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

Errata
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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xavier c wrote:

thank you

what does the angel and agathion rings do?

Each adds summon monster options:

Angel (7200) adds cassian to summon monster III, movanic deva to summon monster VII, and monadic deva to summon monster VIII; additionally the wearer can summon a cassian 1/day.

Agathion (7700) adds silvanshee to summon monster III, vulpinal to summon monster V, avoral to summon monster VII, and leonal to summon monster VIII; additionally the wearer can summon a silvanshee 1/day.

All of the affinity rings have the same format, but with different creature options.


Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
London Duke wrote:
Ashanderai wrote:
London Duke wrote:
London Duke wrote:
What makes the better grappler, the tetori, bounty hunter, or strangler?
Still hoping for an answer to this. I have a tetori in a home game and my DM said it would be cool to switch things up but I really want to keep the flavor and be a master grappler.
Okay, I have just done a really quick read through of all three and my initial impression is that they all have a different focus, even though they all grapple well. Short answer, I think that the Tetori is probably the better grappler in a normal combat scenario and I think he has better defenses while in a grapple than the other two, but then that ignores what the others bring to the table. The Bounty Hunter is better with inflicting non-lethal damage if you want to take someone alive and can do dirty tricks really well, but the Strangler can knock his opponent unconscious, can inflict sneak attack damage, and - at 16th level - kill them quickly. I don't think we can give you a good idea of which type of grappler is better without know what you are trying to get out of a grappler build.
Thanks for the summary. He is your standard coldborn (skinwalker) tetori monk intent on bearhugging casters to death. He has maxed stealth and is our advanced scout.

Well, I think any of those three grapplers is going to be good for anti-caster grappling, but the tetori is probably going to be the fastest moving because of his monk movement bonus, while the bounty hunter could probably be the stealthiest thanks to the slayer's talents he can get and the slayer's stalker ability, though it does bear mentioning that the strangler adds stealth to his class skill list - but the tetori and bounty hunter already have it.

As to damage while in a grapple, I should mention that the bounty hunter can do a good amount thanks to his slayer base class abilities, but his abilities are all about taking his target alive by inflicting non-lethal sneak attack damage, incapacitating the target with dirty trick, and possibly knocking them out for 1d6 rounds with an ability that works like the slayer's Assassinate talent - only non-lethal.

The strangler has decent defense in a grapple in the form of no penalties to DEX while in a grapple and can still make AoO, but loses the brawler's AC bonus. I think the tetori does better on defense than the strangler while grappling.

Actually, the more I look at it all I am convinced that the tetori remains the king of the grapplers. The strangler and the bounty hunter aren't as concerned with grappling as much as they are taking someone alive or... well, strangling.


I might houserule that casters can grab add the creatures from a ring or two to their list.


Axial wrote:
Also, I asked this awhile back but it got buried in the dex to damage riots: How did the final warpriest and bloodrager turn out?


Ashanderai wrote:
Dread Knight wrote:
What is the Cavalier Order? Also any chance that the Bloodrager got something like Wildblood?
The new Cavalier Order is the Order of the Beast.

So there is now two Order of the Beasts.


Dread Knight wrote:
So there is now two Order of the Beasts.

If it bothers you, call the Inner Sea Combat one Order of the Rough Beast instead.

Sovereign Court

Does Mutagenic Mauler get a Feral Mutagen-like effect? What are the Beastmorph(?) abilities that someone mentioned it gets and when does it get them?


Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Lukas Stariha wrote:
Does Mutagenic Mauler get a Feral Mutagen-like effect? What are the Beastmorph(?) abilities that someone mentioned it gets and when does it get them?

He can choose to gain feral mutagen at 10th level. He gains beastmorph at 4th level and they are just additional effects he gains during his mutagen. I explained the abilities up thread in more detail, but they are basically bonuses and enhancments to movement, climbing, and vision. It improves at levels 9, 13, and 18. He loses martial flexibility and his AC bonus to gain mutagen and beastmorph.


Also checked Book Depository and it also states that this book releases September 02 AND with a different hardcover than the one presented here.

Can anyone please enlighten me?

The hardcover in question is this one:
http://ecx.images-amazon.com/images/I/71Q3ND2UNzL.jpg


I heard there was an issue with the cover of the PDFs, can any one tell me what that's about?

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Ahmadin wrote:

Also checked Book Depository and it also states that this book releases September 02 AND with a different hardcover than the one presented here.

