Pathfinder 1E Pathfinder Advanced Player's Guide Preview


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Well, so far I really like what I see.

The argument that the human sorcerer favorite class extra spells known offer a power boost...well, that comes down to build choices. I can see how it can be made into a boost, but it looks like it is largely just adds versatility. Someone who makes bad choices or role-playing based choices could easily make it worse than the standard sorcerer rather than better. It all comes down to build, and a min-maxer can always find ways to break the system.

The new classes are interesting, but nothing too surprising as I downloaded the play testing previews.

The Archetypes? Pure awesome. It reminds me of a 3.5 DMG snippet involving how to create custom classes by substituting an ability.
 




The previews look pretty good so far. The only big concerns I have are the outrageously overpowered human sorcerer +20 spells known option and Minor Spell Expertise, which is one of the feats they say is going to replace the Archmage. The main concern I have with this is that it uses Cha for the save DC, even if a Wizard picks it.
 

The previews look pretty good so far. The only big concerns I have are the outrageously overpowered human sorcerer +20 spells known option and Minor Spell Expertise, which is one of the feats they say is going to replace the Archmage. The main concern I have with this is that it uses Cha for the save DC, even if a Wizard picks it.
Paizo likes to have spell-likes run off of Charisma, regardless of context. There are exceptions (rogues being the most obvious), but not many.

I think they just don't like people using Charisma as a dump stat. ;)
 

The previews look pretty good so far.

Yeah, I am liking the previews so far as well. Anxiously awaiting the release of this book. I also know a good number of players in my upcoming Kingmaker game are holding off on final, concrete character creation until they see what is in this book!
 

Hmm, this looks pretty interesting, if a bit of a mixed bag. 126 feats is an awful lot to winnow out the gems from the stinkers. Ironguts seems more of a fluff feat (Great Fortitude could do the same thing- given the same name).

The weapon blanch seems like a noteworthy addition, certainly something an alchemist could make and a good way to get around the magical item golf bag problem without having a separate spell for each damage reduction (like they did in 3.5). I'm just wondering about the cost and the duration of it.

57 pages worth of spells I'm also circumspect about. More variables to watch out for in already powerful classes.

The magical items sound fun. I'm wondering what soul soap does (is that like a lesser restoration in soap form?). A party could actually get some use out of that cursed ring of truth. First, if you have an Inquisitor wanting to ask a captive some questions, well, just slip it on his finger. If you have a less that truthful PC rogue who secretly stiffs the party on treasure, do the same thing.
 

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