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Cruel Devotee

Guy Ladouceur's page

Goblin Squad Member. Pathfinder Adventure Path, Card Game, Maps Subscriber. 191 posts (192 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


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There are 128 figures + 10 rats in all, I plan on going to the local gaming store to see the costs new, which would give me an idea. Though you can make me an offer and I can go from there.

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My page is
I have four different folders
Unfinished Miniature
Miniatures box#1
Miniatures box#2
Miniatures box#3

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I have just counted the figurines (roughly 600 in all) with each box having a number to it. What is the best way to put the pictures up for all to see.

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I live in Windsor, Ontario, Canada just across the river from Detroit.

I do not remember the names associated with any of the miniatures, but I can get some pictures up so as to give anyone interested an idea of what I am selling.

I would say 2/3 of the figures are painted while the rest have not been touched by a brush as of yet.

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I have a couple hundred miniatures that I am looking to sell if anyone is interested

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In truth I really don't want to see a 2.0, but what would be nice is a supplement rule book with fixes for all the rules that have been found to be unclear or lacking. This would include re-made versions of the weaker classes, different rule systems such as scaled feats and/or a point based spell system. That to me would be the next good playtest for Paizo to move forward with.

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All classes being built off of a talented line (Rogue Genius Games) type system. The reasons being for personal customization, instead of the typical cookie cuter class build used today.
Oh, and do not forget to power up some classes , we all know of whom you are.

Feats that scale as you level, (TPK Games) just due to the fact that as you level, your abilities in all other areas get better, except feats where they flat line.

Last but not least a point based spell/power system (Dreamscarred Press) that allows versatility on the fly. This allows for so much more freedom when utilizing your mystic spells/powers. You can bring the spells DC up, if you spend the points. You can mimic a meta feat when counterspelling verbatim, if you spend the points. Overall in my view it is a far better system, all things considered.

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1 x Pathfinder Adventure Card Game: Fortress of the Stone Giants (Rise of the Runelords Adventure Deck 4) @ 16.99 = $16.99
(Moved to sidecart)
Can you remove this from my side cart I am going to go with a subscription of the card game instead.

thanks, Guy

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I agree with RAW stating it to be how the game is played. I just questioned the rules due to time (quickened spell=swift action vs spellcraft check=free action+ready/counterspell=standard action) and power output quickened spell=spellslot+4 vs counterspell=standard spell slot. All in all it is very unbalanced to say the leased, but I guess the Wizard vs the Fighter is also at the end of the day. Though there is a lot of complaints about that as well.

I bring it up as another part of the game that may need some tweaking next time around at least in my mind.

The Vancian spell slot system used for most casters in the Pathfinder gaming system allows this to be the problem. Where as other systems such as a point based system would allow for duplication(counterspelling) to be far more fluid. Just my two cents.

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I am here to stat my argument on the rules in question and ask for opinions and clarifications if need be.
Rules: Quickened spell
You can cast spells in a fraction of the normal time.

Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

Level Increase: +4 (a quickened spell uses up a spell slot four levels higher than the spell's actual level.)

Casting a quickened spell doesn't provoke an attack of opportunity.

Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell's casting time.

Counterspell:Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Magic).
How Counterspells Work

To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing to ready an action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. You may still move at your normal speed, since ready is a standard action.

If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell's level). This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.

To complete the action, you must then cast an appropriate spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (or have a slot of the appropriate level available), you cast it, creating a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

Ready Action:Ready

The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

So here is the question, that in my view the rules are grey (at best) in their explanation of the interaction of quickened spells interacting with counterspells when the quickened feat has been added to any given spell in question.
Can a standard spell counter a quickened spell when you incorporate the time factor into the equation.

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I am very interested in anything Psionic, pre-gens included. I will be watching for these products with anticipation.

I am wondering what the page count will approximately be per pdf?

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Ken Pawlik wrote:
Guy Ladouceur wrote:
Is Paizo going to sell this product or should I go elsewhere to buy it. This looks like something something are group must have and I have trusted Endzeitgeist on a couple of products to date, and he hasn't let me down.

