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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Looking for more? Check out the Resources and Free Downloads available for the Pathfinder Roleplaying Game.

Errata
Last Updated - 5/30/2013

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
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Note: This product is part of the Pathfinder Rulebook Subscription.

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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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Paizo Employee Creative Director

Beastman wrote:

Hi there!

Are you incorporating any or all of WotC's 3.5 FAQs / Rules Clarifications into the PRPG rulebook?

Where the FAQ is appropriate, yes. We treated that in a similar way to the playtest results and our own personal experiences with the game over the past several years and everything else; looking at the 3.5 to PF RPG transition, no resource was left behind.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
Beastman wrote:

Hi there!

Are you incorporating any or all of WotC's 3.5 FAQs / Rules Clarifications into the PRPG rulebook?

Where the FAQ is appropriate, yes. We treated that in a similar way to the playtest results and our own personal experiences with the game over the past several years and everything else; looking at the 3.5 to PF RPG transition, no resource was left behind.

MAYBE the age old question of tripping someone with a chain and getting a free attack will finally be settled.

Paizo Employee CEO

Charles Scholz wrote:
James Jacobs wrote:
Beastman wrote:

Hi there!

Are you incorporating any or all of WotC's 3.5 FAQs / Rules Clarifications into the PRPG rulebook?

Where the FAQ is appropriate, yes. We treated that in a similar way to the playtest results and our own personal experiences with the game over the past several years and everything else; looking at the 3.5 to PF RPG transition, no resource was left behind.
MAYBE the age old question of tripping someone with a chain and getting a free attack will finally be settled.

Yes, it will. :)

-Lisa

Paizo Employee Chief Technical Officer

sanwah68 wrote:
If you have pre-ordered the book will it be sent out early so you get it close to the due date (especially for international orders), or will it be not sent out til the actual release date.

We can't make promises on this until it actually arrives in our warehouse, but our intention is to begin shipping preorders early so that at least some of them will arrive on the release date.

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps Subscriber
Vic Wertz wrote:
sanwah68 wrote:
If you have pre-ordered the book will it be sent out early so you get it close to the due date (especially for international orders), or will it be not sent out til the actual release date.
We can't make promises on this until it actually arrives in our warehouse, but our intention it to begin shipping preorders early so that at least some of them will arrive on the release date.

Hopefully you can do this...it would be fantastic

Dark Archive

James Jacobs wrote:
Beastman wrote:

Hi there!

Are you incorporating any or all of WotC's 3.5 FAQs / Rules Clarifications into the PRPG rulebook?

Where the FAQ is appropriate, yes. We treated that in a similar way to the playtest results and our own personal experiences with the game over the past several years and everything else; looking at the 3.5 to PF RPG transition, no resource was left behind.

There are also some Combat Feats that need clarification, such as Whirlwind Attack (either it works similar to Great Cleave or it's attack one roll against everyone?). Also, some Combat Feats refer to 'Full-Round Action' and others to 'Full-Attack Action', which leaves a bit unclear if you can combine them (or even some that work as 'Standard Actions', such as using 'Cleave' and 'Backswing' at the same time).

Or maybe it's just me?

Dark Archive

[derail]

Two other feats that need clarification are Vital Strike and Improved Vital Strike -- I know how you guys intend these feats to work, but it's not crystal-clear the way it's written ("roll damage three times but do not multiply it if it's a crit") and may confuse new players. I think it would be better to say "Roll damage three times, but apply bonuses only once. If it is a critical hit, multiply only one of those rolls with the bonuses." (or something to that effect).

Also, some of the feats (Overhand Chop, Cleave, etc.) lose their usefulness at some point because they require Standard Action to use... I'd like to combine some of them with Charge, but apparently it's not possible? All of these feats read to me requiring a *separate* standard action (i.e. standard action spent on "activating" the feat and its effect) instead of "Can be used as part of any Standard Action or Full Attack Action". Ergo, you could use only of them per round, if I'm reading it correctly... was this intended?

