PATHFINDER RPG ADVANCED PLAYERS GUIDE PDF

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references to Pathfinder RPG hardcovers can find the complete rules of these books available online for free at chancromaslodis.ml Advanced Class Guide. ACG. This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Advanced Player's Guide. The Pathfinder RPG Advanced Player's Guide is a must-have companion First Printing to Second Printing (v)—Download (MB zip/PDF).


Pathfinder Rpg Advanced Players Guide Pdf

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The Pathfinder RPG Advanced Player's Guide is a must-have companion A page hardcover; A page PDF (includes a "Lite" version optimized for. Binding, Hardcover, softcover, PDF Series, Pathfinder Roleplaying Game The Pathfinder RPG Advanced Player's Guide is a must-have. Pathfinder Roleplaying Game: Advanced Player's Guide [Jason Bulmahn, Paizo Staff] on Get your site here, or download a FREE site Reading App.

Community Hub. All Reviews:. Popular user-defined tags for this product:. Sign in or Open in Steam. Share Embed. Add to Cart. 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, 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. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50, gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

Six new base classes: It has been lovingly converted for use within Fantasy Grounds and features the following additions: A new reference manual organized for ease of reference and presentation.

Share a single page if you like. A several new desktop decals you can cylce through for your campaign All the images from the book available to share with your players as you need them Released on March 09, Designed for Fantasy Grounds version 3. This content requires an active license or subscription for Fantasy Grounds to download and use.

System Requirements Minimum: Customer images. See all customer images. Read reviews that mention new classes base classes core rulebook players guide magic items hero points pathfinder rpg pen and paper new base jekyll hyde six new feats spells new feats great addition teamwork feats advanced players prestige class new options optional rules combat maneuvers.

Top Reviews Most recent Top Reviews. There was a problem filtering reviews right now. Please try again later. It should be 6 for this. Hardcover Verified download. All the books I have looked at before this one in its series give you a small list of options for making a character.

This one gives you tons of options.

In the lawless region of shenmen in central tian xia

Four pages of feats to choose from. Four pages of new class material per class for the classes that were covered in the Core Rule Book. Whole new classes. Just a mind blowing amount of new options. Other Tabletop Role Playing Games have killed my imagination with the limited possibilities.

They might list a class and make it look all shiny and nice. Then only give you two or three "real" options on how to build it. This has started to heal that pain. Now I have a feeling of truly being able to make a Character to fit my Ideal of what a character should be , not have to conform to some writers ideal character concept. Thanks Paizo for this wonderful book. I am a fan of the way Paizo writes their books, and this one delivered.

It has 6 new classes and I would rate them based on originality. I am giving 5 because of the good char design and the fact this char is based on Wis. The only reason I give a 3 is because of the curses. It's just an archetype for sorcerer. There are a number of reviews already that have gone into deep analysis of the books content, so there is nothing I could add to the thoughtful posts already made. I can say that the book has seen steady use, and though handled with care by any who touch it, its holding up very well to the use reminding me of the days long gone of 2nd edition first run printings with which you could deflect bullets with and still have the pages firmly seated in the binding.

As far as bringing value to the system as a whole, I give it a solid 5 star rating in that area too, fantasy roleplayers looking to get their feet wet with the PF system are definitely encouraged to acquire this book as a staple companion to the core rulebook. Hi-ho, it's off to adventure we go! My son refers to this constantly as he creates characters for his Pathfinder adventures. Pathfinder seems content to stick with the rules, and the rules they use work.

I lead my son, daughter and their friends on wonderful adventures that are a nice break from computer games -- in other words, the kids interact with each other -- and me -- face to face for hours at a time. One person found this helpful. This book meshes perfectly with the Core Rule book, adding fresh options for your characters.

They take mistakes in stride, turning derision into mirth and baff ling their foes, if only long enough to work a bit of mischief at their expense. Gnomes love magic and music, but also have a love of craft, clockworks, and the work of their hands.

Whatever their passion, gnomes throw themselves into it absolutely. Once obsessed and absorbed, a gnome can scarcely think of anything else, regardless of whether his mind bends to new adventures at home or in the great wide world. Given their fey heritage, many gnomes love wild places where their fey cousins congregate.

Increasing numbers of gnomes, however, eschew these places for the cities, their natural curiosity and love of creation drawing them to commerce, trade, and manufactories where they can follow and promote the latest discoveries.

Such gnomes often have different racial traits than those raised among the rocks and trees. Gnome Adventurers Gnomes ply their intellect and force of personality to overcome challenges. Though generally good-humored and tolerant, gnomes can swiftly turn f ierce if backed into a corner.

