Pathfinder Roleplaying Game: GameMastery Guide (OGL)

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Pathfinder Roleplaying Game: GameMastery Guide (OGL)
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Rule Your World!

Players may be the heroes of the Pathfinder Roleplaying Game, but whole worlds rest on the Game Master's shoulders. Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines. Whether you've run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.

The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring 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 RPG GameMastery Guide includes:

  • Tips and tricks for preparing and running a better game, suitable for beginning GMs and battle-hardened veterans.
  • Step-by-step walkthroughs for creating campaign worlds, cities, cosmologies, feudal systems, and alternate dimensions.
  • Difficult player types, and how to handle them gracefully.
  • New rules for subsystems like hauntings, chase scenes, fortune-telling, gambling games, mysteries, and insanity.
  • Charts to help you generate everything from interesting NPCs and fantastic treasures to instant encounters in any terrain.
  • Advanced topics such as PC death, game-breaking rules, overpowered parties, solo campaigns, and derailed storylines.
  • Sample NPC statistics for dozens of common adventuring situations, such as cultists, guardsmen, barmaids, and pirates.
  • ... and much, much more!

ISBN-13: 978-1-60125-217-3

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Last Updated - 1/22/2014

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Essential for New GMs, Handy for Veterans

5/5

Published back in 2009, the GameMastery Guide was one of the early hardcover books released for Pathfinder. I think it's an overlooked gem, as I crack it open before and during sessions as often as any book other than the Core Rulebook. Weighing in at a hefty 320 pages, the GameMastery Guide has advice on the usual topics that new GMs need help with, but it also contains so much more, like little new rules subsystems, a gallery of pre-made NPCs, all sorts of random tables, tracking sheets, etc. It's a very handy compilation of material specifically designed for Pathfinder, and I'd recommend it as an early purchase for any GM getting into the game.

We have to start with a shout-out to that awesome cover, featuring Runelord Karzoug seated on his throne. I'm partial, since I'm running a certain AP at the moment, but artist Wayne Reynolds knocked it out of the park there. There's no way the interior artwork could be as good, and it's true that many of the interstitial drawings are recycled from other products or are forgettable placeholders. However, the artwork accompanying the NPC gallery is solid and fits the feel of Golarion. If I were using letter ratings, the cover art would get an A+ and the interior art and layout would get a C+.

The book is divided into 9 chapters, with multiple appendices and indices.

Chapter 1, "Getting Started", is stuff that experienced GMs will have seen a thousand times before, but that new GMs will appreciate. It covers stuff like a gaming glossary, how to deal with sensitive topics, how to find players and set aside a place to play, developing house rules, etc. It's standard advice, and if I had to quibble with anything it's that the section is so focussed on catering to players' desires that it leaves out a crucial consideration: the GM needs to have fun too! I did like the idea of creating a custom player's guide before each new campaign, and that's something I'll probably do in the future.

Chapter 2, "Running the Game", talks about preparation, presentation (music, handouts, lighting, etc.), building encounters and adventures, and how to handle in-game problems (PCs missing a clue, getting too much treasure, etc.). Again, it's all solid advice (though I don't agree with customising encounters for PC abilities, as that holds the risk of undermining the very advantages they've worked to gain). I think the best bit in the chapter is the "Game Changers" section, with talks about how to handle problems specific to Pathfinder: spells involving invisibility, teleportation, lie/evil detection, flying, auguries, and more. These spells can dramatically change the game and wreck certain types of plots if a GM isn't careful. The section ends with some good tables: fifty different adventure plots, twenty plot twists, and a bunch of macguffins. Good material if you're creating your own adventures and get stuck in the brainstorming.

