Advanced Player's Guide Request Thread


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Weylin wrote:
At most options 2 and 6 would take 5 pages each. Possibly less.

Perhaps. But I wouldn't use it so I would prefer page space spen elsewhere

admittedly, I am being selfish here


MerrikCale wrote:
Weylin wrote:
At most options 2 and 6 would take 5 pages each. Possibly less.

Perhaps. But I wouldn't use it so I would prefer page space spen elsewhere

admittedly, I am being selfish here

If all goes well with Pathfinder RPG, hopefully we can look forward to Advanced Player's Guide/Game Mastery Guide II/III/IV. and we will both have the subsystems we want.


LEGACY WEAPONS!

They level like players, so why not put them in the APG? (That's rehetorical)


Weylin wrote:
If all goes well with Pathfinder RPG, hopefully we can look forward to Advanced Player's Guide/Game Mastery Guide II/III/IV. and we will both have the subsystems we want.

I can agree with that


How about a variant wild shape for the druid similar to that in the PHB 2. I found it to work really well for me in play with less bookkeeping, book searching, and general downtime at the table dealing with too many choices. Lots of fun.


really the new wild shape is very close to this already.


Watcher wrote:

LEGACY WEAPONS!

They level like players, so why not put them in the APG? (That's rehetorical)

Never played in a game with Legacy Weapons but they looked interesting. Was never sure about their effect on fairness of the game (more on this in the Does Balance Matter? thread).

That said, I have played in games that allowed the Familiar Item feat and found that equally interesting and pretty fair. They became more interesting when it is a character starting with a masterwork weapon (a family heirloom) and watching that weapon scale with the character and after 21st level of the chracter becoming an intelligent epic weapon itself in the hands of a character who has wielded and cherished it since 1st level. A 'familiar' for any class.

-Weylin


seekerofshadowlight wrote:
really the new wild shape is very close to this already.

Close, but not quite. The alternate version is fixed to one form per 5 levels (roughly), never change, but, you can switch back and forth at will. First is a wolf/cat type, then a bird, then an elemental, then something nasty (can't remember).

My wife used that variant for her druid. I agree, it's closer to PF's wildshape, but you're still limited to just up to four forms at 20th, but in exchange you can switch at will. I like the alternate better honestly, but the base power is better for versatility.

The alternate however is much much better for someone who isn't very good with the rules, as it's easier to remember and more intuitive.


I use it in a pbp it is close. I always found it odd nat spell did not work with it. But liked it alot myself


seekerofshadowlight wrote:
I use it in a pbp it is close. I always found it odd nat spell did not work with it. But liked it alot myself

I just houseruled the feat worked with it. Doesn't make sense it doesn't.


I would like to see some detailed rules on creating constructs/undead/other magic-created things. What would a wizard do to add templates to his creations?

Also it would be good to see some classic magic or rituals ( Draining youth from other people, becoming immortal, transferring a soul permanently, creating a floating castle...) and weird things too! magic is supposed to be weird.

Would like too: Some alternate class hab. for the bard that makes fascinated creatures follow the bard. Also some sleep inducing performance would do good.

Alternate ranger and paladin without spells: good option for low magic games (needed)

Racial feats: those are really needed.

Feats to make iconic things work: Like dagger trowing rogue, melee archer, unarmored fighters, counterspelling mage...

Options to armour: an alternate defense system - raising ac by class level (like old star wars rpg). Not cumulative with armour, maybe based in BAB progression (making it usable in any class).

Alternate hit point system (I think this is asking too much, but I'll try): something like vitality points and constitution damage.

Some rules for action points or something similar.

Including traits this time would be good too. Traits that differentiate subraces and backgrounds are really needed.

Rules for personalized magic items. personalized traps.

Covering combat maneuvers: swinging on a rope, jumping from the wall, things like these.

A simple epic progression (Maybe too much to ask).

New skill uses.

Formation feats for fighters.

Some iconic prestige classes: elf arcane/fighter gish, halfling rogue survivor, human strong willed heroic fighter, dwarf hard-to-kill, dragon rider...

Good/evil/balanced specific features .

More racial weapons.

Reserve feats for casters.

Sovereign Court

Watcher wrote:

LEGACY WEAPONS!

