Pathfinder Roleplaying Game: Strategy Guide (OGL)

4.20/5 (based on 13 ratings)
Pathfinder Roleplaying Game: Strategy Guide (OGL)
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Master the Game!

Unlock the secrets of the Pathfinder Roleplaying Game! Whether you’re a new player eager to jump into the action or an experienced roleplayer looking for insights and a convenient teaching tool, this 160-page guide is your new advisor at the gaming table. Unsure which feat to choose or spell to prepare? Detailed walkthroughs of all 11 core classes help you create and customize exactly the characters you want to play, and continue to offer advice as you take your adventurers all the way to the heights of power. At the same time, this book provides a quick and easy introduction to combat and advanced rules options, tips for battlefield domination and better roleplaying, and more!

The Pathfinder Roleplaying Game Strategy Guide is an indispensable introduction to the Pathfinder Roleplaying Game and companion to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

The Pathfinder Roleplaying Game Strategy Guide includes:

  • Illustrated, step-by-step guides to creating, advancing, and playing characters of all 11 core classes, with specific tips and tactics for 26 different classic character themes, such as the archer, the trickster, the crusader, the conjurer, and more!
  • A clear and user-friendly introduction to the basics of combat and narrative play, with easy-to- understand explanations of Pathfinder RPG terminology, systems, and core concepts.
  • Advice for getting the most out of game sessions, collaborating with other players, and succeeding both on and off the battlefield.
  • An overview of how to get started in the Pathfinder Society organized play program.
  • AND MUCH, MUCH MORE!

Written by Wolfgang Baur, Jason Bulmahn, John Compton, Jessica Price, Sean K Reynolds, and Russ Taylor.

ISBN-13: 978-1-60125-626-3

Note: This product is not part of any subscription, but Pathfinder Roleplaying Game subscribers who preorder this set will receive a free PDF edition of this product when the print edition ships. (Note that you will need to have an active Pathfinder RPG subscription at the time this product ships in order to receive the PDF for free.)

Note: This product was originally solicited for a June 2014 release. In order to ensure that it is the best book it can possibly be, we've decided to move the book to a February 2015 release. We appreciate your patience.

Note: Due to circumstances outside of our control, this product has been moved to the March 2015 product schedule. We appreciate your patience.

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

Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Pathfinder Roleplaying Game: Strategy Guide (OGL)

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Perfect for new players

5/5

I tend to run a lot of games to introduce players who are new to RPGs to Pathfinder, a lot pick it up quickly but for some it can take longer, there is no better book for all of them than the Strategy Guide. I'm frankly amazed how well it's written, it's basically the Core Rulebook for new players in a far, faaaar more easily digestible format.

Every new player I've sat down with this book has come out of it with not only a solid character that actually fits the idea they had, but a much better grasp of the rules than those who don't, it's my go-to now for any new players.


Should have been the basis for an updated Core Rulebook

4/5

Page 5 'What this book isn't' tells you what you need to know about this book. To paraphrase, there are 2 main points:

1) This is not an optimisation guide for advanced (or even intermediate) players.

2) This book doesn't replace the core rules : it's a player's guide to them.

Fundamentally, the book brings the Pathfinder Beginner Box style of presentation & organisation to the full (core rulebook only) Pathfinder RPG.

The Pathfinder Beginner Box showed how much more concise and readable the same basic game could be made & showed up how wordy & non-visual the Core Rulebook is.

Unfortunately, Paizo haven't quite had the courage of their conviction to use this as the basis of a new Core Rules but instead have hedged their bets and made it basically a Player's Guide to the Core Rules - That's right a Player's Guide to the actual Player's guide !

Nevertheless - it's a really well presented guide to the 'Core 11' classes for a beginner. It's also very useful for experienced players stepping into a new type of class or a DM making NPCs for a class they don't normally play.


