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Pathfinder Roleplaying Game: Advanced Player's Guide
 
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Pathfinder Roleplaying Game: Advanced Player's Guide [Hardcover]

Jason Bulmahn
4.5 out of 5 stars  See all reviews (6 customer reviews)
List Price: CDN$ 49.99
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Pathfinder Roleplaying Game: Advanced Player's Guide + Pathfinder Roleplaying Game: Core Rulebook + Pathfinder Roleplaying Game: The Pathfinder Bestiary
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Product Description

Product Description

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.

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Customer Reviews

6 Reviews
5 star:
 (3)
4 star:
 (3)
3 star:    (0)
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Average Customer Review
4.5 out of 5 stars (6 customer reviews)
 
 
 
 
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1 of 1 people found the following review helpful
5.0 out of 5 stars A must for your races/classes options needs, Sep 26 2010
This review is from: Pathfinder Roleplaying Game: Advanced Player's Guide (Hardcover)
If you want options to create a PC the way you want it, this is the book. The Core Book is all you need to play but if you have 5 fighters in your group then maybe you will want to be a little more unique.

The main new thing in this book is the 6 new classes. They are well constructed and explained. Since they are not your common classes you will at first have some difficulties to understand their role in the game except for the Cavalier who's role is clear. Read them well and you will be able to fit them in with the other classes.

The other chapters are a mine of information on how each common member of a race see each classes, how they fit in their society. New Feat to give more options mainly in combat, Equipment for your heroes, Spells for choice, Prestige classes (I don't use them), Magic Items and Rules.

The best in the Magic Items chapter is the random tables to generate treasure..veryyyyy useful. The main thing I like about the New Rules are the Background Traits that supports your background by giving you a little bonus on something..to encourage the background creation and reinforce it. They included in the New rules some new Combat Maneuvers as well, they are very useful to and give some options in combat.

One thing I like about this book is that they included Feats ans Rules to help small characters to fit in the game and be useful. Like your common Halfling that can use Feats and Combat Maneuvers to reduce the efficiency of the enemy and let "The Big People" bash them. These options give you the desire to play a Halfling like a Hobbit in The Lord of the Rings...fast, cunning and with a powerfull presence.

So my conclusion is that this book is a very nice optional book to buy, it is very well designed, well structured and full of information and options..I recommend it to every serious gamer.

BUY IT !!!
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4.0 out of 5 stars Pathfinder APG Excellent Guide, Nov 16 2011
This review is from: Pathfinder Roleplaying Game: Advanced Player's Guide (Hardcover)
I'm fairly new to Pathfinder, but a long time RPGer - and this book has some great additions to the basic classes with lots of flavourful classes included that many of my players jumped right on.
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5.0 out of 5 stars real game expander, Jun 17 2011
This review is from: Pathfinder Roleplaying Game: Advanced Player's Guide (Hardcover)
For a long time player of rpgs who has read many supplemental expansions, I find supplements fall into two types

at least 85% feel churned out of a rules mill to meet a deadline
they might have a couple of neat ideas, or one game breaker for a fringe class and maybe a few spells that could be very effective in the right circumstances (the kind of circumstances a good dm would never let happen if you actually had the spell) You read it for interest, pick out the gems and toss it aside. after a quick read you refer to it rarely or when a player decides to play some half barbarian half bard freak class out of boredom.

no more than 15% feel like some long term gamers had some really new ideas and some others really kicked the tires and made sure it wasn't broken.
this book really expands the game in good ways
this game started as a way of building upon a 30 year tradition that the owners decided to drop in favour of a mighty morphin power ranger video game on the table top.

this book is a true expansion and development from where the old game left off.

there are tons of new ways of thinking evident in the book but for me the simplest thing shows how they are re-thinking things, the masterwork backpack.
Its not perfect and you won't like everything but this an expansion of the core rules not a demi-plane of steam inhabited by glass hammers.
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