Hi Guy, I can't speak for Paizo, but I picked up the hardcover + PDF from Drivethrurpg for $22.99 + shipping (under $32 total shipped to Canada - super cheap!). The PDF only is also currently on sale on the d20PFSRD store for $6.99 I believe.

Drivethrurpg also has a huge sample of the book available so you can make a very informed decision before you buy. I know I'm eagerly awaiting my hard copy!

Thanks for the info, I to am in Canada and will be ordering this product, but I just thought shipping cheaper if ordering from Paizo because I receive a monthly order anyway.

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Is Paizo going to sell this product or should I go elsewhere to buy it. This looks like something something are group must have and I have trusted Endzeitgeist on a couple of products to date, and he hasn't let me down.

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One of my favorite shirts that I own, just hope my two Dobermans don't ever get awakened or I might be the one on the short end of the slicer.

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Yes our group uses psionics in all Campaigns we play.

Yes we use Magic/Psionics Transparency, makes for easy integration into any gaming group.

Yes to RAW.

As to any extra work when it comes to adding the rules set, I would say yes to consuming some extra time initially but once you learn the Power Point system it becomes just as fluid as any other aspect of the game.
With that said IMO the PPS that Psionics uses is far more enjoyable than the Vancian system has ever been and for that reason are group converts many of their characters (that are casters) to the point system.

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All in for Alchemist

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I truly don't believe we need a 2nd edition to the Pathfinder RPG but I am always interested in better rules to retrofit into my existing game. For that reason I am asking other gamers on their opinions on how to improve this great system that we enjoy playing.
I have many rules I have added/changed to make the system better(in my opinion) one being adding Dreamscarred Presses Psionic system into our groups gaming experience, please share yours.
Our group has all incorporated the Rules from Rogue Glory (Drop Dead Studios)so as to make the Rogue a viable class in which to play.

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Owen K. C. Stephens wrote:
boldstar wrote:
I have just started a campaign of rogues, monks and fighters only, using the talented line. Very fun.

I love hearing people like the line. Thanks!

(And feel free to write that in a review form, too... )

Apparently a LOT of people are enjoying using the books as the basis for campaigns, which I think is awesome. I doubt talented barbarian will slow down that trend, either. indeed, one of my playtesting groups is now running a campaign with only talented barbarian characters, and are thrilled they can take some many different roles. It's a campaign set in the home village of a specific barbarian tribe, but the group has a warrior, a true berserker, a shaman, and a sneak, all using talented barbarians. :)

Sounds great, the Barbarians are finally being treated as a people not a class.

You know with all the great 3PPs out there, Paizo will never need to make a 2.0, for it's easy enough to plug these products into the existing game and be off and running with a much improved RPG.

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So can you use a one-handed weapon, a shield (just for AC) and a boot knife (as your second weapon).
Just like a two-handed weapon and boot knife I would think not.

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This book is in my top 3 books I purchased in the last year - Mythic Adventures and Dreamscarred's Psionic books the others.
I'm right there with you on your choices, 2013 was a great year for the PFRPG and its 3PP. Just bringing up this made me look at my purchasing of products over the past year and I can hardly believe how much I spent on gaming. The Talented line, Rogue Gallery, It came from the Stars, the Cerulean Seas products the list just doesn't stop, please keep them coming. The talent out there is just amazing, though it does tend to hurt the pocket book, and make for some lost time investigating how to best play this amazing product. I know I am off topic with this post and I could go on with the many companies and their products, so I will stop but not before I say thank you to all who contribute to the hobby I so enjoy.
P.S. in closing let me mention the people like Endzeitgeist whom take the time to review the products out there for they are invaluable to my decisions even though they may not like how they sound when taped.
Thanks again

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As your AC trusts you unequivocally to cast spells with the "you" descriptor, so to would your companion trust you to cast any spell upon it. Even for the sake of argument the AC is still leery of certain spells being cast upon it, at that point your "link" ability allows for a free action to handle their ally and therefore receives the spell with know SR roll needed.
Link (Ex): A druid can handle her animal companion
as a free action, or push it as a move action, even if she
doesn’t have any ranks in the Handle Animal skill. The
druid gains a +4 circumstance bonus on all wild empathy
checks and Handle Animal checks made regarding an
animal companion.

