Pathfinder 1E Pathfinder Advanced Player's Guide Preview

Ok, and for the record... I always considered Extra Spell and Extra Invocation some of the strongest feats. Certainly worth more than 1/20 of Toughness.

I think you're in the minority on that one.
 

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I am really disappointed with the change to the summoner. The summon monster ability is pretty pointless now; either you have your eidolon, or a speed bump. Hmm, tough choice. Well, I'm gonna have to make a new character now that my halfling summoner is no longer valid.

Other than that vexing nerf, the rest looks pretty good. I'm looking forward to APG more. Of course, I won't be playing a summoner, but meh.

I actually like this change. Looks to me like it puts more emphasis on what makes the Summoner unique, moving him a little farther away from a jumped up Conjuration specialist.
 

I actually like this change. Looks to me like it puts more emphasis on what makes the Summoner unique, moving him a little farther away from a jumped up Conjuration specialist.

It effectively ruins my mounted summoner build; if I ever want to utilize the summoners most versatile power (summon monster) in a combat situation, I become a sitting duck. No eidolon, no fast movement, nothing. Just an average base attack bonus and a pathetic strength score standing between me and some greasy monster. But wait, i forgot that I have my speed bump; I guess I'll be safe forever. :erm:

It just seems pointless to me.
 

Not sure about the changes until we can see more details, but on the face of it giving the witch Brew Potion and +4 on Craft Alchemy, while very inkeeping with idea of a witch's brew, seems to have them trampling all over the Alchemist. Frankly, unless it has also been changed, the witch's spellcasting knocks the alchemist into a cocked hat - 23 spells at 1st vs only 13 for the alchemist in the final playtest (plus the bonuses by familiar later) plus (unless they've reined back on the restriction) the alchemist can only 'cast' spells on themselves unless they take the appropriate discovery. And the witch is a full progression caster, while the alchemist is on the bard progression. I'm sure they know what they are doing...
 

People disappointed with the Summoner change need to keep in the mind the versatility of the Summon Monster spell. Your Eidelon is not always going to be the best option for every scenario (in or out of combat). It will certainly be your "go to" option, but having the unlimited access to Summon Monster still gives you the ability to adapt to any surrounding/situation.
 


I guess so.

On reflection, I think the right balance point would be for the human sorcerer to get half a spell per level... an extra ten spells of lower level would not be too outrageous, I think.

Maybe. But with the favored class bits are they are, a human sorcerer could do that and still take +10 hp or +10 skill points over 20 levels too. And that's, I think, an important element of figuring out how this balances. For each individual level, +1 spell, even if not the highest level you can cast, looks better than +1 hp (or probably even +1 skill point). But with some advance planning, +10 spell and +10 hp looks pretty good too, perhaps as good as +20 spells, a lot of which you won't be using as often any more.
 

I think he meant: Use all 20 levels of perks to get 10 spells. (kinda like the elf wizard thing)

I don't think that Extra Spell was one of the best of the feats. But it saw use in my games and was a decent choice. If the APG version turns out to be a bit better (max level perhaps) then it would go from being the low end of acceptable to really good, but I'd still have no problem.


Anyway.... On to the new preview.

Not all that much to show today, most of this was at least hinted at if not revealed already. But that's cool, can't expect a whole lot of new info on the public playtested chapter.

I'm glad they tweaked the Summoner.
I don't like that they changed the Inquisitor because of a perceived need for more simplicity, but since I don't really see that this feature will play any less cool in the new form, no harm, no foul there.

The classes look cool, but on top of what we already know the new info is pretty minor. No big deal. I'm very interested in what they have up for next week.
 

I didn't get to read through all of this, but I did want to mention that the option isn't necesarily False Life + 19 other spells. It could be False Life + 19 HP, instead. And who doesn't take False Life as a Lv. 1 spell BEFORE the favored class bonus, anyways?
 

No one does because it's a level 2 spell, not level 1. I would say a lot of people wouldn't take it, especially sorcerers. If you're a 4th level sorcerer will you really pick a spell that gives a few temp hit points as your only 2nd level spell or a spell that lets you do something cool or does a lot of damage? I'd personally go with invisibility, mirror image, scorching ray, or glitterdust over false life. If I'd get two spells, one of them might be false life, but it's not a certainty.
 

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