Grab your wayfinder and embark on incredible missions with Pathfinder Player Companion: Pathfinder Society Primer! This volume contains everything you need to join the illustrious Pathfinder Society and start on the road to becoming one of Golarion’s finest adventurers, explorers, and chroniclers. Tips and tricks from hardened Pathfinder veterans accompany the latest tools and gear used by Pathfinders in the field to create a priceless resource for the aspiring field agent. New spells, weapons, and magic items also assure that your latest risky mission isn’t your last. If you measure up to the challenge, you might even prove worthy of having your story published in the legendary Pathfinder Chronicles!
In addition to being useful for your home game, all of the rules in this book are legal for use in the official Pathfinder Society Organized Play worldwide campaign. Inside this book, you’ll find:
Advice and tools for making the most out of your field agent, including new feats, spells, and traits to establish your Pathfinder as an adventurer worthy of the title.
A detailed look at the three branches of the Pathfinder Society—the Swords, the Scrolls, and the Spells—as well as the types of Pathfinders who flock to these sects.
A new prestige class for Pathfinder field agents, versatile adventurers trained to handle all types of situations with their wide variety of potent skills and abilities.
New variant wayfinders and other useful magic items Pathfinders can employ in the field.
New ioun stones—legendary magic gems that fit into a Pathfinder’s wayfinder and grant significant powers—as well as flawed and cracked varieties of each.
Details on various volumes of the Pathfinder Chronicles, new vanities for Pathfinder Society Organized Play, and information on joining this ongoing worldwide campaign.
Written by John Compton & Mark Moreland.
Cover Art by Taylor Fischer.
Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.
ISBN-13: 978-1-60125-534-1
Other Resources: This product is also available on the following platforms:
The Pathfinder Society Primer is a bit of a dry read, but it does a good job of providing a player-centric overview of the society and how to create characters who are members of the society. As with other Player Companion books on types or groups of characters (like Knights of the Inner Sea or Pirates of the Inner Sea), it’s not vital for players to have the book in order to create such characters, but those who do will find some benefit from it. Perhaps the best aspect of the Primer is that it provides player-specific information in one place rather than mixing it in with GM material, like in Seekers of Secrets and the Pathfinder Society Field Guide.
This review is coming from a long-time PFS player, who was maybe hoping this book would be as good or better than the last two PFS-centric books before it: Pathfinder Society Field Guide and Seeker of Secrets.
What is in the book:
Front Inside Cover: Map of the Inner Sea region with all the Pathfinder Lodges marked, and whether they are active or not. I love this map, presents something I have always wondered and makes me want to know more about each lodge. Sadly, the book only ever expands on 6 lodges specifically in the book later.
Two-Page Spread: This is where those 6 lodges are expanded upon. Not bad, but I was really hoping for more. Wanted a bit more info on how the VCs got to their station, or more lodge back story.
Back Inside Cover: This seems totally out of place for this book. Methods of travel as a full-page spread? Who doesn't know this stuff? There are only two that are related to the PFS anyway.
Welcome to the Pathfinder Society: Neat information on these pages, but nothing that is not covered in the previous two books. Rehash.
Building a Pathfinder: Some interesting tidbits about generating a Pathfinder... but no crunch to go with the fluff. I actually think the Shattered Star Player's Guide is a better resource for how to build a Pathfinder, with some traits and such to go with it. the item kits here are not new. The sidebar here is allright, but generic.
Joining the Pathfinder Society: Allright! Finally something new! Here we talk about the two main ways to join the society, and with some crunch to go along with it. Sadly, the feats presented here I would never personally take, as they seem quite niche or lowpowered. Still, some flavor characters may benefit.
Scrolls, Spells, Swords: These three sections are about the crunchiest of the guide, with 3 feats, two traits and two spell each. I like the depictions of the glyph of the open road for each "groups", but I once again find the character options quite lacking. There are maybe two good feats, one which requires 12 ranks in a skill, which for PFS (the OP campaign) characters is pretty much unattainable. Some traits (like Clever Wordplay) are neat.
