Compiled APG spoiler thread


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Please please please tell me that the rage prophet isn't only divine. Please tell me the sorcerer can get in on that too.


Just questions here ...

Any new equipment? (like elven thinblade and elven light blade)?

Extra Smite feat? Rangery feats?

Anything like racial substitution levels like from the 3.5 Races of books?

-Swiftbrook
Just some quick thoughts


this just sounds so old testament.. a divine caster livid with rage calling doom from the heavens, visiting wrath upon the non-believers.


Abraham spalding wrote:
Please please please tell me that the rage prophet isn't only divine. Please tell me the sorcerer can get in on that too.

It's oracle specific. You have to have an oracle's curse to get in.


Carpy DM wrote:
Abraham spalding wrote:
Please please please tell me that the rage prophet isn't only divine. Please tell me the sorcerer can get in on that too.
It's oracle specific. You have to have an oracle's curse to get in.

Of course -- arcane casters can't have nice things.

Liberty's Edge

Carpy DM wrote:
MinstrelintheGallery wrote:
Any ways to make a decent archer rogue?
The sniper is the dedicated archer archetype for the rogue class. They exchange trapfinding for the ability to halve range penalties with bows or crossbows, and swap trap sense for the ability to increase the range at which they can sneak attack (+10 ft for every +1 to trap sense they would have gotten). There's also some rogue talents to help out, including one called snap shot that sets her initiative roll to a 20 during surprise rounds, but she can only make a ranged attack during that round.

Don't forget the feat, I think it's called "gang up", that counts you as having flank as long as you are within 30' of a target that actually is flanked by two allies! Ranged rogues got a WHOLE lot of love.

The Exchange

Abraham spalding wrote:
Carpy DM wrote:
Abraham spalding wrote:
Please please please tell me that the rage prophet isn't only divine. Please tell me the sorcerer can get in on that too.
It's oracle specific. You have to have an oracle's curse to get in.
Of course -- arcane casters can't have nice things.

Huh, this sparked a little realization: arcane casters got some nice prestige classes in the Core book, and divine get some nice things in the APG. Hm.


That feat actually makes a ranged rogue viable! And awesome!


Bards get a pretige class to blend them with caveliers, thats something for an arcanist...


Swiftbrook wrote:

Just questions here ...

Any new equipment? (like elven thinblade and elven light blade)?

A few new weapons, but not many; mostly reprints from other sources. There is the falcata with the proper stats, however. (Aldori dueling sword maybe isn't open content, or at least generic enough to make it into the APG, because of the name?)

Swiftbrook wrote:
Extra Smite feat? Rangery feats?

No extra smite. Extra Rage Power, Extra Revelation and Extra Rogue Talent though.

There's some good archer feats, and the alternate combat styles work with some of the new combat feats as well (like the ones that enhance your natural weapons). Several really nice new ranger spells, though.

EDIT: I also forgot Favored Defense, which is a feat that lets you add half your favored enemy bonus as a dodge bonus to AC and CMD for a specific chosen FE (one per time you take the feat).

Swiftbrook wrote:

Anything like racial substitution levels like from the 3.5 Races of books?

like them? Kinda - there are alternate race abilities (like the gnome pyromaniacs, who aren't illusion specialists but instead make things burn!), the favored class options (halfling paladins can boost the amount of healing or damage their lay on hands does), and quite a lot of feats (there's one for half-orcs and dwarves that basically lets them get a few temporary hit points when they go below 0 hp).


Jeremiziah wrote:
Don't forget the feat, I think it's called "gang up", that counts you as having flank as long as you are within 30' of a target that actually is flanked by two allies! Ranged rogues got a WHOLE lot of love.

You actually can be anywhere, and the allies don't even have to be flanking, they just have to both threaten the target. It's a "must have" for ranged rogues, even if one of the prereqs (specifically Combat Expertise) is only worthwhile for the sake of picking it up...


Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
seekerofshadowlight wrote:

Arcane duelist

Arcane Bond (Ex): At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item. He may not choose a familiar or other type of bonded item. He may use the hand holding his bonded weapon for somatic components. This ability replaces lore master.

