Pathfinder Advanced Player's Guide

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Pathfinder Advanced Player's Guide
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Ready to go beyond the basics? Expand the limits of what's possible with the Pathfinder Advanced Player's Guide! This 272-page Pathfinder Second Edition rulebook contains exciting new rules options for player characters, adding even more depth of choice to your Pathfinder game! Inside you will find brand new ancestries, heritages, and four new classes: the shrewd investigator, the mysterious oracle, the daring swashbuckler, and the hex-slinging witch! The must-have Advanced Player's Guide also includes exciting new options for all your favorite Core Rulebook classes and tons of new backgrounds, general feats, spells, items, and 40 flexible archetypes to customize your play experience even further!

The Pathfinder Advanced Player's Guide includes:

  • Four new classes: the investigator, oracle, swashbuckler, and witch!
  • Five new ancestries and five heritages for any ancestry: celestial aasimars, curious catfolk, hagspawned changelings, vampiric dhampirs, fate-touched duskwalkers, scaled kobolds, fierce orcs, fiendish tieflings, industrious ratfolk, and feathered tengu!
  • 40 new archetypes including multiclass archetypes for the four new classes, Pathfinder favorites like the cavalier, dragon disciple, shadowdancer, and vigilante, and brand-new archetypes like the familiar master and the shield-bearing iron wall!
  • New class options for all twelve classes from the Pathfinder Core Rulebook including champions of evil, genie and shadow sorcerers, zen archer monks, rogue masterminds, spellcasting rangers, and more!
  • Even more exciting new rules, from rare and unique backgrounds to investigative skill feats, from spells and rituals like reincarnate and create demiplane to new items including special wands with unusual effects and exciting potions worthy of a witch's cauldron.

ISBN-13: 978-1-64078-257-0



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Very good

5/5

Now more or less replaced by Player Core 1 and 2. Was very good though.


4/5


APG meets Expectations as it Concludes the Original Vision of PF2

5/5

The Advanced Player's Guide is the capstone piece to the original vision for Pathfinder Second Edition. The PF2 CRB was a whopping 640 pages and Paizo still had more content ready to go in it that they just could not release due to space issues. Everything that was left out was designated to be released over the next year in either the Lost Omens line of books or in the Advanced Players Guide. Things that were not quite fully fleshed out for the original release were then worked out. Four additional classes were put through a playtest and are featured in the APG; the Investigator, Oracle, Swashbuckler, and Witch. Five new ancestries are in the APG while three more were released in the Lost Omens Character Guide in 2019.

One of the new concepts in PF2 is that of Versatile Heritages. Instead of having separate ancestry categories for Aasimar, Tiefling, Changling, Dhampir, and Duskwalker, they are now what is called a versatile heritage. These modify the ancestry choice the player made for the character via the heritage selection. This is a very interesting concept as it provides many additional options for players. These five are just the first of multiple waves of versatile heritages which will be released over time by Paizo.

For those who have been desiring more options for characters, the APG delivers. The four new classes have their dedications for multiclassing along with 38 new archetypes. In addition, each of the 12 original classes gained some new options to choose from as did each of the original ancestries. Not all of the options are as viable as other options, but much of that will depend on the theme of a campaign and how GMs choose to allow players to select archetypes. I can envision some GMs designating some archetypes as free additional choices for players in that they can take one with no additional feat penalties because they give added depth to the campaign's theme such as the dandy or celebrity. Other GMs could emphasize select archetypes like the gladiator as a free archetype for their campaign's theme. The potential for some very interesting campaign themes definitely exists with these archetypes.

One of the things I was watching for in this book was the dreaded power creep. I do not see it present. None of the archetypes seems to overwhelm any of the original classes in terms of raw power while instead they augment them. This was a goal of Paizo from the beginning and it seems to have been met. The APG does what it was intended to do. It expands the options available to players at the initial creation of their characters and as those characters level up over time. Perhaps the best part of that is the APG continues to expand upon building characters as concepts and not as a collection of soulless numbers. While the numbers are important to determining how well a character can do something, the concept behind the character matters more. PF2 put the role back into roleplaying and the APG continues that vision.

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Can't-miss book for anyone at the table

5/5

Especially, and this is obvious, the Advanced Player's Guide is a terrific resource for players--but that doesn't mean GMs don't have a lot to gain from it!

Just on the strength of classes and ancestries, this book is about 150% the size of the core rulebook. Every existing class gets a major boost of options and feats and the same goes for existing ancestries. Adding in four new classes and five new ancestries on top of that is an amazing boon. True, some get more (or better) options than others, but I would say just on character creation alone, this book well beyond justifies its price point.

And that's just the base.

Add in universal heritages, which seem mechanically reasonable but almost unreasonably bursting with flavor, lore, or character development hooks. Add in the massive chunk of archetypes, which enables so many different nuances of character concepts without always landing on the somewhat clunky multiclassing rules. Add in a shot in the arm to spell lists, item lists, skill and general feat lists, and so on?