Pathfinder Field Agent: New (yay) Pretige class, also lacking any luster (aww). I will give it to the authors that it is thematic and pretty good flavor, but I would never want to play one. It is really a "super generelist" class, allowing you to pick what you want to advance every other level. Options include adding sneak attack dice, or getting a rogue talent, or getting wild empathy... basically a mix-and-match deal where you can add in things of multiple classes. I think the price is too high though.
Wayfinders: Section with new ones. I like this section, as it is all new stuff. My only gripe here is again, looking at this book from the perspective of a PFS OP campaign player, there are a bunch in here than are un-purchasable. Three of the seven wayfinders cost 39,000 gold or more...
Ioun Stones: I was super excited when they said new ioun stones were going to be covered in this book. Seeker of Secrets was an excellent source of info on the stones. The Primer adds 7 new ones, along with their cracked and flawed counterparts, and resonant powers. But like the crunch above I was a bit underwhelmed. A few are pretty neat, but otherwise they are quite dull and/or too pricey.
Magic Items: All-crunch section. Liked the new items. Some are actually both useful and affordable. lenses of situational sight are actually quite good.
Pathfinder Chronicles and Vanities: The next two sections I actually like a lot, providing both good fluff and some good options for characters. Some of the vanities especially are quite neat, and honestly, you can never have too many vanity options.
PFSOP: Two pages of pure marketing material for the OP campaign. Doesn't bother me that much, but with such a PFS centric book, I'd think most readers are already familiar.
Conclusion
I wanted to like this book, I really did. Maybe I came in with too high of expectations. But I barely found anything useful. Out of the fluff chapters, only the section about the two ways to get into the society felt fresh. Everything else felt like a reprint of either the Field Guide or Seeker of Secrets.
For the crunch, there was a lot of it which was geared towards more flavor characters, which I don't build often. I honestly felt like 95% of the feats, spells, traits and magic items were very low powered. It seemed like the authors were "holding back" on the power level on purpose due to the fact that the book is expected to become completely legal for the PFS OP campaign, so they wanted to make sure nothing was broken. I think it was dialed back a bit too much.
For now, I will keep to the Field Guide and Seeker of Secrets when someone asks for a recommendation on what to get for the PFS OP campaign.
Not terrible, but not fantastic either. It sort of reminds me of the GMG, where a lot of the time I felt like I was left wanting more, not because it was great, but more because it just felt incomplete, like lacking the good stuff.
The flavor really doesn't improve much on the other two books on the same material, and sort of lacks, in my opinion, one of the bigger aspects I had wanted: Why would someone actually want to join the Society, but particularly those (classes) that have other more important allegiances, like divine characters?
As a player's guide, it also seems that a great deal of the material is much more DM orientated. It's pretty hit or miss, more on the miss side, I think, but not a terrible book.
I'm writing this from the perspective of somebody who has spent over 2 years playing and running events in Pathfinder Society Organized Play.
After all that time this book made me look at the Society in a new light. For the first time the society seemed like a real organization in the world and not just a frame to hang adventure scenarios on.
5 stars for that.
Unfortunately, the society presented in the book isn't quite what one experiences in play. It is an idealized version of what one actually encounters at the table. Many of the characters at the table would NOT be accepted into the society described in the books. Although I doubt it will happen, I'm vaguely hoping that the guide to Organized Play 5.0 that is coming out in a week or 2 will have rules to somewhat enforce what the book implies should be the case.
The crunch in the book is worth significantly less than 5 stars. On the very bright side, there is nothing here that is significantly overpowered. Most of the options are very flavorful and clearly fit what the Society SHOULD be. Some are powerful enough mechanically to be worth considering, many are basically traps for the unwary. But there are feats, traits, magic items and spells that I'd at least consider taking for some of my characters. Even the Prestige Class is attractive enougn to consider.
