Pathfinder Roleplaying Game Core Rulebook (OGL)

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Pathfinder Roleplaying Game Core Rulebook (OGL)

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Enter a fantastic world of adventure!

The Pathfinder Roleplaying Game puts you in the role of a brave adventurer fighting to survive in a world beset by magic and evil. Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!

This imaginative tabletop game builds upon more than 10 years of system development and an open playtest involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.

The Pathfinder Roleplaying Game Core Rulebook includes:

  • All player and Game Master rules in a single volume
  • Complete rules for fantastic player races like elves, dwarves, gnomes, halflings, and half-orcs
  • Exciting new options for character classes like fighters, wizards, rogues, clerics, and more
  • Streamlined and updated rules for feats and skills that increase options for your hero
  • A simple combat system with easy rules for grapples, bull rushes, and other special attacks
  • Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more
  • Hundreds of revised, new, and updated spells and magical treasures
  • Quick-generation guidelines for nonplayer characters
  • Expanded rules for curses, diseases, and poisons
  • A completely overhauled experience system with options for slow, medium, and fast advancement
  • ... and much, much more!

Available Formats

The Pathfinder Roleplaying Game Core Rulebook is also available as:

Hardcover ISBN: 978-1-60125-150-3

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Last Updated - 5/30/2013

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What a Pathfinder truly needs...

5/5

If there is any one book to have, it is this one. It is the only Pathfinder book you will ever need to start playing, but if you're like me you'll eventually want more.

When I first learned of tabletop RPGs my attention turned to D&D even though I knew next to nothing about it, nor did I know of anyone who played it. I only knew it because it was the name everyone knew when someone said "tabletop RPG" and the answer wasn't "what is that?" I wanted to play it but I didn't know where to start. I was lost, forlorn, and alone.

Then, one fateful day, I met someone online who told me about Pathfinder. I took one look at the Core Rulebook and I never looked back, and to this day I don't regret the decision one bit. The Core Rulebook is a solid start to any aspiring tabletop gamer's adventure and is a must own not only for the abundance of useful information it provides but also for the clean presentation and the magnificent art provided by Wayne Reynolds.

In short, if you want to play Pathfinder and haven't already, pick this book up immediately. It is well worth it.


Legendary

5/5

Legendary. It’s hard to know where to begin to review this book, but that one word encapsulates it well. There’s a reason Pathfinder is thriving a decade into its existence, and it all starts here. If you don’t know anything about Pathfinder, you can think of it as a revised and improved version of a specific edition of D&D (the “3.5” edition). Its strength is the nearly infinite capacity for customization, and its weakness is that enormous customization introduces complexity. In other words, this is a “crunch heavy” instead of a “rules light” game. Trust me, it’s worth it though. This is going to be a long review because I’ve got fifteen chapters to cover in this massive, 575-page book! If you don’t have the patience to read through the whole review, the conclusion makes it clear: buy this book. With this and the Bestiary, you have years of adventure at your fingertips.

Chapter 1 is “Getting Started” (12 pages). This chapter contains a brief introduction to the game, an overview of each chapter, a glossary of common terms, an example of play (very useful if this is your first RPG ever), and the rules for generating ability scores for a character (how physically and mentally capable they are).

Chapter 2 is “Races” (11 pages). The “Core” races presented here are: Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, and Humans. As you would imagine, there are advantages and disadvantages to each race. The chapter spends a page on each race, and beyond the rules ramifications it takes care to talk about what members of that race typically look like, what their culture is like, why they often become adventurers, and how they relate to other races. It’s not an overwhelming amount of information (which is good for new players). For the most part, these races stick to fairly standard fantasy expectations.

Chapter 3 is “Classes” (57 pages). There are eleven “core classes” presented in this book: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard. The spread of classes does an excellent job covering different play-styles and roles within a group. The power level of these classes has been significantly bumped up from D&D 3.5, and there are a lot more choices to be made within each class. This makes the classes more complex, but also more satisfying to see advance up through each level. If you’re brand-new to Pathfinder, it might be good to stay away from spell-casters like the Druid, Cleric, Sorcerer, and Wizard until you get more experience, as the sheer number of choices to be made can be overwhelming at first.