Great for New Players, Great for New to a Class

5/5

I picked this up out of curiosity, and as I'm bring in new players they are finding this a good resource for coming up with ideas for characters while understanding the change from 3.5 to Pathfinder. It's not just "I've never RPed" it's a good reference for "Oh, that changed to these names" type of resources.
I've pulled it up on occasion after being in a group that players had specific preferences for classes when I was branching out to new classes and wanted to get a good feel for ideal builds. I may not have stayed with all their choices but it's a good framework for ideas.


2/5


Great resource for new players!

5/5

Read my full review on Of Dice and Pen.

The Strategy Guide is a great resource for introducing players to the full Pathfinder Roleplaying Game, whether they are coming from the Beginner Box, have played a few times before but are still confused about elements of the rules, or are jumping straight into the game with no prior experience. While you will still need the Core Rulebook to play the game, this book is far less intimidating than that heftier tome, and succeeds at explaining the game far, far better. It's a book I'm proud to have on my shelf and I will be eagerly lending it out to new players who join my games in the future.


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Pathfinder Adventure, Adventure Path, Rulebook Subscriber
Geistlinger wrote:
Because the release date for the hardback got moved.

sad this makes me

Dark Archive

we could call it duke nukem forever


8 people marked this as a favorite.
Vic Wertz wrote:

We do still expect to have it in time for the February shipment. There are still ongoing delays from dockworker strikes up and down the West Coast, though, so there's plenty of opportunities for us to be foiled again!

But between Vin's STR of 16 and Taylor's CHA of 21, we can solve any problem.

I smell incoming adventure paths:

"Pathfinder Adventure Path: The Seattle Retrieval"
Part one: The Labor Revolt
Part two: Into the Depths
Part three: Return of the Box Office Master
Part four: The Shake Off
Part five: The Drow Queen
Part six: It Came From Paizocon!

Shadow Lodge

3 people marked this as a favorite.

I'd play it.


1 person marked this as a favorite.

Actually yeah me too

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

BONUS CHAPTER: GORBACZ INVADES SEATTLE, PREPARE YOUR VODKA.


I don't get the name for part 5...it does not seem to fit.


Oh yeah, I was attempting to imply that I think Taylor Swift worships Lolth and at the end of Part four betrays you but that seemed like too far to go for like a one line joke. In the end I just wrote that and finished my sandwich.

...

Good sandwich by the way, roast beef with avocado.


There were no drow in my synopsis. Feral bridge clubs, yes. Drow, no.


1 person marked this as a favorite.

Because frankly, even compared to lost bridge clubs gone feral, drow are silly.

Contributor

1 person marked this as a favorite.
Gorbacz wrote:
BONUS CHAPTER: GORBACZ INVADES SEATTLE, PREPARE YOUR VODKA.

The Adventure ends four pages in when Gorbacz enters a drinking contest with Jason Bulhman, and everything turns out alright without any PC intervention.

Whoa.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Alexander Augunas wrote:
Gorbacz wrote:
BONUS CHAPTER: GORBACZ INVADES SEATTLE, PREPARE YOUR VODKA.

The Adventure ends four pages in when Gorbacz enters a drinking contest with Jason Bulhman, and everything turns out alright without any PC intervention.

Whoa.

Only because Cosmo spiked the drinks.


Kajehase wrote:
Because frankly, even compared to lost bridge clubs gone feral, drow are silly.

I now wish I had thought of Crazed old Ladies playing Bridge first.

Franchisee - Game Kastle College Park

Oh no, we are never getting this book.


Gladior wrote:
Oh no, we are never getting this book.

Damn it. I really need this book.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Well Paizo had a copy at the HQ last night for the Know Direction podcast...

...of course when John Compton started to talk about it, his connection crashed. The curse is not letting up easily...

Paizo Employee Chief Technical Officer

Please stay on topic in the product discussion forums. (I know, I'm guilty too...)

Paizo Employee Chief Technical Officer

16 people marked this as a favorite.

The Strategy Guide is IN THE WAREHOUSE, and will make the March release!

