Pathfinder Campaign Setting: Rival Guide (PFRPG)

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Pathfinder Campaign Setting: Rival Guide (PFRPG)
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The Rival Guide presents 10 fully detailed rival adventuring groups, complete with specialized spells, equipment, magic items, and unusual minions. These groups cover a wide range of themes, from haunted pirates to drow death cultists, monstrous slavers to nigh-unstoppable arch-villains, and much, much more!

Inside this 64-page book, you’ll find:

  • Full stat blocks for 40 different NPCs, ranging from relatively minor foes at CR 2 to world-shaking menaces at CR 19. Use these as rival adventuring parties, or split them up when you need specific NPCs or even last-minute player characters.
  • Background information on each group discussing its history and goals, as well as on how to incorporate its members into your game as rivals for your PCs to clash against.
  • Several new alchemical items, feats, magic items, poisons, racial traits, and spells, along with a new template for characters haunted by ancient, sinister spirits and a simple template for alchemically invisible creatures.
  • The Rival Guide is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy game setting.

    by Brian Cortijo, Adam Daigle, Tim Hitchcock, Brandon Hodge, Colin McComb, Jason Nelson, Amber Scott, Neil Spicer, and Todd Stewart

    ISBN-13: 978-1-60125-302-6

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

    Hero Lab Online
    Fantasy Grounds Virtual Tabletop
    Archives of Nethys

    Note: This product is part of the Pathfinder Lost Omens Subscription.

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    Perfect for GMs!

    5/5

    The Rival Guide is an interesting idea: the book presents ten fully-detailed adventuring groups that can serve as rivals, opponents, or perhaps allies to the PCs. For each of the four members of each group, there's full colour art, their background/personality, and a stat block (drawn from the Core Rulebook and Advanced Player's Guide only). Each group is covered in six pages of the book, with the first two pages of each entry devoted to a background of the group, how they act when in town or in a combat, and then some new mechanics options like spells or feats. The inside front-cover even includes some pretty cool banners for each group along with a capsule summary. As the book's intro explains, it's perfectly easy to mix-and-match members of different groups if a GM wants to customise things more. What's interesting from a quick skim of the groups is just how high-level they are: the very lowest CR is 7, and there are groups with CRs of 19, 21, and even 23! I would have appreciated some more low-level options. Anywhere, here are the groups included:

    * ARGENTATE BLADES (CR13): Named for their trademark mithral weapons, the Argentate Blades are a mercenary company operating around Brevoy, the Worldwound, and Razmiran (ALL HAIL RAZMIR, THE LIVING GOD!). They're not actively evil, but they're definitely not nice either! I really like how the group has an interesting backstory and interpersonal dynamic--they're not just a random collection of NPCs thrown together. There's a couple of new (not super exciting) spells, but I really like one of the new magic items: bivouac banners, which protect a campsite overnight by generating an illusory hound that barks loudly if anyone crosses the ward.

    * CHILDREN OF STEEL (CR23!): These max-level adventurers are true mercenaries, willing to do absolutely anything for coin. They're a well-traveled group made up of the classic fighter, cleric, wizard, thief combination. You could pick one of them as a campaign boss if you wanted. There's a really mean new feat I like ("Slaying Sprint"--allows you to quickly perform coup de graces without provoking AoOs) and a super powerful new 9th level spell that essentially creates an impenetrable force field/antimagic shell.

    * DUST COVEN (CR19): The Dust Coven is a Shax-worshipping Drow murder cult. I wouldn't get on the wrong side of them. The individual NPCs are only okay. The book introduces some new magical powders (cockatrice grit is pretty cool) and a new magic item, a marionette crux that's a very flavourful way to use dominate person.

    * HANDS OF SLAUGHTER (CR11): These are cool, scary foes--one of them is an awakened dire-ape anti-paladin! The group is based in the Mwangi Expanse and allied with the Aspis Consortium, they hate elves, and have a propensity for travelling with disposable minions. Two new spells and two new feats are included, and all look good.

    * HELLBLOOD CORSAIRS (CR21): These high-level treasure hunting pirates target Pathfinders--watch out! The NPCs are okay, though the new gameplay mechanic needs a little work. It's a new template called "Haunted One" that's an interesting idea but needs better flavour on what these spiritual possessors want and where they come from.

