paizo.com Recent Reviews of Pathfinder Campaign Setting: Rival Guide (PFRPG)paizo.com Recent Reviews of Pathfinder Campaign Setting: Rival Guide (PFRPG)2023-06-06T18:43:24Z2023-06-06T18:43:24ZPathfinder Campaign Setting: Rival Guide (PFRPG): Perfect for GMs! (5 stars)Jhaemanhttps://paizo.com/products/btpy8kc2?Pathfinder-Campaign-Setting-Rival-Guide2021-03-23T05:15:45Z<p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>The <b><i>Rival Guide</b></i> 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 <i>Core Rulebook</i> and <i>Advanced Player's Guide</i> 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:</p>
<p>• 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: <i>bivouac banners</i>, which protect a campsite overnight by generating an illusory hound that barks loudly if anyone crosses the ward.</p>
<p>• 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.</p>
<p>• 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 (<i>cockatrice grit</i> is pretty cool) and a new magic item, a <i>marionette crux</i> that's a very flavourful way to use <i>dominate person</i>.</p>
<p>• 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.</p>
<p>• 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.</p>
<p>• KODAR KNEECAPPERS (CR7): I'm presently running <i>Curse of the Crimson Throne</i>, 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.</p>
<p>• 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 <i>pendant of the blood scarab</i>, a cool, low-price magic item. I absolutely love an <i>intelligent bag of devouring</i> named Chomper! The Reavers are a very cool, well-developed and memorable group.</p>
<p>• 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 (!).</p>
<p>• 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.</p>
<p>• 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.</p>
<p>The artwork in the <b><i>Rival Guide</b></i> 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.</p><p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>The <b><i>Rival Guide</b></i> 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 <i>Core Rulebook</i> and <i>Advanced Player's Guide</i> 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:</p>
<p>• 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: <i>bivouac banners</i>, which protect a campsite overnight by generating an illusory hound that barks loudly if anyone crosses the ward.</p>
<p>• 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.</p>
<p>• 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 (<i>cockatrice grit</i> is pretty cool) and a new magic item, a <i>marionette crux</i> that's a very flavourful way to use <i>dominate person</i>.</p>
<p>• 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.</p>
<p>• 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.</p>
<p>• KODAR KNEECAPPERS (CR7): I'm presently running <i>Curse of the Crimson Throne</i>, 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.</p>
<p>• 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 <i>pendant of the blood scarab</i>, a cool, low-price magic item. I absolutely love an <i>intelligent bag of devouring</i> named Chomper! The Reavers are a very cool, well-developed and memorable group.</p>
<p>• 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 (!).</p>
<p>• 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.</p>
<p>• 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.</p>
<p>The artwork in the <b><i>Rival Guide</b></i> 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.</p>Jhaeman2021-03-23T05:15:45ZPathfinder Campaign Setting: Rival Guide (PFRPG): What a brilliant book (5 stars)Mark Knightshttps://paizo.com/products/btpy8kc2?Pathfinder-Campaign-Setting-Rival-Guide2011-12-31T05:24:19Z<p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>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 :)</p><p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>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 :)</p>Mark Knights2011-12-31T05:24:19ZPathfinder Campaign Setting: Rival Guide (PFRPG): You are Defined by your Enemies. RIVAL GUIDE (5 stars)Talyseonhttps://paizo.com/products/btpy8kc2?Pathfinder-Campaign-Setting-Rival-Guide2011-12-26T05:26:03Z<p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>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: <a href="http://bit.ly/1vFfCYz" target="_blank" rel="nofollow">Rival Guide</a></p><p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>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: <a href="http://bit.ly/1vFfCYz" target="_blank" rel="nofollow">Rival Guide</a></p>Talyseon2011-12-26T05:26:03ZPathfinder Campaign Setting: Rival Guide (PFRPG): Seriously helpful resource for GMs (5 stars)Douglas Muir 406https://paizo.com/products/btpy8kc2?Pathfinder-Campaign-Setting-Rival-Guide2011-12-05T15:36:29Z<p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>I'm giving this five stars even though there are some negatives, because it's just so incredibly useful. </p>