Chapter 4 is “Skills” (27 pages). Skills are something that every character has and they determine the likelihood of success in doing certain things. Want to leap from one rooftop to another? Roll an Acrobatics check. Want to figure out what spell that evil wizard just cast at you? Roll a Spellcraft check. Different classes get bonuses to using particular skills, but every character, regardless of class, can become good at something if they invest their “skill points” in a particular skill. Pathfinder has condensed the number of skills slightly from D&D 3.5, though it still has more than newer RPGs tend to have. I like the diversity and ability to specialize in discrete areas, but some think there should have been further consolidation. Each skill is described with great detail on specifically what it allows you to do and not do, which is quite helpful in avoiding rules arguments.

Chapter 5 is “Feats” (29 pages). Feats are special abilities. Every character gets to choose one feat at every odd level, and some classes and races get “bonus” feats. A feat might be something that lets you fight better in darkness (“Blindfighting”) or it might be something that makes certain spells you cast more effective (“Spell Focus”). There are several dozen feats to choose from, so this can be one of the parts of character creation that takes the longest to do. Their value, again, is that they allow for enormous customization of a character. Just because there are two Fighters in the party doesn’t mean they’ll be identical, because feats allow them to operate in very different ways!

Chapter 6 is “Equipment” (16 pages). Your character will need a weapon, maybe some armor, and some other gear like a backpack or a coil of rope. But in addition, you might wonder how expensive a night’s stay at an inn is, or how much it’ll cost to persuade a local wizard to cast a spell for you. All of the answers are in this chapter. I really appreciate that every item and service isn’t just listed on a table with a price, but in addition most receive a description, a picture, and (sometimes) additional rules to explain how it works in actual gameplay.

Chapter 7 is “Additional Rules” (13 pages). The title of this chapter isn’t particularly helpful, as the entire book consists of rules. Really, it’s a miscellany of various things about your character. First up is Alignment, which is whether your character is good, evil, or somewhere in between. A lot of other RPGs dispense with such questions, but it is “hard-coded” into Pathfinder in the sense that it’s not just a role-playing choice: many spells, magic items, and other effects change depending on a character’s alignment. Next, there’s a few pages on “Vital Statistics” like determining a character’s age, height and weight, and (most importantly) carrying capacity (also known as “encumbrance”). If your character has a low Strength score, don’t expect him or her to be able to carry a lot of gear. Then, there’s a discussion of movement speeds in various contexts (in the course of a combat encounter, for example, or for travelling great distances overland). Last, a bunch of little things are covered under the title “Exploration”: how far characters can see in different levels of light, how to determine if an object can be intentionally broken, etc. It’s a chapter that’s easy to overlook but provides answers to a lot of “little things” that might come up during a session.

Chapter 8 is “Combat” (29 pages). Combat is a major part of Pathfinder, and there’s admittedly a lot to digest in a short number of pages here. The way the chapter is laid out isn’t necessarily intuitive, and later Paizo products (like the Strategy Guide) do a much better job making combat clearer. You’ll find everything you need in this chapter, but you’ll be flipping back and forth for a while. I’ve been playing for years and I still refer to it occasionally.

Chapter 9 is “Magic” (19 pages). This chapter discusses different categories of spells, how characters learn them, and how to read a spell entry in the next chapter. It’s a chapter that’s easy to skip over at first, but is actually pretty important once a campaign gets serious.

Chapter 10 is “Spells” (156 pages). You read that right: about a quarter of the book consists of an alphabetical list and description of several hundred different spells! The spells have been cleaned up and improved from D&D 3.5 for better gameplay, but what hasn’t changed is that magic still rules. If pure power is what you want, play a true spell-caster and you’ll find it.