    * KODAR KNEECAPPERS (CR7): I'm presently running Curse of the Crimson Throne, so when I saw this group was located in Harse (just outside of Korvosa) I knew I had to integrate them into my campaign. The Kodar Kneecappers are a group of (mostly) dwarven giant hunters. They use excellent teamwork, and the book includes a few new teamwork feat and a new spell--both are potentially useful. I like how the group is good-aligned, but impetuous. Perfect as a group that needs to be rescued, or perhaps comes to the rescue of the PCs just when it would be most dramatic.

    * MARROW REAVERS (CR12): The Marrow Reavers are mercs and slavers that operate in the deserts of Katapesh and Osirion. They love nothing better than ambushing other adventuring bands to strip shiny new magic items off of corpses. I didn't know it came from here, but my Groetus-worshipping street preacher wears a pendant of the blood scarab, a cool, low-price magic item. I absolutely love an intelligent bag of devouring named Chomper! The Reavers are a very cool, well-developed and memorable group.

    * NIGHT HARROWS (CR17): What do you get when a ghoul, a vampire, an evil fortune-teller, and the invisible man walk into a bar? The Night Harrows are a group devoted to the Whispering Way, a philosophy that promotes an eventual worldwide undead apocalypse! They are very evil, very stylish, and very cool. I could see this group as perfect for some high-level adventuring in Ustalav, for example. The section even introduces rules for vampiric animal companions (!).

    * POISONED LODGE (CR9): The Poisoned Lodge is a great concept: a group of greedy, evil Pathfinders who have left the Society and set up their own shop. They specialise in poison and drugs, and use secrets they took from the Society to blackmail Venture-Captains to overlook their activities! The section introduces several new poisons and drugs. The individual NPCs are really flavourful.

    * QUEEN'S HANDS (CR15): Perhaps the least interesting of the lot, the Queen's Hands are high-level inquisitors working for House Thrune in Cheliax. One of the members is of the Jeggare family, which is a nice bit of lore to add to the canon.

    The artwork in the Rival Guide is really strong and presents evocative images of the characters. With one or two exceptions, each group has a strong backstory and inter-personal characterisation of the type that's hard to come up with on the fly. One of the most common complaints about Pathfinder is how hard it is to come up with stats for high-level NPCs, and this book helps address that problem. I wasn't expecting much when I bought it, but I think it's surprisingly useful and under-valued.


    What a brilliant book

    5/5

    Rival adventuring parties set to be recurring thorns in your players sides time and time again. From the downright evil to those that feel like they are helping everyone when really all they are doing is stirring up trouble. A group of rivals for nearly any campaign level :)


    You are Defined by your Enemies. RIVAL GUIDE

    5/5

    This awesomely useful book; how often have you needed to make a cast of villains for a game later that night? This book did the work. Check out my full review: Rival Guide


    Seriously helpful resource for GMs

    5/5

    I'm giving this five stars even though there are some negatives, because it's just so incredibly useful.

    Three times now, I've needed a party of evil, rival or antagonist NPCs in a hurry. At mid to high levels, this would take me a significant amount of time! But three times now, I've just grabbed the Rival Guide. A tweak here, a quick reskin there, and boom: NPC party, ready to go. I can't overstate how handy this is. And the book gives them some personality along with intra-party dynamics, goals and ambitions, and some quick notes on likely tactics in combat. It's just great. If you are a GM, good chance you will want this book -- and if Paizo writes another one like this, good chance I'll buy it.

    And, oh yes, the artwork is lovely. Most of the NPCs look like people you'd want to meet, fight with, or play as PCs of your own.

    So, overall, a fine piece of work and highly recommended.

    Now the negatives. First, as another reviewer has already noted, the character builds are somewhat standardized and often suboptimal. And I don't mean "suboptimal in a cool way", but suboptimal as in "why has this character dumped this important stat," "why is this character using this crappy weapon," or "whatever is the point of this feat". It's not a huge deal, but if you're going to give a 7th level character an AC of 13, then don't give that character feats that would suggest she'll be in melee.

    Second, the book has a lot of new items, feats and spells. Every single party has several of these. While it's nice to get new items and new feats, it's actually slightly overkill in this context. There are so many different options in the currently published books that it is totally possible to make ten original NPC parties, every one unique and different, without ever once needing special new spells or items. The new things are cool and all, but they take up valuable space and are, frankly, distracting. As a GM, I have enough going on running a complete party of NPCs without having to pause and think about how cockatrice grit works, whether sheet lightning is a good spell for the sorceror to throw right now, or whether the Pendant of the Blood Scarab is something I want my PCs getting their hands on. (It isn't.)

