Pathfinder Advanced Player's Guide

4.80/5 (based on 12 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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4.80/5 (based on 12 ratings)

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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.


Wonderful rate of additions!

5/5

Moving from 1e to 2e, one concern is always a drastic drop in content but Paizo has worked to tackle that concern tirelessly.

The new classes are quite different than their predecessors but still hold onto that class fantasy quite well. They may be the biggest draw but somewhere else truly shined, in my opinion.

Versatile Heritages are an absolute blast to use and incorporate into play. There was always the blurb in 1e where you could have Planetouched Non-Humans but this takes it to 11! The variety it has added by being compatible with all races and having mechanical effects is wonderful, and allows for easy expansion in the future! It makes me have countless character ideas and gives me no worry about being unique.

Looking forward to every book. I still play 1e as it is the first system I dove completely into (started with 3.5) and probably always will but 2e is a pure upgrade in my eyes.


options

5/5

pathfinder has always been home to custom character concepts, this book is packed with new ways to get the build in your head to the table. and the build after that. love it.


Breath of Fresh Air, With New System Teething Issues

4/5

I've been tearing through the Advanced Player's Guide, and the book was a joy to read. The greatest complaint that there's been about Pathfinder 2 was a dearth of content, when it has to compare with more established games such as first edition and Dungeons and Dragons fifth edition. The Advanced Player's Guide handily combats that, adding new feats, rituals, spells, and more in a way that make the world feel a bit more real, and a bit less like one huge combat situation. I won't be commenting on heritages or the new classes as they don't catch my interest the way that the core set of classes did, but instead I'll focus on the material useful to existing players and tables.

1. New rituals like a balanced Simulacrum, Create Demiplane, Clone, Heroes' Feast and Teleportation Circle not only add a wealth of traditional dungeon-delving flavor back into the game, but also allow traditionally marginalized classes like the Ranger and Fighter to wield strong utility if they are so inclined. Rituals like Heartbond give guidelines to explore opening up permanent spells, without using the old Permanency spell and all the frustrations that caused.

2. The influx of new spells has added a huge wealth of character options, but also some areas of severe disappointment. Spells such as the iconic Lightning Storm and Ice Storm for Primal casters are limited to an area so small I had to reach out to friends to make sure it wasn't a misprint, and spells such as Spike Stones and Seal Fate have damage so weak for their level I'm not sure what the point of their inclusion was. Despite how sorely I missed Lightning Storm, Ice Storm, and Spike Stones coming from previous editions, I actually wish that they didn't get printed—then, at least, they'd have a chance to eventually exist in a usable state.

On the positive side, I have a friend who absolutely refused to touch Pathfinder 2 when it was released for the dearth of non-combat spells. I'm happy to say that new spells like Secret Chest, Familiar's Face, Pet Cache, Ghostly Tragedy, and Cozy Cabin have all scratched the itch for flavorful spells that make magic more than just a few tactical options in a board game.

3. Skill feats are a mixed bag. In concept, they're excellent, flavorful options. I love the new Influence Nature skill feat to bits, and the Battle Planner feat brings character concepts to life in a powerful way when, and only when, they play to the theme. These are exactly what I want from my feats. On the other hand, every skill only gained one or two feats from the book, and some of them appear to not empower, but curtail the existing uses of skills—Aerobatics Mastery, for example, allows an exemption to a rule that wasn't written. This leads to awkward situations where existing players realize they suddenly need a feat tax to do something they've been doing for months before—yikes.

4. Finally, the big one—Archetypes. I love them. Some are short and sweet (such as the Scroll Trickster) and some are almost full classes in and of themselves (such as the excellent Cavalier). Some act as a patch to multi-classing, such as the Martial Artist, and some such as the Sentinel and Viking allowing characters to get scaling proficiencies they otherwise couldn't.

All in all, I had high hopes for the APG, and on the whole, it delivers. So many new concepts and ways to think about the game, so many new options, so many more unique spells for flavoring both fights and roleplaying. Rituals were an unmitigated success in my eyes, while skill feats and spells were a mixed bag. When they're good, they're GOOD. When they're Lightning Storm/Ice Storm/Spike Stones bad, they single-handedly knock a star off the review. Nearly two, but that would be unfair to the rest of the book. First book since the core rules that I'd call essential, and it sets the bar for future releases.


