Pathfinder Advanced Player's Guide

4.70/5 (based on 10 ratings)
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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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.


Core Rulebook 2

5/5

This should have been in the Core Rulebook, but that would have made for an obscene word count. The content in this book is essential to the PF2 experience, and I can't imagine the game without it.


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Pathfinder Rulebook Subscriber
Terevalis Unctio of House Mysti wrote:
Are Neautrel champions now options?

No, no stated plans for them to appear either. The game, however, is adding archetypes that deal with armor and shields, so you might have significantly better options to increase your defenses without locking into a champion.

But if you want to play a TN champ, you're out of luck for a good while yet. At least a year.


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Pathfinder Adventure, Adventure Path Subscriber
Terevalis Unctio of House Mysti wrote:
VestOfHolding wrote:
No problem! I'll be making more updates over the next day or two as I transcribe the text that's in the images more fully.
Please let us know when they are done.

Check the changelog notes at the bottom. The more I went to do it, the more I felt weird about how that jived with the Community Use rules. Still lots of other updates though.


Pathfinder Adventure Path, Rulebook Subscriber

Thanks for the info, Vest. Looks like I might be able to get my Boar animal companion.

Liberty's Edge

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VestOfHolding wrote:
I have a Google Doc here that contains all of the notes I took, plus double checking them against the fantastic live notes taken by /u/The-Magic-Sword on Reddit.

Oooh, I hadn't caught this (though I'd seen the Ancestry and Archetype stuff posted elsewhere).

Some of the Class stuff is very neat. I'm still a tad worried about Oracle and will need to have a look at it, but Witch sounds like everything one could hope for, additional Swashbuckler Class Paths are great (and Wit sounds potentially awesome to play), and, in particular, I'm very interested in how the Investigator combat options work.

Specifically, I'm pleased they get all martial weapons, and find the mechanic for 'pre-rolling' their attack (and using Int on it) very interesting, but perhaps not sufficient on its own to make them effective in combat, we'll need to see if they still receive bonus damage or the like (which probably would be sufficient, depending on the damage), or the ability to inflict debuffs (which might also be sufficient).


Pathfinder Card Game Subscriber; Pathfinder Roleplaying Game Superscriber
Deadmanwalking wrote:
Specifically, I'm pleased they get all martial weapons, and find the mechanic for 'pre-rolling' their attack (and using Int on it) very interesting, but perhaps not sufficient on its own to make them effective in combat, we'll need to see if they still receive bonus damage or the like (which probably would be sufficient, depending on the damage), or the ability to inflict debuffs (which might also be sufficient).

Yeah, I’m assuming they keep Studied Strike precision damage, but tie it to using this ability, no perception roll needed. If pre-rolling an attack for an action was all that it did... why not just spend the action to Strike?


First World Bard wrote:
Deadmanwalking wrote:
Specifically, I'm pleased they get all martial weapons, and find the mechanic for 'pre-rolling' their attack (and using Int on it) very interesting, but perhaps not sufficient on its own to make them effective in combat, we'll need to see if they still receive bonus damage or the like (which probably would be sufficient, depending on the damage), or the ability to inflict debuffs (which might also be sufficient).
Yeah, I’m assuming they keep Studied Strike precision damage, but tie it to using this ability, no perception roll needed. If pre-rolling an attack for an action was all that it did... why not just spend the action to Strike?

While I do expect there to be something else involved, at least with feat investment…

- Any bonus damage needs to be balanced against the fact that you could be wielding a d12 greatsword.
- You're getting Int to attack for the extra action. "Strike using Int to attack" is worth more than one action, but worth less than two. What we have is, it costs two actions, but you get "refunded" one action if you miss (with the caveat that you can't make more attack rolls once you've gotten your refund). That falls between one and two actions, so it's in the right ballpark.

It would end up feeling a bit odd to me if the class ended up feeling like it favored two-handed weapons, but that would allow it to move a bit further away from Rogue.

If you plan on using physical stats, or want to use finesse weapons, then it might end up better to go with Rogue as a similar class focused on those things. We'll have to see!

Liberty's Edge

First World Bard wrote:
Yeah, I’m assuming they keep Studied Strike precision damage, but tie it to using this ability, no perception roll needed. If pre-rolling an attack for an action was all that it did... why not just spend the action to Strike?

That's certainly one possibility. But there are advantages as QuidEst notes, particularly getting to use Int on the attack. I'm not at all positive what direction they've gone on this, and I'm interested, hopeful, and a bit anxious.

