Pathfinder Roleplaying Game Core Rulebook (OGL)

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Pathfinder Roleplaying Game Core Rulebook (OGL)

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Enter a fantastic world of adventure!

The Pathfinder Roleplaying Game puts you in the role of a brave adventurer fighting to survive in a world beset by magic and evil. Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!

This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

The Pathfinder Roleplaying Game Core Rulebook includes:

  • All player and Game Master rules in a single volume
  • Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs
  • Exciting new options for character classes like fighters, wizards, rogues, clerics, and more
  • Streamlined and updated rules for feats and skills that increase options for your hero
  • A simple combat system with easy rules for grapples, bull rushes, and other special attacks
  • Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more
  • Hundreds of revised, new, and updated spells and magical treasures
  • Quick-generation guidelines for nonplayer characters
  • Expanded rules for curses, diseases, and poisons
  • A completely overhauled experience system with options for slow, medium, and fast advancement
  • ... and much, much more!

Available Formats

The Pathfinder Roleplaying Game Core Rulebook is also available as:

Hardcover ISBN: 978-1-60125-150-3

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Last Updated - 5/30/2013

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What a Pathfinder truly needs...

5/5

If there is any one book to have, it is this one. It is the only Pathfinder book you will ever need to start playing, but if you're like me you'll eventually want more.

When I first learned of tabletop RPGs my attention turned to D&D even though I knew next to nothing about it, nor did I know of anyone who played it. I only knew it because it was the name everyone knew when someone said "tabletop RPG" and the answer wasn't "what is that?" I wanted to play it but I didn't know where to start. I was lost, forlorn, and alone.

Then, one fateful day, I met someone online who told me about Pathfinder. I took one look at the Core Rulebook and I never looked back, and to this day I don't regret the decision one bit. The Core Rulebook is a solid start to any aspiring tabletop gamer's adventure and is a must own not only for the abundance of useful information it provides but also for the clean presentation and the magnificent art provided by Wayne Reynolds.

In short, if you want to play Pathfinder and haven't already, pick this book up immediately. It is well worth it.


Legendary

5/5

Legendary. It’s hard to know where to begin to review this book, but that one word encapsulates it well. There’s a reason Pathfinder is thriving a decade into its existence, and it all starts here. If you don’t know anything about Pathfinder, you can think of it as a revised and improved version of a specific edition of D&D (the “3.5” edition). Its strength is the nearly infinite capacity for customization, and its weakness is that enormous customization introduces complexity. In other words, this is a “crunch heavy” instead of a “rules light” game. Trust me, it’s worth it though. This is going to be a long review because I’ve got fifteen chapters to cover in this massive, 575-page book! If you don’t have the patience to read through the whole review, the conclusion makes it clear: buy this book. With this and the Bestiary, you have years of adventure at your fingertips.

Chapter 1 is “Getting Started” (12 pages). This chapter contains a brief introduction to the game, an overview of each chapter, a glossary of common terms, an example of play (very useful if this is your first RPG ever), and the rules for generating ability scores for a character (how physically and mentally capable they are).

Chapter 2 is “Races” (11 pages). The “Core” races presented here are: Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, and Humans. As you would imagine, there are advantages and disadvantages to each race. The chapter spends a page on each race, and beyond the rules ramifications it takes care to talk about what members of that race typically look like, what their culture is like, why they often become adventurers, and how they relate to other races. It’s not an overwhelming amount of information (which is good for new players). For the most part, these races stick to fairly standard fantasy expectations.

Chapter 3 is “Classes” (57 pages). There are eleven “core classes” presented in this book: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard. The spread of classes does an excellent job covering different play-styles and roles within a group. The power level of these classes has been significantly bumped up from D&D 3.5, and there are a lot more choices to be made within each class. This makes the classes more complex, but also more satisfying to see advance up through each level. If you’re brand-new to Pathfinder, it might be good to stay away from spell-casters like the Druid, Cleric, Sorcerer, and Wizard until you get more experience, as the sheer number of choices to be made can be overwhelming at first.