As an aside, I'd point out that the Page Bound Epiphany spell so castigated by BPorter isn't all that bad. It explicitly says that it refreshes your memory so it does NOT obviate the need to go to WeirdLibrary in order to research TheLostMcGuffin.
So, should you buy this book?
If you're starting up a Home Camapaign featuring the Pathfinder Society then you ABSOLUTELY should buy this book. Reading it before character creation will give players all sorts of ideas with mechanics to back them up.
If you're new to Pathfinder Society Organized Play then the book gives a very good introduction to the ideal that is the Society. As I said, unfortunately the ideal isn't quite the reality. The book is very, very worth while as long as you take it with a grain of salt. Perhaps even 2 grains.
If you're a long time PFS player then the value of the book probably depends hugely on you. There is enough crunch that you're likely to find some options that you like. But there isn't anything that you'll really, really miss having. The fluff is very interesting but the cognitive dissonance between the book and what you've experienced may be large. All that I can say is that I definitely think that I got my moneys worth.
I'd like to give this book 3.5 stars. But I can't and rounded up to 4.
*Note: References to the Pathfinder Society in this review pertain to the organization in Golarion, not the organized play group.
Since the inception of the world of Golarion, the Pathfinder Society has been a great way to introduce new players to the setting. A built-in excuse for adventuring, exploring, and looting the dungeons and lost lands that pervade fantasy role-playing settings, the Pathfinder Society was a light-touch option open to any class and alignment. It also avoided the core-hook conceit that it was so hard-wired into the setting that it was assumed players were part of the society. Even though, to date, I haven’t had any players in my home campaigns opt to join the Society, I’m a fan.
There have been preceding products & Society material in other Pathfinder lines, the Pathfinder Society Field Guide from the Campaign Setting line being the most prominent. I don’t own that book but my take away from the messageboards & reviews is that some of the fluff about the Society is not popular, especially with respect to the apprenticeship/induction of new recruits.
With that context taken into account, does the Pathfinder Society fix things? Yes.
Unfortunately, it breaks even more things on the crunch AND fluff side, often simultaneously. Let’s get to it.
WHAT COMPRISES THE PATHFINDER SOCIETY PRIMER?
Per usual Paizo production values, it’s a very pretty book. Layout is per standard Pathfinder Companion format.
Front Inside Cover: A map of the Inner Sea with the location of active and inactive Pathfinder Lodges. A nice visual that conveys the info much better than text would have.
Two-Page Spread: Descriptions of prominent Pathfinder Lodges with a picture of the presiding Venture-Captain and Lodge building. It’s nicely done, although I question the reasoning behind some of the lodges highlighted.
Back Inside Cover: Discusses various modes of travel employed by Pathfinders and the pros and cons associated with them. It’s a nice thematic touch to the book.
The Pathfnder Society Primer opens with the For Your Character section that points out focus characters, questions to ask your GM, etc.
Welcome to the Pathfinder Society: This does a good job of introducing the Society, presenting some background, and explaining the organizational structure. All good stuff.
Building a Pathfinder: This section offers good advice on building a Pathfinder-focused character including a Pathfinder Role, some gear, and some advice for new players on how to take the Pathfinder values to heart in your role-playing.
Joining the Pathfinder Society: Here’s the section that seeks to right the perceived wrongs of the Pathfinder Society Field Guide. In addition to traditional apprenticeship/induction, field commissions are explained, thus giving a canonical in-game how-to for joining the Pathfinder Society without the perceived ills of prior setting fluff.
Here Comes the Crunch: The next few sections provide spells, feats, magic items & enhancements, all grouped according to different subgroups within the Pathfinder Society (Scrolls, Swords), a Field Agent prestige class, info on wayfinders, and ioun stones. It’s followed by a section on the Pathfinder Chronicles themselves and their in-game benefits for Pathfinders that utilize them. Then comes a section on Vanities, which expands on elements introduced in the products Paths of Prestige and the [/i]Pathfinder Society Field Guide.
