| Kolokotroni |
The Advanced Players Guide I believe is effectively the 3rd core rulebook in pathfinder. It is the book that made pathfinder what it is and not just dnd 3.75 in my mind. It also gives a nice expansion of options that really rounds out what both players and dms can do with the game and represent a number of character tropes that are difficult with just the core rules.
So if I had to choose one book to go with after the Core book, the Bestiary and the game mastery guide, it would be the APG.
| Protoman |
2 core rule books? There's the Core Rulebook, what's the other one? Bestiary?
I second Kolokotroni's suggestion of APG and his reasoning. While I had been interested in Pathfinder since the Beta and had the Core Rulebook for "one day I'll try playing it", they weren't really that far off from D&D 3.5 for me to bother switching yet. By that time I was looking over D&D Essentials (basicallu awkward tentative transition step to 5E IMO) I was fed up with classes getting basically slapped on a new coat of paint and called new (the witch in essentials was practically the same as a wizard). The moment I read APG afterwards with its well built and flavourful classes of witch, inquisitor, and alchemist I had my entire group of friends switch over from 4E without a second thought. They resisted at first (edition changes always have resistance) they fell in with Pathfinder pretty quick after looking over the APG too.