Alchemist: Alchemy is one of the most respected careers for a gnome, melding their love of magic with practical applied theory, all wrapped in a f ield in which discovery is an everyday opportunity. Barbarian: Gnome barbarians typically rise among those who have lived long among their wild fey kin or the beasts of the wilderness, going near-feral as incarnate spirits of nature. Bard: Many gnomes are obsessive collectors of stories, songs, and jokes, making gnome bards renowned for their vast repertoires, energetic deliveries, and weaving of magic into their performances.

Cavalier: Although gnome cavaliers are rare, gnomes swear honest oaths, and might master a broad array of tactics to defend the people and the lands they love.

Cleric: Gnomes often become servants of the gods, especially deities of art, music, exploration, discovery, and merrymaking, blending their fervor for creation with true religious zeal. Druid: Many gnomes hew to the earth and forests, taking up the druidic mantle and staying in close communion with animals and the spirits of nature.

Fighter: Gnome f ighters are a tenacious lot, eager to prove that even the smallest combatant can be a titan on the battlef ield. Inquisitor: Some gnomes learn the harshness of the world, and especially harder-hearted races, all too 14 personally, donning the mantle of the inquisitor to defend their people and protect their lands from callous souls.

Monk: Gnomes are colorful, passionate, and f lamboyant by nature, adopting such whimsy into their vision of physical and natural perfection.

Many gnome martial styles thus prove unpredictable, more akin to improvised dances than long-practiced techniques. Oracle: As inheritors of ancient fey spirits, gnomes take quite naturally to oracular devotion, interpreting otherworldly portents and whispers of the natural forces.

Most f ind their ability to speak with animals an especial boon, both in communicating with their mounts and in hunting down evil-doers. Ranger: Militant gnomes most often become rangers, playing upon their innate relationship with nature and ability to commune with its creations.

Rogue: Gnome rogues typically master a variety of skills, plying others with their charismatic personalities, and even adding a touch of magic to enhance their skills at creating and defeating locks and traps. Sorcerer: The intrinsic arcane power of the fey bloodline is common in many gnome families, though sorcerers of other bloodlines often arise.

Most all of these are accepted as normal in gnome society, though those who draw their power from darker sources elicit suspicion and scorn. Summoner: Gnomes are inveterate tinkers and endlessly creative, delighting in the design and shaping of eidolons. The servants of gnome summoners often resemble clockwork creations or fairy creatures. Witch: Eagerly embracing weird and ancient powers, gnomes make deceptively capable witches. Most adopt strange or exotic familiars well-suited to their personalities.

Wizard: Gnomes have an expansive magical tradition, specializing in the realms of illusion and elemental magic. They are much respected as historians, researchers, and academics committed to pushing the boundaries of magical possibility, often by unprecedented leaps.

Alternate Racial Traits The following racial traits replace existing gnome racial traits. Academician: Some gnomes are more academically inclined than their kin. This racial trait replaces the obsessive racial trait. Eternal Hope: Gnomes rarely lose hope and are always conf ident that even hopeless situations will work out.

Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces the defensive training and hatred racial traits.

Complete Advanced Feats (PDF) Pathfinder RPG

Gift of Tongues: Gnomes love languages and learning about those they meet. Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. This racial trait replaces the gnome magic and illusion resistance racial traits.

Master Tinker: Gnomes experiment with all manner of mechanical devices. They are treated as prof icient with any weapon they have personally crafted. Warden of Nature: Gnomes must often protect their homes against unnatural or pestilential infestations. The following options are available to all gnomes who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Druid: Gain energy resistance 1 against acid, cold, electricity, or f ire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 maximum 10 for any one type.

If the gnome ever replaces his animal companion, the new companion gains this DR. Favored Class Options Instead of receiving an additional skill rank or hit point whenever she gains a level in a favored class, gnomes have 15 Half-Elves Half-elves are the idealized orphans of society, at once both charismatic and passionate, but never quite at home anywhere. Many half-elves throw themselves into social careers quite readily, yet often have a hard time sticking to a single path.

Others seek fulf illment in spiritual pursuits or in honing inborn magical talents, while still others give up and resign themselves to lives of isolation in the wild or of misanthropy, living day to day at the expense of others. Half-elves vary in appearance as much as their human and elven parents do, encompassing every imaginable hue of hair, eye, and skin, yet also possessing an effortless and graceful allure.

Some half-elves have different racial traits than normal for their kind. Although well represented among the ranks of adventurers and other wanderers, half-elves are rarities in most parts of the world, the fraternization of humans and elves typically leading to feelings of consternation in both races rather than romance.

While some halfelves f ind themselves cherished members of unusual but happy families, this rarely proves the norm. More often, they f ind themselves shunned or embodiments of burdensome shames. Yet while many possess dark pasts, such hardships prepare them for lives full of challenge and adventure like few members of more unif ied races could ever know.

