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Pathfinder Roleplaying Game: Adventurer's Guide (PFRPG)

***( )( ) (based on 6 ratings)
Pathfinder Roleplaying Game: Adventurer's Guide (PFRPG)

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Being an adventurer is a dangerous line of work, but the rewards are well worth the risk. The smartest adventurers never go it alone—they not only bring allies to help explore the dangerous reaches of the world, but also seek aid in the form of support, supplies, and secrets from powerful organizations. With such a group to serve as a guide, an adventuring party's chances for success have never been better!

Pathfinder RPG Adventurer's Guide presents several such organizations, each with its own suite of benefits and boons to grant those affiliated with it. Designed for the Pathfinder Roleplaying Game and drawing upon the rich traditions of the official Pathfinder campaign setting, this indispensable guide for adventurers provides a wealth of new character options for your game.

Pathfinder RPG Adventurer's Guide includes:

  • Details on 18 different organizations that use adventurers to further their goals, including the law-enforcing Hellknights, the sinister assassins of the Red Mantis, and of course, the world-renowned Pathfinder Society itself.
  • A wealth of new player options, including feats, spells, magic items, prestige classes, archetypes, and new abilities and powers for a wide range of classes.
  • Rules and advice on how to incorporate the new options found in this book into your own game, whether it takes place in the official Pathfinder campaign setting or in a world of your own choice or design.
  • Notes on the movers and shakers of each organization—nonplayer characters who can come alive in your game as allies and advisors for the player characters.

ISBN-13: 978-1-60125-938-7

Note: This product is part of the Pathfinder Roleplaying Game Subscription.

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Product Reviews (6)
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Average product rating:

***( )( ) (based on 6 ratings)

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Totally worth it


I don't usually review products, but it makes me sad that so many other reviewers are overlooking all of the cool new stuff just because it isn't 100% new rules. This is a fantastic product.

First off, most of the other reviewers are exaggerating how much of the book is reprints from other sources. James Jacobs has said that no more than 1/3rd of the book comes from other sources, but I agree with Rysky's review in that it's probably more like 1/4th. I also don't see it as a problem, as printing rules in a hardcover book makes it much more accessible to most of the playerbase. Not everyone has the money to buy every Player's Companion, and it also makes those rules easier to find, rather than forcing you to go hunting through your many spatbooks.

As to the new content, this book has a bunch of cool stuff!

The Eagle Knights got the Golden Legionnaire, a prestige class that seems designed to fulfill the stereotypical "tank" niche found in MMOs - it's built to take aggro and incentivize enemies to attack you instead of your allies. To date, this has been a character concept that has been very difficult to build a viable character for, but this prestige class goes a long way towards making it possible. I definitely plan on making a character to see if this prestige class is as useful in practice as it seems on paper.

The Grey Maidens got showered with love in this book. It seems like everything they got is an option PCs can seriously consider taking, as opposed to just being something the GMs can use to add flavor to NPCs. Rysky's review covers the Grey Maidens pretty thoroughly, so I'll just refer you there for the sake of time.

The Houses of Perfection has the Student of Perfection prestige class. Monks are my go-to class, and any time they get an option worth considering I find myself practically leaping out the windows with joy. This prestige class is available to non-monks, but it's pretty obviously built to let Monks (and Brawlers, to a lesser extent) take levels in it without actively making them worse.
Like the Golden Legionnaire, I'll have to actually play this to get a better reading on how good it is, but I have hopes. (At the very least, it's not worse than an unarchetyped chained Monk, although I realize that's not saying much).

If the Student of Perfection is the Monk prestige class, the Rivethun Emissary is the Shaman prestige class. My attention tends to gravitate towards martial options over spellcaster options, so I'm not really an expert on this topic, but at first glance this looks like a pretty reasonable prestige class. It's not out-of-control broken, but it looks like the options it gives you are solid and at the very least not awful. Like I said, I'm not an expert on spellcasters, but this prestige class seems worth looking at for your shaman-esque characters.

I only mentioned four of the 30 organizations in this book, but they all have interesting options and lore associated with them. Not all of them are viable for your average home game (the Mammoth Rider prestige class isn't technically bad, but it increases the size of your mount to Huge, which although cool and awesome and all that, has limited application in most games), but there's definitely something in here for everyone.

5/5 product, and I hope to see other hardcover books that follow in it's footsteps.

And Adventurer is You


Okay, first to address the elephant in the room, yes, this book has some reprints from other Pathfinder lines. The key word being "some". At first glance I thought it 1/3 of the book that had been reprints, most of which are from products from several years ago (Inner Sea World Guide and Pathfinder Society Field Guide came out almost 6 years ago), but after rereading a few times and going over everything within, the Archetypes, the Prestige Classes, the Feats, the equipment, I'd say it's closer to 1/4 (maybe even less) reprints, most of which have gotten updates and overhauls. Nowhere even near 1/2.

