Pathfinder Roleplaying Game: Advanced Class Guide (OGL)

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Pathfinder Roleplaying Game: Advanced Class Guide (OGL)
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A New Breed of Hero

Adventure like never before with the Pathfinder Roleplaying Game Advanced Class Guide! Explore new heights of heroism with 10 new base classes, each with 20 levels of amazing abilities. Incredible powers also await existing characters, with more than a hundred new archetypes and class options. Prepare characters for their most legendary adventure ever with massive selections of never-before-seen spells, magic items, and more!

The Pathfinder Roleplaying Game Advanced Class Guide is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds upon more than 15 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.

Pathfinder Roleplaying Game Advanced Class Guide includes:

  • Ten new base classes—the magic-twisting arcanist, the ferocious bloodrager, the cunning investigator, the daring swashbuckler, the formidable warpriest, and others.
  • Variant class abilities and thematic archetypes for all 29 base classes, such as the counterfeit mage and the mutagenic mauler.
  • Nearly a hundred new feats for characters of all classes, including style feats, teamwork feats like Coordinated Shot, and more.
  • Hundreds of new spells and magic items, such as feast on fear and skullcrusher gauntlets.
  • An entire armory of amazing equipment, from vital new adventuring gear to deadly alchemical weapons.
  • ... and much, much more!

ISBN-13: 978-1-60125-671-3

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Last Updated - 7/22/2015

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A Great (if errata-filled) Book for Players

4/5

This book has gotten a lot of flack for two reasons: (1) A number of people were upset by the large amount of errata posted after the book came out. (2) A number of people were upset by the perceived power-creep that this book carried with it, especially in the archetype section.

Both of these are reasonable complaints that I largely agree with.

That said, this book also contains a cornucopia of player options that are great fun. A number of the classes it introduced are now mainstream: it’s hard to imagine playing the game without options like the Brawler, the Investigator, the Slayer, the Bloodrager, the Hunter, or the Warpriest. Or to play without archetypes like the Bolt Ace (Gunslinger), Mutation Warrior or Martial Master (Fighter).

Moreover, the book introduced a number of feats that improve on the available build options available to most players (Extra Hex! Slashing Grace!). Likewise, although the spells in this book seem to have flown under the radar, there are a lot of nice and interesting spells are introduced in this book (Glue Seal, Communal Align Weapon, Wall of Blindness/Deafness, Wall of Nausea, Anti-Incorporeal Shell, Adjustable Disguise, Adjustable Polymorph, Investigative Mind, etc).

Easily 5 stars worth of good material here. Given the unusually large amount of errata, I feel compelled to deduct a star. But all that said, it’s hard to imagine playing Pathfinder without this book -- after the Core Rulebook and Advanced Players Guide, it’s probably the best book for players to pick up.


Unbalanced, uninspired and rushed.

1/5

This book still sticks out as one of Paizo's biggest missteps. It was extremely rushed and it shows.

At least half of the new classes don't even need to exist as anything other than archetypes. Even among the ones that actually work, most feel very uninspired.

There are a few good things in it, but not really enough to justify buying it. It's not worth your money and it's best not to encourage sloppy work.

Hopefully Paizo learns from this and prioritizes quality over quantity and speed from now on.


A continuing disappointment

1/5

The ACG had problems. Many problems. And it continues to have problems.

From concept ("Let's make ten classes as complicated and broken as the magus, or more so!"), to out-of-whack game design, to simply poor editing, the ACG is a mess. The book's philosophy seems to be "create a new utterly unbalanced mechanic, and proliferate it as far as possible." The (quickly issued) errata pulled some of it a bit more into line, but it just doesn't come close to correcting it.

Even something as simple as alchemical items are way out there. Holy Weapon Balm costs 5gp more than holy water, and does 1400% more damage. And that doesn't even include increasing damage to incorporeal creatures.

Even two years after it was released, I continue to be impressed with the complete disregard for balance and sense in this book. If power creep had happened this much every year, we'd be looking at 9999 damage caps by now. The ACG stands out for its insanity.

Perhaps pulping it for the cover error would have been the better move.


The first real dud in my Pathfinder collection

1/5

I am extremely disappointed in this product, and glad I only purchased the PDF version. As other reviewers have pointed out, the new classes are poorly balanced when compared to the preexisting ones, and would be a better fit for a book like Unchained, much like Unearthed Arcana's gestalt characters.

