Pathfinder Roleplaying Game: Advanced Player's Guide Final Class Playtest PDF


Product Discussion


Dudu Luiz wrote:

Just want to thanks for listening my sugestion of alchemist using a book of extract formulaes, instead of a extracts known list. And more discoveries make the class have more versality, very useful.

But the cavalier still has the same problem about a restrict list of mounts (it seems to be more restrict than before). It really should have a mount hability class like the paladin, including magical beasts or outsiders (like pegasus, unicorns or nightmares), based in his character class level. Then, the class will be more what players want. Will be more diferent creature riders, specially in high fantasy worlds.

Entenderam? Sacaram?


I have recently played as a 6th level Inquisitor, and I have found that as a healer and support class, he excels. But as a secondary tank, he really shines. He tends to use up judements quikly, a problem I hope that can be resolved soon. Otherwhise, I really enjoyed playing as an Inquisitor. Sorry for the spelling errors.


I really like the Inquisitor class but, I think rather than making it proficient with all simple weapons and then crossbows and bows plus its deities favored weapon that it should have a specialized list of weapons it's proficient with like the Assassin or Shadow Dancer (I realize those are prestige classes but I think it would fit the Inquisitor). Even a list like a Rogue or Bard or even a Druid would fit good (with different weapons of course).

On another note I would really like to play one with bolas just for flavor but I'm having trouble building it right (to many feats etc.)


Just throwing this out there but wouldn't making Judgments a rounds per day ability fit more since the Barbarians rage and the Bards bardic performance are rounds per day? Just a thought


I forgot to put my cavalier´s experience that was asked.
It was was because i played two times with teh cavalier, the first time i made a half-elf 8th level cavalier with a tiger as mount. And the sincronicity was excelent, cavalier attacks, tiger attacks too, with his own special abilities... The dual was great. (Just an observation: i was using the beta-playtest rules for druid animal companion because i didn´t had the corerulebook yet.)
The second time i made a elf 9th level cavalier, with a deynonhicus (don´t remember the exact name), like a "dark elf" style, and it has the same scores that the other had: sincronicity, a good mounted combat abilities with a powerful mount, good, and exotic, look...
And that make me think about more others, and creative, options, for optimize the class.


I got some problems with summoner's the idea is very cool but it seems like there way to Powerfull Atm.
Sugestions:
Reducee Base Atk and HP: reason they are nothing more then highly spicialzed arcain caster's that would take away from there thime to train with wepons and armore and the fact the relie so much on their pet would effect there stamana/Hp

Remove light armer prof same resone as above Summoners are nothing more then highly spicalized Mages.
Summon monster ablity INSAINLY over powered A sumoner with a Charisma of 18 + 7 summons/day for a min/ sum level read: GM nightmare and Power Gamer's dream. sugestion somthing simaler to druids summon nature ally to summon they must lose a spell of = level(ie summoner cast monster sumons 1 and burns use of feather fall)
or may ablity 1/day Every spell level


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

I was really hoping that by the time the final playtest document was out, Paizo would have made Wisdom the Witch's key spellcasting ability score. Alas, it was not to be.

Hopefully, that change will still make it into the final version.


I recently played a Witch up to 7th level. Loved it! I kind of wish I could be a witch all the time now.

Liberty's Edge

Pathfinder Adventure Path Subscriber

I read in another post that mounts (war horses specifically) would be more detailed in the new Advanced Player's Guide, is that going to be in the final version?


Exactly when do Judgments end? Because I can't find an exact length on them.


Pathfinder Adventure Path Subscriber

Second paragraph for the Judgement description:
Once activated, this ability lasts until the combat
ends, at which point all of the bonuses immediately
end.


Ah. Sorry. Must have missed that line.


What is the Alchemist's starting gold? I don't think any class has it listed, but that's what I'm writing up.

Paizo Employee Creative Director

EpicEvokerElf wrote:
What is the Alchemist's starting gold? I don't think any class has it listed, but that's what I'm writing up.

Starting gold will be listed for all the classes in the final book.

Until then, go ahead and treat the alchemist as a bard for starting gold.


Had a problem with playtesting the Summoner this weekend. Our level 1 summoner (played by an admitted powergamer) was using summon monster I as a standard action to gain an attack with a summoned creature on a target. The next round, the summoner then attacked with the summoned creature, then as a standard action (per the ability description) summoned another one (dismissing the previous one) for a second series of attacks in the round. We decided that was an exploit of the spirit of the rules and made it a full round action to summon them. That seemed to work better.

This was a bit of a problem at level 1, but would be even more devastating when they can summon 1d4+1 of the lower level critters as a standard action, especially with augment summoning.

Dark Archive

@Lunaticlord
I had the same problem with a summoner, a druid and a Necromancer Wizard.
Currently playtesting with 9 players (about 4 of them are powergamers thankfully the last one is a barbarian).

Instead of making it a full round action I change it so that even if he uses his spell-like summon unless he dismisses normally the summon already in-game (a standard action) no new summon appears instead it just resets its duration but not HP/Status effects etc.

Silver Crusade

Pathfinder Adventure Path Subscriber
lunaticlord wrote:

Had a problem with playtesting the Summoner this weekend. Our level 1 summoner (played by an admitted powergamer) was using summon monster I as a standard action to gain an attack with a summoned creature on a target. The next round, the summoner then attacked with the summoned creature, then as a standard action (per the ability description) summoned another one (dismissing the previous one) for a second series of attacks in the round. We decided that was an exploit of the spirit of the rules and made it a full round action to summon them. That seemed to work better.

