Pathfinder RPG: Advanced Players Guide

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Pathfinder RPG: Advanced Players Guide

Pathfinder RPG: Advanced Players Guide

Pathfinder RPG: Advanced Players Guide

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.


2 Responses

  1. JOanna says:

    I do wonder sometimes whether all these splat books are needed

    I have loads of them from D&D 2e, and the moment 3.5e came in, they became obsolete.

    OK the *ideas* in such books are transferable. However much can be done by a creative GM allowing a player to tweak a core race or class to fit their idea of what they want – e.g. Kensei – a monk whose focus is on the sword – has general martial weapon proficiencies, light armour proficiency, basic unarmed combat, and then Weapon Focus and Greater Weapon Focus for a specific weapon as starting bonus feats, and then Flurry of Strikes (like Flurry of Blows but using their preferred weapon) at 2nd level etc.

    The problem as I see it is that producing lots of books detailing such tweaks is counter productive (and expensive) – suggestions of what tweaks can be made without unbalancing a character is fine, but reams of tables aren’t.

    The GM player interaction when designing a character at the start of a campaign is so important – as evidenced in the present Planescape campaign at our club – whereas producing lots of official splat books risks a breakdown in this relationship. E.g. a player turns up with a splat book and says “I want this” and when the GM demurs insists that its an official character class etc. The result is a counterproductive argument with the GM which could have been avoided by allowing mutually agreed tweaks of existing archetypes.

    Just my two-penn’orth


  2. Lunatyk says:

    It does look like an interesting supplement…

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