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Tome of Secrets (PFRPG) PDF
Adamant Entertainment
Adamant's first release for the Pathfinder Roleplaying Game!
The Tome of Secrets is a collection of advanced and optional rules for players and game masters of the Pathfinder Roleplaying Game.
This 192-page rulebook features:
- 8 new classes, including the Artificer, Knight, Priest, Shaman, Spellblade, Swashbuckler, Warlock and Warlord
- 3 new races, including the Half-Ogre, Ratkin and Saurian
- Rules for character occupations (what your heroes did before they were heroes)
- A system for character drawbacks, fleshing out your heroes with flaws
- New rules for the Pathfinder Roleplaying Game, including Chases, Morale, Stunts, and more!
- Game Master tools including a random adventure generator, a monster modifier, and a generator capable of creating over one million magic items!
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
Product Reviews
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The book has some really useful stuff in it.
Races : The races presented are relatively balanced, and while I probably won't use the Rat-kin in my game, the Half-Ogre is pretty decent, and I could see allowing them in.
Classes : The swashbuckler class is, honestly, the best swashbuckler take I've seen. Honestly, it's a really really good class. Unfortunately, the rest of the classes are just 'meh' (for example, the Knight is ok, but I prefer the old WoTC Knight) or just too complex to use (the new artificer for example).
Chase Rules : Not a lot I'll actually use, but they seem very detailed and relatively easy to use. Good if you like that.
Alchemical Items : Probably my favorite thing in the book, really. These are great, and add a lot to your game. None are overpowered, and they all have some utility use. Great addition!
Million Items : Ok, I have to be honest, the rest of the book is pretty good or at least average. This thing however, is seriously broken. I mean really really really broken. Stay away from it.
Monster Mods : These are pretty good as well, a good way for GM's to keep things a surprise for the players. The GM will have to be careful of course, some of the random tables can generate some really powerful monsters out of range of the characters. If you use it, I suggest picking modifiers instead of randomizing.
A ton of content, but nothing really worth the $10 cover price.
I dove into this and while reading had the same impression of dismal reads in the early 3.0 era. The book strives to raise few bars.
The font is gigantic. The classes are cobbled together from mechanics already in other classes in the PFRPG. 60 pages of the book are for chases and morale; I don't know who would use such overkill for their game. Lots of PFRPG text is simply cut and paste into this book.
There are references to rules that don't exist, very poorly worded powers and abilities and an overall feeling that little true care was used in putting it together.
Character Flaws and Occupations are good, so it's obvious there is some worth, but overall I was very disappointed.
All in all, I rate this book a solid 3.5 stars. The 3.5 crunchy bits that snuck past editing, when mixed with the incomplete editing and the ‘blah’ nature of some of the races keep it from being a 4. This is a good first offering for the Pathfinder RPG, and definitely has some ideas worth modifying/creating. The writers just need to tighten up the mechanics and editing.
I was very excited to pick this book up at GenCon, both for the new classes and races I could use in my PFRPG games, but also to support 3pp's who were willing to make content for my new system of choice. Sadly, the result of my eagerness was that I got a subpar product.
I like the idea behind just about everything in the book, from the three new races, to the new base classes, to the random adventure/monster/magic item generators. But when I was reading through everything, there are tons of balance issues. Some class abilities are incredibly broken, and rarely on the underpowered side. Races and classes are especially unbalanced as far as I can tell, some more than others. Many of the drawbacks are also rather unbalanced compared to one another.
I then look on the forums here and see that some of the major departures from the PFRPG design goals, like tying BAB/HD together, are being corrected in the main print run to release in a few weeks. Makes me think I should have waited to get the book then instead of supporting the publisher on release date. I still need to get the free pdf promised on the last page of the book, and hopefully any errata and changes will be updated in that document over time.
I will probably include many elements from this book into my games, but will have to thoroughly houserule most of it to maintain balance. I'm not opposed to doing this, but it would have been nice to have a sourcebook that would be more modular without the extra work to keep it balanced, though.
I really liked this sourcebook and it will make a fine addition to your library. The classes where all well done. The character background rules really made this product rock. The flaws where handled really very well and provide some good flavor. The new rules for chases and stunts will add some more fun to the game table as well. I can't wait to see more Pathfinder books from Adamant. You will get your moneys worth from this one.
First let me say that I try not to bag anything that anyone writes as it there baby.
This book is solid the reason I gave it five stars, is for it's price vs it's content.
This book is amazingly cheap for how much you get inside.
They have new races and new classes, new character options, new ways of using skills in combat, spells that allow you to run low magic campaigns, rules for chases, improved non magical items (alchemic items), ways of making your items more mythic, handy dm tools and rules for firearms.
So after listing all of that I think you could say that it is easily worth ten dollors.
First the races didn't tickle my fancy.
Half-ogres, a race not dissimilar from skaven from warhammer and a race which is very similar to dragon kin with a different flavour.
None of them tickled my fancy.
But they were written up well.
The new classes presented were a bit of a disappointment to me because of the shaman.
The shaman was one of my favourite AD&D class had great flavour but this one was a let down compared.
But thats my own personal bias.
However the surprise for me was the priest.
The divine classes have not interested me a huge amount however this did.
The priest is a spell caster cleric.
Now people may go clerics are already spell caster dah.
But priests on the otherhand are actually spell caster they are wizard version of a cleric more able with spells and spell like abilities don't want to give away to much.
The chase rules are very good for keeping the excitement of a chase which is exactly what you want from a chase excitement and not being bogged down by a complex rules.
The new mythic type items are very interesting in that they give you a new way to make your items more magical, for those of you who know the diablo games I am pretty sure this is where they got there inspiration.
Over all I would say this book is what Players Hand Book Two was to 3.5 Players hand book.
So you could call this Pathfinder Handbook Two and you wouldn't be two far of the mark.
All and all a good buy for ten dollors.
In before the first coffee, so I'll be brief...
GOOD: Swashbuckler, Knight, Warlord, Artifcer and Shaman classes are going to be used in games. Chase rules are absolutely awesome and alone worth the asking price. Occupations are a nice way to flesh out the character and live up the "OK, roll for you gold" bit.
OK: The other races and classes seem fine. Random magic item and adventure generators might be great for many people.
BAD: There are a couple of typos and omissions (weapon and armor proficiencies for Artificer, for example).
VERDICT: A solid sourcebook and a great buy at this price.
Product Discussion
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Wow, sounds great! I've got a Warlock PC in my current Rise of the Runelords campaign, and he's been griping at the lack of solid info on Pathfinder-izing his character, so now I will have room for his gripes based on solid facts! Looking forward to reading my PDF on this...
Hmmm... missing weapon and armor proficiencies for Artificers is kinda bothersome. Can we get an official ruling on this so we can fill in the blanks for those all those crazy Artificers? IIRC, in the Eberron core book way back when, they were proficient in all simple weapons and could use up to medium armor without penalty... does that theory hold water?
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what is the spellblade?
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so warlock still gets the 'one-button push' power at will?
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Is this ever going to see print or a pdf only?
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cpt_machine wrote:
Is this ever going to see print or a pdf only?
There were print copies at GenCon. I believe it was just a limited run for the con and pre-orders, but I recall hearing that it will have a full print run in the fall, releasing in October or November.
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