QuidEst wrote:

While I do expect there to be something else involved, at least with feat investment…

- Any bonus damage needs to be balanced against the fact that you could be wielding a d12 greatsword.
- You're getting Int to attack for the extra action. "Strike using Int to attack" is worth more than one action, but worth less than two. What we have is, it costs two actions, but you get "refunded" one action if you miss (with the caveat that you can't make more attack rolls once you've gotten your refund). That falls between one and two actions, so it's in the right ballpark.

Yeah, it's at a tricky and interesting balance point. I'm very curious what they've done with it. One possibility would be the additional bonus varying by Methodology. I could see that, if done properly.

QuidEst wrote:
It would end up feeling a bit odd to me if the class ended up feeling like it favored two-handed weapons, but that would allow it to move a bit further away from Rogue.

Unfortunately, this winds up really stat intensive to do just due to only getting Light Armor. At the moment they desperately need Dex for AC. One methodology getting medium armor to enable this as part of the 'varying combat stuff by methodology' idea above seems possible, but perhaps not likely, and could be combined with another option for bonus damage but only on finesse weapons...

QuidEst wrote:
If you plan on using physical stats, or want to use finesse weapons, then it might end up better to go with Rogue as a similar class focused on those things. We'll have to see!

Yeah, I'm really interested in how this will all work out...

Silver Crusade

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Pathfinder Adventure Path Subscriber

Heads up, the street date and PDF price were revealed.


Pathfinder Card Game Subscriber; Pathfinder Roleplaying Game Superscriber
QuidEst wrote:


- You're getting Int to attack for the extra action. "Strike using Int to attack" is worth more than one action, but worth less than two. What we have is, it costs two actions, but you get "refunded" one action if you miss (with the caveat that you can't make more attack rolls once you've gotten your refund). That falls between one and two actions, so it's in the right ballpark.

I don't think it's quite that good. My impression was that you see the roll and can decide if you want to continue or not, but unless you've pinpointed the target's AC already there is still some uncertainty.

Bonus damage should probably be tied to agile or finesse weapons, though then I agree you are somewhat in the Rogue's space. This is probably fine; after all the Investigator started as a hybrid Rogue/Alchemist. I expect a Mastermind Rogue with Alchemist dedication to look pretty similar to an Investigator, frankly.
As for the value of Int to attack: Investigators are a light armor class, so they probably want that 16 dex anyway. So int to attack is not that much better if extra damage is tied to Finesse weapons.... I'm sure they've thought this through, curious to see what they came up with.


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Pathfinder Starfinder Roleplaying Game Subscriber

Aww man how is July 30th mid july. Poop salad. So far awayyy


Gaulin wrote:
Aww man how is July 30th mid july. Poop salad. So far awayyy

Preorder now and you might get it earlier.


First World Bard wrote:
QuidEst wrote:


- You're getting Int to attack for the extra action. "Strike using Int to attack" is worth more than one action, but worth less than two. What we have is, it costs two actions, but you get "refunded" one action if you miss (with the caveat that you can't make more attack rolls once you've gotten your refund). That falls between one and two actions, so it's in the right ballpark.

I don't think it's quite that good. My impression was that you see the roll and can decide if you want to continue or not, but unless you've pinpointed the target's AC already there is still some uncertainty.

Bonus damage should probably be tied to agile or finesse weapons, though then I agree you are somewhat in the Rogue's space. This is probably fine; after all the Investigator started as a hybrid Rogue/Alchemist. I expect a Mastermind Rogue with Alchemist dedication to look pretty similar to an Investigator, frankly.
As for the value of Int to attack: Investigators are a light armor class, so they probably want that 16 dex anyway. So int to attack is not that much better if extra damage is tied to Finesse weapons.... I'm sure they've thought this through, curious to see what they came up with.

Fair points all around! (As a GM, I'll probably give AC as part of the action to avoid feel-bad situations.) I do like the ability to go very SAD on the class.

I will say- if the action does bonus damage to help finesse, it doesn't matter if you are only getting a small attack bonus over using Dex. Then the point of the action for your character is "bonus damage for finesse weapons" and +1 attack is a perk.


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Kelseus wrote:
Gaulin wrote:
Aww man how is July 30th mid july. Poop salad. So far awayyy
Preorder now and you might get it earlier.

Preorder doesn't get it early; it's subscriptions that have a chance of that.

Silver Crusade

Pathfinder Adventure Path Subscriber

Note the word "chance", disruptions in shipping somtimes lead to street date coming in before your book gets shipped.


Pathfinder Pathfinder Accessories, PF Special Edition, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Roleplaying Game Superscriber

Yep got my Bestiary 2 on the release date cause my package got misquoted by UPS. The real advantage as a Subscriber is you will get access to the PDF as soon as your actual books ship.