And, I'd like Power Attack and Combat Expertise to be exclusive in the same round, i.e. if you're using Power Attack you can't use Combat Expertise and vice versa.

[/derail]

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Asgetrion wrote:

There are also some Combat Feats that need clarification, such as Whirlwind Attack (either it works similar to Great Cleave or it's attack one roll against everyone?). Also, some Combat Feats refer to 'Full-Round Action' and others to 'Full-Attack Action', which leaves a bit unclear if you can combine them (or even some that work as 'Standard Actions', such as using 'Cleave' and 'Backswing' at the same time).

Or maybe it's just me?

A Full-Attack Action is where you get all your normal attacks in one round. A Full Round Action is where a special attack takes up the whole round, giving you just one attack that round. For example: Vital Strike takes a full round because you are taking extra time to aim at a specific spot on your opponent that will cause the most damage. The up side is you do more damage when you hit; the down side is if you miss you are done for the round.

Sovereign Court

Dear GOD!!! 560 pages I will be able to smite unruly player with it !

With eager anticipation do I await your sending of great RPG joy!!


Beastman wrote:

Hi there!

Are you incorporating any or all of WotC's 3.5 FAQs / Rules Clarifications into the PRPG rulebook?

For what it's worth, during the playtest I specifically pointed out which FAQ questions had not yet been clarified in Pathfinder, and Jason said he'd take it under advisement.

Sovereign Court

Sorry for forgetting ; will prestige classes be in this or a later release?

I love the pathfinder class.

Dark Archive

Charles Scholz wrote:
Asgetrion wrote:

There are also some Combat Feats that need clarification, such as Whirlwind Attack (either it works similar to Great Cleave or it's attack one roll against everyone?). Also, some Combat Feats refer to 'Full-Round Action' and others to 'Full-Attack Action', which leaves a bit unclear if you can combine them (or even some that work as 'Standard Actions', such as using 'Cleave' and 'Backswing' at the same time).

Or maybe it's just me?

A Full-Attack Action is where you get all your normal attacks in one round. A Full Round Action is where a special attack takes up the whole round, giving you just one attack that round. For example: Vital Strike takes a full round because you are taking extra time to aim at a specific spot on your opponent that will cause the most damage. The up side is you do more damage when you hit; the down side is if you miss you are done for the round.

Hmmm... yes, that's true... which means that you can't use any of the Feats saying "as a Standard/Full-Round Action..." during the same round, i.e. no Cleave with Vital Attack.

I think it still needs to be clarified in the books.

Paizo Employee Creative Director

Candrith wrote:

Sorry for forgetting ; will prestige classes be in this or a later release?

I love the pathfinder class.

Yup; we'll have all the prestige classes that were in the web enhancement in the final book.

Contributor

Just glancing at this book has me all tingly inside. This just may be the product that pulls me back to the game table! :)

Dark Archive

James Jacobs wrote:
Candrith wrote:

Sorry for forgetting ; will prestige classes be in this or a later release?

I love the pathfinder class.

Yup; we'll have all the prestige classes that were in the web enhancement in the final book.

I'm so going to create an assassin follower of Asmodeus as soon as I only can... ;)

Scarab Sages

Any word on special or signed editions?

Dark Archive

Ubermench wrote:
Any word on special or signed editions?

I heard Vic will sign copies for free... ;P

Silver Crusade

I hope to buy my copy at GenCon when we go this year. Will be my first GenCon and I am really only going, because Paizo and Pathfinder! Now If I could have just talked Felicia Day into going...damn economy.

Our sunday D&D group love Pathfinder and I cannot wait to get my hands on the Core rulebook when it's finally out!


This will no doubt seem like a pretty dumb question, but does the PFRPG corebook completely replace the PHB and DMG of 3.5? As in, cover _everything_ that might be necessary fom both of those books? So all I would need after that is the Bestiary, in other words? I just haven't heard anything definite either way, so far.