Half-Elf Adventurers Half-elf adventurers often specialize in social classes or choose to multiclass, dabbling in several career paths as they try to find the perfect blend to suit their multifaceted personalities. Alchemist: Half-elves are curious dabblers, and many undertake at least a passing study of alchemy, often showing great skill in the blending and apportioning of volatile elements.

Barbarian: Half-elf barbarians typically hail from the societies of savage parents. While many leave their cultures to escape their differences, others viciously defend their people, ever seeking to prove their worthiness. Bard: Many half-elves gravitate to the bard class, as it binds together their natural allure and social adaptability, often to the adulation of others. Cavalier: Half-elf cavaliers take the arts of war and gild them with elegance and f inesse. The path of the cavalier gives them a code to follow and a master to serve to earn honor and esteem, though elves and humans alike 16 sometimes look at them as pretenders or trespassers within their knightly orders.

Cleric: Half-elves often feel disconnected from human or elven faiths, but many still choose to follow a divine calling that provides a comfortable context in which to engage with other races in a common faith, or simply for an immanent connection with the divine that renders their uncertainty with other mortals of small consequence.

Druid: Half-elves uncertain of their place in civilized society frequently abandon it entirely for the implicit harmony of the natural world. Embracing the connection to nature inherent in their elven blood, many f ind a tranquility in the wilds no society can offer.

Fighter: Half-elf f ighters are relatively common, as the harsh simplicity of the battlef ield holds great appeal for those tired of reconciling their divided natures. Inquisitor: Facing their own inner turmoil, half-elf inquisitors possess keen insights into the minds of others and knowledge of the balance between life and death. Many learn to adopt both human and elven martial techniques into deadly new schools of combat. Oracle: Half-elves tend to live in the now, drawing oracular insights from whispers in the air, the motion of the stars, and imperceptible eddies in crowded streets, or even the ancient voices within their blood.

Paladin: Whether devoted to a deity of their human parent, their elven parent, or any other they choose to adopt, half-elf paladins take up the aegis of their god with both zeal and grace. Ranger: Half-elves frustrated by common society often retreat into the wild, developing a close bond with animals and the predictable changes of nature.

Rogue: Many half-elves excel at the roguish arts, studying people and their habits and by effect learning to take advantage of the proud or careless.

Additional information

Sorcerer: Magic runs in the blood of every half-elf, often manifesting as arcane or fey bloodlines, though other fonts of sorcerous power often arise. Summoner: Some half-elves have a curious fascination with the idea of molding and shaping life, mind, body, and soul. Many even seek to create their eidolons as idealized beings, whether as creatures of uncanny beauty or mind-numbing terror. Many adopt wounded or otherwise distinctive familiars, often creatures considered outcasts in their own rights.

Wizard: Many half-elves inherit magical talents from their lineage, f inding both solace and respect in the mastery of the arcane. While all schools of magic stand open to them, many gravitate toward spells of explosive power, those that cloak them in mystery, or that otherwise aid in manipulating the world around them. Alternate Racial Traits The following racial traits replace existing half-elf racial traits.

Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher or as a 1st-level character if they have no levels in that class. This racial trait replaces the multitalented racial trait.

Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Integrated: Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Sociable: Half-elves are skilled at charming others and recovering from faux pas.

Water Child: Some half-elves are born of elves adapted to life on or near the water. Favored Class Options Instead of receiving an additional skill rank or hit point whenever she gains a level in a favored class, half-elves have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all half-elves who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

If the half-elf ever replaces her animal companion, the new companion gains these bonus skill ranks. If the half-elf ever replaces his companion, the new companion gains these bonus skill ranks.

This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells. Bestial in appearance and traditionally feared by those non-orcs they encounter, half-orcs tend to be tenacious and driven to prove themselves. Some hope to show that they are different from their brutish orc kin, struggling to find the better angels of their nature, while others embrace their monstrous heritage to become terrifying exemplars of ferocity in combat.

Derided as mongrels by humans and weaklings by orcs, half-orcs have bitterness beaten into them from birth, as well as the burning will to endure and overcome. With their physical size and strength, half-orcs represent raw and primal power, yet whether that power gets used for good or evil depends entirely on the individual. Half-Orc Adventurers Due to their powerful builds, half-orcs are particularly suited to the martial classes, whether as axe-wielding barbarians, battle-scarred soldiers, or cold-eyed assassins, and even those of the magical classes are generally no stranger to bloodshed.

Alchemist: While half-orcs raised by their monstrous kin are rarely studious, a surprising number take up the discipline of alchemy, relishing the destructive potential of its bombs, poisons, and mutagens. Barbarian: Half-orc barbarians are legendary champions, unstoppable combat engines that cement the fell reputation of their kind throughout the world for better or worse.

