Pathfinder Roleplaying Game: Adventurer's Guide (PFRPG)

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Pathfinder Roleplaying Game: Adventurer's Guide (PFRPG)
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Being an adventurer is a dangerous line of work, but the rewards are well worth the risk. The smartest adventurers never go it alone—they not only bring allies to help explore the dangerous reaches of the world, but also seek aid in the form of support, supplies, and secrets from powerful organizations. With such a group to serve as a guide, an adventuring party's chances for success have never been better!

Pathfinder RPG Adventurer's Guide presents several such organizations, each with its own suite of benefits and boons to grant those affiliated with it. Designed for the Pathfinder Roleplaying Game and drawing upon the rich traditions of the official Pathfinder campaign setting, this indispensable guide for adventurers provides a wealth of new character options for your game.

Pathfinder RPG Adventurer's Guide includes:

  • Details on 18 different organizations that use adventurers to further their goals, including the law-enforcing Hellknights, the sinister assassins of the Red Mantis, and of course, the world-renowned Pathfinder Society itself.
  • A wealth of new player options, including feats, spells, magic items, prestige classes, archetypes, and new abilities and powers for a wide range of classes.
  • Rules and advice on how to incorporate the new options found in this book into your own game, whether it takes place in the official Pathfinder campaign setting or in a world of your own choice or design.
  • Notes on the movers and shakers of each organization—nonplayer characters who can come alive in your game as allies and advisors for the player characters.
  • AND MUCH, MUCH MORE!

ISBN-13: 978-1-60125-938-7

Note: This product is part of the Pathfinder Rulebook Subscription.

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Deepens My Investment in Golarion

5/5

I didn’t expect to find such a connection to this book, having not played the APs that touch on the various groups contained herein (and also just generally hating hellknights), but hoo-boy was I surprised.

The writing is lovely, the characters and organizations are vivid, and the player options are exciting and well-designed. The gray maidens chapter in particular blew me away in particular. The mechanics of their player options are a pedect combination of flavorful and mechanically effective, and have the added bonus of fitting together into a coherent and effective character build.


Great Book!

5/5

Read my full review on Of Dice and Pen.

These days, it can take a lot for a book focused on new feats, spells, etc. to impress me. I’ve reached a saturation point. There are so many options now that I can’t keep track of them all, and most new ones get forgotten soon after I read them. Adventurer’s Guide is one of the few books that stays in my mind and keeps pulling me back to it. I can’t recommend it enough!


The worst core line offering by far

1/5

The title is misleading, as was posited by many during the product preview, and mealy-mouthedly denied by Paizo. This is a Golarion book, period, which has no place in the core line, and the contents consist of an insultingly large percentage of reprints. Shameful, really.


Good Product if New

4/5

Soooo...I'm going to say that I obsessively collect Pathfinder products, and as such, much of this material is old hat for me. Emphasis here is 'for me.' With that said, I want to examine this in a vacuum.

The artwork is good, but then, it's been good. It serves more as a 'Faction Guide 2' for me than anything, giving some details about the various organizations, class options, feats, and ties. In particular, though, I like that I don't have to flip through two or three books to get character options for the factions. Hellknights in particular were always a pain due to how diffuse their rules were. I can now hand this book to a person and say "here ya go. Here's some ideas of factions in the setting."

One drawback, as has been mentioned, is spoilers for the various APs. While I use those sparingly, it can be somewhat problematic, and I'd suggest steering players away from this if that's the case.

Overall, it's a decent enough product. If you're new to the setting, it's worth picking up as a nice collected list. If you're old hat, a few options inside are interesting enough, and a few setting updates are worth examining. I'm particularly interested in the Lantern Bearers' new direction.


Solid addition with some faults

4/5

This book helps clear up and collect a lot of older material, balanced now with other released material for GMs. It also adds in a wealth of new material for factions of Adventurers across Golarion.

What's good?
A solid collection of old and new under one singular heading.

What's bad?
Some factions contain major spoilers, making it hard for a GM to just pass off to players who may be playing certain APs.

What's fun?
Inclusion of multiple races and creeds and even transgendered factions and npcs in multiple parts of the book. This book really fleshed out some factions which had little to no crunch.

What's odd?
Certain feats are fun but others are less the useable. A feat that allows a bonus on maneuvers but doesn't stack with improved maneuver feats? Those are the ones that help avoid AoO. So what's the point of the feat? Additionally a heads up to some people about the amount of reprints would have calmed an angry section of customers.

