Pathfinder Player Companion: Quests & Campaigns (PFRPG)

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Pathfinder Player Companion: Quests & Campaigns (PFRPG)
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Quest for Glory

All great characters are made even greater by the adventures they undertake, and yours is no exception! Pathfinder Player Companion: Quests & Campaigns takes your adventurer from zero to hero, providing all manner of tools to aid in the creation and development of your character’s own legend. From tables to aid in character creation to feats that point your newly forged champion toward even greater power, this volume offers countless sources of inspiration to prepare you for new and amazing adventures.

Quests & Campaigns presents an in-depth discussion and exploration of new player options to help firmly root your character in the world of Golarion and establish her own legend, whether she’s adventuring in ancient ruins, waging war against a rival kingdom, or operating her own tavern! Each Pathfinder Player Companion includes new options and tools for every Pathfinder RPG player.

Inside this book, you’ll find:

  • Random character generation tables to help you create an adventurer who’s sure to become a legendary figure in Golarion lore!
  • New story feats to inspire epic quests and bestow great powers upon those who complete their adventures.
  • Dozens of new traits to further invest your character in the world of Golarion and make sure that his first adventure isn’t his last.
  • The all-new divine ceremony spell, which allows clerics to officiate at weddings, celebrations of birth, and dozens of other rituals and rites.
  • New magic items, spells, and feats for characters using the rules from Pathfinder Roleplaying Game: Ultimate Campaign, from arcana that teleports your business to magical swords designed to slay your own treacherous kin.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game, but can easily be incorporated into any fantasy world.

Written by Amanda Harmon and David N. Ross.
Cover Art by Kieran Yanner.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-513-6

Note: This product is part of the Pathfinder Player Companion Subscription.

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Product Reviews (5)

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Great for Ultimate Campaign

****( )

Some drawbacks and new lore feats. Clerics see a lot of love. A lot of this material is way to improve your character's back story and lore, which will benefit players who don't run ultimate campaign as well as players who do.

Useful companion to Ultimate Campaign

****( )

Read my full review on my blog.

Quests & Campaigns is a very handy companion book to Ultimate Campaign. However, I should note that it will be of minimal use to people who don’t own or use Ultimate Campaign. While there is some material that doesn’t rely on the systems in Ultimate Campaign, many of the new feats, spells, and magic items in the book specifically affect things from the downtime, kingdom building, or mass combat rules. Those who use Ultimate Campaign, though, will find Quests & Campaigns an excellent companion.

New feats, new traits - and a new feeling of disappointment

***( )( )

Yes, there are new feats. Yes, there are new traits. Yes, there are new spells. To build your empire, to rule an army, to repair one's home.
That's what you find when looking behind the "new player options to help firmly root your character in the world of Golarion and establish her own legend".
Q&C basically feels like an extension to Ultimate Campaign, and if you know that, and if that's what you want, you get it. But if you aren't using the big building-your-kindom part from UC you surely don't need this book.
You get
- New feats (for those kingdom building stuff), as well as
- new story feats,
- new traits, some are really nice,
- new drawbacks (so-so),
- new how-to-repair-or-move-my-kingdom spells,
- the ceremony (I still don't know whether I like it or not) and
- some new magic items.

I expected more stuff usable every day, but if you like kingdom building and you liked UC, this is nice. If you didn't, it's not. Maybe I just read this information over, but for the first time, I got disappointed by a Paizo product. But well, I've got enough other paizo stuff to be excited about (-:

Feels like a long teaser for Ultimate Campaign

***( )( )

I like a lot of what is in this book, but in the end, it feels like a sneak peak into what you would get if you purchased Ultimate Campaign (which I don't have). This is the first time that I felt that one Pathfinder product was written primarily to sell another particular Pathfinder product and in that respect I was disappointed.

While it has successfully gotten me excited about the larger book, I feel that Quests and Campaigns is hit or miss and doesn't stand up well on its own. I like the story feats (which takes up 10 pages) and the drawbacks, which are like the flaws from the 3.5 book Unearthed Arcana but set at the trait level (i.e., take a drawback and you can pick a 3rd trait). But some of the book is ho hum (4 more pages of traits - don't we have enough already?) and other parts are not going to make total sense to those who don't have the book, especially the feats and the 2-page-long spell ceremony.

If you're a GM, this is going to be insufficient unless you also have Ultimate Campaign. If you're a player, much of the book is going to be useless, unless you are playing in a game where you know your GM is using some of the optional rule systems (many of which do sound interesting) in the book. And while it's probably not a surprise to anyone, it's worth pointing out that very little of this book is legal for Pathfinder Society play. In sum, Quests & Campaigns by itself is limited in its usefulness for a large chunk of the Pathfinder player base.

Quests & Campaigns


Having just purchased Ultimate Campaign a week ago, I can safely say that this books is, in all the best ways, a collection of tools, ideas, tables, and bonus rules that got trimmed from the (very well done) Ult. Campaign. My players are just entering into a point in their campaign where they are building structures, training a revolutionary group, and uncovering lots about their own character's backstories, so both books are going to come in very handy. I can suggest Q&C for any player looking to randomize character creation, generate interesting backstories for NPCs or introductory PCs, focus on artifact hunting (questing?), or worldbuilding in-between skirmishes. Quests & Campaigns directly compliments Ultimate Campaign and will be treated like the younger sibling to that book.

Bonus Surprise!: Reintroduction of Drawbacks (aka "Flaws"), something I've included as a house rule for some time now, and a very helpful Background Generator that I'm sure will see quite a bit of use!