Pathfinder Second Edition Launches NOW!

Thursday, August 1, 2019

Today is the day! Pathfinder Second Edition is officially here, on store shelves, at online retailers, and soon on game tables all across the world. It’s been more than three years since we first started work in earnest on the new edition, and after all that time—and with the assistance of tens of thousands of playtesters—Pathfinder Second Edition is ready for action!

With your help, we’ve developed the familiar Pathfinder rules to make them easier to learn and faster to play without sacrificing the deep character customization that has always been one of Pathfinder’s strongest elements. If anything, Pathfinder Second Edition gives players more opportunities to customize their heroes than ever before. GMs will find more tools for creating dynamic and interesting encounters baked right into the core rules, and even the most familiar monsters of the fantasy genre have new abilities sure to interest even the most experienced RPG veterans.

The Inner Sea.

The Core Rules

Everything starts with the Pathfinder Core Rulebook, 640 pages of rules covering character creation, encounters, exploration, treasure, magic, and more: everything players and GMs need to play and run the new game. With 12 character classes, dozens of backgrounds, and fully developed ancestries including halfling, human, elf, dwarf, gnome, and goblin, players have a near-limitless combination of choices that give even characters with the same class and ancestry a unique gameplay experience.

The Pathfinder Bestiary presents game statistics and adventure-inspiring lore for more than 400 creatures. Packed with all-new art and completely redesigned monsters, the Bestiary presents an entirely new stat block format designed to speed up play, as well as tons of imaginative new attacks and abilities that take full advantage of Pathfinder Second Edition’s overhauled rules.

Adventures

A new edition is a great opportunity to start a new campaign, and the first monthly installment of the Age of Ashes Adventure Path launches today. Pathfinder Adventure Path #145: Hellknight Hill kicks off the new campaign in style when strange invaders spill out from an abandoned Hellknight fortress near the heroes’ home village. Secrets uncovered during an exploration of the ruins lead the party all over the world and threaten to unleash an age of draconic tyranny and terror that only the heroes can prevent!

Pathfinder Adventures: The Fall of Plaguestone is a 64-page stand-alone adventure for first-level characters designed to tell the story of how your adventuring party first met and became companions. A short job as caravan guards gets much more complicated when the caravan master is poisoned, and the heroes are forced to solve the murder—or hang for it! The Pathfinder Flip-Mat: Fall of Plaguestone sets the scene with key encounter areas ready for use with miniatures, helping GMs pull players even further into the fantasy.

If you’re looking for a single-session adventure to give the new rules a spin, Paizo’s Pathfinder Society Organized Play program has four Pathfinder Society Scenarios available for download now. In The Absalom Initiation, the heroes join up as the newest Pathfinder Society agents, rubbing shoulders with veterans and embarking on their new adventuring careers. The Mosquito Witch puts the heroes on the trail of a mysterious cryptid in the swamps of the cutthroat River Kingdoms. In the perilous ruins of Lastwall, where the undead armies of the Whispering Tyrant prowl a ravaged wasteland, Pathfinder Society agents race against time to save priceless artifacts and missing-in-action colleagues in Escaping the Grave. With a running time of about 1 hour, The Sandstone Secret presents a fast and furious dungeon crawl and a fun first look at the Pathfinder rules.

Pathfinder Society also provides a set of pregenerated characters that allow you to skip character creation and jump right into the action. A fifth Pathfinder Society Scenario, Origin of the Open Road, delves into the history of the Pathfinder Society over the course of a thrilling 5th-level adventure designed specifically for use with pregenerated characters.

Accessories

Pathfinder Second Edition Launch Day also brings several new accessories you’ll want to check out. The Pathfinder Character Sheet Pack provides custom character sheets for each class, putting the focus on those abilities most important to your character. You can also download a free basic Pathfinder Second Edition character sheet in color or black-and-white formats. Helpful charts and beautiful art combine in two brand new Pathfinder GM Screens (pick your preference between horizontal and vertical orientations). Our new Pathfinder Condition Cards put the details of the game’s commonly encountered conditions in the hands of players, reducing page flips and keeping the focus on the action. We’ve also updated our popular Pathfinder Combat Pad initiative tracker, still the best way to keep track of turn order in combat.

