Pathfinder Roleplaying Game: Adventurer's Guide (PFRPG)

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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.
  • AND MUCH, MUCH MORE!

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

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Deepens My Investment in Golarion

5/5

I didn’t expect to find such a connection to this book, having not played the APs that touch on the various groups contained herein (and also just generally hating hellknights), but hoo-boy was I surprised.

The writing is lovely, the characters and organizations are vivid, and the player options are exciting and well-designed. The gray maidens chapter in particular blew me away in particular. The mechanics of their player options are a pedect combination of flavorful and mechanically effective, and have the added bonus of fitting together into a coherent and effective character build.


Great Book!

5/5

Read my full review on Of Dice and Pen.

These days, it can take a lot for a book focused on new feats, spells, etc. to impress me. I’ve reached a saturation point. There are so many options now that I can’t keep track of them all, and most new ones get forgotten soon after I read them. Adventurer’s Guide is one of the few books that stays in my mind and keeps pulling me back to it. I can’t recommend it enough!


The worst core line offering by far

1/5

The title is misleading, as was posited by many during the product preview, and mealy-mouthedly denied by Paizo. This is a Golarion book, period, which has no place in the core line, and the contents consist of an insultingly large percentage of reprints. Shameful, really.


Good Product if New

4/5

Soooo...I'm going to say that I obsessively collect Pathfinder products, and as such, much of this material is old hat for me. Emphasis here is 'for me.' With that said, I want to examine this in a vacuum.

The artwork is good, but then, it's been good. It serves more as a 'Faction Guide 2' for me than anything, giving some details about the various organizations, class options, feats, and ties. In particular, though, I like that I don't have to flip through two or three books to get character options for the factions. Hellknights in particular were always a pain due to how diffuse their rules were. I can now hand this book to a person and say "here ya go. Here's some ideas of factions in the setting."

One drawback, as has been mentioned, is spoilers for the various APs. While I use those sparingly, it can be somewhat problematic, and I'd suggest steering players away from this if that's the case.

Overall, it's a decent enough product. If you're new to the setting, it's worth picking up as a nice collected list. If you're old hat, a few options inside are interesting enough, and a few setting updates are worth examining. I'm particularly interested in the Lantern Bearers' new direction.


Solid addition with some faults

4/5

This book helps clear up and collect a lot of older material, balanced now with other released material for GMs. It also adds in a wealth of new material for factions of Adventurers across Golarion.

What's good?
A solid collection of old and new under one singular heading.

What's bad?
Some factions contain major spoilers, making it hard for a GM to just pass off to players who may be playing certain APs.

What's fun?
Inclusion of multiple races and creeds and even transgendered factions and npcs in multiple parts of the book. This book really fleshed out some factions which had little to no crunch.

What's odd?
Certain feats are fun but others are less the useable. A feat that allows a bonus on maneuvers but doesn't stack with improved maneuver feats? Those are the ones that help avoid AoO. So what's the point of the feat? Additionally a heads up to some people about the amount of reprints would have calmed an angry section of customers.

Honestly I love the book and can't wait to try out some of the new material and some of the updated versions of older (and due to other books options more unbalanced) options.

When you get past the salty tears of angry optimizers, you're left with a fine entry into the guides section with Inner Seas flavour.


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RPG Superstar 2015 Top 8

Is there a reason why Paizo wouldn't use spoiler warnings for players (like many other RPGs do)?


KingOfAnything wrote:

If you are not actively in a game, I doubt any of the spoilers will be meaningful to you. If you start playing an AP, don't reread those sections.

(Also, spoilers may actually increase your enjoyment of the story.)

1) Maybe for some people, but definitely not all. And untagged spoilers are, at the very least, extremely rude.

2) "Re"read? More like "don't read at all."
3) I've still got spoilers floating around in my head for scenarios I haven't played yet that I ran into quite a while back on these boards. I shouldn't have to know which groups are going to be involved in APs I'm not yet in, because I may very well still remember the spoilers when they come up.

Liberty's Edge

KingOfAnything wrote:

If you are not actively in a game, I doubt any of the spoilers will be meaningful to you. If you start playing an AP, don't reread those sections.

(Also, spoilers may actually increase your enjoyment of the story.)

I usually have excellent memory and I once suffered immensely playing an adventure I had read once before, hence the knee-jerk reaction :-(

BTW the study's announced result is faulty, as the article hints at the end : spoilers increase the enjoyment of the story, but this must be compared to the sum of the enjoyment of the unspoiled story plus the enjoyment of the spoiled story which is always greater than the latter one on its own ;-)

Silver Crusade

Since they talk about organizations that are specific to certain APs they're are spoiler tagged that way.