    I'm not saying Paizo should avoid new spells, feats and items -- but treat them like salt, please: a little bit will go a very long way. They're not what we're here for.

    Anyway, great product, please feel free to do another.

    Doug M.


    Concepts good, stat builds weak

    3/5

    I like the effort they put into the back-story of each NPC group. I just wish they put more effort into their stat blocks. Nearly every single spellcastor has "combat casting" feat. It is a better feat in PFRPG than in 3.5, but it still should not be an 'always take' feat. Melee NPCs faired better in feat selection, but failed in weapon and equipment choices (far too many potions! and very few good weapons). I know NPCs get far less money than PCs, that is why it is CRITICAL for them to choose gear wisely.

    Every NPC seemed to have taken generic ability score selections not at all focused on their class path which significantly weakened them. Even worse, few of them took an optimal path for their bonus attributes (4th, 8th, etc.) to maximize their primary stat.

    In the end the stat blocks seemed like they were created by a spreadsheet rather than a character that was trying to be the best at what he does in life. That is why it is 3 out of 5.


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    Sounds like a NPC bestiary from level 1 to 20, about time, I use low level NPCs more often, but I can make a low level NPC in 5 minutes, a high level NPC takes 50 minutes. I have to purchase it, I don't know why it is a Golarion book instead of a generic PFRPG book, but it isn't a problem for me.


    Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
    IkeDoe wrote:
    I have to purchase it, I don't know why it is a Golarion book instead of a generic PFRPG book, but it isn't a problem for me.

    It is a Golarion book so they could have rich backgrounds for each NPC. That's hard to do in a vacuum. On the other hand, it is easy enough to transplant them into another world. Which most Golarion content is designed to do.

    It is also a Golarion book because it clearly doesn't fit in the only line that has generic content: the rules line which contains 256 page hardcovers. A 64 page book of NPCs can only fit in the campaign setting line.

    Of course if they do a generic hardcover book on high level play, I would expect a good section of NPC stat blocks like the Game Master Guide had.

    Paizo Employee Creative Director

    IkeDoe wrote:
    I have to purchase it, I don't know why it is a Golarion book instead of a generic PFRPG book, but it isn't a problem for me.

    One reason: So we can give the NPCs fun backgrounds.

    Another reason: Because supporting our campaign world with material that it can use is important to us.

    Yet another reason: We have 3 opportunities to do books a year in the RPG book line, but 12 opportunities a year to do books in the Campaign Setting line. If we have more than 3 ideas for a book, turns out that some of those ideas go beyond the RPG book line.

    Silver Crusade

    Reading through thoroughly now. This is really, really nice stuff.

    Good God, the Marrow Reavers.

    Contributor

    Mikaze wrote:

    Reading through thoroughly now. This is really, really nice stuff.

    Good God, the Marrow Reavers.

    Glad you like :D

    Scarab Sages

    Neil Spicer wrote:

    Well...let's just say that many people have noticed certain horror icons showing up in Carrion Crown so far...

    i.e., ghosts for the Haunting of Harrowstone, the Frankenstein monster for the Trial of the Beast, werewolves in Broken Moon, Cthulu-esque horrors in Wake of the Watcher, vampires in Ashes at Dawn, etc. But there's another horror "icon" absent from the AP. I did my best to include him in the Rival Guide...and he's a member of the Night Harrows. ;-)

    Another teasing two cents,
    --Neil--

    Hmmm, I've looked, but I can't say I see hi......Aaaargh! Get off!

    GET HIM OFF!

    Contributor

    Mikaze wrote:
    Good God, the Marrow Reavers.

    Of course, Todd -you know when Mikaze says that, what he's really saying is "Good God, what happened to the Marrow Reavers? What did the Dust Coven do to them??? Is that a HEAD or a bloody cabbage? *choke*"

    Just thought I'd clear that up. The rest of the rival groups are already doomed, and you'll never even see who did it.

    Then they're coming after the other authors. =-)

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    Brandon Hodge wrote:
    The rest of the rival groups are already doomed, and you'll never even see who did it.