Chapter 4 is “Skills” (27 pages). Skills are something that every character has and they determine the likelihood of success in doing certain things. Want to leap from one rooftop to another? Roll an Acrobatics check. Want to figure out what spell that evil wizard just cast at you? Roll a Spellcraft check. Different classes get bonuses to using particular skills, but every character, regardless of class, can become good at something if they invest their “skill points” in a particular skill. Pathfinder has condensed the number of skills slightly from D&D 3.5, though it still has more than newer RPGs tend to have. I like the diversity and ability to specialize in discrete areas, but some think there should have been further consolidation. Each skill is described with great detail on specifically what it allows you to do and not do, which is quite helpful in avoiding rules arguments.

Chapter 5 is “Feats” (29 pages). Feats are special abilities. Every character gets to choose one feat at every odd level, and some classes and races get “bonus” feats. A feat might be something that lets you fight better in darkness (“Blindfighting”) or it might be something that makes certain spells you cast more effective (“Spell Focus”). There are several dozen feats to choose from, so this can be one of the parts of character creation that takes the longest to do. Their value, again, is that they allow for enormous customization of a character. Just because there are two Fighters in the party doesn’t mean they’ll be identical, because feats allow them to operate in very different ways!

Chapter 6 is “Equipment” (16 pages). Your character will need a weapon, maybe some armor, and some other gear like a backpack or a coil of rope. But in addition, you might wonder how expensive a night’s stay at an inn is, or how much it’ll cost to persuade a local wizard to cast a spell for you. All of the answers are in this chapter. I really appreciate that every item and service isn’t just listed on a table with a price, but in addition most receive a description, a picture, and (sometimes) additional rules to explain how it works in actual gameplay.

Chapter 7 is “Additional Rules” (13 pages). The title of this chapter isn’t particularly helpful, as the entire book consists of rules. Really, it’s a miscellany of various things about your character. First up is Alignment, which is whether your character is good, evil, or somewhere in between. A lot of other RPGs dispense with such questions, but it is “hard-coded” into Pathfinder in the sense that it’s not just a role-playing choice: many spells, magic items, and other effects change depending on a character’s alignment. Next, there’s a few pages on “Vital Statistics” like determining a character’s age, height and weight, and (most importantly) carrying capacity (also known as “encumbrance”). If your character has a low Strength score, don’t expect him or her to be able to carry a lot of gear. Then, there’s a discussion of movement speeds in various contexts (in the course of a combat encounter, for example, or for travelling great distances overland). Last, a bunch of little things are covered under the title “Exploration”: how far characters can see in different levels of light, how to determine if an object can be intentionally broken, etc. It’s a chapter that’s easy to overlook but provides answers to a lot of “little things” that might come up during a session.

Chapter 8 is “Combat” (29 pages). Combat is a major part of Pathfinder, and there’s admittedly a lot to digest in a short number of pages here. The way the chapter is laid out isn’t necessarily intuitive, and later Paizo products (like the Strategy Guide) do a much better job making combat clearer. You’ll find everything you need in this chapter, but you’ll be flipping back and forth for a while. I’ve been playing for years and I still refer to it occasionally.

Chapter 9 is “Magic” (19 pages). This chapter discusses different categories of spells, how characters learn them, and how to read a spell entry in the next chapter. It’s a chapter that’s easy to skip over at first, but is actually pretty important once a campaign gets serious.

Chapter 10 is “Spells” (156 pages). You read that right: about a quarter of the book consists of an alphabetical list and description of several hundred different spells! The spells have been cleaned up and improved from D&D 3.5 for better gameplay, but what hasn’t changed is that magic still rules. If pure power is what you want, play a true spell-caster and you’ll find it.