As for making them connect to your own setting I don't see them being that hard, aside from the Mantis, as there's not really anything Golarion specific that ties them to their things.

If someone is interested one I'd be happy to help or offer suggestions.


2 people marked this as a favorite.
Amanuensis wrote:
Is there a reason why Paizo wouldn't use spoiler warnings for players (like many other RPGs do)?

There is a warning, though people skipping the Introduction won't see it.

Adventurer's Guide, Introduction, Using This Book wrote:
In addition, several of the organizations presented in this book were first introduced in the context of Pathfinder Adventure Path campaigns. Care has been taken in the following pages to avoid too many spoilers for these Adventure Paths, but in all cases, the organization is presented with the assumption that the events of the Adventure Path in which it was introduced have already come to pass, and that the PCs of that Adventure Path were victorious.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
roysier wrote:

To avoid spoilers for Hell's Rebels Page 39 should be avoided for part 1 of the AP only.Page 171 in the Silver Raven section for parts 1 to 4.

In the Silver Raven section pages 170 & 172 - 177 are OK. These pages have no spoilers I can spot but in fact have nice stuff that would fit well in a Hell's Rebels campaign.

Thanks for doing the legwork on that. I've already forgotten what little I skimmed from that section, but having the pages to avoid will help as well.


Spoiler:
I'm playing in hell's rebels and my curiosity got the better of me and I looked a few things over. I didn't read the story text, but say the feats, archetype, npcs and stuff. And none of it spoiled anything I hadn't figured out by the end of the player's guide. But then I'm pretty familiar with story structure and such, so maybe others would be more spoiled.


jedi8187 wrote:
** spoiler omitted **

Spoiler:
I guess it's really going to depend on what you call a spoiler. But the AP is set up with a handful of people vanishing with for unknown reasons. A couple are marked alive and well in the AG. One character has not been heard from for 70 years. In the AG it says she is alive but not only alive but were she is during the Hell's Rebels AP. The last one is not much of a spoiler because you find out so early in the AP, but for me i built backstory and that spoiled a mystery in one of the characters backgrounds. As a stated in an earlier post all the added rules, prestige classes, feats, etc. are not spoilers

4 people marked this as a favorite.
The Raven Black wrote:

I usually have excellent memory and I once suffered immensely playing an adventure I had read once before, hence the knee-jerk reaction :-(

BTW the study's announced result is faulty, as the article hints at the end : spoilers increase the enjoyment of the story, but this must be compared to the sum of the enjoyment of the unspoiled story plus the enjoyment of the spoiled story which is always greater than the latter one on its own ;-)

I once played in an adventure for the 4th time with a group of players that had never played it before. When it was over, that fact was revealed and everyone was surprised to hear it. The point here is that just because you know something about a campaign (or specific adventure) doesn't mean it has to ruin the fun for you. Player knowledge doesn't equate to character knowledge. Yes, maybe a little something is spoiled for you, but other players will still be surprised, which can still make it fun for you!

Dark Archive

4 people marked this as a favorite.
Sub-Creator wrote:
I once played in an adventure for the 4th time with a group of players that had never played it before.

Most of us can re-watch movies like Star Wars or whatever, despite already knowing how they end, or watch shows based on books we've already read (like Harry Potter or Game of Thrones), or just watch shows where the ending is kind of obvious (yes, James Bond is going to survive, Gilligan's latest plan to get off the island is not going to work and Scully will not see the werewolf attacking Mulder and pooh-pooh the whole thing when he tells her about it later). The notion of 'spoilers' is relevant to movies like those of M. Night Shamalamadingdong, where a big twist at the end is about all they have going for them, but for the other 99% of entertainment out there, a shocking reveal is just one flavor element among many others, and not that big a deal.

Gratuitous spoilers for Titanic;

Spoiler:
The boat sinks.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

For me I thought this was solid book. Would give a B+ or A-. I liked the archetypes and prestige classes being tied to the organizations. I had plenty of generic classes and archetypes from the Pathfinder books. I also like the fact that the prestige classes and archetypes are located in one place from various sources.

Dave2


2 people marked this as a favorite.
Pathfinder Rulebook Subscriber
Valeria Tanessen wrote:
About 3 to 4 years would feel appropriate. The reality check here is that groups can't keep up with the AP release schedule.