Silver Crusade

8 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

We're talking March 2015 here? :P

Webstore Gninja Minion

Gorbacz wrote:
We're talking March 2015 here? :P

Yes. :D

Silver Crusade

The pathfinder strategy guide is my favorite mythical creature.

Feel free to check out my character building guide for new players to help sate anyone who needs some help in getting used to this crazy game we all love.

Here's hoping we get to see this book soon. Personally I'm glad to see that it happened with this book instead of the Occult book, since this book isn't releasing any new content as far as I'm aware.


Vic Wertz wrote:
The Strategy Guide is IN THE WAREHOUSE, and will make the March release!

Oh thank god.

Contributor

1 person marked this as a favorite.

For anyone interested, Ryan and Perram talked to John Compton last night on Know Direction, and he even HELD UP a copy of the Strategy Guide and SHOWED OFF SOME OF ITS CONTENT for our readers / listeners.

You can watch the improbable become the definite here, at KnowDirectionPodcast.com!

And why don't you stay and read some of my blog, Guidance, while you're there. I promise its the most effective way to possibly keep me from going on a Gorbacz-style rampage throughout Seattle, stealing all of the whine as I go for my own, nefarious ends.


Alexander Augunas wrote:

For anyone interested, Ryan and Perram talked to John Compton last night on Know Direction, and he even HELD UP a copy of the Strategy Guide and SHOWED OFF SOME OF ITS CONTENT for our readers / listeners.

You can watch the improbable become the definite here, at KnowDirectionPodcast.com!

And why don't you stay and read some of my blog, Guidance, while you're there. I promise its the most effective way to possibly keep me from going on a Gorbacz-style rampage throughout Seattle, stealing all of the whine as I go for my own, nefarious ends.

Oh em gee! It exists! He holds up the book and PREVIEWS THE PAGES starting at around 1:22!

Contributor

The Rot Grub wrote:
Alexander Augunas wrote:

For anyone interested, Ryan and Perram talked to John Compton last night on Know Direction, and he even HELD UP a copy of the Strategy Guide and SHOWED OFF SOME OF ITS CONTENT for our readers / listeners.

You can watch the improbable become the definite here, at KnowDirectionPodcast.com!

And why don't you stay and read some of my blog, Guidance, while you're there. I promise its the most effective way to possibly keep me from going on a Gorbacz-style rampage throughout Seattle, stealing all of the whine as I go for my own, nefarious ends.

Oh em gee! It exists! He holds up the book and PREVIEWS THE PAGES starting at around 1:22!

Keep watching for the part that he puts Ryan through the character quiz. ;-)


The leveling-up guides for EACH level for each class up through 20th level seems like a great idea!


The Rot Grub wrote:
The leveling-up guides for EACH level for each class up through 20th level seems like a great idea!

Unless those guides include fun stuff from the APG, I don't see how useful they are? Unless you're playing a CRB only game, in that case rock on!

Paizo Employee Developer

6 people marked this as a favorite.
Insain Dragoon wrote:
The Rot Grub wrote:
The leveling-up guides for EACH level for each class up through 20th level seems like a great idea!
Unless those guides include fun stuff from the APG, I don't see how useful they are? Unless you're playing a CRB only game, in that case rock on!

One of the important aspects of the Strategy Guide is that it suggests several routes a player might take to build an effective but not monstrously optimized character—one that will be both fun and fairly powerful. When it comes to teaching the game and familiarizing someone with the options, limiting the material to the Core Rulebook's contents makes the process much more approachable. Also, by the time one has gained a few levels following this book's advice, that player is likely in a much better headspace to look at the other Pathfinder RPG sourcebooks available and assess whether or not any additional options are good choices.


4 people marked this as a favorite.
Insain Dragoon wrote:
The Rot Grub wrote:
The leveling-up guides for EACH level for each class up through 20th level seems like a great idea!
Unless those guides include fun stuff from the APG, I don't see how useful they are? Unless you're playing a CRB only game, in that case rock on!