Chapter 11 is “Prestige Classes” (23 pages). Prestige Classes are special classes that characters can eventually take, well into their adventuring careers, if they meet certain prerequisites. This book has ten of them: Arcane Archer, Arcane Trickster, Assassin, Dragon Disciple, Duelist, Eldritch Knight, Loremaster, Mystic Theurge, Pathfinder Chronicler, and Shadowdancer. For the most part, and until very recent, Pathfinder hasn’t been a game where prestige classes thrive. Apart from some specific flavour reasons, a character would usually be better off simply continuing in their base class rather than taking levels in a prestige class.

Chapter 12 is “Gamemastering” (15 pages). As its title indicates, this chapter helps the person running a game (the “Gamemaster” or “GM”) prepare an adventure, referee the rules, deal with common problems at the table, etc. It’s okay for what it is, but I’ve seen better resources to help new GMs figure out what they’re doing.

Chapter 13 is “Environment” (39 pages). This chapter contains a lot of little things to help make the setting interesting. It contains rules on weather, travelling through the wilderness, dealing with traps, and so forth. It’s primarily for the GM too and shouldn’t be a priority to master until more fundamental rules are digested.

Chapter 14 is “Creating NPCs” (11 pages). This chapter gives rules for creating background (non-player) characters by using “NPC classes” like a Commoner. I have to admit I never use this chapter, as I just rely on NPC stat blocks already generated in other Pathfinder products.

Chapter 15 is “Magic Items” (101 pages). Your adventurer is going to want some cool magic gear, and this chapter explains what it does, how much it costs, and how it’s made. It’s pretty extensive and detailed.

Last up, there are appendices summarizing “Special Abilities”, “Conditions” (status effects a character might be under), “Inspiring Reading”, and “Game Aids” (other products you can purchase).
The Core Rulebook is a hefty tome for an RPG book. For players coming from D&D 3.5, it’s basically a combination of the Player’s Handbook and the Dungeon Master’s Guide in a single volume, but refined and improved. The book is, with the single exception of the deities, completely “setting neutral” (that is, it’s suitable for play in any campaign world or a homemade setting). There’s some excellent artwork taken from other Paizo products mixed in with some artwork that’s more pedestrian. Still, the production quality overall is fantastic. I would normally go into more detail, but there are hard word counts on these reviews. So I’ll sum up by saying: this is the one book you won’t leave home without, and it’s worth every penny.

Special Note: The Core Rulebook was recently released in a smaller softcover. The interior is exactly the same as the sixth printing of the hardcover, but it’s lighter and easier to carry. I’ve been using it for a few months now, and I’m quite happy with the font size, reduced price, durability, and ease of use.


Pathfinder's Heart

5/5

This book is at the heart of all Pathfinder games. It is great and can be picked up regularly cheap with sales all over. (Humble Bundle 1$) I myself have a PDF but plan to pickup a hardcopy one day. Either one will do the trick and is always good to keep handy. I like the PDF because you can do keyword searches. Even if you don't ever use it. The cover art is pretty awesome.


A Fresh Start

5/5

After years of seeing the Pathfinder rule books on the shelves of my FLGS, I took the plunge in December of 2012. I bought the Core Rulebook and began skimming it immediately. My first discovery was the character creation rules. They were fun! Characters were cool in a way that I hadn't seen in previous editions of the world's oldest role-playing game. Within three months, I was up and running my first Pathfinder adventure. That was three years ago and I have no regrets getting involved with the Pathfinder system.


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Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Zonemind wrote:
This book is massive enough to kill a man. WITH GLEE!

My wife said it ought to have it's own entry in Table 6-4: Weapons.

Contributor

Hmm. This question should really go in a separate topic for the Core Rulebook PDF, but anyway, I've been looking at the hardback, but have also downloaded the PDF and have been looking at that to check out the spiffy hyperlinks and such.