They level like players, so why not put them in the APG? (That's rehetorical)

This could be a simple formula based on price translated to level as per Magic Item Compendium. I use that myself and decide the power based on the characters interests. Forget the "turn the power on" prereqs unless you like that fluff.

Sovereign Court

I'd like to see some multiclass synergy feats if it's not unbalancing along the lines of the "Complete" books e.g. a PF version of Devoted Performer to allow some things to stack.

For Monks maybe some of the OA school based stuff or just guidelines on doing your own without creating balance issues, some OA weapons, and a feat to do unarmed damage with monk weapons.

Option for Monk to bypass DR as per magic weapons with +1 = 4th, +2 = 8th etc.


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

Expanded Summon Monster/Nature's Ally lists.


1) Traits
Having all the non-Campaign/Setting-Specific Traits in an actual print product seems like a good idea... Of course, new Traits can be added as well.

2) Spellpoints
Unearthed Arcana's Spellpoints is USABLE with Pathfinder, but could be up-dated. The extra-cost for damage-dice-scaling seems part of 3.x's whole 'damage is bad and scary' over-reaction, and could be dropped whole-sale, IMHO. Sorcerors' point allocation at high level especially is barely above Wizards, which seems wonky. I'd actually like to see Prepared Casting Casters REMAIN Prepared Casters: Spellpoints' flexibility would just be used to 'move around' the Spell Levels when they prepare spells (and perhaps un-prepared Spell Levels could be usable for on-the-fly Metamagic).

3) Spellcasting Action Economy/Concentration Dynamic
"Top 2 Spell Levels" @ Full-Round, (Spell-Level) Init Ticks of Concentration/Disruptability, ???
...Basically an option to partially revert back to more a 2nd Ed. dynamic for those who want it...

3) Class Variants
Non-Caster Rangers (->better Companion + d12 HD, ?), a 3rd Fighting Style Path?
Domain Option for Paladins (instead of Bond?)
Barbarian Totems, Whirling Frenzy Barbarian,
Battle Sorceror/Mage/Oracle
Cloistered Cleric
...basically most of the type of options in Unearthed Arcana,
along with the Alternate Class Features you did in the Golarion Campaign Setting:
Some of those are Golarion specific, but some (like the 4-skill rank/level Fighter) are pretty much Setting-Neutral. Just make sure all the options are 'balanced' - that was a problem with stuff both in UA and in the Campaign Setting, IMHO.

4) Prestige Classes
I'd like to see some more "Bloodline" PrC's...
An "Abyssal Acolyte" would be an obvious melee-focused one akin to Dragon Disciple, but other, less melee-focused options would be cool as well (Fey Royalty PrC?)
A Shifting-Focused Druid PrC seems to be a popular one...
Maybe even follow the approach of Dragon Disciple, and make it's Wildshape stack with Druid levels (if any) but also make it available to non-Druids, i.e. Barbarians going into a Wildshape PrC...?

5) Class Specific/Focused Feats:
Fighter, Metamagic, Archmage, Monk, Channel Energy, Domains (tied-in with Oracle but available to any w/ Domains?), Ranger Favored Enemy Feats?
How about something for 2-Handed Weapons, since Overhand Chop/Backswing got "chopped" from the Final?
+I think all will be forgiven if the "Halfling Throwing Feat" makes it into the APG :-)

6) Rage Powers
more high level ones, but just more GOOD ones
to make more variety in the powers you would see in a 20th level Barbarian build...
I could see a 'follow-on' to Superstitious giving Spell Resistance,
besides the "Flaming + Other Shamanic Powers" that got cut from the Core Rules,
more "Cursed" Powers like "Superstitious" (benefits but drawbacks) would be flavorful,
implementing "Pounce" as a Rage Power seems balance-able (1/x Rage, etc)

I think Powers that also work OUTSIDE of Rage (say, increasing your Size for CMB/CMD + allowing larger Weapons) would be balance-able as basically "Barbarian-only Feats".
...and don't forget, Feast of the Fallen is always popular with the kids! :-)
(Temp HPs ala Vamp Touch + Bonus Rage Rounds as Coup-de-Grace with Cannibal Flavor)

7) Rogue Tricks: I can't think of any, but more would be cool! :-)


Firstly, This came up on another thread and may have been covered already.