I just don't know that more needs to be said. This book is bursting with great content--and it's guaranteed to turn the heads of pretty much any player with at least a couple of its options!


Solid guide of varying quality

4/5

This is a solid addition to 2E and well worth adding to your library, although uneven or even disappointing in places. It feels something like a mix of 1E Advanced Player Guide and Advanced Class guide with less ancestries and classes but I like that: nice to have a bit of both rather than to get a bunch of one while waiting 6-12 months for the other.

Pros:
Witch, Oracle, and Swashbuckler are well designed with clever rethinking of mechanics that adds new dimensions to the classes and definitely improves playability with respect to other classes. I especially liked the witch patrons that could make your witch more like a prophet or a fate-weaver while still providing the usual curse, night and wild options for your classic scary witch. The oracle curses are much more interesting- and much more of plusses with minuses than the old version. And swashbuckler seems both quite playable and fun.

Versatile heritages are a great re-think, one of the best parts of the guide. While less potent at low level, the ability to add tiefling to any race, plus the new versatile heritages and the promise of more, greatly expands the range of character concepts.

Archetypes are nicely fleshed out. While the system was in the core rules, they don't really shine until here. Many will appeal only to a specific concept but can have their uses while others are significantly useful for those focusing on combat in particular. You will recognize many names from prestige classes of yore. While not, in general, as potent as an old prestige class, the move to archetypes is both more graceful and more manageable for all- players, refs and game designers. Many can be taken at lower levels and others at higher levels.

While familiars only get used so often in my games (more so by me as a player :) the extra abilities, feats and specific familiars are great. I especially like that it is both practical and clearly explained how to get an imp or faerie dragon.

Feats and spells are nice, mostly as they relate to new classes and archetypes. For existing classes, probably less useful but there are exceptions.

More middling:
Investigator seems suited to a limited range of campaign types. I wish it was a little less detective-like and more lore focused, but I think for the right players and campaigns, a good option.

The new races, while definitely a nice addition beyond too human-like variants, are also unlikely to get used much in my campaigns, except maybe catfolk, although they all seem well executed.

The new backgrounds are so-so. They are nice enough and its not like backgrounds are a particularly eye-catching part of the game, although it is a nice mechanic. The rare ones were a bit disappointing to me, but again the real flavor of them is left to the player in character creation so they are solid enough.

The core classes additions were a very mixed bag. Some are quite interesting and others are so narrowly drawn as to appeal to very few players. I'm thinking of you druid, where the additions are not likely to apply to most of the druid orders. In general, core classes deserve another round of additions like the 1E combat, magic and other guides. The current crop of goodies may disappoint many.

Overalll:
A strong guide. Hopefully upcoming Golarion and other guides will continue to flesh out 2E.

For those looking for more ancestries, classes and archetypes, I would certainly start with this guide but note that the Golarion books, both already published and planned, add a fair amount, almost all of which can be used in non-Golarion settings. For example, apparently many of the 1E Advanced Race Guide ancestries will be coming to a Golarion guide early next year.


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I just want to know what premonitions do for the cleric and how they get it.

So many archetypes I wanna see. I really wanna see the Medic and the sentinel (shield based one I think) does.


Pathfinder Lost Omens, Rulebook Subscriber
Micheal Smith wrote:

I just want to know what premonitions do for the cleric and how they get it.

So many archetypes I wanna see. I really wanna see the Medic and the sentinel (shield based one I think) does.

~

First one I’m going to is the Martial Artist. Shortly followed by Dragon Disicple.


Michael Sayre wrote:

The Advanced Player's Guide is now sanctioned for use in Pathfinder Society play. You still need a copy of the book as normal, but we wanted to make sure you're all prepared to hit the ground running with your new APG characters come GenCon.

Note that APG options aren't legal for play until the book's listed release date!

Great news!


5 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Just got mine!

A couple interesting things from my first skim:

--Rare backgrounds, which depart from the standard format, like Amnesiac (with three ability boosts instead of two, but no skill bonuses).

--A few little tidbits that edge towards improving the Alchemist. In particular, the Perpetual Breadth (8) class feat makes non-bombers a bit more viable. And there are a number of new alchemical items which potentially give them a bit more versatility. On the bomb side, this includes Blight Bombs which inflict poison damage, Dread Ampoule bombs which inflicts frightened as well as mental damage, and undead-targeting bombs. There's a Drakeheart Mutagen which looks more or less mandatory for melee-focused mutagenicists, granting substantial bonuses to AC. And there are a handful of other alchemical elixirs, like the Focus Cathartic (which counteracts mental effects), Sinew-Shock Serum (which counteracts physical effects), and things like Soverign Glue and Universal Solvent, which do exactly what you'd expect.

--The Wizard gets the Convincing Illusion (6) class feat option, which allows them as a reaction, when someone nearby succeeds at disbeliving one of their illusions, to make deception check to stop them from disbelieving. Pretty cool.