Under the "Soul Bind" entry, I found that "reincarnation" was for some reason missing a hyperlink to its entry (especially noticeable as this was in the middle of a list of other spells which were linked) and when I went on to the magic items section, I found that while there were apparent hyperlinks, none of them were clickable.

Anyway, I know there was a rush to get the PDF in time for the launch yesterday, which is part of why it wasn't released earlier, but my question as a subscriber is wondering if there's an ETA on the more fully cleaned up, debugged, and fully hyperlinked PDF, and if there could be an email announcement to subscribers when it is.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Whenever one of your PDFs gets an update, you get an email telling you. Companion: Quadira and Crypt of the Everflame, for example, were updated last week. So, don't worry.

Liberty's Edge

I didn't read through ALL the other posts, but I have a couple of suggestions on the PDF.

The beta copy had a much more collapsed set of bookmarks. The current set is too cumbersome.

Also, why isn't the table of contents hyperlinked like the index? Nor is it part of the bookmarks. Seems like an oversight. Seems like that would be a very easy (and useful) modification. And it would solve the hardcover to PDF inaccuracy of the TOC since it's page numbers don't correspond to the PDF page numbers.

Just my 2 cents, hope it can come to pass.

And btw, Love the book, love the rules.


Pathfinder Starfinder Roleplaying Game Subscriber
WheresNia wrote:

HELP WANTED

Strong, adventuring fighter-type to carry PFRPG Core Rulebook to and from gaming sessions for petite female DM.

Will consider pack mule.

This is why it frustrates me that there doesn't seem to be any private messageing to the boards here...

Are you by chance the same wheresNia that reviewed the Pathfinder Chronicles Campaign Setting at Amazon?

If so, this is a DM who's willing to go Pack Mule in exchange for getting off the DM list and on the player list for a bit...


I love this book! But on the tough side, there is something missing: a complete overview of character creation. You have to search for all the rules pertaining to character creation.

It seems that there are no special skill rank allotments at first level, like there were in D&D 3.5. Am I right, or do I simply not find the pertinent ruling?

First character level means maximum hitpoints, right? Well hidden, the hint.

You can't chose to take half your hit die as new hit points on levelling up, can you? Or I don't find the rule.

The system is great, as far as I read it, but organization of contents is tough.

Liberty's Edge

Yeah, what happened to the awesome Beta PDF bookmarks? The final bookmarks are not only unwieldy, they're outright leading to the wrong places.

Clicking on Sorcerer, for example, leads you to the last set of monk abilities. All of the classes bookmarks lead you to the wrong places, and that's just the beginning.

For all of us who paid good money for the book can we either get an unlocked copy so we can make our own bookmarks or have Paizo redo the bookmarks in the Beta style so they are actually usable? Thanks.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

As posted by Vic Wertz elsewhere, the bookmarks will be revised after Gen Con, and an email notification will be send to all who are subscribers or have purchased the PDF.


didnt read the whole thread, I apologize if this is already been asked.

I would like to know if Pathfinder RPG has the same Feat/Prestige Class system as 3.5.

One thing that really made me stop with 3.5 (and never start with 4E), was the fact that after a few months the options became so bloated that it was overwhelming for a new player to choose a feat.

Not to mention the power creep and such.

So, I would like to know if, apart from the Feats contained in the basic book, will there be tens and tens (or hundreds) of new feats coming?

thx in advance

Liberty's Edge

Thank you soo much for making the PDF $10. I can in no way afford the hardcover at the moment. (Just changed jobs ) and this gave me a wonderful opportunity to buy the book. Thank you Paizo.

Silver Crusade

Pathfinder Adventure Path Subscriber
Delazar wrote:

didnt read the whole thread, I apologize if this is already been asked.

I would like to know if Pathfinder RPG has the same Feat/Prestige Class system as 3.5.

One thing that really made me stop with 3.5 (and never start with 4E), was the fact that after a few months the options became so bloated that it was overwhelming for a new player to choose a feat.

