Book of the River Nations: Complete Player's Reference for Kingdom Building (PFRPG) PDF

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This is the complete player's reference to Kingdom Building organizes all the rules players (and GMs) need to explore new lands, build nations, and defend against invading armies consolidated into one easy to reference tome. Starting with rules included in the Kingmaker Adventure Path, this volume expands every aspect of kingdom building and mass combat and delivers new feats, spells and class options to give PCs the edge in conquering and ruling their own corner of the world.

This book compiles information from Book of the River Nations: Exploration and Kingdom Building, Feats, Spells and Secret Societies and Mass Combat.

Your PDF download now also includes a HeroLab data file!

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A terrific resource for players and GMs alike

5/5

More than any other Paizo AP (in fact, more than any other campaign I've run in 33 years of gaming), Kingmaker requires legwork for the GM and lots of it. Not only do you need to run the players through the adventure as presented, but if you want to get the most out of it you need to create scores, if not hundreds, of vibrant NPCs, give each PC their own plotlines to develop, and think several game-years (at least) into the future. The result can be an unparalleled immersive experience for everyone involved, but make no mistake, it takes a LOT of work to make it so. Therefore, anything that can make your life easier as a GM is something to buy, treasure, and recommend to others.

The first thing to take into consideration is the title. I think it's a bit unfortunate, since this is far from just a PLAYER'S reference; GMs will find much to love here.

I purchased the PDF version, so my comments are limited to that. Physically it's a nice book, with a lovely cover, good B&W illustrations throughout, clean text and presentation, and not a lot of page background to mess with readability or devour printer ink.

The first section deals with exploration and is essentially a restatement of the rules in Stolen Lands, with a couple of nice additions like a size-comparison chart showing how big a kingdom is with RL comparisons. It's fine, but nothing thrilling.

Next is city and kingdom improvements, which is where the book starts to shine. All Paizo's buildings are listed, but additions are made for cities (like Office of the City Guard and Witch's Hut), rural areas (like Apiary, Winery, and Royal Preserve), and even castles (ranging from a fancy art collection through a moat to an anti-scrying room). This is where the book starts to become indispensable, as much time, effort, and balancing will be saved by having these structures ready to hand, in addition to giving players more of the options they crave. A much-improved random events table is also included.

Next up is mass combat, and the additions here are very useful indeed, ranging from new army types (everything from various size militias through orc raids to everyone's favorite shambling undead cannibals) through new attributes (like bleed, crusader, and mercenary) and rules to generate the sort of humanoid hordes we all know and love. If you plan to feature a lot of mass combat, you NEED this.

A short section on new Feats follows, which gives both traditional (e.g. Armored Swimmer or Tumble Strike) as well as Kingdom (e.g. Aid Another Leader or Inspiring Ruler)and Mass Combat (e.g. Mass Combat Focus and Inspiring General) options. Again, for someone really wanting to get into the building rules that make this AP special, this is excellent stuff that you will make use of.

The next section is for new spells, and it's here that the only real problem I have with the book comes, in the form of the various "Summon Army" and "Summon Nature's Army" spells. They're only usable by mass combat units, but I still think the present serious balance issues. Still, YMMV, and I'm sure some GMs will find them perfect for their games.

A very interesting section, somewhat misnamed as "Secret societies and organizations," comes next. it has two 5-level prestige classes and a pair of new archetypes, all of which are good, useful, and interesting, but nothing in it can replace, say, the sort of thing found in the Faction Guide if players wish to found their own organizations.

Two pages of magic items are the last major section, and these are generally useful, especially the magical statues that grant kingdom bonuses when placed in Parks. More could have been done with kingdom stat-modifying items, but that's a quibble.

Rounding out the book are several pages of revised forms for kingdom tracking, which is fine, although I think the majority of GMs find that the kingdom must be tracked through computer spreadsheets. These forms are fine and you'll like them if they're the sorts of things you like.

Overall, this is a truly exemplary resource for players and GMs using the Kingdom Building subsystems in their games. It's not perfect, but it is clearly a 5-star product and an absolute steal at its price.


Indispensable!

5/5

When I decided to start up my Kingmaker campaign, I knew I had to have this book from the reviews I've read and it hasn't let me down. My group is still slogging away through book 2 but they have already gone through 4 and half years of kingdom builing. The players have enjoyed the extra buildings and, as the GM, I've really enjoyed the expanded random encounter section. Additionally, being available in print makes it more convenient to flip through at the table. What also impressed me was the community support of this product by creating an excel spreadsheet that incorporated the extra material in this book. This has made the kingdom building aspect a breeze to keep track of.