--The archetypes in general are very solid -- most of them (IMHO) are significantly more attractive than any of the other (non-multiclassing) archetypes Paizo's published. For one example, the Bastion archetype gives you access to pretty much all the good shield class feats, as well as several new feats, the coolest (IMO) of which is the Disarming Block (4) feat which allows you as a free action (not a reaction!) to disarm a creature whose attack you just blocked (no free hand needed). Disarm isn't great in general, but when it's free...


@Porridge Any info on Cleric Premonitions?


1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

For me it would be interesting how they handled the dragon disciple as he is one of the hardest 1e arxhetypes to convert imho due to his many ability and ac bonuses


The two things I'm most curious about is support for weapon based monks and just more weapons in general. Anything like that?


Could you tell us what are the news ancestries and heritages like?


6 people marked this as a favorite.

Anyone have spells for time travel? Lookin to skip to july 30th.


I'm hoping swashbuckler got a stance for dueling parry. I'm still waiting to see how much archetyping I'm going to have to do to get to the character I'd like to build.


4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Micheal Smith wrote:
@Porridge Any info on Cleric Premonitions?

I see two cleric class feat premonitions. Both are reactions. The first is a low-level option (1) which helps with hazard-related saves (+2 circ bonues). The second is a high-level option (14) which allows a re-roll of a failed mental save (with a +2 circ bonus).

KageNoRyu wrote:
For me it would be interesting how they handled the dragon disciple as he is one of the hardest 1e arxhetypes to convert imho due to his many ability and ac bonuses

This one's a little trickier to assess than some of the other archetypes. It's one of the two page archetypes, with more feats than most archetypes:

  • Dragon Disciple Dedication (2)
  • Claws of the Dragon (4)
  • Draconic Scent (4)
  • Dragon Arcana (4)
  • Scales of the Dragon (4)
  • Breath of the Dragon (8)
  • Wings of the Dragon (12)
  • Shape of the Dragon (14)
  • Disciple's Breath (16)
  • Mighty Dragon Shape (18)

    Overall, an intriguing archetype, but would have to crunch some numbers to get a better sense of the overall viability.

    Some feats look pretty nice right off the bat -- like Dragon Arcana (which adds 10 spells to your spell list). But hard to assess many of the others without crunching some numbers. For example, Scales of the Dragon (4) adds a moderate bump to AC but also imposes a dex cap -- which looks OK, but would have to crunch numbers against other AC options. Likewise, Disciple's Breath provides a 9d6 breathweapon that you can use every 1d4 rounds -- which looks nice, but would have to crunch numbers against other options available at 16th level.


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

    (Just a heads up -- I'll do my best to answer questions, but I'm also juggling a 4 year old, so my time to answer questions is limited!)

    Albatoonoe wrote:
    The two things I'm most curious about is support for weapon based monks and just more weapons in general. Anything like that?

    Yeah, the Monk gets a lot of weapons support. Putting aside weapon-focused archetypes (which are pretty good themselves!), the Monk's new class feats include these weapon-focused options:

  • Monastic Archer Stance (1)
  • Shooting Stars Stance (2)
  • Ancestral Weaponry (2)
  • Return Fire (6)
  • Pinning Fire [8]
  • Focused Shot (12)
  • Whirling Blade Stance (14)
  • Triangle Shot (18)

    The gives you bow proficiency matching your unarmed proficiency, and the ability to use monk abilities with them in your first range increment. Pretty sweet. The second allows you to do the same with shuriken (no range increment limitation here, though). The third allows you to treat agile and finesse ancestry weapons as if they had the monk trait.

    The rest offer cool archer-monk like abilities, like catching an arrow fired at you and immediately firing back at the attacker, pinning an opponent in place if you can get two ranged attacks to hit, ignoring concealment and cover of nearby targets, and firing three arrows at a time that carry some nasty riders if they hit, etc.

    Overall, weapon-focused monks, and especially ranged weapon ones, look like attractive options now.

    Cruel Illusion wrote:
    Could you tell us what are the news ancestries and heritages like?

    The new ancestries/heritages, and neat thing or two about each:

  • Catfolk: get some cat's luck ancestry feats that allow 1/day re-rolls of failed reflex saves, that you can choose additional feats to expand to all saves, or share with your allies, or extend to a 1/hour usage. Pretty nice! They also get the inverse of this -- 1/day reaction (Black Cat Curse) that allows you to make an enemy re-roll a successful save, to potentially make them fail. It's pretty high level, but a pretty nasty ability for spellcasters.

  • Kobolds: get a mix of craven feats, draconic feats (like a scaling breath weapon), and snare feats. The snare feats are actually pretty nice, giving access to decent snare abilities at relatively low levels, and for the relatively low cost of an ancestry feat.