Can anyone please enlighten me?

The hardcover in question is this one:
http://ecx.images-amazon.com/images/I/71Q3ND2UNzL.jpg

Same situation as with Amazon.

Retailers get placeholder cover artwork and the point when Paizo announces the book for distributors ... which is the point where Paizo doesn't have the final cover art yet but has to provide something so that stuff doesn't sit on websites with <blank> cover.

Of course, once the final art is ready Paizo sends it over to distributors, who are supposed to send it to retailers, who are supposed to update it. Which they almost never do until timely.

Besides, neither BD or Amazon deals with Paizo directly, they both go through distributors - Diamond/Alliance in case of Amazon and likely Esdevium in case of BD.


1 person marked this as a favorite.
Gorbacz wrote:
Ahmadin wrote:

Also checked Book Depository and it also states that this book releases September 02 AND with a different hardcover than the one presented here.

Can anyone please enlighten me?

The hardcover in question is this one:
http://ecx.images-amazon.com/images/I/71Q3ND2UNzL.jpg

Same situation as with Amazon.

Retailers get placeholder cover artwork and the point when Paizo announces the book for distributors ... which is the point where Paizo doesn't have the final cover art yet but has to provide something so that stuff doesn't sit on websites with <blank> cover.

Of course, once the final art is ready Paizo sends it over to distributors, who are supposed to send it to retailers, who are supposed to update it. Which they almost never do until timely.

Besides, neither BD or Amazon deals with Paizo directly, they both go through distributors - Diamond/Alliance in case of Amazon and likely Esdevium in case of BD.

My snark detector is picking up nothing in this post. I'm confused?

Grand Lodge

Tels wrote:
I heard there was an issue with the cover of the PDFs, can any one tell me what that's about?

You mean the fact that the physical copy shipped with the adventure path logo instead of the RPG logo? They made a blog post about it! :)


1 person marked this as a favorite.
Manuelexar wrote:
Tels wrote:
I heard there was an issue with the cover of the PDFs, can any one tell me what that's about?
You mean the fact that the physical copy shipped with the adventure path logo instead of the RPG logo? They made a blog post about it! :)

That's probably it. I don't read all the blogs, so I didn't catch it. I'll go check it out now.


Did the Oracle get any new mysteries?

Did the Sorcerer get anything good in this book?


No new Sorcerer bloodlines or Oracle mysteries:(


Oracle archetypes ???
Curses ???


Any new Oracle Curses then?

Did the Sorcerers get a way to increase their known spells?

Dark Archive

Pathfinder Adventure Path Subscriber

No new curses for oracles. :c


Also, does the Shaman have winter or animal themed spirits?


I don't think I've seen anyone mention the White Mage archetype for the arcanist. Can anyone give us a quick overview.


1 person marked this as a favorite.
Quote:
No new curses for oracles. :c

(begins to swear and curse through a megaphone in a thousand different tongues both ancient and blasphemous)

Sovereign Court

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

On page 83, the last section of rules for the Bloodrider archetype just ends with, "This ability replaces the bloodline feat gained at." What's missing here?

On page 85, the proficiency section for the Steelbound archetype says "This replaces the bloodrager’s armor proficiency." It only mentions that he gets Heavy Armor proficiency in that section, though. This means that he does not get Light or Medium Armor proficiency, yet the Armored Swiftness ability specifically says it applies to Medium and Heavy Armor. Was this intended?


Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber
Gisher wrote:
I don't think I've seen anyone mention the White Mage archetype for the arcanist. Can anyone give us a quick overview.

It swaps out the 1st & 9th level exploits for the ability to spend 1 or 5 points from the arcane reservoir to cast any cure spell or breath of life (using an appropriate spell slot), and adds a greater exploit that lets the white mage spend an arcane reservoir point to use a spell slot to give allies fast healing for Charisma rounds.


Interesting. Thanks for the reply.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Oracle Archetypes

Spoiler:
Psychic Searcher
Spirit Guide
Warsighted

Sorcerer Archetypes

Spoiler:
Eldritch Scrapper
Mongrel Mage

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The shaman has a wave spirit that grants water/cold spells like wall of ice and hydraulic push. Also water/cold themed hexes. Beckoning chill is a hex you can get that causes enemies to be entangled if damaged by cold spells for 1 round and increases the duration of entangled for subsequent cold damage. Also the greater spirit ability is fluid mastery and gives you a 15ft cone of ice that does 1d4 per 2 shaman levels and pushes enemies back 5ft. At 20th level you get cold resistance 30 and can make any cold or water based spell enlarged stilled silenced or extended without those feats.