YMMV

3/5

The book starts from the basic exploration, kingdom/city building and mass combat rules as presented in the Kingmaker AP Chapters 1, 2 and 5.

As written it's quite useable and has a few interesting changes as noted in previous reviews, such as the change in the square miles of the area a hex encompasses. Trivial point: the area of Washington D.C. is a bit under 70 square miles, so you can fit more than 5 of them in a single hex.

The kingdom building chapter adds in a substantial expansion on "farmlands" from the original rules, changing this to "open spaces development". This is the best part of the entire book, one I am adding in toto for my own campaign. This gives a reason to remember where your various landmarks are at on your kingdom map, as you can do something with most of them.

The revisions in this book for building cities and the changes in the actions by size of kingdom in my opinion are unnecessary.

There are a few new buildings, some of which are "odd". The majority of the new buildings are underpriced variants of the tradesman building in the regular rules that don't require houses be adjacent. The Keep is a variant of the Barracks that costs too much. The additions to Castles are nice, although the moat is badly explained and the 'wards' one is either overkill or far too easily bypassed by other means. Best to remove it from availability.

Mills are incorrectly assumed to only be used as a lumber mill and require substantial water access. More mills are likely built and used to grind grain than mill lumber and can be build on a much smaller river or stream than can a pier. As these rules stand, you have to have a carpenter for quite a few important items - which means in order to build various stuffs you will want every city built on a water border to build the mill that the carpenter requires. This doesn't really work well... Some of these discrepencies derive from the original material.

The militarily-required buildings are generally unecessary as well, although they are tied into the mass combat section of this book.

The mass combat system is a nice attempt at changing the admittedly basic one presented in Chapter 5 of the Kingmaker AP. The consumption costs are generally far too high, especially on a weekly basis. The training system works well enough, although using it as-is might not be so satisfactory for some.

There is a new tactic for victorious armies to learn and 4 new resources to upgrade armies with. These are also good additions and ones I plan to integrate in toto. I suggest that the poison resource inflict damage to the army using it as well unless that army is comprised of creatures with the poison use class feature or that are immune to poison.

There are several special abilities added - only Mercenaries is worthwhile. 'Bleed' is best left as originally presented in Kingmaker as part of the 'poison' special ability, while 'Crusader' is too subjective. Everyone will argue that all of their armies are crusaders to shave those consumption costs down.

Vassal armies I think are a good concept that in the book that is not well executed.

The army construction rules present an interesting concept: limiting maximum army size by 'method of conscription' - based on whether the army in question is conventionally recruited and trained (marshal), divinely acquired (planar allies?) or 'arcane' (which covers all the rest of them).

There are several new feats presented, most pertaining to govorning your kingdom or leading your armies. They are good enough to use, although Sickening Strike I would remove. Dirty Trick is already able to do this and doesn't quite require the "feat taxes" to acquire the feat. The rest of them seem fine, although Mountain Strike I would caution against unless you are willing to have some of your bad guys get it too.

The mass combat spell section has some problems as well. I cannot recommend integrating it as-is. The summon army spells are - while written for entire armies of wizards/sorcerers/clerics/druids - an especially bad idea. The effects of summoned monsters on this scale are sufficiently covered by that army's "spellcasting" special ability.

The only two non-army spells of note (besides the two that deal with scent) are (a) magic wall - which omits the very important detail of how much it costs and what the minimum caster level should be to make it permanent; and (b) wall of tentacles.

My beef with this supplement's army building rules are identical to the original ones - purely RAW they are way too easy to abuse. Armies of hound archons are the same cost as an army of 5th level fighters - both are a base CR of 4 as a Medium army in this example.

The same complaint goes for armies of golems, pixies, rust monsters, great wyrm dragons ridden by 20th level wizards and so on. There should (in most campaigns) be a hard cap on what one can recruit and train in such numbers.

This supplement attempts to reign that in by the consumption cost / week of resources = same as the cost to purchase. This really doesn't work well, as it makes armies too expensive without addressing the core problems.