I would really love to see more options for monks.

* Schools of fighting that granted different feat trees beyond the "striker" and "grappler" options. Possibly some schools of more weapon focused monks (possibly at the cost of their increased unarmed damage).

* More Ki Feats.

* Optional Ki Powers. Done possibly like substitution levels. May or may not lock you into that given path.

* More magical items for monks of all sorts.

Secondly, I really like the idea of racial substitution levels. I would enjoy regional substitution levels, but this is for the PFRPG so setting neutral.


Oh yeah, 1 more thing: Spells.

More Spells for everybody,
but especially more spells catering to "Half Casters" like Rangers and Paladins, and Swift Spells...
And I have to say: STRENGTHEN School definition, don't weaken it like WotC did.

I'm pretty confident from James/Jasons' posts here that Paizo WON'T go down the WotC path of completely destroying Spell School consistency (i.e. Conjuration subsuming Evocation, etc), but I would actually ask that further Spells be held to a HIGHER standard of School consistency than even the Core Spells. Many CORE Spells' School designation makes me cringe (Mirror Image:Transmuting? not Illusion?, Cure/Inflict:Conjuring? not Necro?, etc), though I understand it's probably a matter of backwards-compatability for them.

Holding a more rigorous line on further spells can't change the ones in Core, but it WOULD strengthen the consistency and uniqueness of each School. If an 'application' of a School that isn't well represented in Core DOES completely match the School flavor, by all means those are the types of spells that should be added, but I don't want to see the Schools "bleeding over" into each other's territory - It removes the signifigance of Specialists' Opposed Schools if Conjuration and Transmuting can 'stand in' for other Schools' competencies.


Quandary wrote:
(Mirror Image:Transmuting? not Illusion?

You might want to ask for a replacement Core Rulebook. Mine says mirror image is an Illusion (figment) spell. Since it's been that way since the spell was introduced long before 3rd edition, I'm pretty sure mine isn't the one with the mistake.

Also, asking for spells to be "more Core than Core" is just silly, IMO. Especially when you're asking for "more more more!". There's not an awful lot of room left in the schools for truly new spells if you stay strictly within school lines. Most of what's possible has already been done in Core. You'd mostly just see "Lesser X" and "Greater X" (if not strictly named such) and that's boring.


Uh... I think I was thinking of a different spell than what I typed :-)

Anyhow, this *does* seem to be a thread about asking for "more"... /shrug

I think there's plenty of spell concepts that DO follow the Schools closer than, say, Energy Conjuration Spells. I have no problem with the CONCEPTS of Spells like Orbs/Elemental Damage Spells, Stun Ray, or Corpse Candle (Conjuration examples from Spell Compendium) but I think they should be Evocation/Enchant/Divination or Necro("Corpse"), not Conjuration as Spell Compendium classes them. If you think those are just minor variations of existing spells, then it would seem the only "novelty" they are introducing is becoming available to School Specialists...

If you disagree, and WANT Spells allowing each School to stand in for each other ("less definition than Core"), please advocate for that, that's just not what I'd like to see.


Quandary wrote:

If you disagree, and WANT Spells allowing each School to stand in for each other,

no problem, that's just not what I'd like to see.

Fair enough, and I wasn't trying to say otherwise. May we both get what we want out of APG! :)


I agree... :-)


I'd like an update to the 3.0 DMG Apprentice rules for multiclassing at 1st level, please.

Dark Archive

I don't know if this is the proper thread for this and if it is not I will try another but a feat request is for this
Honest effort: One chosen attribute is treated as being two points higher, only for the purpose of meeting requirements for feats.
*Special- This feat maybe taken more than once but only applies to one attribute when chosen per Honest effort

Dark Archive

I don't know if this is the proper thread for this and if it is not I will try another but a feat request is for this
Honest effort: One chosen attribute is treated as being two points higher, only for the purpose of meeting requirements for feats.
*Special- This feat maybe taken more than once but only applies to one attribute when chosen per Honest effort


Rogue talent that increases sneak attack damage: Similar to the 'potent bombs' discovery the alchemist gets.

Feats to increase pure damage from spells: Blasting is kind of lacking.

Better crossbows: They should be a viable alternative to bows.

Love for the barbarian: He needs to be the powerhouse he is made out to be.