Their hunger for battle and ability to tap into the bestial fury of their orc heritage are all that is needed to earn them a place in most adventuring parties. Bard: Half-orcs trying to overcome racial prejudice among the civilized races sometimes pursue performance, diplomacy, and learning as a means to uplift not only their own genteel disposition but also the reputation of other half-orcs in the community and society. Cavalier: While half-orcs often face prejudice when it comes to being accepted into human noble houses and the knightly orders of cavaliers, their physical stature and aptitude in combat sometimes force those who would deny them entrance to reconsider their views.

In orc society, cavaliers frequently act as standard bearers for warlords. Cleric: Half-orc clerics are often the spiritual leaders of their communities, bridging the gap between the living and the dead and as ready to mete out divine judgment and conquest as to nurture and heal. Druid: Half-orc druids often see the natural world as a source of feral power, tapping into the destructive force 18 of storms and predators.

Many of them take up druidism as outcasts from humanoid society, finding peace and acceptance among the beasts of the field. Fighter: Many orcs are singled out for martial training because of their intimidating size and appearance. Inquisitor: Already intimidating to many races, halforcs make natural inquisitors, acting as bodyguards, criminal organizers and enforcers, and monster-hunters sometimes even acting against their orc kin. Monk: Most half-orc monks learn their abilities from humans, as such discipline is rare in orc society.

Some seek to overcome their bestial natures with perfect balance and control, others merely to break foes with their bare hands. Oracle: Creatures of mystery and omen, half-orc oracles are often imposing prophets of doom and destruction, drawing upon the spirits of the dead, the power of war, or the more violent elements of f ire and storm.

Ranger: Often forced to live on the fringes of society and fend for themselves, half-orcs make excellent hunters and scouts, sometimes protecting the very communities that have rejected them in the hope of finding acceptance. Rogue: Marginalized by society, half-orcs are often forced to sneak and steal to survive, and some f ind that the lifestyle suits them, becoming bandits, burglars, enforcers, and cutthroats.

Sorcerer: While wizardry is rare among orc society, sorcery has a brutal simplicity that orcs can understand and appreciate, making half-orc sorcerers prized and feared for their abilities in both orc and human society. Summoner: Half-orcs are often outcasts, and hence many gravitate toward the summoner class as a chance to construct beings of perfect loyalty and friendship. Especially in orc lands, half-orc summoners tend to create eidolons that are as large and menacing as possible.

Witch: Orc society is inherently superstitious, and many half-orcs inherit this trait. Half-orc witches in human society sometimes use their bestial features to enhance their air of intimidating otherness. Even more than other witches, half-orc witches find themselves generally regarded with fear and distrust by those who would seek their power, and many take to the road in pursuit of their own mysterious ends.

Wizard: While wizard are extremely rare in orc society, as their culture has little access to or interest in books 1 Races and arcane study, half-orc wizards are sometimes found in human societies, studying hard in a pursuit of power that could help win them the respect and position they so desperately desire. Alternate Racial Traits The following racial traits replace existing half-orc racial traits. Beastmaster: Some half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them.

This racial trait replaces the orc ferocity racial trait. Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. Cavewight: Some half-orcs live far from the surface, seeking solace in winding cave complexes. This racial trait replaces the intimidating racial trait. Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons.

Half-orcs with this racial trait are prof icient with f lails and heavy f lails, and treat dire f lails and spiked chains as martial weapons.

This trait replaces the weapon familiarity racial trait. Gatecrasher: Many half-orcs revel in acts of wanton destruction. Plagueborn: Half-orcs are sometimes forced to live on the rancid and unsanitary margins of society, becoming inured to all manner of sickness.

This racial trait replaces the intimidating and orc ferocity racial traits. Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. This racial trait replaces the intimidating trait. Sacred Tattoo: Tattoos, piercings, and ritual scarif ication are sacred markings to many half-orcs.

Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare f inds from the inevitable dross.

This is a primary natural attack that deals 1d4 points of piercing damage. Favored Class Options Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, half-orcs have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all half-orcs who have the listed favored class. If the half-orc ever replaces his animal companion, the new animal companion gains these bonus hit points.

If the half-orc ever replaces her familiar, the new familiar gains these bonus skill ranks. Quick, deft, and strong-willed, they blend into the societies of other races and quickly make themselves indispensable. Though sometimes stereotyped as sneaks and thieves by other races—and with plenty of examples to back up the allegations—half lings as a rule are neither. Rather, most half lings are adaptable and easy-going, and though their curiosity sometimes gets them into trouble, most gnomes meet adversity with a tenacity and courage that belies their small stature.

Half lings rarely live in segregated communities, but their cultural kinship with other half lings and to a lesser extent with gnomes is an unspoken connection between those who know what it is to be so small and ignored in a world full of bigger creatures.Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. The following options are available to all dwarves who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

This racial trait replaces elven magic and weapon familiarity racial traits. My son refers to this constantly as he creates characters for his Pathfinder adventures. Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Those who strike out on their own to become adventurers do so in search of greater challenges.