Wasn't this supposed to be a Bard archetype ability? What on earth is the point of giving a bonded item to a spontaneous caster? It's useless as he doesn't even have a spellbook with which to cast his additional daily spontaneous spell!

What's more, without the bonded item, he won't be able to cast his spells worth spit!

How weak is that!?


He can enchant the weapon without a feat.


Is there anything of interest about Witches that is different from the playtest?

Liberty's Edge

Please, for the love of Nethys, will someone talk about the archmage feats????

The Exchange

StabbittyDoom wrote:
Wolfthulhu wrote:
StabbittyDoom wrote:

Wow, what a "clever" way to disregard someone's argument entirely.

Now that you've proved yourself a person not worth arguing with...

** spoiler omitted **
** spoiler omitted **

Spoiler:
Because the topic had already been covered to my satisfaction. I no reason to make the effort.
Jason Nelson wrote:

Not to restart any argument about shield fighters, but:

1. For those worried the shield fighter is all offense... it's not. Most of their abilities are high-defense, both for themselves and allies, but they do have a few offensive tricks.

2. The wording of the contentious ability is intended to explicate swapping between main weapon and shield attacks because:

a. There are somewhat ambiguous references in the Core Rulebook that suggest that shield bash can ONLY be made as off-hand weapon attacks, so that any shield bash by definition would be off-hand. With this ability, it's not.

b. The Core Rules don't specify (as 3.5 sorta-kinda did) that you could trade off between weapons. With this ability, it does.

c. As a side, note, though, I should have phrased it a little differently to specifically state that you using the shield-weapon alternate attacks is not compatible with TWF. Why? Well...

** spoiler omitted **...

The amended text would help. When I first read the ability I wondered how it would work with TWF. It didn't take long to see they were not meant to work together, but as it is it does leave it open for interpretation.


hogarth wrote:
The smitter wrote:
Still don't have mine, which I am ok with really I am, so what new Alchemist stuff is out there
Three words: Extra Discovery feat!

That is awesome, thank you for the spoiler, I will be able to sleep knowing that the alchemist is still awesome.

Hide:
Anyone else enjoying the hidden war going on between stabby and wolf if is just good to see people fighting for what they believe in, really tho thanks for not taking over the whole thread, I look forward to the thread you will create

Shadow Lodge

Forgottenprince wrote:
Please, for the love of Nethys, will someone talk about the archmage feats????

+1

Scarab Sages

Forgottenprince wrote:
Please, for the love of Nethys, will someone talk about the archmage feats????

Not sure whether this is carried over from Archmage, but I'm liking:

Preferred Spell
You find it very easy to cast one particular spell.

Prerequisites: Spellcraft 5 ranks, Heighten Spell.

Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

Liberty's Edge

grrtigger wrote:

Not sure whether this is carried over from Archmage, but I'm liking:

Preferred Spell
You find it very easy to cast one particular spell.

Prerequisites: Spellcraft 5 ranks, Heighten Spell.

Benefit: Choose one spell which you have the ability to
cast. You can cast that spell spontaneously by sacrificing
a prepared spell or spell slot of equal or higher level. You
can apply any metamagic feats you possess to this spell
when you cast it. This increases the minimum level of the
prepared spell or spell slot you must sacrifice in order to
cast it but does not affect the casting time.

Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take the feat, it applies
to a different spell.

That is definitely new material, and I agree I like it a lot! Thanks!

I'm looking for a feats that 1) allow you to change energy type of spells on the fly, 2) allow you to reflect back countered spells, 3) allow you to create holes in your spell effects.

If anything like that sounds familiar, please share.

Otherwise, enjoy your book!!!

FP

Scarab Sages

Forgottenprince wrote:
I'm looking for a feats that 1) allow you to change energy type of spells on the fly

You may like this power from the Admixture school:

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

I remember seeing another feat or alternate school power that lets you shape effects or exclude squares (or similar) but don't remember offhand what that one is.


c873788 wrote:
Is there anything of interest about Witches that is different from the playtest?