Not to mention the power creep and such.

So, I would like to know if, apart from the Feats contained in the basic book, will there be tens and tens (or hundreds) of new feats coming?

thx in advance

Several times, Paizo said that they wish to avoid the power creep that made you (and many others) turn away from 3.5

There will be SOME new crunchies, but at nowhere as fast rate as in 3ed.

Liberty's Edge

Okay, loving the new book. Have gotten through the Races and Classes sections and really like the upgrade in power. You can play a 1st level character now and feel like you can have an impact. No more starting players at lvl 3 or 5.

Only concern I have through is that I don't see the benefits of Multi-classing any more especially Prestige classes.

The higher level powers, especially lvl 20 powers are just a little...too powerful. A lvl 20 character looks like they would be able to wipe the floor w/ a lvl 10/10 character. Worst yet the Prestige classes take another hit, especially the ones that require a couple of classes to start out. Take the Arcane Archer. To get to it by lvl 7, are are going to need have at least 1 lvl in Sorc/Wiz and then 6 lvls in a combat class. That gives you 10 lvls of Arcane Archer, but in the end to complete the last couple of levels, your only real choice is to pic up a couple of pathetic lvls in your Mage class or a slight bonus to your Combat class.

I know there should be a 'bonus' for sticking with a class for the whole time, but then again, Multi-classing is a huge part of the game and Prestige classes are cool.

I think to give the Multi-classer a even field, either the Prestige classes should be expanded to lvl 15 or a new set of Legendary classes would be nice. Ones that would start around lvl 15 and take you to lvl 20.

The Exchange

WEEEHEEEHEEE!!! Luv the book! I pre-ordered at my Friendly Local Gaming Store and got it Thursday shortly after they opened. The packing peanuts were still scattered around the floor. Probably cost me a bit more, but it's worth it to me to keep them going. Our club plays there on a regular basis. (If anybody happens to run into Mike from Evolution Games in Lansing, Michigan while you're all wandering around GenCon, tell him how great his store is.)

Anyway, like I said, luving the book. Excellent artwork. Very nice paper quality. The binding seems sturdy and I'm hopeful it will hold up well over the years. (My first 3E PHB was a first run and had bad binding; busted its spine loose in less than two weeks. I'm a careful user, but flipping back and forth alot and laying the book flat while working on a character sheet or whatever can really put a binding to the test.) And that's just the physical stuff.

Still haven't done much more than skim through, but I really like the upgrades to races, classes, skills and feats. Taking a Favored Class actually does something for you rather than just shooting you in the foot if you do something different. More rules make more sense to me now and I'm looking forward to giving the Combat Manuevers a try some time soon in game.

Back to the reading goodness. Have fun all.

Liberty's Edge

One question, to anyone that can answer: why was Minute Meteors dropped? Was it a licensing thing, or was the spell thought to be overpowered?

The Exchange

I'm looking at the spells right now, and I'm finding that, as of right now,

Animal Growth, RPG240/Beta198 give the target as one animal, but 3.5 PHB198 gives one animal per two CLs. was this intentional?

Alter Self, RPG240/Beta198, RPG and Beta drop the comment of the spell granting the +10 to disguise skill.

3.5PHB197 wrote:
You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

Is this an intentional drop?

Still comparing spells.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Sean K Reynolds wrote this book. I know because my book says so.

ummm actually it also says Cosmo wrote this book, so now I am not sure...

;-)

RPG Superstar 2008 Top 32

Duniagdra DaaMyour wrote:
3.5PHB197 wrote:
You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

Is this an intentional drop?

Still comparing spells.

This rule is part of the Polymorph subschool now (pg. 211)

Grand Lodge

So far I have read some of the PDF. So far I like what I have read.
I can't wait to get the hardcopy now.

The Exchange

Ross Byers wrote:
Duniagdra DaaMyour wrote:
3.5PHB197 wrote:
You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.