The book closes with a section on Pathfinder Society Organized Play.
WHAT MAKES IT STAND OUT?
When focusing on the Pathfinder Society, the book hits its highest marks. PFS organization, core values, wayfinders, modes of travel, & tailoring your PC to be a Pathfinder rather than a run-of-the-mill adventurer are solid, evocative, and grounded in the setting -- jJust what you’d expect out of a Player’s Companion. These sections do a very good job of explaining what it means to be a Pathfinder and how to get into a Pathfinder’s mindset. Good stuff but given how ingrained in the setting the organization is, none of it is ground-breaking. Rather it is a solid reinforcement of getting the organization back on track in the minds of players and GMs.
WHAT’S NOT TO LIKE?
Unfortunately, a lot more than I’m used to seeing.
Crunch & Fluff problems, no chocolate-and-peanut butter here:
Presumably, prepared and spontaneous casters exist as discreet entities in the PFRPG for a reason. Since the Pathfinder Society is open to characters of all classes, it seems odd that in a game-world that maintains that separation, that we’d have PFS-only game mechanics designed to bend the hell out of that distinction in favor of prepared casters. I’m referring to the Planned Spontaneity feat whereby a prepared caster gets some spontaneous-caster-style flexibility in spell selection.
A lesser offender is the Quick Preparation feat where spells can be prepped in half the normal time. Being such seekers of knowledge, I can see where Pathfinders might have picked this up, but it seems likely that it would be a universal feat, not one limited to Pathfinders and further limited to Pathfinders that gained entry via Field Commissions.
There’s also the ridiculous Page-Bound Epiphany, which “magically scours the world’s libraries for information”. Each round spent studying the focus book imparts a cumulative +1 Knowledge check bonus. Forget sages, research, and pouring through lost tomes – this spell is yours for the measly ability to cast 2nd level spells! Seriously, a 2nd level spell has the divination ability to scour the world’s libraries?!? Again, this one would get axed in my campaigns just for invalidating the need for characters to do research in-game, let alone for its ridiculous accompanying fluff-text.
Collective Recollection (Teamwork) – aka the “constructive back-seat driver” feat. If you’ve got the right Knowledge skill, improve a Knowledge skill check attempt. It’s not the worst mechanical offender but given that I can’t envision anyone taking this feat, it seems like wasted space.
Tapestry Traveler: Improved teleportation abilities based upon your many visits to the Hao Jin Tapestry. Only prerequisite: Character level 5th. Wait, what?!? I don’t actually have ever had to see/use the Hao Jin Tapestry? Oh, I guess I did it prior to being an adventurer. Yes, that’s it. I’m sure the PFS lets anybody access one of their most cherished magic items, especially pre-1st level nobodies. A prime example of ok mechanics and poor fluff colliding head-on.
Vanities: This one’s a minor quibble. Several of these are very good. Yet while this section is consistent with the preceding Paths of Prestige and Pathfinder Society Field Guide, the Vanities presented deal with things like property and day jobs. Given the Downtime System introduced in Ultimate Campaign, the lack of any synergies with that subsystem seems like a wasted opportunity.
Five Spells Every Pathfinder Should Know – Every Pathfinder? Really? I’m not a fan of uber-optimization in general, but I despise telling players that certain feats or spells or magic items are “must haves”. If you’re going to go that route, why do we keep adding spells and feats to the game? This section should not have made it into the book, period.
The Art: No complaints about the style employed by the artists, but I’m seriously underwhelmed by some of the art pieces.
Amiri – I know the giant’s sword is part of her write-up. I even like that detail and how it’s presented. I know she’s a bad-ass. However, as depicted, seeing her holding the sword one-handed with the arm fully-extended so she can see its power enhancement better just looks cheesy.
Eagle-Knight – Another oversized, too-wide greatsword? Does Amiri have an Eagle-Knight brother we don’t know about? At least his head hasn’t been shrunken. And I still don’t like the Revolutionary War era dress. YMMV.
