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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    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).

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

    Set wrote:

    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).

    The Hands of Slaughter have their tactics and typical allies described. They do have some non-core options, plus stuff from the APG (which some argue is not core - up to you).

    Paizo Employee Creative Director

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

    Perhaps... but having each character complete on one page was very compelling too, from a layout perspective and an ease-of-use perspective.

    Dark Archive

    Jason Nelson wrote:
    Set wrote:
    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. [snip]
    The Hands of Slaughter have their tactics and typical allies described. They do have some non-core options, plus stuff from the APG (which some argue is not core - up to you).

    I didn't mean to suggest that this didn't exist, just that, in the talk of what we want to see and what might be cut to make room for more backstory, this was the number one thing I wanted.

    Liberty's Edge

    Out of pure curiousity, how is it that the .pdf for Ultimate Combat (256 Pages) is $10, while this one (64 pages) is $14?

    I'd pay $10, but I doubt I'll pay $14 for a .pdf.

    Cue people telling me to pony up the $4 for a great book and shut up about it - and I get that - but I am a stubborn consumer. I'm always ready to walk away from a product, even a great one, if the price isn't in the range I'm expecting...and that's the case here. If Mr. Jacobs or someone can explain to me why there's such a difference between this and the other .pdf products, I'll happily buy in - it's obviously getting rave reviews.

    And sorry, don't mean to be a wet blanket or anything.

    Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

    Jeremiziah wrote:

    Out of pure curiousity, how is it that the .pdf for Ultimate Combat (256 Pages) is $10, while this one (64 pages) is $14?

    <snip>

    And sorry, don't mean to be a wet blanket or anything.

    Stop being a wet blanket! :P

    Seriously, Paizo's been selling most of their 'rulebook' PDFs at around $10. (CRB, APG, Bestiary, and UM, IIRC)


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Jeremiziah wrote:

    Out of pure curiousity, how is it that the .pdf for Ultimate Combat (256 Pages) is $10, while this one (64 pages) is $14?

    I'd pay $10, but I doubt I'll pay $14 for a .pdf.

    Cue people telling me to pony up the $4 for a great book and shut up about it - and I get that - but I am a stubborn consumer. I'm always ready to walk away from a product, even a great one, if the price isn't in the range I'm expecting...and that's the case here. If Mr. Jacobs or someone can explain to me why there's such a difference between this and the other .pdf products, I'll happily buy in - it's obviously getting rave reviews.

    And sorry, don't mean to be a wet blanket or anything.

    Because all of the PDFs in the Roleplaying game (Core, Bestiary 1 & 2, APG, UM, and UC) line are heavily discounted (to get you to buy the actual book and because they eventually end up in the PRD). There is no difference in the price between the Rival Guide and any of the other books in the Campaign Setting line (except the ISWG, which has the same assumptions tied to it as the RPG line).


    Just got mine in the mail! (12 days to Korea)

    Someone had actually opened my envelope and thrown the contents in the basket used for trash/commercial leaflets! Luckily the books (Rival Guide and Broken Moon) were undamaged, but I'll have to get future shipments to a mailbox which isn't accessible to anyone who passes by...

    Apparently role playing books and comics are commonly mistaken for commercial junk by those who don't know what it is, or so I've heard.

    Liberty's Edge

    Justin Franklin wrote:


    Because all of the PDFs in the Roleplaying game (Core, Bestiary 1 & 2, APG, UM, and UC) line are heavily discounted (to get you to buy the actual book and because they eventually end up in the PRD). There is no difference in the price between the Rival Guide and any of the other books in the Campaign Setting line (except the ISWG, which has the same assumptions tied to it as the RPG line).

    Well, I guess that makes sense, except that the ISWG isn't going to end up in the PRD.

    I guess my point is that I find it...odd...that the Golem is getting a physical book printed, bound, shipped back from China, unloaded, repackaged, and shipped to the customer for a mere $6 cheaper than it costs to e-deliver.