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3 people marked this as a favorite.
RaptorBonz wrote:
I am on fire about the duskwalker, genie bloodline, and Iron wall. Would love to see the Barbarian options (Hoping for a no-magic and a storm style barb, but really I'd be happy just to know XD) I can't even let myself think about the 30-some archetypes!

An anti-magic Barbarian that isn't quite as unfun as the playtest Superstition Barbarian would be a delight.

Daemoro wrote:
Along with others here I'm hoping for a Neutral Champion Order... other than one with "Druish" tendencies I can't think of another neutral champion other than maybe a "Knight of Meh".

One who strives to keep the balance? One who serves an impartial force like nature or death?


Nine alignments => nine subclasses of champion. IMO. How exactly that should work I dunno. We have the three good alignments. I suppose they want to do the three neutral (on the good-evil axis) ones next, and the three evil ones eventually. Or vice-versa. Or not. I dunno.


1 person marked this as a favorite.
Ed Reppert wrote:
Nine alignments => nine subclasses of champion. IMO. How exactly that should work I dunno. We have the three good alignments. I suppose they want to do the three neutral (on the good-evil axis) ones next, and the three evil ones eventually. Or vice-versa. Or not. I dunno.

Evil are confirmed for this book. People are musing over how to have a champion of neutrality, whether or not they come in the APG or later.


3 people marked this as a favorite.
Daemoro wrote:
Along with others here I'm hoping for a Neutral Champion Order... other than one with "Druish" tendencies I can't think of another neutral champion other than maybe a "Knight of Meh".

Given that far more people play Neutral characters than Evil characters the fact that Paizo is doing Evil Champions first really shows how hard it is to come up with a compelling narrative focus for the Neutrals.

Dark Archive

2 people marked this as a favorite.
Ezekieru wrote:
John R. wrote:
20 of the 40 PF1 classes covered in the first year. Possibly even more through archetypes not mentioned........ XD
Gotta speedrun through the PF1E content to get to the truly original stuff for the next 10 years!

It's just, this book's description alone speaks volumes about the superior quality of PF2's product development over that of the latest edition of a certain other big name RPG. Keep on keeping it real Paizo! Don't sell out and get lazy.

Silver Crusade

6 people marked this as a favorite.

Praise by insulting others and edition warring aren't really productive.

(I'm not even sure what that last part even means)

Silver Crusade

3 people marked this as a favorite.
keftiu wrote:
CorvusMask wrote:
Even more confused now ._.;

It's from Spongebob, an early episode about an urban legend called "The Hash-Slinging Slasher."

Folks, when someone doesn't get a reference, doubling down on being obtuse isn't fun for anyone. C'mon.

My apologies, Corvus.


1 person marked this as a favorite.
Pathfinder Starfinder Society Subscriber
Spamotron wrote:
Daemoro wrote:
Along with others here I'm hoping for a Neutral Champion Order... other than one with "Druish" tendencies I can't think of another neutral champion other than maybe a "Knight of Meh".
Given that far more people play Neutral characters than Evil characters the fact that Paizo is doing Evil Champions first really shows how hard it is to come up with a compelling narrative focus for the Neutrals.

We could have a lawful neutral champion of law and a chaotic neutral champion of chaos.

The true neutral champion is the tricky one. Champion of balance maybe? A deliberate balance between law and chaos would be more rational than between good and evil.


2 people marked this as a favorite.
Pathfinder Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
David knott 242 wrote:
Spamotron wrote:
Daemoro wrote:
Along with others here I'm hoping for a Neutral Champion Order... other than one with "Druish" tendencies I can't think of another neutral champion other than maybe a "Knight of Meh".
Given that far more people play Neutral characters than Evil characters the fact that Paizo is doing Evil Champions first really shows how hard it is to come up with a compelling narrative focus for the Neutrals.

We could have a lawful neutral champion of law and a chaotic neutral champion of chaos.

