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

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

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Errata
Last Updated - 12/01/2010

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My only big gripe with his book is that the wizard spell list isn't organized by schools. Just kinda annoying to have to go through spells and hunt for the ones from certain schools. o.o

Owner - House of Books and Games LLC

Zaister wrote:

I have a question regarding the Leadership subdomain. The text for the Inspiring Command ability is as follows:

APG wrote:
Inspiring Command (Su): As a standard action, you can issue an inspiring command to your allies. The inspiring command affects one ally plus one additional ally for every three cleric levels you possess, who must all be within 30 feet of you. Affected allies gain a +2 insight bonus on attack rolls, AC, combat maneuver defense, and skill checks for 1 round. This is a language-dependant mind-affecting effect.
I'm wondering if it is intentional that this sounds as if the ability could be used at will. I think a sentence like "You can use this ability a number of times per day equal to 3 + your Wisdom modifier." might be missing here. The Nobility domain power replaced by this subdomain, Inspiring Word, for example, like many other domain powers, is limited in this way. Can someone shed some light on this?

Not exactly a scintillating at-will ability, given that you have to burn a standard action on it and it only lasts for one round - I'm inclined to think that yes, it's at-will, but I don't see many people spending their standard action every round maintaining it.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
gbonehead wrote:
Not exactly a scintillating at-will ability, given that you have to burn a standard action on it and it only lasts for one round - I'm inclined to think that yes, it's at-will, but I don't see many people spending their standard action every round maintaining it.

Yes I can see it going either way, that is why I'm asking. (Also because I want PCGen to get it right.)

Owner - House of Books and Games LLC

Zaister wrote:
gbonehead wrote:
Not exactly a scintillating at-will ability, given that you have to burn a standard action on it and it only lasts for one round - I'm inclined to think that yes, it's at-will, but I don't see many people spending their standard action every round maintaining it.
Yes I can see it going either way, that is why I'm asking. (Also because I want PCGen to get it right.)

Makes sense. I voted for it as a FAQ; not sure how the FAQ thing works but you might want to vote for it too.

Paizo Employee Chief Technical Officer

Zaister wrote:
I have a question regarding the Leadership subdomain. The text for the Inspiring Command ability is as follows:

For best results, you should ask rules questions in the Rules Questions forum, where they're more likely to be spotted by the right people.


1 person marked this as FAQ candidate.

The Defense subdomain of the Protection Domain replaces the resilient touch power. The Protection Domain does not have a resilient touch power. It has a resistant touch power.

Scarab Sages

This book is one of their best.


1 person marked this as FAQ candidate.

From another thread, but there's info that belongs here:

Sean K Reynolds wrote:
Caedwyr wrote:
The greater mutagen alchemist discovery does not have mutagen as a prerequisite.
Maybe I'm not understanding you correctly, but I don't see a "greater mutagen" discovery in Ultimate Magic at all, so I'm not sure what you're referring to.

Yeah I took a look at this again, and it seems this should be in the APG errata thread instead (Ultimate Magic added the Mutagen discovery and several archetypes which remove the Mutagen class ability. This means that as written currently the alchemist does not need the Mutagen ability/discovery to choose the greater mutagen discovery.


Ok I have been designing a Sorcerer with the Stormborn Bloodline. My concept was based on the bloodline power:

Stormchild

Spoiler:
(Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects.

Then I noticed after I did all my work that it says Blindsense which states:

Blindsense

Spoiler:
... Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment.

and in natural fog:

Fog

Spoiler:
Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight beyond 5 feet, including darkvision. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).

So basically if I am reading this right. At 9th level with my bloodline power I cast fod I am now in a fog I have 20% concealment and with blindsense those penalties are still there? Why have the ability and why does it say you have it against concealment? Did they mean Blindsight which would negate the concealment penalties? And since it is suppose to be only usable against the concealment of the fog it would make more sense.

Can I get a ruling on this??

Paizo Employee Chief Technical Officer

Tharg The Pirate King wrote:
Can I get a ruling on this??

Please post rules questions in the Rules Question Forum, where they're more likely to be seen by people who can answer them.


Vic Wertz wrote:
Tharg The Pirate King wrote:
Can I get a ruling on this??
Please post rules questions in the Rules Question Forum, where they're more likely to be seen by people who can answer them.

if we could get official ruling's but instead you get conflicting arguments for both sides. never a straight forward offical answer. Rules forums need some support. the player base cant agree on anything.

The Exchange

A question about the Roughrider archetype: Ride Them Down and Unavoidable Onslaught replace both Armor Training 4.
Maybe there is an error and one of them replace Weapon Training 4.
There is some official errata about?!?

Owner - House of Books and Games LLC

Benkalas wrote:

A question about the Roughrider archetype: Ride Them Down and Unavoidable Onslaught replace both Armor Training 4.

Maybe there is an error and one of them replace Weapon Training 4.
There is some official errata about?!?

No error. It means "Armor Training 4 is replaced by Ride Them Down and Unavoidable Onslaught." The one Fighter ability is replaced with two Roughrider abilities.


I have a question about the Paladin archetype, Divine Defender and the ability : Divine Bond

Divine Bond (Su): At 5th level, instead of forming a divine bond with her weapon or a mount, a divine defender can form a bond with her armor. As a standard action, a divine defender can enhance her armor by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per paladin level. When called, the spirit causes the armor to shed light like a torch. At 5th level, the spirit grants the armor a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +3,

Why +3, and not +5 like all similar habilities. there is an error?

