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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Player's Guide... but ADVANCED

5/5

It gave us four beloved classes (some being reworked as time of writing) with unique flavor and original mechanics, showing what insane feats (pun intended) the system is capable of reaching. Excellent resource for GMs and players alike.


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!


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Thank you for sharing what you can with us!


Gorbacz wrote:
Lanathar wrote:
G.L.a.D.O.S. wrote:
Terevalis Unctio of House Mysti wrote:
How is the art?
Subjective.
What does that mean?
That what's cool and beautiful for one person is "too much of anime style, no place for that in a fantasy book" for another person, thereby asking "how is art" will never yield you an objective answer, unless we would be looking at a case of Paizo commissioning entirely subpar amateur-grade art, but we all know that won't happen.

Thank you Oh Flowing Font of Aesthetical Knowledge.


Just 10 more days!


Gaulin wrote:

Pretty late reply, but thank you for clarifying some stuff again porridge!! Oversized throw sounds very good. I wonder if there's nothing around if you can just rip up a piece of earth? That'd be cool.

Man I am having the hardest time deciding if my new character is going to be a dragon barb or dragon sorc. Every day some little tidbit comes out that shifts the balance.

One more question for anyone who feels like answering - are any of the witch focus cantrips damage spells, or are they all debuff/support style? I expect the latter but I'm curious.

The divine patron cantrip enhances damage done by its target.


5 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Oskar Z. wrote:
What's the new Bard muse like?

The new Bard muse is the Warrior Muse. Your free feat is Martial Performance, which makes you as proficient with all martial weapons as you usually are with simple weapons, and you get Fear as a spell in your repertoire.

There are also a bunch of new feats with Warrior Muse as a prerequisite: Song of Strength (2), Courageous Advance (4), Defensive Coordination (6), Courageous Opportunity (8), Courageous Assault (10), Shared Assault (12), Triumphant Inspiration (14), and Courageous Onslaught (16). These do various things, like give a bonus to strength-related checks to your allies, allow your next inspire courage to let an ally make an extra stride, or an extra strike, or (with some follow up feats) both, make attacks of opportunity while under inspire courage, cast a composition as a free action after you critically hit someone, and so on. Lots of interesting options here.

Vali Nepjarson wrote:
Ooh, Psychopomp! What sort of awesome stuff does the Psychopomp Sorc get?

The Psychopomp bloodline gets the divine spell list, intimidation and religion skills, and their blood magic is either a short bonus to fort saves or extra damage to targets. Their granted spells are mostly spells that are especially good against undead (e.g. disrupt undead, heal, searing light, death ward, spirit blast, spirit song), mixed with a couple other thematically apropriate spells. Their bloodline spells are Sepulchral Mask (an AOE emanation that inflicts mental damage and debuffs), Spirit Veil (which allows you to hide from all creatures, but especially undead), and Shepherd of Souls (which allows you to sacrifice some of your life to prevent damage to or heal an ally).

This actually looks like a pretty good set-up for a single-target blaster, with an abundance of granted spells that allow you to dish out damage, and a blood magic effect that makes these spells even more damaging.

Xenocrat wrote:
And what are the Nymph granted spells (at least some) and focus spells (other than Blinding Beauty)?

The Nymph bloodline get the primal spell list, diplomacy and nature skills, and their bloodmagic is either a bonus to diplomacy checks or a penalty to will saves. Their granted spells focus on the theme of emotion manipulation and compulsion (e.g., charm, calm emotions, crushing despair, repulsion, overwhelming presence), with a couple envigorating or nature-themed spells thrown in. Their bloodline spells are Nympth Token (buffing an ally), Blinding Beauty (an AOE debuff), and Establish Ward (a neat spell that temporarily binds you to an area, allowing you to use the environment to damage others while you're in that area, but are debuffed if you leave it while the spell is active).

Gaulin wrote:
One more question for anyone who feels like answering - are any of the witch focus cantrips damage spells, or are they all debuff/support style? I expect the latter but I'm curious.