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Did not see anything from the displacer beast in this product. I presumed due to the write-up that there would bee something on this creature's hide.
Hope I didn't miss something when I went through it quick, I will take a better look when I get a chance.

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As far back as I can remember (in the D&D days) Aboleth's like Illithid's and Krakens were known to be aberration's that were closely tied in with Psionic's. If I remember correctly in 3.5 you had options for both magical and psionic variants yet whom ever I seen running an Aboleth NPC had added levels of Psion (Telepath) onto there basic creature stat and at that point they were bad ass.

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Could you also uncancel the Pathfinder Special #1

thanks, Guy

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Just verifying what my account info looks to be showing, which states that the Pathfinder Comics 11 & 12 (along with the Goblin Comics) have been canceled from the last order. For if this is the case I will need to re-order comics 11 & 12.

thanks Guy

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I can't wait for the PDF of Ultimate Psionics to come out either, but I'm with Endzeitgeist about getting this right the first time, like he stated in his review of Psionics Augmented. So if it's going to take an extra week or two (in my opinion) go for it, I have waited this long. So please take the time needed and get this product as close to perfect as possible, for it will be one of the jewels in my shelf in due time.

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I am not interested in the Goblins Comic Books so I want my subscription cancelled. I will order the ones I want as they come out.

thanks, Guy

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If you have no issues with 3PP's you should pick up Rogue Glory (Drop Dead Studios), it clarifies a lot of what you are inquiring about. The product also brings the Rogue more in line with the other Core classes (power wise) and has been given a 5 star rating if I remember correctly. We use it with our games and have not had any problems to date.

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It is quite ambiguous in the write-up, for under spells it states "The bloodrager does not need to prepare these spells in advance; he can cast them at any point during a bloodrage(as per his blood casting ability" so that is where I was not clear.

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It seems strange that the Bloodrager can only cast when raging, for the class has a limited amount of time to rage and should therefore be using that time in melee. So why then would they be casting when they cleary are better optimized for melee combat during this time.

The other thing about casting while in Bloodrage is it states "While in bloodrage,a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly,Intimidate, and Ride) or any ability that requires patience or concentration". So how then should they be able to cast when so limited with other concentration abilities. If your going to say because of their blood casting ability maybe they should only be able to cast offensive based spells do to the anger that the class is unleashing.

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Ranger, then Alchemist

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Initiative had already been thrown, and both side were privy to each others location.

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Another way we talked about handling this situation was only do this for the member's that held the same initiative.

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It was a full round action that brought this about during our last session.
The party was in combat with two Manticore’s that were flying, and one charged the Wizard ( I as the GM rolled to see which party member would be attacked). Well as it turned out the Manticore and the PC had the same initiative and same dexterity so we had a role off and I (the GM) won. The Manticore was within its double move and so charged and hit the Wizard thus disrupting her spell.
At the end of the session we all sat and talked about a fairer way of handling the combat round. We spoke of the combat with the charging Manticore and the Wizard, and the player stated that because the Manticore did a double move before the Wizard was able to do anything it seemed kind of unfair. So I said what if the Manticore could only move up to half his movement then the Wizard could either cast her spell or due a movement action (if movement allowed take cover). We agreed that that sounded fairer on paper but what would the overall implications be.
Another way we talked about dividing the round in half on a full round action was if a Fighter had three attacks he could take one on his first action and two on the second action.
We as a group our just wondering if this is a viable way to play the game. or if at the end of the day would it break the game itself.

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Our group has recently discussed dividing the combat round in half, due to the fact that a character can due two actions before another can due even one. We are back and forth on trying this due to the cost (in real time) that will be incurred, but seems like it could add some fairness within the combat round itself. I am wondering if anyone out there has tried this, and if they have what were their findings.

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I enjoy Pathfinder more than any game out there, but as stated by others there are issue's with it. The greatest thing about this game is the OGL, for many of the issue's Paizo have not corrected have been re-worked by 3PP one way or the other, thus making the game even better.

I also love the Template's that the 3rd Edition of this great game have, compared to how it was in older Editions. I know they were around from the beginning of 3rd Edition but its a feel good forum so I went with it.