Chapter 3, "Player Characters," talks about handling metagaming, introducing new players into the game, handling treasure and character death, whether to allow evil PCs, and different types of common players like the "One-Trick Pony" and the "Rules Lawyer". It's a good and useful discussion, as experienced GMs will encounter these various player types sooner or later and knowing what to look out for and handle them is important if groups are going to persist in the long-run. I think what the chapter is missing is the frank advice that some players just aren't right for some groups, some groups are dysfunctional and need to disband, and that the GM (unfortunately) often has to make the hard calls. It's a responsibility that goes beyond preparing and running adventures, since real people, real relationships, and real emotions can be involved. I'd rank the chapter as average.

Chapter 4, "Nonplayer Characters," goes into the basics of giving NPCs personalities and roles in the game. I especially liked the section on traps a GM needs to avoid when running NPCs (such as making them too intrusive, too decisive, too good at combat, etc.). The section introduces a new concept of "NPC Boons," which are special little plot or mechanical advantages that NPCs of different types can give to PCs. We'll see this concept more in the NPC Gallery at the end of the book, but the idea would be that, for example, befriending a local tracker would give the PCs a +2 on Survival checks in the area for one month, or that buying a drink for a down-on-his-luck nobleman could result in a primer on local politics and a +2 bonus on Knowledge (nobility) in the city. Etc. It's a nice way to quantify and reward PCs for good role-playing and encourage those players who are only in it for the bottom line to have more patience with what may at first seem like irrelevant asides. After some fairly mundane advice on villains, the chapter concludes with a great collection of tables: NPC backgrounds, goals, physical characteristics, personality characteristics (some of these are hilarious and memorable, and I wish players were as creative!), occupations, secrets and rewards, and even the surely-delightful "Random Adventuring Party Name Generator". If you want to be cool, join the "Reputable Pearly Kraken Monster-Slayers in the Shadow of Angels"!

Chapter 5, "Rewards," contains an insightful discussion of why rewards manner and the different ways they can be conceptualised and allocated. It goes through the difference between steady small rewards versus occasional big ones, intrinsic vs. extrinsic rewards, and how different players value different things (e.g., is it all about the gold, or is getting on a first-name basis with the barmaid better?). It even gets into little details, such as exactly when XP can be awarded (I forget that some groups do it after every single encounter, while others only do it during true in-game downtime). There's some good advice on how to handle spell research and magic item crafting that makes it clear the whole process needs to be treated more as an art than a mechanical formula. This chapter has a *lot* of random item and random magic item tables, which is really useful when you need to see what a little shop in a small town happens to have in stock, or what that NPC wizard you weren't expecting the PCs to rob from has in his satchel.

Chapter 6, "Creating a World," is for GMs who do something I've never really done in Pathfinder (though I have in science fiction settings): create a brand new campaign setting. It has a nice process of answering a set list of questions to gradually firm up the details of the new world and to simplify (to some degree) the difficulty of conceptualising everything all at once. The geography advice is probably over-ambitious, but the concepts are explained really well. The chapter goes through different types of societies and different technological levels. It's not a chapter I'll use, but it's very good for homebrew GMs.

Chapter 7, "Adventures," has tips for running stories in different environments (dungeons, the wilderness, etc.). It has particularly good advice on dungeons, with a useful key to map symbols that I should use more often. Again, there's a ton of great tables to stimulate creativity, including random tables on where dungeons can be found, what type they are, what's in different rooms, and several random monster encounter tables (which I wouldn't actually roll on, as they have the common problem of spreading CRs from as low as 1 to as high as 13 in the same table!). The chapter has a section on planes and planar traits, which is an important reference for later products that make specific use of the mechanics presented here. Similarly, it has a section on stat blocks for settlements (used in most Pathfinder products) that is quite important in determining what's for sale in a community, the highest-level of spellcaster available, etc. I use the settlement rules a lot, and although I think they're sometimes a bit cumbersome in play, they're important in making sure that a hamlet "acts" differently than a metropolis. This chapter is packed with a lot of other material, including a two-page rules-set for ship combat (it seems worth trying), lots of random tables for ships and sailors, and, one of my favourite things, random tables for tavern names and unique traits. There's a lot here that I'm going to photocopy and keep with my GM screen to help me quickly come up with more flavourful interludes when I'm running games.