The nature spirit gives hexes like speak to animals, friend of animals (gives you summon nature's ally spells like a druid plus all animals in 30ft range get a sacred bonus based on your charisma. Your true spirit ability turns your spirit animal into an animal companion and at 20th level you get a magic cocoon ability that let's you permanently transform into animals, plants, or humanoids.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
ArenCordial wrote:
Kudaku wrote:

Last set of reveals for the night, I really need to crash (so I can read in bed! Yay!).

The Sorcerer gets two new archetypes:

The amazingly named Eldritch Scrapper focuses on mixing the Brawler's talent for mayhem with natural attacks.
The Mongrel Mage (not making this up, I swear) is a sorcerer that has a weaker mix of different bloodlines instead of a single powerful bloodline.

The Wizard gets three new archetypes:

The Exploiter Wizard gets in on the arcanist racket, gaining an arcane reservoir and arcanist exploits. I expect this to be a popular Wizard archetype.
The Spell Sage eschews the traditional focus on schools and instead studies specific spells and the spellcasting techniques of other classes, which allows him to tap into their spell lists (at a hefty action economy cost) a few times a day.
The Spirit Whisperer Wizard mixes witch and shaman elements - he gains a spellbook familiar like a witch, and a spirit link.

So the Wizard can play with the Arcanist's stuff but not the Sorcerer? So lame. There goes the chance to play the type of Sorc I've wanted to play since I first read about the class in 3.0. <sigh>

Being able to use your innate connection to magic to bend the rules of magic? Nope. Exploits would be considered knowledge and the Sorc is the dumb brute of magic. But hey here's an archetype to punch people because that will go great with your 1/2 BAB you dumb brute Sorc.

/rant

Sorry. Thank you for the information Kudaku its great of you.

Perhaps you need to take another look. Instead of copying what the wizard does, the Sorcerer gets the Mongrel Mage which lets the sorcerer tamper with the very bloodline of her magic.


LazarX wrote:
ArenCordial wrote:
Kudaku wrote:

Last set of reveals for the night, I really need to crash (so I can read in bed! Yay!).

The Sorcerer gets two new archetypes:

The amazingly named Eldritch Scrapper focuses on mixing the Brawler's talent for mayhem with natural attacks.
The Mongrel Mage (not making this up, I swear) is a sorcerer that has a weaker mix of different bloodlines instead of a single powerful bloodline.

The Wizard gets three new archetypes:

The Exploiter Wizard gets in on the arcanist racket, gaining an arcane reservoir and arcanist exploits. I expect this to be a popular Wizard archetype.
The Spell Sage eschews the traditional focus on schools and instead studies specific spells and the spellcasting techniques of other classes, which allows him to tap into their spell lists (at a hefty action economy cost) a few times a day.
The Spirit Whisperer Wizard mixes witch and shaman elements - he gains a spellbook familiar like a witch, and a spirit link.

So the Wizard can play with the Arcanist's stuff but not the Sorcerer? So lame. There goes the chance to play the type of Sorc I've wanted to play since I first read about the class in 3.0. <sigh>

Being able to use your innate connection to magic to bend the rules of magic? Nope. Exploits would be considered knowledge and the Sorc is the dumb brute of magic. But hey here's an archetype to punch people because that will go great with your 1/2 BAB you dumb brute Sorc.

/rant

Sorry. Thank you for the information Kudaku its great of you.

Perhaps you need to take another look. Instead of copying what the wizard does, the Sorcerer gets the Mongrel Mage which lets the sorcerer tamper with the very bloodline of her magic.

No, they got it right the first time. Wizards get access to Arcanist material such as Exploits, while Sorcerers do not. Mixing bloodlines has nothing to do with that. Even if you consider it tampering with magic because the player gets to mix bloodlines, it's not the sorcerer character tampering with magic, it just has a mix of magical heritages, not actively messing around with the fabric of magic.


Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I was just reading the Arcanist and came across some exploits that were not in the playtest:

Arcane Barrier
Arcane Weapon
Energy Shield
Familiar
Quick Study
Spell Resistance
Swift Consume

Furthermore, it appears that none were taken out from the playtest.

Also, I noticed that Bloodline Development has been modified. It can now get an arcane bonded item and lacks that language about getting hand of the apprentice.