  • Orcs: get a mix of abilities you can use when near death/about to drop, unarmed/natural attack abilities, and animal-focused abilities. My favorite is the high level (13) Spell Devourer, which gives you temp hp equal to twice the spell's level/the level of the effect whenever you make a save against something magical. Pretty nice!

  • Ratfolk: a lot of rat-based and store-things in your mouth feats; my favorite is a level 13 feat which grants a decent burrow speed.

  • Tengu: a mix of weapon-based, electricity-based based, and bird-based feats. A couple nice low-level options here, like Squawk (turn critically failed Deception/Diplomacy/Intimidation check into a plain failure) and Storm's Lash (get the electric arc cantrip).

  • Versatile Heritages: I didn't find these as interesting as the ancestry abilities of the new ancestries, I'm afraid. But a couple comments:

  • Changeling: a bunch of hag-related feats, and 1/day spell feats. My favorite feat here is probably Called (5), which grants a +1 circ bonus to will saves against mental effects, and which turns successes against spells that would control you into critical successes.

  • Dhampir: a bunch of undead-related feats, and 1/day spell feats at higher level. Undead Slayer (5) adds a small but non-trivial damage bonus to attacks against undead; pretty useful in an undead-focused campaign.

  • Aasimar: a lot of angel-related feats, and a lot of 1/day spell feats. my favorite here might be Aasimar's Mercy (13), which grants a 1/day remove curse/neutralize poison/remove disease spell. I'm not so crazy about all of the 1/day spells that various ancestry feats grant you, but this might be an exception: they're spells you don't need to cast frequently, but they're really good spells to have on hand when you do need them. A nice feat for a (high-level) party without a cleric. Also nice: Eternal Wings (17) which (with a earlier ancestry feat pre-req) give you a permanent fly speed.

  • Duskwalker: a lot of undead-related and 1/day spell feats. Boneyard's Call (17) allows you to plane shift to the Boneyard, or back to the Material Plane, 1/day.

  • Tiefling: a lot of these feats are the inverse of the Aasimar feats, a lot of 1/day spell feats, and Relentless Wings (17) which gives you a permanent fly speed. Light from Darkness (9) gives a +1 circ bonus against divine effects, which looks solid.


  • 1 person marked this as a favorite.
    Porridge wrote:

    KageNoRyu wrote:
    For me it would be interesting how they handled the dragon disciple as he is one of the hardest 1e arxhetypes to convert imho due to his many ability and ac bonuses

    Overall, an intriguing archetype, but would have to crunch some numbers to get a better sense of the overall viability.

    Thanks Porridge. What are the prereqs for Dragon Disciple? Also, any interesting non-weapon-focused monk feats?


    I realize to truly answer this question would require number crunching. But at first glance does the Superstition Barbarian look viable/competitive with the other instincts?


    Pathfinder Roleplaying Game Superscriber

    Anything about the Witch Hexes, Shadow Sorcerer Bloodline, and Superstition Superstition Instinct Barbarian?


    3 people marked this as a favorite.
    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
    fibbonaughty wrote:
    I'm hoping swashbuckler got a stance for dueling parry. I'm still waiting to see how much archetyping I'm going to have to do to get to the character I'd like to build.

    Well, you're in luck! The Swashbuckler gets three packages of defenisve options, a couple feats supporting one-weapon and nothing in the other hand (Dueling Parry, Guardian's Deflection, Dueling Stance), a couple feats supporting two weapon fighting (Twin Parry, Twinned Defense), and a couple feats supporting bucklers (Buckler Expertise, Buckler Dance). Pretty nice.

    dpb123 wrote:
    Thanks Porridge. What are the prereqs for Dragon Disciple? Also, any interesting non-weapon-focused monk feats?

    The Dragon Disciple Dedication prereq is: kobold of one of a couple heritages, dragon instinct barb, or draconic sorcerer. So actually pretty demanding prereqs.

    I think the Monk got more cool stuf than any other class. Non-weapon focused class feats include a bunch of new stances, like Gorilla stance (bonuses to climb checks, with a follow up feat that gives a free demoralize, does extra damage against frightened opponents, and gives a climb speed), Stumbling stance (feint-focused stance), Cobra stance (poison damage, bonus to fort saves and poison resistence, follow-up feat gives reach and persistent poison damage), Peafowl stance (actually, this one is weapon-based... I forget to mention it above, but it allows a free step after sword attacks, with a follow up feat that allows two free steps before strikes), and Clinging Shadows Stance (a ki spell stance that does negative damage and gives bonuses to grappling, with a follow up feat granting a nasty AOE negative blast that damages and enfeebles creatues in a 30' radius).

    Lots of other nice stuff, though, like One-Inch Punch (6), which has both a 2 action and a 3 action version. The 2 action version which basically acts like power attack (but only one strike of MAP), the 3 action version which acts like a double-strength power attack.

    Liberty's Edge

    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Porridge wrote:

    Just got mine!

    A couple interesting things from my first skim:

    --Rare backgrounds, which depart from the standard format, like Amnesiac (with three ability boosts instead of two, but no skill bonuses).