Chapter 8, "Advanced Topics," introduces several new little rules sub-systems: chases (elegant, but not completely satisfying), natural disasters, drugs and addiction (happens too quickly and needs a slower progression of effects), fortune-telling (too general), gambling (done well), haunts (one of the best innovations of Pathfinder, great for story-telling), hazards (mostly supernatural ones, but very clever), and sanity/madness (too simplistic, but not bad for just 2 pages). Some of these sub-systems, like chases and haunts, are seen in a lot of other Paizo products, so having the rules on how to run them is really useful. Other topics touched on in this chapter have been developed in far more detail elsewhere, and may be of more limited usefulness. Still, there's enough of enduring value to make the material here worth reading.

Chapter 9, "NPC Gallery", is one of those things every Pathfinder GM needs: full stats (and even pictures and descriptions) for NPCs encountered on short notice: bandits to spice up overland travel, city guards for when the "Chaotic Stupid" PC gets too obnoxious, the bard intended purely as tavern-dressing that the PCs are surprisingly interested in, the shopkeep they want to try to bluff for a discount, etc. There are dozens and dozens of great NPCs here, both low-level "townsfolk" and high-level threats, and all are fully fleshed out with gear and boons (from Chapter 4). In addition, there's really good advice on how to swap out a feat here or a weapon there to create different variations on the stock NPC. I've used this chapter a lot (as have many PFS scenarios). The later publication of the NPC Codex and Villain Codex makes this section slightly less crucial, but I still get a lot of use out of it.

Apart from indices and an appendix (on recommend reading and films), the book ends with a miscellany of tracking sheets--a Campaign Sheet, a Settlement Sheet (something I should actually use, now that I think of it), an NPC Sheet, and a Basic Rules Cheat Sheet (that I'm going to start handing out to new players to ease their transition into the game).

From the chapter summaries above, you can tell the book is just chock-full of useful advice and resources for running the game. Although essential for new GMs, even experienced ones will still find a lot here to make the book worth buying and reading.


Right Next To The Core Rulebook On My Shelf!

5/5

This product was amazing. I was blown away by the advice given to create a world and how to deal with several issues that have come up in recent gaming sessions. The crunchy side of the book was OK, but I really haven't had any need to pull out those rules and use them in my games. I overall really enjoyed this product, and can't wait to see what comes next!


The Essential Tome of GM'ing

5/5

This pearl of GM manuals should be found from every already practising or aspiring-to-be GM's collection. Yes, it's that great, even for folks who don't run Pathfinder. Well written, easy to understand, beautiful to look at... not to mention a well of inspiration it also achieves to be. It's a near perfect package of knowledge how to run smooth, richer, better RPG campaign. Sure, there are chunks of system specific stuff inside, but the most important bits of knowledge of how to run your game are universal and will fit in any system and game table. For juniors, it is essential. For the vets, well, if you're already good at what you're doing, you can always be better, and perhaps you're not perfect and can learn at least one useful new trick out of it.


Great addition

4/5

Read the book cover to cover. Although most of it is repetition for old-time gm's I like the style, flavour and content of the book. It's pure inspiration and also a few goodies that are easily put to work: chases, hazards, haunts - now tried out with success in my current campaign.

A bit to many references to the Core Rulebook annoys a bit.


As a veteran GM thus book left me pining for alot more

3/5

Honestly this book is not at all needed if you have any GM experience at all. Has some good world creation tips but otherwise feels overly simplistic. My opinion would change greatly on this book if I was new to gaming however.


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Jon Brazer Enterprises

I just got my "happy" (its coming soon) email!!!!!


I have received my "...shipping in the next week or so..." email also.

Does a Happy-Happy-Joy-Joy dance and doesn't break his hip doing it!

