bit TOO wacky for my tastes. I much prefer open content that expands the rules rather than replaces them.

Does that include gestalt rules and Item Familiar feat? I'm interested to know because I'm very fond of those two items in UA.


I just hope this is still going to be a July release. My birthday is the last day of July and I'd like this in my grubby paws to read by then.


PDF by August 4th?

Thank you, Gen Con.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Razz wrote:
I believe Unearthed Arcana is OGL, so why not continue to use the optional rules in there?

We have a "Pathfinder rules only" policy in our campaigns ( both mine and the other one I am playing in ). That's why I'd love to see the Cloistered Cleric return as an official Pathfinder variant.

However...

James Jacobs wrote:
Mostly because Paizo's Creative Director (me) isn't that fond of the alternate/variant rules in Unearthed Arcana. They're a bit TOO wacky for my tastes. I much prefer open content that expands the rules rather than replaces them.

... it doesn't seem so likely. ;_;

Ice Titan wrote:

PDF by August 4th?

Thank you, Gen Con.

I hope before that for suscribers. <crosses fingers>


I received my "expect to ship next week or so" mail on Saturday.
I'm very excited to get this book!

RPG Superstar 2010 Top 32

Zen79 wrote:
I received my "expect to ship next week or so" mail on Saturday.

Whoa, really? Holy cats, I wasn't expecting it quite this early. I'll still be at the end of the pack, though. (sigh)


Joe Wells wrote:
Zen79 wrote:
I received my "expect to ship next week or so" mail on Saturday.
Whoa, really? Holy cats, I wasn't expecting it quite this early. I'll still be at the end of the pack, though. (sigh)

Smart money says that's a glitch of some kind.


Another thing to remember is that there are two July shipments and the APG is slated to be in the late July shipment.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Carpy DM wrote:
Joe Wells wrote:
Zen79 wrote:
I received my "expect to ship next week or so" mail on Saturday.
Whoa, really? Holy cats, I wasn't expecting it quite this early. I'll still be at the end of the pack, though. (sigh)
Smart money says that's a glitch of some kind.

Most likely. I immediately got it when I made my RPG suscription.


magnuskn wrote:
Most likely. I immediately got it when I made my RPG suscription.

So did I. Maybe it is really a glitch.


still no spoilers on the blog :-(

RPG Superstar 2012 Top 32

I got a similar message when I signed up for the subscription at the end of May in reference to the GMG, so I'd bet it's a glitch.

RPG Superstar 2010 Top 32

You guys are all killjoys.

(kicks dirt)


Joe Wells wrote:

You guys are all killjoys.

(kicks dirt)

Better now than later, dude. Less pain if you just rip the bandaid off...

Scarab Sages

Zark wrote:
Sure I love what Jason has done for the game and I do want the APG, but Paizo is more than Jason. All of them, Lisa, Vic, Ross, Joshua, Eric, etc. are all important and none of them are slackers. Well perhaps Eric ;-)

That's not slacking; that's 'feigned nonchalance', as he practices his Serge Gainsborough impersonation.


Zen79 wrote:

I received my "expect to ship next week or so" mail on Saturday.

I'm very excited to get this book!

I have this on pre-order and did not get such an email but if you're getting that email it means they are going to be shipping out the books soon. I don't care if I get notification, I don't care if I get a free pdf, I just want the book itself. The only "It's Coming" email I've gotten is from Wolfgang Baur about the one module related to his Sunken Empires book. Which invariably means I'll have plenty of material to read.

Dark Archive

FenrysStar wrote:
I have this on pre-order and did not get such an email but if you're getting that email it means they are going to be shipping out the books soon.

It means it's a glitch since the book won't be sent to subscribers until late July.


Yeah master chymist!

Is it supposed to be chemist? maybe i'm wrong.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
calvinbah wrote:

Yeah master chymist!

Is it supposed to be chemist? maybe i'm wrong.

Ye spakest not the olde tyme tongue? And ye callest thineself a role-player. For shame. To the village stocks with thee!

(It's an old, antiquated spelling of chemist.)


As long as it gets to my door by the end of the month. I'm not going to be caring overmuch.

Grand Lodge

FenrysStar wrote:
As long as it gets to my door by the end of the month. I'm not going to be caring overmuch.

Well the goal is usually to be there as close to release as possible ... so Aug 5 is the goal as far as I know.


Aug. 4th is such a long way off...I wish there was a way to get it earlier...without subscribing that is. :(

Dark Archive

Pathfinder Roleplaying Game Superscriber
Razz wrote:
Aug. 4th is such a long way off...I wish there was a way to get it earlier...without subscribing that is. :(

Give into temptation, you know you want to. It's fun I promise, just go subscribe and all you're dreams will come true.

Dark Archive

Dark_Mistress wrote:
Razz wrote:
Aug. 4th is such a long way off...I wish there was a way to get it earlier...without subscribing that is. :(
Give into temptation, you know you want to. It's fun I promise, just go subscribe and all you're dreams will come true.

Err... no. You forgot that they have to sign the contract and trade their souls before all their dreams come true. Applying for Chelaxian citizenship also helps a bit with that. ;)

Scarab Sages

Pathfinder Maps Subscriber

But you never tell them that until after they sign. Then you they can read the contract. If they do not read it they never know until collection time....


Elves: "Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power."

