Pathfinder Roleplaying Game: Adventurer's Guide (PFRPG)

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Pathfinder Roleplaying Game: Adventurer's Guide (PFRPG)
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Being an adventurer is a dangerous line of work, but the rewards are well worth the risk. The smartest adventurers never go it alone—they not only bring allies to help explore the dangerous reaches of the world, but also seek aid in the form of support, supplies, and secrets from powerful organizations. With such a group to serve as a guide, an adventuring party's chances for success have never been better!

Pathfinder RPG Adventurer's Guide presents several such organizations, each with its own suite of benefits and boons to grant those affiliated with it. Designed for the Pathfinder Roleplaying Game and drawing upon the rich traditions of the official Pathfinder campaign setting, this indispensable guide for adventurers provides a wealth of new character options for your game.

Pathfinder RPG Adventurer's Guide includes:

  • Details on 18 different organizations that use adventurers to further their goals, including the law-enforcing Hellknights, the sinister assassins of the Red Mantis, and of course, the world-renowned Pathfinder Society itself.
  • A wealth of new player options, including feats, spells, magic items, prestige classes, archetypes, and new abilities and powers for a wide range of classes.
  • Rules and advice on how to incorporate the new options found in this book into your own game, whether it takes place in the official Pathfinder campaign setting or in a world of your own choice or design.
  • Notes on the movers and shakers of each organization—nonplayer characters who can come alive in your game as allies and advisors for the player characters.
  • AND MUCH, MUCH MORE!

ISBN-13: 978-1-60125-938-7

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Deepens My Investment in Golarion

5/5

I didn’t expect to find such a connection to this book, having not played the APs that touch on the various groups contained herein (and also just generally hating hellknights), but hoo-boy was I surprised.

The writing is lovely, the characters and organizations are vivid, and the player options are exciting and well-designed. The gray maidens chapter in particular blew me away in particular. The mechanics of their player options are a pedect combination of flavorful and mechanically effective, and have the added bonus of fitting together into a coherent and effective character build.


Great Book!

5/5

Read my full review on Of Dice and Pen.

These days, it can take a lot for a book focused on new feats, spells, etc. to impress me. I’ve reached a saturation point. There are so many options now that I can’t keep track of them all, and most new ones get forgotten soon after I read them. Adventurer’s Guide is one of the few books that stays in my mind and keeps pulling me back to it. I can’t recommend it enough!


The worst core line offering by far

1/5

The title is misleading, as was posited by many during the product preview, and mealy-mouthedly denied by Paizo. This is a Golarion book, period, which has no place in the core line, and the contents consist of an insultingly large percentage of reprints. Shameful, really.


Good Product if New

4/5

Soooo...I'm going to say that I obsessively collect Pathfinder products, and as such, much of this material is old hat for me. Emphasis here is 'for me.' With that said, I want to examine this in a vacuum.

The artwork is good, but then, it's been good. It serves more as a 'Faction Guide 2' for me than anything, giving some details about the various organizations, class options, feats, and ties. In particular, though, I like that I don't have to flip through two or three books to get character options for the factions. Hellknights in particular were always a pain due to how diffuse their rules were. I can now hand this book to a person and say "here ya go. Here's some ideas of factions in the setting."

One drawback, as has been mentioned, is spoilers for the various APs. While I use those sparingly, it can be somewhat problematic, and I'd suggest steering players away from this if that's the case.

Overall, it's a decent enough product. If you're new to the setting, it's worth picking up as a nice collected list. If you're old hat, a few options inside are interesting enough, and a few setting updates are worth examining. I'm particularly interested in the Lantern Bearers' new direction.


Solid addition with some faults

4/5

This book helps clear up and collect a lot of older material, balanced now with other released material for GMs. It also adds in a wealth of new material for factions of Adventurers across Golarion.

What's good?
A solid collection of old and new under one singular heading.

What's bad?
Some factions contain major spoilers, making it hard for a GM to just pass off to players who may be playing certain APs.

What's fun?
Inclusion of multiple races and creeds and even transgendered factions and npcs in multiple parts of the book. This book really fleshed out some factions which had little to no crunch.

