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
For me, the Advanced Player's Guide does one thing, a break from the same old games. While certain base classes like the cavalier may have origins in the knight class from Wizard, each class is truly different and offers such a new expanse to enjoy. After playing a witch in an attempt to try a new arcane class, I fell in love with such a great class. It provides great ideas and character development with the trait system, and continues to break from droll that old 3.5 seemed to have, Paizo gives every player a different character, even when playing the same class. Many of the topics in the APG have become routine parts of how our group plays the game, adding to fulfilling games and great planning for future games.
Finally I arrive at a product I actually support purchasing. Though I was weary of it at first after a sour experience with both the Core Rulebook and the Bestiary, I'm glad that I ended up getting my hands on one.
While my interest in the Pathfinder RPG was dwindling fast, this was the book which made made look past any faults that I have with the system. To supplement your game, for both players and game masters I fully recommend this book. It is full of flavorful variants for all classes, provides several fun, new options for base classes, has a horde of new spells and magic items, and a plethora of feats (not to mention the gorgeous artwork). Simply put, with the addition of this book there is virtually no reasonable character idea that can be portrayed.
Hero points are reminiscent of action points that many people enjoyed, my group included, and traits are a great way to flesh out a character’s personality and skill set.
Oh, and happily, gone are the binding problems that I had with my other Pathfinder products.
I do have a bit of criticism though.
While the new classes are exciting they are, with the exception of perhaps the Alchemist, concepts that could easily be portrayed with the existing core classes. I disagree with both the concept and the execution of the summoner class and could on at great length about this topic, but here is not the place.
There character archetypes can be a bit difficult to read with how they are printed in the book, and I would’ve preferred to see them be more modular, but they aren’t bad by any stretch of the imagination.
Because of erratas and such I wish that I had waited to pick up a later printing, but haven’t really come across many problems with my 1st printing copy.
The book is large and hardbound, and as such it carries a heavy price tag. Personally I’m a fan of smaller, niche books due to cost and weight, but this monster has a bit of something for everybody and then some.
The Advanced Player’s Guide will only improve the fun at your table. And if you can’t afford it, there is always the PRD.
The APG was Paizo's attempt to stamp their identity on a game system they inherited. Up until the release of this book the game was 3.5 with tweaks, after this book it is very firmly Pathfinder.
What is so impressive about the APG is how it fits seamlessly into the rest of the system. Virtually everything in here is new and interesting and of benefit to most groups. The six new classes are fascinating without being overpowered whilst the new options for the core classes allow you to customise and expand your role as you see fit. The new feats and spells are useful and well written and it all seems to have been put together so as to complement and expand the core rules.
You could criticise some minor proofreading issues but really that is a minor quibble. Other than that there is very little to find exception with.
All in all the APG is an essential buy for Pathfinder and should hold a welcome place at any game table.
This by far is the best suplument book I have ever seen. With 6 awesome new classes, countless new character options, spells, traits, skills, etc. Finally a character/class book that is actually worth. My only complaint is the lack of good/interesting magic items, especially ones that are not class/specific ability based.
This highly detailed book greatly expands upon an already great system giving the players more freedom and more choices when it comes to giving life to their own vivid imaginations.
Also, any book that provides me with the ability to become the ever sought after "Horse Lord" variant class to fulfill my romance with the Riders of Rohan deserves 5 stars in my book. Ride now! and buy this book, for lord and land!
I don't really know where to ask questions about the advanced player's guide classes now that the play test forums are down, if there is a better place to discuss them in general please let me know.
I had a question concerning the Witch. I just wanted to know what the rationale behind making the Witch's primary spellcasting stat Intelligence was. As I understood the fluff / flavor, the witch gets all of her spells by communing with her familiar. It seems like Charisma or Wisdom would be a better fit. Is there any chance of something so core to the class being changed? Could someone please explain why Intelligence was chosen in this case?
Thank you much.
There's already a LOT of Charisma-based casters, and very very very few Intelligence based casters.
Yep understandable. I just felt the witch and summoner should have been flipped personally for stat.
It's unlikely to happen... but not impossible, since we've still got a few months to go on the APG's development and editing. Nothing is yet set in stone. But it IS scribbled in wet concrete, and that concrete is drying slowly but surely.
It's unlikely to happen... but not impossible, since we've still got a few months to go on the APG's development and editing. Nothing is yet set in stone. But it IS scribbled in wet concrete, and that concrete is drying slowly but surely.
Understandable. I can see the argument for them using the stats the have now. But I just felt based on the fluff of the class they make a little more sense if the summoner was Int based and the witch chr based or maybe wis.
Will you add any new class feat? Like Bardic feats or monk feats?
I'm still hoping for new Monk, Bard and barbarian stuff.
The monk still have the problem of DR silver/Cold iron. Any chanse we see any new monk feats that help him out with that problem or perhaps silver gloves / cold Iron gloves ;-)
Any new KI powers?
Any feats that boost the present Ki-powers? Wholeness of Body really need a boost.
Any feats that let the barbarian:
- combine rage powers, for example Powerful Blow and Surprise Accuracy?
- activate powers the same round, for example Guarded Stance and Rolling Dodge?
- boost her rage powers, for example Renewed Vigor, Mighty Swing, Surprise Accuracy?
- let her use rage powers like Mighty Swing and Surprise Accuracy more than once per rage?
Any new Bardic Performances or feat that change or boost the present bardic performances?
James, I have a question. Will there be any new weapons added in the APG? If so I would like to make a recommendation for the Greathammer, same stats as a Greataxe (1d12, x3) but bludgeoning, we've used this as a homebrew weapon a few times and I would love to see it make an "official" appearance. It always kind of baffled me why it was never included in 3.X core, I know there was a Greathammer type weapon in one of the MM (3 I think), but it was an exotic weapon (and slightly OP iirc), not a mirror of the Greataxe.