There's far too many feats and toys dedicated to these new classes, which drastically lessens this book's universal appeal, and even though some contrivances are provided to make some of said feats accessible to other classes, it ends up painting the book's title as a misnomer - it isn't an "advanced class guide" any more than it is a guide mostly about ten new classes, that are "advanced" only in the sense that they're more powerful than the others.

It's my fault for not properly researching the book before buying it, so buyer beware if you're expecting to find a literal advanced class guide, as opposed to a lengthy introduction to ten new ones.


Overall disappointing

2/5

Okay, there's a lot here that's just terribly rushed and it shows, like the editing here is painful at points. The classes themselves range wildly in value, and there's a lot of examples of Paizo's classic retro nerfing of things to help make options here look better. This was an obvious rush to gencon book, and it shows. While not everything in it is bad, and there's some salvageable content, you could easily continue to play the game without this book and miss out on absolutely nohthing.


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Joe M. wrote:
wakedown wrote:
Gisher wrote:
I would love to know how Investigators can use studied strike and studied combat with ranged attacks. Does it require feats, uses of inspiration, or an archetype. And if it is an archetype, what do you give up?

Studied Combat: "Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls"

Studied Strike: ".. upon successfully hitting his studied target with a melee attack, to deal additional damage."

The vanilla investigator as well as any of the archetypes that give ranged weapon abilities (the steel hound and guns) don't allow either to be used for ranged attacks.

There is a feat called Ranged Study, which requires Weapon Focus with the chosen weapon that grants the ability to use studied combat and studied strike within 30ft with that chosen weapon. It says "choose a kind of ranged weapon" - uncertain if you can say "bows" or if you need to say "composite longbow" specifically.

Since studied combat/studied strike both come into play at 4th level, I suppose this means any race can be a ranged investigator by paying the requisite tax of 2 feats (Weapon Focus, Ranged Study).

Important note, in case the above isn't quite clear—studied combat is at any range, it's only studied strike (the quasi-sneak-attack) that has the 30 ft limit.

Despite the high feat cost, a bow Investigator looks doable (maybe only as a human, though, so you can come online earlier). I'm probably going to try one for my first ACG character.

:-)

Thanks for clearing that up. I think you could make a decent Investigator archer build.

I'm going to test out a Dex based TWF/thrown weapon dagger build. Lots of attacks to get the most out of studied combat. Weapon focus will help with both melee and ranged attacks, so it is not that steep a feat tax. I'll eventually need quickdraw, but the quick-drawing detective is kind of iconic anyway. Nice flavor. And a blinkback belt. Definitely a blinkback belt.


Verzen wrote:

Hopefully this doesn't happen to others, but I was just sent the Advanced PLAYER'S guide. NOT the Advanced CLASS guide.

-_-

That is horrible! I can't imagine how bummed out you must have been. Was it both the physical book and the PDF?


Does the slayer get a Teamwork Feat archetype? Im considering switching my Tactician Fighter to Slayer but still want to grant my party Outflank.

Grand Lodge

DarthPinkHippo wrote:
Does the slayer get a Teamwork Feat archetype? Im considering switching my Tactician Fighter to Slayer but still want to grant my party Outflank.

The Vanguard archetype gets one teamwork feat that it can grant to allies for 1 minute 1/day. It can also share half its studied target bonus with the party, gets a boost to initiative, and can act in the surprise round.

Grand Lodge

What makes the better grappler, the tetori, bounty hunter, or strangler?


Exocrat wrote:
DarthPinkHippo wrote:
Does the slayer get a Teamwork Feat archetype? Im considering switching my Tactician Fighter to Slayer but still want to grant my party Outflank.
The Vanguard archetype gets one teamwork feat that it can grant to allies for 1 minute 1/day. It can also share half its studied target bonus with the party, gets a boost to initiative, and can act in the surprise round.

Are there ways to increase the amount of times it can grant the feat?

Grand Lodge

DarthPinkHippo wrote:
Exocrat wrote:
DarthPinkHippo wrote:
Does the slayer get a Teamwork Feat archetype? Im considering switching my Tactician Fighter to Slayer but still want to grant my party Outflank.
The Vanguard archetype gets one teamwork feat that it can grant to allies for 1 minute 1/day. It can also share half its studied target bonus with the party, gets a boost to initiative, and can act in the surprise round.
Are there ways to increase the amount of times it can grant the feat?

Yeah, you can purchase additional uses instead of new slayer talents. One talent slot for one more use/day.


