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When it comes to the player characters (PC), "more" is the operative word. With the exception of half-elves and humans, the rest of the standard races gain +2 on two attributes balanced by one attribute at -2. Almost all receive weapon familiarity; humans receive Weapon Training.
All the eleven core classes are present. The barbarian's rage ability is expanded with the use of "rage points" to power new ones as Clear Mind (to reroll a failed Will save), inflict elemental damage, or sending opponents fleeing. Bards can cause greater effects with their songs like paralyzing opponents. The cleric can use prepared 0-level spells (orisons) at will and gain new powers depending on her domains. "Channeling" allows them to damage undead while simultaneously heal living beings in a given radius.
Druids, besides their orisons, can use their "Nature Bond" to access elemental domains. Fighters get extensive "Armor" and "Weapon" Training at certain levels, and "Bravery" improves their chances to resist fear attacks. Monks now have a "ki pool" to power their supernatural abilities. This includes "Quivering Palm", or the ability to schedule a touched opponent's death.
The paladin has numerous "Auras" to help allies and hinder foes, and "Divine Bond" is available to power one's weapons in lieu of summoning a mount. The Pathfinder ranger gains abilities via his "Favored Terrain", while "Hunter's Bond" gives bonuses to allies.
Rogues, sorcerers, and wizards get increased hit dice. Finally, low-level arcanists don't die on the first blow. Rogues get plenty of choices via "Rogue Talent" which includes (very limited) spell-casting; ala Grey Mouser. Sorcerers separate themselves from the bookish wizards via "Bloodlines" which give supernatural abilities at certain levels. Wizards, on the other hand, now specialize in a particular school of magic and gain special powers. Like clerics, wizards can cast 0-level spells, or "cantrips", at will.
In the Skills chapter, PCs get a set number of skill points per level. No more of that x4 stuff at first level. Skill ranks are calculated depending if the skill is a class skill, trained, or untrained.
Feats are divided into two categories: General Feats and "Combat Feats"*. For the former, the PRPG AR3 only covers those that have changed in the game. Toughness, for example, now gives additional hitpoints per level. Feats not covered are referred back to the 3.x SRD.
The most interesting -- and possibly controversial -- element is introduced in the Combat sections Called the Combat Maneuver Bonus (CMB), the score is determined by adding the creature's Base Attack Bonus, Strength Modifier, and any size modifier. The CMB is used when creatures make attacks such as bull rushes, disarm, and grapple. Opposed rolls are not used as per the SRD. Instead, the attacker must equal or exceed the target's CMB+15 on a d20 roll. After skills, the CMB is a source of much heated debate on Paizo's Open Testing messageboards.
The Spells and Magic section starts off by discussing one of the most abused, argued, discussed, and houseruled spell: polymorph. PRPG breaks the spell and its SRD irk into more specific ones that grant ability bonuses and stated powers. Beast Shape I, for example, changes the caster into a Small or Medium creature, grants armor class bonus, abilities like fly 30 (average maneuverability) if the new shape has it, and adds to either Dexterity or Strength dependent on the creature.
"Save or Die" spells have also been modified. Instead of instantly killing creatures who fail a save, they instead cause extensive damage, usually 10 points per caster level.
Running the Pathfinder RPG discuss how to build encounters, or the appropriate number of monsters, to challenge the PCs in combat. Awarding experience points is also covered as well as rules to converting 3.x materials to Pathfinder.
The Creating Monsters section provides a step-by-step process on developing unique creatures to challenge your PCs. I was surprised no examples were provided. On the other hand, the NPC section not only provides a similar process, but suggests stats, feats, and equipment breakdown for specific NPCs depending on concept (e.g., divine caster, two-weapon fighter, etc.)
Two major changes can be found in the next section, Magic Items. One is that magic item creation no longer involves experience points. Instead, the cost is increased. The second is that items that buff abilities now occupies only two body slots: belt and headbands. This allows PCs to possess more magic items.
The Glossary covers diverse topics like ability drains, effects of curses, disease, etc. Many of these are different than the 3.x SRD: negative levels, for example, do not strip spellcasters of spells and spellslots. Dying creatures become dead when reaching negative hitpoints equal to their Constitution, not -10.
The final section, Playtesting covers the Pathfinder RPG forums over at Paizo.com. A character sheet is -- finally! -- provided as well.
So what are my thoughts on the Pathfinder RPG? Mixed. Lead designer Jason Buhlmahn said, in the intro, that he had three guidelines in mind when developing the PRPG: to improve the (3.x) game; add options; and compatibility. The PRPG made the "more options" goal: Pathfinder PCs definitely have more resources to tap than their 3.x counterparts. Unfortunately that has led to strong disagreement if the PRPG met the goal of compatibility with 3.x. And improvement? Again, the jury's still out.
Right now, I feel that the game's Alpha state puts it in a position where it's complete enough to showcase Paizo's intentions with the system but rough enough that it still needs the 3.x SRD. Thus it's hard to view PRPG as its own separate game. Worse, unlike similar games like Malhavoc's Arcana Unearthed, the goal for backwards-compatibility makes it hard for current 3.x DMs and players -- its future audience -- to stop comparing PRPG with the older system. I ultimately think that newbies will have no problems with PRPG. Folks used to playing 3.x, though, will have to relearn as much as, if not more, when they switched from 3.0 to 3.5.