Chapter 11 is “Prestige Classes” (23 pages). Prestige Classes are special classes that characters can eventually take, well into their adventuring careers, if they meet certain prerequisites. This book has ten of them: Arcane Archer, Arcane Trickster, Assassin, Dragon Disciple, Duelist, Eldritch Knight, Loremaster, Mystic Theurge, Pathfinder Chronicler, and Shadowdancer. For the most part, and until very recent, Pathfinder hasn’t been a game where prestige classes thrive. Apart from some specific flavour reasons, a character would usually be better off simply continuing in their base class rather than taking levels in a prestige class.

Chapter 12 is “Gamemastering” (15 pages). As its title indicates, this chapter helps the person running a game (the “Gamemaster” or “GM”) prepare an adventure, referee the rules, deal with common problems at the table, etc. It’s okay for what it is, but I’ve seen better resources to help new GMs figure out what they’re doing.

Chapter 13 is “Environment” (39 pages). This chapter contains a lot of little things to help make the setting interesting. It contains rules on weather, travelling through the wilderness, dealing with traps, and so forth. It’s primarily for the GM too and shouldn’t be a priority to master until more fundamental rules are digested.

Chapter 14 is “Creating NPCs” (11 pages). This chapter gives rules for creating background (non-player) characters by using “NPC classes” like a Commoner. I have to admit I never use this chapter, as I just rely on NPC stat blocks already generated in other Pathfinder products.

Chapter 15 is “Magic Items” (101 pages). Your adventurer is going to want some cool magic gear, and this chapter explains what it does, how much it costs, and how it’s made. It’s pretty extensive and detailed.

Last up, there are appendices summarizing “Special Abilities”, “Conditions” (status effects a character might be under), “Inspiring Reading”, and “Game Aids” (other products you can purchase).
The Core Rulebook is a hefty tome for an RPG book. For players coming from D&D 3.5, it’s basically a combination of the Player’s Handbook and the Dungeon Master’s Guide in a single volume, but refined and improved. The book is, with the single exception of the deities, completely “setting neutral” (that is, it’s suitable for play in any campaign world or a homemade setting). There’s some excellent artwork taken from other Paizo products mixed in with some artwork that’s more pedestrian. Still, the production quality overall is fantastic. I would normally go into more detail, but there are hard word counts on these reviews. So I’ll sum up by saying: this is the one book you won’t leave home without, and it’s worth every penny.

Special Note: The Core Rulebook was recently released in a smaller softcover. The interior is exactly the same as the sixth printing of the hardcover, but it’s lighter and easier to carry. I’ve been using it for a few months now, and I’m quite happy with the font size, reduced price, durability, and ease of use.


Pathfinder's Heart

5/5

This book is at the heart of all Pathfinder games. It is great and can be picked up regularly cheap with sales all over. (Humble Bundle 1$) I myself have a PDF but plan to pickup a hardcopy one day. Either one will do the trick and is always good to keep handy. I like the PDF because you can do keyword searches. Even if you don't ever use it. The cover art is pretty awesome.


A Fresh Start

5/5

After years of seeing the Pathfinder rule books on the shelves of my FLGS, I took the plunge in December of 2012. I bought the Core Rulebook and began skimming it immediately. My first discovery was the character creation rules. They were fun! Characters were cool in a way that I hadn't seen in previous editions of the world's oldest role-playing game. Within three months, I was up and running my first Pathfinder adventure. That was three years ago and I have no regrets getting involved with the Pathfinder system.


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If by lv15 he doesnt have a few dimensional doors, improved invisibility, blink and mirror images prepared, that wizard should die and do all other wizards a favor.

Also, there are two magic items that allow easy escape from grapples, the boots of escape (ultimate equipment) and the quicksand cloak (tears at bitter manor). Honorable mention to Salve of Slipperiness (aka KY lubricant).

Grand Lodge RPG Superstar 2012 Top 32

1 person marked this as a favorite.
Panics wrote:
Because my Monk tie-up in 1 round (grapple and pin (move action); tie-up (standard action); game over).