1 person marked this as a favorite.

Thanks! That sounds really cool!


Can anybody tell me if there is any official word on the starting ages for the hybrid classes. I have had a search through the book and can't find any.


Did they change the hardcover illustration of the book?

I was about to order it thru amazon but noticed the book there has a different cover from the one announced here.

I also read that the book would be available in August but at amazon it states it'll only be available in September.

I'm confused. some kind soul to enlighten me?


Ahmadin wrote:

Did they change the hardcover illustration of the book?

I was about to order it thru amazon but noticed the book there has a different cover from the one announced here.

I also read that the book would be available in August but at amazon it states it'll only be available in September.

I'm confused. some kind soul to enlighten me?

That's Amazon. They ALWAYS say they have that much of a delay on Paizo stuff. Usually they don't really, but they always say it.


Was wondering if I could get a little more info on the Primalist bloodrager. Earlier in the thread, it was said that you could swap out a bloodline power for 2 rage powers, is this right? Also, does the primalist qualify for the extra rage power feat?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Calth wrote:
Was wondering if I could get a little more info on the Primalist bloodrager. Earlier in the thread, it was said that you could swap out a bloodline power for 2 rage powers, is this right? Also, does the primalist qualify for the extra rage power feat?

Yes to the first question and No to the second. There really isn't too much more to tell on that archetype; it is only two paragraphs long and one of those is for flavor.

Liberty's Edge

Ashanderai wrote:
Calth wrote:
Was wondering if I could get a little more info on the Primalist bloodrager. Earlier in the thread, it was said that you could swap out a bloodline power for 2 rage powers, is this right? Also, does the primalist qualify for the extra rage power feat?
Yes to the first question and No to the second. There really isn't too much more to tell on that archetype; it is only two paragraphs long and one of those is for flavor.

How is the answer no to the second? If you have Rage Powers as a Class Feature, you can get Extra Rage Power.


Deadmanwalking wrote:
Ashanderai wrote:
Calth wrote:
Was wondering if I could get a little more info on the Primalist bloodrager. Earlier in the thread, it was said that you could swap out a bloodline power for 2 rage powers, is this right? Also, does the primalist qualify for the extra rage power feat?
Yes to the first question and No to the second. There really isn't too much more to tell on that archetype; it is only two paragraphs long and one of those is for flavor.
How is the answer no to the second? If you have Rage Powers as a Class Feature, you can get Extra Rage Power.

not if the class feature isnt called rage powers.

Sovereign Court

Deadmanwalking wrote:
Ashanderai wrote:
Calth wrote:
Was wondering if I could get a little more info on the Primalist bloodrager. Earlier in the thread, it was said that you could swap out a bloodline power for 2 rage powers, is this right? Also, does the primalist qualify for the extra rage power feat?
Yes to the first question and No to the second. There really isn't too much more to tell on that archetype; it is only two paragraphs long and one of those is for flavor.
How is the answer no to the second? If you have Rage Powers as a Class Feature, you can get Extra Rage Power.

The idea might be that the Primalist treats the traded for Rage Powers as part of the bloodline power class feature.


Primal Choices: At 4th level and every 4 levels thereafter,a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level
acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites

cause it says you can't

Liberty's Edge

christos gurd wrote:
How is the answer no to the second? If you have Rage Powers as a Class Feature, you can get Extra Rage Power.
not if the class feature isnt called rage powers.

Actually...check the FAQ. This simply isn't true. Unless stated otherwise, Class Features that do the exact same thing functionally count as the same feature.

Snowgods000 wrote:

Primal Choices: At 4th level and every 4 levels thereafter,a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level

acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites

cause it says you can't

Ah, thank you. that would indeed do it. :)


How's the book on bard feats? Existing feats specifically for the class are so so niche as to be useless (you count as presenting a holy symbol to a vampire when performing) or so good as to be mandatory (Lingering Performance, Discordant Voice) in my view

Grand Lodge RPG Superstar 2012 Top 32

Deadmanwalking wrote:
Actually...check the FAQ. This simply isn't true. Unless stated otherwise, Class Features that do the exact same thing functionally count as the same feature.

No, you need to re-read that FAQ more closely, especially the two examples and why they do/don't work.

Sovereign Court

Even without Extra Rage Power, the Primalist can trade out 2 powers to get just enough rage powers for *THAT* if you know what I mean.

