Review of Advanced Player's Guide

Review Summary
Comped Capsule Review
Written Review

September 17, 2010


by: Cason Snow


Style: 5 (Excellent!)
Substance: 5 (Excellent!)

The Pathfinder game really hits its stride and comes out from under the shadow of legacy editions. A host of new options are made available and showcase the creativity of the writers.

Cason Snow has written 14 reviews, with average style of 3.93 and average substance of 4.43. The reviewer's previous review was of Pathfinder Roleplaying Game Core Rulebook.

This review has been read 4847 times.

 
Product Summary
Name: Advanced Player's Guide
Publisher: Paizo Publishing
Line: Pathfinder: Golarion
Author: Jason Bulmahn
Category: RPG

Cost: $39.99
Pages: 320
Year: 2010

SKU: 1115
ISBN: 978-1-60125-246-3


Review of Advanced Player's Guide


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Introduction

The Pathfinder: Advanced Player’s Guide provides a host of new options for players of the Pathfinder roleplaying game. Following the example set by the core rulebook, this book is densely packed with new classes, options for other classes, feats, spells and magic items; in the interest of providing the ability to further tailor characters to players’ tastes. The layout of the book is well thought out and has a very high text density without becoming illegible. The game mechanical elements follow the same format established in the core rulebook, allowing easy reference. The artwork, while done by a number of artists, maintains a fairly unified look which is important to this reviewer. Wayne Reynold’s work is spectacular as usual, and all of the chapter start pieces are well done. Each chapter begins with a 3/4 page illustration and a short bit of fiction evoking the action and feel of the Pathfinder game. In the interest of full disclosure this reviewer did receive a review copy of this book.

Chapter 1: Races

In keeping with the overall theme of the book, this chapter provides more racial options for player characters in a succinct manner. Each of the core races from the Pathfinder rulebook is given a two page write up beginning with a short overview of a typical member of the race followed by a discussion of reasons for some of the alternate racial traits. The next part provides a short paragraph detailing each race’s attitudes towards each class, including the new classes introduced in this book. A new host of racial traits are available to the players and selection of an alternate trait replaces one of the standard traits; for example, as a dwarf, a player can opt to select the new Lorekeeper trait at the cost of losing the Greed trait from the standard dwarf description. Each of the new traits introduced places emphasis on other parts of racial descriptions and grants some kind of mechanical bonus. The traits are well designed and provide an interesting way to add statistically meaningful variety to each race. Each racial description finishes with new favored class options. Typically a character receives more skill ranks or hit points when they gain a level. These class options can be taken in lieu of the skill ranks and hit points, if the character is gaining a level in their favored class. The choice can be made at every level and some options need to be taken multiple times to gain the full benefits, as some options only grant fractional bonuses, which due to rounding conventions do nothing until a whole number is reached, e.g. a human cavalier adds a 1/4 bonus if taken, requiring the character to take that specific level option four times to get a +1 bonus.

Chapter 2: Classes

This chapter forms the bulk of the new materials introduced in this book. The chapter is roughly divided into two sections, with the first dealing with the six new character classes introduced and the second detailing optional features available for the classes from the core rulebook. Each of the new classes brings something unique to the play experience and shows the creativity of the writers and their ability to utilize the rules set to create these classes.

The first class is the alchemist. The primary special ability of this class is alchemy. This ability allows the character to make alchemical items and produce three unique types of items as well: extracts, bombs, and mutagens. The first of these items, extracts, are at the most basic level spells stored in liquid form, called formulae. Like other arcane spellcasters, alchemists can only have a certain number of extracts prepared per day and these extracts cannot be handed off to other characters to use. All of the extracts on the alchemist formulae list (spell list) affect the alchemist only and are made up of personally transforming or augmenting spells, e.g. beast shape, cure light wounds and dragon’s breath. Many of these formulae are drawn from the core rule book with several new ones introduced as spells in Chapter 5. The second major use of alchemy is in the construction of bombs. These are grenade like missiles inflicting fire and splash damage, and unlike extracts and mutagens, bombs must be made and used in the same round. Unlike other alchemist classes which exclusively focus on item creation, this class takes a page from the story of Dr. Jekyll and Mr. Hyde, with the third major use of alchemy, mutagens. This concoction allows the alchemist to boost one physical score at the cost of reducing an associated mental ability score. All of these abilities can be improved upon as the character advances by selecting various discoveries at even numbered levels. Most of these discoveries augment bombs by adding different damage types, with several others increasing the potency of extracts and mutagens. Overall this is a very interesting class that, while focused on ranged attacks, will allow a player to engage in melee when necessary.