Yeah, groups can't always keep up with AP release schedules.

So if I haven't done an AP yet, I'm just not going to read a section in a book that's obviously going to be connected to an AP.

All of the hand-wringing about spoilers would make sense if this was just dumped on you out of the blue, but we're talking about a book that has a disclaimer about spoilers in the intro and chapter headings that name off the faction they're going to discuss. So you know exactly what you're getting when you go to that page.

I really don't like the idea of Paizo delaying potentially interesting content because someone has poor impulse control.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Why is Slave to Sin a Paladin spell? I'd have thought forcing someone to be overtaken by their sin is the last thing a Paladin should be doing.

Silver Crusade

1 person marked this as a favorite.
Paul Watson wrote:
Why is Slave to Sin a Paladin spell? I'd have thought forcing someone to be overtaken by their sin is the last thing a Paladin should be doing.

It's more overloading than giving them a sin, as evidenced by the fact that it only affects Evil targets. You're just making them more of what they are and causing it to completely occupy for their mind for a short while.


Rysky wrote:
Paul Watson wrote:
Why is Slave to Sin a Paladin spell? I'd have thought forcing someone to be overtaken by their sin is the last thing a Paladin should be doing.
It's more overloading than giving them a sin, as evidenced by the fact that it only affects Evil targets. You're just making them more of what they are and causing it to completely occupy for their mind for a short while.

So a Paladin fights evil by specifically making someone more evil.

That's... interesting?

Silver Crusade

1 person marked this as a favorite.
Ventnor wrote:
Rysky wrote:
Paul Watson wrote:
Why is Slave to Sin a Paladin spell? I'd have thought forcing someone to be overtaken by their sin is the last thing a Paladin should be doing.
It's more overloading than giving them a sin, as evidenced by the fact that it only affects Evil targets. You're just making them more of what they are and causing it to completely occupy for their mind for a short while.

So a Paladin fights evil by specifically making someone more evil.

That's... interesting?

You don't make someone more Evil, you make them obsessive compulsive about their main sin to the point that it's incredibly distracting.


Set,

About your spoiler... that's exactly why I couldn't understand why people wanted to see it!


Gorbacz wrote:
Can I flag the latest review by Frogsplosion? Because that review is a copy paste of a locked thread.

I don't think it's a great review, but I expect that thread was locked due to the replies to it rather than the OP (since the moderators didn't delete that).


2 people marked this as a favorite.
Ventnor wrote:
Rysky wrote:
Paul Watson wrote:
Why is Slave to Sin a Paladin spell? I'd have thought forcing someone to be overtaken by their sin is the last thing a Paladin should be doing.
It's more overloading than giving them a sin, as evidenced by the fact that it only affects Evil targets. You're just making them more of what they are and causing it to completely occupy for their mind for a short while.

So a Paladin fights evil by specifically making someone more evil.

That's... interesting?

- It's a demonstration of evil as weakness for moralizing paladins, and serves as an object lesson to guide others.

- It's poetic justice for bitter paladins and for fair lawful-leaning paladins. (Let the crime be the punishment is an expression of letting the punishment fit the crime.)
- It's practical for pragmatic paladins, and just exploiting evil's weaknesses directly rather than arranging for those weaknesses to be distractions.

Paladins don't have to save evil people from themselves. This might not be a good spell for all Paladins, but plenty of styles of paladin will find it works for them.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

I think there is a typo in this spell. Instead of other magical spell effect, shouldn't it be other written spell effect?

ABSORB RUNE I
School abjuration; Level bard 4, cleric 4, magus 4, occultist 4, sorcerer/wizard 4
Casting Time 1 standard action
Components V, S, M (a white silk glove worth 25 gp)
Range touch
Target one spell effect
Duration instantaneous plus 1 minute/level (see text)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell allows you to lay your hand upon a magical glyph,
symbol, or other magical spell effect (referred to in this spell
description as a “rune”) and attempt to absorb the essence of
its effect. To absorb a rune, you must be aware of the rune’s
existence (but need not know the details of what it actually
does) and then succeed at a caster level check (DC = 10 + the
caster level of the spell affect being absorbed) as you touch the
rune in question. If you fail this caster level check, the magical
rune is not triggered unless you fail the roll by 5 or more.
If you succeed at the caster level check, the rune is removed
from the surface it was originally placed upon and duplicated
on the cloth of a silk glove worn on your hand. The rune
remains located on the glove’s palm in an inert state for up
to 1 minute per caster level. As a standard action taken at
any time during that duration, you can transfer the rune to
another surface similar to the one it was originally placed
upon, at which point the rune’s function either returns to
normal or dissipates harmlessly as if successfully dispelled
(your choice). If the spell’s duration expires before you
place the rune on a new surface, the absorbed rune
dissipates harmlessly.
Absorb rune I affects only runes whose effects
are equivalent to a spell of 3rd level or lower. An
attempt to use absorb rune I on a more powerful
effect automatically triggers the rune when you
touch it.