The Witch gets all sorts of hexes, including damage-dealing hexes (e.g., Clinging Ice, Curse of Death, Malicious Shadow, etc), debuffing hexes (Evil Eye, Elemental Betrayal, Wilding Word, etc), buffing hexes (Blood Ward, Life Boost, Nudge Fate, Restorative Moment, etc), and utility hexes (Deceiver's Cloak, Discern Secrets, etc). Lots of variety here.


Are there any interesting new feats for Alchemists? I'm especially curious about bomber and poisoner stuff.


What stuff is there for the ranger?


Those hexes sound pretty wicked. They're not all focus cantrips though are they?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

What are the pre reqs for Marshall archetype?


4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Goodham wrote:
Are there any interesting new feats for Alchemists? I'm especially curious about bomber and poisoner stuff.

The Alchemist's Poisoner research field: At 1st level, you get extra poison formulas at 1st, and the ability to apply an injury poison to a weapon with one action instead of two, and to chance the DC of infused poisons to your class DC if it's higher. Pretty nice; by itself, this might be one of the best 1st level abilities a research field gets.

At 15th you can two different injury poisons to the same weapon, though this requires an action for each, has level limitations on the poisons, and can't use perpetual infusion-made poisons... looks OK (if resource-expensive) for a "first strike" boost (for yourself and/or your allies), but doesn't seem particularly useful in combat other than that.

Other than that, the Poisoner progresses just like the other research fields, but with poisons -- e.g., at 5th you can turn reagents into combinations of three poisons, instead of two of the same poison; at 7th you can perpetually create two 1st level alchemical poisons, and so on.

Feat-wise, the Alchemist doesn't get that much (only about a page of new feats). But here are what I take to be the key new feats and alchemical items:

  • Perpetual Breadth (8): This allows you to perpetually create one new items from any field (or two if you choose the your own field). This looks like a mandatory feat for Mutagenists and Chirurgeons.

  • Dread Ampoule bomb: These bombs do mental damage and inflict the frightened condition; a really important addition to the Alchemist's ability to debuff enemies.

  • Drakeheart mutagen: These mutagens provide a substantial item bonus to AC and perception, at the cost of a dex cap to AC, and a penalty to will and reflex saves and recall knowledge checks. The drawbacks are pretty painful, but this mutagen looks good for anyone who wants to play a melee Mutagenist, giving them a way to get a high enough AC to get into melee combat without being destroyed.

  • Focus Cathartic/Sinew-Shock Serum: These items counteract mental (confused, stupefied) and physical (clumsy, enfeebled) conditions, respectively. This helps to make the Alchemist-instead-of-Cleric swap more viable.

    Duskreign wrote:
    What stuff is there for the ranger?

    Almost all of the Ranger's new feats are ones that grant focus spells, those spells being: Gravity Weapon, Heal Companion, Magic Hide, Snare Hopping, Animal Feature, Monster Hunter's Luck, Soothing Mist, Ephemeral Tracking, Ranger's Bramble, Enlarge Companion, Hunter's Vision, Terrain Transposition. These do things like give you some animal-like attack, sense, or movement kind (Shifter, eat your heart out!), make your animal companion larger, allow you to track through the air or water, add damage to your first strike each round, heal your companion, take the better of two rolls when recalling knowledge, allow you to see hunted prey even if hidden due to mist, darkness, invisibility, etc, give a bonus to your companions AC, cast an AOE entangle and potentially deal bleed damage, move a snare you've placed, heal damage and end persistent damage effects, and dimension door in the wilderness.

    A pretty impressive addition to the Ranger's versatility and build options.

    Gaulin wrote:
    Those hexes sound pretty wicked. They're not all focus cantrips though are they?

    They're about a 50/50 mix of hexes that cost focus to cast and hexes that don't.

    Verzen wrote:
    What are the pre reqs for Marshall archetype?

    The Marshall needs to be trained in martial weapons, and trained in either Diplomacy or Intimidation.


  • Still “pending”
    I’m starting to get worried that it won’t even arrive by the 30th at this point....


    Thebadbishop wrote:

    Still “pending”

    I’m starting to get worried that it won’t even arrive by the 30th at this point....

    Who knows. I've told myself for months not to expect this stuff before August. I haven't convinced myself yet though. Still have hope based on other folks' luck.