Partner Products

Paizo isn’t the only company getting in on the Pathfinder Second Edition action! Dozens of partners, from miniature-makers to virtual tabletops to streamers to foreign-language publishers are on board with a host of additional products available now or coming in the near future. They include:

  • Accessories: Campaign Coins releases Pathfinder Hero Point Tokens, a new dice tray, and the Pathfinder Second Edition logo pin. Dog Might launches the Pathfinder Valhalla GM Screen and Dragon Sheath.
  • Actual Play: Join The Glass Cannon as they play Silent Tide on YouTube, as well as their live performances in Indianapolis during Gen Con! Don’t miss Geek & Sundry’s weekly Knights of Everflame Tuesdays at 4 p.m. Pacific, Paizo’s very own Oblivion Oath Thursdays at noon Pacific on Twitch, and Dragons & Things live on Twitch at 6 p.m. Pacific every Friday.
  • Audio: Syrinscape releases the Fall of Plaguestone SoundSet, giving GMs and players a deeper and more immersive experience as they adventure through the Fall of Plaguestone adventure.
  • Miniatures: WizKids releases the Legendary Adventures Preview Pack, featuring 8 monsters and heroes from Pathfinder Second Edition, followed in September by the 44-figure Legendary Adventures booster set and Goblin Village premium set.
  • Online: Create a brand-new Second Edition character with HeroLab Online and play with friends around the world on virtual tabletops Fantasy Grounds, Roll20, and d20Pro.
  • Online Rules: Archives of Nethys has the official Pathfinder Second Edition SRD available at PFRD.Info.
  • Terrain: Dwarven Forge begins preorders on the Fall of Plaguestone Adventure Kit.
  • Translations: New Order Editora launches Pathfinder Second Edition in Brazil with the Pathfinder Core Rulebook (PDF) in Portuguese, with additional products released in October and December. Devir (Spanish), Ulisses Spiele (German), and Black Book Editions (French) are all at work on Second Edition releases as well. Stay tuned!
Undead fight!

Community

Whether you’re on board for all of this stuff or only the Pathfinder Core Rulebook, it’s now time to find a game! Join up with the Pathfinder Society Organized Play program, check to see if your local retailer is running Second Edition demos or Pathfinder Society events in the near future, or join us this week at Gen Con for walk-up demos at the Paizo booth and hundreds of tables running Pathfinder Society events in the Sagamore Ballroom. If you’re not at the show, you can keep abreast of the latest news and announcements on our Twitch Channel, which will be live-streaming Paizo panels throughout the convention weekend with the assistance of our friends from the Know Direction podcast.

Lastly, join your fellow gamers in our newly revamped Pathfinder Second Edition forums right here on Paizo.com for ongoing discussions about the new game!

Pathfinder Second Edition has finally arrived. The game is YOURS now, and we can’t wait to see where you take your characters and campaigns!

See you at Gen Con, see you on the stream, and see you in the annals of the great adventuring heroes of the next age of fantasy roleplaying!

Erik Mona
Publisher

More Paizo Blog.
Tags: Pathfinder Adventure Path Pathfinder Roleplaying Game Pathfinder Second Edition
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Sovereign Court

1 person marked this as a favorite.
Pathfinder Pathfinder Accessories, Pawns, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Kelly Livesy wrote:
I've been skimming the Archives of Nethys 2E rules, and so far I gotta say there's nowhere near enough customization yet to tempt me into a purchase. If I read correctly, the *only* archetype material available in the core rulebook are the multiclass feats, which—I hate to say this—strongly, strongly reminded me of 4E D&D's multiclass feat thing, which I hated. I keep hearing talk of this debut being packed with content, and if what's meant by this is that the fundamental rules are different then sure. But insofar as depth of variety and customization? It's a boilerplate set of classes and races. That's fine for new players, but until there's substantially more content (and something to judge the new archetype system by that isn't just the crappy multiclass structure) I'm nowhere near to making a purchase.