The true neutral champion is the tricky one. Champion of balance maybe? A deliberate balance between law and chaos would be more rational than between good and evil.

Champion of balance between good and evil would probably be someone who prefers good, but recognises it can’t sustain itself without power and moral compromise. This kind of champion might willfully organize a mercenary raid on a peaceful town with overly lax security, when attempts to compel the town’s leadership to corrective action fail. Or they might come to the aid of a diabolist noble who summons devils but generally does more good than harm to the people around them in their, when they get caught in a dangerous scandal with an Iomedaean church.

Honestly, N Champion concept seems the most interesting to me, because it challenges the biggest typecast about that alignment, which is that it is passive about its beliefs, and prefers reaction to proaction.

Advocates

7 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Maps Subscriber; Starfinder Superscriber

So, one thing that's interesting to me is the idea that we could, potentially, have multiple champion causes for any given alignment. There's more than one way to play a given alignment, so why would a given alignment have only one champion type? For a True Neutral champion, I feel the envoy of balance prestige class from PF1 could work as inspiration, as could a character championing a balance between life and death (hi Pharasma!).


7 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Gorbacz wrote:
Kobold vigilantes? Sold.

Black-scaled kobold investigator vigilantes with vestigial wings like a cape...

>.>

<.<

...I'll show myself out. :)

Silver Crusade

4 people marked this as a favorite.
Lindley Court wrote:
So, one thing that's interesting to me is the idea that we could, potentially, have multiple champion causes for any given alignment. There's more than one way to play a given alignment, so why would a given alignment have only one champion type? For a True Neutral champion, I feel the envoy of balance prestige class from PF1 could work as inspiration, as could a character championing a balance between life and death (hi Pharasma!).

*nods*

A Champion of Gorum is different than a Champion of Nocticula is different than a Champion of the Speakers of the Depths.


Lindley Court wrote:
So, one thing that's interesting to me is the idea that we could, potentially, have multiple champion causes for any given alignment. There's more than one way to play a given alignment, so why would a given alignment have only one champion type? For a True Neutral champion, I feel the envoy of balance prestige class from PF1 could work as inspiration, as could a character championing a balance between life and death (hi Pharasma!).

Responding to Feros in another thread, I mentioned how a Tenet of Law might offer home for Lawful Neutral Champion, but also Lawful Good and Lawful Evil Champions... just ones who emphasize Law more than Good or Evil, as Good/Evil Champions mostly do.

I don't think that was so much what you were aiming for, as much as different Causes of same Alignment within the same Tenet stable. Also in that thread, it was discussed how Pharasmin/Soul Cycle Cause doesn't really need differing Alignment than Nature Cause, so those could be examples of identical Alignment Tenet/Cause with differentiated paths. Those are strongly unique (even in Tradition, Divine VS Primal), which I think is good requirement to do that. Otherwise, unique nuances can just hinge on Deity or other particularity, and offer their unique Feats (with distinct particularities already accounted for in Deity Anathema).


Pathfinder Starfinder Society Subscriber

Well, we did learn from tonight's Twitch that they didn't create any neutral (neither good nor evil) champions in this book.


1 person marked this as a favorite.

My players are so happy with the new extra stuff as well as what we knew before, and if they are happy and excited then so am I, LOL

Day 1 buy!!

:)

keep it going team!!

Tom


So, spell-casting Rangers are confirmed for this book, but what about spell-casting Champions? Or is the spell-casting the Rangers will newly be able to do the same focus spell-casting the Champion can already do?


1 person marked this as a favorite.

It seems to me the current paradigm is that Champions (and Rangers?) might have focus spells, but if they want anything close to the kind of spell casting they had in 1st edition, they'll need to take a spellcasting dedication. Note that this gives them more options that 1st edition did (without multiclassing) because they can take a dedication in any of the four traditions.


4 people marked this as a favorite.

The Twitch stream specifically said Ranger spell-casting will be Focus based, which would be similar to Champion or Monk.

Dark Archive

7 people marked this as a favorite.

The most important thing:

This books needs to have the unofficial iconic anti-paladin (the master of kicking pigs and painting signs) be the example build for CE champion variation :D


1 person marked this as a favorite.