Honestly I love the book and can't wait to try out some of the new material and some of the updated versions of older (and due to other books options more unbalanced) options.

When you get past the salty tears of angry optimizers, you're left with a fine entry into the guides section with Inner Seas flavour.


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I ignored some of the other conversation about the Lore Warden, and I see that people think the weapon training applies to the CMBs. Not to make this a rules thread, but the weapon training will only apply to the weapons in the given weapon group, and to only certain few Combat maneuvers, such as Trip, Sunder, Disarm, and with the right weapons Push and Drag. Lore Warden I admit does help out a lot with a +2 to your CM's, but CM's sometimes can't do anything against certain enemies, plus if you don't get the improved, then you're going to be provoking. Lore Warden wasn't the best archetype, but rather was barely something decent. I'll reserve full judgement until I see the rules myself, but it sounds like this is awful.

Liberty's Edge

Anything cool for alchemists and bloodragers????


Luthorne wrote:

Oh, now that I'm looking, another thing...

Spoiler:
...lantern honey and scarsalve don't have Craft DCs either.

Oops. That's on me. Sorry!


Is the Mantis Zealot a straight reprint, or has it been adjusted ?
Cypher Mage......same question :P


nighttree wrote:

Is the Mantis Zealot a straight reprint, or has it been adjusted ?

Cypher Mage......same question :P

Can't say anything about the Mantis Zealot, but Cyphermage is apparently a reprint.


1 person marked this as a favorite.

Somebody mentioned concerns over there being a reprint of Suppress Charms and Compulsions. Good news- it's been nerfed to more reasonable levels. The best that third level wizard will manage is a round before their concentration is disrupted and the suppression ends. It's much better for preemptive bonuses.


Another question (if I may) roughly how much information is given on the organizations ? Are they fleshed out well, or is it just the basic introductory blurp ?


1 person marked this as a favorite.
Axial wrote:

1) What does the Armiger do?

2) Are the Hellknight and Hellknight Signifier literally just reprints, or are they altered in some way?


1 person marked this as a favorite.
Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Oh gee, they changed how Ioun Stone Resonant Powers work.

Among other changes, the clear spindle now allows wearer to cast protection from chaos/evil/good/law on himself once per day (CL 12th). He can activate this ability as an immediate action, but doing so drains the ioun stone of its magic, turning it into a dull gray ioun stone.

This is going to affect a lot of characters out there.


nighttree wrote:

Another question (if I may) roughly how much information is given on the organizations ? Are they fleshed out well, or is it just the basic introductory blurp ?

There's a short summary stat-block, followed by about 3/4 of a page of description of the organization. I've only looked at a couple of them so far, but the thrust is "here's what happened AFTER the events of the AP" (with some assumptions). Depending on the organization, there may be big changes in focus or methods, as well.

There are some easter eggs of recognizable NPCs who have new roles, and who may have changed from their prior actions as a result of the events in the AP. There are 3 npc capsules, each 1/5 of a page.

There's also material on how PCs could become involved, and how they can earn the confidence to act as agents of the organization.

The bulk of each is the mechanical content, which may have more flavor tucked away in it.

EDIT: re-wrote for clarity


Luthorne wrote:

Hmm, this took awhile to gather up, but, for those interested...

** spoiler omitted **...

ooooooooohhhhhh....are the Dashing Thief and Rostland Bravo swashbucklers new? or are they reprints? what do they do?.....i must know.

side note: is the Scion of Talmandor paladin new and does it stack with virtuous bravo?


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The listed information on the Aldori Swordlords, Hellknights, Red Mantis, and Gray Maidens alone make this one sound great to me.


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Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Adventurer's Guide wrote:
Those who transition between genders are heavily represented among the tradition, so much so that in many dwarven cities the word “Rivethun” has become an informal term for anyone who transitions their gender.

Paizo continues its long tradition of being all inclusive. :D

Sovereign Court

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber

Dashing thief gets a pool of skill boosts similiar to inspiration using panache. They can only regain panache by using the steal combat maneuver. They do get a rather romantic ability though... Come to think of it, a dashing thief/rose warden would have some good ability and theme synergy.

nighttree wrote:

Is the Mantis Zealot a straight reprint, or has it been adjusted ?

Cypher Mage......same question :P

Cypher mage has three new abilities. Very thassilonian centered. Like, one only works if the target speaks thassilonian.

Zealot has to be lawful evil now.