    They're welcome, of course, to price their products however they want to, and however is going to work for them (and god knows I hope they're rolling in money, they deserve it), but I guess I'm not seeing the level of "savings passed on" that I would expect when the customer chooses the publishing option that's most cost efficient for the company.

    Oh well, I'll pony up and buy the darn thing anyway. But it still doesn't make a great deal of sense to me. The problem with making so many great products is that people like me whine when we don't have enough money to buy them all! LOL


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
    Jeremiziah wrote:
    Justin Franklin wrote:


    Because all of the PDFs in the Roleplaying game (Core, Bestiary 1 & 2, APG, UM, and UC) line are heavily discounted (to get you to buy the actual book and because they eventually end up in the PRD). There is no difference in the price between the Rival Guide and any of the other books in the Campaign Setting line (except the ISWG, which has the same assumptions tied to it as the RPG line).

    Well, I guess that makes sense, except that the ISWG isn't going to end up in the PRD.

    I guess my point is that I find it...odd...that the Golem is getting a physical book printed, bound, shipped back from China, unloaded, repackaged, and shipped to the customer for a mere $6 cheaper than it costs to e-deliver.

    They're welcome, of course, to price their products however they want to, and however is going to work for them (and god knows I hope they're rolling in money, they deserve it), but I guess I'm not seeing the level of "savings passed on" that I would expect when the customer chooses the publishing option that's most cost efficient for the company.

    Oh well, I'll pony up and buy the darn thing anyway. But it still doesn't make a great deal of sense to me. The problem with making so many great products is that people like me whine when we don't have enough money to buy them all! LOL

    The ISWG assumption is 1) that if you buy the PDF you will pick up the print book, and 2)it is the entry point to the Campaign Setting (i.e. you need it before you buy they rest of the stuff in the line. I should have been more clear.


    Brandon Hodge wrote:

    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. =-)

    "LOL! Are you #$^@#$ kidding me?!"

    "You'll know my response to that little joke when you wake up to see me grinning, Najak licking her lips and drooling, and a bag of devouring about to be dropped over your head before we turn your corpse into something between a pinata and a slab of meat being tenderized. I mean $%^&! that's some attitude from a pissant little mortal."

    *insert string of expletives in Abyssal that are by no means safe for any work, most of which involve activities banned on multiple planes*

    The quasit has a mouth on him suffice to say.

    Paizo Employee Creative Director

    Jeremiziah wrote:

    I guess my point is that I find it...odd...that the Golem is getting a physical book printed, bound, shipped back from China, unloaded, repackaged, and shipped to the customer for a mere $6 cheaper than it costs to e-deliver.

    It was sort of an experiment to price the PDF versions of our hardcovers at 10 bucks... but it was one that worked PHENOMENALLY well. Our hardcover books sell extraordinarily well—I suspect a lot of folks pick up the 10 dollar PDF and are impressed enough to go on and buy the physical book as well. Furthermore, the hardcover books are the skeleton of what we do—you can't play in Golarion as well without them, and for most of them, they're 100% open anyway so the majority of the content is free online, so making the PDF 10 bucks is our way of pricing it right.

    The Inner Sea World Guide PDF we priced at 10 bucks because we wanted all the folks who've been buying our hardcovers to check out Golarion, and by making that PDF equally expensive, we get it out to more folks. And that seems to be working well, since the hardcover itself is selling very well as well. Hmm... that's a lot of wells.

    Liberty's Edge

    Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

    I've enjoyed both the NPC Guide and Rivals Guide. I'm still hoping there will be a heros guide which not only feature new hero NPCs but will also give us a default levels and published backgrounds of the Iconics.

    I will say this, the Inner Sea World Guide is by far in my opinion the best looking book Paizo has put out to date. I know quite a few people that love that Paizo's pdfs aren't priced the same as the printed books because they can buy the pdf before or after the printed book and not feel well... insert graphic word here.