Also, I'd love for there to be a system that could somehow prolong fights, but I doubt that's possible without a major system overhaul.


I would agree with some of the earlier requests, such as:

New Rage Powers
I don't know what happened between the Beta and the publication, but Barbs lost a lot of nifty.

New Ranger Combat Tracks
Two-Handed, Sword and Board, Thrown...

Spellist rejigging
I mean, for instance, bards are supposed to be pretty good at everything, but they lack the ability to be magical fire support if you're down your wizard. (The only real damage-inflicting spells are sound burst and the shout spells - none of which scale against any non-crystalline monster). Maybe let 'em have colour spray at 1st, and toss them a few evocations at a higher level than the wizard/sorcerers get 'em?

New Spells
Always a fan, as long as they don't get stupid-insane.

New Bloodlines/Domains/Specializations
Give the spellcasters some additional flavor selection - things like the elemental specializations from the 2e Tome of Magic, a Wild Magic bloodline for Sorcerers, Domains, etc.

Class Feature Customization
I admit, I do like the sound of "Urban Ranger", however, I think any effort spent in that direction (writing the fluff, altering the class, etc.) would be better served by making rules which allow players to select the class features they'd like to have from a list to replace the ones normally available to the class. (Especially when you could mostly make an urban ranger based on the RAW with a good selection of your favored enemy and terrain..) [Just a simple example, for example, at 4th level, a ranger can gain one of: Spellcasting, Improved Companion (at full Ranger level), An additional combat track feat, ...] (I love the way rogue turned out for just this reason...)

Prestige Classes
I don't want to get all splatbooky and certainly not have crazy unbalanced ones (if it doesn't work as a full 10-level one, let's not make it), but I like the additional flavor that PrC's give... (Plus, in some cases, especially ones with social/RP requirements, they give the player something to strive for). A few easy ones would be divine analogs of some of the arcane ones in the PFRPG book (Eldritch Knight, Arcane Archer, Arcane Trickster.. Arcane Spamalot Actor..)

Epic Rules
But ones that make sense. Oh, wait, there's a whole other thread about that. I'll go there instead.


Tilnar wrote:

I would agree with some of the earlier requests, such as:

New Rage Powers
I don't know what happened between the Beta and the publication, but Barbs lost a lot of nifty.

New Ranger Combat Tracks
Two-Handed, Sword and Board, Thrown...

I would hope there are a slew of new choices, not just spells and domains but rage powers, rogue talents, mercies etc ect

I also would love to see new paths for the ranger like sword and board, spear specialist. And a spell less alternative, although the one in KQ 12 is quite good

Grand Lodge

Watcher wrote:

LEGACY WEAPONS!

They level like players, so why not put them in the APG? (That's rehetorical)

Closed content, IP of WOTC. so no dice.


The biggest thing I want you to do with the Advanced Player's Guide and any following books is to keep them cumulative, Wizards failed to do this with the complete series and it aggravated me to no end.

For instance you are going to have new spells and new casting classes in the APG, if you publish APGII or some other extention in another year or so, I expect to see spell lists for classes from the original APG, not just for core classes and whatever classes are added in that book. It's really aggravating that wizards have spells in every complete book released, but warlocks don't, so you have to rely on house rules in order to determine what classes get what spells.

So extras put into your advanced rules should be cumulative over time.

Other than that, I would rather see more options for variant classes than more base classes. I believe you did the right thing by giving the base classes options to choose from almost every other level most of the time. I think you should just create variant classes piecemeal by expanding these lists of options available, then just include basic guideline suggestions for various campaign types such as urban, high seas, etc.


To be fair, Warlocks don't cast spells. They use invocations. I believe they got new ones in Dragon Magic and I think I saw some in Cityscape.

Though I was bothered when WotC dropped some of the best classes it created off the face of the planet, like the Archivist, Factotum, Dread Necromancer, etc.


Cartigan wrote:
Though I was bothered when WotC dropped some of the best classes it created off the face of the planet, like the Archivist, Factotum, Dread Necromancer, etc.

Well, the Archivist and Dread Necromancer already had methods built into the class to expand their spell lists and were pretty complete otherwise, and the Factotum was introduced pretty near to the end of the product line IIRC.