I think I'm most excited for the champions of evil, and would love to see if champions of neutrality get added in this book as well. Specifically I just don't like the idea of a LG champion hellknight but would have really loved a LN champion option for a hellknight build. Instead of the LG champion I ended up settling with a LN fighter for my hellknight build.

I'm also really excited some of the archetypes and classes. Interested to see shadowdancer in particular.


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

Just dropping a link to this great writeup by DMW on the APG playtest postmortem and content preview from the above mentioned Twitch stream.

https://paizo.com/threads/rzs42vcf?Playtest-Retrospective-Summary


redeux wrote:
I think I'm most excited for the champions of evil, and would love to see if champions of neutrality get added in this book as well.

The Twitch stream specifically stated that there'll be NO neutral champions in this book (unfortunately), but haven't ruled out the possibility for them being in the next rulebook if they come upon a compelling hook for ALL three flavours of neutral...

redeux wrote:
I'm also really excited some of the archetypes and classes. Interested to see shadowdancer in particular.

Hope you're a fan of at least one of the following four classes in the book then:

Investigator; Oracle; Swashbuckler; Witch.

I know I am!
:D

Carry on,

--C.


Daemoro wrote:
Along with others here I'm hoping for a Neutral Champion Order... other than one with "Druish" tendencies I can't think of another neutral champion other than maybe a "Knight of Meh".

I would imagine a neutral champion is someone who embodies balance, but moreso someone whose motto is "I fight so that everyone can find their own place in the world."


Ed Reppert wrote:
Nine alignments => nine subclasses of champion. IMO. How exactly that should work I dunno. We have the three good alignments. I suppose they want to do the three neutral (on the good-evil axis) ones next, and the three evil ones eventually. Or vice-versa. Or not. I dunno.

I am hoping for MORE than one subclass for alignment.


3 people marked this as a favorite.
Pathfinder Pathfinder Accessories, Rulebook Subscriber
Daemoro wrote:
Along with others here I'm hoping for a Neutral Champion Order... other than one with "Druish" tendencies I can't think of another neutral champion other than maybe a "Knight of Meh".

We are no longer the Knights of Meh, we are now the Knights of Ekke Ekke Ekke Ekke Ptang Zoo Boing!


This looks like a great book!

Dark Archive

2 people marked this as a favorite.

Dragon disciple. :)


2 people marked this as a favorite.

July? ... so long T___T


2 people marked this as a favorite.

I too am happy for the dragon disciple.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

this is awesome, can't wait. but why are all the new "core books" coming out at 50 dollars? bleh

Silver Crusade

3 people marked this as a favorite.

P1’s Advanced Player’s Guide was $44.99, prices go up a bit in a decade.


I just hope the pdf is $15.


It's not so much that prices go up as that the value of a dollar goes down.

The Concordance

2 people marked this as a favorite.

cavalier cavalier cavalier cavalier cavalier cavalier cavalier cavalier cavalier cavalier cavalier cavalier cavalier cavalier cavalier cavalier


1 person marked this as a favorite.

I do like that "familiar master" is one of the listed archetypes. While I would have preferred more familiar interaction inside the witch class, I'm optimistic this will work well enough for my interests.


Xethik wrote:

Just dropping a link to this great writeup by DMW on the APG playtest postmortem and content preview from the above mentioned Twitch stream.

https://paizo.com/threads/rzs42vcf?Playtest-Retrospective-Summary

In the OP of the thread with DMW's breakdown of the Twitch stream, it seems to indicate that the versatile heritages for all ancestries introduced in this book are like the Half-Elf and Half-Orc heritages for Humans. Is that the case? And if so, are they exclusive (i.e., is there no such thing as an Aasimar Half-Orc or a Dhampir Half-Elf)?