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Alexander Augunas wrote:
shaventalz wrote:
CBDunkerson wrote:
Human Fighter wrote:
The Lore Warden had its ups and downs before, and it's sounding like it got pretty screwed. Many took the archetype so they could get combat expertise, because they hate the feat, and all the awful pre-reqs to do certain combat maneuvers. So all I'm getting is it got nerfed, and I find this to be upsetting, but you think it's better. Can you give me some details on why you think this, especially since I don't have access to the reprint.

My copy hasn't shipped yet, but you were previously told;

"You get the benefits of Combat Expertise for purpose of qualifying for other feats at 2nd level..."

So, given your statement that the primary reason for taking the class was to get Combat Expertise for pre-reqs... what exactly is the problem? You get the same benefit you were looking for at the same level it used to be.

But "old" Lore Warden still got a bonus feat at 2nd. If the new version doesn't, that's not getting Combat Expertise for free. That's being forced to take Combat Expertise as your bonus feat (and not even getting the feat itself for another 4 levels, if you wanted to actually use it.)

I don't know about you, but my Lore Warden needs all the feats he can get. He's already got more maneuver-boosting feats on his wishlist than he has available slots, so losing one without a very good replacement is intolerable for him.

New lore warden counts as having CE at 2nd, and actually gets CE at 6th. (If they already have CE at that point, they get a different feat that lists CE as a prerequisite instead.) It is down one feat compared to old lore warden, but it is a necessary trade off for how strong the armor trading trades are.

Which is great but Combat Expertise is a trap option for Combat Maneuver builds and has been for about two years now. You are basically working with a dead feat at that point. I guess it would be fine for something but I can't even think of anything mechanically useful.

Shadow Lodge

technarken wrote:
That said, the Rivethun content is pretty amazing. There's a Barbarian archetype that trades the bashiness for more endurance and the ability to swap out totem rage powers on the fly. There's a spiritualist archetype that swaps out emotional focuses for shaman spirits and hexes. The prestige class is an awesome familiar/spirit animal centered shaman type. There's a Psychic discipline that lets you shapeshift (in a limited sense) perpetually, and eventually get Shaman powers.

Barbarian: Awesome. That is what the Totem Warrior archetype would've been cool with(and, you know, better than doing nothing).

Spiritualist: Does this stack with the archetype that gets a spirit blade?

Psychic: How limited? Is it at will or does it cost phrenic points?

Between this and what is apparently Spiced Alchemy(I would love to see what spices do in this book) I've become less "reprints and nerfs again?" and more "this might actually be worth getting."


Luthorne wrote:

Hmm, this took awhile to gather up, but, for those interested...

** spoiler omitted **...

Thanks for doing that Luthorne! :)


Pathfinder Starfinder Roleplaying Game Subscriber
Human Fighter wrote:
I ignored some of the other conversation about the Lore Warden, and I see that people think the weapon training applies to the CMBs. Not to make this a rules thread, but the weapon training will only apply to the weapons in the given weapon group, and to only certain few Combat maneuvers, such as Trip, Sunder, Disarm, and with the right weapons Push and Drag. Lore Warden I admit does help out a lot with a +2 to your CM's, but CM's sometimes can't do anything against certain enemies, plus if you don't get the improved, then you're going to be provoking. Lore Warden wasn't the best archetype, but rather was barely something decent. I'll reserve full judgement until I see the rules myself, but it sounds like this is awful.

I never thought about it too hard since when I'm going for CMB builds they're usually unarmed, but that's true. Any boosts to attack with the vast majority of weapons aren't going to boost CMB checks apart from a select few, and choosing to focus on unarmed strikes means that you're going to gain bonuses to all CMB checks at the cost of your actual attacks.

Plus things like Stand Still are CMB checks but technically aren't combat maneuvers themselves, so I'm not sure how that would be affected by the change in wording that the new Lore Warden will have.


Alchemaic wrote:
I never thought about it too hard since when I'm going for CMB builds they're usually unarmed, but that's true. Any boosts to attack with the vast majority of weapons aren't going to boost CMB checks apart from a select few, and choosing to focus on unarmed strikes means that you're going to gain bonuses to all CMB checks at the cost of your actual attacks.

Not necessarily. Grapple, for instance, almost definitely doesn't apply bonuses from your unarmed strike. Look at Weapon Focus - it specifically mentions taking Weapon Focus (Unarmed Strike) and Weapon Focus (Grapple). If bonuses from your unarmed strike counted towards grappling, that wouldn't be an option.