Whats a rough estimate of the teamwork to not teamwork feats ratio?


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BigNorseWolf wrote:
Whats a rough estimate of the teamwork to not teamwork feats ratio?

65 regular feats (a couple of which actually make teamwork feats more usable) versus two teamwork feats.

Not exactly Inner Sea Races. ^_^


Yeah less Teamwork feats than Inner Sea Races by a wide margin.

Especially even if said team work feats are better for Grey Maidens anyway.


Re the new dusty rose prism:

with a +1 insight bonus to CMD as a resonance power, isn't the new resonance power effectively doing nothing because you have a +1 insight bonus from the stone anyway? Insight bonuses to AC add to CMD.

Miscellaneous Modifiers

A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature’s AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.

Silver Crusade Contributor

You're not wrong... except the resonance power is a bonus on combat maneuver checks, not to CMD. ^_^


Just read he Cyphermage chapter carefully. Was the Sigilus someone's attempt to beat the Brute for worst archetype ever? It doesn't get there, but it definitely shows signs of trying to be really bad for laughably small gains as a deliberate design philosophy.

Silver Crusade

Plausible Pseudonym wrote:
Just read he Cyphermage chapter carefully. Was the Sigilus someone's attempt to beat the Brute for worst archetype ever? It doesn't get there, but it definitely shows signs of trying to be really bad for laughably small gains as a deliberate design philosophy.

How so?

It trades out Spellstrike to take less penalties for Spell Combat for one school which it can switch at any time, and the Armor abilities are nice.


Rysky wrote:
Plausible Pseudonym wrote:
Just read he Cyphermage chapter carefully. Was the Sigilus someone's attempt to beat the Brute for worst archetype ever? It doesn't get there, but it definitely shows signs of trying to be really bad for laughably small gains as a deliberate design philosophy.

How so?

It trades out Spellstrike to take less penalties for Spell Combat for one school which it can switch at any time, and the Armor abilities are nice.

It's spell combat with +1 to hit with one school, -2 to hit with other schools, and you're locked out of two opposition schools. You need 10 minutes to switch your school. No one would use this ability if it were free, it's a tiny limited benefit for a huge loss in capability elsewhere. But to lose spellstrike? It's like you gave me a Honda Fit that gets 25% better mpg on one day of the week, doesn't run at all two days of the week, and burns twice as much gas on the other four days of the week, then charged me $60,000 for it.

The armor ability isn't aggressively bad, especially for a Dex build, but marginal energy resistance and small boosts to light armor AC are rarely going to be better than more optimized medium or heavy armor.

Silver Crusade Contributor

Yeah, it's... not good. But it's nowhere near brute in terms of badness. (It's not as bad as armored battlemage, an archetype I desperately want to like but cannot even begin to tolerate.)

Silver Crusade Contributor

I'd compare it to new lore warden - an archetype that would be pretty serviceable if it traded out ONE LESS THING (spellstrike here, the 2nd-level bonus feat there).

Silver Crusade

Okies, sorry if my response came off as confrontational, im just curious. Personal... viewings (instead of bias, since I've never played a Magi) I guess. Magi character's I've played with feel like Sorcerers rather than Wizards since they pick certain spells and just stick with those rather than focusing on versatility so the drawbacks of the Archetype didn't feel like that much of a drawback to me.

That and I'm still trying to understand all the differences between Spell Combat and Spellstrike too...

Silver Crusade Contributor

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Basically, spell combat and spellstrike are the meat of the magus class. Anything that would trade out spellstrike has to be really impressive to justify it. Spell combat, even more so; it's hard to imagine what they could trade it for that would be worthwhile.

This is one of the major failings of the eldritch scion, an archetype which fills me with sadness to this day. You have to burn points just to function.

Silver Crusade

*nods*

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Rysky wrote:
That and I'm still trying to understand all the differences between Spell Combat and Spellstrike too...

