Pathfinder for Savage Worlds Advanced Player’s Guide 2

£25.00

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Description

Advanced Player’s Guide 2 for Pathfinder for Savage WorldsPathfinder for Savage Worlds Advanced Players Guide 2 book

The Pathfinder for Savage Worlds Core Rules contained a wealth of possibilities for character creation, and the Advanced Player’s Guide added unique new options. The Advanced Player’s Guide 2 adds even more character options, with Class Edges, new powers, and magic items, providing a world of possibilities for players and GMs.

Let’s look a little closer at some of what you’ll find inside this full-color, 128-page hardcover book. As with all our rulebooks, the books includes three divider ribbons to mark your place for convenience during play.

New Class Edges

The Advanced Player’s Guide 2 introduces the NinjaMagusGunslinger, and Shifter. These core and advanced Edges allow players to experience these Pathfinder classes in a whole new way. There are additional Class Edges inside to expand on those presented in our previous books, including rules on how to play a Samurai!

New Ancestries

With the Advanced Player’s Guide 2, we dive into additional unique ancestries within the Pathfinder universe. Players can brave the elements with the new ancestries, including the Ifrit, Oread, Sylph, Undine, and the Vine Leshy. Just like the Advanced Player’s Guide, this book also contains the alternate ancestral abilities and Background Edges specific to each.

New Powers

A new book wouldn’t be complete without a few new powers. This book introduces contagioncreate demiplanemake wholemonster’s giftmonstrous shape change, and permanency!

New Game Mechanics

One of the things we love about RPGs is the additional tools and systems that help to bring a story. With that in mind, the Advanced Player’s Guide 2 has additional rules and examples for:

  • Trapmaking: New sample traps including magical traps and symbols, and rules for building more devious devices.
  • Spellblights: Minor and major afflictions for spellcasters, and how to remove them.
  • Spell Duels: Settling matters of honor between arcane opponents through magical battles.
  • Crafting Constructs: How to create golems to do your bidding.
  • Hazards and Disasters: Including natural and supernatural obstacles in your games as encounters or in Dramatic Tasks.
  • Binding Outsiders: Covering the difficulties and techniques of bending these extraplanar entities to your will.

Advanced Player's Guide 2 art examplePathfinder for Savage Worlds, an introduction.

Pathfinder for Savage Worlds combines the “Fast! Furious! Fun!” of the best-selling, award-winning Savage Worlds game system with the incredible depth and excitement of Paizo’s phenomenal Pathfinder Roleplaying Game and the world of Golarion. Create your own adventures or play one of the legendary Adventure Paths, starting with ‘Rise of the Runelords!’ (Available separately). The Pathfinder for Savage Worlds Core Rulebook contains the Savage Worlds rules, specially tailored for the world of Golarion. All you need are dice, a deck of playing cards for initiative, and some excellent friends to share your adventures with!

©2021, Paizo Inc. All rights reserved. Paizo, the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Adventure Path, Pathfinder Roleplaying Game, and Pathfinder Lost Omens are trademarks of Paizo Inc. Used under license.

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Weight 12 kg
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