Merisiel – Where do I even start with this one? Artistically, it’s one of the better pieces. It’s just that there’s so much wrong with this picture. Why is Merisiel serving food and drink? Maybe she’s enduring her Pathfinder apprenticeship. But why is she wearing her rapier why doing so? Why is she wearing her armor? Why is she tipping the plate towards the floor whilst looking in that direction? Going by this picture, Merisiel is either the dumbest yet most well-armed waitress in Golarion or she has critically failed her Disguise check.
CONCLUSION
The Pathfinder Society Primer provides valuable setting information for players that want to have their PCs belong to the namesake organization of the game. For campaigns that heavily utilize the Pathfinders, this is book is almost a must-have. However, the Primer is a missed opportunity. While it provides an effective intro to the Pathfinders, weak mechanics & over-powered or nonsensical fluff combine with some lackluster art choices to result in a seriously watered-down outcome.
Tastes vary, and I’m sure some will not view the offending content as harshly as I have. However, this is not a new product line or a brand new game system. This product should be high-polish & rock-solid and unfortunately, it isn’t. While all game products should be reviewed by a GM prior to inclusion in a campaign, a player’s companion should be a reasonably safe bet. However, more than any Companion in my recent memory, the mechanics in this one require GM oversight.
Finally, it is my sincere hope that things like the “Spells every Pathfinder should know” and the more egregious fluff-crunch pairings are not indicative of future Pathfinder product installments.
While not a bad book, the culmination of the various issues that I have with it bring it down from the average rating I would otherwise have given it. Two out of five stars.
Yeah, the cover picture is pretty, but it's got me curious about the details. Besides wondering about the pink dragons, I'm also trying to figure out what spell Ezren's casting, and why he has his wayfinder out and open while doing so. There's a time and a place to be checking the needle on the wayfinder, and the middle of battle isn't it.
He's casting any spell with the fire descriptor. He has his wayfinder out so he can justify being on the cover of the Pathfinder Society Primer.
Yeah, the cover picture is pretty, but it's got me curious about the details. Besides wondering about the pink dragons, I'm also trying to figure out what spell Ezren's casting, and why he has his wayfinder out and open while doing so. There's a time and a place to be checking the needle on the wayfinder, and the middle of battle isn't it.
He's casting any spell with the fire descriptor. He has his wayfinder out so he can justify being on the cover of the Pathfinder Society Primer.
Ezren is actually a Pathfinder in the comic (or at least trying to be), so that's good enough for me. :)
Options: He was checking the wayfinder and the wyvern's stealth check beat his perception? Or maybe he saw it and hates being interrupted when he's lost?
Like someone else posting months ago, I'm hoping they have rules for using the Pathfinder hand-sign. That would add some really nice flavor to the table if several of the players could communicate silently using gestures they've learned in their training. If they do, hopefully it will be something you have to invest in, at least a little (perhaps an add-on use for the Linguistics skill).
Pathfinder Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
Patrick Renie wrote:
PeteZero wrote:
Will the ioun stones from Seekers of Secrets be covered again, with all the resonance abilities, or only new ones?
This book features all-new ioun stones that also play off the rules presented in Seekers of Secrets.
Good. I like the ioun stones and hope that we eventually get a table of shapes, sort of like the old gem tables. I'd been intending to stat up the Hook-Up Action feats other than Alertness.
I think it's long past time that there were ioun stones based on the platonic solids. We may not be able to use modrons anymore, but there's design space for ioun stones in the shape of tetrahedrons, dodecahedrons, octahedrons and icosahedrons! Oh, and cubes!
Ezren looks like he's timing himself to see how fast he can wrassle that giant pink quasi-Ouroboran rainbow serpent thing.
"Ha! Twelve seconds! One-handed! A new personal best. Beat that Valeros!"
So you think every other year is too often for a product to support Paizo's largest marketing campaign? Many many people would say its not often enough.