I hope it does, because in this country, it will cost exactly the same as those two 3.5 books, which is just fine, and it sounds likely...

Also, if that is the case, in what ways will this book be better than the 3.5 DMG, as a DMG?

Paizo Employee Creative Director

moppom wrote:

This will no doubt seem like a pretty dumb question, but does the PFRPG corebook completely replace the PHB and DMG of 3.5? As in, cover _everything_ that might be necessary fom both of those books? So all I would need after that is the Bestiary, in other words? I just haven't heard anything definite either way, so far.

I hope it does, because in this country, it will cost exactly the same as those two 3.5 books, which is just fine, and it sounds likely...

Also, if that is the case, in what ways will this book be better than the 3.5 DMG, as a DMG?

The PFRPG more or less completely replaces the 3.5 PH, and mostly replaces the 3.5 DMG. Some of the advice and campaign building material from the DMG won't be duplicated in the PFRPG, but that material is more or less edition neutral.

All you will need to run the game is the PFRPG and the Bestiary, really. We are very likely to be releasing new products to support the rules after they come out, but those products will focus on expanding the rules or providing advice and stuff rather than be actual core rulebooks.

As for if the book will be better... that's going to be a matter of personal opinion, I suppose. I think the PF RPG is gonna be better, of course! :)


James Jacobs wrote:


As for if the book will be better... that's going to be a matter of personal opinion, I suppose. I think the PF RPG is gonna be better, of course! :)

I have no doubt it will be. I'm more excited about this book than anything since the 1st edition books I got when I was a kid.

If anyone reading this missed out on the Beta playtest, let me say it was one of the coolest things I've ever seen. It proved to me that Paizo is taking the game where it wants to go (if you imagine the game having a life of its own).

I commend Jason Bulmahn for involving the community in the game design, and for his diligent and thoughtful attention to the many threads in the playtest. Jason's work has already been outstanding: The PF Beta received the gold ENnie award for "best free product or web enhancement" in 2008 (link). Looking at his past work in Dungeon magazine, and Expedition to the Ruins of Greyhawk (one of my favorites), I feel very confident that PF RPG is in the right hands.

Anyone who loved Dungeon or Dragon magazine owes it themselves to get this book. 560-page full-color hardcover! Thank you, Paizo!


James Jacobs wrote:
As for if the book will be better... that's going to be a matter of personal opinion, I suppose. I think the PF RPG is gonna be better, of course! :)

I think so too, by the way. The RPG system, writing and presentation all look fantastic, and the things I've tried (races, classes and CMB mostly) have worked really well.

Thanks for answering - it's cleared up the uncertainty I had. Just couldn't for the life of me remember hearing one way or the other, that was all.

Truth be told, I was going to buy the book anyway. But now I know exactly what I'm getting for sure, and feel more secure about it, as a bonus.

Shadow Lodge

I really hope they give us a few ideas on what has been changed since the Beta. They don't have to go into full details, but some ideas on what is probably going to be changed will make conversions to the final product a lot easier, and will also help Dm's know what sort of things they need to focus more on learning. Also, it would be a nice little treat to see how things are going. I can't wait.


I think that the community will have some list or other of the myriad little changes from 3.5 itself made before 2010 at least!

I hope so, it'd be a great resource for the rules!

Paizo Employee Creative Director

Beckett wrote:
I really hope they give us a few ideas on what has been changed since the Beta. They don't have to go into full details, but some ideas on what is probably going to be changed will make conversions to the final product a lot easier, and will also help Dm's know what sort of things they need to focus more on learning. Also, it would be a nice little treat to see how things are going. I can't wait.

We're still finishing the book off, and therefore it's foolish to start talking about changes to the Beta and how the final game is shaping up until the book is set in stone.

That "set in stone" date is VERY close, though.

