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Pathfinder RPG: Advanced Class Guide (Pathfinder Roleplaying Game) (Englisch) Gebundene Ausgabe – 2. September 2014

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Die hilfreichsten Kundenrezensionen auf (beta) 26 Rezensionen
14 von 14 Kunden fanden die folgende Rezension hilfreich
Flawed, but with blinding flashes of inspiration 2. Oktober 2014
Von M. Sayre - Veröffentlicht auf
Format: Gebundene Ausgabe
I struggle with this one, I really do. Truthfully, this gets a 3 star rating because I want to rate some parts of it 5 and some parts 1, so we're splitting the difference. If you're new to the Pathfinder Roleplaying Game, I suggest you not start your collection with this book. Aside from deserving the "Advanced" in the title, there are some fairly glaring issues that may create an unfair perception of the quality of work that Paizo puts out. If you're familiar with the game, read on...

The bad stuff first- the editing in the book is atrocious. I mean, there's not another word, it's just bad. Starting at the front cover which bears the wrong logo (it says "Adventure Path" instead of "Roleplaying Game" which is, granted, something only a big fan or picky reviewer would probably catch), the book is riddled with errors in spelling, formatting, and proof-reading. There are Blessings (a mechanic for the new warpriest class) that bleed into other blessings because the headers are improperly formatted, archetypes that trade away the same class features twice, archetypes that reference abilities which don't exist, areas that introduce or reference two different mechanics but use the same name for both, and even the general power and quality of the archetypes themselves varies greatly. The book feels rushed, and a lot of the materials lack the sense of love and investment to be found in the other Pathfinder sourcebooks.

Now, you'll recall I mentioned that there was some stuff that made me want to give this 5 stars, so lets talk about that. Several of the new classes are simply superb. The Hunter, Brawler, and Investigator all feel truly inspired and are remarkably well balanced, with a deep breadth of options and possibilities. These classes, to me, are really the greatest contributions to come out of the book. Several of the archetypes are clever and excellently put together as well. The Daring Champion is a Cavalier archetype that takes some of the best parts of the Swashbuckler class and grafts them onto a chassis that doesn't feel like it was designed by 5 different people who never spoke to one another, creating a dashing and daring knight who replaces his horse with panache (both the mechanic and the normal kind). The Bolt Ace is a gunslinger archetype that forgoes guns for crossbows, finally creating that bridge between players who like the Grit mechanics of the Gunslinger and GMs who don't want firearms in their campaign. There's a few small issues with the Bolt Ace, but none of them impact his playability or important mechanics.
There's a few hidden gems in here as well. While the Slayer class was a mechanically sound but supremely uninspired class, it's Vanguard archetype is an absolute gem, allowing you to cull some of the remarkably mediocre Slayer talents and replace them with an improved version of the Cavalier's Tactician. You end up with the perfect class for creating thieve's guild leaders, elite
scouting captains, and just about any other concept you can think of that combines skill, deadliness, and leadership.

I feel like the book maybe needed a little more time to "cook" before going to print. There is a certain discordance within its pages that is highly unusual for the creative team at Paizo, and just a bit disappointing. That being said, I think there are probably at least 5 things in this book for every player; what those things are will vary a bit depending on personal taste. While "5" may not sound like a very big number, the truth is that I've bought a lot of gaming books because they had 1 thing that I personally really liked, and sometimes nothing my friends were really interested in, so despite its flaws, I'd chalk this book up as a reasonably successful endeavor and a worthwhile purchase.
14 von 15 Kunden fanden die folgende Rezension hilfreich
Hybrids rule in this book 28. August 2014
Von Anime Lover - Veröffentlicht auf
Format: Gebundene Ausgabe
This book simplifies certain build and archtypes and introduces them as core hybrid classes. Each new member is a pairing which takes some of the best of their core class (skald takes the bardic skills and meshes them with the strength and power of the barbarian, or the warpriest is a fighting cleric who can heal while smashing enemies) with a decent balance out so they are not super powerful. Of course there are a batch of new feats, magic spells and abilities for all the core classes (my bard has picked up a few new ones from this book), and magic items to tempt the most veteran of players.

I have picked this up at Gen Con and played with a few of these new classes at PFS tables (Arcanist, Skald, and Brawler). I was quite impressed with them and am looking to build a Kitsune Arcanist. Some of the feats and spells are a bit fluffy, but there is enough there to really bring new things into the mix. I wouold suggest getting it just so you can have ione on hand for those who are playing these new characters.
7 von 7 Kunden fanden die folgende Rezension hilfreich
Sometimes it pays to Specialize 8. September 2014
Von Thomas R. Scroggs - Veröffentlicht auf
Format: Gebundene Ausgabe
This is a rather modest book for the hardcover series, being slightly smaller than all the previous Advanced and Ultimate Guides. What it contains is what you'd expect from a hardcover Pathfinder book: Feats, Spells, Items, and Archetypes. Some of these items are interesting and some are just broken. One example would be the feat, Brawling Style. This feat combines an improved version of Vital Strike with Clustered Shots, and overcomes one of the weaknesses of Flurry of Blows - DR.

The highlight of the book, however, is the new classes. 10 'Hybrid' classes were introduced in this book. Each class is a combination of features from two other classes. The Brawler, for example, is the bare-handed abilities of a Monk, combined with the ascetics of the Fighter.

From my perspective most of these classes are specialists classes. Focused on one or two aspects from their parent classes, where they outshine their parent class. All they lose is a little bit of the base classes' flexibility.

For Instance:
-If you are playing a Rouge primarily as a combatant, then the Slayer is a more effective choice. The Slayer cannot find or disable traps, and don't have anywhere near the Rouge's skill points, but are easily more accurate and more damaging in combat.
-Similarly the Brawler all but replaces the basic Monk. Brawlers Flurry better, they have the same armor bonuses, their unarmed strike improves at the same rate as the Monk's, they are better at maneuvers than basic monks, and they have a larger hit die. In exchange, they give up some of the Monk's saves, evasion, and slow fall.
-The Shaman is a divine version of a Witch, with more flexible hexes. In exchange the Shaman gives up.....the Witch's spell list?
-The Hunter gives up the Ranger's bonus feats, Favored Enemy, and Favored Terrain for a more capable animal companion.
-Looked at the other way the Hunter could also be said to be a more combat oriented version of the Druid with fewer spells and no wild shaping.

Is this a bad thing? Not necessarily, but it can make old characters feel a little inadequate compared to their 'newer' models.
3 von 3 Kunden fanden die folgende Rezension hilfreich
rushed product 28. September 2014
Von Matthew Burns - Veröffentlicht auf
Format: Gebundene Ausgabe
Several errors and questions with this book you should wait for the second printing. However the case still a good product.
1 von 1 Kunden fanden die folgende Rezension hilfreich
More Classes! 3. Oktober 2014
Von Mike Haas - Veröffentlicht auf
Format: Gebundene Ausgabe Verifizierter Kauf
Im going to make this short- its a book of cool classes intermixed with other base classes to give you new results. Like the Bloodrager (combining sorcerer bloodlines and barbarian classes). The book features 10 new hybrid classes 1-20th level, new feats, spells, items, and new optional create your own class rules.

Its more options and to some more headache as its questionable if it adds or hampers anything to your game. An okay addition but not necessarily needed.
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