I would not plan on getting anything early for a Gencon month.


captain yesterday wrote:
I would not plan on getting anything early for a Gencon month.

I don't know how much work GenCon Online is going to be, relative to the in-person event. Things are a bit up in the air this year.


I said "might" and preorder and subscription are functionally indistinguishable as they cost the same and you can cancel your subscription at any time.


IIRC I got my PF 2e stuff almost 2 weeks before the release date.


I often get my stuff 2 weeks earlier from subscriptions <3


the benefits of subscription plus the pdf when it ships.


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Paizo Superscriber; Pathfinder Companion, LO Special Edition, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber

"LE = Tyrant, NE = Desecrator, CE = Antipaladin"

Ah, well, two out of three ain't bad.


Pathfinder Adventure, Adventure Path Subscriber
QuidEst wrote:
captain yesterday wrote:
I would not plan on getting anything early for a Gencon month.
I don't know how much work GenCon Online is going to be, relative to the in-person event. Things are a bit up in the air this year.

Now that you mention it, I'm curious as well. Much of the panel prep by editors and developers, plus the PFS organizing work, is going to remain the same. However the logistical challenges of physical travel are being removed, and much of the logistical challenges of home broadcasting have either been addressed or at least identified (and so can be addressed in the next couple of months). Not doing the con pickup is going to be huge on the cost and labor savings side, I'd wager.

Overall, I'd assume things might be slightly easier, although Murphy makes mockery of us all, so whatever slack they might find will probably be needed to patch something else that is harder.

They might be able to risk in-person office time enough by then to actually broadcast from their spiffy studio, which would doubtless make everything smoother.

Paizo Employee Organized Play Developer

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AnimatedPaper wrote:
QuidEst wrote:
captain yesterday wrote:
I would not plan on getting anything early for a Gencon month.
I don't know how much work GenCon Online is going to be, relative to the in-person event. Things are a bit up in the air this year.

Now that you mention it, I'm curious as well. Much of the panel prep by editors and developers, plus the PFS organizing work, is going to remain the same. However the logistical challenges of physical travel are being removed, and much of the logistical challenges of home broadcasting have either been addressed or at least identified (and so can be addressed in the next couple of months). Not doing the con pickup is going to be huge on the cost and labor savings side, I'd wager.

Overall, I'd assume things might be slightly easier, although Murphy makes mockery of us all, so whatever slack they might find will probably be needed to patch something else that is harder.

They might be able to risk in-person office time enough by then to actually broadcast from their spiffy studio, which would doubtless make everything smoother.

We also spend a year planning for GenCon but only have a few weeks to adjust for GenCon online, which is overlapping standard things that have to occur regardless of where GenCon is held, alongside premiere events like specials (for example, we end up releasing the July and August org play adventures at the same time, which means that starting in March we have to ramp up production to ensure that we're ready for a month where we'll have two or three times the normal amount of products releasing). By this point in time, most of the GenCon work beyond actually packaging and shipping to the con is already a sunk cost, particularly as invested time goes. Most production and shipping processes are locked in 6-13 months out, so at this point there's more work involved in reassigning assets, adjusting schedules, figuring out what COVID means for us and our distributors, etc. Any time gained in not needing to fly to Indiana was devoured and then some months ago.


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Pathfinder Adventure, Adventure Path Subscriber

I apologize if I offended you.


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Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The release of the APG ends year one/begins year two of Second Edition. When First Edition ended we had 40 Classes in the game. At the end of year one in Second Edition we will have 20 of the 40 Classes back in the game. That’s pretty good!!!

Classes Adapted to 2E:

Alchemist -- (CRB)
Antipaladin -- (APG – under Champion)
Barbarian -- (CRB)
Bard -- (CRB)
Cavalier -- (APG – Archetype)
Cleric -- (CRB)
Druid -- (CRB)
Fighter -- (CRB)
Investigator -- (APG)
Monk -- (CRB)
Oracle -- (APG)
Paladin -- (CRB – under Champion)
Ranger -- (CRB)
Rogue -- (CRB)
Sorcerer -- (CRB)
Swashbuckler -- (APG)
Vigilante -- (APG – Archetype)
Warpriest -- (CRB – under Cleric)
Witch -- (APG)
Wizard -- (CRB)

Classes Not Yet Adapted to 2E:

Arcanist
Bloodrager
Brawler
Gunslinger
Hunter
Inquisitor
Kineticist
Magus
Medium
Mesmerist
Ninja
Occultist
Psychic
Samurai
Shaman
Shifter
Skald
Slayer
Spiritualist
Summoner