As long as it actually offers something new, sure no problem. The thing is, so far we have 2-3 books that rehash the same information over and over. Those books have offered very little new for each one.
The last one came out and I touted it at a big Pathfinder convention here. Then I looked through it and regretted my support. Most of the book was already available in other forms. It was a near waste of money.
I hope there is SOMETHING new and worth the money this time. But baed on past experience I doubt it. Please Paizo, prove me wrong.
So you think every other year is too often for a product to support Paizo's largest marketing campaign? Many many people would say its not often enough.
As long as it actually offers something new, sure no problem. The thing is, so far we have 2-3 books that rehash the same information over and over. Those books have offered very little new for each one.
The last one came out and I touted it at a big Pathfinder convention here. Then I looked through it and regretted my support. Most of the book was already available in other forms. It was a near waste of money.
I hope there is SOMETHING new and worth the money this time. But baed on past experience I doubt it. Please Paizo, prove me wrong.
What books are you talking about that don't have new material?
Seeker of Secrets has all those ioun stones and their affects when they're in a Wayfinder. The Pathfinder Society Field Guide has the Lore Warden archetype for fighters, and lots of vanities and faction rewards to spend prestige on. And that's just the stuff I've actually used, which has made me glad I bought those books, without having taken the time to read either book in its entirety yet (too busy reading PFS scenarios to GM to read any of the other books).
What I'd most like to see from this book: Pathfinder Society traits for the non-core classes. Longarm of the Society, Hexer of the Society, Tactician of the Society, Spellsword of the Society...
So you think every other year is too often for a product to support Paizo's largest marketing campaign? Many many people would say its not often enough.
As long as it actually offers something new, sure no problem. The thing is, so far we have 2-3 books that rehash the same information over and over. Those books have offered very little new for each one.
The last one came out and I touted it at a big Pathfinder convention here. Then I looked through it and regretted my support. Most of the book was already available in other forms. It was a near waste of money.
I hope there is SOMETHING new and worth the money this time. But baed on past experience I doubt it. Please Paizo, prove me wrong.
What books are you talking about that don't have new material?
If the resources in in the PFS core assumption change, it would be nice if Paizo provided an "upgrade" price (discount) to those who already purchased the core materials. But that would probably be impossible to track unless the items were bought at Paizo's online store - e.g. PFS Core "maintenance" subscription.
It sounds like this book is going to combine some of the better material from Seekers and the Field Guide and probably some new things as well. I certainly hope so. I am still building my PFS library and would like to have the good stuff all together versus buying separate older books.
It seems that the value of the books really varies depending upon whether you are new to PFS or a veteran who has already purchased older material. The campaign absolutely needs a resource like this and needs to keep if fresh, and the new material is always worth something - I would not expect it all to be rolled into the PFS Guide to Organized Play for free. But requiring folks to pay full price when much of the material exists in something players and GMs already paid for is not likely to be met with a high level of satisfaction.
Still, folks should keep in mind that Paizo's done a good job of making sure we get continued use out of our CRBs. I bought a 3rd printing version, and to update that to 6th printing was a free (and small) errata download. The same goes for Bestiary updates (but not new Bestiaries with new types of monsters). The annual "dues" to maintain CA materials for PFS (if the "PFS Primer" or equivalent is updated every year or two) really don't amount to much, compared to the price you pay for scenarios, modules, APs, other PFS setting material, accessories and additional resources. If you buy this new resource, please write a review at that point and let others know what you think about the price/value ratio. I don't think the inclusion of older material is a problem as long as the price takes that into account.
Hmmm, I had been hoping this book would mention the retraining rules from Ultimate Campaign so they would be PFS legal, but the description doesn't mention them. Oh well.
Hmmm, I had been hoping this book would mention the retraining rules from Ultimate Campaign so they would be PFS legal, but the description doesn't mention them. Oh well.
Actually, it seems it does.