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When all the Talented Classes are done, I believe a Hardcover could be in order.

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I still think that the Talented Alchemist would be a good choice for this line. What better mish mash of a class is there than the Mad Scientist of whom you never know which way they will go.

Though I do like the ideas you have for the Cavalier Owen, maybe the best bet is to go in alphabetical order. (hehehe)

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Is this product going to be inline with the Spelljammer of old, but using the Pathfinder rule set. Or is this more of a Sci-fi type setting.

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Our group uses the Spell Points system from Super Genius Games (without the Fatigue and/or Eldritch Dissonance rules) and really enjoy this system. The only real drawback is for the GM (myself) for it takes more time for me to change over the NPC’s , monster’s, etc. So I usually only change over the major players leaving the rest as written by the artist, and yes I understand that establishes some power creep into the game, but so be it. Our group also uses the Talented Fighter and Talented Rogue rules set and that also allows for some power creep for no other NPC’s have that many options, if played using the original author’s layout. To us it’s all about options, along with the enjoyment of the game and this is how we enjoy the game to its fullest.

The Vancian System is a much simpler system, but it makes no real sense for all the reasons already stated, in which I will not reiterate. Though at the end of the day each group should choose their poison and imbibe it the way they so chose, for the overall experience of the game is what it’s about.

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Throws a bomb into the middle of a group of Goblins and once the smoke clears the littered bodies spell out "The Talented Alchemist".

Sure would like to see this product but I'm not sure there is enough material to date to even expect it.

Owen, loving this product line keep up the great work.

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The problem with your solution to your perceived problem is it goes against the rules laid out in the game. This in and of itself will cause discourse at your table, which in turn will bog down the game ( at best)or outright break it down. At least that's what I believe would happen at our table, due to the fact that the BBG receives more output per round than the rest of the character's at the table.

There's many ways in which you can add impediments, creature's or other NPC's to the combat that will not make it seem clunky. You can add pet's, companions, traps and/or terrain effect's to name a few.

Another quick way of powering up the monster's is by adding NPC levels which can add a feat, improved initiative foe example which can also change the outcome on any given encounter.

At the end of the day, throwing basic rules out the window is usually not a good idea and if I am reading it correctly that is what you are doing, instead of using so many of the other tools the game has to offer.

P.S. Our group play's with 6 character's at the table each and every time we play, even doubling up on character's if the need arises, do to the fact that this is our overall preference.

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Owen, due to the Rogue being somewhat underpowered (in many player’s minds) we have added the extra options (Guile pool & Ambush) from Drop Dead Studios “The Glory Rogue" and are quite happy with these extra abilities to date. What I am wondering is if these extra options are given to the Rogue under your new "The Talented Rogue" product, would this, in your opinion make the Rogue over powered. If not I am also wondering due to these abilities being given @ 2nd & 3rd levels could I allow them to be swapped out for other Talents.

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When Spell casters regain their spells I thought that it was universal that they all needed 8 hrs of rest before hand. This only seems to be spelled out under the “spell” section for character creation under Wizards, not Clerics, Sorcerers or Bards, is this truly the case or am I missing something .

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We use the "massive damage" rule at our table whenever it is called for. The way our group see's it, death lurk's around every corner, though it rarely come's to visit, yet there should always a chance it comes knocking. The massive damage rule's are just another means to that end, and though hp's are abstract taking 50 hp's or getting them cut in half on one single attack, in our minds should bring on the onset of shock and/or possible death. We have gone one step further in all truth and have added a +1 to the fortitude save for ever 10 hp over the bench mark 50 hp (eg. 60hp sv @ 16 fort. 70hp sv @ 17 fort. etc.).

Yes, it sucks when a PC dies, but the upside is at lower levels you try something new and at higher levels death is temporary anyway so add a little drama.

We as a group always play with six member's in our party and that could be why we find death to be less significant when it does happen. Yet because of bad choices and/or luck there should be some repercussions and added stresses to the rest of the party.

My question is why do people exclude this rule? Do they not see death as an option in there games? Does it happen to often in their group's?

We always found it to be a viable option (massive damage) and I'm wondering are we as a group looking at it wrong.

