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!
Available Formats
The Pathfinder Roleplaying Game: Advanced Player's Guide is also available as:
GOOD:
This is the book that got me started on Pathfinder.
The six new character classes are mostly very innovative, but the feats, equipment and spells sections are what really shines.
Of course the best things about this book in particular are the price and size. No longer must i transport the hardcover (which is pretty torn up now) when game-mastering somewhere!
The flexible pocket editions handle being inside a bag or rucksack much better than the rigid hardcovers.
BAD:
If you have less than average eyesight, buy the larger hardcover instead.
Really silly question: will this book have the original Summoner or the Unchained version?
I don´t think it´s a silly question, Eric. :-)
I strongly guess the content is the exact same as the second printing of the hardcover, which means it will contain the original (broken/overpowered) Summoner.
Still, this is an instant buy for me, as i really love my "Core Rulebook Pocket Edition" and "Bestiary Pocket Edition".
The previous two pocket editions had the exact same content as the most recent printing.
Otherwise the effort for these books would be too great and price would have to go up.
I am very glad the APG is in the 2nd wave of pocket editions, as it is the one i have to take with me every time, along with the CRB and Bestiary, when being a traveling GM.
Bestiary 2, Ultimate Magic and Ultimate Combat would have to be the next ones to be given the pocket edition treatment.
I don´t think the Gamemastery Guide was a good choice from a financial viewpoint, it was probably done for completion´s sake.
I also know no GM who brings it with him/her, it´s more something to read at home when planning a campaign.
well, maybe the stock of hardcovers is down (seeing as that print run was 2010!) so they'd have to do a 3rd printing in the near future anyway, then the softcover might get that 3rd printing errata a bit early.
...
which would mean the remaining 2nd printing hardcovers won't sell... and they'd probably have to do a print run for hardcover and pocket, which makes the 3rd printing hardcovers financially unattractive (low volume means high cost)...
Boy am I glad to not have to make such business decissions