    --A few little tidbits that edge towards improving the Alchemist. In particular, the Perpetual Breadth (8) class feat makes non-bombers a bit more viable. And there are a number of new alchemical items which potentially give them a bit more versatility. On the bomb side, this includes Blight Bombs which inflict poison damage, Dread Ampoule bombs which inflicts frightened as well as mental damage, and undead-targeting bombs. There's a Drakeheart Mutagen which looks more or less mandatory for melee-focused mutagenicists, granting substantial bonuses to AC. And there are a handful of other alchemical elixirs, like the Focus Cathartic (which counteracts mental effects), Sinew-Shock Serum (which counteracts physical effects), and things like Soverign Glue and Universal Solvent, which do exactly what you'd expect.

    --The Wizard gets the Convincing Illusion (6) class feat option, which allows them as a reaction, when someone nearby succeeds at disbeliving one of their illusions, to make deception check to stop them from disbelieving. Pretty cool.

    --The archetypes in general are very solid -- most of them (IMHO) are significantly more attractive than any of the other (non-multiclassing) archetypes Paizo's published. For one example, the Bastion archetype gives you access to pretty much all the good shield class feats, as well as several new feats, the coolest (IMO) of which is the Disarming Block (4) feat which allows you as a free action (not a reaction!) to disarm a creature whose attack you just blocked (no free hand needed). Disarm isn't great in general, but when it's free...

    i love that the dm chooses the 3rd sta boost


    This sounds amazing. Could you disclose some good stuff about the mauler archetype?


    3 people marked this as a favorite.
    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
    Spamotron wrote:
    I realize to truly answer this question would require number crunching. But at first glance does the Superstition Barbarian look viable/competitive with the other instincts?

    It's certainly intriguing. My guess is that it's a *little* weaker than the strongest barbarian options (e.g. dragon barbarians), but on a par with some of the other options (e.g., fury barbarians). It will depend a lot on the campaign though -- they'll shine in an AP with lots of spellcasters.

    The downsides: It has the expected anathema (won't willingly accept effects of magical spells, though things like potions, elixirs, and magic items that aren't spell-casting are OK). Also only gets a big damage boost against spell-caster; it only gets a relatively small damage boost when raging against non-spell-casters.

    Gets raging resistance to two magical traditions -- potentially very good, and potentially not that good, depending on the campaign.

    The upsides: They do get a +2 status bonus on saves against magic, though, which is a big deal. And they get some interesting class-specific feats, the most interesting of which kick in at higher levels -- Sunder Spell (12) and Sunder Enchantment (14).

    Prince Setehrael wrote:
    Anything about the Witch Hexes, Shadow Sorcerer Bloodline, and Superstition Superstition Instinct Barbarian?
  • Witch Hexes: These are interesting. Cackle now allows you to sustain a spell for free. Nice. Some hexes use focus points, others are cantrips. Most of them are sustained, though. And most of them have a "target immune for x minutes" clause, meaning you're generally not going to be able to spam the same hexes on the same target.

    But they look pretty decent (especially if carried by Cackle). Blood Ward increases a target's saves and AC against a particular type of creature; Clinging Ice is a cantrip that does cold damage and potentially hampers speed; Elemental Betrayals makes creatures take additional damage from some element (no save!); Evil Eye is a cantrip that makes creatures frightened; Stoke the Heart is a cantrip that provides a status bonus to damage rolls; and so on; there are about 20 hexes in all.

    On the whole these look pretty well-balanced -- not quite as overwhelming as the Bard's composition cantrips, or as powerful as the PF1's hexes like Slumber and Evil Eye, but many of them look like interesting options that are competitive with the other spellcaster cantrips.

  • Shadow Sorcerer: Occult, gives Occultism and Stealth skills, and an interesting mix of granted spells. Blood magic is just a status bonus to stealth or penalty to perception, which doesn't seem like it'll come up much, though it'll fit well with the Dim the Light spell (see below). Bloodline spells are Dim the Light, Steal Shadow, and Consuming Darkness. The first allows you to hide as a reaction (even if not concealed), which is potentially interesting. Steal Shadow is a single target sustain spell that enfeebles and inflicts negative damage (depending on the results of a save). Consuming Darkness is a sustained spell that grows like Bless (meh), but only affects enemies (nice), and makes them take a save for negative damage and varying levels of penalties to their speed, culminating in immobilized on a crit fail.

  • Superstition Barbarian: See pervious post.

  • Design Manager

    3 people marked this as a favorite.
    Porridge wrote:
    dpb123 wrote:
    Thanks Porridge. What are the prereqs for Dragon Disciple? Also, any interesting non-weapon-focused monk feats?
    The Dragon Disciple Dedication prereq is: kobold of one of a couple heritages, dragon instinct barb, or draconic sorcerer. So actually pretty demanding prereqs.

    That is its access entry, not its prereqs.