Paizo Superscriber; Pathfinder Companion, LO Special Edition, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber

I have a feeling you missed a couple of classes, but I can't put my finger on which ones, so maybe I'm wrong. In any case, those are a good pair of lists. Thanks for posting them.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Arcanist = Sorcerer with the arcane evolution feat, wizard with the spell substitution thesis
Bloodrager = Barbarian with the sorcerer archetype, sorcerer with the barbarian archetype
Brawler = Monk with the fighter archetype, fighter with the monk archetype
Gunslinger = errrrm...
Hunter = Ranger with the druid archetype, druid with the ranger archetype
Inquisitor = Warpriest cleric with the rogue archetype, liberator champion with the rogue archetype
Kineticist = Sorcerer, elemental bloodline
Magus = Wizard with the fighter archetype, fighter with the wizard archetype, both with the Bespell Weapon feat
Medium = yrrrp....
Mesmerist = Bard with the rogue archetype
Ninja = Rogue
Occultist = mrrprppp....
Psychic = Bard, sorcerer with a bloodline that grants the occult spell list
Samurai = Fighter with the cavalier archetype and funky banners
Shaman = nyuuuuuuuuuuuuu (likely remedied with APG)
Shifter = Barbarian with the animal instinct, druid with the wild order
Skald = Barbarian with the bard archetype, bard with the barbarian archetype
Slayer = Rogue with the ranger archetype, ranger with the rogue archetype
Spiritualist = prrrrrrrrrrrrrrpppppp
Summoner = mmmmmmmmyyyiiiiiii


I wonder what the rare and unique backgrounds will be.

And will there only be the rare and unique backgrounds or will there be some more "normal"/common backgrounds (such as in the core rulebook), too?

I am also looking forward to the Archetypes such as the assassin, bounty hunter, blessed one, gladiator, herbalist, martial artist, pirate or scout.
(Would it make sense for a cleric to take the "blessed one" archetype?)

It is great to see how many rules expansions were released just within one year.

Keep the steady output up :)

Paizo Employee Organized Play Developer

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AnimatedPaper wrote:
I apologize if I offended you.

Not at all! I was actually agreeing with your general point while providing some specifics that might not be particularly obvious.


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Pathfinder Adventure, Adventure Path Subscriber
Michael Sayre wrote:
AnimatedPaper wrote:
I apologize if I offended you.
Not at all! I was actually agreeing with your general point while providing some specifics that might not be particularly obvious.

Still, I made it seem like I thought it would all be super easy, and I genuinely hadn't thought of the task of rescheduling basically everything and figuring out how the evolving situation with Covid would complicate everything further.

I'll try to word myself better in the future to prevent these kind of misunderstandings.


As of now, the book is scheduled to release on time correct?


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Will the faerie dragon and imp be available at 1st level and how long before the book is PFS sanctioned?


Ed Reppert wrote:

"LE = Tyrant, NE = Desecrator, CE = Antipaladin"

Ah, well, two out of three ain't bad.

Agreed. Personally, I would've prefer Despoiler, more of a petty theif, in it for my myself kind of vibe.

And also, that way you can go running around headbutting people armles in a heavy black armor.

Yawar,

Silver Crusade

I was just wondering if there's going to be a proper aquatic druid - currently tweaking the Storm Druid for that.


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I remember thinking the new bard muse sounded an awful lot like a Skald.


Super stoked for this release!

Just have to say my hope for eventual neutral champion's titles to be as follows;
LN: Scholar (as I see them as impartial followers of law, some sort of bonus on restraint?)
N: Adjudicator (more as a maintain the balance, points against emotion effects)
CN: Rebel (kinda obvious, some sort of random effect ability)
...
Just ideas for now, because you never know haha


"...dragon disciple, shadowdancer, .... the shield-bearing iron wall!... "
Is it too much to hope we can see a few other prestige class archetypes. Arcane archer, [dwarven] defender, mystic theurge?

I really thought Mystic Theurge was the contender for an archetype (or even its own ACG class.) It was one of the hardest PrC to get into & didn't really take off until much later (post seeker level in PFS). (& yes I realize the natural spells let MT be viable, though that was its own problem).

I mean... have you seen how many deities have the magic domain? :)

Silver Crusade

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Eldritch Archer is Arcane Archer, it just works with more than just Arcane.

Silver Crusade

Pathfinder Adventure Path Subscriber

Mystic Theurge will be covered by anything that will allow the use of both arcane and divine spell lists at the same time.