Even ignoring grapple, expect table variation on whether stuff like Bull Rush benefits from being able to punch in a damaging spot. Or Steal... why would accurate punching help you lift someone's purse?

Dark Archive

Axial wrote:
Axial wrote:

1) What does the Armiger do?

2) Are the Hellknight and Hellknight Signifier literally just reprints, or are they altered in some way?

This, plus what does the Summoner archetype do?


Tyberos wrote:
Axial wrote:
Axial wrote:

1) What does the Armiger do?

2) Are the Hellknight and Hellknight Signifier literally just reprints, or are they altered in some way?

This, plus what does the Summoner archetype do?

Spoiler:
Summoner archetype is pretty cool. Your devil eidolon trades much of its combat abilities for scaling charisma. You trade summoning to give it SLAs, and a bunch of additional swaps later, your Summoner has siphoned off enough quintessence from their eidolon to get delayed infernal bloodline powers.

Dragonborn3 wrote:


Spiritualist: Does this stack with the archetype that gets a spirit blade?

Psychic: How limited? Is it at will or does it cost phrenic points?

Between this and what is apparently Spiced Alchemy(I would love to see what spices do in this book) I've become less "reprints and nerfs again?" and more "this might actually be worth getting."

I don't think the Involutionist is compatible

As for the Rivethun psychic, I said limited because it doesn't grant the usual bonuses polymorph effects grant. It's tied to the transitioning part of Rivethun philosophy, though it does have an option to get actual full-on shapeshifting abilities by spending points.

Interestingly enough, the Barbarian Archetype has Druid alignment restrictions, not Barbarian ones, so it could combo up with monk.

As for the spices, they provide alchemical bonuses-if you consume them regularly-against diseases and desert conditions. I hope that design space is expanded on further!

There's some really cool stuff in here, and the nerfs and reprints of more recent stuff are far more annoying when in the mix with that.


Pathfinder Maps, Pawns Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

I've started a dedicated thread for listing the differences between the original content and the newly reprinted material from the Adventurer's Guide. Please check it out and contribute to the list!

I've also started a FAQ thread here, hoping to get more insight from the developers as to how we are expected to treat duplicate material such as this.


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Pathfinder Starfinder Society Subscriber

Whoa, there are rogue talents and advanced rogue talents in here that I don't recognize! For those who have a hold of the PDF, would you be able to give a hint as to what we could expect from them?

We haven't had good new rogue talents for a while...


Would a cleric of Calistria qualify for the Lightbringer archetype.


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Terevalis Unctio of House Mysti wrote:
Would a cleric of Calistria qualify for the Lightbringer archetype.

Yes, a cleric of Calistria qualifies for the blossoming light, as long as her own alignment is good. ^_^


Isabelle Lee wrote:
Terevalis Unctio of House Mysti wrote:
Would a cleric of Calistria qualify for the Lightbringer archetype.
Yes, a cleric of Calistria qualifies for the blossoming light, as long as her own alignment is good. ^_^

Qualify, yes.

Be thematically appropriate, maybe less. The Archetype puts more focus on forgiveness and redemption.. not exactly the best fit for a goddess of revenge.

That said, one of the NPCs highlighted in that that section is a Cleric of Calistria (but no archetype is indicated).


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Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Urath DM wrote:
Isabelle Lee wrote:
Terevalis Unctio of House Mysti wrote:
Would a cleric of Calistria qualify for the Lightbringer archetype.
Yes, a cleric of Calistria qualifies for the blossoming light, as long as her own alignment is good. ^_^

Qualify, yes.

Be thematically appropriate, maybe less. The Archetype puts more focus on forgiveness and redemption.. not exactly the best fit for a goddess of revenge.

That said, one of the NPCs highlighted in that that section is a Cleric of Calistria (but no archetype is indicated).

Calistrian: "Mwahahaha...that's right...my revenge will be complete...! I'm going to...redeem you!"

Drow: "No, anything but that! I won't be able to handle life as a redeemed drow!"

Calistrian: "That's not all! After that...I'll forgive you, to boot!"

Drow: "No, I can't take it! You've got to hate me! Fear me! Loathe meeeeeee...!"

Rogue: "...I'm not sure which of them is worse..."


1 person marked this as a favorite.
Urath DM wrote:
Isabelle Lee wrote:
Terevalis Unctio of House Mysti wrote:
Would a cleric of Calistria qualify for the Lightbringer archetype.
Yes, a cleric of Calistria qualifies for the blossoming light, as long as her own alignment is good. ^_^

Qualify, yes.