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BigDTBone wrote:
Wyran wrote:
BigDTBone wrote:

Sean K Reynolds wrote:

There's an ad in the back of the Core Rulebook, too.


This is an extremely flip attitude to take toward the concerns of a paying customer. Actually, pretty poor social skills for a representative of any company to display (audience paying or not.)

I actually prefer his response, i mean what else would he do? Ignore this guy? That seems equally if not more rude. Or perhaps you would like him to give a press release and apology for letting people know that if they like what they bought, they have more stuff to go with it?

How about something professional and not antagonistic toward the customers of the company he works for/represents. i.e. "We use the last page of our products to keep customers who do not frequent our website aware of the other products scheduled to release in the near future. While we understand that page space is at a premium we nevertheless find it a necessity from a business perspective to include this relatively small amount of advertising. I appreciate your feedback, but we will not be making changes to this practice at this time nor any time in the foreseeable future."

That would have been ok.

Well said!

I have no problem at all with the advertisment but that was quite unprofessional to say the least.
With that said sarcasm with a touch of levity can either defuse or antagonize people.

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Owen, I know this is not where this question should be asked, even though it is a House Rule our group is talking about implenting but here it goes.
In the arena of Counterspelling have you ever thought about two spells that react with each other (as counterspelling) but with different energy discriptor's being able to counter each other (like in X-men between Iceman & Pyro) with the 2 (or more) involved having a roll off and the one with the highest roll getting threw but only involving the overall difference in damage.

thanks, Guy

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Christopher Delvo wrote:

I really like the ideas put forth in this document. I've always wanted a simple spell point system that could easily be inserted into my games, and this one seems to do the trick. I love the balancing factors of Eldritch Dissonance, and overall I can see that a lot of thought was put into the system.

However, I did notice something that seemed a bit off. I was measuring the number of spells characters could cast with the standard system and this system. To keep it simple, I used the iconic characters from the NPC codex as a base-line.

I started with Seoni, the iconic sorcerer.

At 12th level, the iconic sorcerer would have 111 spell points (unless I'm misreading the system, 105 base points + 6 bonus points). However, according to her stat block, in order to cast all of her spells, she would need 189 spell points at minimum (utilizing as little eldritch dissonance as possible).

Also according to the rules, Ezren, the iconic wizard, at the same level, would have 78 spell points (72 base points + 6 bonus points), no specialist points (as he is a universalist) and 7 bonded item points. In order to cast his spells, as prepared in his stat block, he would require 134 spell points, discarding the bonus spell from his bonded item.

The other iconic characters' possessed/needed spell point ratio (all at level 12) is as follows:

Harsk (Ranger, 14 Wis): 14/19
Seelah (Paladin, 18 Cha): 15/23
Lini (Druid, 22 Wis): 78/120
Kyra (Cleric, 18 Wis): 76 + 12 domain/101 + 27 domain
Lem (Bard, 24 Cha): 54/84

That seems like quite the discrepancy to me.

I understand that this might be my misreading of the rules. Are characters intended to gain a number of bonus spell points for each level they possess? In that case, Seoni would gain 72 bonus spell points, giving her a total of 177, much closer to what would be required in order to cast at a rate comparable to what she could do with spell slots. Similarly, Ezren would have 144, Lem 98, and Kyra 120 + 12 domain. All very close to their needed amount.


Chris, we have recently played using these rules but have left out both the Fatigue and Eldritch Dissonance rules and we didn't find them to be overpowering. With that said it was all or no spell casters using these rules so balance would be kept and with the ability to Counterspell strengthened by using the point system we haven't had any real issues to date. That's not to say that there will not be issues in the future and if anyone play's this system the same as we do and have had problems please let us know.

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1) The Generalist has access to all Powers marked Psion/Wilder under the level discriptor.

2) The Generalist like all classes receives their feats as per the rules in the Pathfinder Core Rule book (pg 30) along with any bonus feats stated within the Psion class table (2-3).

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When my books fall apart I place each page in a page protector within a binder and never have to worry about damage to my pages again. They are bulky compared to your standard book, but I tell you I have first edition (D&D) books that I can use with no damage to the pages what so ever.

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