    I think odds are good you and I will get our PDFs this week. Fingers crossed.


    1 person marked this as a favorite.
    Thebadbishop wrote:

    Still “pending”

    I’m starting to get worried that it won’t even arrive by the 30th at this point....

    My order was submitted on July 10, with Transit Estimate "Expected to ship in 11 to 20 business days" and Shipping Method "Standard Postal Delivery

    Estimated 4 to 8 business days in transit".

    So, within their stated parameters
    July 10 + 20 business days = Aug 7
    Aug 7 + 8 business days in transit = Aug 19

    Without it even being late, mine might not be here until late mid-August, and my PDFs might not be available until Aug 7.

    Patience is necessary.

    Sczarni

    Pathfinder Lost Omens, Rulebook Subscriber

    Can you be a Marshal archetype as a bard if you use warrior muse?

    Silver Crusade

    1 person marked this as a favorite.
    Verzen wrote:
    Can you be a Marshal archetype as a bard if you use warrior muse?

    From the reveals it looks like they can, they get martial weapons training and the skill should be no problem


    I'm gonna go ahead and reiterate my request for a little more info on the arboreal animal companion.


    1 person marked this as a favorite.

    Some of those ranger spells sound awesome, especially the shifter like spell, probably animal feature. It would be pretty cool if one could base a build around it, make a pseudo shifter. Can you give more details on the spell maybe?


    I heard months ago that there will be things in the APG that make it so classes can access the weaponry tied feats of other classes more easily. Did that end up being accurate or was that inaccurate info?


    4 people marked this as a favorite.
    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
    lordredraven wrote:
    Verzen wrote:
    Can you be a Marshal archetype as a bard if you use warrior muse?
    From the reveals it looks like they can, they get martial weapons training and the skill should be no problem

    Yeah, as lordredraven says, Warrior muse Bards can easily qualify for the Marshal archetype.

    Ventnor wrote:
    I'm gonna go ahead and reiterate my request for a little more info on the arboreal animal companion.

    The Arboreal Sapling is automatically available to anyone who's a member of the Leaf Order (that's an access requirement, not a prerequisite). It's stat line is strength focused, it gets Stealth as a skill, and a decent bludgeoning attack. It's Support Benefit is making it the case that if you hit something within its reach, the next square that creature moves into is difficult terrain. So that would prevent them from using Step, I guess? It's Advanced Maneuver is Throw Rock, which is just what is sounds like -- a decent ranged bludgeoning attack with a 30' range increment.

    Gaulin wrote:
    Some of those ranger spells sound awesome, especially the shifter like spell, probably animal feature. It would be pretty cool if one could base a build around it, make a pseudo shifter. Can you give more details on the spell maybe?

    It has a base form (level 2) and a heightened form (level 4). The base form lets you choose from three abilities -- Cat Eyes, Claws, or Jaws -- that are OK. The level 4 version also allows you to choose from three further abilities -- Fish Tail (swim speed!), Owl Eyes (darkvision!), and Wings (fly speed!) -- which are pretty sweet.

    Milo v3 wrote:
    I heard months ago that there will be things in the APG that make it so classes can access the weaponry tied feats of other classes more easily. Did that end up being accurate or was that inaccurate info?

    Yeah, that's accurate info. There are lots of fighting-style focused archetypes that provide proficiency, proficiency advancement, and access to lots of the feats the martial classes give for those styles (though usually at a couple levels later than the martial class in question would get them at). For example, the Archer archetype provides access to 8 class feats from the CRB, in addition to 5 new feats specific to the archetype. And the same kind of thing is true for all the other weapon-based archetypes.


    That's good to hear.


    2 people marked this as a favorite.

    Given the importance of this book and the wide variety of topics that it covers, I'm really surpriswd at the lack of preview blog posts. I had expected them to run for the whole month.

    Liberty's Edge

    Is Leaf Order the only access option for the arboreal sapling? Are any of the other companions uncommon - I'm guessing the drake is? - and what are their access options?