This was a bit of a problem at level 1, but would be even more devastating when they can summon 1d4+1 of the lower level critters as a standard action, especially with augment summoning.

Dismissing a spell is a standard action. Therefore, you cannot dismiss and summon on the same round.


Alchemists can add formulas to their book by studying a wizard spellbook or scroll just like a wizard can add spells to their spellbook.

Can an Alchemist use a divine scroll to add the spell to their formula book or are there other ways to add formulas that wizards do not have on their spell list other than when gaining a level?


When making the eidolon for your summoner and it says "Armor Bonus: The number noted here is the eidolon’s base total armor bonus. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the summoner. This number is modified by the eidolon’s base form and some options available through its evolution pool. An eidolon cannot wear armor of any kind, as the armor interferes with the summoner’s connection to the eidolon." does that mean the it can come with armour already on and/or a natural armour bonus but you can't give it armour.

Also i feel that the alchemist needs to have use of a sprayer for some of his alchmical materials, would be fun to have a huge taank of special alchemist fire on you back and shoot it like a flamer, perhaps as an alternative class feature to bombs.

Scarab Sages

I would like to echo a previous poster's sentiments regarding the Witch's casting ability score. Why on earth is it Intelligence rather than Wisdom?
I hope it's changed when it comes out!
Thanks again Paizo for more quality products; I loved this entire book. Just... the INT for witches is a bit, well, off.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

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My judge profile


Been playtesting the Cavalier and Inquisitor classes in my current campaign. The Cavalier player is very happy with the balance, and as GM I am too - top marks for this one.

The Inquisitor just got to level 10 and I'm sorry to say it's just a broken class. +6 to hit and AC with a judgment is nonsense - combined with many bane attacks the inquisitor cuts through just about anything like a hot knife through butter. If that was the class's main focus that'd be fine, but add in all the other abilities and what you've got here is a super character. The rogue, bard, cleric and cavalier in the party basically sit back and watch the inquisitor annihilate everything, they just offer support, and this is wearing thin.

Skillpoints 6+int/level? in addition to the other powers this is huge. It's class-appropriate tho, so something else has to go. The bard has similar to this and is far less powerful.

Fast healing 6 at 10th level? That's nearly artifact level of regeneration. Even the ring of regeneration only does 1 point per round and that's 90 fricking grand. Even if it takes a couple of rounds to get to 6 points, it's still way too much.

I'm also finding that having to keep track of the bonus for the first 3 rounds is a little ridiculous. Too-micromanaging. Plus getting a +3 bonus of any sort at 1st level is a bit much, even if you have to wait a couple of rounds to get it. Doubling at level 10 makes it crazy powerful. Plus it is a lie detector. And alignment detector. With stealth. And super damage output. With cleric spells like divine favour and divine power and healing. And Bane. Which turns into greater bane. Yeah this is nuts, even moreso than the paladin's smite evil. Powered up, with judgment active, the character basically gains 4 CR which makes it bloody hard to set up a decent fight for. One can of course put in a mighty opponent but then the rest of the party are rendered useless. Balance required!

The class has so much flexibility that I think nerfage is in order, although it's probably too late for that now. Glass cannon be damned, if you want to get such massive bonuses to hit, damage, regen, AC, have tons of skillpoints, massive initiative and cleric spells to boot, having average hitpoints isn't much of a drawback. As it stands this is the most powerful class I've seen yet. At least the paladin only had smite vs evil. This class is like smite vs. everything, plus all the other benefits out of combat.

I've put house rules in place to balance it out a bit for our local game, which I'll post here now for your perusal. I figure it's too late now for any changes to be made to the finished product but whatever.

1. Judgments only give a +1 for every 4 levels, to a maximum of +5 at level 17. There is no boost round by round. When you switch judgments, it's just the fixed number straight away.
2. The Resiliency judgment gives DR 2/* at first level, and increases every 4 levels by 2 to a maximum of DR 10/* at level 17. * = the opposite alignment of the Inquisitor.
3. The Resistance judgment gives 3 points of resistance to an energy type at level 1, and increases by 3 every 4 levels to a maximum of 15 at level 17.
4. The Smiting judgment lets you choose an alignment type to bypass. It no longer lets you emulate magic or adamantium weapons.

Just halving the judgment bonus brings it back into line nicely, so it didn't require much. :D

Silver Crusade

Pathfinder Adventure Path Subscriber

It's too late for suggesting changes, but you will be likely very happy to know that judgements are on a fixed bonus in APG - no more boosting round by round :)

Grand Lodge

The brawler is just what i was looking for excpt for the Martial Maneuvers it adds to mush time to the game. As my player(s) or me, look to see what feat best fits the situation. It would be easier if you could just raze one physical ability score for one minute and though forth.

So for all the other class look good.


b-vis wrote:

The brawler is just what i was looking for excpt for the Martial Maneuvers it adds to mush time to the game. As my player(s) or me, look to see what feat best fits the situation. It would be easier if you could just raze one physical ability score for one minute and though forth.

So for all the other class look good.

This is the older playtest document, not the Advanced Class Guide document.

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