Every region is getting a class archetype in the Lost Omens book, which was supposed to have released the same day as core. We'll still be getting it this month, though. Have to remember that traits, etc, all that were not part of PF1 core. I see a lot of people comparing PF2 day one to PF1 year five.

RPG Superstar 2009 Top 32

3 people marked this as a favorite.
Arakasius wrote:
Kinda curious what concepts aren’t buildsbke here just with multiclassing archetypes. Heck we can do things that weren’t even doable in PF1 after ten years. You can make dozens of variations of martial/caster combos, something that was only available in a few prestige classes in 1e or with something like Magus. Similarly you can actually make effective caster/caster, even doing some things you could never really do before like cleric/druid and wizard/sorcerer. There is a ton of flexibility on all the choices available. Enough so that you can already make about half of the ACG classes right outside the box. There is a massive amount of customization available right now, and it’s only going to get better the more archetypes and feats they add.

There's a thread for that. :)

Paizo Employee Franchise Manager

8 people marked this as a favorite.

The Pathfinder Society pregenerated characters link should be fixed now. Sorry for the delay.


4 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber
magnuskn wrote:
Got the core PDF's and, to nobodys big surprise here I'm sure, I'm not a fan of what made it into the released rules. Some stuff is better, but oh boy. Magic is gutted (especially blasting), the ten minute workday is in full force.

FWIW, in our playthrough of the first little chunk of Hellknight Hill [I got my books early :)] the blasting-focused fire elemental sorcerer was the MVP of the party. Her blasting options were:

-Produce Flame, +7 to hit, d4+5 fire, 30' range, with persistent burn critical effects (unlimited)
-Ray of Frost, +7 to hit, d4+4 cold, 120' range, with slowing critical effects (unlimited)
-Electric Arc, auto-hit up to two targets (DC17 for 1/2), 30' range, d4+4 electric (unlimited)
-Elemental Throw, +7 to hit, d8+2 fire, 30' range (1 focus, but only takes 1 action)
-Burning Hands, auto-hit (DC17 for 1/2), 15' cone, 2d6+2 fire (1st level slot)

And blasting aside, she also ended a major encounter when the mini-boss failed the save against her Charm spell, and turned the tide in two fights with her Heal spell. And this is at level 1!

Now granted, I haven't seen higher level play yet. But I've never seen a 1st level spellcaster be this effective before.


6 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber

Looking over the final material, it looks like the theme from the playtest stayed with regards to casters.

Namely, if you try to play a caster who wins fights outright like casters did in PF1e, you will fail and feel like casters such because Paizo has worked hard to make that really, really hard to do.

On the other hand, if you try to play a caster who softens up enemies for the rest of your team to finish off, you will find that casters are incredibly effective at that.


1 person marked this as a favorite.

Doh, I already need a pallet jack to move my D&D 3e, Pathfinder, and Rolemaster/MERP books... and now I feel the need to buy this. I hate the fact that I am an addict (since 1979). I should join a twelve step program like gamers anonymous. "hi my on line name is Elrond....hmmm"
But seriously, as a GM I will most likely get this and reform some of the clunkier 1st edition rules. I tend to home brew a lot. One thing I ported over already in my new campaign is the bard. I took some of the ideas from the play-test bard and smooched into the 1st edition rules. I will see how it goes but it makes the bard a bit more formidable at higher levels. My bard player likes the changes. I am leaving the other classes alone other than the DC for spells. I am taking that as well. It is easier/cleaner/faster. Oh and I like the expert/master/legend weapon bonus system. I will mix and match a bunch of other junk as well I am sure.


I haven't yet found Community Use projects threads for this (probably will soon after I post this), but for now, for 2nd Edition SRD:

From Archives of Nethys, you get pointed here: https://2e.aonprd.com/

From www.d20pfsrd.com, you get pointed here: http://pf2.d20pfsrd.com/


1 person marked this as a favorite.
Rogar Valertis wrote:

It's a CORE Rule Book. You can't expect the customization of PF1 at the end of the edition. Try to recall the PF1 CORE Rule Book, not a great deal of customization back then. Archetypes were not a thing for example and if you had played 3e D&D (not even 3,5) chance is the system differences would be too small for you to notice.