That looks like at least two rounds to me:

Turn 1
Standard action: initiate grapple (this is subject to things like displacement or mirror image, like any other attack)
Move action: pin (only if he has Greater Grapple, though)

Turn 2
Standard or move action: tie up

So at worst, the wizard has at least one turn where he's pinned, but not tied up. That's his chance to pull out and apply an oil of grease or a salve of slipperiness or whatever, or to attempt a concentration check to cast a spell, or use a supernatural (Su) ability because those don't require concentration, etc.

That's also all his minions' chances to wail on the grappler or to cast liberating command on their master.

And of course this all changes if the wizard was invisible and flying when the encounter started, as the monk is going to have to find and reach him.

Silver Crusade

I know this is probably a bit much to ask, but is there any word on when the Core Rulebook is getting a new printing? I ask because I have a 6th printing book signed by the development team, and I GM a lot of Pathfinder Society and get new players in my home games, and I get nervous every time I need to pass a book around because you never know which newbies are the type to lift an open book by one cover until they do it. When there's a new printing I'd like to get a copy so I can retire the autographed one. Thanks for any information. :)

Webstore Gninja Minion

Renegade Paladin wrote:
I know this is probably a bit much to ask, but is there any word on when the Core Rulebook is getting a new printing?

We don't give this information out, but we will send out an email notification if you purchased the PDF regarding any errata or updates.

Silver Crusade

Liz Courts wrote:
Renegade Paladin wrote:
I know this is probably a bit much to ask, but is there any word on when the Core Rulebook is getting a new printing?
We don't give this information out, but we will send out an email notification if you purchased the PDF regarding any errata or updates.

I thought that might be the answer, but it never hurts to ask. Thanks for replying anyway. :)

Community & Digital Content Director

Pocket Edition now available for preorder! This new softcover version is not part of the Pathfinder Roleplaying Game subscription, and the dimensions/weights are estimates and may vary as we get closer to actual production.


Going by the dimensions listed, it's about A5 in size. Nice...

I'm guessing it's the same book, just smaller? Maybe less thick paper?

I'm really interested here!

Paizo Employee Chief Technical Officer

Same book, just smaller. Our friends at Ulisses Speile did this with their Dark Eye RPG, and we thought it was pretty awesome. I think people are going to love this.


It puts things in an interesting situation though, if one edition runs out of prints before the other.
I hope you have a good idea how to handle different print runs and the errata.

I guess the pocket edition will be a 6th printing run? Or maybe even a 7th?


A good news indeed, the Pocket Edition. Although I have the 5th printing HC it's outdated, with no monk special material DR piercing indicated.

Not so secretly, I do wish minor updates on the Core Rules to somehow tweak the Multiple Ability Dependant classes and inherently non-magical classes to be more meaningful within the narrative in the second half of the level range, though. (Although I know the backwards compatibility with 3.5 Edition and all that unspeakables will make this impossible for a while...)

Dark Archive

Vic Wertz wrote:
Same book, just smaller. Our friends at Ulisses Speile did this with their Dark Eye RPG, and we thought it was pretty awesome. I think people are going to love this.

The "Das Schwarze Auge" softcover rulebook from "Ulisses Spiele" is kind of cool.

Was it the inspiration for this?
Also, will the pocket edition contain the 6th printing content or be a revised 7th printing?
I will buy it no matter what as my CRB is 2nd printing, falling apart and i'm a traveling GM. But i can see the appeal being even bigger if it is a newer printing.

Thank you for your time.

Paizo Employee Chief Technical Officer

Franz Lunzer wrote:
It puts things in an interesting situation though, if one edition runs out of prints before the other.

There's no good way to prevent that, but this isn't really a new problem. When we introduce a new printing, even just in hardcover, there are always copies of the previous printing in the channel. There's no way of guaranteeing even today that if you order a copy from Amazon, you won't get some ancient printing that has been on the back of a shelf in a remote warehouse for several years.

Franz Lunzer wrote:
I hope you have a good idea how to handle different print runs and the errata.