As for the Organizations coming from Golarion? That actually doesn't bother me, since it allows for much more flavorful options rather than intentionally blank by design drag and drop groups or character, it gives these groups and the options they offer more gravitas. Even then, if you don't like the organization or flavor attached to a specific option I don't see it being that difficult to strip it (d20 does it all the time). No more difficult than trying to add flavor to blank option, regardless of what setting you use.

Now onto the good stuff, which there is plenty, because of how much is in here. No really, I went through Bestiary 6 faster than this, looking over all the character options which make up the bulk of the book (flavor and information on each organization as well as prominent members takes up 2 pages for each organization, the book is almost entirely options) and coming up with and being inspired with character concepts (both ones I already had in my head and new ones taking root) and planning and putting everything together is a very fulfilling experience for me.

Grey Maidens! I really loved them, such a sorrowful and broken lot, and the character options expand them, whether for Evil or Good, and make them great allies. Cool feats, their signature sword and shield style, the ability to, as immediate action, grant a bonus to their allies damage when they hit someone, or to grant an ally a bonus to their saves when they make their throw (of which their is no daily limit on) with words of encouragement, as well as an awesome level 1 feat that lets them pick from a wide range of bonuses to better shape them as a Gray maiden. And then there's Unbreakable, which, if the name didn't give a hint, Unbreakbale Fighters (as well as normal Fighters) are going to adore.

The Prestige Class is badass, which it should be, being powered by the Queens of Night from Hell in their service to Queen Abrogail. The Cavalier archetype is interesting, combining two Orders and gaining all the abilities from both, but with a slightly weakened challenge and loss of mount (the latter I know is going to be a love it or hate it option. I love it, I have no interest in mounted combat).

Then there's the Vigilante archetype, the Masked Maiden. Unlike the much maligned Brute archetype this archetype has a borderline dissociative (the opener even mentions most Maidens enter a fugue state when their indoctrination takes hold. Most, not all, it's not required) state that is much more well handled, both mechanically and as well as the depth of playing someone in that state of mind) and infinitely more player and group friendly. And Armor training. Which means Advanced Armor Training!

The magic items look fun, two even complimenting each other, and the Maiden's Promise is my favourite, cheap (as far as magic items go), and very flavorful, a split locket formed from jewelry taken from the vain Illeosa's hoard, most of which were distributed during her final days as a sign of sisterhood, that give two allies a bonus vs anything that would compromise their loyalty towards each other, as well as a damage bonus against anyone threatening the other wearer if they're helpless for whatever reason. If one should fall though, then the surviving wearer must brace themselves against despair. Which plays into the them of the Grey Maidens excellently, you and your sisters can achieve so much, whether for Good or for Ill, but at what cost to yourself?

Would I recommend this book? Yes, unless you really, really don't like Golarion or the Organizations, but as I've stated this does not look to be that hard to change the flavor and information on the options presented. With all the talks of reprints I could see people being hesitant about that, but the new options far outweigh the reprints, most of which are from older books, some of which you can't get physical copies of anymore. And if you're still undecided the book is in the Core line so the PDF is only $9.99, so I'd say give it a try.

(I'll try to put up the other Organizations as well, I just went for my favourite first)

Adventures Guide Not worth the price

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I would avoid this book, especially if you run your own campaign. Maybe if all you did was PFS, but even then, i'd not buy it. I paid as much for this book as I did for much larger much more useful books.

I'd been considering dropping my subscription for a while, this one made the decision for me. Silly you may think? Nah, just getting tired of bloat and re=printed stuff from other books compiled into a hard bound book.

Give us something new and exciting, not stuff like this


**( )( )( )

A lot of this book is just reprinted from older books. There is some original stuff in there, but it is not enough to justify the price.

Another issue, they nerfed some of the things they re-printed, specifically the Lore Warden Fighter Archetype. Terrible idea, as the disparity between martials and casters is already so wide, why make it worse? As the saying goes, martials cant have nice things.

Reprints of old archetypes

**( )( )( )

The majority of this book is reprinted rules from other books. It is bulked out with some limited new rules and background on the major factions of Golarion.

This book would be good for people who own only a few of the other source books and want some Golarion Themed archetypes & prestige classes to try. It draws together rules spread through other books including Adventure Paths.

One of the nice things is that it adds archetypes for some of the newer classes (Occult/Hybrid) to fit in with the factions.

If you are already a subscriber to Player Companion etc you will get limited benefit, I felt frustrated as I turned page after page to see things I already had from other products.

It's especially annoying that this was part of the subscription, as subscribers are the customers who are likely to need this the least! I feel a bit ripped off about that.

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