RPG Superstar 2012 Top 32

Bizarrely, I got my 'in the next week or so' e-mail when I signed up for the subscription back in May. I hope that I get mine at the same time as the rest of you. >_>


Wow. I just now saw that the pdf is going to be 10. If I'm too strapped this summer, I may go pdf. Thanks, Paizo.


lol; Reading the trail of comments makes me feel like I found my perfect support group. I used to have desires of putting money away for retirement, now all I want to do is buy the next awesome product that comes out from Paizo. Whoever is the mastermind behind this stuff, BRAVO!!! The combination of amazing art, cool writing, and great game mechanics has me hooked. This book sounds like a good fit for what I need


Vic Wertz wrote:
vagrant-poet wrote:
BryonD wrote:
And I just got my "in the next week or so..." e-mail.
Huzzah! That means their in the offices or will be soon! Shipping might start monday!
The "unavailable" status was the result of somebody flipping a switch that shouldn't have been flipped. We are indeed preparing to fulfill subscription copies and preorders starting next week.

Next Week? YAHOO!!!! I know I pre-ordered this baby. If this puppy gets to me sometime before June 24 I will be a happy wolfman.

Dark Archive

Vic, I preordered this book at my FLGS, and yesterday they told me that they're having problems with getting copies (they suspected it's already sold out). So, have you guys already sold out the first printing, or is it just delayed?

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Asgetrion wrote:
Vic, I preordered this book at my FLGS, and yesterday they told me that they're having problems with getting copies (they suspected it's already sold out). So, have you guys already sold out the first printing, or is it just delayed?

It probably means the distributor has already committed their entire first order and won't confirm additional orders until they verify that they can get more of the first run from Paizo. (I'm guessing.)

Sovereign Court

Pathfinder Starfinder Society Subscriber

Well loks like second mortgage time is here! Why must you guys put out SO MUCH great , can't live without it stuff!!

Dark Archive

delabarre wrote:
Asgetrion wrote:
Vic, I preordered this book at my FLGS, and yesterday they told me that they're having problems with getting copies (they suspected it's already sold out). So, have you guys already sold out the first printing, or is it just delayed?
It probably means the distributor has already committed their entire first order and won't confirm additional orders until they verify that they can get more of the first run from Paizo. (I'm guessing.)

It's possible; I sure hope they'll get more copies ASAP. If it weren't for the shipping costs plus taxes (and I also want to support my FLGS), I'd order the books directly from Paizo.

Dark Archive

Rocannon II wrote:
Well loks like second mortgage time is here! Why must you guys put out SO MUCH great , can't live without it stuff!!

Mrs. Asgetrion hates Paizo for this very reason...

The Exchange

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Asgetrion wrote:
It's possible; I sure hope they'll get more copies ASAP. If it weren't for the shipping costs plus taxes (and I also want to support my FLGS), I'd order the books directly from Paizo.

Taxes? Paizo doesn't collect sales taxes (and under Quill vs. North Dakota, doesn't have to) except for WA, AFAIK.

Here in Monroe County, NY I'd have to pay $39.99 + 8% = $43.19 at Millennium Games for the GMG, my sub price with S&H is $37.76, and I get the book sooner (I think).

Dark Archive

delabarre wrote:
Asgetrion wrote:
It's possible; I sure hope they'll get more copies ASAP. If it weren't for the shipping costs plus taxes (and I also want to support my FLGS), I'd order the books directly from Paizo.

Taxes? Paizo doesn't collect sales taxes (and under Quill vs. North Dakota, doesn't have to) except for WA, AFAIK.

Here in Monroe County, NY I'd have to pay $39.99 + 8% = $43.19 at Millennium Games for the GMG, my sub price with S&H is $37.76, and I get the book sooner (I think).

No, but unless I'm totally wrong, there are EU taxes on imported U.S. material and it is collected by the customs (I live in Northern Europe). The shipping costs are another 12 bucks on top of that, I think.