Is this an intentional drop?

Still comparing spells.

This rule is part of the Polymorph subschool now (pg. 211)

Thanks.

Now I just need to know about this,

Duniagdra DaaMyour wrote:

I'm looking at the spells right now, and I'm finding that, as of right now,

Animal Growth, RPG240/Beta198 give the target as one animal, but 3.5 PHB198 gives one animal per two CLs. Was this intentional?

Did I miss a rule somewhere on this too, or was this a deliberate change?

Also, I'm finding some spells where the duration has changed. Again I'll point to the Alter Self spell referenced above. It goes from 10 minutes per level in D&D3.5 to 1 minute per level in Beta and still in RPG.

Silver Crusade

819 responses & I'm not gonna go through them all for this one but I just download my copy of the rules (Yeah!! bought the actual book a couple days ago---yeah for 40+ hours at work a couple weeks ago!!). Anyways was the cover of the pdf left off intentionally? Will it be added if the pdf gets updated??

Can't get my Wayne Reynolds fix!!! ha ha Awesome job guys sounds like the book is a huge success for you & I hope you guys win the Best rpg award next year at GC!!

RM

The Exchange

I'm finding out that Amazon is not allowed to ship until Sept 2nd by Paizo. That really bites that Paizo has released the hardcover on Aug 13th, but Amazon is not allowed to release until Sept 2nd. At $65 for the Core Rulebook and Bestiary, I guess I cannot complain.

Silver Crusade

Duniagdra DaaMyour wrote:
I'm finding out that Amazon is not allowed to ship until Sept 2nd by Paizo. That really bites that Paizo has released the hardcover on Aug 13th, but Amazon is not allowed to release until Sept 2nd. At $65 for the Core Rulebook and Bestiary, I guess I cannot complain.

Is this for both books? My invoice says the 24th of Aug. I only ordered the rules & not the Bestiary.

RPG Superstar 2008 Top 32

Duniagdra DaaMyour wrote:
I'm finding out that Amazon is not allowed to ship until Sept 2nd by Paizo. That really bites that Paizo has released the hardcover on Aug 13th, but Amazon is not allowed to release until Sept 2nd. At $65 for the Core Rulebook and Bestiary, I guess I cannot complain.

I assure you we have not placed any restrictions on Amazon. We sell our books to a distributor, who in turn sells to bookstores, which includes Amazon.

We place no special restrictions on Amazon compared to any other retailer. The book trade DOES tend to shift all release dates to the next Wednesday (making the release of the Core Rulebook 8/19). Any change of the release date after that is purely Amazon's responsibility.

Grand Lodge

Duniagdra DaaMyour wrote:
I'm finding out that Amazon is not allowed to ship until Sept 2nd by Paizo. That really bites that Paizo has released the hardcover on Aug 13th, but Amazon is not allowed to release until Sept 2nd. At $65 for the Core Rulebook and Bestiary, I guess I cannot complain.

I know for a while most chains weren't allowed to release the books until 2 weeks after because they had too much of a tendency to shipping/releasing early.

Silver Crusade

Ross Byers wrote:
The book trade DOES tend to shift all release dates to the next Wednesday (making the release of the Core Rulebook 8/19).

Sound about right for my order. I used super saver shipping so add a few days onto the 19th & you get around the 24th or so. Got the pdf to keep me company till I get the dead tree version, so I'm happy!!


I got the PDF version and I must admit I am impressed. My only beef is the bookmarks are a mess. That aside, it is still the best looking rulebook I've come across.

Paizo Employee Chief Creative Officer, Publisher

It appears we left some sponges inside the PDF patient in the madness leading up to Gen Con and the book's release. I assure everyone that we will be addressing this issue first thing Tuesday when everyone gets back and we will do everything possible to get the PDF is top form as soon as humanly possible. I would prefer to measure this period in hours rather than days, and will be dual-wielding whips to make sure that it happens rapidly.