You can expect to start seeing previews, hints, and spoilers for the PF RPG to start showing up on our blog in a few weeks, I would guess.


Can't wait!

Paizo Employee Chief Technical Officer

We've just locked down the page count at 576 pages.


Vic Wertz wrote:
We've just locked down the page count at 576 pages.

What about the font size? Can you make it extra-teeny at this point? =)


Thank you, Hogarth. Every time I heard about problems having room for something, I thought this. Heck, I got one of those big magnifying lamps. ;)

Sovereign Court

Vic Wertz wrote:
We've just locked down the page count at 576 pages.

The best 576 pages in the industry. Well done. I'll even be happy without ribbons. Thank you for all your hard work everyone.

-Pax-

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

hogarth wrote:
Vic Wertz wrote:
We've just locked down the page count at 576 pages.
What about the font size? Can you make it extra-teeny at this point? =)

You've never seen Faith and Powers for 2e have you?

Sean told me the story behind that one, IIRC.

Paizo Employee Chief Technical Officer

The cover has been updated!


Any word on getting the PDF version with the print version


Nice

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Product Description wrote:
it serves as the foundation for decades of roleplaying enjoyment

who-hoo!!!

Dark Archive

When will be seeing the first previews, James? I'm already drooling, and I just can't wait...

Paizo Employee Chief Creative Officer, Publisher

PDFs/subscriptions: Soon. Information will _probably_ be ready next week. Definitely soon.

Previews: Likewise. The book will be completely finished in a matter of hours, and then the showing off can begin in earnest.

Dark Archive

Erik Mona wrote:

PDFs/subscriptions: Soon. Information will _probably_ be ready next week. Definitely soon.

Previews: Likewise. The book will be completely finished in a matter of hours, and then the showing off can begin in earnest.

Sweet.

Dark Archive

At 576, it's one BIG book. Can I get it with the necronomicon look? With a lock and key....

Paizo Employee CEO

I just did my last pass through the book and it is about to get sent to the printer! I have to say that I am really proud of everybody who has had a hand in this book from Jason's rules design, to Sarah's graphic design, to the tens of thousands of y'all who read the Beta and gave us feedback, and everybody else who gave of their free time and sanity to get this book out the door. I can't believe it has only been a little over a year. And the end result is something that I am extremely proud of. I can't wait to transition my Rise of the Runelords game!

Thanks to all of you for your support. I think you are going to really like this book.

-Lisa


No, we would like to thank y'all for allowing us to give impute and feedback.

The playtest was something special allright, even if a bit chaotic and mad. Thanks again

Dark Archive

<Raises mug>

Can't wait to see the final product.

RPG Superstar 2011 Top 32

Awesome pictures on the Twitter! I so cannot wait to get my hands on this baby :)


joela wrote:
Erik Mona wrote:

PDFs/subscriptions: Soon. Information will _probably_ be ready next week. Definitely soon.

Previews: Likewise. The book will be completely finished in a matter of hours, and then the showing off can begin in earnest.

Sweet.

Ditto - been waiting for this.

Paizo Employee Chief Creative Officer, Publisher

Lisa Stevens wrote:
I can't believe it has only been a little over a year.

That's because you are forgetting to add the time that went into the Beta. It's been almost two years.

Uggggggghghghg.

ZZZZZZZZzzzzzzzzzzzzzzzzzzzzzzzzzzz.


Thanks again everyone at Paizo for doing this for us! I for one really appricate that you all have picked up the torch and kept it alight!

Dark Archive

seekerofshadowlight wrote:
No, we would like to thank y'all for allowing us to give impute and feedback.

HEAR HEAR! :)

seekerofshadowlight wrote:
The playtest was something special allright, even if a bit chaotic and mad. Thanks again

Not as chaotic or mad as either Logue or Pitt... *shudder*


SO Very Jazzed.


Ah...cometh the cry that summons the HORDE!!!


Really looking forward to this! An RPG masterpiece I have a feeling!

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