Perhaps we have the disadvantage of being experienced players to gain perspective... for new players, the hundreds of spells and 100+ feats in the CRB alone make a guide like this quite useful.


The Rot Grub wrote:
Insain Dragoon wrote:
The Rot Grub wrote:
The leveling-up guides for EACH level for each class up through 20th level seems like a great idea!
Unless those guides include fun stuff from the APG, I don't see how useful they are? Unless you're playing a CRB only game, in that case rock on!
Perhaps we have the disadvantage of being experienced players to gain perspective... for new players, the hundreds of spells and 100+ feats in the CRB alone make a guide like this quite useful.

I am one of those new players, I feel like this book is godsend.

Where I am from there is no one who plays RPG and learn from. Only played the BB with friends and family (with me as GM), I have the CRB but for me it seems the book pretend you know how to play and how to build characters so its like a reference tool, not a teaching one. This guide is the thing we need to finally move on to CRB.

So yea, I am really excited for this product.

-sorry about my english.


John Compton wrote:
Insain Dragoon wrote:
The Rot Grub wrote:
The leveling-up guides for EACH level for each class up through 20th level seems like a great idea!
Unless those guides include fun stuff from the APG, I don't see how useful they are? Unless you're playing a CRB only game, in that case rock on!
One of the important aspects of the Strategy Guide is that it suggests several routes a player might take to build an effective but not monstrously optimized character—one that will be both fun and fairly powerful. When it comes to teaching the game and familiarizing someone with the options, limiting the material to the Core Rulebook's contents makes the process much more approachable. Also, by the time one has gained a few levels following this book's advice, that player is likely in a much better headspace to look at the other Pathfinder RPG sourcebooks available and assess whether or not any additional options are good choices.

In that case it's going to be funny when someone picks Druid :) I wonder if they mention the trick that Druids can in fact wear barding to shore up wildshape AC, or that becoming a Dire Tiger is the business! That way they can become better Fighters than the actual fighters.

Silver Crusade

4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Insain Dragoon wrote:
John Compton wrote:
Insain Dragoon wrote:
The Rot Grub wrote:
The leveling-up guides for EACH level for each class up through 20th level seems like a great idea!
Unless those guides include fun stuff from the APG, I don't see how useful they are? Unless you're playing a CRB only game, in that case rock on!
One of the important aspects of the Strategy Guide is that it suggests several routes a player might take to build an effective but not monstrously optimized character—one that will be both fun and fairly powerful. When it comes to teaching the game and familiarizing someone with the options, limiting the material to the Core Rulebook's contents makes the process much more approachable. Also, by the time one has gained a few levels following this book's advice, that player is likely in a much better headspace to look at the other Pathfinder RPG sourcebooks available and assess whether or not any additional options are good choices.

In that case it's going to be funny when someone picks Druid :) I wonder if they mention the trick that Druids can in fact wear barding to shore up wildshape AC, or that becoming a Dire Tiger is the business! That way they can become better Fighters than the actual fighters.

If that's how you view classes and gameplay in general, I sincerely doubt that you're the target group for this book.

Yes. You can treat that as a compliment. You're smarter, more observant and analytical than 99% of unwashed masses who play this game without paying attention to BASIC CONSIDERATIONS such as "what other classes can I make obsolete by wildshaping into a barding-wearing Dire Tiger?" or "can I throw the guy who picked Rogue out of the window? He's a liability and dead weight for the party". All the power to you and utmost respect to your mental faculties, yet still, you're not the target group.


What would happen if you tripped into a Portable Hole Gorbacz?

Shadow Lodge

1 person marked this as a favorite.

It's not pretty. Trust me.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

That this book is focused on new(er) players and doesn't include APG material is a good idea.

-Skeld


2 people marked this as a favorite.

Honestly this looks like it might be worth buying for people that also GM a lot of PFS, and have to bring a lot of new comers up to speed.