Cavaliers are mounted warriors who use their extraordinary abilities to inspire allies and hinder foes. As their namesake suggests cavaliers begin play with a mount. This animal uses the same rules as a druidic animal companion so as to differentiate it from the divine mount given to paladins. They can also choose to focus on one target by issuing a challenge, granting them additional damage against that one foe. At higher levels the cavalier can use their heraldic banner to inspire their allies. Exclusive to the class are six different chivalric orders characters can belong to. At first level a cavalier must choose to belong to one of these orders, with each order granting a bonus to the challenge class feature, additional skills, and at higher levels new abilities. Additionally each order has a series of edicts the character must adhere to or they lose the benefits of the order for one day. Each order has a unique feel to it and can lead to very different cavaliers. For example members of the Order of the Cockatrice only seek to serve themselves and seek to promote their own glory, while the Order of the Lion members swear themselves to a ruler and will serve them faithfully in all things. These orders are not monolithic and interesting role playing situations could arise due to conflicting interpretations or commands between members of the same order. This class is primarily melee focused and excels at mounted combat.

Inquisitors are dedicated to seeking out enemies of a specific faith whether internal or external. Like all divine classes inquisitors have the ability to cast a certain number of divine spells each day. Unlike clerics, inquisitors have a limited number of spells they know, but do not have to prepare them each day. The main feature of this class is the ability to pronounce a judgment upon an enemy. The judgment can have a range of effects from healing to additional protection to additional damage. The character can also change the effect of the judgment each round if desired. As the inquisitor advances in level the number of judgments that can affect a target increases as well. This class also has abilities related to discerning motivations and detecting alignment. The spell list is fairly limited and mainly consists of divinations and direct damage spells suiting the inquisitor’s role of being a church’s heavy hitter.

An oracle is someone who has been chosen by a divine force (specifically not a god or goddess ) and granted powers without a say in the matter. Oracles are divine spellcasters and must prepare spells the way clerics do. Unlike clerics, oracles only know a certain number of spells per level and may only chose from those to prepare each day. Augmenting this limited spellcasting is the primary feature of the class: each oracle is chosen by a specific mystery which also grants additional thematic powers to the character. Each mystery has several associated deities (which if not using the Golarion setting can be easily translated to a pantheon of choice), skills which are added to the oracle’s skill list, bonus spells and a series of revelations. These revelations grant the oracle various powers based on that mystery’s theme. For example, the mystery of bones has the revelation of Death’s touch that allows the oracle to inflict wounds upon the living or heal the undead. Each mystery has a final revelation that is learned at twentieth level.

Summoners take the art of using arcane powers to call outsiders and make it their exclusive focus. A summoner forms an exclusive bond with a specific extraplanar creature called an eidolon. The eidolon is a powerful companion and is shaped by the will of the summoner. Eidolons advance along with the character much like a druid’s animal companion, but being an outsider the eidolon can be reshaped according to the character’s will. As the eidolon grows in power it gains a number of evolution points that can be spent on granting additional abilities. Through this bond the summoner also gains other abilities similar to a wizard’s familiar. At higher levels the character can share senses with the eidolon, trade places with them and eventually merge their forms granting the summoner increased protection. In addition to summoning the eidolon, a summoner can cast a limited number of arcane spells from a short list. These spells may be cast as a sorcerer would with no preparation required. If the summoner does not have its eidolon summoned they can use the summon monster series of spells with enhanced effects a number of times per day. This reviewer has been waiting for a class like this for a long time and the implementation of the eidolon is an elegant way to produce a unique and useful ally rather than trying to amend the basic summoning rules. The use of the evolution mechanic will keep the eidolon a useful companion through the entire advancement scheme.