Spoiler:
Monastery (5 PP): Your accomplishments have earned
you an invitation from a prestigious school of meditation,
athletics, or combat arts. Regularly training with the
monastery’s instructors builds endurance and patience,
granting you the discipline to train faster and more
efficiently. When using the retraining rules presented in
Pathfinder RPG Ultimate Campaign to retrain any character
ability that would take 5 or more days to complete, you reduce
the number of days needed per retraining action by 1.
But personally, I find this more interesting.
Spoiler:
Pathfinder Lodge (50 PP): The Decemvirate gave you
the go-ahead to found your own lodge outside of Absalom.
While in the same nation as your lodge, you may requisition
one or more lower-ranked Pathfinders to assist you for a
short time. At the beginning of an adventure, you gain
10 temporary Prestige Points you can spend only on
purchasing follower vanities. At the end of the adventure,
the followers return to their normal duties, and any unspent
temporary Prestige Points are lost. If your character holds
the title of venture-captain, this vanity costs only 25 PP.
Anyone sure how a character obtains the rank of Venture-Captain?
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Lord Fyre wrote:
Having now read this, I am mildly disappointed that it has virtually no utility outside of the Pathfinder Society. :(
Are you insane?! There is a feat that allows Spontaneous Casters the ability to prepare spells they don't know. There is another that allows Prepared casters to select up to three spells of different levels to be switched out for three different spells of matching levels. Depending on exactly how Greater Casting is supposed to work, (Pathfinder Field Agent, pg. 18), this may be the PrC that makes PrC's arguably 'better' than Core Casting Classes again, at least for Wizards.
Yes, technically everything in here is 'only available to members of the Pathfinder Society' in other words, 'subject to GM approval'.
.
Actually, on the note I was originally posting to inquire about.
Greater Casting (Pathfinder Field Agent, pg. 18): This is one of the options for Pathfinder Training for the Pathfinder Field Agent PrC. You get Pathfinder Training at first, third, sixth & ninth levels. Normally you cannot take a particular option more than once, it then goes on to say that certain options may be selected multiple times but doesn't seem to mention which ones. The wording on Greater Casting combined with the wording on Pathfinder Training leads me to two possible interpretations. Either once you take Greater Casting you consider your levels in Pathfinder Field Agent to also be caster levels for the purposes of Spells per Day/Levels/Known; oreach time you take Greater Casting, you consider that level to be an additional 'Caster Level'.
The one seems a bit overpowered, particularly for the aforementioned Wizard, considering everything else you are getting out of the PrC. The second seems more balanced, but I could be overconservative. Which is why I am curious.
Having now read this, I am mildly disappointed that it has virtually no utility outside of the Pathfinder Society. :(
Are you insane?! There is a feat that allows Spontaneous Casters the ability to prepare spells they don't know. There is another that allows Prepared casters to select up to three spells of different levels to be switched out for three different spells of matching levels. Depending on exactly how Greater Casting is supposed to work, (Pathfinder Field Agent, pg. 18), this may be the PrC that makes PrC's arguably 'better' than Core Casting Classes again, at least for Wizards.
Yes, technically everything in here is 'only available to members of the Pathfinder Society' in other words, 'subject to GM approval'.
You just established that I am not insane. As you pointed out: "only available to members of the Pathfinder Society."
Also, making a Prestige Class that is better then one of the core classes may actually be a bad idea. It certainly goes against one of the design philosophies of the Pathfinder Role Playing Game.
Irnk, Dead-Eye's Prodigal wrote:
Greater Casting (Pathfinder Field Agent, pg. 18): This is one of the options for Pathfinder Training for the Pathfinder Field Agent PrC. You get Pathfinder Training at first, third, sixth & ninth levels. Normally you cannot take a particular option more than once, it then goes on to say that certain options may be selected multiple times but doesn't seem to mention which ones. The wording on Greater Casting combined with the wording on Pathfinder Training leads me to two possible interpretations. Either once you take Greater Casting you consider your levels in Pathfinder Field Agent to also be caster levels for the purposes of Spells per Day/Levels/Known; oreach[/b] time you take [i]Greater Casting, you consider that level to be an additional 'Caster Level'.