Spellstrike: cast touch spell and instead of free touch attack you get a free attack with your weapon with the spell as a rider (and the spell can crit on the same threat range as your weapon).

Spell combat: take a -2 to hit, to cast a spell and make all your melee attacks.

Silver Crusade

So Spell Combat is Attack + Spell,

and Spellstrike is Attack + (Attack + Spell)?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

2 people marked this as a favorite.

Vice versa.

Spellstrike lets you use a weapon attack to deliver a touch spell.
(attack + spell)

Spell Combat adds a spell to a full attack.
spell + full attack

Combine them together and you get:
(attack + spell) + full attack

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Society Subscriber
Rysky wrote:

So Spell Combat is Attack + Spell,

and Spellstrike is Attack + (Attack + Spell)?

Spellstrike is a standard action. Cast a touch spell and get a free whack with weapon instead of free touch.

Spell Combat is a full round action. Take -2 on your to hit rolls to make all your available melee attacks and cast a spell. Spell may be cast before or after your melee attacks, but not during if you have more than one melee attack.

Spellstrike is Spell + attack
Spell Combat is Attack + (Spell + attack if spell is a touch spell)

Edit: ninja'd, and cleaning up some errors.

Silver Crusade

Ah Okies.


Rivethun Geminate invoker actually makes situational stuff like Swarm Totems likely to see use!

Pick Swarm instead of beast totem as an all time power? No way.

Pick it temporarily when heading into a cave full of swarms? Super-useful!

Dark Archive

2 people marked this as a favorite.
Davia D wrote:

Rivethun Geminate invoker actually makes situational stuff like Swarm Totems likely to see use!

Pick Swarm instead of beast totem as an all time power? No way.

Pick it temporarily when heading into a cave full of swarms? Super-useful!

I like Archetypes that allow for the sort of versatility a prepared caster gets, in being able to adopt different tactics day by day, or even encounter by encounter, and not being locked into a single 'build' that may not be as useful in any one specific encounter. It's hardly a 'quadratic wizard' deal, but still kind of cool, and makes a lot of situational content (like that swarm totem) available to someone who doesn't want to have it locked in as their only totem ever.

Plus the art for that AT is very cool. More Arcadians is always good.


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I like that this thread succinctly explained the Magus Base Class to me.


Rysky wrote:

Okies, sorry if my response came off as confrontational, im just curious. Personal... viewings (instead of bias, since I've never played a Magi) I guess. Magi character's I've played with feel like Sorcerers rather than Wizards since they pick certain spells and just stick with those rather than focusing on versatility so the drawbacks of the Archetype didn't feel like that much of a drawback to me.

That and I'm still trying to understand all the differences between Spell Combat and Spellstrike too...

Its not the difference so much as the interaction between the two. The interaction is kinda complicated, not spelled out, and sounds like a munchkins chant to asmodeous but... what it functionally is is magus flurry. The magus takes a -2 penalty to attack, casts a spell with thier left hand*, whacks with the sword in their right (because they cast the spell), and then whacks with the sword in their right again. The extra attack is pretty much what makes the magus class. Take out either of the parts and the whole thing falls apart. Being able to two weapon fight with one weapon is pretty potent even if all you're doing is using arcane mark to zorro your opponent twice.

I don't have the archetype to see if thats what it did, but if it did, yeah, thats going to be miles worse than any other magus archetype.


Set wrote:


I like Archetypes that allow for the sort of versatility a prepared caster gets, in being able to adopt different tactics day by day, or even encounter by encounter, and not being locked into a single 'build' that may not be as useful in any one specific encounter. It's hardly a 'quadratic wizard' deal, but still kind of cool, and makes a lot of situational content (like that swarm totem) available to someone who doesn't want to have it locked in as their only totem ever.

Plus the art for that AT is very cool. More Arcadians is always good.

Exactly, it may not be full 'a tool for every situation,' but it allows you to swap out at least one, eventually three, tools to adapt and have a specialty that's likely to come into play. And being three-power chains, even the weakest totem chains have some times I'd definitely want the top one in.


I have yet to pick this up, but is there anything related to the Scrollmaster at all? I've been wanting to play that archetype for ages for a Read Or Die inspired kind of character, but I haven't been able to really bring it together in a way that the scroll/paper fighting isn't just some secondary gimmick that gets lost while having to do other stuff to be useful to the party.

Actually, is there anything else in the book for paper magic at all?

Silver Crusade

The Updated Cyphermage is big on scrolls, but I don't know how well it would interact with scrollmaster.

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