That said, keep in mind the more you make something "customizable" the more the game system risks to be broken and things suddenly start looking all very similar DESPITE the potential for customization.

I guess the issue is that there seem to be a lot more claims of it being ultra customization and it doesn't feel that way, even core v core. Maybe I'm wrong, but it doesn't have that vibe.


Is there an easy way to convert modules/adventure paths from 1e to 2e now? Or is it going to just be a tedious chore of recalculating every single stat block for all the enemies and skill checks?

Grand Lodge

5 people marked this as a favorite.

I read through the CRB last night. I was reading through the classes and ancestries with an eye towards remaking characters of yore. I'm really, really impressed with what I saw. I could see various ways to accomplish some of those characters that were easier than they ever were in any edition of D&D or Pathfinder 1E. I especially love the new archetype system! I think they were right to only include the basic archetypes for multi-classing. Those alone had me thinking up new ways to make old characters but more importantly I was also dreaming up NEW characters! For the first time in 30+ years of gaming I actually want to play a paladin! I'm going to work on making some characters over the weekend since I didn't have time to do it today.

The actual nuts and bolts of the system itself remind me over a well tuned machine. Everything just fits together and makes sense. I found it really easy to parse how the game works and I can't wait to play it.

I'll be selling off my Pathfinder 1E hardbacks to make room for more Pathfinder 2E and Starfinder. I'll keep the PDFs because there are a few characters that I doubt I'll be able to play outside of 1E which is fine. It will take a few months for 2E to spool up.

All things considered I think the CRB is a solid foundation to build another 10 years of gaming on. I'm looking forward to not only playing but writing and GMing again.

And I want to play a paladin champion! I never thought that would ever be a thing!

SM

Liberty's Edge

3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
Kelly Livesy wrote:
Rysky wrote:
@Kelly, what would you have had them trade out for it?
I don't see that anything needs to be traded out for some things to have been included or expanded. But for starters, it seems strange to me that they should describe the existence of class archetype feats and then not include any.

10 are in the lost omens book that was supposed to come out at launch but was delayed a couple of weeks

Grand Lodge

1 person marked this as a favorite.
jimthegray wrote:
Kelly Livesy wrote:
Rysky wrote:
@Kelly, what would you have had them trade out for it?
I don't see that anything needs to be traded out for some things to have been included or expanded. But for starters, it seems strange to me that they should describe the existence of class archetype feats and then not include any.
10 are in the lost omens book that was supposed to come out at launch but was delayed a couple of weeks

I'm looking forward to this even thought there's enough in the CRB alone to keep me happy for awhile.

SM


2 people marked this as a favorite.

I'm reading the core book, and I'm quite impressed with what I saw.
Even though I'm loving it, there's always something to dislike:
1° What happened to item quality?
2° I think they should have used the Uncommon and Rare traits more often, especially with magic items.
Even then, that's great work, Paizo.


Igwilly wrote:

I'm reading the core book, and I'm quite impressed with what I saw.

Even though I'm loving it, there's always something to dislike:
1° What happened to item quality?
2° I think they should have used the Uncommon and Rare traits more often, especially with magic items.
Even then, that's great work, Paizo.

Item quality was dropped in favor of magical weaponry, after survey results came in. We now have +X potency runes that grant +X to hit, +X to damage, and the Striking runes that grant extra dice, up to +3.


2 people marked this as a favorite.
Igwilly wrote:

I'm reading the core book, and I'm quite impressed with what I saw.

Even though I'm loving it, there's always something to dislike:
1° What happened to item quality?
2° I think they should have used the Uncommon and Rare traits more often, especially with magic items.
Even then, that's great work, Paizo.

Item quality rules could be some of the optional rules that show up in the GameMastery Guide.


1 person marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
lordcirth wrote:
Igwilly wrote:

I'm reading the core book, and I'm quite impressed with what I saw.