Sovereign Court

deuxhero wrote:
How's the book on bard feats? Existing feats specifically for the class are so so niche as to be useless (you count as presenting a holy symbol to a vampire when performing) or so good as to be mandatory (Lingering Performance, Discordant Voice) in my view

Well... the one that has been mentioned a couple times now (Improved Dirge of Doom) seems to fall in the latter category. Making all enemies in range frightened with no save is a nice way to end most encounters.


Cheapy wrote:

Is there a mistake in Improved/Greater Dirge of Doom?

I can't imagine that it's meant to automatically make enemies within 60' frightened once you hit level 9 or 11, but that's what it reads like.

Fear immunity is pretty common by then, and using it means you can't inspire courage/greatness.


1 person marked this as a favorite.
Snowgods000 wrote:

Primal Choices: At 4th level and every 4 levels thereafter,a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level

acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites

cause it says you can't

So, is it just me, or does a primalist bloodrager really make a basic (non-human) barbarian kinda useless. The barbarian trades trapsense, d12 HD, and 1 per 2 rage power progression for 4th level spellcasting(including free spell casting on rage), the level 1 bloodline power, 5 feats, d10 HD, and 2 per 4 rage power progression.

Sovereign Court

Calth wrote:
Snowgods000 wrote:

Primal Choices: At 4th level and every 4 levels thereafter,a primalist can choose to take either his bloodline power or two barbarian rage powers. If the primalist chooses rage powers, those rage powers can be used in conjunction with his bloodrage, and his bloodrager level

acts as his barbarian level when determining the effect of those bloodrage powers and any prerequisites. Any other prerequisites for a rage power must be met before a primalist can choose it. This ability does not count as the rage power class feature for determining feat prerequisites

cause it says you can't

So, is it just me, or does a primalist bloodrager really make a basic (non-human) barbarian kinda useless. The barbarian trades trapsense, d12 HD, and 1 per 2 rage power progression for 4th level spellcasting(including free spell casting on rage), the level 1 bloodline power, 5 feats, d10 HD, and 2 per 4 rage power progression.

Actually, someone here mentioned that Barbarians can gain access to a Bloodline's Powers via a Rage Power tree, so I don't fear for the Barbarian's viability if this is true. If someone with the book could elaborate on these rage powers, I would be grateful. (please, oh please don't be a totem tree...)

Liberty's Edge

There's also the fact that Bloodragers lack the Invulnerable Rager Archetype or the Human Favored Class bonus to Superstition. Or other similar ancillary stuff.


Can we get more specific information on the Spirit Summoner archetype for the summoner class, and Spirit Whisperer archetype for the Wizard ?

One of these has GOT to be warlock worthy :P

Contributor

So, here's a question, and as far as I can tell it was never asked in the playtest.

Most of the swashbuckler's deeds state that they only work with one-handed or light piercing weapons. That's all well and good.

What if I choose to wield the one-handed weapon in two hands? Do I still benefit from, say, swashbuckler's finesse if I choose to grip my morningstar in two hands?

If you check on the PRD, it says the following:

PRD on Types of Weapons wrote:


One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder's Strength bonus to damage rolls for melee attacks with a one-handed weapon if it's used in the primary hand, or 1/2 his Strength bonus if it's used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character's Strength bonus to damage rolls.

As far as I can tell, none of the swashbuckler's deeds actually requires you to keep your off-hand free. For example, all the precise strike deed says on the subject is that you cannot attack with a weapon in your other hand.

I specifically ask because this will be a core aspect of my upcoming Kenshin Himoura build if it works (which, according to my best rules-fu, it does).

Thoughts?


Alexander Augunas wrote:

I specifically ask because this will be a core aspect of my upcoming Kenshin Himoura build if it works (which, according to my best rules-fu, it does).

Thoughts?

Pfft... copy-cat :P


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
nighttree wrote:

Can we get more specific information on the Spirit Summoner archetype for the summoner class, and Spirit Whisperer archetype for the Wizard ?

One of these has GOT to be warlock worthy :P

Not sure where you are going with "warlock worthy", but if you mean the 3E Warlock class by WotC, I don't see any similarities.

