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What are the best pathfinder supplements of the last ~5 years?


Product Discussion


Hi Folk,

I have been out of the pen and paper RPG scene for about 2 years. The last pathfinder books I picked up were around 2012 (runelords aniversary and bestiary 3 ).
What supplements between then and now do you think are must haves and pretty good books to pick up?
I often end up as GM and enjoy bits of background and setting reading for fun.
I also have picked up the starfinder release stuff

Any advice would be much appreciated so that I can catch up with the game, the world and releases? I have always liked paizo products so all of them may be true but I would need to spread that over a longer time period.

Thanks


1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

I myself have really enjoyed Occult Adventures, Advanced Races Guide, and Ultimate Equipment.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Inner Sea Gods is a good bet. I also like Ultimate Equipment and the Technology Guide.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

All-around best Pathfinder releases since 2012?

Off the top of my head, and in no particular order, my votes would be...

Ultimate Intrigue
Pathfinder Unchained
Inner Sea Gods
NPC Codex
Advanced Class Guide,
second printing (The first printing had a LOT of errata.)
"Reign of Winter" (Standout: Rasputin Must Die!)
"Hell's Rebels" AP (Standout: In Hell's Bright Shadow)
"Iron Gods" AP (Standout: Lords of Rust)
"Strange Aeons" AP (Standout: Dreams of the Yellow King)
Technology Guide
Cheliax: The Infernal Empire
The Harrow Handbook

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Starfinder Adventure Path Subscriber

Legacy of the First World and Weapon Master's Handbook are recent standouts in the Player Companion line.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Occult Adventures.


Pathfinder Adventure Path Subscriber

For fluff, Inner Sea Gods. It offers extremely detailed writeups of all the core deities, plus a large assortment of demigods and lesser known deities, and themed gear/class options for each.

For crunch, Pathfinder Unchained. There is just a ton of good stuff in there. The unchained variants of rogue, monk, and barbarian are solid improvements on the base classes. Variant multi-classing takes a lot of the pain out of building characters whose concept depends on abilities from two classes. I'm personally fond of background skills, and have been eyeing Automatic Bonus Progression for the next campaign I start.


Basically you can check out the ratings: If there are several of them and the opinion is very positive (4.5 stars or maybe 4), then it's usually worth it to gather more information.

Fin.F.Hardy wrote:

I have been out of the pen and paper RPG scene for about 2 years. The last pathfinder books I picked up were around 2012 (runelords aniversary and bestiary 3 ).

What supplements between then and now do you think are must haves and pretty good books to pick up?
I often end up as GM and enjoy bits of background and setting reading for fun.

If you enjoyed Bestiary I to III, you can safely pick up IV to VI also. IV has some mythic monsters, V slightly emphasizes occult content, while VI is partially about high level challenges. Even if you are not into a particular topic, there is enough other content to make at least the PDF worthwhile.

I second the recommendation of Pathfinder: Unchained, it offers a number of optional fixes and tweaks. The other hardcovers, from Mythic Adventures (2013) to Adventurer's Guide (2017) are cheap to get as PDFs - in my experience they always have something interesting, but I end up dismissing the majority of the content. Maybe that's a natural thing since they cover so many facets. If you like real books, watch out for the pocket editions: Same content, half price.

In case you plan on another AP: Ironfang Invasion and Hell's Rebels are very popular recent additions, for good reason.

When it comes to Campaign Settings, 'The First World, Realm of the Fey' is stunning. Heck, I am not even much into fey or campaign settings, but this book goes to the limits of evocative and inspiring writing...

Among the Player Companions the recent First World book is pretty good (as already said by Gorbacz), but pales a bit in comparison to the Campaign Setting. Still a great book. If you don't mind 'furries', Blood of the Beast is one of the better 'Blood of' books. Legacy of Dragons got a lot of flak for the drake rider archetypes, but I find it otherwise pretty good. Blood of Shadows is nice in my opinion, though that's me, as a dedicated rogue player. Agents of Evil was a pleasant surprise, but is only for a limited audience. Melee Tactics Toolbox has a few gems, it's like the spiritual predecessor of the very popular Weapon Master's Handbook - which has great rules, but the flavor is limited.

Shadow Lodge

I would say the jury is leaning against unchained barbarian -- a fat hunk of his rage powers turned into "stances" that require a move-action to activate. -- That is serious nerfage in exchange for the supposed benefit of "easier" management of bonuses (which, frankly, sounds like a lot of baloney to me).


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

For starters, you can take at look at this Paizo rules reference, found at this link (or just look at the upper left hand side of the page). This has the rules for most of the core books released in the last five years and before.

If any of that material appeals to you, you can purchase the PDFs of those major books for $10.


For Paizo stuff, I recommend...

Pathfinder Unchained
Weapon Master's Handbook
The First World, The Realm of the Fey

For non-Paizo stuff for your table...

The Sword of Air, a big damn book with lots of hex crawling, and space for you to insert stuff for the next three campaigns.
The Slumbering Tsar Saga, another big damn book from Frog God Games, this campaign is a general-sandbox with a true epic dungeon at the end which has given my table three TPKs since it's 2012 release.
Anything Legendary Games produces, holy cow, these guys are the prettier versions of FGG. Not as chock full of content, they still maintain a high bar for the releases of theirs that I've read through.
And if you are on a budget,

creightonbroadhurst.com

This guy does a lot of old-school stuff that accentuates campaigns. He has his own sandbox he is writing, and it's wonderful. But surf his page for a few days, and see if there's stuff that he has parted the curtains with, and see if it's something you can't live without.

My final recommendation...

Advanced Bestiary, from Green Ronin Press...100 monster templates. Just something that every DM needs, is new challenges to mechanically harass his players. This book does an amazing job of being an exponential monster modifier for every monster in your current gear locker.

youtube.com/brucelombardo75

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