What's odd?
Certain feats are fun but others are less the useable. A feat that allows a bonus on maneuvers but doesn't stack with improved maneuver feats? Those are the ones that help avoid AoO. So what's the point of the feat? Additionally a heads up to some people about the amount of reprints would have calmed an angry section of customers.

Honestly I love the book and can't wait to try out some of the new material and some of the updated versions of older (and due to other books options more unbalanced) options.

When you get past the salty tears of angry optimizers, you're left with a fine entry into the guides section with Inner Seas flavour.


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Robert Jordan wrote:
I'm so excited to see the Aldori stuff.

What is some of the stuff they get that hasn't been listed yet? Is the Aldori fighter archetype new or the old one from the Inner Sea Primer?


What does the Armiger do?

Silver Crusade

2 people marked this as a favorite.

Adds any Feat with Hellknight in the title to their bonus feats, free skill ranks in certain skills and more skills known, and bonuses on saves vs charm with a 1/Day free reroll on certain things.


Eric Hinkle wrote:
Robert Jordan wrote:
I'm so excited to see the Aldori stuff.
What is some of the stuff they get that hasn't been listed yet? Is the Aldori fighter archetype new or the old one from the Inner Sea Primer?

It looks to be the same.

I don't think anybody mentioned it yet, but Opportune Parry is now a Bard/Magus spell.


Are there many hellknigjt feats to take?


2 people marked this as a favorite.
Shalafi2412 wrote:
Are there many hellknigjt feats to take?

They're from the Path of the Hellknight campaign setting book.


Pretty interesting feats


Is this book's contents OGL? Isn't that how the Pathfinder RPG Line works?

Grand Lodge

2 people marked this as a favorite.

The rules content is. The proper names are not.


1 person marked this as a favorite.

Less than a full page of information on each faction. Reprinted rules. I was excited for this book, but I don't like the finished product.


1 person marked this as a favorite.

So much for not advancing the time line.

Shame on Paizo for assuming APs like Hell's Rebels has happened.

It's one thing to take an AP that's been out for 7-10 years, but one that came out barely a year ago.

Wizards Of The Coast pulled that crap and it didn't work for them, so what makes you so special.

Shameful.

Silver Crusade

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

Hyperbole much?

Dark Archive

Pretty sure they have been doing this for a fair bit now if memory serves.

Generally dont mind it myself but I do think the silver ravens were a poor choice (Since there more set up more as a pc group initally rather than an NPC one like all the others so open to a lot more variations)


Not to this extent or not with so many adventure paths and NEVER with one that was JUST released.

Call it hyperbole if you want, it's how I feel.


1 person marked this as a favorite.

Will any if these become factions in PFS?

Silver Crusade

Pathfinder Adventure Path Subscriber
captain yesterday wrote:

Not to this extent or not with so many adventure paths and NEVER with one that was JUST released.

Call it hyperbole if you want, it's how I feel.

Can I have your stuff?


1 person marked this as a favorite.
Gorbacz wrote:
captain yesterday wrote:

Not to this extent or not with so many adventure paths and NEVER with one that was JUST released.

Call it hyperbole if you want, it's how I feel.

Can I have your stuff?

Only if I can have your stuff.

No freebies, just tradesies. :-)

kicks The tires on Gorbacz's stove.

Tell you what, since your stove is most likely in better shape, I'll throw in a cow, and... we'll say six aliases. But, only cause I like you. :-)

Silver Crusade Contributor

2 people marked this as a favorite.

While I obviously don't agree, it's not an entirely unreasonable reaction. I don't know if I'd say that "shame" is justified, but I can understand concerns about spoilers or unusable content.


Kalindlara wrote:
While I obviously don't agree, it's not an entirely unreasonable reaction. I don't know if I'd say that "shame" is justified, but I can understand concerns about spoilers or unusable content.

A little strong I grant you that.

My vocabulary is more visceral before my third cup of coffee. :-)

I will try to edit it so it's not as hyperbolic and dramatic. :-)

Edit: dang it! Well I flagged it at least, I'll try again. Without the dramatics. :-)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I believe the Silver Ravens organization existed long before the Hell's Rebels AP...

But I guess this book's description of the Silver Ravens includes descriptions of events that happen during that AP?