The Spirit Summoner gains a Shaman's Spirit ability and, except for the first spirit ability, basically lags a level behind the Shaman as to when spirit abilities are gained (greater spirit at 9th level instead of 8th for example); however, he does not gain manifestation. He can choose from his spirit's list of spells to add to his list of summoner spells known, but cannot get spells above 6th level. The Summoner's Eidolon must be an appropriate match to the spirit in description and cannot have any inappropriate evolutions (as determined by the GM). Starting at 6th level, he can gain a few hexes from the Shaman's list of hexes or from his spirit's list of hexes. He must use Wisdom for the hexes. He loses summon monster, aspect, maker’s call, merge forms, and transposition. No warlocky ray spells or abilities here. But, if you mean warlocky as in witch-like then I can see it a little, I suppose.

Basically, the Spirit Whisperer is to the Wizard as Spirit Summoner is to the Summoner. Spirit Whisperer must choose an arcane bond with a familiar (which works like a witch's) and gains a spirit from the Shaman's list of spirits. He gains the spirit abilities of his spirit, except for the true spirit ability (unlike the summoner). He also gains its manifestation (also unlike the spirit summoner). The nice thing with the Spirit Whisperer is that he can use his INT for these abilities. He does not gain access to any extra spells from his spirit. He loses the Wizard's spellbook, arcane school, and 20th level bonus feat. He can choose to replace bonus feats with hexes and he can use his INT for them instead of WIS. Also, nothing really 3E warlocky here as I see it. However, if you mean a warlocky match up the witch-class, I definitely see it here with the INT hexes and the familiar.

To say any more than that, I would basically have to copy and paste the archetypes here.


This was asked the other day, but I've yet to see any response, so might as well ask again(probably the first repeat question in the topic, I know, I'm sorry).

Question: What stuff has the paladin got? Other then archetypes(which I believe have been brought up before, but more info wouldn't hurt imo), they get any interesting spells or feats? Any magic items?


Ashanderai wrote:
nighttree wrote:

Can we get more specific information on the Spirit Summoner archetype for the summoner class, and Spirit Whisperer archetype for the Wizard ?

One of these has GOT to be warlock worthy :P

Not sure where you are going with "warlock worthy", but if you mean the 3E Warlock class by WotC, I don't see any similarities.

The Spirit Summoner gains a Shaman's Spirit ability and, except for the first spirit ability, basically lags a level behind the Shaman as to when spirit abilities are gained (greater spirit at 9th level instead of 8th for example); however, he does not gain manifestation. He can choose from his spirit's list of spells to add to his list of summoner spells known, but cannot get spells above 6th level. The Summoner's Eidolon must be an appropriate match to the spirit in description and cannot have any inappropriate evolutions (as determined by the GM). Starting at 6th level, he can gain a few hexes from the Shaman's list of hexes or from his spirit's list of hexes. He must use Wisdom for the hexes. He loses summon monster, aspect, maker’s call, merge forms, and transposition. No warlocky ray spells or abilities here. But, if you mean warlocky as in witch-like then I can see it a little, I suppose.

Basically, the Spirit Whisperer is to the Wizard as Spirit Summoner is to the Summoner. Spirit Whisperer must choose an arcane bond with a familiar (which works like a witch's) and gains a spirit from the Shaman's list of spirits. He gains the spirit abilities of his spirit, except for the true spirit ability (unlike the summoner). He also gains its manifestation (also unlike the spirit summoner). The nice thing with the Spirit Whisperer is that he can use his INT for these abilities. He does not gain access to any extra spells from his spirit. He loses the Wizard's spellbook, arcane school, and 20th level bonus feat. He can choose to replace bonus feats with hexes and he can use his INT for them instead of WIS. Also, nothing really 3E warlocky here as I see it....

No...I'm talking warlock more from a folklore angle of a "spirit caller"....not really interested in the "blasty" D&D 3.5 version....the Binder would actually be closer to what I'm thinking :)

And many thanks for the info....I'm getting more and more excited to see these next week ;)

Silver Crusade

Tels and Alexander, use some common sense. If you want to use a fencing weapon and use dex damage, you can't wield a rapier with two hands the weapon is not designed for it. There was only one 2-handed pricing weapon it was from Italy it was an Estoc, it had a tri-corner blade and was designed to be thrust through the gaps n plate armor.
Not a fencing weapon at all. Fencing weapons were rapiers epees foils sabers and cutlasses and a verity of daggers used in the off hand.


Lou Diamond wrote:

Tels and Alexander, use some common sense. If you want to use a fencing weapon and use dex damage, you can't wield a rapier with two hands the weapon is not designed for it. There was only one 2-handed pricing weapon it was from Italy it was an Estoc, it had a tri-corner blade and was designed to be thrust through the gaps n plate armor.