Thanks for your patience, and sorry about the mix-up!

Silver Crusade

Thanks for the post Erik.

With the GC & the launch, oops & other fubars are expected.

RM


I would just like to say, to all involved with this fantastic effort, thank you so much for saving the game I love with (as far as I'm concerned) the REAL 4.0.
Cudos to all you fantastically imaginative crusaders at Paizo. Your kung-fu is strong, I can tell.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Stark Enterprises VP wrote:


One question, to anyone that can answer: why was Minute Meteors dropped? Was it a licensing thing, or was the spell thought to be overpowered?

What do you mean by dropped? Dropped from what?

Silver Crusade

The Heal skill discusses healing "deadly wounds". But I can't find that term described anywhere. What are "deadly wounds"?

The Exchange

Haldir wrote:
Duniagdra DaaMyour wrote:
I'm finding out that Amazon is not allowed to ship until Sept 2nd by Paizo. That really bites that Paizo has released the hardcover on Aug 13th, but Amazon is not allowed to release until Sept 2nd. At $65 for the Core Rulebook and Bestiary, I guess I cannot complain.
Is this for both books? My invoice says the 24th of Aug. I only ordered the rules & not the Bestiary.

According to my account on Amazon, The Core Rulebook has an expected delivery date of Sept 9th. When I called them, the person on the line said, without doubt, that they were given a release date of Sept 2nd and that that is still on track. The Bestiary shows a delivery date of Oct 14th, I believe. No matter though. As long as my copy is still part of the first print release, and I get it in great condition, I'll be pleased. Yes, for USD $8.49, I did buy the PDF, though Paizo.com kept crashing that day. LOL Couldn't handle the traffic I guess. :-))

Ross Byers wrote:
Duniagdra DaaMyour wrote:
I'm finding out that Amazon is not allowed to ship until Sept 2nd by Paizo. That really bites that Paizo has released the hardcover on Aug 13th, but Amazon is not allowed to release until Sept 2nd. At $65 for the Core Rulebook and Bestiary, I guess I cannot complain.

I assure you we have not placed any restrictions on Amazon. We sell our books to a distributor, who in turn sells to bookstores, which includes Amazon.

We place no special restrictions on Amazon compared to any other retailer. The book trade DOES tend to shift all release dates to the next Wednesday (making the release of the Core Rulebook 8/19). Any change of the release date after that is purely Amazon's responsibility.

This is kind of what I thought. I was figuring that Paizo may have put a shipping restriction to prevent early distribution, but to have to wait until Sept 9th, well, I waiting this long, what's a little longer, right. I'm hearing from several people the book is very well designed. I can't wait to get my copy.

Andrew Betts wrote:
Duniagdra DaaMyour wrote:
I'm finding out that Amazon is not allowed to ship until Sept 2nd by Paizo. That really bites that Paizo has released the hardcover on Aug 13th, but Amazon is not allowed to release until Sept 2nd. At $65 for the Core Rulebook and Bestiary, I guess I cannot complain.
I know for a while most chains weren't allowed to release the books until 2 weeks after because they had too much of a tendency to shipping/releasing early.

Yep.

Thanks guys for your responses. I know on my end this will be a long few weeks of waiting that much longer.


Michael New wrote:
The Heal skill discusses healing "deadly wounds". But I can't find that term described anywhere. What are "deadly wounds"?

Something superficial that players complain about.


Beercifer wrote:


Something superficial that players complain about.

If you want to give them something to complain about, wounds aren't the way to go. My ways to get players to complain:

5. Traps
4. Puzzles
3. Put them in a political situation where weapons won't help.
2. Put them in a city where all weapons are confiscated at the gate.
1. Tell them that you're switching away from Pathfinder RPG.

I've done all but #1.

Liberty's Edge

First off, is someone has asked this already then I apologize. Anyway, I see that in the combat section that what looked like counters were used to simulate battle situations. Any chance of those making an appearance for real?