Silver Crusade

It does does talk about the previous incarnation and talks about the AP in broad strokes, fighting Barzillai (no spoilers there) and

slightly spoilerish:
freeing Kintargo and making it an independent state
.

Dark Archive

Yeah more I think about it more I feel silver ravens were a poor choice for the book mostly due to the way pc's will run the group and what they will decide to do with it after the ap.

Dont mind it for other Ap related groups since there mostly dm/story side of things so fairly natural for them to fall into the roles post ap that are presented in this book (Really like the grey maidens and the lantern bearers.)


On the other hand, it is a useful source for GMs who go into the "Continuing the Campaign" mode after the appropriate APs are done. Some details may need to change.. such as NPCs who don't survive the AP in that GM's world... but overall, it gives some structure to how things *could* look after the AP.

Grand Lodge

1 person marked this as a favorite.

Spoiler:
I have had to politely ask my group not to read the book, since we're on part 4/5 of Curse of the Crimson Throne and they _don't know_ that Sabina is a possible ally. It sure would ruin the mounted dragon combat if when she lands they already know she's going to end up a good guy.

I really love the idea of this book but I'm bummed that such a cool campaign resource is full of spoilers. I haven't seen it yet, so maybe I'm confused; but I'm pretty certain that having a faction of 'good' Grey Maidens is spoileriffic, at least for my group.

Ah well, there are a few APs that this doesn't impact I guess. Maybe when we're done with Curse, and assuming we don't play one of these I can 'set it free.'

Grand Lodge

1 person marked this as a favorite.
Urath DM wrote:
On the other hand, it is a useful source for GMs who go into the "Continuing the Campaign" mode after the appropriate APs are done. Some details may need to change.. such as NPCs who don't survive the AP in that GM's world... but overall, it gives some structure to how things *could* look after the AP.

Totally! This aspect is great.

But in this case, does this book even _belong_ in the RPG line? Dead horse, I know but...

Just ugh.

Silver Crusade

The fact that they have a Gray Maiden section at all is rather spoilerish in and of itself if you read it regardless of what's in it if you're playing CotCT. They're one of the main antagonists. It'd be the same if they had a Runelords chapter and you were playing RotRL or SS. It's simple enough to not read that chapter.

If you don't want your players to be spoiled or you don't want to be spoiled yourself then skip that section for now, otherwise if they want to see spils even after you ask them not to it's simple enough to be spoiled by looking over the forums or reading the AP itself, not really much you can do there.


2 people marked this as a favorite.
RakeleerRR wrote:

...

I really love the idea of this book but I'm bummed that such a cool campaign resource is full of spoilers. I haven't seen it yet, so maybe I'm confused; but I'm pretty certain that having a faction of 'good' Grey Maidens is spoileriffic, at least for my group.

If you think spoilers are bad then why is your previous paragraph full of spoilers?

Silver Crusade

RakeleerRR wrote:
Urath DM wrote:
On the other hand, it is a useful source for GMs who go into the "Continuing the Campaign" mode after the appropriate APs are done. Some details may need to change.. such as NPCs who don't survive the AP in that GM's world... but overall, it gives some structure to how things *could* look after the AP.

Totally! This aspect is great.

But in this case, does this book even _belong_ in the RPG line? Dead horse, I know but...

Just ugh.

Its a hardcover filled with options and a little bit of flavor, so I don't mind, also being in the RPG line means the PDF is only gonna be $10 bucks, so that'll make a lot of people happy.


1 person marked this as a favorite.
Rysky wrote:

The fact that they have a Gray Maiden section at all is rather spoilerish in and of itself if you read it regardless of what's in it if you're playing CotCT. They're one of the main antagonists. It'd be the same if they had a Runelords chapter and you were playing RotRL or SS. It's simple enough to not read that chapter.

If you don't want your players to be spoiled or you don't want to be spoiled yourself then skip that section for now, otherwise if they want to see spils even after you ask them not to it's simple enough to be spoiled by looking over the forums or reading the AP itself, not really much you can do there.

I guess my problem is the disconnect from marketing it as a book with lots of player's options but it spoils every AP it touches (however vague they may be) making it useless for players in those campaigns.

