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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 sta...
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.
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 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...
Gorgeous layout, artwork, and rules clarity.
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.
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 pri...
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 wor...
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.
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.
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.
TOTALLY OPTIONAL BOOKS ONLY IF YOU WANT MORE CHARACTER OPTIONS
Originally posted at Throat Punch Games, a new idea, everyday!Product- Advanced Class GuideSystem- PathfinderProducer- Paizo PublishingPrice- $40TL; 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...
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...
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)
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.
A great addition to my favorite edition of the game.
A great guide for adding new options to Pathfinder characters and campaigns.