Ashanderai wrote:
Tirisfal wrote:
Has anyone taken a look at the cutthroat slayer?

He looks very Jack-the-Rippery to me. If there were ever an archetype for a serial killer, I would say that this is it. His abilities even sound like it with names like "Street Stalker", "Opportune Target", and "Stab and Grab".

Tirisfal wrote:
What are the spiritualist and mastermind investigators like?

The Spiritualist gives up using alchemy to learn secrets from the spirits of the dead in his investigations. He gains appropriately flavored spell-like abilities such as comprehend languages, augury, speak with dead, and others through the use of a new pool use ability called "Commune with Spirits". As he levels, he can spend more uses of this ability to gain bonuses against death effects, re-roll saving throws, and to AC, as well as a couple other little things. He will also need a good Wisdom for all this.

The Mastermind is really good with Diplomacy, Intimidate, or Knowledge skill checks and, with preparation, can assist allies with making their next Diplomacy and Intimidate checks within 24 hours. This can expand to other skills at 12th level, depending on the inspiration abilities he has. He can use inspiration with a defensive ability he gains at 4th level and gains an aptly named ability called "Impregnable Mind" at 9th level.

Tirisfal wrote:
Thanks again to everyone dropping spoilers for those of us who still have to wait!
You're welcome. I understand the feeling.

All super exciting! Thanks!


Ashanderai wrote:

I was just reading the Arcanist and came across some exploits that were not in the playtest:

Arcane Barrier
Arcane Weapon
Energy Shield
Familiar
Quick Study
Spell Resistance
Swift Consume

Furthermore, it appears that none were taken out from the playtest.

Also, I noticed that Bloodline Development has been modified. It can now get an arcane bonded item and lacks that language about getting hand of the apprentice.

So arcanists can now get familiars or a bonded object? Arcanist just moved up a step on my list of things to read first when I get thus book.


I'm curious about the Fated Champion Skald archetype... anyone willing to divulge some details? ;)

I'm particularly curious if any of the Skald archetypes replace damage reduction.


Fated Champion
Watcher of the weave- insight bonus equal to 1/2 skald level on initiative.
Far Seer- As spell kenning but treats future seeing(augury, divination, etc.) spells one level lower and damage dealing spells one level higher.
Shield of Foresight- immune to fear while using raging song, allies gain a +5 bonus vs fear as well.
Not This Day- use 10 rounds of Raging Song to reroll a save or force an enemy to reroll an attack roll.

I didn't see any Skald archetypes that replaced DR.


5 people marked this as a favorite.
Dragon78 wrote:
Not This Day- use 10 rounds of Raging Song to reroll a save or force an enemy to reroll an attack roll.

Sons of Mendev! Of Sarkoris! My brothers! I see in your eyes the same fear that would take the heart of me! A day may come when the courage of men fails, when we forsake our friends and break all bonds of fellowship. But it is not this day. *Re-roll save vs fear* An hour of wolves and shattered shields when the age of Men comes crashing down! But it is not this day! *Re-roll sunder* This day we fight! By all that you hold dear on this good land, I bid you stand! Men of the North!

*Inspire Rage* CHARGE!!!


I would like details on the warsighted archetype. I heard (not sure where) that it's an oracle/brawler hybrid? Does it work out really well for melee oracles? Because I do love my melee oracles.


The Warsighted looses revelations of 1st, 7th, 11th, and 15th level to gain the Brawler's ability to gain the benefit of combat feats for a minute.

Liberty's Edge

Do we know approximately when retailers will actually have the book in stock and available for sale?


My friend, who works for the local game shop, says they just got them in, will be selling them Thursday on the street date.

RPG Superstar 2008 Top 32

Necromancer wrote:
** spoiler omitted **

I suspect many GMs would agree, but at least this means you can make a Pharasmin who summons psychopomps in PFS, for example.

Also, you missed Leshies.


I go on holiday for 2 weeks and over 1200 posts are made. Typical.

Can someone summarise please?

Pretty please?

I promise to say thank you!

Scarab Sages

3 people marked this as a favorite.
Dazylar wrote:

I go on holiday for 2 weeks and over 1200 posts are made. Typical.

Can someone summarise please?

Pretty please?

I promise to say thank you!

Let me explain.. No, there is too much. Let me sum up: This book is made of awesome.

Grand Lodge RPG Superstar 2012 Top 32

Dazylar wrote:

Can someone summarise please?