    I'm not worried in the slightest.

    Spoiler:

    The Night Harrows have a vicious ghoul priestess capable of raising and commanding an undead army, an ancient vampire with a vampiric wolf companion and his own telepathically-linked vampire spawn, the quintessential invisible assassin, and...to top it all off...a sorceress from an undead bloodline with enough levels in the Harrower prestige class to read the future and see your little "dust mites" coming way in advance. They'll pick off your group one by one, raise them as undead spawn, and then add whatever useful abilities they have to the might of the Whispering Way.

    To put it simply, you're all doomed to die. And worse, you're coming back as their thralls. Enjoy your day. The night will be here sooner than you think.

    :->


    My two cents,
    --Neil

    Scarab Sages

    Gorbacz wrote:
    Which group is written with Rise of the Runelords in mind?

    The Kneecappers seem like they'd fit right in, though I'm not sure what kind of success they'd have in their chosen goal.

    I assume they hunt 'giants' in the general sense, as I can imagine them taking on a small group of ogres. Anything larger than that, and they'd be a red smear on the rock...

    Contributor

    Why, picking people off one-by-one is the Dust Coven's specialty! Since they live on the Plane of Shadow, they've got it pretty easy at only showing up when they need to get the job done.

    That puny harrower will never survive Xeyog's vicious barrage of arrows that slam into her body after he steps from their adopted home plane and turns her into a undead-bloodline-sorcerer-harrower pincushion. While the rest of your party argues over whether to raise her as a skeleton or a zombie, the dark elf rogue Zelfane casually walks through the crowd, removes his ring of retribution, and drops it at his own feet right behind them, confident in the fact that he'll survive the blast unscathed while dropping that priestess with a few more slices among the lingering flames and seared flesh of the surrounding crowd. Victory never smelled so sweet.

    Xeyog loves stalking elusive prey, too, and that invisible assassin might give him an hour's entertainment...but Xeyog just hates humans, and your boy might be invisible, but he still stinks something awful, so it won't be long before Xeyog picks up his scent and he's just an invisible pool of blood, a few drag marks, and a bloody pile of arrows.

    As for your vampire? My hag witch and drider cleric of Shax just love a new boy-toy. But, they get bored easily, too, so he might last the night after they've commanded him to shift form from bat to wolf to vampire about 6 thousand times like a Bugs Bunny routine. (Try the 4:55 mark)

    "La dee da da da daa, la dee da da la da dee la abracadaaaabraaaa...

    La dee da da da daa, la dee da da la da dee la hocus pooooocuus..."

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    1 person marked this as a favorite.

    Cute. Sadly misguided. But cute.

    Dark Archive

    This looks similar to the Faction Guide, which is probably my favorite book to come out last year, so I'm looking forward to snatching it up!

    Silver Crusade

    Pathfinder Adventure Path Subscriber
    Set wrote:

    This looks similar to the Faction Guide, which is probably my favorite book to come out last year, so I'm looking forward to snatching it up!

    It's as good as Faction Guide, if not better.

    Dark Archive

    Gorbacz wrote:
    It's as good as Faction Guide, if not better.

    You tease me with your teasing! Ooh! It's 'go to the comic book shop day,' I hope they have it!


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    Neil Spicer wrote:
    Cute. Sadly misguided. But cute.

    I see a PaizoCon fight in the near future.:)

    Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

    Brandon Hodge wrote:
    Mikaze wrote:
    Good God, the Marrow Reavers.

    Of course, Todd -you know when Mikaze says that, what he's really saying is "Good God, what happened to the Marrow Reavers? What did the Dust Coven do to them??? Is that a HEAD or a bloody cabbage? *choke*"

    Just thought I'd clear that up. The rest of the rival groups are already doomed, and you'll never even see who did it.

    Then they're coming after the other authors. =-)

    Oh yeah, well the Kneecappers have a +1 weapon. That's right, a +1 bardiche!!! So yeah, that's right, you better run! Don't mess with those girls or they will mess YOU up and stuff, Mr. Dusty McDusterson.

    So there! :P

    Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

    Snorter wrote:
    Gorbacz wrote:
    Which group is written with Rise of the Runelords in mind?

    The Kneecappers seem like they'd fit right in, though I'm not sure what kind of success they'd have in their chosen goal.