The bonus spells you get from your familiar aren't tied to particular familiars anymore. There's an Extra Hex feat, and several new spells (mostly curse-type spells). One is called fester, which gives the target SR against healing spells; another is called pox pustules, which causes the target to be sickened and at -4 Dex from itching (the sickened condition can be removed for a round by taking a move action to scratch).

My favorite bit, though, is the apple of eternal sleep:

Quote:

Aura moderate enchantment CL 10th

Slot none; Price 2,500 gp; Weight -
This beautiful, ripe red apple appears fresh and tempting. Should anyone bite into it (even a small taste), he must make an immediate DC 19 Will saving throw or be stricken by eternal sleep, the same as the witch's hex of the same name (see page 69). The victim can only be awakened by a casting of break enchantment, limited wish, wish, or miracle, or by a kiss from someone of royal blood.
Requirements Brew Potion, Craft Wondrous Item, eternal sleep hex; Cost 1,125 gp

Scarab Sages

Carpy DM wrote:


My favorite bit, though, is the apple of eternal sleep:
Quote:

Aura moderate enchantment CL 10th

Slot none; Price 2,500 gp; Weight -
This beautiful, ripe red apple appears fresh and tempting. Should anyone bite into it (even a small taste), he must make an immediate DC 19 Will saving throw or be stricken by eternal sleep, the same as the witch's hex of the same name (see page 69). The victim can only be awakened by a casting of break enchantment, limited wish, wish, or miracle, or by a kiss from someone of royal blood.
Requirements Brew Potion, Craft Wondrous Item, eternal sleep hex; Cost 1,125 gp

+1

Also, there's a spell (Beguiling Gift?) that forces the target to accept an object from the caster, or something like that. These two things were made for each other.

Edit: ah, yes - Beguiling Gift
School enchantment (compulsion) [mind-affecting]; Level bard
1, witch 1
You offer an object to an adjacent creature, and entice it into
using or consuming the proffered item.


Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
grrtigger wrote:
Forgottenprince wrote:
Please, for the love of Nethys, will someone talk about the archmage feats????

Not sure whether this is carried over from Archmage, but I'm liking:

Preferred Spell
You find it very easy to cast one particular spell.

Prerequisites: Spellcraft 5 ranks, Heighten Spell.

Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

HS! YAY! I LOVE THIS FEAT! Now my evoker will never be without my magic missiles or fireballs! My earth mage will never be without his stone shape!

Liberty's Edge

grrtigger wrote:

You may like this power from the Admixture school:

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

I remember seeing another feat or alternate school power that lets you shape effects or exclude squares (or similar) but don't remember offhand what that one is.

That's kind of what I expected them to do when I saw the admixture subschool listed. I would have preferred them keeping it as a separate feat (so others could do it too), but I trust they had a good reason for it.

Thank you GT, you have been very generous with your time!


Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

My players want to know more about the anti-paladin and summoner specific feats.

Scarab Sages

Forgottenprince wrote:
Thank you GT, you have been very generous with your time!

No problem; I don't often get to be the bearer of glad spoilers ;)

One more quick one (since I'm currently playing a Human Barbarian) - the Favored Class bonus for Human Barbarians: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.

Also, every race gets a new Favored Class bonus for a handful of classes; humans get a new Favored Class bonus for every class.


grrtigger wrote:
I remember seeing another feat or alternate school power that lets you shape effects or exclude squares (or similar) but don't remember offhand what that one is.

It's the metamagic feat Selective Spell.


What races have alternate favored class substitutions for witches? What are they? (I'm rolling one up soon)

The Exchange

The smitter wrote:
** spoiler omitted **

Spoiler:
Not really, no. The spoiler tags were just my compromise so I didn't have to ignore him completely.
Ravingdork wrote:
grrtigger wrote:
Forgottenprince wrote:
Please, for the love of Nethys, will someone talk about the archmage feats????

Not sure whether this is carried over from Archmage, but I'm liking:

Preferred Spell
You find it very easy to cast one particular spell.

Prerequisites: Spellcraft 5 ranks, Heighten Spell.

Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.