    Pathfinder Adventure, Adventure Path, Lost Omens Subscriber
    James Jacobs wrote:

    It was sort of an experiment to price the PDF versions of our hardcovers at 10 bucks... but it was one that worked PHENOMENALLY well. Our hardcover books sell extraordinarily well—I suspect a lot of folks pick up the 10 dollar PDF and are impressed enough to go on and buy the physical book as well. Furthermore, the hardcover books are the skeleton of what we do—you can't play in Golarion as well without them, and for most of them, they're 100% open anyway so the majority of the content is free online, so making the PDF 10 bucks is our way of pricing it right.

    I do kind of think that all your PDFs pricing should be capped at $10, but I do understand why you have them set they way they are. Not that it effects me, as a subscriber I get all the juicy PDFs. I just think that you'll get more impulse buys at $10 or less.

    (Of course, it should be noted that you can subscribe now to get the PDF and hardcopy of the Rivals Guide at the same time!)


    Dangittoheck -- I was hoping for a thinly-veiled Golarion equivalent of The Linear Guild and/or The Order of the Stick!! ;-D

    Although the way that the elf wizard in the 20th level rival party keeps "accidentally" catching the dwarf fighter in the blast radii of his area-effect spells reminds me of V's constant unleashing of explosive runes on Belkar...

    Cheers, JohnH / Wanda

    Scarab Sages

    Set wrote:

    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...

    +1

    Also, I'd love to see more background info, both as blog posts from what got cut and in the yet-announced Rival Guide 2.

    Scarab Sages

    Pathfinder Lost Omens Subscriber

    Just out of curiosity, who are the two gentlemen on the cover having a gentle disagreement? The one on the left looks like a Hellknight and the one of the left a drow, but other than that I am stumped.


    James Jacobs wrote:

    Perhaps... but having each character complete on one page was very compelling too, from a layout perspective and an ease-of-use perspective.

    Firm agreement. If you're running one of these parties, you'll be doing enough flipping as it is. (Suggestion: photocopy the relevant pages so you have one sheet per NPC.)

    Doug M.


    weirmonken wrote:


    Also, I'd love to see more background info, both as blog posts from what got cut and in the yet-announced Rival Guide 2.

    I would love to see blog posts with more detail about these guys.

    Rival Guide 2? Is this a thing that is going to happen?

    Doug M.


    Meanwhile, a tip for anyone else who's using this. There's some lovely artwork in this book -- I recently ran the Hands of Slaughter, and the players were definitely impressed by the illustrations.

    However. While the illos are great, the only way to show them to the players is to clumsily hold out the book with one hand while trying to cover the rest of the page with the other hand. This is kinda dopey.

    But! If you have the .pdf, you can copy the images, paste them into a Word document, and print them. Yeah!

    Of course, not everyone has the .pdf. Maybe Paizo could post these images online somewhere?

    Doug M.

    Dark Archive

    I just realized how much I've used this supplement. Looking forward to Rival Guide 2!


    Am I the only person who'd love to see a wallpaper of the Hellblood Corsairs flag?


    Regarding the spell Staggering Fall, has there ever been a determination as to what the save for it is? The info block states Fort Partial but the description uses Will negates.

    - Gauss


    So it's been sometime now, is there any word yet on a Monster Codex 2 or a Rival Guide 2 coming down the pike?!?

    Both would be highly welcomed, the Monster Codex provides a venue for some classic monsters as well as some real creative choices. While a new Rival Codex with a few low level teams could also have stats blocks for Dwarf, Elf, Halfling, and Gnome villages or groups like thugs, monks, tribes, and zealots.

    Silver Crusade Contributor

    rocksolo wrote:

    So it's been sometime now, is there any word yet on a Monster Codex 2 or a Rival Guide 2 coming down the pike?!?

    Both would be highly welcomed, the Monster Codex provides a venue for some classic monsters as well as some real creative choices. While a new Rival Codex with a few low level teams could also have stats blocks for Dwarf, Elf, Halfling, and Gnome villages or groups like thugs, monks, tribes, and zealots.

    I'd say you're in luck, based on the announcements made at the Paizo Banquet. ^_^

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