The magic items are largely fine - but I caution against the trio of statues. As they're written, a group could plant one of each in each city for pretty cheap and rachet the kingdom's bonuses up even further. In a nutshell, one park per city(6 BP, most often either 3 or 1 BP) 'unlocks' access to these statues. Presumably the PCs are able to craft them, so they cost half. The +1 statues are a bargain at 2.5 BP each - the reason? Each *city* can have one of each statue in their park. I recommend house-ruling the highest such bonus provided by these statues be applied to the entire kingdom as an enhancement bonus. Otherwise, one set of +3 statues - at a 'retail' cost of 135 BP - provides the same benefit as placing a set of +1 statues in each of 3 different cities at a 'retail' cost of 22.5 BP. For the same price as one set of +3 statues, you can acquire a +18 to Economy, Loyalty and Stability for the entire kingdom, provided you have 18 cities, which is not hard to do.


Must Have For Kingmaker GMs

5/5

I picked this up for a Kingmaker campaign I'm running. It collects all of the rules from Kingmaker for exploration, kingdom building and mass combat in one place. While I have not taken the time to do side by side comparisons, all of these rules systems seem to be expanded and the expanded material blends seamlessly with the original material.

The absolute best part of this book is it can be easily shared with players as a reference work while performing kingdom maintenance without making the adventure and gm-eyes only sections of the Kingmaker Adventure Path books easily accessible to players. For that reason alone I consider this book money well spent and an absolute essential for any GM running a Kingmaker campaign.


Great content, but prefer better binding

5/5

Other reviewers have already summed up how immensely useful the content of this book is. There's no need for me to rehash that. The few typos and lack-luster art would not be enough for me to deduct more than half a star.

The reason then that I am rating this at 4-stars rather than 5 is for the printed copy of the book...

Unless the printing method has changed, the copy I received has a folded and stapled binding with non-glossy pages. Had I known that before-hand, I would have simply purchased the PDF-only and printed my own copy. I much prefer the more durable type of bindings used for the Adventure Path volumes, and appreciate the fact that I can open them even to the foreword or bestiary and still have them lay flat on my desk without issue. The same cannot be said for a stapled binding such as this.

As feedback then, I would just like to say that I find far more value in paying a few extra dollars for a good-quality binding than saving what amounts to a couple cups of coffee.

To Recap:
PDF: 4.5 stars (essential content, mediocre artwork)
Book: 4 stars (as PDF but binding is stapled)
Would I buy it again? Yes. I'd buy the PDF and then bind my own copy.

***EDIT***

6/04/2011: Note that as of the 2nd printing, this book is now perfect-bound! Great to see customer feedback implemented so quickly! Adjusting rating to 4.5 stars for the book too which it up to 5.

Note: One small thing to keep in mind when using this book is that the hexes are of somewhat different size than those in Kingmaker. They are 12-miles to the side, whereas the ones in Kingmaker were intended to be 12-miles from center-to-center. The difference is 375-sq miles vs. 125-sq miles. Very little (if any) effect on gameplay, but I figured it was worth mentioning in a review. More info on the difference here.


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Jon Brazer Enterprises

The first review is up and its 5-Stars!!! Just want to say thank you to cyrusduane for taking the time to review the book.


FINALLY getting to sit down and read mine. Sheesh. ;)

Jon Brazer Enterprises

Paizo should be getting more in this week. Order your copy today to make sure your copy. This book is going fast!


I got my copy in the mail today. Love that I have it, but I'm just a little disappointed; I did not expect that it would be staple bound, it really makes the book puff out.


So many projects... still reading mine.

Dale, I have some folks who are interested in turning this into its own game, competing against each other's kingdoms. Since I haven't finished reading thru mine yet, I have to ask - is CPGtKB built in a matter that would facilitate this without significant tweaking?

At this point, I am thinking each person would build their leader as their main character and then build NPCs for their other officials, making kingdom decisions based on their attributes as appropriate. We're wondering about starting them as 1st level characters in backwater villages that grow in power. Then *maybe* as an adventure happens in a given kingdom, the players pick officials and play the adventure.

Jon Brazer Enterprises

Doc_Outlands wrote:

Dale, I have some folks who are interested in turning this into its own game, competing against each other's kingdoms. Since I haven't finished reading thru mine yet, I have to ask - is CPGtKB built in a matter that would facilitate this without significant tweaking?

At this point, I am thinking each person would build their leader as their main character and then build NPCs for their other officials, making kingdom decisions based on their attributes as appropriate. We're wondering about starting them as 1st level characters in backwater villages that grow in power. Then *maybe* as an adventure happens in a given kingdom, the players pick officials and play the adventure.

No. I'm sorry to say, it would require a decent amount of rules additions to do this. I believe these rules are a good starting point to do that, and we do have plans to expand these rules to do exactly that in the future, but the rules as of yet are not set up to do this.