    Pathfinder Lost Omens, Rulebook Subscriber
    Mark Seifter wrote:
    Porridge wrote:
    dpb123 wrote:
    Thanks Porridge. What are the prereqs for Dragon Disciple? Also, any interesting non-weapon-focused monk feats?
    The Dragon Disciple Dedication prereq is: kobold of one of a couple heritages, dragon instinct barb, or draconic sorcerer. So actually pretty demanding prereqs.
    That is its access entry, not its prereqs.

    I've actually been wondering, from a design perspective, whats the difference?


    1 person marked this as a favorite.
    Quote:
    Ive actually been wondering, from a design perspective, whats the difference?

    Access entry is a requirement to get it. For example - only spellcasters can take it.

    Prereq means you can somehow work toward those requirements to get it eventually. Example - Mastery in stealth to take it.


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    The-Magic-Sword wrote:
    Mark Seifter wrote:
    Porridge wrote:
    dpb123 wrote:
    Thanks Porridge. What are the prereqs for Dragon Disciple? Also, any interesting non-weapon-focused monk feats?
    The Dragon Disciple Dedication prereq is: kobold of one of a couple heritages, dragon instinct barb, or draconic sorcerer. So actually pretty demanding prereqs.
    That is its access entry, not its prereqs.
    I've actually been wondering, from a design perspective, whats the difference?

    I would say access is something you are and prerequisite is something you have. So being from Taldor would be an access and a feat you have to have would be a prerequisite.


    Pathfinder Roleplaying Game Superscriber

    An access entry is a particular way that the character can specifically gain access to take the ability/item/etc. Otherwise, they would have to either ask their GM if they can have access to it as part of their backstory at character creation or gain access to it as part of their story in the game. The access entry definitely isn't supposed to be the only way to gain access.

    For dragon disciple as an example, maybe a character could gain access to its options by finding and learning from a powerful dragon over some downtime.

    Design Manager

    11 people marked this as a favorite.

    Prerequisite: You MUST meet this to take the option.
    Access: Anybody can take the option, but it's uncommon or it wouldn't have this entry. If you meet this, you get access to it automatically even though it's uncommon.

    The definition is found in the APG, and the GMG under rarity, and some Lost Omens.

    Sovereign Court

    2 people marked this as a favorite.

    "Access" is something that comes with Uncommon things, and gives a way to get access to it. For example, some feat may represent special Ulfen training, so the access condition is Ulfen ethnicity.

    A non-Ulfen might go to the Land of the Linnorm Kings and do enough cool things that eventually they're willing to teach him, but an Ulfen can just take it off the shelf.

    Compare that to a Prerequisite, which is something you absolutely must have. Before you can learn Improved Knockdown you have to know Knockdown.

    Grand Lodge

    oh I see, it follows the normal rules for Uncommon options but if you meet the "Access" then you treat it as Common.
    Neat-o

    Design Manager

    3 people marked this as a favorite.
    Thewms wrote:

    oh I see, it follows the normal rules for Uncommon options but if you meet the "Access" then you treat it as Common.

    Neat-o

    That is basically correct, though it isn't technically correct in that let's say we made a really pointless monster that was like "Weakness: Common Archetypes. If you have a common archetype, deal 10 more damage" you would not deal 10 more damage because it still isn't Common.

    Essentially, you have access to everything that is common by default, and anything you access via an access entry or being granted access by some other choice you made (like an uncommon focus spell from your class feats), and also anything the GM gives you access to through play. If that makes sense?

    It's:

    Common->You can access it
    Uncommon but meet Access entry->You can access it

    Rather than this version which is very similar but not quite accurate:

    Common->You can access it
    Uncommon but meet Access entry->Common

    Dark Archive

    Pathfinder Adventure Path Subscriber

    Do tieflings etc. have any specific heritages? I.e., asura-spawn vs. demon-spawn? Or hags for changelings?

    Thanks.


    For those of you who have the book, a question: what is the coolest thing about the Oracle?


    5 people marked this as a favorite.
    DeciusNero wrote:

    Do tieflings etc. have any specific heritages? I.e., asura-spawn vs. demon-spawn? Or hags for changelings?

    Thanks.

    All of the Universal Heritages have Lineages, which are basically heritages for heritages. For the Tiefling they get Grimspawn, Hellspawn, and Pitborn

    Dark Archive

    Pathfinder Adventure Path Subscriber
    DrakoVongola1 wrote:
    DeciusNero wrote:

    Do tieflings etc. have any specific heritages? I.e., asura-spawn vs. demon-spawn? Or hags for changelings?

    Thanks.

    All of the Universal Heritages have Lineages, which are basically heritages for heritages. For the Tiefling they get Grimspawn, Hellspawn, and Pitborn

    Super, thank you! :D


    Pathfinder Lost Omens, Rulebook Subscriber
    Mark Seifter wrote:

    Prerequisite: You MUST meet this to take the option.