HS! YAY! I LOVE THIS FEAT! Now my evoker will never be without my magic missiles or fireballs! My earth mage will never be without his stone shape!

I'm unfamiliar with the Archmage, but this is a cool feat:

Quote:

Parry Spell

You can throw an enemy spell back at its caster.
Prerequisites: Spellcraft 15 ranks, Improved Counterspell .
Benefit: Whenever you successfully counter a spell, it
returns back to its caster. This works exactly like the spell
turning spell (Pathfinder RPG Core Rulebook page 347).

There was a feat that let you spend a spell slot as an immediate action to boost your AC as well, but I can't find it now.


grrtigger wrote:
Carpy DM wrote:


My favorite bit, though, is the apple of eternal sleep:
Quote:

Aura moderate enchantment CL 10th

Slot none; Price 2,500 gp; Weight -
This beautiful, ripe red apple appears fresh and tempting. Should anyone bite into it (even a small taste), he must make an immediate DC 19 Will saving throw or be stricken by eternal sleep, the same as the witch's hex of the same name (see page 69). The victim can only be awakened by a casting of break enchantment, limited wish, wish, or miracle, or by a kiss from someone of royal blood.
Requirements Brew Potion, Craft Wondrous Item, eternal sleep hex; Cost 1,125 gp

+1

Also, there's a spell (Beguiling Gift?) that forces the target to accept an object from the caster, or something like that. These two things were made for each other.

Edit: ah, yes - Beguiling Gift
School enchantment (compulsion) [mind-affecting]; Level bard
1, witch 1
You offer an object to an adjacent creature, and entice it into
using or consuming the proffered item.

My thanks to Carpy and grrtigger for the Witch teasers.


Is there a feat that emulates the "Arcane Fire" ability of an Archmage ?

Liberty's Edge

Wolfthulhu wrote:

I'm unfamiliar with the Archmage, but this is a cool feat:

Quote:

Parry Spell

You can throw an enemy spell back at its caster.
Prerequisites: Spellcraft 15 ranks, Improved Counterspell .
Benefit: Whenever you successfully counter a spell, it
returns back to its caster. This works exactly like the spell
turning spell (Pathfinder RPG Core Rulebook page 347).

There was a feat that let you spend a spell slot as an immediate action to boost your AC as well, but I can't find it now.

That's a perfect replacement for one of the archmage abilities. Thank you W!

FP

The Exchange

Forgottenprince wrote:

I'm looking for a feats that 1) allow you to change energy type of spells on the fly, 2) allow you to reflect back countered spells, 3) allow you to create holes in your spell effects.

If anything like that sounds familiar, please share.

Otherwise, enjoy your book!!!

FP

1) The Elemental Spell Metamagic feat is back. 2) I just posted that one. 3) Selective Spell Metamagic feat. Works just like Selective Channel, using your casting stat to determine how many targets you can exclude.

Scarab Sages

MinstrelintheGallery wrote:
What races have alternate favored class substitutions for witches? What are they? (I'm rolling one up soon)

Looks like just Half-Elf, Half-Orc, and Human.

Liberty's Edge

Carpy DM wrote:
grrtigger wrote:
I remember seeing another feat or alternate school power that lets you shape effects or exclude squares (or similar) but don't remember offhand what that one is.
It's the metamagic feat Selective Spell.

Can you elaborate? If not thank you for letting us know.

Liberty's Edge

Wolfthulhu wrote:
1) The Elemental Spell Metamagic feat is back. 2) I just posted that one. 3) Selective Spell Metamagic feat. Works just like Selective Channel, using your casting stat to determine how many targets you can exclude.

Again, thank you very much W, you rock!


Wolfthulhu wrote:

There was a feat that let you spend a spell slot as an immediate action to boost your AC as well, but I can't find it now.

It's called Arcane Shield. There's also the feat Arcane Blast, which is the classic archmage ability to turn spell energy into a ray of arcane force.


Well, I figured human, and I'm really happy with the other two, especially half orc, now people will be able to make evil green witches- I would be able to convince you to tell me what the human and half orc options are would I?

Also: anything cool for the druid? I'd love for that class to get some love.

