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Pathfinder Adventure Path: Ironfang Invasion Player's Guide PDF

***** (based on 2 ratings)

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The Ironfang Invasion Player's Guide gives players all the spoiler-free information and information they'll need to create characters ready to hit the ground running in the Ironfang Invasion Adventure Path.

Within, players of this campaign will find everything they need to create backgrounds tied to personalities and events vital to the Pathfinder Adventure Path's themes, along with new campaign-specific traits to give brave heroes the edge they'll need to take on the dangerous threats faced in the Ironfang Invasion Adventure Path. This player's guide also includes a glimpse of the nation of Nirmathas, as well as various class options and advice for characters ready to take up arms against the Ironfang Invasion.

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PZO9000-20E


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Product Reviews (2)

Average product rating:

***** (based on 2 ratings)

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Sets the stage

*****

The Ironfang Invasion Player's Guide does exactly what all AP player guides ought to do: it gives players some idea about what to expect during the AP, it spells out which races, classes, and other character options would make the most sense in the campaign (both from a backstory perspective and in terms of usefulness during gameplay), and it provides a quick overview of the territory where the characters will be adventuring. It also gives players a basic explanation of how the new militia rules described in this AP will work. Some of the previous AP players guides offer little more than cinematic or thematic flavoring, along with a few broad suggestions, as opposed to the recommendations in this book, which are useful, detailed, and specific. This is a great player's guide, possibly the best one yet, and I hope it sets the standard for all future AP player's guides-- five out of five.


Maybe the best players guide ever!

*****

GOOD:
Great reasons for characters to be where they start are given.
6 classes are named that have it easiest in the (beginning of the) campaign.
13 Archetypes are named and 7 prestige classes, all of which make for a viable playing option imo. There are 5 bloodlines, 5 mysteries and 8 patrons suggested. 18 familiars and animal companions are given (with more being in AP #115!) and 19 companions or mounts.
The top 4 favored terrains and 4 favored enemies.
8 languages, 4 human ethnicies and a whopping 13 other races are suggested as viable - among them even some monstrous ones!
The 6 most widespread religions are named, 8 skills and even a small selection of feats which would make much sense are given.
11 traits from the APG and 8 from "Heroes of the Wild" (a book that has a lot of options for this campaign) are named along with 9 new powerful campaign traits.
A short overview of Nirmathas rounds out the guide, in addition to the "militia sheet" that was missing from "Lands of Conflict".

BAD: All of the new campaign traits are very powerful, they are essentially like strong feats. One trait is so powerful that it is overpowered imo (unbreakable survivor).
These traits are still okay to take in this campaign, as they are specially tailored for it, but could cause problems in other adventures.
The box on page 7 has a very minor error: Races of the Inner Sea is actually called "Inner Sea Races", but i think everybody knows which book is meant.

UGLY: nothing.

You can see that the writer of this Players Guide (Crystal Frasier) has put a lot of work in it - and it absolutely shows.
There are almost no spoilers for the campaign, yet the reader gets a very good sense of what to expect in the AP.
This feels like the most complete players guide to date.
I now want more books written by her!


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