Here is the human sorcerer favored class option.
"Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast."

This gnome bard favored class option:
"Bard: Add 1 to the gnome's total number of bardic performance rounds per day."

So is the Bard/gnome ability a joke or did I read it wrong? It isn't 1 round per level, it's only one round total. Are Gnomes going to keep on sucking? Looking at the Wizard/elf bonus and the Sorcerer/human bonus the gnome/bard just seem like ... a joke. But Gnomes and bard should have a sence of humor, they have been living in suck land for a long time so they must have a sense of humor.


Zark wrote:

Elves: "Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power."

Here is the human sorcerer favored class option.
"Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast."

This gnome bard favored class option:
"Bard: Add 1 to the gnome's total number of bardic performance rounds per day."

So is the Bard/gnome ability a joke or did I read it wrong? It isn't 1 round per level, it's only one round total. Are Gnomes going to keep on sucking? Looking at the Wizard/elf bonus and the Sorcerer/human bonus the gnome/bard just seem like ... a joke. But Gnomes and bard should have a sence of humor, they have been living in suck land for a long time so they must have a sense of humor.

It is one round per level. You get it every level for 20 extra rounds.

If it's a one-time bonus, the wizard can use his 1st level school power an extra half-time-- not a whole time-- and the sorcerer learns an extra 0th level spell.

Shadow Lodge

Keep in mind you pick which FC bonus you take at each level. Each time you pick it you get a one time bonus for that level that (I assume) stacks. If it doesn't stack it doesn't make any sense.

So a human sorcerer would probably take Favored Class (Hit Points) for 1-3 level then take the Favored Class spell bonus for every level after that. (A pretty huge bonus actually) In a way it's kind of a stealth upgrade to the sorcerer class.

Gnome bards and elf wizards... not such a great bonus. I'm sure some people will take the extra bardic performance for low levels. Kind of eliminates the need for the 'extra performances' feat since you are much better using this and taking toughness :D


Ice Titan wrote:


It is one round per level. You get it every level for 20 extra rounds.

If it's a one-time bonus, the wizard can use his 1st level school power an extra half-time-- not a whole time-- and the sorcerer learns an extra 0th level spell.

Ah, thanks for the answer. That's nice :-)

0gre wrote:

Keep in mind you pick which FC bonus you take at each level. Each time you pick it you get a one time bonus for that level that (I assume) stacks. If it doesn't stack it doesn't make any sense.

So a human sorcerer would probably take Favored Class (Hit Points) for 1-3 level then take the Favored Class spell bonus for every level after that. (A pretty huge bonus actually) In a way it's kind of a stealth upgrade to the sorcerer class.

Gnome bards and elf wizards... not such a great bonus. I'm sure some people will take the extra bardic performance for low levels. Kind of eliminates the need for the 'extra performances' feat since you are much better using this and taking toughness :D

I agree the bonus to the sorcerer is über. I wouldn't mind giving the same bonus to bards. More spells known.

Edit.
BTW I love the new Half-Orc racial trait, Toothy.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Andrew Betts wrote:
FenrysStar wrote:
As long as it gets to my door by the end of the month. I'm not going to be caring overmuch.
Well the goal is usually to be there as close to release as possible ... so Aug 5 is the goal as far as I know.

Well, the PDF will be available before that, since it is made available the day the book gets sent out with the mail. :)

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
magnuskn wrote:
Andrew Betts wrote:
FenrysStar wrote:
As long as it gets to my door by the end of the month. I'm not going to be caring overmuch.
Well the goal is usually to be there as close to release as possible ... so Aug 5 is the goal as far as I know.
Well, the PDF will be available before that, since it is made available the day the book gets sent out with the mail. :)

They change their normal procedure for this? Normally the PDF is not available to buy from here for a couple of weeks after they get sent through the distributor, unless you are a subscriber, then you get them the day they are sent to you.


Dragnmoon wrote:
magnuskn wrote:
They change their normal procedure for this? Normally the PDF is not available to buy from here for a couple of weeks after they get sent through the distributor, unless you are a subscriber, then you get them the day they are sent to you.

He's a subscriber. His PDF will be available the day they send it out.

The Exchange

Pathfinder Lost Omens, Rulebook Subscriber
Dragnmoon wrote:
magnuskn wrote:
Andrew Betts wrote:
FenrysStar wrote:
As long as it gets to my door by the end of the month. I'm not going to be caring overmuch.
Well the goal is usually to be there as close to release as possible ... so Aug 5 is the goal as far as I know.
Well, the PDF will be available before that, since it is made available the day the book gets sent out with the mail. :)
They change their normal procedure for this? Normally the PDF is not available to buy from here for a couple of weeks after they get sent through the distributor, unless you are a subscriber, then you get them the day they are sent to you.

Subscribers always get the PDF when the item is mailed out, generally 1-2 weeks before the "street date." PDFs for non-subscribers can only be bought on the "street date" which for Gencon is August 5th. This means that subscribers will get the PDF early at the beginning of August/end of July.

Dark Archive

Dark_Mistress wrote:
Razz wrote:
Aug. 4th is such a long way off...I wish there was a way to get it earlier...without subscribing that is. :(
Give into temptation, you know you want to. It's fun I promise, just go subscribe and all you're dreams will come true.

Go on, give it a try. You know you want to.

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