Be thematically appropriate, maybe less. The Archetype puts more focus on forgiveness and redemption.. not exactly the best fit for a goddess of revenge.

That said, one of the NPCs highlighted in that that section is a Cleric of Calistria (but no archetype is indicated).

It's certainly not the most obvious combination, I'll admit. (An earlier version limited it to good deities only, but that was changed - in part, specifically to allow Calistrian clerics.)

I don't know about other sections, but none of the NPCs I wrote specifically listed their archetypes (although some can easily be inferred, such as Sabriune being a dashing thief). In Perelir's case, she's a regular cleric - see Pathfinder Adventure Path #17: A Memory of Darkness for more information about her.


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Luthorne wrote:

Calistrian: "Mwahahaha...that's right...my revenge will be complete...! I'm going to...redeem you!"

Drow: "No, anything but that! I won't be able to handle life as a redeemed drow!"

Calistrian: "That's not all! After that...I'll forgive you, to boot!"

Drow: "No, I can't take it! You've got to hate me! Fear me! Loathe meeeeeee...!"

Rogue: "...I'm not sure which of them is worse..."

Good times.

Silver Crusade

3 people marked this as a favorite.
Perelir, Lantern Bearer wrote:
Luthorne wrote:

Calistrian: "Mwahahaha...that's right...my revenge will be complete...! I'm going to...redeem you!"

Drow: "No, anything but that! I won't be able to handle life as a redeemed drow!"

Calistrian: "That's not all! After that...I'll forgive you, to boot!"

Drow: "No, I can't take it! You've got to hate me! Fear me! Loathe meeeeeee...!"

Rogue: "...I'm not sure which of them is worse..."

Good times.

.....slow clap.....

That archetype has suddenly become rather attractive.


1 person marked this as a favorite.
Cellion wrote:

Whoa, there are rogue talents and advanced rogue talents in here that I don't recognize! For those who have a hold of the PDF, would you be able to give a hint as to what we could expect from them?

We haven't had good new rogue talents for a while...

One of the advanced rogue talents is literally a fast travel beacon. The other one is the ability to temporarily 'max out' skill ranks for any skill by meditating for a while.

Now, the regular talents include one dealing with Occult Skill Unlocks, a talent that makes you good at using McGuyvered thieve's tools, a talent that lets you hold back on sneak attacks to not outright kill people with them, the ability to induce silence on sneak attacks, and the ability to create temporary knockout poisons.


Pathfinder Starfinder Roleplaying Game Subscriber
technarken wrote:
Cellion wrote:

Whoa, there are rogue talents and advanced rogue talents in here that I don't recognize! For those who have a hold of the PDF, would you be able to give a hint as to what we could expect from them?

We haven't had good new rogue talents for a while...

One of the advanced rogue talents is literally a fast travel beacon. The other one is the ability to temporarily 'max out' skill ranks for any skill by meditating for a while.

Now, the regular talents include one dealing with Occult Skill Unlocks, a talent that makes you good at using McGuyvered thieve's tools, a talent that lets you hold back on sneak attacks to not outright kill people with them, the ability to induce silence on sneak attacks, and the ability to create temporary knockout poisons.

Fast travel beacon? How does that work, is it a teleport effect or something?


KitsuneWarlock wrote:
Dashing thief gets a pool of skill boosts similiar to inspiration using panache. They can only regain panache by using the steal combat maneuver. They do get a rather romantic ability though... Come to think of it, a dashing thief/rose warden would have some good ability and theme synergy.

cool, so it basically gets inspiration class feature, does it stack with Mouser or corsair? (which would help considering it gets panache back for stealing)also what does it replace and does it get anything besides the inspiration feature?

Contributor

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My copy shipped! The Sunrider druid archetype does, in fact, have some pretty dope flavor and story potential.

Spoiler:
No wild shape, can use a shortbow, and can help guide folks through desert terrain. Slowly gains the ability to extend facets of her animal companion bond to other "mundane" horses around her. Would take the right kind of campaign to shine, but imagine bonding all of the mounts in a calvary unit with a kind of empathic hive mind - terrifying! A sunrider and the veil witch archetype from the Qadira campaign setting book are the kind of things your scouts would see in an enemy formation and report back like "hey, maybe we should just... turn around..." Great art, too.


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Pathfinder Adventure Path, Companion, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

I'm so excited to see the Aldori stuff.


