
Windcaler |

Pros: The APG has a ton of new player and DM options (in the form of interesting antagonists). Alternate racial traits, variant favored class options, 6 new and awesome base classes, new class specific powers for the clases in the core book like sorcerer blood lines, cleric sub domains, and barbarian rage powers, alternate class features for the base classes in the core rulebook, The Anti-paladin base class which is good for evil "knights" or antagonists (although I felt the class was poorly thought out in a thematic sense), a very nice list of additional feats some of which solve some previous issues with certain archetypes, a lot of new types of equipment many of which help character types that werent very effective before, a good amount of new spells to play with and allow for interesting player characters or antagonists, 8 new prestige classes all with interesting (some with awesome) flavor, a bunch of new magic items and new charts for rolling them up, new rules including fighting dirty or stealing in combat, a bunch of new traits, and finally the Art! Oh my god is the art freaking awesome (except for a few pages), the quality rivals the core rulebook IMO.
Cons: Youll have less money and you will have to wait for it to arrive at your house (unless you get it from a book store).

Charles Evans 25 |
Cons:
The usual Paizo Hardcover-rushed-out-for-GenCon typos, errors, and outright missing details. :(
Pros:
Shiny artwork, some of it new. :)
Humour aside though, you don't need this book to play in or run a game - the Core Rulebook and bestiary are (in theory) all that you need to do that. Nor is it packed with useful supplemental advice and tips such as the GMG to assist a GM in improving how they run a game. The APG is a book of PC options, with variations for existing races and base classes, a handful of new base classes, additional feats, equipment (mundane and magical), spells, prestige classes (including an update of the old 3.5 D&D Horizon Walker) a few new combat maneuvers and rules for use of 'Hero Points' if the GM agrees to that.
From where I look at it, the solid core of the APG is basically variations to what was already there in the game, offering a greater range of options for those who had concepts (such as a paladin who was really focused on undead hunting, or a wizard who specialised in fire magic) but couldn't quite make them fit with the pre-existing material.
I feel much more certain recommending this on the basis that it might assist you with developing a pre-existing concept, than on the grounds of the edgy (and occasionally errata prone) outright new stuff. :-?
Edit:
Ahh, you've purchased whilst I posted. Well, I hope you find it useful.

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I really enjoy PF and PFS a lot. I have missed RPGing since 4E came out and I was not willing to go that direction. So I am very happy with this option for myself and my friends but the APG follows the same template as most other PF hardbound books. Excellent idea, excellent content, fantastic art and COMPLETELY UNACCEPTABLE editing. Unfortunately I am at the point were I am unwilling to purchase any new Paizo PF product until at least it's second printing. I have no idea who or how there editing process is done but it is totally unacceptable. As an example look at the recent second printing of the Adventurers Armory fiasco.
This is just my opinion and others I am sure have different ideas. My suggestion would be to buy the PDF until a second printing comes out. It is a great product after all.
I have already gone through 3 printings of the core and two of the bestiary and I am waiting for the new campaign book instead of getting a second printing of the original campaign book and I can't replace my Adventurers Armory for some time now since they hosed that second printing up. I just feel I am done like I said until a second printing comes out of most hardbounds.

Evil Lincoln |

Pros: A lot of completely great PC and NPC concepts are now workable in the RAW.
Cons: Information overload, and not every single option is great. There are bound to be unforeseen consequences to some of the options in this book.
Basically, if you don't need a big book of new character options (either as a player or a GM), then you don't need this book.

Brogue The Rogue |

I love the APG. There's some great stuff in there. I'm almost completely satisfied with the purchase.
Almost. The one thing that made this little rogue's heart sad was the terrible rogue class alternatives. :(
So many neat and fun options . . . but none of them actually useable, because they removed your ability to find traps. D:
The thug option, in particular, is spectacular as far as rogueing goes, but, just like all the others, makes it not really useable in a group of 3-4 when you HAVE to fill the trapfinding niche. Honestly, they're better suited to a fighter/thief multiclassed character that plays as a fighter, not a rogue.

Joana |

The one thing that made this little rogue's heart sad was the terrible rogue class alternatives. :(
So many neat and fun options . . . but none of them actually useable, because they removed your ability to find traps. D:
Actually, they just replace the Trapfinding ability, which is the 1/2-level bonus to Perception and Disable Device, and the Trap Sense ability which gives you a bonus to your Reflex save when you set them off. You can still use your Perception check to find traps; you just don't get the extra bonus. Though perhaps this is still a deal-breaker for you....

Kaiyanwang |

Great book. Load of options, and expands greatly the potential for PCs and NPCs (altready huge) of the core. As i said in another thread, it's like buying 4 old completes and add in nice things from 4 other books.
The New Classes and Alternate Classes is pure gold (IMO the best part of the book), The Racial Traits are great with few headscratches, feats are nice (some not great, two of them I consider troublesome).
New spells are great (I love the emphasys on the elements but there is not only that) with few headscrathes.
New equipment is very nice. Amon new weapons were quite a few that were needed someway. There is an exotic veery strong. Magic items are vey nice, sometimes very singular (not only the usual +2 to this 2d6 to that).
New rules are nice, and new maneuvers are a great, great, great idea.
In my humble opinion, rushed or not, the book needed some editing, but there is nothing that few lines of errata can't fix. This is a shame because it's very near to a masterpiece otherwise.
Overall, it's a book that I strongly suggest (a MUST, actually) it just arrived at my home and I don't regret the buying. I actually want to include it soon in my games.

