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Pathfinder Roleplaying Game: Advanced Player's Guide
     

Pathfinder Roleplaying Game: Advanced Player's Guide

5.0 4
by Jason Bulmahn, Paizo Staff (Editor)
 
This invaluable hardcover player reference for the Pathfinder Roleplaying Game provides a wealth of new ideas and options for players, including six completely new 20-level character classes, expanded rules for the 11 core classes, innovative new feats and combat abilities, a wealth of fantastic equipment, dozens of new spells, and more!
New Classes in the Advanced

Overview

This invaluable hardcover player reference for the Pathfinder Roleplaying Game provides a wealth of new ideas and options for players, including six completely new 20-level character classes, expanded rules for the 11 core classes, innovative new feats and combat abilities, a wealth of fantastic equipment, dozens of new spells, and more!
New Classes in the Advanced Player's Guide include: The Alchemist, The Cavalier, The Inquisitor, The Oracle, The Summoner, and The Witch.

Product Details

ISBN-13:
9781601252463
Publisher:
Paizo Publishng Inc.
Publication date:
07/19/2016
Series:
Pathfinder RPG Series
Pages:
320
Sales rank:
53,987
Product dimensions:
8.60(w) x 10.90(h) x 0.90(d)

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Pathfinder Roleplaying Game: Advanced Player's Guide 5 out of 5 based on 0 ratings. 4 reviews.
Anonymous More than 1 year ago
Do you play Pathfinder? Do you like Pathfinder? THEN BUY THIS BOOK! What? You want more of a reason? Fine! The Advanced Player's Guide (APG) is a supplement that really helps Pathfinder develop from just D&D 3.75 into its own identity. The most prominent feature is the selection of "archetypes". These are simple, easy-to-use class variants that can take any class in a different direction, usually by swapping out some of your old class abilities for new ones. For instance, the “drunken brute” is a barbarian who swaps fast movement for the ability to extend his rage by chugging down alcohol. Archetypes play a similar role in Pathfinder to 3.5’s innumerable prestige classes, allowing players to take their characters’ abilities in a different direction, only instead of having to wait five levels, archetypes come into play right away. The six new classes – alchemist, cavalier, inquisitor, oracle, summoner, and witch – are also a welcome sight. They all fill different niches, with unique identities separate from the core 11. The inquisitor combines divine power with a diverse array of skills, while the witch can befoul the enemy with her hexes. Many of them do have a bit of a problem fitting into the standard roles of meatshield, trap monkey, healer, and crowd control. For larger groups, this can and should provide a welcome change of pace, although smaller groups may be hampered if one of the standard roles is absent. The book also contains rules for traits and hero points. Traits use elements of your character’s backstory to give them minor bonuses (such as an additional class skill, or a +1 to a saving throw). Hero points, Pathfinder’s incarnation of “luck points” or “action points”, if used properly, will probably end up saving your characters’ lives several times over. Both are welcome new additions to a system that works primarily by giving you more options. At this point, the new feats, spells, and the alternate racial traits are just icing on the cake. One of Pathfinder’s selling points has been that it’s backwards-compatible with 3.5. But after taking a gander at the APG, you’ll probably never use those old books again. Get this book. You won’t regret it.
Anonymous More than 1 year ago
Anonymous More than 1 year ago
This expansion comes with a multitude of new rules that can enhance any Pathfinder game.
Anonymous More than 1 year ago