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.
How? From the library, again, but I'm gonna put a pin in that.
What? A couple of new races, classes, archetypes (which is a thing you can play on top of a class), spells, magic items.
Yeah, so? This is so not my thing at this moment that it's hard to remember just how far I would've fallen for this as a kid. When I was a kid, back when 2e D&D was the main thing around, I would buy anything that offered new player options -- probably because my main form of interaction was making up characters and sometimes pitting them against some monsters.
That's what I think I was missing from Pathfinder: I knew it was beloved by people who like crunch, but I think it's the sheer number of options that appeals to some people. Sure, you could have an elf, but why not play a catperson -- no one else has one of those. And then if you're doing that, well, here's a half-dozen variations of catperson to choose from. And then there's a class, oh, but is anyone playing the Oracle or the Investigator class? Or, wait, here's a new powerset for the warlock and the fighter class -- and then there's archetypes, etc., etc.
That's entirely what this book is about: player options, and as such, it helps crystallize a certain appeal this game has for some players.
But now to return to that pin: what am I getting out of these Pathfinder books? I've heard that the lore of the world is interesting, and what I've glanced at seems like good story engine for a game, with a lot of handles to hold onto. But I don't have time (or interest) in learning the lore of yet another stuffed-to-bursting "classic" fantasy world. I'm not particularly inspired by the art here, which is fine fantasy art in the slick manner.
So what am I getting out of these books? It is of course interesting to see big trends in the RPG industry (though without Bookscan, I have no idea how _big_ Pathfinder really is), but increasingly... I seem to be moving away from this style of book, and might consider seriously whether I want to flip through any more, no matter how easy it is to pick them up at the library.
The Pathfinder RPG's latest offering is an excellent addition to the game: a must-have. This book is very similar to the splatbooks that Wizards of the Coast (WotC) released for D&D 3.5, but without being confined to a small group of classes (and, frankly, without the garbage). The primary expanded areas are the addition of six new base classes, additional feats, additional class options, additional racial options, spells, prestige classes and combat options.
The class and racial options are primarily substitution-based. They work on the principal of swapping a power for another, in most cases. This feels a lot better to me than defining a new race that is marginally different and trying to shoehorn them into an existing campaign world, as WotC has done many times. As for the class options, the substitutions are usually a package. The Ranger is expanded by adding several new combat styles (which I love, by the way), for example. The cleric options are the addition of subdomains, which are easy to integrate becaus the existing domains each have 2-3 associated subdomains which swap domain powers. I've always loved the idea of customizing characters, and I feel this book really opens up possibilities.
The new classes are excellent. I admit that I am not crazy about the Alchemist, but the others are top-notch. The remaining additions are the Cavalier (a fighter-type with bardic powers, focusing on challenging single foes and inspiring friends), the Inquisitor (a deity-sworn hunter), the Summoner (class focused on summoning a pet; think World of Warcraft Warlock), the Oracle (a divination-themed spontaneous divine caster) and the Witch (a hex-throwing caster whose familiar is her living spellbook). I honestly could see playing any one of these and having a blast, particularly the Inquisitor and the Witch. These all have distinct roles, none of which seem to step on the toes of existing classes. Their power also seems in sync with the other PFRPG classes (unlike the classes in the WotC splatbooks).
The feats and prestige classes, while largely obligatory in a book of this type, avoid cheesiness. They expand the game well, and they make sure that the new base classes have the options the core ones were provided. Also of note are teamwork feats. WotC has offered these before, and basically, they are feats that are only useful when an ally has the same feat. I have always ignored these feats outright, but Pathfinder has made it so that two of the new base classes (Inquisitor and Cavalier) utilize these and either allow a player to grant use of one (a Cavalier power) or make so that your character acts as though your allies had the feat (Inquisitor). Without integration like these, these feats would largely be a waste of space. The prestige classes largely give advancement potential for new base classes, though some are the remaining PFRPG equivalents of the base 3.5 prestige classes (from the D&D 3.5 Dungeon Master's Guide).
All said, I feel this book was worth every cent. I fully expect to use some of these options the next time I make a Pathfinder character. This book exemplifies the PFRPG's commitment to quality gaming material, and I recommend it highly.