We're on it. (A primary goal is keeping it simple to reduce possible confusion.)

Marco Massoudi wrote:

The "Das Schwarze Auge" softcover rulebook from "Ulisses Spiele" is kind of cool.

Was it the inspiration for this?

The Das Schwarze Auge softcover is exactly what inspired this.

I'm pretty sure the contents of the 1st softcover printing will be identical to the 6th hardcover printing, but I'll get back to you.

Liberty's Edge

Vic Wertz wrote:
Franz Lunzer wrote:
I hope you have a good idea how to handle different print runs and the errata.

We're on it. (A primary goal is keeping it simple to reduce possible confusion.)

...
I'm pretty sure the contents of the 1st softcover printing will be identical to the 6th hardcover printing, but I'll get back to you.

At which point, couldn't you just label the 1st softcover printing as another variant of the '6th printing' of the rules... same as the newest hardcovers? That way the hardcover and softcover 'printings' should always be in sync and you can continue describing the errata just as they are currently.


Vic Wertz wrote:
Same book, just smaller. Our friends at Ulisses Speile did this with their Dark Eye RPG, and we thought it was pretty awesome. I think people are going to love this.

I'm really looking forward to it...I'm just afraid I'll need a magnifying glass. :P

Paizo Employee Chief Technical Officer

1 person marked this as a favorite.
Vic Wertz wrote:

I'm pretty sure the contents of the 1st softcover printing will be identical to the 6th hardcover printing, but I'll get back to you.

Confirmed. It includes the text "First softcover printing July 2016. Contents match sixth hardcover printing." And we'll make sure the errata download page tells you to go by the hardcover info when selecting your errata doc.

Dark Archive

Vic Wertz wrote:
Vic Wertz wrote:

I'm pretty sure the contents of the 1st softcover printing will be identical to the 6th hardcover printing, but I'll get back to you.

Confirmed. It includes the text "First softcover printing July 2016. Contents match sixth hardcover printing." And we'll make sure the errata download page tells you to go by the hardcover info when selecting your errata doc.

Thank you Vic!

I will definetly buy it.


Nice!

Any word on when the softcover might ship? Summer? Fall?

[EDIT] Shopping cart says October, for those wondering.

Silver Crusade RPG Superstar 2013 Top 8

I believe I might have found a typo in the CRB.

Core Rulebook p. 118 wrote:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.

The last word should be affect, not effect.


If there's ever another errata, any chance the Duelist Precise Strike wording could be fixed to be more like the Swashbuckler wording? As written, it doesn't work on undead and doesn't count as precision damage, so it works on less things but can be multiplied on a crit.


I don't know if this the right place for this. If there is ever a seventh printing I'd like to suggest the following change to the Two-Weapon Fighting feat entry:

Here's the current entry:

CRB pg. 136 wrote:

Two-Weapon Fighting (Combat)

You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.

Later on a sidebar for Table 8-2 (for what does and doesn't provoke attacks of opportunity:

CRB pg. 183 wrote:
3 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

Anyway, the change I'd like to see is in the Benefit:. Something like "Your penalties on attack rolls for fighting with two weapons are reduced. The time it takes to draw two light or one-handed weapons is reduced to the same amount of time it takes to draw one weapon normally." (and then the rest of the normal entry)


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Eight years in, and I only just noticed that the outline in the PDF says "Chaper 14" instead of "Chapter 14".

Lantern Lodge

1 person marked this as FAQ candidate.
Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Table: NPC Gear
Basic Level 3 / Heroic Level 4:
Total gp Value 1,650 gp = Weapons 650 gp + Protection 800 gp + Magic (—0—) + Limited Use 100 gp + Gear 200 gp...... =1,750 gp...?

Even according to the PRD Entry.

Are we using Lovecraftian mathematics for this level? I didn't find the question in the last few pages of this discussion, or the FAQ.

Lantern Lodge

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

bump

Silver Crusade

Pathfinder Adventure Path Subscriber

Congratulations, you're likely the first one to spot it, and now you need to wait for the eventual seventh printing to see it fixed.