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Gambit wrote:
James, I have a question. Will there be any new weapons added in the APG? If so I would like to make a recommendation for the Greathammer, same stats as a Greataxe (1d12, x3) but bludgeoning, we've used this as a homebrew weapon a few times and I would love to see it make an "official" appearance. It always kind of baffled me why it was never included in 3.X core, I know there was a Greathammer type weapon in one of the MM (3 I think), but it was an exotic weapon (and slightly OP iirc), not a mirror of the Greataxe.
Have you checked out the Earth breaker? It's in the Campaign Setting, I think.
Will there be new rules mechanics? I've always found new rules mechanics more useful, as a DM especially.
For example, DMG2 from WotC introduced rules on how a PC can run a business if they wanted to. The Skill Trick system was another. Reserve Feats were a blast (excuse the pun) and stuff like mass combat and other new rules mechanics like more grappling options were always welcome, I believe. Several of their books also introduced new uses for the skills in 3.5e.
Now, new skill uses are something definitely worth seeing more of, so can we expect to see more uses with the skills in Pathfinder placed in APG?
new feats
new alternate class features (rogue talents, rage powers, domains etc).
cover by Wayne Reynolds
everything is OGL
It is really pretty, but it seems to me that stuff is more and more available on-line especially the OGL stuff...thoughts?
To support companies to keep making books like this. With out that support they go under and then there is a large dry spell to almost the point of a game going out of publication.
That would be bad. So even though stuff becomes available online in a OGL environment you should still get the book so the company hat put it out can survive and continue to put out the great books.
It would explain the reason partly for what has happened with Dungeon and Dragons. From my understanding they are possibly even going to due away with books altogether and going to the online pay thing and cards (Magic anyone?).
To support companies to keep making books like this. With out that support they go under and then there is a large dry spell to almost the point of a game going out of publication.
That would be bad. So even though stuff becomes available online in a OGL environment you should still get the book so the company hat put it out can survive and continue to put out the great books.
It would explain the reason partly for what has happened with Dungeon and Dragons. From my understanding they are possibly even going to due away with books altogether and going to the online pay thing and cards (Magic anyone?).
Sean
Way to go hasbro for killing things I Love. Pokemon and DnD. Thank Goodness Pathfinder was there to save Gaming...GO PAIZO!
Pathfinder sucks! I don't see how a new book will-
*SLASH* 'AARRRGH~'
...Damnit, Sorry guys, I happened across a mirror of opposition last night. Don't worry. The dupe's taken care of now.
I must say I'm waiting with eager anticipation to see how the new classes will finalize in this book, Not to mention how WAR's Awesome new artwork will look colored :D
Any Chance they are going to give a more detailed treatment of Arcane Bond in this one. The description of it in the Core Book is frustratingly vague. The specifics to enhanting an arcane bonded item would be awesome.
Will there be any chance that current PRC are expanded beyond 10 levels, in this book or future publications? As a group we have noted that many PRCs can be fully completed by 15-16CL with entry requirements, leaving 4-5 levels to either return to your base class or start a new class or PRC.
I as a player would rather stay in my PRC till we reach 20th level or what ever level we deem to powerful to plan an adventure for.
Will there be any chance that current PRC are expanded beyond 10 levels, in this book or future publications? As a group we have noted that many PRCs can be fully completed by 15-16CL with entry requirements, leaving 4-5 levels to either return to your base class or start a new class or PRC.
I as a player would rather stay in my PRC till we reach 20th level or what ever level we deem to powerful to plan an adventure for.
Thanks
I can say with pretty much certainty that you won't see anything beyond 10 levels for Prestige classes for the Advanced Players Guide as that would be considered epic level PRC's.
Right now there are no plans for epic materials for this year or next, but they (Paizo) have put the question out if us (the players) do want it. So they are thinking about it. I would guess eventually we will see an epic level book(s) of some kind eventually, but it won't be anytime soon.
Just curious, I noticed on the upcoming products and my subscriptions page that this is coming out late July. Are you going to ship this like the Core Rulebook (all received at GenCon date and PDF available then) or will it be like a normal book?
Just curious, I noticed on the upcoming products and my subscriptions page that this is coming out late July. Are you going to ship this like the Core Rulebook (all received at GenCon date and PDF available then) or will it be like a normal book?
The plan is indeed to launch this book at Gen Con. Note that Gen Con is happening VERY early in August this year, so a ship date of late July is more or less accurate about when we'll actually be shipping books out to retailers and such.
Just curious, I noticed on the upcoming products and my subscriptions page that this is coming out late July. Are you going to ship this like the Core Rulebook (all received at GenCon date and PDF available then) or will it be like a normal book?
We'll be treating it like our usual subscriptions, so if everything holds to schedule, subscribers will get their PDFs when we ship their corresponding print copies shortly before Gen Con.
I've updated the description to match the finished product. We'll be revealing the finished cover in a Paizo Blog in the next week or so.
Until then, we'll rampantly speculate about what the big announcement will be. I suspect Paizo is going to give all of us $50 in free merchandise, and/or buy us all (Rod Roddy voice) NEW CARS!!!
I wish to apologize in advance in case my following question was already discussed, as I do not have the reserve and will to read the entire thread.
In the recently updated producet description (Awesome cover art, BTW) I read “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”.
I was curios weather or not the book will include some more “conventional” options and extra crunch for the basic classes, such as a significant amount of new bloodlines for the sorcerer, domains for the cleric, rage powers for the barbarian etc. because as the product description reads, there will only be variant and new rules, not expansions to existing ones.
thanks!