Where the dungeon ends, another adventure begins! Pathfinder Roleplaying Game: Ultimate Campaign takes you on a guided tour through the parts of the game that happen between monster attacks and quests for ancient artifacts. As some of the most powerful and prestigious heroes around, do your player characters want to build up a kingdom of their own, or lead an army against a neighboring nation? Perhaps they want to start a business, craft magic items, or embark on a quest that will come to define them. Whether you’re looking for help generating a young character or seeking ways to challenge adventurers who’ve grown bored of fighting monsters one-on-one, this book has everything you need!
Pathfinder Roleplaying Game: Ultimate Campaign is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.
A detailed guide to generating character backstories, including a new system for random character generation and traits and drawbacks to meld your background with your statistics.
Story feats that increase in power as you achieve key goals, making quests and crusades more than just flavor!
A complete downtime rules system to flesh out those parts of a PC’s life that take place between adventures, such as running a business, gaining power and influence in a community, or starting a magical academy.
New rules for retraining and switching classes; honor, reputation, and fame; young characters; investment; magic item creation; and other key adventuring topics.
Rules for building up a kingdom, including construction and technological advancements, governing your people, and more.
Mass combat rules to help you lead clashing armies and conduct epic battles in a fun and efficient manner—without losing sight of the PCs themselves.
After thumbing through the book I decided to pick it up. I think the systems in the book are really interesting and I'm actually adapting them to my 4e game.
The book is chock full of fluffy stuff but stuff tied with mechanics so as a DM you get an idea of what type of rewards to apply to a player when they have a background or have own a business. The mass combat section is pretty neat as well, and with a little tweaking I can adapt that as well.
This is a pretty decent fluff book. However, I wish the price was $29.99 instead. The paper quality used is substantially weaker than previous books. There are useful things to be found within for the GM who is not too busy to come up with himself or herself but nothing is overwhelming in here. Reminds me of the numerous volumes Wotc produced for 4E.
This is definitely a homerun for Paizo. This is definitely one of their best products they have put out in a while. I actually gave it 4.5 out of 5 stars, but it is still good enough to give it 5 here.
The latest hardcover rulebook from Paizo is Ultimate Campaign, a book dedicated to an aspect of roleplaying that most books completely gloss over, something some people even gloss over in actual play: non-adventuring time. The vast majority of the rules in Pathfinder (and indeed, most roleplaying games) cover adventuring—fighting monsters, disarming traps, casting spells, travelling through dungeons and wilderness, etc.—and pay very little attention, if any, to what players’ characters get up to between adventures. But for many people, downtime is as much part of the game as the adventuring side is. Where do these characters live? What do they do when they’re not adventuring? What happens if characters try to run a business? What about ruling a nation? How about their families and other relationships? The answers to these questions and more help to define fully fleshed-out and believable characters. They add an additional dimension to the game and provide character motivations beyond just loot. Ultimate Campaign helps players provide answers to these questions and more. Is it a necessary book? No, of course not—no book is really necessary other than the Core Rulebook and maybe the first Bestiary—but it is a very different and useful book. It’s also a very good book and has quickly catapulted itself to one of my favourite books in the hardcover line.
Arggghhh, I had a big review written, then I submitted it only to have it not be posted! Then clicking back in the browser window left me with an empty review! Not happy. Irritated, I now only give a capsule review of the two things I'm really not happy about.
First is the paper. I don't like the matte finish paper. I've come to expect glossy paper from Paizo and this matte paper makes it look unfinished to me. I also don't like the feel of the paper it just feels uncomfortable in my hands.
The other is the background section. This reminds me a whole lot of the Central Casting's various Heroes background books, only not as detailed. These tables hit on pretty much everything that Heroes of Legend did, just not as well. The only thing that I do like about the background section is the fact that there are class specific tables to help tie your background more to your choice of class. This is definitely something missing from Heroes of Legend. The background section in Ultimate Campaign is probably quite useful for anyone who has never heard of the Heroes of Legend, doesn't want to track a copy down (the books are all long out of print) or don't want to pay the high OOP print prices for them.
Don't get me wrong there a quite a few things that I like in the book, however these two really let it down in my opinion. I would like to give it a four, but three is all I can do.