Carnivorous_Bean wrote:
Sunos wrote:
Kevin Mack wrote:
Ah well time to sell a kidney.
I hear you can get $90,000 for a testicle. And with roleplaying being almost as expensive a habit as hard drugs, you may just need it.
Dang, $90,000? That's pretty tempting, ya know .... ;) Especially since the operation is a lot less invasive .... hmmm ....

Selling your left nut for your gaming habit just sunds wrong...lol

Paizo Employee Chief Technical Officer

Asgetrion wrote:
Vic, I preordered this book at my FLGS, and yesterday they told me that they're having problems with getting copies (they suspected it's already sold out). So, have you guys already sold out the first printing, or is it just delayed?

Neither—it's just not released yet. Our distributors should be getting copies in the next week or so, and retailers a week or so after that. Your retailer should be able to place a preorder with his distributor, though.


Um, anyone know what prestige classes are in this book?

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Starfinder Adventure Path Subscriber

I'm pretty sure there are no prestige classes in this book. Advanced Player's Guide, on the other hand, contains prestige classes and a ton of other game mechanics.


I hope there are not prestige classes in here. Just as I hope that by the time I board an Amrtak train from Philly to Pittsburgh, this book will be available for me to read as a way to pass the time.


PrC is player material, which they left for the APG. So I doubt there's PrC in this book. (though villainous/monstrous PrC would be very nice to have in a GMG, I doubt they have any of those in there)

Paizo Employee Creative Director

There are no prestige classes in this book.

Liberty's Edge

So, any word if its shipping this week?

Silver Crusade

Pathfinder Adventure Path Subscriber

I got my "in the pipeline" e-mail, so we can safely assume that shipments kick off this week :)


Pathfinder Adventure Path Subscriber

How much does this book weigh in Kg, please?


Julian Neale wrote:
How much does this book weigh in Kg, please?

According to Amazon.ca, it weighs 0.79 kg. Take that number with a grain of salt, of course.


Pathfinder Adventure Path Subscriber

Yeah. Amazon.com says shipping weight is 1.7 Kg (which includes packaging of course!), while amazon.co.uk says nothing... :(


Yeah, I wanna know when this is shipping too. I have anxiety now about certain things and this and the other 2 books coming out will be one less financial headache to endure as I can anticipate when to put money back on my credit card potentially so I won't be stiffed in Pittsburgh when I charge my room for the convention.

Paizo Employee Chief Technical Officer

Julian Neale wrote:
Yeah. Amazon.com says shipping weight is 1.7 Kg (which includes packaging of course!), while amazon.co.uk says nothing... :(

I don't know how Amazon would have a shipping weight, as they don't actually have any copies yet... maybe they're guessing based on page count.

I have a copy right here, though, and a postal scale tells me it weighs 2 pounds, 8.7 ounces... so a hair over 0.7 kg.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

Er, Victor muss be usin Canadian units er sumtin...cuz 1 lb = 454 g, so
dat 2 n a half pounds is about 1.1 kg.

Dis message brought to you by the Scientists fer Righteous Units and Pie.


Pathfinder Adventure Path Subscriber

OK; thanks Vic and Burni! Good to know!

Paizo Employee Chief Technical Officer

burni wrote:

Er, Victor muss be usin Canadian units er sumtin...cuz 1 lb = 454 g, so

dat 2 n a half pounds is about 1.1 kg.

Dis message brought to you by the Scientists fer Righteous Units and Pie.

D'oh! Looks like I converted 1 pound, 8.7 ounces. So yeah... 1.15 kg is better.

(Math is hard. Let's go shopping!)

RPG Superstar 2012 Top 32

*dances upon receiving the shipping notice and acquiring the PDF*

52% downloaded...

Dark Archive

Cydeth wrote:

*dances upon receiving the shipping notice and acquiring the PDF*

52% downloaded...

*GRRRRR*....