    I assume they hunt 'giants' in the general sense, as I can imagine them taking on a small group of ogres. Anything larger than that, and they'd be a red smear on the rock...

    Not necessarily. Giants are humanoids now, with fairly crummy Ref and Will saves. A little hold person, create pit, color spray, or an illusionary diversion to knock them off their game and a bum rush attack probably could take down a lone hill giant or a troll without too much danger.

    That's probably pushing the limit tho. :)

    Liberty's Edge

    Please please please release the pictures in an art gallery so I can print them out and use them as character pictures.

    Zelfane Vexidyre is amazingly hot and there needs to be more art like him.

    How come Paizo doesn't have a gallery like WotC did for all their book art? Especially when Paizo's stuff is so much better...

    Paizo Employee Creative Director

    Coridan wrote:
    How come Paizo doesn't have a gallery like WotC did for all their book art? Especially when Paizo's stuff is so much better...

    Lots of reasons. One of them being that we're nowhere near as big as WotC and don't have the resources to manage a website as big as theirs. Another is that we value our art a LOT, and "giving it away for free on the web" is something that, beyond our blog (which is already QUITE generous with the free art), we generally don't like doing.


    Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
    Coridan wrote:

    Please please please release the pictures in an art gallery so I can print them out and use them as character pictures.

    At the very least they are a must for the next set of Face cards added to the schedule.


    Absolutely superb job - well done to everyone who wrote / illustrated this book.

    Great NPCs, plot hooks, new spells, magic items...

    What's not to like?

    Bravo.


    Rival Authors wrote:
    ...a bunch of threatening stuff...

    Pssst. Hey! Pssst. Yeah, yous.
    I might have somethin'ta help yer little upcomin' scrap.
    Jus' raise up a clear flag so we know yer comin' fer business.

    Scarab Sages

    Coridan wrote:
    Zelfane Vexidyre is amazingly hot and there needs to be more art like him.

    There's a few I may have to show to Mrs Snorter, I'd agree.

    Dark Archive

    I have to say I really love this product.

    RPG Superstar 2011 Top 8

    Holy Moly! Just picked this up today. The art for the NPCs is fantastic! A majority of the NPCs are drawn in a much more natural way which is a nice change of pace and really adds a nice touch of realism to this book. Well done (and hire those artists again, please).


    I first want to say I basically love this book. Second making blocks of statistics and powers is not my problem, coming up with interesting characters and stories that are not 1 dimensional is, I envy good script writers which is why I buy product. I know it's a GM's job to flesh things out......but a 20th level cleric who is basically described simply as a bully who graduated to better foes? That's it? For a 20th level character? I like the crunch being worked out, but just a little more interesting fluff would be nice too..

    Liberty's Edge Contributor

    Jason Nelson wrote:
    Brandon Hodge wrote:
    Mikaze wrote:
    Good God, the Marrow Reavers.

    Of course, Todd -you know when Mikaze says that, what he's really saying is "Good God, what happened to the Marrow Reavers? What did the Dust Coven do to them??? Is that a HEAD or a bloody cabbage? *choke*"

    Just thought I'd clear that up. The rest of the rival groups are already doomed, and you'll never even see who did it.

    Then they're coming after the other authors. =-)

    Oh yeah, well the Kneecappers have a +1 weapon. That's right, a +1 bardiche!!! So yeah, that's right, you better run! Don't mess with those girls or they will mess YOU up and stuff, Mr. Dusty McDusterson.

    So there! :P

    Dusty is right! Go Kneecappers! Go!


    I have to say I love this book. I love using the rival adventuring band in my games. Heck I usualy include in most of my games 2 or 3 rival adventuring bands. But I love reading the backgrounds of these and they will all see use in my games.

    Now if you guys ever decide to do another one of these books( and I think they would be enough interest for another one) I would love to contribute some of my older NPCs rival groups to it. Heck I probably have enough for another 3 books....

    Anyway great job on this book.


    Old Nekron wrote:
    I first want to say I basically love this book. Second making blocks of statistics and powers is not my problem, coming up with interesting characters and stories that are not 1 dimensional is, I envy good script writers which is why I buy product. I know it's a GM's job to flesh things out......but a 20th level cleric who is basically described simply as a bully who graduated to better foes? That's it? For a 20th level character? I like the crunch being worked out, but just a little more interesting fluff would be nice too..