Reviewed here, on DTRPG and sent to GMS magazine. I'll also post it on RPGaggression one of these days.

Will we get an expansion for mass combat? Pretty please? ;)

Jon Brazer Enterprises

Endzeitgeist wrote:

Reviewed here, on DTRPG and sent to GMS magazine. I'll also post it on RPGaggression one of these days.

Will we get an expansion for mass combat? Pretty please? ;)

Thank you EZG I really appreciate you taking the time to review this. Thank you.

We have a number of expansions of the rules in the cards in the future. We haven't made any final decisions yet but we'll figure something out.


Dale McCoy Jr wrote:

Thank you EZG I really appreciate you taking the time to review this. Thank you.

We have a number of expansions of the rules in the cards in the future. We haven't made any final decisions yet but we'll figure something out.

Rules-heavy books always take a bit longer for me to review, but this time crunching numbers was totally worth it. ^^

YES @more material!!!
Apart from the mass combat rules, (we still don't have a system in PFRPG that covers the topic extensively) you guys did an awesome job and short of mass combat, this book is a perfect example for a great book. Congratulations on a job well done! :)

Dark Archive

Nice review End. Working on a review of this myself, my views are pretty similar.

Liberty's Edge

I've been going through the PDF and now the print edition and decided to jump into the review game as well :)

Review posted ... ;)

Dark Archive

Nice review Marc, now only 97 more to go. :)

Jon Brazer Enterprises

Thank you Marc for taking the time to review the book. I really appreciate it.


Dark_Mistress wrote:
Nice review End. Working on a review of this myself, my views are pretty similar.

Thanks, D_M! Looking forward to reading yours!

Also: Nice review, Marc!


Dale McCoy Jr wrote:
No. I'm sorry to say, it would require a decent amount of rules additions to do this. I believe these rules are a good starting point to do that, and we do have plans to expand these rules to do exactly that in the future, but the rules as of yet are not set up to do this.

Ah, okay. Now to break the news to them gently... ;) On the bright side, you now have documented proof that one group desperately wants to play it that way!

Jon Brazer Enterprises

And it's back up!!! Supplies are limited! Call Now! (ok that's probably to much sounding like an infomercial, but the book is back up)

Jon Brazer Enterprises

The Book of The River Nations captures it's 3rd 5-star review! Read what people are saying about it.

Dark Archive

Reviewed, though my rating depends on if bought copies get a print friendly aka border-less version of the PDF.

Jon Brazer Enterprises

Dark_Mistress wrote:
Reviewed, though my rating depends on if bought copies get a print friendly aka border-less version of the PDF.

Thanks DM. I really appreciate you taking the time to review the book.


Nice review, D_M!


Got my copy today in a late mail delivery. I noticed that the requirements for Marshal and Warden have been switched. In the AP and in the original Book of the River Nations; Exploration the Marshal is listed as:

The Marshal helps organize patrols and enforces justice in rural and wilderness regions.
Benefit Increase Economy by a value equal to the Marshal’s Dexterity or Wisdom modifier.
Vacancy Penalty Decrease Economy by 4.

But in the Book of the River Nations Complete the Marshal is listed as:

The Marshal leads the kingdom’s defenders and city guards.
Benefit Increase Loyalty by a value equal to the Marshal’s Strength or Constitution modifier.
Vacancy Penalty Reduce Loyalty by 4 and Stability by 2.

Was this on purpose or a typo? Please let me know because I am playing a Druid that fills the Marshal position and I chose that because of the Rural defense aspect.

Jon Brazer Enterprises

silverhair2008 wrote:

I noticed that the requirements for Marshal and Warden have been switched.

Was this on purpose or a typo?

It's not a typo. Traditionally, a warden is a rural defender and a marshal is a city defender. It was a complaint among history buffs, so we switched them.


Pathfinder Rulebook Subscriber
Dale McCoy Jr wrote:
silverhair2008 wrote:

I noticed that the requirements for Marshal and Warden have been switched.

Was this on purpose or a typo?
It's not a typo. Traditionally, a warden is a rural defender and a marshal is a city defender. It was a complaint among history buffs, so we switched them.

Be honest, it was a complaint within your group. :-P

Jon Brazer Enterprises

Steev42 wrote:
Be honest, it was a complaint within your group. :-P

Yes. you guys were complaining about that, but you weren't the only ones. I heard the same complaint from other sources as well.

Jon Brazer Enterprises

Two weeks in a row, the Book of the River Nations has been the #1 selling print product at Paizo. Also this week, the BotRN is #1 in PDF. Thank you everyone!