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Evil Genius Prime wrote:I have the money to order this book NOW! Should I do it and why?
Help me weigh the Pros and Cons of owning this book.
Thanks,
Evil G.Pros
It's chalked full of new options, classes, spells, PrC's etcCons
None that I can think of.
+1. Everything seems to be balanced pretty well, and it's got soooo many new options for players and GMs alike. It's probably the best supplement I've ever bought, and I love every page of it! :)
The only con is that some mechanics could have been worded a bit better, but it's a small "glitch" and nothing I can't adjudicate myself.

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Pros: shiny new hardcover. Lots of options. Great character ideas. Massive information glut.
Cons: massive information glut. Horrible editing errors. Unclear rules. Plain useless or uninspired rules.
Overall, great for inspiration, but expect some work deciding how things work in your game, like any splat book.

Disenchanter |

So, do we have any idea when I compiled PDF of the errata will be available? Or when they plan to do a second printing(my guess, is when the first run sells out).
The answer to these questions are tied together.
You won't get the errata as a separate file until the second printing is available for sale. And there won't be a second printing until the stock of first printing is (nearly) exhausted.
Until that time, the best you can hope for is a post or three spread out in the forums somewhere. Either from a staff member, a contributor, or a forum regular that has a reasonable guess on what was intended.
And be careful how you pose questions about it in the forums. Too many readers expect everyone to be fully versed on all threads. You may get one or two who will be kind enough to link you to the post that answers your questions.

Ellington |

Brogue The Rogue wrote:Actually, they just replace the Trapfinding ability, which is the 1/2-level bonus to Perception and Disable Device, and the Trap Sense ability which gives you a bonus to your Reflex save when you set them off. You can still use your Perception check to find traps; you just don't get the extra bonus. Though perhaps this is still a deal-breaker for you....The one thing that made this little rogue's heart sad was the terrible rogue class alternatives. :(
So many neat and fun options . . . but none of them actually useable, because they removed your ability to find traps. D:
The biggest asset of the trapfinding ability is the ability to disarm magical traps. Without it, the rogue can't perform in situations it's expected to.
I'm just happy they gave it to some other classes as well now, such as the urban ranger.

Joana |

Joana wrote:Brogue The Rogue wrote:Actually, they just replace the Trapfinding ability, which is the 1/2-level bonus to Perception and Disable Device, and the Trap Sense ability which gives you a bonus to your Reflex save when you set them off. You can still use your Perception check to find traps; you just don't get the extra bonus. Though perhaps this is still a deal-breaker for you....The one thing that made this little rogue's heart sad was the terrible rogue class alternatives. :(
So many neat and fun options . . . but none of them actually useable, because they removed your ability to find traps. D:
The biggest asset of the trapfinding ability is the ability to disarm magical traps. Without it, the rogue can't perform in situations it's expected to.
I'm just happy they gave it to some other classes as well now, such as the urban ranger.
Huh. I didn't catch that bit. That certainly makes the trade-off a bit more fraught. :\

Evil Lincoln |

And be careful how you pose questions about it in the forums. Too many readers expect everyone to be fully versed on all threads. You may get one or two who will be kind enough to link you to the post that answers your questions.
This is something I hope stops happening. The purpose of these forums is to help answer questions, or so I always thought. Maybe the FAQ will help with this situation when it comes out.
I try to help any poster who asks a question I feel I can answer. The thing that really drives me nuts is when they call out the staff by name in the thread titles (and often asking the wrong person). Just ask the question, and see who answers it.

Beercifer |

Disenchanter wrote:
And be careful how you pose questions about it in the forums. Too many readers expect everyone to be fully versed on all threads. You may get one or two who will be kind enough to link you to the post that answers your questions.This is something I hope stops happening. The purpose of these forums is to help answer questions, or so I always thought. Maybe the FAQ will help with this situation when it comes out.
I try to help any poster who asks a question I feel I can answer. The thing that really drives me nuts is when they call out the staff by name in the thread titles (and often asking the wrong person). Just ask the question, and see who answers it.
Evil Lincoln has been one of the best linking individuals on the boards. Thanks.

Brogue The Rogue |

Ellington wrote:Huh. I didn't catch that bit. That certainly makes the trade-off a bit more fraught. :\Joana wrote:Brogue The Rogue wrote:Actually, they just replace the Trapfinding ability, which is the 1/2-level bonus to Perception and Disable Device, and the Trap Sense ability which gives you a bonus to your Reflex save when you set them off. You can still use your Perception check to find traps; you just don't get the extra bonus. Though perhaps this is still a deal-breaker for you....The one thing that made this little rogue's heart sad was the terrible rogue class alternatives. :(
So many neat and fun options . . . but none of them actually useable, because they removed your ability to find traps. D:
The biggest asset of the trapfinding ability is the ability to disarm magical traps. Without it, the rogue can't perform in situations it's expected to.
I'm just happy they gave it to some other classes as well now, such as the urban ranger.
Yes, and, sadly, in a group of three or four people, the option to not fill a niche is, sadly, not an option, for the most part. Which makes almost all of the rogue variants quite useless for a full time rogue. :(
The exception being if there's another rogue already doing that, I suppose . . . but, at least in my opinion, the ability to deal with traps is half the fun of being the rogue.