Silver Crusade

Tectorman wrote:
Xethik wrote:

Just dropping a link to this great writeup by DMW on the APG playtest postmortem and content preview from the above mentioned Twitch stream.

https://paizo.com/threads/rzs42vcf?Playtest-Retrospective-Summary

In the OP of the thread with DMW's breakdown of the Twitch stream, it seems to indicate that the versatile heritages for all ancestries introduced in this book are like the Half-Elf and Half-Orc heritages for Humans. Is that the case? And if so, are they exclusive (i.e., is there no such thing as an Aasimar Half-Orc or a Dhampir Half-Elf)?

Unless they introduce rules that allow you to take more than one heritage then yes they’re exclusive.

Liberty's Edge

Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

So this is the Gen Con drop for next year?


Tectorman wrote:
Xethik wrote:

Just dropping a link to this great writeup by DMW on the APG playtest postmortem and content preview from the above mentioned Twitch stream.

https://paizo.com/threads/rzs42vcf?Playtest-Retrospective-Summary

In the OP of the thread with DMW's breakdown of the Twitch stream, it seems to indicate that the versatile heritages for all ancestries introduced in this book are like the Half-Elf and Half-Orc heritages for Humans. Is that the case? And if so, are they exclusive (i.e., is there no such thing as an Aasimar Half-Orc or a Dhampir Half-Elf)?

What an interesting concept. I think I could be accepting of it if that was the case (with the idea being that the asimar or damphir pushes out all but the most superficial visual elements of a half race, E.G. a half elf damphire would be an elf or human damphire. But it will be interesting to see if they have some other solution even if I cannot picture it.

But I imagine they are avoiding looking at thirds races, quarter races and fifths races.

Silver Crusade

Those rules, if they are made, are most likely to show up in the GMG, not here, and will most likely consist of just letting PCs select more than one Heritage.


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Rysky wrote:
Those rules, if they are made, are most likely to show up in the GMG, not here, and will most likely consist of just letting PCs select more than one Heritage.

Agreed, and I would be shocked if that isn't one of the more common house rules already.

Liberty's Edge

3 people marked this as a favorite.

It would be easy enough to have a Human Ancestry Feat giving you an extra Heritage. That would neatly allow a Half Elf Dhampir or similar things if someone really wanted one and be consistent with Feats like Elf Atavism.


1 person marked this as a favorite.
Rysky wrote:
Those rules, if they are made, are most likely to show up in the GMG, not here, and will most likely consist of just letting PCs select more than one Heritage.

ManBearPig!

Silver Crusade

5 people marked this as a favorite.
Gisher wrote:
Rysky wrote:
Those rules, if they are made, are most likely to show up in the GMG, not here, and will most likely consist of just letting PCs select more than one Heritage.
ManBearPig!

Mongrelfolk will most likely come in the Broken Lands Hardcover.


Rysky wrote:
Mongrelfolk will most likely come in the Broken Lands Hardcover.

Wait, what? Broken Lands hardcover?!

Silver Crusade

Heine Stick wrote:
Rysky wrote:
Mongrelfolk will most likely come in the Broken Lands Hardcover.
Wait, what? Broken Lands hardcover?!

The hypothetical Broken Lands Hardcover, my apologies.

(should have used "a" instead of "the")


2 people marked this as a favorite.
Rysky wrote:
Heine Stick wrote:
Rysky wrote:
Mongrelfolk will most likely come in the Broken Lands Hardcover.
Wait, what? Broken Lands hardcover?!

The hypothetical Broken Lands Hardcover, my apologies.

(should have used "a" instead of "the")

Fair enough. Got all excited there for a moment. :D

Silver Crusade

1 person marked this as a favorite.
Heine Stick wrote:
Rysky wrote:
Heine Stick wrote:
Rysky wrote:
Mongrelfolk will most likely come in the Broken Lands Hardcover.
Wait, what? Broken Lands hardcover?!

The hypothetical Broken Lands Hardcover, my apologies.

(should have used "a" instead of "the")

Fair enough. Got all excited there for a moment. :D

Hehe same :3


3 people marked this as a favorite.

Just had a chance to look at this. Super excited for the return of classic PF1 prestige classes.

Going to try to build me a Monk with the Shadowdancer prestige class, so I can build a PC which specializes in Shadow Boxing. :p


I like that the dragon disciple is coming back. Very interested to see what they do with vigilante.

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