The one seems a bit overpowered, particularly for the aforementioned Wizard, considering everything else you are getting out of the PrC. The second seems more balanced, but I could be overconservative. Which is why I am curious.
I believe your second interpretation is correct. This means that normal progression for a Wizard or Witch would still be vastly better.
Greater Casting (Pathfinder Field Agent, pg. 18): This is one of the options for Pathfinder Training for the Pathfinder Field Agent PrC. You get Pathfinder Training at first, third, sixth & ninth levels. Normally you cannot take a particular option more than once, it then goes on to say that certain options may be selected multiple times but doesn't seem to mention which ones. The wording on Greater Casting combined with the wording on Pathfinder Training leads me to two possible interpretations. Either once you take Greater Casting you consider your levels in Pathfinder Field Agent to also be caster levels for the purposes of Spells per Day/Levels/Known; oreach time you take Greater Casting, you consider that level to be an additional 'Caster Level'.
The one seems a bit overpowered, particularly for the aforementioned Wizard, considering everything else you are getting out of the PrC. The second seems more balanced, but I could be overconservative. Which is why I am curious.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Oh good. Otherwise it would be time for me to roll up a Wizard for PFS...
I'm still hoping I can talk the GM for a non-Golarion Pathfinder game I'm in to allow Planned Spontaneity, that would be fun.
edit: Since I've got you here, sort-of, the feat Versatile Spontaneity (pg. 9), mentions being able to prepare a spell in your list from either scrolls or spellbooks. Does that mean, for instance, that a Sorcerer could carry a spellbook with them to prepare a spell from that? Or does that mean the Sorcerer would have to convince a Wizard or Magus to let them read from their (i.e. the Wizard or Magus') spellbook?
Pathfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Love the tidbit that Eando Kline was in part named after a creator that is near and dear to my heart. I love Otto Binder with all my heart, because he introduced my favorite comic character of all time, the one and only Supergirl.
edit: Since I've got you here, sort-of, the feat Versatile Spontaneity (pg. 9), mentions being able to prepare a spell in your list from either scrolls or spellbooks. Does that mean, for instance, that a Sorcerer could carry a spellbook with them to prepare a spell from that? Or does that mean the Sorcerer would have to convince a Wizard or Magus to let them read from their (i.e. the Wizard or Magus') spellbook?
Correct, if a sorcerer stumbled upon a spellbook, she could use this feat to prepare a spell from that, assuming she meets the prerequisites.
We needed to push the release date out a week to ensure that more retailers are able to get this month's products by the release date.
Sara Marie
Customer Service Dire Care Bear Manager
Our warehouse had some delays (internal and external) and in order to make sure all our distributors (and by extension, local game stores) have a level playing field, we pushed back the release date to 7/31.
Since we have already begun shipping subscriptions, this will not affect subscribers. However, subscription shipping is going to be extended into next week.
The PDFs are free as long as you subscribe to the line in question - otherwise you have to pay for them separately - that includes the hardbacks (although the price-difference there is much bigger than for the softcovers).
D'oh! Okay, thanks for the answers. I've never actually bought a print product directly from Paizo before, and I'd just heard second-hand about free PDFs with prints. Oh well.
I would get the Versatile Spontaneity feat for my PFS Sorcerer if it was possible to get a spellbook. As it is, it will just be way too expensive to burns scrolls to use the feat.
Well, the other problem is that the Ring of Spell Knowledge can do everything that Versatile Spontaneity does (without burning scrolls and with more flexibility) until you get 6th level spell slots at level 12.
D'oh! Okay, thanks for the answers. I've never actually bought a print product directly from Paizo before, and I'd just heard second-hand about free PDFs with prints. Oh well.
If you subscribe to the companion line, start your sub with the primer, then cancel after it ships, you can get the free PDF along with the book.