Lantern Lodge

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Gorbacz wrote:
Congratulations, you're likely the first one to spot it, and now you need to wait for the eventual seventh printing to see it fixed.

That seems unlikely, but I appreciate the confidence, Gorbacz. I can be patient, but I suspect this has been seen before, and a quick-fix statement or freelancer help has been established to jump the obstacle. My intended fix without input would be to subtract 50 gp each from Protection and Other Gear to get the intended Total Gear GP Value, or alter the total to 1,750gp - neither of these seem game-breaking. My other option is the check the NPCs created at this low level, and calculate their gear value totals, to see which total is the correct one.

Thanks for the reply, G.
-Will

Dark Archive

Any chance we can get some more interactivity in the PDF version? We cannot even click the pages in the table of contents.


theAnton wrote:
Any chance we can get some more interactivity in the PDF version? We cannot even click the pages in the table of contents.

I usually type in the page number (+1 because PDF), but you could use the bookmarks. They appear when you press Ctrl-B, at least in my PDF viewer (PDF-XChange).


A user on my forum detected this discrepancy in the Core Rulebook:

The glossary definition of Incorporeal does not mention that Channel Energy is not subject to the %50 damage rule, as it does in the Universal Monster rules

CORE:

Quote:
Incorporeal: Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects

Universal Monster Rules:

Quote:
Incorporeal (Ex) An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source (except for channel energy). Although it is not a magical attack, holy water can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature. Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.

These four little words are an important tidbit of information that should totally be included in the CRB!!

The Only Sheet


Pathfinder Starfinder Roleplaying Game Subscriber

...never thought a new product would send me back looking to the one that kind of started the line for character classes...

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Wei Ji the Learner wrote:


...never thought a new product would send me back looking to the one that kind of started the line for character classes...

I honestly think that you're not being melodramatic enough about Ultimate Wilderness. What you really need, as a sort of catharsis, is to write an ode, a poem, entitled say "Shattered realities, shifted dreams" where the protagonist searches for the true love of his life, but finds her tragically flawed.


Adventure Path Charter Subscriber

i love the (literally) reskinned dark elves on pages 167 and 407. what's the inspiration?


1 person marked this as a favorite.

Just bought this for probably the last time.. *sniff*

I've been hanging out for a couple of years now for a seventh printing, but that seems unlikely so I can finally bite the bullet.


I still have my second printing I bought in the spring of 2010!

It's held together by optimism, and tape, lots of tape.


Hell, I still have my first printing. Was thinking of just getting a new printing in the pocket edition, but might have to get a new hardcover too, just so I have a nice copy. Mine too is held together by tape and dreams

Sovereign Court

What printing are the non-mint versions?

Paizo Employee Chief Technical Officer

For non-mint items, we can't guarantee you'll always get the latest printing... but given that we've been on the 6th printing of this book for more than 5 years now, odds that you'll get anything older than that are *very* low.


Ivan Rûski wrote:
Hell, I still have my first printing. Was thinking of just getting a new printing in the pocket edition, but might have to get a new hardcover too, just so I have a nice copy. Mine too is held together by tape and dreams

Yup. I just ordered another hardcover copy because the one I have is in a condition pitiful to behold. I had never bought an additional copy of a book for that reason in my life before. I generally try to take good care of my books to avoid exactly this necessity.


Will the 6th printing be the last printing of this book?


Starfinder Charter Superscriber

That's safe to say. The good news is Paizo has said they'll keep it in print (in the form of the pocket editions) for as long as people buy them.


I guess I’ll be buying another hardcover edition just to have an extra copy


Hello all, hope everyone is staying safe and healthy.
Some PDF items have an (OGL) and some do not, what does the OGL stand for?
Thank you in advance.


Open Game License.


captain yesterday wrote:
Open Game License.

Thank you for the quick reply.


Here's hoping that there will be a new hardcover printing of this someday.

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