David Neilson wrote:
Honestly this looks like it might be worth buying for people that also GM a lot of PFS, and have to bring a lot of new comers up to speed.

I agree. If you watch the video linked above, you'll see that there are flowcharts and diagrams to summarize the combat round, grappling, and other basics.

There is also advice on how to deal with swarms. This book seems to have the purpose, not only of helping with character building, but also bringing basic knowledge of tactics to a PFS scenario.


1 person marked this as a favorite.
The Rot Grub wrote:
There is also advice on how to deal with swarms.

Ooh, a topic which has been badly in need of clarification since PfRPG removed 3.x's swarm vulnerabilities. I'm even more eager to get my hands on this now.


Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber
Joana wrote:
The Rot Grub wrote:
There is also advice on how to deal with swarms.
Ooh, a topic which has been badly in need of clarification since PfRPG removed 3.x's swarm vulnerabilities. I'm even more eager to get my hands on this now.

What are these removed vulnerabilities?


From here, scroll down to Vulnerabilities of Swarms.

Quote:

Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities, as follows:

A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.

A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.

A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.


Wait, they removed their vulnerabilities? I've been using the 3.5 Swarm subtype the entire time. Why would they remove their vulnerabilities? Weren't they deadly enough?!


Actually check here.

Swarm Subtype


The Pathfinder swarm subtype is virtually identical, but the special vulnerabilities weren't listed with the subtype in 3.x. Instead, they were under Swarm in the Monster Manual. Pathfinder didn't list Swarm as a separate entry in the Bestiary, instead listing swarms with their constituent parts (bats, centipedes, etc.) so the vulnerabilities fell through the cracks.


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

Well rules for dealing damage with torches and lantern oil can be found in the equipment section, and there is nothing that prevents them from applying to swarms.

Grand Lodge

2 people marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

Some people get pedantic about those being called out as weapon damage and thus swarms being immune to it.

Paizo Employee Chief Technical Officer

Stay on topic, folks.

Paizo Employee

Huzzah! Glad to see this has been allowed into the country.

Sadly... well, sort of sadly, we just started a campaign with two brand new players. On the other hand, I'm sure they won't mind the help leveling up.

Cheers!
Landon

Project Manager

4 people marked this as a favorite.
Landon Winkler wrote:

Huzzah! Glad to see this has been allowed into the country.

Sadly... well, sort of sadly, we just started a campaign with two brand new players. On the other hand, I'm sure they won't mind the help leveling up.

Cheers!
Landon

If the players are new, it's hopefully not just helpful in initially creating your character and leveling up, but in playing the game even if it's not your first session.

We went through a lot of revision to get this book right (since it's not really like anything we've done before), but one of my goals for it was for it to help people playing their first campaign to feel confident that they know enough to contribute to the group, and not worry that they're slowing the game down because of what they don't know.

I spent the first several months of my first Pathfinder campaign with the other (vastly more experienced) players in our group basically telling me what I should be doing each turn. They were super helpful and very kind about it, and it wasn't until I started GMing that I realized how much they'd taught me, but I think I'd been playing for a year before I started feeling like I was actually contributing to our strategies and tactics and wasn't slowing things down with questions or newbie mistakes.

So, this book isn't going to turn you into an expert optimizer or someone who knows the rules for every edge case. But, if we've done it right, it should help you feel like you know what you're doing and have a comfortable understanding of how to play the game -- and in that sense, I think it's useful even if you've been playing for a bit already. :-)

Franchisee - Game Kastle College Park

Vic Wertz wrote:
The Strategy Guide is IN THE WAREHOUSE, and will make the March release!

Great success!

Silver Crusade

David Neilson wrote:
Honestly this looks like it might be worth buying for people that also GM a lot of PFS, and have to bring a lot of new comers up to speed.

That's my plan. The new release is actually a couple of days before I go GM at a local convention, so that helps. I would rather have had it this month for the first Saturday PFS at the local shop, but can't have everything.

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