    Access: Anybody can take the option, but it's uncommon or it wouldn't have this entry. If you meet this, you get access to it automatically even though it's uncommon.

    The definition is found in the APG, and the GMG under rarity, and some Lost Omens.

    Understood, thanks for the clarification

    Paizo Employee Organized Play Developer

    8 people marked this as a favorite.
    Porridge wrote:
    Orcs: get a mix of abilities you can use when near death/about to drop, unarmed/natural attack abilities, and animal-focused abilities. My favorite is the high level (13) Spell Devourer, which gives you temp hp equal to twice the spell's level/the level of the effect whenever you make a save against something magical. Pretty nice!

    I'm glad this is already seeming so popular; I put a lot of extra time in with the design team while working on orcs to try and get them just right, and this was one of the feats I most hoped would be in the final version :)


    I’m curious about new ancestral weapons (more specifically if the orc double axe is back).

    Grand Lodge

    Mark Seifter wrote:
    Thewms wrote:

    oh I see, it follows the normal rules for Uncommon options but if you meet the "Access" then you treat it as Common.

    Neat-o
    That is basically correct, though it isn't technically correct in that...

    I see the distinction now. You always explain thing very well, Mark.

    Thanks!


    So, are their new weapons in the book? What about other equipment?


    3 people marked this as a favorite.
    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
    RaptorJesues wrote:


    This sounds amazing. Could you disclose some good stuff about the mauler archetype?

    Thematically, Mauler archetype is both a two-handed weapon specialist and specialist in maneuvers that move people around/knock them prone. They get a access to a bunch of core rulebook feats of that kind (e.g., Knockdown, Improved Knockdown, Unbalancing Sweep), as well several new feats of a similar kind. The coolest are probably either the Hammer Quake (14) feat, which allows you to make a trip attack against every foe in some square in reach, and every foe adjacent to them (no free hand required), or the Avalanche Strike (16), which is pretty much like the Barbarian's Whirlwind Strike.

    Ventnor wrote:
    For those of you who have the book, a question: what is the coolest thing about the Oracle?

    Well, here are two cool things I like.

    One is that they now all have a constant mild curse, which adds some nice flavor to each mystery (e.g., Ancestors oracles have their hair, clothing and belongings constantly shifting and moving about in response to the sprits surrounding them; Battle oracles smeel faintly of steel and blood, and hear the sounds of battle in the distance at all times; and so on).

    The other is that they've done a nice job at opening up the range of characters you can lean into by choosing different mysteries, which is pretty cool.

    The Battle mystery sets you up to go in the martial direction nicely (proficiency in all weapons and armor, with some melee-oriented revelation spells, and an increasing curse which reduces your AC and saves when not in combat, but grants bonuses to damage (up to +6) and an increasing fast healing (up to your level/round) while in combat, though the major curse also makes you stupefied 2).

    The Cosmos mystery sets you up to be an ethereal cloistered cleric, with resistance equal to 2+half your level to all physical damage(!), some nice star/darkness-style revelation spells, and an increasing curse which makes you more and more enfeebled and susceptible to grapple/shove effects, while also gaining the increasing abilitiy to jump, leap, walk on liquids, and the like.

    The Lore mystery sets you up to be a knowledge/utility caster specialist, with an extra spell known per level, and a curse that lowers your initiative and eventually makes you flat-footed, while at the same time giving you the ability to make free "take 10"-style Recall Knowledge checks.

    The Tempest mystery sets you up to be a blaster-specialist, with the ability to see through wind/rain/fog/water etc, and a +spell level bonus to damage from non-cantrip air or water spells, the electric arc cantrip, blaster-style revelation spells, and an increasing curse which makes you vulnerable to electricity (and resistant to fire), but also makes the area around you difficult terrain for others, and at the extreme end, inflicts electricity damage on those who strike you.

    And so on.

    KingTreyIII wrote:
    I’m curious about new ancestral weapons (more specifically if the orc double axe is back).

    No, orc double axe, I'm afraid. In fact, orcs don't get a weapon ancestry feat in this book -- instead they lean into unarmed and natural weapon-style ancestry feats.


    In the playtest, Life Oracles were enervated by their curse healing people hurt them. I didn't like this because I've always like the idea that life oracles were very vital and vibrant. In the official version, is the Life Mystery curse still enervating?

    Sczarni

    Pathfinder Lost Omens, Rulebook Subscriber

    What do the evil champions get?


    Pathfinder Adventure, Rulebook Subscriber

    I'm wondering the dragon disciple does he also give a few proficiencies?


    I'm curious about spells and magic items. Do any of those stick out to you?


    Pathfinder Roleplaying Game Superscriber

    Sitting here, refreshing the Order Status page, over and over again, drooling.

    To anyone who has the book: What's your favorite Archetype so far?


    2 people marked this as a favorite.

    Orcs already have the weapon feat.. from the core book. Just not some of the weapons.