    Big stat blocks don't leave as much room for background story, alas. :(

    Owner - House of Books and Games LLC

    Lilith wrote:
    Old Nekron wrote:
    I first want to say I basically love this book. Second making blocks of statistics and powers is not my problem, coming up with interesting characters and stories that are not 1 dimensional is, I envy good script writers which is why I buy product. I know it's a GM's job to flesh things out......but a 20th level cleric who is basically described simply as a bully who graduated to better foes? That's it? For a 20th level character? I like the crunch being worked out, but just a little more interesting fluff would be nice too..
    Big stat blocks don't leave as much room for background story, alas. :(

    I actually see the lack of a huge backstory as a good thing. The more actual backstory there is, the more contradictions there will be when I go to use the character.

    On the other hand, that simple paragraph gives me a ton to work with when I go to use her in my campaign - and I won't have to rework a bunch of integrated backstory on the fly.

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    I, for one, would love to contribute to a future volume of a Rival Guide 2 and do a bunch of lower level NPCs, thereby trimming back the crunchy stat-blocks enough to do some deeper dives on their backstories. Not overkill, obviously. You can only save so much room with a lower level stat-block anyway. But to roll in some extra awesome.

    Paizo Employee Creative Director

    If we do a Rival Guide 2... chances are good it'll be VERY similar in level spread to the first Rival Guide, since the fundamental theory behind it is that high-level NPCs are harder to make than low-level ones, and are thus more useful to a paying customer.

    Contributor

    Old Nekron wrote:
    I first want to say I basically love this book. Second making blocks of statistics and powers is not my problem, coming up with interesting characters and stories that are not 1 dimensional is, I envy good script writers which is why I buy product. I know it's a GM's job to flesh things out......but a 20th level cleric who is basically described simply as a bully who graduated to better foes? That's it? For a 20th level character? I like the crunch being worked out, but just a little more interesting fluff would be nice too..

    I think we all got the same word limit for our sections, and thus on the higher level NPCs, the stats are by default going to cut into the available word count for background.

    While some of us would happily write a 68k word treatise on a given topic, that's not normally possible with word counts and pragmatism coming into play.

    Pragmatism, that bully. *fist shake*


    Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
    James Jacobs wrote:
    If we do a Rival Guide 2... chances are good it'll be VERY similar in level spread to the first Rival Guide, since the fundamental theory behind it is that high-level NPCs are harder to make than low-level ones, and are thus more useful to a paying customer.

    I already want another Rival Guide. Count me as pre-ordered!

    Contributor

    Todd Stewart wrote:
    Old Nekron wrote:
    I first want to say I basically love this book. Second making blocks of statistics and powers is not my problem, coming up with interesting characters and stories that are not 1 dimensional is, I envy good script writers which is why I buy product. I know it's a GM's job to flesh things out......but a 20th level cleric who is basically described simply as a bully who graduated to better foes? That's it? For a 20th level character? I like the crunch being worked out, but just a little more interesting fluff would be nice too..

    I think we all got the same word limit for our sections, and thus on the higher level NPCs, the stats are by default going to cut into the available word count for background.

    While some of us would happily write a 68k word treatise on a given topic, that's not normally possible with word counts and pragmatism coming into play.

    Pragmatism, that bully. *fist shake*

    Actually, the 20th level characters all had the appropriate word count (give or take), but that was without the benefit of being part of the layout, art direction, or editing process.

    A 20th level stat block naturally takes up more words than, say, a level 5 stat block. More than that, though, the words for a stat block take up more space than those in prose. Hard returns for different stat lines means that a 20th level stat block can take up well more than half a page. Add in art, headers, background, various pagination requirements, page numbers, and all that other fun stuff, and fitting in more than a small amount of background information would force the one-page character descriptions on to an additional page--or necessitate the use of minuscule fonts. Barring choices that would make the characters either unreadable, or violate the premise of the book (a kind of bestiary of 40 one-page NPCs with additional support information), the only reasonable thing to do was to cut out a bit of text.

    And, seeing as I wrote it, I'm okay with them cutting out my beautiful, beautiful words. Especially if they're going to put art like that on my characters.