Slashing Grace is a little borked, but go elsewhere to discuss it. Seriously, don't even ask what I mean. Just go.

There are lots of feats and archetypes that let characters dip into other classes' powers. For instance, there's a feat for a 1/day Martial Versatility, there's a feat for CHA to saves, there's a feat for a 1/day domain power, etc. There's a fighter archetype that drops Armor Training for mutagens and a short list of alchemist discoveries (such as Wings), stuff like that. And some magic items to get in on modifications as well, like rings for adding certain creatures to summon lists.

Plus lots more.

Sovereign Court

Aleron wrote:
Ah...the feats Twist Away and Steadfast Personality help the Swashbuckler's single high saving throw. I wouldn't say entirely but if you want to shore up those defenses they do a pretty neat job of it. Interesting!

First off: awesome avatar. ;)

Secondly: I think Steadfast Personality has already been discussed. Curious if you (or anyone else for that matter) can elaborate on what Twist Away does?


Monks can get pounce and clustered shot. Animal companions can get pounce. Summoned creatures can get pounce. Mutagens for fighters, crossbows for gunslingers, divine grace for oracles, bloodline powers for barbarians, rage powers for bloodragers, arcane exploits for wizards, mutable domain spells for clerics, panache for cavaliers, more discoveries for alchemists, sneak attack for inquisitors, and money for Paizo.


QuidEst wrote:
Monks can get pounce and clustered shot. Animal companions can get pounce. Summoned creatures can get pounce. Mutagens for fighters, crossbows for gunslingers, divine grace for oracles, bloodline powers for barbarians, rage powers for bloodragers, arcane exploits for wizards, mutable domain spells for clerics, panache for cavaliers, more discoveries for alchemists, sneak attack for inquisitors, and money for Paizo.

technically everyone can get pounce now, monks and brawlers get it early.

Scarab Sages

christos gurd wrote:
QuidEst wrote:
Monks can get pounce and clustered shot. Animal companions can get pounce. Summoned creatures can get pounce. Mutagens for fighters, crossbows for gunslingers, divine grace for oracles, bloodline powers for barbarians, rage powers for bloodragers, arcane exploits for wizards, mutable domain spells for clerics, panache for cavaliers, more discoveries for alchemists, sneak attack for inquisitors, and money for Paizo.
technically everyone can get pounce now, monks and brawlers get it early.

Is the pounce and clustered shots mechanic in Pummeling Style restricted to unarmed strikes only?


Nope. Pouncing Paladins away!


Ross Byers wrote:
Necromancer wrote:
** spoiler omitted **

I suspect many GMs would agree, but at least this means you can make a Pharasmin who summons psychopomps in PFS, for example.

Also, you missed Leshies.

leshies...leshies...ah, hiding cleverly in plain sight directly above the chart I was copying from...2800gp in case anyone was curious

Very true. I don't understand why there isn't some sort of trait or feat for this in PFS. Then again, I'd have written summon monster I and on as a summoning spell with empty slots (to be filled with monsters from a large list) that could be expanded by a high CON (scarred orc witches)/INT/WIS/CHA score. 3.5 compatability I suppose...

RPG Superstar 2008 Top 32

Necromancer wrote:
Ross Byers wrote:
Necromancer wrote:
** spoiler omitted **

I suspect many GMs would agree, but at least this means you can make a Pharasmin who summons psychopomps in PFS, for example.

Also, you missed Leshies.

leshies...leshies...ah, hiding cleverly in plain sight directly above the chart I was copying from...2800gp in case anyone was curious

Very true. I don't understand why there isn't some sort of trait or feat for this in PFS. Then again, I'd have written summon monster I and on as a summoning spell with empty slots (to be filled with monsters from a large list) that could be expanded by a high CON (scarred orc witches)/INT/WIS/CHA score. 3.5 compatability I suppose...

It's not a compatibility thing. It's a 'bounded power level' thing. Summon spells might not be the most powerful spells of their level, but they are very versatile, since you can pick the monster best for your situation, or get the benefit of some of those creatures SLAs.

Keeping to the published list keeps the spells from expanding every time a monster book comes out (and saves the author developing said monster book from having to figure out if and at what level to add their new Outsider tot he summon lists.)

I think there are some God articles that expand the summon list for their clerics. A feat would probably be an adequate way to ensure that characters are paying for the versatility of adding more monsters to their summon list, but a little wealth and an item slot isn't terribly wrong either.

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