As an example here is the Divine bond for the Paladin (whith a weapon and not a armor) :

Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5,

The Paladin have a maximum of +5.

Paizo Employee Chief Technical Officer

Leomund wrote:

I have a question about the Paladin archetype, Divine Defender and the ability : Divine Bond

You'll want to post in the Rules Questions forum, as folks who answer that type of question may not be looking in the product forum.

Shadow Lodge

Adventure Path Charter Subscriber

If I reorder this book do I get the second printing? Is there likely to be a third printing anytime soon?

Contributor

You'll get the second printing if you order from us, but I don't know when (or if) there will be a third printing.

Shadow Lodge

Adventure Path Charter Subscriber

That's cool. Just really want the reprint with the updated inquisitor material - got the first print and for some reason the slayer misprint really gets to me.

Dark Archive

Mark Moreland wrote:
TheTwitching King wrote:
Is there any word on the adventure path after "Kingmaker"? It is just that adventure path will come out around the same time as this book. The NPCs within that path will be a great place to show off what these new core classes can do.
The 7th AP will be "Serpent's Skull" and will take the PCs from Sargava, through the Screaming Jungle, and into the heart of the Mwangi Expanse. It should also deal heavily with serpentfolk! Whee!

Love to have the chance to play a naga or a yun ti.


This product now has a Lite pdf download option available. Learn more about it here!


Regarding "Saving Finale":

SAVING FINALE wrote:
You must have a bardic performance in effect to cast this spell. With a flourish, you can immediately end your bardic performance when a creature within range affected by your bardic performance fails a saving throw, allowing the subject to immediately reroll the failed saving throw.

What is the intended level of metagaming for this spell? That is, how does the bard know that a save was failed?

This would be evident for a disintegrate, say, since there's a ray that touches a PC and it turns into a bit of dust, but suppose one of the PCs is affected by a spell-like effect (no verbal or somatic components) and with an effect that does not immediately show, such as a charm person. Would the bard still be able to force the reroll, even though he has no way of knowing that a spell was cast, on whom, or if the save was failed? This would be metagaming, yes, but going the other way will end in discussions about when it's allowed and when not.


I have a question on Knight's Challenge - Order of the Sword for the Cavalier class.

Is this an extra challenge per day, or is it a modification to one of the challenges you already have?

((Noticed the post about the Rules Forum above and cross-posted this there))


Nature Warden question - It says in the description "Nature wardens are usually druids or ranger/druids ..." One of the requirements is favored terrain class feature. So how is a druid supposed to meet this requirement?

Silver Crusade

Pathfinder Adventure Path Subscriber
Leonis Angelis wrote:
Nature Warden question - It says in the description "Nature wardens are usually druids or ranger/druids ..." One of the requirements is favored terrain class feature. So how is a druid supposed to meet this requirement?

World Walker archetype.


2 people marked this as a favorite.

The Elementalist Wizard Schools could use a little love; maybe a blog post or something.

The issue: The Elementalist schools are closed lists. New, very appropriate spells are not "in school" for elementalist wizards.


Pupsocket wrote:

The Elementalist Wizard Schools could use a little love; maybe a blog post or something.

The issue: The Elementalist schools are closed lists. New, very appropriate spells are not "in school" for elementalist wizards.

I never realized the Elemental schools were closed lists. I just assumed a fire spell in a later book was a Fire Elemental school spell and elemental spells were also automatically added.


Divine Protection - This is an unusually powerful feat despite the existing prerequisites and it is very similar to the Divine Grace class feature for a Paladin. Would you consider updating the errata so that it also requires the character to also be lawful good? At least, that ensures that the feat is consistent with the existing requirements for getting your Charisma bonus to saving throws.


I am just starting to use this book and learning how to create new races using Race Points (RP), a few questions:

1- is there any third party books/resources that builds upon and expands the RP options for race building?

2- which message board section is the correct place to post about creating and/or converting races using the material in this book?

3- does Hero Lab have an option for building races using this books material?


Pathfinder Starfinder Society Subscriber

I tried to flag that previous two posts, but there does not seem to be an option for "post is in wrong thread". One is for the Advanced Race Guide, and the one before it is for the Advanced Class Guide.


Can a Cavalier change his mount choice from a horse at 1st level to a wolf at 7th level? Can a medium-sized Cavalier start a campaign with a wolf mount if he starts it at 7th level?

Dark Archive

The last update on this book was 5 years ago. I understand print numbers will not be divulged, with that said is there another factor preventing this book from another printing? Or was the print run so massive based on the sales of the Core Rulebook? An updated printing of this book is something I feel is called for given how long it has been out.

Dark Archive

I want to nominate this book for a pocket edition.

It´s the first rulesbook where the Pathfinder setting realy comes into it´s own (the CRB was a fine-tuning of the 3.5 rules) and the "new" classes (iconics) have really become staples of fantasy rpg now.


How are the Pathfinder non-mint books I'm looking at picking up the advanced players guide in non-mint condition and I wanted to know if it's worth the price break?


Pathfinder Starfinder Society Subscriber
dkoz wrote:
How are the Pathfinder non-mint books I'm looking at picking up the advanced players guide in non-mint condition and I wanted to know if it's worth the price break?

If you are looking for a hardcopy of this book at a bargain price, the best deal would appear to be this pocket edition. Not only is it $10 cheaper than a non-mint copy of the original hardback, but you can be sure that you are getting the latest printing of its text.


I just got my copy today. And it was in good condition (scuff marks on the bottom, but nothing to worry about). Thanks Paizo!

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