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Pathfinder Roleplaying Game: Advanced Player's Guide (OGL)

****½ (based on 43 ratings)
Pathfinder Roleplaying Game: Advanced Player's Guide (OGL)
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Non-Mint

Add Hardcover: $39.99

Add PDF: $9.99

Add Non-Mint: $39.99 $29.99

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Take your Game to the Next Level!

Explore new and uncharted depths of roleplaying with the Pathfinder RPG Advanced Player’s Guide! Empower your existing characters with expanded rules for all 11 Pathfinder Roleplaying Game core classes and seven core races, or build a new one from the ground up with one of six brand-new, 20-level base classes. Whether you’re designing your own monstrous helpers as an enigmatic summoner, brewing up trouble with a grimy urban alchemist, or simply teaching an old rogue a new trick, this book has everything you need to make your heroes more heroic.

The Pathfinder RPG Advanced Player’s Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

    The 336-page Pathfinder RPG Advanced Player’s Guide includes:
  • Six new base classes: the monster-hunting inquisitor, the explosive alchemist, the noble cavalier, the prophecy-haunted oracle, the monster-crafting summoner, and the hex-weaving witch
  • More than a hundred innovative new feats and combat abilities for characters of all classes, including Steal, Point-Blank Master, and Bouncing Spell
  • Variant class abilities, rules subsystems, and thematic archetypes for all 11 core classes, such as the antipaladin, the hungry ghost monk, and the urban ranger
  • Hundreds of new spells and magic items, from phantasmal revenge to the Storm King’s Cloud Castle
  • A wealth of fantastic equipment, such as fireblast rods and fortune-tellers’ cards
  • New prestige classes like the Master Chymist and the Battle Herald
  • AND MUCH, MUCH MORE!

ISBN-13: 978-1-60125-246-3

A free Web Enhancement for the Alchemist class was featured in the Paizo Blog.

Advanced Players Guide Errata
Last Updated - 12/01/2010

Note: This product is part of the Pathfinder Roleplaying Game Subscription.

Product Availability


Hardcover: Ships from our warehouse in 2 to 14 business days.

PDF: Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

Non-Mint: Ships from our warehouse in 2 to 14 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.

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Average product rating:

****½ (based on 43 ratings)

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great suppliment

*****

This is a great suppliment to the core rule book and further expands the game.


Excellent addition to the Core game, almost a must have

*****

An excellent book that goes above and beyond what you could have expected, and in a way is the book that solidified Paizo, to the horde of "that other games" exiles, as a true game maker in it's own right, able to create not just a great stand alone game that could make Gygax and Arneson smile in the afterlife, but also follow it up with equally great 'splat' books.

The race section set the tone for the later ARG(Advance Race Guide, another good book), by diversifying the races even more. In particular the optional favored class options were a solid addition. I'd say offhand 3 of every 5 characters I make use something out of just that section alone, it really lets you de-cookie cutter your character within their own race.

The new classes are generally well balanced, with a mix of power levels relative to the metagame, and thematically each brings something new to the game. The Oracle, Witch, and Inquisitor are personal favorites, and don't let the names throw you off... much like the core classes, they can be tweaked to fill different RP concepts. The Inquisitor in many ways could have been renamed Grizzled Detective for example, and I have a close friend playing it like that in a game I was in.

The Feats and Spells... I won't ruin them by revealing too much, but you will find something in there to use, it isn't just worthless filler, it is a remarkably well balanced range of useful additions without being so overpowered they obsolete old books and spells. I'd say 4 of every 5 characters I make, by level 8-10, are using at least one if not more of these feats.

Many of the new magic items creation rules are enchancement's that didn't appear in the Core rulebook because it was a follow on to a forerunner game, but Paizo has added in much of what players had always felt should have been there when the previous makers of this style of game did it (alignment focused armors, and acid damage on your weapon to match the fire, cold, and electricity in the core book, anyone?)

The artwork, if you liked the artwork in Core and the Bestiary, you're going to continue to love it here. Since art is a matter of individual taste, I'll just leave you with that.

If you order the Core book and don't own anything else, just get this at the same time, it's balanced so well I've never known a GM that didn't allow "Core+the APG", even when they wanted to play by just the most bare bones books and options. That's just a testament to the solid job Paizo did on this book, where it adds power, while keeping 'power creep' out and keeping balance in mind as well.

If there was a school of role playing game writing, this book would be required reading to show how it's done right. Bluntly, this book is a must have . If you're reading this, and you haven't purchased it, finances allowing do so now. You will NOT be disappointed, be you a GM or a player of any class.


I feel alive again!

*****

This is the book I have been waiting for! All of a sudden, Pathfinder was a new and exciting thing again, not just another textbook! I was confused, trying to memorize traits, figure out Alchemist Discoveries, and trying to decide if I should take Dual-Minded or Ancestral Arms. If you have the Core Rulebook, buy this book.


Best of tthe extra books

****( )

The APG is by far THE best of the 4 core books. Hands down. Buy this book on just that. you won't be dissapointed.


Paizo streches its legs...but stubs a toe.

****( )

In my opinion the APG really represents Paizo making the game their own, which is a nice thing to see, but also means the material herein hasn't seen nearly the real-world play-testing of many of the rules elements in the Core Rulebook.

The good:
-------------
* Art and layout -- In typical Paizo fashion, this is a beautiful book
* Traits
* Many of the spells are gems
* New metamagic feats really open up options
* Mundane equipment

The bad:
------------
* By far my biggest gripe is that most of the new base classes lack thematic identity. Witch and summoner cover the same ground as wizard or sorcerer, Cavalier is well covered by fighter with certain feats, etc.
* Lack of balance. *cough* summoner *cough*
* Variant class abilities seem to add crunch with little benefit. Do we really need another rules construct for this?

I appreciate Paizo expanding the system past its OGL roots, but I would rather have seen of an emphasis on rules elements which didn't largely cover the same conceptual ground as the CRB (In the interest of full disclosure: I'm outspoken against what I consider rules bloat, but I'm trying to keep my personal bias out of my rating). (****-)


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