1 person marked this as a favorite.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
technarken wrote:
Cellion wrote:

Whoa, there are rogue talents and advanced rogue talents in here that I don't recognize! For those who have a hold of the PDF, would you be able to give a hint as to what we could expect from them?

We haven't had good new rogue talents for a while...

One of the advanced rogue talents is literally a fast travel beacon. The other one is the ability to temporarily 'max out' skill ranks for any skill by meditating for a while.

Now, the regular talents include one dealing with Occult Skill Unlocks, a talent that makes you good at using McGuyvered thieve's tools, a talent that lets you hold back on sneak attacks to not outright kill people with them, the ability to induce silence on sneak attacks, and the ability to create temporary knockout poisons.

Wow. Okay, those advanced talents sound quite nice and I love the idea of a Silencing Strike and Knockout Poisons.

Dark Archive

Would a PFS character qualify for the Pathfinder Savant PRC since one of the qualifications is an item creation feat?


Remy LeBeau wrote:
Would a PFS character qualify for the Pathfinder Savant PRC since one of the qualifications is an item creation feat?

If this version was legalized, Additional Resources would probably have a note like the one for Seekers of Secrets - "Pathfinder Savants replace the item creation feat prerequisite with Spell Focus."


Alchemaic wrote:
Fast travel beacon? How does that work, is it a teleport effect or something?

It might be a reference to the Borderlands series of electronic games. There's a "Fast Travel Network" of devices that allow you to teleport to the matching device in any area you have been to previously.


Urath DM wrote:
Alchemaic wrote:
Fast travel beacon? How does that work, is it a teleport effect or something?
It might be a reference to the Borderlands series of electronic games. There's a "Fast Travel Network" of devices that allow you to teleport to the matching device in any area you have been to previously.

Any similarities are unintentional - I've never played the series. ^_^


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

I'd say that Lightbringer could jibe pretty well with a Calistrian cleric. First off, there's the possibility that the Calistrian could use trickery to set the drow onto the path of redemption. Also, one could argue that redemption is a form of vengeance, if one imagines the reaction a redeemed drow might have towards past actions.

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber

Is "lightbringer" the world-neutral name for the blossoming light?

Silver Crusade

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

IT SHIPPED!


Pathfinder Starfinder Roleplaying Game Subscriber
Urath DM wrote:
Alchemaic wrote:
Fast travel beacon? How does that work, is it a teleport effect or something?
It might be a reference to the Borderlands series of electronic games. There's a "Fast Travel Network" of devices that allow you to teleport to the matching device in any area you have been to previously.

No, I know what fast travel is, it extends beyond Borderlands. It's just that usually it's either a teleport effect (which seems pretty high-level for an advanced Rogue talent considering the other magical one is "cast dispel magic sometimes") or a convenient time skip ability, which is usually done by saying "the journey there was uneventful".

Shadow Lodge

technarken wrote:
As for the Rivethun psychic, I said limited because it doesn't grant the usual bonuses polymorph effects grant. It's tied to the transitioning part of Rivethun philosophy, though it does have an option to get actual full-on shapeshifting abilities by spending points.

This kind of thing, while flavorful, makes me both hope for and dread the shifter class coming up. I really hope it's not hamstrung by stuff like this.

Silver Crusade

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

Reading through now, kudos to whoever wrote the Gray Maiden section, I think it's my favorite :3

Yay! Filarina returns!

The Sanguine Angel is badass (love the art)

The Masked Maiden is also kickass and is my new favorite Vigilante archetype.

Gray Maiden Initiate is a very cool feat. So are Fanged Crown Massacre/Scarlet Rose Devotion.

Yeah, definitely my favorite chapter.

Silver Crusade

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

I also like Telessel's story ^w^


Alchemaic wrote:


No, I know what fast travel is, it extends beyond Borderlands. It's just that usually it's either a teleport effect (which seems pretty high-level for an advanced Rogue talent considering the other magical one is "cast dispel magic sometimes") or a convenient time skip ability, which is usually done by saying "the journey there was uneventful".

It's Word of Recall 1/day to a point you mark.


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technarken wrote:
Alchemaic wrote:


No, I know what fast travel is, it extends beyond Borderlands. It's just that usually it's either a teleport effect (which seems pretty high-level for an advanced Rogue talent considering the other magical one is "cast dispel magic sometimes") or a convenient time skip ability, which is usually done by saying "the journey there was uneventful".
It's Word of Recall 1/day to a point you mark.

Wow, that's actually really good. I'm down with more high-end abilities for the Rogue like that.

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