Even though I'm loving it, there's always something to dislike:
1° What happened to item quality?
2° I think they should have used the Uncommon and Rare traits more often, especially with magic items.
Even then, that's great work, Paizo.
Item quality was dropped in favor of magical weaponry, after survey results came in. We now have +X potency runes that grant +X to hit, +X to damage, and the Striking runes that grant extra dice, up to +3.

Potency runes only grant accuracy, not damage.


MaxAstro wrote:
lordcirth wrote:
Igwilly wrote:

I'm reading the core book, and I'm quite impressed with what I saw.

Even though I'm loving it, there's always something to dislike:
1° What happened to item quality?
2° I think they should have used the Uncommon and Rare traits more often, especially with magic items.
Even then, that's great work, Paizo.
Item quality was dropped in favor of magical weaponry, after survey results came in. We now have +X potency runes that grant +X to hit, +X to damage, and the Striking runes that grant extra dice, up to +3.
Potency runes only grant accuracy, not damage.

You're right, and it's too late to edit...


and if the setting book is not out yet, I don't care.

Happy for you all though

Dark Archive

Argh! I had placed my order for Special/Deluxe Edition books too late, my FLGS told me that I'll (probably) receive my books when the next shipment arrives in a week or so! :(

But I'm happy that I got my GM Screen and [i]Fall of Plaguestone[/] + the flip-mat.


MaxAstro wrote:

Looking over the final material, it looks like the theme from the playtest stayed with regards to casters.

Namely, if you try to play a caster who wins fights outright like casters did in PF1e, you will fail and feel like casters such because Paizo has worked hard to make that really, really hard to do.

I really like that. Something 5th Ed did; casters are definitely not the big damage dealers (Paladins can get absurd spike damage), and they curbed save or suck.


1 person marked this as a favorite.

Sorry to say I'll be sticking with PF1 for my adventures going forward. The system seems ok, but I think Paizo tried too hard to satisfy rules lawyers and codify literally everything into a rule somewhere. Just doesn't feel right to me.

I think a lot of it has to do with the fact that it feels like the devs tried to rip off DnD 5e while still trying to be a different system. It just doesn't work. 5e was made to be easily digestable and quick to pick up and play with just enough customization to add some flair whereas PF2e seems to take a lot of that design philosophy and smash it together with widely varied customization options.

I think I'll be skipping this one, sorry.


3 people marked this as a favorite.

Ah, so Treerazer is still alive and well in the the Tanglebriar eh? Well, at least until an new Adventure Path opens up in Kyonin. ;) :D

Dark Archive

5 people marked this as a favorite.
The Smiling Bandit wrote:

Sorry to say I'll be sticking with PF1 for my adventures going forward. The system seems ok, but I think Paizo tried too hard to satisfy rules lawyers and codify literally everything into a rule somewhere. Just doesn't feel right to me.

I think a lot of it has to do with the fact that it feels like the devs tried to rip off DnD 5e while still trying to be a different system. It just doesn't work. 5e was made to be easily digestable and quick to pick up and play with just enough customization to add some flair whereas PF2e seems to take a lot of that design philosophy and smash it together with widely varied customization options.

I think I'll be skipping this one, sorry.

I'm still going to enjoy 1E from now on, as we have several mid-to-high level campaigns going on in my group. But I'm also very excited about running 2E, because I think it'll run smoother than 1E. If you ask me, 1E (and D&D 3E in general) is way more "codified" to satisfy rules lawyers than 2E, and I feel once again empowered as a GM, at least based on what I've seen so far of the new edition. In my opinion there are less "hard" rules and more freedom, making the game more enjoyable and easier to both run and play, regardless whether you're a novice or a veteran. I'm really, really excited about 2E, but YMMV, of course.

(BTW, I have several rules lawyers in my group, so I should know what I'm talking about! ;))


5 people marked this as a favorite.
Pathfinder Adventure Path, Card Game, Lost Omens, Rulebook, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Kelly Livesy wrote:
But for starters, it seems strange to me that they should describe the existence of class archetype feats and then not include any.

It sucks that they didn't have space for any class archetype fears, true. But if they didn't at least describe them in the core, then they'd have to include some form of that description in pretty much every future supplement that includes them (at least for a while), and that eats up word count.