Dark Archive

Vic Wertz wrote:
Asgetrion wrote:
Vic, I preordered this book at my FLGS, and yesterday they told me that they're having problems with getting copies (they suspected it's already sold out). So, have you guys already sold out the first printing, or is it just delayed?
Neither—it's just not released yet. Our distributors should be getting copies in the next week or so, and retailers a week or so after that. Your retailer should be able to place a preorder with his distributor, though.

Hmmm... they said it's not showing on their lists (and they said it should). Weird. Well, I shall keep my fingers crossed and hope for the best! :)


yay.
Yay!
YAY!
YAYYY!!!

:p

Downloaded!

Liberty's Edge

Dumb Question, can the hardcover now be ordered and it ship like now?

Liberty's Edge

Cydeth wrote:

*dances upon receiving the shipping notice and acquiring the PDF*

52% downloaded...

Oh days left....perhaps today....perhaps Friday but it is coming!!!!

Paizo Employee Chief Technical Officer

Asgetrion wrote:
Vic Wertz wrote:
Asgetrion wrote:
Vic, I preordered this book at my FLGS, and yesterday they told me that they're having problems with getting copies (they suspected it's already sold out). So, have you guys already sold out the first printing, or is it just delayed?
Neither—it's just not released yet. Our distributors should be getting copies in the next week or so, and retailers a week or so after that. Your retailer should be able to place a preorder with his distributor, though.
Hmmm... they said it's not showing on their lists (and they said it should). Weird. Well, I shall keep my fingers crossed and hope for the best! :)

Did they say who their distributor is?

Paizo Employee Chief Technical Officer

CapeCodRPGer wrote:
Dumb Question, can the hardcover now be ordered and it ship like now?

It would get in line behind a bunch of subscription orders and preorders, but yes.


First look over: This book is awesome!

I notice that there are no hyperlinks however.

Jon Brazer Enterprises

I HAS IT!!!! Well, the PDF anyways. But OHHHHHHHH!

Dark Archive

Vic Wertz wrote:
Asgetrion wrote:
Vic Wertz wrote:
Asgetrion wrote:
Vic, I preordered this book at my FLGS, and yesterday they told me that they're having problems with getting copies (they suspected it's already sold out). So, have you guys already sold out the first printing, or is it just delayed?
Neither—it's just not released yet. Our distributors should be getting copies in the next week or so, and retailers a week or so after that. Your retailer should be able to place a preorder with his distributor, though.
Hmmm... they said it's not showing on their lists (and they said it should). Weird. Well, I shall keep my fingers crossed and hope for the best! :)
Did they say who their distributor is?

No, they didn't; I'm used to getting my Paizo stuff being 2-4 weeks later than U.S. customers, but this time they said "something is fishy here" (I understood this to mean that the distributor cannot send any copies once the book is out; hence my question about GMG being sold out).

Dark Archive

DMcCoy1693 wrote:
I HAS IT!!!! Well, the PDF anyways. But OHHHHHHHH!

Beware my Fiendish Dire Squirrels... I shall unleash them at any braggarts who torment us less fortunate customers! ;P

Shadow Lodge

Grr!

*spends next few days on the Downloads page pressing Reload*


Have been reading through the book. Verrry Interesting!

Silver Crusade

Pathfinder Adventure Path Subscriber

F5,F5,F5,F5,F5,F5,F5,F5,F5...

Liberty's Edge

Vic Wertz wrote:
CapeCodRPGer wrote:
Dumb Question, can the hardcover now be ordered and it ship like now?
It would get in line behind a bunch of subscription orders and preorders, but yes.

So, how long is the line?


Whoo hoo PDF downloaded..but my AP volume for this month hasnt been despatched yet.


Lets create a tavern at random shall we..

The Blind Cliff was once run by a succubus. It specialises in Lapin dishes such as boiled rabbit and hare soup and offers guides and a private room for meetings amongst its facilities

Silver Crusade

Pathfinder Adventure Path Subscriber

Sharing a boiled rabbit with a succubus in a private room ...


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

Will the rule part of this book get added to the PRD?

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