Jon Brazer Enterprises

... And backordered again. I approved the proof of the reprint yesterday so more are coming.


Dale McCoy Jr wrote:
... And backordered again. I approved the proof of the reprint yesterday so more are coming.

It's a great book, and I'm glad to know that it's a best seller.

Jon Brazer Enterprises

I heard from the printer today. The reprint should be done by June 1. A little longer than I'd like, but nonetheless it is so.


I just noticed that this book is in the top ten on the front page of the site. Congratulations! I don't think that's happened to a non-Paizo book very often before this.

Jon Brazer Enterprises

Yea, we're really proud of that. The overwhelming response to this book is breathtaking and humbling. Thank you gamers.


Dumb question (perhaps) time.... I pre-ordered this but it *just* missed being shipped out with the May AP, because Paizo did not have it in the warehouse yet. It is scheduled to be shipped in June with my AP subscription. Does Paizo have enough in the warehouse to cover all the pre-orders, or am I going to have to wait again?

-- david
Papa.DRB

Dale McCoy Jr wrote:
I heard from the printer today. The reprint should be done by June 1. A little longer than I'd like, but nonetheless it is so.

Jon Brazer Enterprises

Papa-DRB wrote:
Dumb question (perhaps) time.... I pre-ordered this but it *just* missed being shipped out with the May AP, because Paizo did not have it in the warehouse yet. It is scheduled to be shipped in June with my AP subscription. Does Paizo have enough in the warehouse to cover all the pre-orders, or am I going to have to wait again?

Paizo could answer this better, but I believe they set aside enough to fill pre-orders for when they ship first then sold new orders.

I could be wrong, but I believe that is how they worked it.

Contributor

Dale McCoy Jr wrote:

Paizo could answer this better, but I believe they set aside enough to fill pre-orders for when they ship first then sold new orders.

I could be wrong, but I believe that is how they worked it.

Correct - preorders first, then it goes to available if we have any stock leftover. Sometimes it goes quickly on to backordered again. :P

Jon Brazer Enterprises

Thank you Laithoron for taking the time to review. I really appreciate it.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Pawns, Rulebook Subscriber; Starfinder Charter Superscriber

Getting ready to run Kingmaker, starting with character creation this Friday. If things start out well and the game looks like it's going to last, I will definitely be picking this one up!

EDIT: I just noticed there are two archetypes in the book. Would anyone care to comment on whether they are cool enough to have available for character creation?


Pathfinder Rulebook Subscriber

No problem, it's a really useful book! :)


Pathfinder Rulebook Subscriber

Dale, need your help with something here. It looks like there is a major discrepancy between Kingmaker and BotRN over how big a hex is:

Basically, Stolen Lands lists a hex as having a diameter of 12-miles. However, in your book, each hex has a radius of 12-miles. (The radius and side-length of a regular hexagon being the same.)

The thing is, the square mileage given in Stolen lands (150 square-miles) is WAY off, whereas yours is spot-on. It looks like someone multiplied 93.53 sq miles by 1.621 (the number of kilometers in a mile) and rounded it off. (Well just ignore that that's not the right way to calculate square kilometers.) The problem is, the size of the 12-mile diameter hexes is correct in terms of overland travel time whereas your travel times appear to be half of what they should be.

Need some clarification or possibly an errata for one or both of these books. Right now the easiest fix (in terms of movement mechanics) is to go with the size used in Stolen Lands and simply correct the square mileage from 150 to ~94. That would then necessitate a correction in BotRN of listing the length of a side a 6-miles instead of 12, updating the square mileage, and probably revisiting your size examples.

Thoughts?

EDIT: If it helps, I just now found a post by James Jacobs stating that the distance of a hex was supposed to be 12-miles from the center of one hex to the center of the next hex.


Laithoron wrote:


Basically, Stolen Lands lists a hex as having a diameter of 12-miles. However, in your book, each hex has a radius of 12-miles. (The radius and side-length of a regular hexagon being the same.)

The thing is, the square mileage given in Stolen lands (150 square-miles) is WAY off, whereas yours is spot-on. It looks like someone multiplied 93.53 sq miles by 1.621 (the number of kilometers in a mile) and rounded it off. (Well just ignore that that's not the right way to calculate square kilometers.) The problem is, the size of the 12-mile diameter hexes is correct in terms of overland travel time whereas your travel times appear to be half of what they should be.