    Porridge wrote:
    RaptorJesues wrote:


    This sounds amazing. Could you disclose some good stuff about the mauler archetype?

    Thematically, Mauler archetype is both a two-handed weapon specialist and specialist in maneuvers that move people around/knock them prone. They get a access to a bunch of core rulebook feats of that kind (e.g., Knockdown, Improved Knockdown, Unbalancing Sweep), as well several new feats of a similar kind. The coolest are probably either the Hammer Quake (14) feat, which allows you to make a trip attack against every foe in some square in reach, and every foe adjacent to them (no free hand required), or the Avalanche Strike (16), which is pretty much like the Barbarian's Whirlwind Strike.

    Ventnor wrote:
    For those of you who have the book, a question: what is the coolest thing about the Oracle?

    Well, here are two cool things I like.

    One is that they now all have a constant mild curse, which adds some nice flavor to each mystery (e.g., Ancestors oracles have their hair, clothing and belongings constantly shifting and moving about in response to the sprits surrounding them; Battle oracles smeel faintly of steel and blood, and hear the sounds of battle in the distance at all times; and so on).

    The other is that they've done a nice job at opening up the range of characters you can lean into by choosing different mysteries, which is pretty cool.

    The Battle mystery sets you up to go in the martial direction nicely (proficiency in all weapons and armor, with some melee-oriented revelation spells, and an increasing curse which reduces your AC and saves when not in combat, but grants bonuses to damage (up to +6) and an increasing fast healing (up to your level/round) while in combat, though the major curse also makes you stupefied 2).

    The Cosmos mystery sets you up to be an ethereal cloistered cleric, with resistance equal to 2+half your level to all physical damage(!), some nice star/darkness-style revelation spells, and an increasing curse which makes you more and...


    I saw in one of the streams that the Investigator got kicked down from 6 + int skills to 4 + Int. Do they still get a skill increase every level, and extra mental skill feats, though?


    1 person marked this as a favorite.
    Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
    falco1029 wrote:
    I saw in one of the streams that the Investigator got kicked down from 6 + int skills to 4 + Int. Do they still get a skill increase every level, and extra mental skill feats, though?

    4 + Int Skills is correct, and a skill increase every level from 2nd onwards, as well as bonus skill feats that must me based on Skills with Int, Wis or Con modifier at 3rd level and every 2 levels after that.


    Zaister wrote:
    falco1029 wrote:
    I saw in one of the streams that the Investigator got kicked down from 6 + int skills to 4 + Int. Do they still get a skill increase every level, and extra mental skill feats, though?
    4 + Int Skills is correct, and a skill increase every level from 2nd onwards, as well as bonus skill feats that must me based on Skills with Int, Wis or Con modifier at 3rd level and every 2 levels after that.

    Awesome. Less starting Trained skills for an int based class is nbd, so long as they're still otherwise skill-monkey'd in increases.

    (I'm playing one in a dual class game right now, using playtest rules, wanted to be sure I'd not be entirely redoing my character when we switch to the final)


    Pathfinder Lost Omens, Rulebook Subscriber

    What’s the Martial Artist like? I was hoping to get my pdf before tomorrow since we level up.

    Porridge, apologies if you get a fair few PMs from me. Tried to send a PM but it gave me an error, so reattempted with similar results.


    Can a kind soul share the Genie bloodline focus spells or granted spells?


    2 people marked this as a favorite.
    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
    Albatoonoe wrote:
    So, are their new weapons in the book? What about other equipment?

    New weapons are the Sword cane, Claw blade (catfolk), Khakkara, Tengu gale blade, Wakizashi, Bola, and Daiyu. In addition to the alchemical items I mentioned earlier, the misc new items are brass ear, concealed sheathes, detective's kit, dueling cape, net, parrying scabbard, and persicope.

    Ixos wrote:
    In the playtest, Life Oracles were enervated by their curse healing people hurt them. I didn't like this because I've always like the idea that life oracles were very vital and vibrant. In the official version, is the Life Mystery curse still enervating?

    Yes, it's still enervating. (It might be less enervating than it was in the playtest -- I'd have to go back to compare them -- but the general feel of the curse is similar.)

    Verzen wrote:
    What do the evil champions get?

    The Tyrant's reaction is Iron Command (trigger is an enemy harming you; enemy must drop prone or take mental damage, and you deal more damage against the foe), the Desecrator gets Selfish Shield (same trigger; you gain resistence against the attack, and you deal more damage against the foe), the Antipaladin gets Destructive Vengeance (same trigger; increase the damage you take, but also deal similar damage to the enemy, and do significantly more damage against that foe). All of them get Touch of Corruption as their focus spell. Class feats largely mirror opposites of the ones the good aligned champions get (e.g., enemies get penalties to saves against fear instead of allies getting bonuses, etc).

    KageNoRyu wrote:
    I'm wondering the dragon disciple does he also give a few proficiencies?

    It doesn't give any new proficiences, I'm afraid.

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