The witch is the last of the new classes introduced in the Advanced Player’s Guide. This class gains its powers from making some kind of pact with an otherworldly entity. This pact allows the witch (a gender neutral term here) to utilize hexes. The hex is the primary power of this class and the individual hexes cover a wide range of effects. At higher levels major and grand hexes are learned providing greater powers. In addition to the hexing ability, witches form bonds with a familiar, which function the same as a wizard’s arcane bond class feature with a few alterations. The greatest difference is that the familiar serves the same role as a wizard’s spellbook, as it contains all of the spells known to the witch and without their familiar the witch loses the ability to prepare spells. Witches must prepare their spells per day as a wizard does but may know any number of spells per level based on the witch spell list. The spell list is customizable to a degree by the selection of a patron. This patron gives an additional number of spells the witch can choose from, much like a domain for divine casters. The patrons are listed by the theme, e.g. agility, elements, trickery, etc. and additional patrons could be made by players or DMs as required.

The second major part of this chapter concerns itself with expanded options available for each of the classes detailed in the core rulebook. These new archetypes are further refinements and interpretations of the core theme in each class. All of the classes have a number of new archetypes available and each new one has several new class features which replace old features. For example, a fighter can become a roughrider, specializing in mounted combat at the expense of the standard weapon and armor training features. The barbarian class has a large number of new rage powers to choose from. Clerics now have access to divine subdomains; these subdomains are more specific spheres of influence the various deities have. The selection of a subdomain replaces a standard domain and has an associated power and additional spells. Paladins have a new darker variant introduced as the antipaladin. Wizards have four new arcane schools based on the Aristotelian elements (earth, air, fire and water); also focused schools which function much like subdomains for clerics. This chapter is an excellent example of taking the basic system and bending it to fit new concepts without adding too much complexity.

Chapter 3: Feats

This chapter introduces a new type of feat, teamwork feats. These feats are fairly powerful bonuses, for example doubling flank bonuses, but only if each of the characters involved have the feat and meet positioning requirements. Approximately half of the new feats, excluding new metamagic ones, are also combat feats opening up many new options for fighters. Several of the feats are racial in nature further enhancing different racial aspects, e.g. granting a bite attack to half orcs, or for half orcs, half elves and halflings the ability to pass as humans. Other feats boost class features, e.g. granting bonuses to summoned eidolons or allowing class abilities to be used more frequently. The metamagic feats add various enhancements to spells and among other things can add status effects to spells, retarget missed spells and can exclude creatures within an area of effect. Fortunately few of the feats form chains thereby not forcing characters to become one trick ponies and greatly limiting the new option offered.

Chapter 4: Equipment

This chapter is very brief and details new weapons, several types of armor and new equipment. The weapons range from different historical time periods and most of the weapons listed are simple or martial thereby maximizing the number of characters able (and willing, due to feat requirements for exotic weapons) to take them. Some interesting additions to the weapon list are brass knuckles, sword canes and bayonets, and these weapons seem to reinforce the later period feel of the Golarion setting. The armor section has mainly lighter armors and all are purpose built armors , e.g. the quilted cloth armor is specifically designed to defeat light throwing weapons and grants damage reduction against them. With the inclusion of an alchemist class there is a serviceable list of alchemical items, other miscellaneous equipment rounds out the chapter.

Chapter 5: Spells

This chapter details the new spells introduced in this book. Much like the feats chapter the number of spells in this book are numerous but not overwhelming. Many of the spells support the new classes and certain class options. Also while the sheer number of new spells is not overwhelming, many of them are placed on multiple spell lists thereby maximizing the choice of the spells provided without adding undue complexity. The chapter begins with spell lists arranged in alphabetical order by class and level, as was done in the core rule book. Each spell description follows the same format as well. The spells run the range from direct damage combat spells, e.g. bloody claws and ball lightning, to utilitarian, e.g. campfire wall and blessing of the salamander, with several class specific spells, e.g. the evolution surge and rejuvenate eidolon series.