Why don't humans have example names? If they didn't want to list them in the Ancestry chapter they could have at least put them with the Ethnicities in the Lost Omens chapter...


1 person marked this as a favorite.
Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Darth Game Master wrote:
Why don't humans have example names? If they didn't want to list them in the Ancestry chapter they could have at least put them with the Ethnicities in the Lost Omens chapter...

I'm guessing they might be in the Lost Omens World Guide, where they deal specifically with the different regions and peoples of the Inner Sea. That's where they showed up in the original Campaign Setting book.


5 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Asgetrion wrote:

I'm still going to enjoy 1E from now on, as we have several mid-to-high level campaigns going on in my group. But I'm also very excited about running 2E, because I think it'll run smoother than 1E. If you ask me, 1E (and D&D 3E in general) is way more "codified" to satisfy rules lawyers than 2E, and I feel once again empowered as a GM, at least based on what I've seen so far of the new edition. In my opinion there are less "hard" rules and more freedom, making the game more enjoyable and easier to both run and play, regardless whether you're a novice or a veteran. I'm really, really excited about 2E, but YMMV, of course.

(BTW, I have several rules lawyers in my group, so I should know what I'm talking about! ;))

This is very much my takeaway.

Sure, there are specific action names- but a lot of that seems to be, "here's how to help the GM adjudicate which one is relevant here."

Also, monster/NPC/encounter design just got a HECK of a lot simpler, and the fact that we've moved away from "monsters use roughly the same build rules as PCs" and into "monsters do what is needed for their role in the adventure" is the most anti-rules lawyer thing I've seen in decades.


I know, but it seems like it might be inconvenient to have them in two separate books. It's not game ruining though, one could always just look up the names on the web in the meantime.


2 people marked this as a favorite.
Asgetrion wrote:

If you ask me, 1E (and D&D 3E in general) is way more "codified" to satisfy rules lawyers than 2E, and I feel once again empowered as a GM, at least based on what I've seen so far of the new edition. In my opinion there are less "hard" rules and more freedom, making the game more enjoyable and easier to both run and play, regardless whether you're a novice or a veteran. I'm really, really excited about 2E, but YMMV, of course.

(BTW, I have several rules lawyers in my group, so I should know what I'm talking about! ;))

And for me, fewer hard rules means more difficulty and confusion in running and playing. As a GM I feel cast adrift, rather than empowered. But I look forward to the smoother operation, and maybe it's easier to codify/solidify rules from 2E than it was to loosen rules from 1E, so we can all be happy :)

On another couple notes, do the class symbols have any significance?
And was anyone else lost by the organization of the magic items chapter? Both because of all consumables except scrolls not being macro-alphabetical but micro-alphabetical under Consumables, but also the font size and spacing choices for section headers?


1 person marked this as a favorite.
Cole Deschain wrote:
Also, monster/NPC/encounter design just got a HECK of a lot simpler, and the fact that we've moved away from "monsters use roughly the same build rules as PCs" and into "monsters do what is needed for their role in the adventure" is the most anti-rules lawyer thing I've seen in decades.

Yes, I really like some of the monster design (marilith demon actions), and great to port over to 3rd Ed/PF1 (using Unchained's RAE, which PF2 cleaned up nicely).

I also like the format: top (opening of encounter, senses, languages, etc), middle (defences, etc), and bottom (Actions, spells, etc).


1 person marked this as a favorite.
The Only Sheet wrote:

TOS 2nd CORE edition, which is a Character creation and maintenance tool for PF2 is currently being tested, and should be available soon on the Paizo store!

Announcements of availability will be made once it lunches on the Store.

Cheers!

http://TheOnlySheet.com

It's out!!

Purchasing options are available, including on the Paizo Store!

Details here.

Happy Gaming!

Grand Lodge

Any new fiction to go along with this release?


2 people marked this as a favorite.
Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber
JPMO wrote:
Any new fiction to go along with this release?

There's been quite a bit of new short web fiction in the blog. No new novels announced, though.


Due in t minus -54 days. I look forward... er backward to it.

Exo-Guardians

Pharasma disapproves of thread necromancy

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