Product- Advanced Class Guide System- Pathfinder Producer- Paizo Publishing Price- $40 TL; DR- This books walks the balance, mostly. 90%
Basics-Why not a wizard/sorcerer? Why not a ranger/rogue? The Advanced Class Guide is the book to make that happen. This book has 10 new classes, archetypes for almost every class, feats, and new spells. This book is a giant resource of new ideas and abilities for the Pathfinder RPG focusing on hybrids of the other classes. Here are the new 10 classes and the classes they come from:
Mechanics or Crunch-This book has a hard job here, but it does it pretty well. Every one of the new classes feels balanced if a little more powerful than the original classes. It’s a fine line to walk, but overall it did it well. Sometimes a few concepts are thrown in that muddy the water, without adding as much as you would expect. A key example is panache, grit, and luck. All three of these subsystems are almost exactly the same with characters gaining any combination of the three are able to combine the three into one giant pool. That's good for theme, but bad and confusing when players have to build characters. The other extra additions like feats to splash new half classes into the original classes are done well, and the new archetypes and spells all feel fresh and new. 4.5/5
Theme or Fluff-This isn’t a book full of stores for the world of Golarion, but it does have some fluff. Each class has a bit of story to it that helps introduce and mold the class and its use. However, the stories are in a bit of a vacuum. What’s there is great, but this book is designed to be plugged into any world. It works well in that respect, but it’s a bit sterile. Other books from Paizo focus on the story of each class in Paizo’s world, but this book doesn’t really do that. 4/5
Execution- It’s Paizo-they know how to make a book. Maybe a few more pictures, but for the amount of information, it reads quick and is entertaining. Paizo-they make good books! 5/5
Summary-I liked this book, but as the system grows, it get’s a little heavy and unwieldy. This book adds an astounding amount to the system and keeps it all in balance relatively well. This is not a book to build stories off of though as what's here is ok, but think of the addition in this book more like Legos-no real ideas by themselves, but together and with your own imagination they become awesome creations. As for the book itself, it’s a Paizo book, so it’s done well. If you want more character options in your pathfinder game, this is most definitely an awesome addition to your game but something that might upset the power level a bit. 90%
This is pretty clearly the best rule supplement to any role-playing game that I have ever played. The bulk of my role-playing experience has been with D&D, but I have played since the Blue Box, so I feel like I have seen a lot of supplements for the game. Typically when a supplement is filled with rule options, only some of them are interesting. There is not a foot put wrong in this supplement and as a DM I have slowly skimmed it and read different parts as I became interested. I have slowly started to treat the entire supplement as core rules.
I am not a simple Pathfinder fanboy. I looked at for instance the Mythic Adventure Guide and the Gamemastery Guide and I do not see myself ever picking up either of those books as they have numerous problems, but the material here is all excellent.
The supplemental rules - which include traits, hero points and additional combat maneuvers are so good, that everyone should use them. In particular, traits start immediately making the players think about their back story, while allotting what amounts to only the equivalent of about 2/3rds of a feat
The six new base classes are likewise excellent. The Witch is so good, that I merely had to tell one player about it and he decide to be a witch. D&D has over and over again tried to do witches and failed. Here ir is done exceptionally well. The additional spells are very good, but not quite as good as Ultimate Magic, but still very good.
The addition of the concept of archetype for the core classes is also excellent. These allow you to take the existing classes and swap out powers to create variant versions of the traditional classes. Swapping out the existing classes is very well done and allows customization of your character in ways that are intelligent, balanced and exciting. The chapters on Races, Feats, Equipment and Magic Items are of a similarly high quality. All told, the whole work is very very good. It is a must buy for any Pathfinder group. The whole work is available on the Pathfinder website as part of the Open Game license and you can check it out before buying. There are also new prestige classes here. I am not a great fan of the Prestige class concept and I think what Pathfinder is doing in creating new base classes and new ways to customize classes is the right way to go because it allows you to play the character you imagine from the start. But for those who are interested, these prestige classes are all very well done.
Everything is thought through in great detail and should be treated as core rules, because there is really nothing here that does not make the game more interesting and produces a sense of individuality to the character creation process. By combining different combinations together in different ways,anyone can create a character that is truly unique. Also, the book is a great resource for GMs. The character options here are so numerous and interesting that NPCs can turn up and you can guarantee that you will completely surprise your players.
This is overall a fairly good supplement. There's a ton of new material here useful for pretty much any Pathfinder player. One thing I like is the variety of alternate options for races and classes. I definitely want to try out a linguist gnome, for example. And there are the traditional spell-less ranger and paladin options, both of which are fairly well done. Though I must admit I didn't care about the cleric and wizard options as much, since they're basically just swapping out a few domain or magic school powers and thus are kinda boring to read. The new classes are pretty cool, though. The witch is a little like D&D's warlock, in that she makes a pact with some sort of powerful being for her magic. She also gets hexes and stores her magic in her familiar, which is a neat idea. Cavaliers are a little like 4E's warlords crossed with a paladin with the divine aspect removed. The summoner and inquisitor have spell and attack progressions like a bard, with the form creating a customized eidolon to aid him in battle, and the latter having some paladin-esque abilities. Admittedly, I didn't care for the summoner much, so I'm curious about how Pathfinder Unchained ends up changing him. The Oracle is a kind of neat divine caster and appeals to me a bit more than the cleric. However, my favorite new class is definitely the alchemist, who can create bombs, elixirs, and has a Jekyll and Hyde ability that can be supplemented with one of the new prestige classes. I definitely want to play an alchemist some time because it seems like a lot of fun. The prestige classes are a mix of new stuff and a few updates to 3.5 PRCs. My favorite is a new option for druids and rangers that allows them to focus on working in specific terrains and communicating with a variety of animals. There's also the usual array of new spells and feats. A few things stood out to me, including an alchemist spell that lets you merge items into your hands that could be pretty useful, and another spell that transforms the character's flesh into swarms of insects. My main issues with the new rules are that teamwork feats seem a bit underwhelming, except perhaps for cavaliers, and the hero point system. The latter suffers from not being built into Pathfinder from the start, and thus I feel like it probably doesn't work as well as 4E's action points or Fate points. Also, while traits are kind neat from a roleplaying point of view, I have to wonder whether they don't just end up adding yet another layer of complexity to everything. Still, there's a lot of really cool new ideas and character options here, and over all this is definitely a useful supplement for all Pathfinder campaigns.