Not a fencing weapon at all. Fencing weapons were rapiers epees foils sabers and cutlasses and a verity of daggers used in the off hand.

I never mentioned anything about that? I was referencing somewhere else when I said I was working on a Kenshin Himura build.

Anyway, there are other weapons that can be used. For example, the iconic Kenshin uses a Katana, a slashing weapon. With a 1-level dip in Swashbuckler, and the feat Slashing Grace, you can use a Katana as a 1-handed piercing weapon (if you have Exotic Weapon Proficiency). So, the question is, can I use a Katana 2-handed with the Swashbuckler deeds and options? They don't specify that I have to use the weapon 1-handed, only that it must be a 1-handed weapon.


Lou Diamond wrote:
Tels and Alexander, use some common sense. If you want to use a fencing weapon and use dex damage, you can't wield a rapier with two hands the weapon is not designed for it.

Pedantry yield to Common Sense? Would that it were the case.


Cthulhudrew wrote:
Lou Diamond wrote:
Tels and Alexander, use some common sense. If you want to use a fencing weapon and use dex damage, you can't wield a rapier with two hands the weapon is not designed for it.
Pedantry yield to Common Sense? Would that it were the case.

Common sense also doesn't work well in this game. IRL jump off a 20 ft. building and you're very likely to seriously injure yourself, likely breaking legs or even dieing.

Common sense dictates that if a guy strong enough to lift boulders swings a 5 ft. sword at me, I'm dead.

Common sense dictates that dictates that submersion in lava kills everything every time without fail.

Scarab Sages

What does inspired chemist do
And any really cool discoveries

Contributor

Lou Diamond wrote:

Tels and Alexander, use some common sense. If you want to use a fencing weapon and use dex damage, you can't wield a rapier with two hands the weapon is not designed for it. There was only one 2-handed pricing weapon it was from Italy it was an Estoc, it had a tri-corner blade and was designed to be thrust through the gaps n plate armor.

Not a fencing weapon at all. Fencing weapons were rapiers epees foils sabers and cutlasses and a verity of daggers used in the off hand.

First, the way you worded your reply offends me because you are inferring that I don't have common sense. I do. This is a legitimate rules question whether or not it impounds upon what type of weapons you believe the swashbuckler should be limited to.

Also, you claim that the answer to my question is "common sense" because a two-handed weapon is not a fencing weapon. As written, the following is a small list of light or one-handed piercing weapons that, as written, the swashbuckler can use his Dexterity modifier in place of his Strength modifier on attack rolls with. By your logic, the following weapons are all "fencing weapons."

— Morningstar
— Heavy/Light Pick (the Dwarf Favored Class Bonus specifically calls this one out, as a matter of fact)
— Wooden Stake
— Shortspear
— Spiked Kobold Tail Attachment
— Spiked Shields
— Trident

Contributor

Tels wrote:
Alexander Augunas wrote:

I specifically ask because this will be a core aspect of my upcoming Kenshin Himoura build if it works (which, according to my best rules-fu, it does).

Thoughts?

Pfft... copy-cat :P

Hey now, that combo is the basis for at least TWO Iconic Designs I'm working on: Kenshin and Samurai Jack!


Gisher wrote:

Thanks for clearing that up. I think you could make a decent Investigator archer build.

I'm going to test out a Dex based TWF/thrown weapon dagger build. Lots of attacks to get the most out of studied combat. Weapon focus will help with both melee and ranged attacks, so it is not that steep a feat tax. I'll eventually need quickdraw, but the quick-drawing detective is kind of iconic anyway. Nice flavor. And a blinkback...

Your ideas are intriguing to me and I wish to subscribe to your newsletter.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Dead Phoenix wrote:

This was asked the other day, but I've yet to see any response, so might as well ask again(probably the first repeat question in the topic, I know, I'm sorry).

Question: What stuff has the paladin got? Other then archetypes(which I believe have been brought up before, but more info wouldn't hurt imo), they get any interesting spells or feats? Any magic items?

Hmm... let's see, I haven't really looked for Paladin stuff, but here goes...

Paladins get the following new spells - 1st level: Animal Purpose Training, Blessed Fist, Shield of Fortification, and Stunning Barrier. 2nd level: Bullet Ward, Shield Companion, and Widen Auras. 3rd level: Bestow Auras, Mantle of Calm, Greater Shield of Fortification, and Greater Stunning Barrier. 4th level: Guardian of Faith and Planeslayer’s Call.