The Exchange

nighttree wrote:
Is there a feat that emulates the "Arcane Fire" ability of an Archmage ?

Yes. I can't remember the name of the feat, but it's in there.

Edit: Carpy DM got it.


MinstrelintheGallery wrote:
What races have alternate favored class substitutions for witches? What are they? (I'm rolling one up soon)

Half-elves can add an extra spell known to their familiar; half-orcs can add +1 skill point to their familiar; humans add an extra spell known to the familiar.


are there any Half Orc racial substitutes for Paladin?


I'm guessing the half-elf and human variants work like the human sorcerer varient-you get an extra spell known that cannot be one of you highest spells known?

Sczarni

Typelouder wrote:

are there any Half Orc racial substitutes for Paladin?

Sadly, no.


Ravingdork wrote:
My players want to know more about the anti-paladin and summoner specific feats.

Didn't see any antipaladin specific feats, though there is at least one antipaladin specific armor ability (unrighteous); the only major summoner-specific feat I saw was a version of Augment Summoning called Summoner's Call - it gives the eidolon a +2 enhancement bonus to a single physical stat for the first 10 minutes after the eidolon is summoned each time.

Sovereign Court

Elemental Spell (Metamagic)
You can manipulate the elemental nature of your spells.
Benefit: Choose one energy type: acid, cold, electricity, or
fire. You may replace a spell’s normal damage with that energy
type or split the spell’s damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up
a spell slot one level higher than the spell’s actual level.
Special: You can gain this feat multiple times. Each
time you must choose a different energy type.

Selective Spell (Metamagic)
Your allies need not fear friendly fire.
Prerequisite: Spellcraft 10 ranks.
Benefit: When casting a selective spell with an area effect,
you can choose a number of targets in the area equal to the
ability score modifier used to determine bonus spells of the
same type (Charisma for bards, oracles, paladins, sorcerers,
and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These
targets are excluded from the effects of your spell. A selective
spell uses up a spell slot one level higher than the spell’s
actual level.
Spells that do not have an area of effect do not benefit
from this feat.


I haven't seen a lot of Bard stuff being posted...

Where's the love!?


Pathfinder Pawns, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Apple of Eternal Sleep
Aura moderate enchantment CL 10th
Slot none; Price 2,500 gp; Weight -
This beautiful, ripe red apple appears fresh and tempting. Should anyone bite into it (even a small taste), he must make an immediate DC 19 Will saving throw or be stricken by eternal sleep, the same as the witch's hex of the same name (see page 69). The victim can only be awakened by a casting of break enchantment, limited wish, wish, or miracle, or by a kiss from someone of royal blood.
Requirements Brew Potion, Craft Wondrous Item, eternal sleep hex; Cost 1,125 gp

My witch-themed sorcerer, Hama, is going to be crafting these like no tomorrow!

Sovereign Court

MinstrelintheGallery wrote:
I'm guessing the half-elf and human variants work like the human sorcerer varient-you get an extra spell known that cannot be one of you highest spells known?

Half elf witch:

Witch: Add one spell from the witch spell list to the
witch’s familiar. This spell must be at least one level
below the highest spell level she can cast. If the witch
ever replaces her familiar, the new familiar knows these
bonus spells.

Human gets the same text for wizard, sorc, inquisitor, witch, oracle

For the bards out there
Halfling Bard:
Bard: Add +1/2 on Bluff checks to pass secret messages,
+1/2 on Diplomacy checks to gather information, and +1/2
on Disguise checks to appear as an elven, half-elven, or
human child.


Roagh wrote:
Typelouder wrote:

are there any Half Orc racial substitutes for Paladin?

Sadly, no.

Major bummer. I was hoping that since the combo could elicit some type bonus...especially with the removal of the cha penalty.

Anyways. Any great feats for melee using 1 weapon in 2 hands... like a great sword of a longsword in 2 hands? especially ones with out fighter requirements... I been sitting on a feat in my game for about a month so... maybe there is one that lets me re roll ones on lay on hands.

I feel like there is a lack of love for non evil paladins in the APG

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