Dark Archive

New classes are good and all but new classes and vertical class options are very stream-lined. As opposed to a new class or new class options ( new domains, new schools, new bloodlines) we should be able to build on what we already have to better expand the game.

Blinding Ray Master
prerequisite: Blinding Ray class feature
Benefit: Exchange 2 Blinding Rays to make the attack into an area effected 10ft radius save negates. DC= 10+1/2 wizard level +Intelligence modifier Or Exchange 2 Blinding Rays to make the target blinded until the user makes a successful will save DC= 10+1/2 wizard level +Intelligence modifier. The effects can be stacked for the total cost of 4 blinding Rays.

Abyssal Flame
prerequisite: Abyssal claws class feature
Benefit: Exchange 2 Claw uses to make the claws last for one round per sorcerer level. Or Exchange 2 Claw uses to make the claws flamimg (like the flame blade druid spell) touch attacks and strenth is not added using the base damage of the claws but is fire damage (stackable with the bonus fire damage at 11th level).The effects can be stacked for the total cost of 4 Claw uses.

Beacon of Hope
prerequisite: Touch of good class feature
Benefit: Exchange 2 Touch of good uses to grant the bonus to all adjacent allies.or Exchange 2 Touch of good uses to use Channel Energy granting temporary hit points equal to the ammount that could be healed The effects can be stacked for the total cost of 4 Touch of good uses.

.

The Exchange

Stark Enterprises VP wrote:

Seconded on the spell points bit. I've yet to ever see a system of that I really liked, but still, I'm open to see it attempted.

More Sorceror bloodlines, Cleric domains, and the like.

Level adjustment rules for more powerful PC races!

Racial substitution levels for all classes/races.

And a plethora of feats.

+1 on spell point system. Good spell point systems have been around for 30 years. Why not bring them mainstream.

Failing that, some metamagic feats for wizards (energy substituion)

A CMD feat that scales with levels and/or skill.

Allow CMD specialization: So a user can choose to take +1 vs grappling and a -1 vs sunder, for example.

Gish prestige classes.

Scarab Sages

The Psychic Sorcerer bloodline

A fighter varient that gains a monks unarmed combat progression

Spell template feats resembling arcana evolved

Feats or a prestige class that make Aberrant sorcerer bloodlines a little more physically alien... Make them grow tenticles / teeth, gain a bite attack... etc.

Dark Archive

I've always want to see a feat that allowed monks to apply unarmed damage to replace monk weapon damage. So he can keep using the nunchuck or sai and still do just as much damage as if they hadn't a weapon.

Dark Archive

I don't know if anyone from Paizo is still reading this but I like throwing out idea anyway, if they still are reading this that is cooler.
Feats to assist in multi classing. Wotc had some feats to have spell casting level come closer to character level, but if some feats allowed class level to come closer to character that would be awesome because each class has so many features that are boosted with level. Each class would only get the features they would have without the feat but the features are using the character level. The feat would only work for the one class. May be chosen several times and the first time can only be applied to the preferred class.
example
A Pal2 and Sor2 using the feat on the Pal class has lay on hands 2d6 and add 4 damage with smite but doesn't have mercy yet and cannot cast paladin spells.


I am pretty sure it is far, far to late to add anything. Being out at Gencon means it should be at the printers or will be very soon.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Souphin wrote:
I've always want to see a feat that allowed monks to apply unarmed damage to replace monk weapon damage. So he can keep using the nunchuck or sai and still do just as much damage as if they hadn't a weapon.

Look at the Sohei adaptation of Monks in Kobold Quarterly #12. That's one of the main abilities of the class.

Paizo Employee Chief Technical Officer

seekerofshadowlight wrote:
I am pretty sure it is far, far to late to add anything. Being out at Gencon means it should be at the printers or will be very soon.

Yeah, it's too late to make requests!


Azhagal wrote:

more worthwhile bonus feats for monks, as well as actual focus concerning the class's overall design, as well as actual use for their fast speed

as it stands I would suggest a splitting of the monk class into two subclasses

1. a speedy dex based monk whose attacks are accurate and focus on stunning and confusing opponents

2. a fortified strength based monk whose attacks are straightforward and deadly. he focuses on damage output and penetrating defenses with blunt force

There's no need to split it into 2 seperate classes.

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