The archetypes are:

Holy Guide - Gains Knowledge (geography) and Survival skills; swaps the 3rd level mercy for the ranger's favored terrain (you can get more favored terrains by swapping more mercies as you level); Gain a Teamwork Feat at 5th level in exchange for that level's mercy and can expend a use of smite evil to share the feat with allies for a time.

Temple Guardian - loses all spells, but gains a cleric domain's 1st level ability and can use CHA for it; at 5th level loses divine bond and aura of justice to gain the Warpriest's minor blessing of the domain chosen at 1st level and then gain the major blessing at 11th (both using CHA instead of WIS).

Feats I find that might be good for Paladins are Believer's Hands and Reactive Healing (both go well with lay on hands). Believer's Boon (which is needed for Believer's Hands anyway), Blessed Striker, and Divine Protection all look like good picks for a Paladin. There are also a few channel energy feats if your paladin gained that ability from an archetype. Evolved Companion might be cool if you went with a steed for your divine bond. Dual Enhancement and Resilient Armor are both feats that use divine bond in their prerequisites. Dual Enhancement um... enhances... two weapons or both ends of a dual weapon simultaneously, while Resilient Armor grants DR (with conditions).

There is a feat chain that starts with Weapon of the Chosen that requires weapon focus with a deity's favored weapon and you must worship and receive spells from that deity. The first feat in the chain lets you re-roll miss chances from concealment and count your weapon as magical to hit incorporeal enemies and overcome DR for one attack. The improved version lets you gain the benefits on all attacks until your next turn while also granting an alignment component to your weapon for that duration. The greater version lets you roll two dice for your attack roll with your favored weapon for a single attack.


I've seen no one reference this yet (using the search function)...

When can we expect to see this on the SRD or PRD?!

I MUST KNOW EVERY FINAL DETAIL ABOUT MY ARCANIST AND MY BRAWLER!


What are the new Teamwork feats?


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Tels wrote:
What are the new Teamwork feats?

Coordinated Shot

Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw Gambit


Ashanderai wrote:
Tels wrote:
What are the new Teamwork feats?

Coordinated Shot

Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw Gambit

Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.

Silver Crusade

4 people marked this as a favorite.
Artemis Moonstar wrote:

I've seen no one reference this yet (using the search function)...

When can we expect to see this on the SRD or PRD?!

I MUST KNOW EVERY FINAL DETAIL ABOUT MY ARCANIST AND MY BRAWLER!

You might consider buying the book, you know. It (especially the PDF) is pretty cheap


pauljathome wrote:
Artemis Moonstar wrote:

I've seen no one reference this yet (using the search function)...

When can we expect to see this on the SRD or PRD?!

I MUST KNOW EVERY FINAL DETAIL ABOUT MY ARCANIST AND MY BRAWLER!

You might consider buying the book, you know. It (especially the PDF) is pretty cheap

I would, had I any extra moolah. Every clam I get has to go to living costs at the moment... Poverty sucks, but thank Nethys for the PRD, SRD, and Archives xD


1 person marked this as a favorite.
Artemis Moonstar wrote:

I've seen no one reference this yet (using the search function)...

When can we expect to see this on the SRD or PRD?!

I MUST KNOW EVERY FINAL DETAIL ABOUT MY ARCANIST AND MY BRAWLER!

Probably some time after they put the Bestiary 4 up there... ... ... Don't hold your breath.

Shadow Lodge

Lou Diamond wrote:
Tels and Alexander, use some common sense.

When you find some to use, let me know.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Tels wrote:
Ashanderai wrote:
Tels wrote:
What are the new Teamwork feats?

Coordinated Shot

Distracting Charge
Improved Duck and Cover
Improved Spell Sharing
Improved Swap Places
Intercept Charge
Pack Flanking
Share Healing
Wounded Paw Gambit
Can we get a brief summary of what these all do? I'm especially interested in Coordinated Shot and Pack Flanking.

Coordinated Shot: When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe

Distracting Charge: When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged

Improved Duck and Cover: When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage

Improved Spell Sharing: Divide spell duration with the companion creature

Improved Swap Places: When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity

Intercept Charge: Move up to your speed to intercept charging foe as an immediate action

Pack Flanking: You and your companion creature flank regardless of position

Share Healing: Share healing with your companion creature

Wounded Paw Gambit: When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker

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