<p>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.</p>
<p>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.</p>
<p>So, overall, a fine piece of work and highly recommended. </p>
<p>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.</p>
<p>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.) </p>
<p>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.</p>
<p>Anyway, great product, please feel free to do another.</p>
<p>Doug M.</p><p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>I'm giving this five stars even though there are some negatives, because it's just so incredibly useful. </p>
<p>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.</p>
<p>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.</p>
<p>So, overall, a fine piece of work and highly recommended. </p>
<p>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.</p>
<p>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.) </p>
<p>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.</p>
<p>Anyway, great product, please feel free to do another.</p>
<p>Doug M.</p>Douglas Muir 4062011-12-05T15:36:29ZPathfinder Campaign Setting: Rival Guide (PFRPG): Concepts good, stat builds weak (3 stars)Torlandril Morninglordhttps://paizo.com/products/btpy8kc2?Pathfinder-Campaign-Setting-Rival-Guide2011-09-25T16:08:22Z<p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>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.</p>
<p>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. </p>
<p>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.</p><p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>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.</p>
<p>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. </p>
<p>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.</p>Torlandril Morninglord2011-09-25T16:08:22ZPathfinder Campaign Setting: Rival Guide (PFRPG): One of the best books for GMs. (5 stars)tcavagnehttps://paizo.com/products/btpy8kc2?Pathfinder-Campaign-Setting-Rival-Guide2011-06-20T20:24:09Z<p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>This book is a great resource, a vast improvement on the NPC guide. Many of the stat blocks in here are high level, which means the GM gets to save time doing math. The new feats, spells, and templates are excellent. The stat blocks have seemed well-balanced so far.</p>
<p>Each of the parties presented in the Rival Guide makes for an interesting and three-dimensional encounter. Rivals can be used individually or in groups, but either way their personalities and goals make encountering them a memorable experience for your players.</p>
<p>The "fluff" here is some of the most interesting fluff I've read, though most of the book is used for stats and mechanics. The art is high-quality. There is nothing I didn't like about this book.</p><p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>This book is a great resource, a vast improvement on the NPC guide. Many of the stat blocks in here are high level, which means the GM gets to save time doing math. The new feats, spells, and templates are excellent. The stat blocks have seemed well-balanced so far.</p>
<p>Each of the parties presented in the Rival Guide makes for an interesting and three-dimensional encounter. Rivals can be used individually or in groups, but either way their personalities and goals make encountering them a memorable experience for your players.</p>
<p>The "fluff" here is some of the most interesting fluff I've read, though most of the book is used for stats and mechanics. The art is high-quality. There is nothing I didn't like about this book.</p>tcavagne2011-06-20T20:24:09ZPathfinder Campaign Setting: Rival Guide (PFRPG): What an NPC book should be! (5 stars)Gorbaczhttps://paizo.com/products/btpy8kc2?Pathfinder-Campaign-Setting-Rival-Guide2011-06-20T18:53:48Z<p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>Earlier I reviews the NPC Guide, which I was less than enamored with, putting it mildly. Paizo's first attempt at an NPC gallery missed the spot, how about take two?</p>
<p>This book presents 10 adventuring parties, each made up of 4 members who can serve as antagonists (mostly) and/or allies (in few cases). Each party gets an introductory write-up detailing their history, motives and modus operandi, followed by short descriptions, complete statblocks and evocative art for each persona.</p>
<p>I'm happy to report that this book improves over NPC Guide in about every conceivable way. The NPCs are mostly high level, meaning that Rival Guide is of much more use for a harried GM.</p>