    That said, if people really do want to know more about Inaris Jerveel and Echean Ansolandi, Paizo knows a bit of their stories. How much they want to reveal is entirely up to the developers. Personally, I think they'd make an awesome blog post--since it's doubtful the backgrounds for these characters will appear anywhere else--but that would depend on how much outcry there is from the fan base, and how much willingness there is from the team at Paizo to release information cut from the book for space.

    Unfortunately, sometimes the need to meet the expectation of the book trumps the expectations of certain readers. In this case, the cleric in question needed to fit on one page, and between art, background, and stat block, only the background could be sacrificed.

    -Brian
    (who wants very much to be able to use the image for Derrak Stoneskull as his messageboard avatar, please)

    Paizo Employee Director of Game Development

    Neil Spicer wrote:
    I, for one, would love to contribute to a future volume of a Rival Guide 2 ...

    Likewise. This was a fun project and I'd eagerly sign up for a second one.

    Contributor

    Adam Daigle wrote:
    Neil Spicer wrote:
    I, for one, would love to contribute to a future volume of a Rival Guide 2 ...
    Likewise. This was a fun project and I'd eagerly sign up for a second one.

    I'll happily third the idea of working on a followup book to this one too :)

    Contributor

    Fourth! Working on this one was a blast. Put us to work, boss!

    Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

    James Jacobs wrote:
    If we do a Rival Guide 2... chances are good it'll be VERY similar in level spread to the first Rival Guide, since the fundamental theory behind it is that high-level NPCs are harder to make than low-level ones, and are thus more useful to a paying customer.

    By way of feedback, I'd like to see the "rivals" compressed a little more into the mid-level ranges. The first book wound up having a lot more in the higher levels than I originally realized. You had:

    4th level - The Kodar Kneecappers
    6th level - The Poisoned Lodge
    8th level - The Hands of Slaughter
    9th level - The Marrow Reavers
    10th level - The Argentate Blades
    12th level - The Queen's Hands
    14th level - The Night Harrows
    16th level - The Dust Coven
    18th level - The Hellblood Corsairs
    20th level - The Children of Steel

    I'd like to see something more along these level bands:

    2nd-3rd (vary these guys so they're not all the exact same level or CR)
    5th
    7th
    8th
    9th
    11th
    13th
    15th
    17th
    19th

    That way, the weightings are a little more to the middle, while still giving folks a couple of really high level rivals to use, but also a few more low level ones that could grow alongside the PCs throughout the course of an entire campaign, as opposed to more of a one-shot encounter with them. It would also help you fill in some of the gaps from the prior mix in Rival Guide 1.

    Just my two cents,
    --Neil


    from Brian Cortijo in regards to my post about wanting more fluff and history on high level characters....

    "That said, if people really do want to know more about Inaris Jerveel and Echean Ansolandi, Paizo knows a bit of their stories. How much they want to reveal is entirely up to the developers. Personally, I think they'd make an awesome blog post--since it's doubtful the backgrounds for these characters will appear anywhere else--but that would depend on how much outcry there is from the fan base, and how much willingness there is from the team at Paizo to release information cut from the book for space."

    I think this is a great idea and I would totally love it, I would even pay a couple of dollars for a supplementary download of stuff like this as an extra "appendix" of story to go with products. I love the mythology, history, personae, social placement of things in RPG's. Would love a little more about characters past histories and how it motivates their presents, especially how the exploits of on the cusp of epic level characters has made an imprint and sent dominoes tumbling in Golarion.

    Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

    Brandon Hodge wrote:
    Fourth! Working on this one was a blast. Put us to work, boss!

    Fifth! As my 13-year-old would say, this book was teh funzorz!

    Contributor

    Old Nekron wrote:


    I think this is a great idea and I would totally love it, I would even pay a couple of dollars for a supplementary download of stuff like this as an extra "appendix" of story to go with products. I love the mythology, history, personae, social placement of things in RPG's. Would love a little more about characters past histories and how it motivates their presents, especially how the exploits of on the cusp of epic level characters has made an imprint and sent dominoes tumbling in Golarion.

    I'm glad to hear that people are interested in their stories. Working up 20th-level stat blocks is fun, in its own way, but getting inside the head of people that powerful... that's the rewarding part.

    Well, that, and the stories I'll get at GenCon about TPKs. ;)

    Oh, and add me in as #6 who'd love to give it another go around. Maybe next time I'll even allow my NPCs to multiclass!