Pathfinder Starfinder Roleplaying Game Subscriber

Does anyone know when this product should be the starting option for the subscription? I already have the other starting options

Paizo Employee Webstore Coordinator

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Gaulin wrote:
Does anyone know when this product should be the starting option for the subscription? I already have the other starting options

I have performed the necessary rituals and this book is now available as a starting option. :)


Pathfinder Starfinder Roleplaying Game Subscriber

Hey wow! Did not expect that, wicked! Thank you


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Katina Davis wrote:
Gaulin wrote:
Does anyone know when this product should be the starting option for the subscription? I already have the other starting options
I have performed the necessary rituals and this book is now available as a starting option. :)

Where did you get all that chicken blood on such short notice?


1 person marked this as a favorite.
Kelseus wrote:
Katina Davis wrote:
Gaulin wrote:
Does anyone know when this product should be the starting option for the subscription? I already have the other starting options
I have performed the necessary rituals and this book is now available as a starting option. :)
Where did you get all that chicken blood on such short notice?

What?!?


Rysky wrote:
Eldritch Archer is Arcane Archer, it just works with more than just Arcane.

Thanks. I realized I skipped a page of this thread & that someone made the list from a twitch feed. :)

Re: mystic theurge, I thought the 1 spell slot per level of an multi-class archetype was too limiting. I only recently got to a 10th level caster and realized 3 spell slots per level is the norm! (What can I say? I wrote it down correctly but since I was so excited by my new spells/spell levels it never really clicked how few spell slots I had at lower levels. Cantrips automatically heighten too, so when I did look down my spell list I usually went to those. Yes I am a dork. :p )

Now I just need to look for the feats that let the two traditions merge. Mgaambian had something... APG seems a likely place for them. :)

Also. Now I need a theurge that can cast and blend all four traditions.

MWUHAHAHAHA


3 people marked this as a favorite.
Katina Davis wrote:
Gaulin wrote:
Does anyone know when this product should be the starting option for the subscription? I already have the other starting options
I have performed the necessary rituals and this book is now available as a starting option. :)

Has anyone seen my goat? I could swear I left him tied up somewhere around here..


Pathfinder Roleplaying Game Superscriber
Curaigh wrote:
Rysky wrote:
Eldritch Archer is Arcane Archer, it just works with more than just Arcane.

Thanks. I realized I skipped a page of this thread & that someone made the list from a twitch feed. :)

Re: mystic theurge, I thought the 1 spell slot per level of an multi-class archetype was too limiting. I only recently got to a 10th level caster and realized 3 spell slots per level is the norm! (What can I say? I wrote it down correctly but since I was so excited by my new spells/spell levels it never really clicked how few spell slots I had at lower levels. Cantrips automatically heighten too, so when I did look down my spell list I usually went to those. Yes I am a dork. :p )

Now I just need to look for the feats that let the two traditions merge. Mgaambian had something... APG seems a likely place for them. :)

Also. Now I need a theurge that can cast and blend all four traditions.

MWUHAHAHAHA

The Magaambyan archetypes can actually get all four traditions! If you play as a cascade bearer Halcyon Speaker and take the Cascade Bearer's spellcasting feat your Halcyon spells can come from any spell list! I might maybe have a Magaambyan wizard planned with this haha just need that Mwangi AP now....


Curaigh wrote:
Rysky wrote:
Eldritch Archer is Arcane Archer, it just works with more than just Arcane.

Thanks. I realized I skipped a page of this thread & that someone made the list from a twitch feed. :)

Re: mystic theurge, I thought the 1 spell slot per level of an multi-class archetype was too limiting. I only recently got to a 10th level caster and realized 3 spell slots per level is the norm! (What can I say? I wrote it down correctly but since I was so excited by my new spells/spell levels it never really clicked how few spell slots I had at lower levels. Cantrips automatically heighten too, so when I did look down my spell list I usually went to those. Yes I am a dork. :p )

Now I just need to look for the feats that let the two traditions merge. Mgaambian had something... APG seems a likely place for them. :)

Also. Now I need a theurge that can cast and blend all four traditions.

MWUHAHAHAHA

I believe that there is a feat if you belong to the Cascade Bearer Magyabaan tradition that will do that.


Pathfinder Rulebook Subscriber
First World Bard wrote:
Bonus damage should probably be tied to agile or finesse weapons

Kinda hoping that's not the case. It fits with the Investigator to some degree, but the game could really use more options that aren't centered around agile and finesse weapons, especially with Swashbucklers in the same book having that bias too (or at least they did last time I checked).

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