<p>Each party described in this book isn't just a bunch of stats, however. These groups have chemistry, motivations, quirks, relationships (including at least one homosexual pair and a few... odd couples to say at least) and flavor. But most importantly, several of the parties were written with specific Paizo APs in mind, allowing the GM to easily insert those NPCs in their campaigns. Of course they work perfectly fine in any other environment, but this support for existing adventure paths is very welcome.</p>
<p>Finally, Rival Guide contains several new magic items, spells, templates and feats used by the NPCs. This helps make the rival groups even more unique and memorable.</p>
<p>All in all, one of the best CS line books, ever. Great for any GM, regardless of running games in Golarion or not. You won't be disappointed!</p><p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>Earlier I reviews the NPC Guide, which I was less than enamored with, putting it mildly. Paizo's first attempt at an NPC gallery missed the spot, how about take two?</p>
<p>This book presents 10 adventuring parties, each made up of 4 members who can serve as antagonists (mostly) and/or allies (in few cases). Each party gets an introductory write-up detailing their history, motives and modus operandi, followed by short descriptions, complete statblocks and evocative art for each persona.</p>
<p>I'm happy to report that this book improves over NPC Guide in about every conceivable way. The NPCs are mostly high level, meaning that Rival Guide is of much more use for a harried GM.</p>
<p>Each party described in this book isn't just a bunch of stats, however. These groups have chemistry, motivations, quirks, relationships (including at least one homosexual pair and a few... odd couples to say at least) and flavor. But most importantly, several of the parties were written with specific Paizo APs in mind, allowing the GM to easily insert those NPCs in their campaigns. Of course they work perfectly fine in any other environment, but this support for existing adventure paths is very welcome.</p>
<p>Finally, Rival Guide contains several new magic items, spells, templates and feats used by the NPCs. This helps make the rival groups even more unique and memorable.</p>
<p>All in all, one of the best CS line books, ever. Great for any GM, regardless of running games in Golarion or not. You won't be disappointed!</p>Gorbacz2011-06-20T18:53:48ZPathfinder Campaign Setting: Rival Guide (PFRPG): Amazing book! (5 stars)Valiancehttps://paizo.com/products/btpy8kc2?Pathfinder-Campaign-Setting-Rival-Guide2011-05-24T02:31:30Z<p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>This book is an absolute must in my opinion. Lots of awesome NPC's and well fleshed out into adventuring parties, with neat gadgets and items and such all their own. All in All an absolute perfect book to me, and i am hard to please! Great job to all involved.</p><p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>This book is an absolute must in my opinion. Lots of awesome NPC's and well fleshed out into adventuring parties, with neat gadgets and items and such all their own. All in All an absolute perfect book to me, and i am hard to please! Great job to all involved.</p>Valiance2011-05-24T02:31:30ZPathfinder Campaign Setting: Rival Guide (PFRPG): Not usually impressed by NPC collections but... Dang! (5 stars)apexuthttps://paizo.com/products/btpy8kc2?Pathfinder-Campaign-Setting-Rival-Guide2011-05-21T05:48:24Z<p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>Ok. Love Golarion? This has rich, creamy history and cultural context. Want textured, fully developed NPCs that will stand-up to a few hours of role-played smack talk with their motives in tact? Yes, this fits the bill with side-plots to spare. Want a decent chance that these Leagues of Doom and Soldiers of Fortune might send your players screaming for their Mothers? Don't be surprised if the Cleric is panting after an encounter with one of these groups. Worth every damn cent.</p>
<p>Oh... and new rules content too!</p><p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>Ok. Love Golarion? This has rich, creamy history and cultural context. Want textured, fully developed NPCs that will stand-up to a few hours of role-played smack talk with their motives in tact? Yes, this fits the bill with side-plots to spare. Want a decent chance that these Leagues of Doom and Soldiers of Fortune might send your players screaming for their Mothers? Don't be surprised if the Cleric is panting after an encounter with one of these groups. Worth every damn cent.</p>