Like its parent, this manual delivers a crunchy, old-school game experience heavy on the combat and light on the worldbuilding. There's tons of new options for your character that will turn a physically weak wizard into a combat monster, and a strong fighter into a one man army. The expansions for the core races are entirely in terms of racial abilities, class options, and the like, with only a paragraph or two in regards to their culture. Paizo has separated their game engine and their game world to some extent, with the Golarion materials published as a related product line. While I understand the reasons behind separation of engine and world, and have seen it work well with GURPS and other systems, Pathfinder's races and milieu are hard to divorce from the mechanics. There's plenty of What and How in this book. I feel a lack of Why.
I love the direction that Pathfinder is working for, Hero points, traits, some very interesting feats and classes. They are putting a lot of indie games ideas here and the old school player in me is a little giddy. The jaded tired of D&D player just sees some nice paint thrown up on a old dead pig. Not that its a bad Guide, its just I see all these good idea wasted and abused by the standard non-heroic D&D players, but I like the attempt and I believe it could bring some well needed new ideas to the moldy D&D dynasty.
Basic Premise: Additional rules options for players of the Pathfinder RPG.
Not necessary for game play, but very useful. It contains some new classes and prestige classes, plus some options for tailoring the original base classes to particular roleplay concepts. There are new spells, feats, equipment and more. Everything is well organized and the content is useful. I've used this book regularly since I got it.
An excellent supplement for the Pathfinder RPG. The highlight is the six terrific new base classes (alchemist, cavalier, inquisitor, oracle, summoner, and witch) and the "archetypes" (class customizations) for each of the core classes. However, there's interesting stuff throughout this book, tons of useful and interesting player options for Pathfinder games (and inspirational for other D&D-based games as well). Highly recommended for any and all Pathfinder fans. (A)
A thoughtful addition to an already great product line. Love the Inquisitor and Summoner classes. Some great alternatives to existing classes are also presented. It’s interesting and disheartening to see how ideas from 4e are being incorporated into this system. Overall, a great addition happy adventuring.
Still reading it, but it has good twists for classes. Not really something essential for a player of DM but if you really enjoy PF and would like to try a new flavor, you can check it out.
I bought the e-book version to read on iPad and it has some bugs, but it's still a good price reduction, remains portable and is good for reference while gaming.
If I chose one word to sum up this book it would be, "customization." This book allows a Pathfinder player to really make up a distinct and unique character to play. From new character classes and prestige classes to new takes on classic classes and player races, this book should give the motivated player a lot to work with.
This is a great addition to the Pathfinder family. I really like the expanded spell lists. It definitely feels like there was a lot of time and thought put into the new spells. The new classes are also ones I really want to try out.
Theoretically an optional supplement for the Pathfinder RPG, but I find this one really essential, not least because of the new core classes introduced. Some of the optional rules are really great too, like the Hero Points system. Highly recommended.
A great addition to the line. Caters to player needs (obvs, I guess, given the title) with new options, including classes. Not necessary, but recommended.
As a friend of mine [1] recently informed us that he wanted us to start a Pathfinder roleplaying campaign fairly soon and run it fairly often, I figured I needed to brush up on my understanding of Pathfinder. This book is a bit longer than the other one, over 300 pages, and while I did not find anything as useful to me as the character options I found in the book I read with it, the book is a useful reference book for those who are looking to play the game. If you are a part of the target audience of this book, you likely know who you are, and if you have ideas for various characters beyond the initial/basic rules of the game. It serves as a useful reference material, and if you play Pathfinder or want to, this book will likely serve as a useful book to flip through. I know that is likely to be the case for my fellow players and I, at least.
In terms of the book's material, this book has 8 chapters. After a short introduction the book looks at racial customization for dwarves, elves, gnomes, half-elves, half-orcs, halflings, and humans. Then the book contains discussions about special options for alchemists, cavaliers, inquisitors, oracle, summoners, witch, as well as some discussion of the core classes of barbarian, bard, cleric, druid, fighter, monk, paladin, antipaladin, ranger, rogue, sorcerer, and wizard. The next three chapters look at feats, equipment, and spells, all of which are given a great deal of detail. The last three chapters look at prestige classes, magic items, and some new rules. Some of this material is useful. The prestige classes are pretty interesting as someone who likes odd and unusual materials. Likewise, the new rules including hero points for those players who do particularly remarkable role playing in a scenario is something that definitely makes sense to me. Whenever I have done GM duties I have always enjoyed watching how players solve problems with a fair amount of creativity. It is nice to see that part of the general framework of the game here.