    Pathfinder Rulebook Subscriber
    James Jacobs wrote:
    If we do a Rival Guide 2... chances are good it'll be VERY similar in level spread to the first Rival Guide, since the fundamental theory behind it is that high-level NPCs are harder to make than low-level ones, and are thus more useful to a paying customer.

    +1 Here's hoping for Rival Guide 2.0!

    Grand Lodge

    I love this book! Moar!

    I get the impression that this one focused on the higher part of the power band so another one with more teams at mid level would be awesome. This from someone who when DMing the Savage Tide played up the Jade Ravens for all they were worth! Same thing with Entombed with the Pharaohs. There is nothing quite as much fun as rivalries between the PCs and other adventuring groups.

    Paizo Employee Creative Director

    Avemar wrote:

    I love this book! Moar!

    I get the impression that this one focused on the higher part of the power band so another one with more teams at mid level would be awesome. This from someone who when DMing the Savage Tide played up the Jade Ravens for all they were worth! Same thing with Entombed with the Pharaohs. There is nothing quite as much fun as rivalries between the PCs and other adventuring groups.

    The biggest complaint we heard about the earlier "NPC Guide" was that the stats in that book were TOO low level—that the NPCs in that book were not really much of a timesaver since building low-level stats is relatively easy.

    As a result, we deliberately skewed the NPCs in "Rival Guide" quite high, and judging by the reactions the book's getting, it seems to have been the right choice.

    Another big NPC book would not focus on low level foes. It'd probably focus on medium and high level ones, similar to the Rival Guide, but perhaps with more in the CR 6–12 range than Rival Guide had.

    Dark Archive

    James Jacobs wrote:
    Avemar wrote:

    I love this book! Moar!

    I get the impression that this one focused on the higher part of the power band so another one with more teams at mid level would be awesome. This from someone who when DMing the Savage Tide played up the Jade Ravens for all they were worth! Same thing with Entombed with the Pharaohs. There is nothing quite as much fun as rivalries between the PCs and other adventuring groups.

    The biggest complaint we heard about the earlier "NPC Guide" was that the stats in that book were TOO low level—that the NPCs in that book were not really much of a timesaver since building low-level stats is relatively easy.

    As a result, we deliberately skewed the NPCs in "Rival Guide" quite high, and judging by the reactions the book's getting, it seems to have been the right choice.

    Another big NPC book would not focus on low level foes. It'd probably focus on medium and high level ones, similar to the Rival Guide, but perhaps with more in the CR 6–12 range than Rival Guide had.

    Sounds really good; now, crack your whip and get those lazy freelancers to work on RG 2! Based on this thread, it looks like they have too much time on their hands anyway! ;P

    Grand Lodge

    James Jacobs wrote:


    The biggest complaint we heard about the earlier "NPC Guide" was that the stats in that book were TOO low level—that the NPCs in that book were not really much of a timesaver since building low-level stats is relatively easy.

    As a result, we deliberately skewed the NPCs in "Rival Guide" quite high, and judging by the reactions the book's getting, it seems to have been the right choice.

    Another big NPC book would not focus on low level foes. It'd probably focus on medium and high level ones, similar to the Rival Guide, but perhaps with more in the CR 6–12 range than Rival Guide had.

    I agree that mid-level is the sweet spot to concentrate on while still covering the low and high level bases. However, for me the main reason to buy a book like the Rivals Guide is for the background, flavor and team mechanics of an actual party. Individual NPC books are neat too (as long as the actual NPCs are interesting) but for me what rocks hardest about this book is that it mirrors the PCs in terms of party interactions and tactics. The art is very good too.


    I picked up a print copy at the FLGS the other day.

    My $.02: Keep the higher level stat blocks, but allocate the additional space required for a detailed back story. I find real synergy in having both, and am fine with fewer NPCs for my money if it means those NPCs get the full treatment.

    Dark Archive

    the word count for higher level entries should be be bigger than the lower level ones

    Dark Archive

    My number one 'want' for this sort of book is at least a brief exploration of their preferred tactics in an encounter, and how (or, *if*) they synergize together or use teamwork to set situations up to take advantage of. Particularly in the cases of the higher level groups, it would make sense that they would have some preferred strategies that involve their standards spells, feats, skills and class abilities, and not necessarily derived from custom stuff (like the Kneecappers, who I like, but are built around some non-core options).

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