Need some clarification or possibly an errata for one or both of these books. Right now the easiest fix (in terms of movement mechanics) is to go with the size used in Stolen Lands and simply correct the square mileage from 150 to ~94. That would then necessitate a correction in BotRN of listing the length of a side a 6-miles instead of 12, updating the square mileage, and probably revisiting your size examples.

Thoughts?

As I recall, there was some confusion as well about whether the "12 miles across" was supposed to be between opposite sides or opposite corners. The math errors that resulted were pointed out in one of the early Kingmaker threads, and the resulting call was "opposite sides", with an admission that the area was an approximation and not exact.

It also seemed like the hexagons were rotated 90 degrees at some point (rows of hexes running horizontally, or "corners up", while the text implies vertical orientation, or "corners on the sides").


Pathfinder Rulebook Subscriber

Heh, you ninja'd me while I was editing my reply. FWIW, it looks like a side-length of 7.5 miles comes out to equal "just under 150 square miles".

Goes off to do a bit more math...

EDIT:
Aaand back! So using JJ's 12-mile from hex-to-hex measurement, that syncs up with his statement of a hex side being about 7 miles... Which incidentally means a KM hex's square mileage should be ~125 miles, not ~150. Either way, we're gonna need some clarifications or errata from someone. ;)

Jon Brazer Enterprises

As Urath DM said, there was considerable confusion over what "12 miles across" meant. The first version of the our rules (Exploration and Kingdom Building) had the measurement being 12 miles from side to side. As you pointed out Laithoron, that comes out to 125 mi^2, not 150. The only way I was able to get ~150 miles^2 with a 12 miles across statement is to assume a square instead of a hex. That would give 144 mi^2.

We looked for clarification on the boards, but ultimately we needed to make a decision and we chose to go with 12 mile sides. At the time we felt that was what Paizo had originally intended. That comes out to ~375 mi^2. That is the official ruling for this book.

If you prefer to adjust the number for your own game, it has little bearing on the way the kingdom building aspect is played. In the same way that the kingdom's population is simply a fluff number, the dimensions of a hex are more fluff then of game altering mechanics. For example the travel time across a hex is a static number, despite the distance across a hex varies widely depending on how you are measuring it. A 12 mile side is 24 miles when measured from corner to corner, yet the travel time remains the same. So if you choose to call the hex size different but leave the travel time the same, it has little impact on game play.

Sorry for the confusion.


Pathfinder Rulebook Subscriber

Thanks for the clarification and the quick reply, I really appreciate it. Conveniently, 125 square miles divides into 375 exactly 3 times so at least that's a much easier bit of arithmetic than trying to puzzle out exactly what was up with those dimensions. Yeah, I'm just a wee bit anal-retentive about such things, can you tell? ;)


Eric Hinkle wrote:
I just noticed that this book is in the top ten on the front page of the site. Congratulations! I don't think that's happened to a non-Paizo book very often before this.

Dreamscarred's psionics book was on the top ten list for a week or two after release.

Jon Brazer Enterprises

3 people marked this as a favorite.

The 2nd printing just hit Paizo's warehouse. And since one of the biggest complaints about the first printing is the staple binding, these are perfect bound. JBE listens to our customers and we respond.

Liberty's Edge

Dale McCoy Jr wrote:
The 2nd printing just hit Paizo's warehouse. And since one of the biggest complaints about the first printing is the staple binding, these are perfect bound. JBE listens to our customers and we respond.

Wow! Perfect bound! Cool!

I might have to pick up a second copy with the perfect binding ...

Dark Archive

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Society Subscriber

Will this be available at Paizocon?

Jon Brazer Enterprises

Chris Ballard wrote:
Will this be available at Paizocon?

Oh yes. We have a good number of copies that will be available at the JBE booth at the con. We hope you will come over and check it out as well as say hello. We'd love to meet you.

Jon Brazer Enterprises

I would like to thank Gailbraithe for taking the time to give us an awesome 5-star review.


Pathfinder Rulebook Subscriber

Review updated to reflect info on the new binding and the difference in hex sizes we discussed. Thanks for taking the binding feedback to heart, have an extra half-star on account. :)

Jon Brazer Enterprises

Just a quick reminder, there will be copies available at PaizoCon. Come by the Jon Brazer Enterprises table and pick up a copy!


Dale McCoy Jr wrote:
The 2nd printing just hit Paizo's warehouse. And since one of the biggest complaints about the first printing is the staple binding, these are perfect bound. JBE listens to our customers and we respond.

Schawweeet! As mine is coming with my monthly subscription. :)

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