    Porridge wrote:
    Milo v3 wrote:
    I heard months ago that there will be things in the APG that make it so classes can access the weaponry tied feats of other classes more easily. Did that end up being accurate or was that inaccurate info?
    Yeah, that's accurate info. There are lots of fighting-style focused archetypes that provide proficiency, proficiency advancement, and access to lots of the feats the martial classes give for those styles (though usually at a couple levels later than the martial class in question would get them at). For example, the Archer archetype provides access to 8 class feats from the CRB, in addition to 5 new feats specific to the archetype. And the same kind of thing is true for all the other weapon-based archetypes.

    Hmm. If any of those work well with staffs then a Wizard with the Staff Nexus Thesis might be able to approximate my old Staff Magus.


    I must have angered the Paizo Gods, because i still don't have my order shipped :(


    Any more info available on Aasimars?

    What lineages are available?
    How do they work; do you just pick one, or is it down to a feat pick?
    What non-feat racials do they get, if any? Darkvision?

    It was mentioned upthread that they get a permanent flight option at 17. Is there an earlier short-duration flight option available? (Prereq for the permanent wings?)
    What other angelic-flavoured options do they get, beyond spell-likes?

    (Playing one in an upcycled Tyrant's Grasp, just a human with no racial feats at the moment, so interested what I have to look forward to)


    8 people marked this as a favorite.
    Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
    Gisher wrote:
    Given the importance of this book and the wide variety of topics that it covers, I'm really surpriswd at the lack of preview blog posts. I had expected them to run for the whole month.

    They've announced that they're moving away from those kinds of posts. The reason is that such previews are basically useless once the book drops, and they'd rather focus on things with staying power. For example, look at the character previews. They scratch the web fiction itch a bit, they generate interest in the iconics or significant NPCs, and they give a flavour description of build paths or abilities. The relevance of those things doesn't die when a given book is released.


    Pathfinder Adventure Path, Rulebook Subscriber
    Shisumo wrote:
    Is Leaf Order the only access option for the arboreal sapling? Are any of the other companions uncommon - I'm guessing the drake is? - and what are their access options?

    Got my pdf late last night and haven;t had much time to look it over. but..

    Yes, Leaf Order is access requirement for Sapling and it has the Uncommon trait.

    The only other Uncommon companion is the Riding Drake, but I see no other access requirement for it.


    Could I get some more info on the riding drake, other than it being Uncommon?


    I'm pretty firmly of the opinion that the only way to make access to PDFs "fair" is to just hold them all to the street date. Since that option seems unpopular...


    2 people marked this as a favorite.
    Evan Tarlton wrote:
    Gisher wrote:
    Given the importance of this book and the wide variety of topics that it covers, I'm really surpriswd at the lack of preview blog posts. I had expected them to run for the whole month.
    They've announced that they're moving away from those kinds of posts. The reason is that such previews are basically useless once the book drops, and they'd rather focus on things with staying power. For example, look at the character previews. They scratch the web fiction itch a bit, they generate interest in the iconics or significant NPCs, and they give a flavour description of build paths or abilities. The relevance of those things doesn't die when a given book is released.

    Thank you for the explanation! I hadn't read about their change in strategy. I can see the logic of it, though.

    Scarab Sages Organized Play Developer

    12 people marked this as a favorite.
    bugleyman wrote:
    Paul Watson wrote:
    bugleyman wrote:
    I'm pretty firmly of the opinion that the only way to make access to PDFs "fair" is to just hold them all to the street date. Since that option seems unpopular...
    *Points accusingly* Unclean!! Burn the heretic!
    Exactly. They seem to be damned if they do, damned if they don't.

    It's a hard knock life.

    On an APG related note, one of the things I'm most excited about from this book is incorporating some of the lore from the orc section into a character or adventure. I think with my next orc, every trigger of ferocity is going to be accompanied by a specific warning to the orcish deities that a badass is on the way, and he's looking to claim a seat at the table.


    I decided to subscribe to Lost Omens stuff yesterday, and it shipped for me within the same hour that I started my subscription... the APG remains in “pending” status. I know I’ll get my book eventually, but I gotta say that I am a bit confused as to what is happening there.

    Grand Lodge

    1 person marked this as a favorite.

    Your sub may have been set to “ship items immediate as they are available” rather than “hold subs to ship together”.

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