Chapter 6: Prestige Classes

In the core rulebook the prestige classes closely followed the ones in the D&D 3.5 SRD. In the Advanced Player’s Guide the writers took greater liberty to create fairly interesting classes. There are a total of eight new classes introduced here. The battle herald is tailor made for cavaliers and enhances their abilities to inspire companions. The holy vindicator gives a more melee combat focus to a divine casting class. The horizon walker is focused on traveling the world and other planes of existence becoming one with different terrain types. The master chymst is specifically geared towards the alchemist and greatly enhances its mutagenic powers. The master spy becomes adept at avoiding detection and the telling of lies. The nature warden is a guardian of the wild and forms a close bond with an animal companion. The rage prophet is a multiclassed barbarian/oracles who see themselves as chosen by spirits and hold high status within a tribe. The stalwart defender is a melee focused class based around being incredibly tough to injure. This reviewer was a bit surprised that there was not at least one prestige class for each of the new classes presented in the Advanced Player’s Guide, though all of the classes are flavorful and provide interesting options for players.

Chapter 7: Magic Items

The magic item chapter provides descriptions of a number of new magic items. Several new special abilities for weapons and armor are introduced. Many of the armor abilities have diametric opposites for use by good and evil characters, e.g. champion and dastard abilities. There are several armor and weapon abilities that support specific classes as well, e.g. the jurist ability enhances the inquisitor’s judgment ability. An interesting weapon ability is allying which allows a character to share the weapon’s attack bonus with an ally. There are several rings introduced, with the ring of delayed doom being of particular interest: with it a character may delay the onset of a harmful effect for several minutes. There are a number of metamagic rods detailed here that match up with the new metamagic feats. A large number of staves are introduced as well covering a wide range of themes, from the staff of bolstering (containing spells that boost ability scores) to the staff of the soul (containing spells that deal with the undead). The wondrous items is the catchall category of magic items and many of them directly support specific class features and themes. For example there several magic cauldrons and a flying ointment introduced, which are traditionally associated with witches. Other items are of more general utility and one in particular even makes use of an expended magic item, e.g. the ioun torch. Several artifacts are introduced as well, with a nice homage item, the knucklebone of fickle fortune, based on the fist of Emirikol.

Chapter 8: New Rules

This chapter is very brief and introduces two new sets of optional rules and several new combat maneuvers. The combat maneuvers allow a player to take a specific action in combat, rather than simply attacking. Dirty tricks allow the character to impose a temporary penalty for one round. Dragging allows the character to pull an enemy a specific distance. Repositioning is similar to a drag but the character can chose to move the enemy in any direction. Stealing is attempting to take an item off of an enemy that is not held or hidden.

Hero points are granted to player characters for several different reasons, primarily for heroic acts, but also for out of character activities as well. These points can be used for a variety of different effects ranging from extra actions and substantial luck bonuses to rerolls. There are also new feats, spells and magic items that interact with hero points. This mechanic will add an extra level of player control and character toughness to the game and the entire group should consider carefully whether or not their campaign would benefit from including them.

Traits are character features that are not tied directly to their class or race. Typically a trait grants a small bonus in certain situations. There are five different types of traits discussed here: basic, campaign, race, regional and religion. The only traits that have mechanical effects detailed in the Advanced Player’s Guide are basic traits, as all of the other categories are campaign specific. Even though the other types are not detailed there are general guidelines given for each and with the examples given for basic traits a GM should have no problem creating other types of traits.

Conclusion

The primary goal of this book is to give players and GMs a host of new options for play and to expand the horizons of the Pathfinder roleplaying game. This book has done very well in meeting that design goal. The new classes introduced here will give players something new to try and the plethora of options introduced will breathe new life in to the old standbys. A major selling point for this reviewer is that none of the new classes are any more complex to understand than the one from the core rulebook which, despite being called the Advanced Player’s Guide, allows any player of any familiarity level to successfully play.

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