<p>Oh... and new rules content too!</p>apexut2011-05-21T05:48:24ZPathfinder Campaign Setting: Rival Guide (PFRPG): An awesome toolbox for any GM (5 stars)Generic Villainhttps://paizo.com/products/btpy8kc2?Pathfinder-Campaign-Setting-Rival-Guide2011-05-14T20:30:42Z<p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>As a GM it can be a struggle coming up with interesting, unique NPCs on the fly. Fortunately, help has arrived. "Rival Guide" offers a total of 40 NPCs, each fully developed with a background, unique personality, illustration, and stat block. A few of the NPCs are low-level, but for the most part they skew towards the mid- and high-level range. Each of the ten parties is well conceived, and as a GM I can easily see uses for every one of them - to put it another way, there are no flops here. So whether you want to throw a group of unique baddies at your PC, or just need stats for, say, a high-level Hellknight, you'll find what you need within.</p>
<p>And while the NPCs are the book's focus, there's a lot more here than just 40 stat blocks. Inside you'll find 8 new spells, 10 feats, and 19 new magical and alchemical items, poisons, and drugs. These new rule elements help make each of the "rivals" unique and interesting, but are also useful by themselves. Need a cool spell for your jungle druid? Try sheet lightning. Want to really baffle your PCs? Let them find Chomper, an intelligent bag of devouring.</p>
<p>There are also 2 new templates, but unfortunately neither really impressed me. I don't like how the Alchemically Invisible template functions, and the Haunted One template strikes me as unneccessary, as it could easily be accomplished through roleplaying alone. Ironically, the two NPCs afflicted with these templates are among my favorites. Oh well.</p>
<p>This is one of those resources that a GM will keep coming back to, time and again. It's an incredibly versatile product, and for that, easily earns five stars.</p><p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>As a GM it can be a struggle coming up with interesting, unique NPCs on the fly. Fortunately, help has arrived. "Rival Guide" offers a total of 40 NPCs, each fully developed with a background, unique personality, illustration, and stat block. A few of the NPCs are low-level, but for the most part they skew towards the mid- and high-level range. Each of the ten parties is well conceived, and as a GM I can easily see uses for every one of them - to put it another way, there are no flops here. So whether you want to throw a group of unique baddies at your PC, or just need stats for, say, a high-level Hellknight, you'll find what you need within.</p>
<p>And while the NPCs are the book's focus, there's a lot more here than just 40 stat blocks. Inside you'll find 8 new spells, 10 feats, and 19 new magical and alchemical items, poisons, and drugs. These new rule elements help make each of the "rivals" unique and interesting, but are also useful by themselves. Need a cool spell for your jungle druid? Try sheet lightning. Want to really baffle your PCs? Let them find Chomper, an intelligent bag of devouring.</p>
<p>There are also 2 new templates, but unfortunately neither really impressed me. I don't like how the Alchemically Invisible template functions, and the Haunted One template strikes me as unneccessary, as it could easily be accomplished through roleplaying alone. Ironically, the two NPCs afflicted with these templates are among my favorites. Oh well.</p>
<p>This is one of those resources that a GM will keep coming back to, time and again. It's an incredibly versatile product, and for that, easily earns five stars.</p>Generic Villain2011-05-14T20:30:42ZPathfinder Campaign Setting: Rival Guide (PFRPG): Memorable Villains for any Campaign (5 stars)deinolhttps://paizo.com/products/btpy8kc2?Pathfinder-Campaign-Setting-Rival-Guide2011-05-11T00:29:30Z<p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>The Rival Guide contains 10 ready made groups to oppose your PCs.</p>
<p>[Spoiler omitted]</p>
<p>Alignments tend toward CE overall, but include a few good groups that may not be direct foes. This is an excellent book filled with memorable NPCs. It is especially nice at mid to high levels (10+) where complex high level foes are time consuming to create yourself.</p>
<p>I recommend this book for any long running campaign. I would buy a sequel with 10 more groups if I could.</p><p><b>Pathfinder Campaign Setting: Rival Guide (PFRPG)</b></p><p>The Rival Guide contains 10 ready made groups to oppose your PCs.</p>
<p>[Spoiler omitted]</p>
<p>Alignments tend toward CE overall, but include a few good groups that may not be direct foes. This is an excellent book filled with memorable NPCs. It is especially nice at mid to high levels (10+) where complex high level foes are time consuming to create yourself.</p>
<p>I recommend this book for any long running campaign. I would buy a sequel with 10 more groups if I could.</p>deinol2011-05-11T00:29:30Z