I may be on the wrong board with this one, but...
First: I got THE BOOK Sunday night (local store) & I'm impressed with the quality of both the content & the printing (no thumb smears from bad inking!). The artwork is good, unified style, realistic but fantastic.
Second: Everywhere I look I see a common theme: "GM discretion" & "GM is the final arbiter" references. Something to point out to that eternal presence at the table: a player who forgets who's in charge.
Third: I noticed a slight clarity issue in the description of the cleric's Channel Energy ability. Is the choice between heal or harm (heal living/harm undead or vv) made when you activate the ability, or when you choose positive or negative energy? A GM can silence such kibitzing, but I wondered what the sages intended.


Rook13 wrote:
Third: I noticed a slight clarity issue in the description of the cleric's Channel Energy ability. Is the choice between heal or harm (heal living/harm undead or vv) made when you activate the ability, or when you choose positive or negative energy? A GM can silence such kibitzing, but I wondered what the sages intended.

When you activate the ability, if you channel positive choose to either heal living, or harm undead. I'm fairly sure it says so on the preview, or preview discussion thread. In fact it was taken that way on the thread and also not corrected when Bulmahn started correcting misconceptions like godzilla levels skyscrapers.


Pathfinder PF Special Edition Subscriber

To the Paizo staff the biggest question I have is this...

Did you have any books left over after GenCon?


Pathfinder PF Special Edition Subscriber

I've seen nothing so far on actually sleeping... I'm sure I'm missing it. I also noticed nothing on resting or sleeping in the index.

To my fellow gamers I ask this... does anybody know where the info on rest and recovery is?

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Stark Enterprises VP wrote:


One question, to anyone that can answer: why was Minute Meteors dropped? Was it a licensing thing, or was the spell thought to be overpowered?

Minute Meteors doesn't appear to be in the SRD and is therefor not Open Content.

Contributor

Lokie wrote:

To the Paizo staff the biggest question I have is this...

Did you have any books left over after GenCon?

Yes, we brought some home.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Paul Watson wrote:
Stark Enterprises VP wrote:


One question, to anyone that can answer: why was Minute Meteors dropped? Was it a licensing thing, or was the spell thought to be overpowered?
Minute Meteors doesn't appear to be in the SRD and is therefor not Open Content.

Melf's Minute Meteors was never even updated to 3.0 by WotC, let alone 3.5 or the current SRD. Not everything in Baldur's Gate II made it into 3e. (The only unofficial conversion I can even find is on Canonfire, the ultimate Greyhawk fansite)

Dark Archive

Great product. I would really like to see the Blackguard and Red Mantis Assassin get updated.

Paizo Employee Chief Technical Officer

Folks,

Please don't post rules questions in this thread—we have a whole forum for that.

Thanks!

Grand Lodge

Looking forward to my book shipping so I can get the PDF. At least I should get it after it has been edited and spruced up.

Shadow Lodge

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

Great book, been enjoying the changes made, and look forward to getting started on the new adventure path with the new rules.

I assume we are going to see an update soon, with fixed bookmarks and all those non-functioning links in the index working? There are also a few inconsistencies in the text links throughout the book. Doing a global search and replace for things like skill, feat and ability names would solve that.

Paizo Employee Chief Technical Officer

The PDF will be updated soon. We have top men working on it now. Top... men...

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Vic Wertz wrote:
The PDF will be updated soon. We have top men working on it now. Top... men...

Fools. Bureaucratic fools. They don't know what they've got there.

Scarab Sages

Had a general question, I apologize if this has been covered in the previous 800+ posts.

Was there a particular reason you removed random treasure tables for gems, art objects, and coins/magic items in general?

Is there plans to have it on the GM screen?

Thanks!

Heather

The Exchange

Does anyone know when the hardcover core rulebook hits the bookstores
I was not able to enjoy the festivities at gen-con (no money to go)
I would really like to know the offical release of the hardcover book to the general public

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