I guess, I'm disappointed with how many organizations that don't spoil APs on Golarion why include so many that do. And that they decided to assume all APs are completed thus robbing players of whatever connection thru might've forged. And don't tell me I can just use it to make npcs betterer, because that's what the beastiaries and codex's are for.

Silver Crusade

captain yesterday wrote:
Rysky wrote:

The fact that they have a Gray Maiden section at all is rather spoilerish in and of itself if you read it regardless of what's in it if you're playing CotCT. They're one of the main antagonists. It'd be the same if they had a Runelords chapter and you were playing RotRL or SS. It's simple enough to not read that chapter.

If you don't want your players to be spoiled or you don't want to be spoiled yourself then skip that section for now, otherwise if they want to see spils even after you ask them not to it's simple enough to be spoiled by looking over the forums or reading the AP itself, not really much you can do there.

I guess my problem is the disconnect from marketing it as a book with lots of player's options but it spoils every AP it touches (however vague they may be) making it useless for players in those campaigns.

I guess, I'm disappointed with how many organizations that don't spoil APs on Golarion why include so many that do.

I wouldn't say it's useless as you could have your GM look at it and take the options to offer the players without spoilerish anything mostly.

The Grey Maiden stuff for example could even be used to offer a new/relacement character late in CotCT even. Or as F$~*ing great lead in for SS.

As for so many there's only 4 that's spoilerish out of 18. Council of Thieves, Gray Maidens, Lantern Bearers, and Silver Ravens. And they are all in their own contained sections, not all over the place so you'll accidently see it.


I give a pass on Gray Maidens if only because that AP originally came out a long time ago, and that particular organization(s) are probably one of the most iconic groups for Pathfinder. There are at least some folks who have never played the AP who know what a Gray Maiden is

Kind of agree about the Silver Ravens and Council of Thieves being maybe a bit too spoilerific.


Rysky wrote:
captain yesterday wrote:
Rysky wrote:

The fact that they have a Gray Maiden section at all is rather spoilerish in and of itself if you read it regardless of what's in it if you're playing CotCT. They're one of the main antagonists. It'd be the same if they had a Runelords chapter and you were playing RotRL or SS. It's simple enough to not read that chapter.

If you don't want your players to be spoiled or you don't want to be spoiled yourself then skip that section for now, otherwise if they want to see spils even after you ask them not to it's simple enough to be spoiled by looking over the forums or reading the AP itself, not really much you can do there.

I guess my problem is the disconnect from marketing it as a book with lots of player's options but it spoils every AP it touches (however vague they may be) making it useless for players in those campaigns.

I guess, I'm disappointed with how many organizations that don't spoil APs on Golarion why include so many that do.

I wouldn't say it's useless as you could have your GM look at it and take the options to offer the players without spoilerish anything mostly.

The Grey Maiden stuff for example could even be used to offer a new/relacement character late in CotCT even. Or as F+&$ing great lead in for SS.

As for so many there's only 4 that's spoilerish out of 18. Council of Thieves, Gray Maidens, Lantern Bearers, and Silver Ravens. And they are all in their own contained sections, not all over the place so you'll accidently see it.

Not what they marketed as.

My players get too attached to replace characters in later stages (and that's what Raise Dead or Reincarnation are for).

I am the GM.

I cannot put individual chapters under lock and key. :-)

That's as far as I care to go with this discussion. I just wanted to get my opinion on the matter out there. :-)

Silver Crusade

MMCJawa wrote:

I give a pass on Gray Maidens if only because that AP originally came out a long time ago, and that particular organization(s) are probably one of the most iconic groups for Pathfinder. There are at least some folks who have never played the AP who know what a Gray Maiden is

Kind of agree about the Silver Ravens and Council of Thieves being maybe a bit too spoilerific.

While the Silver Ravens are relatively recent, Council of Thieves came out 9 years ago.

Silver Crusade

captain yesterday wrote:
Rysky wrote:
captain yesterday wrote:
Rysky wrote:

The fact that they have a Gray Maiden section at all is rather spoilerish in and of itself if you read it regardless of what's in it if you're playing CotCT. They're one of the main antagonists. It'd be the same if they had a Runelords chapter and you were playing RotRL or SS. It's simple enough to not read that chapter.

If you don't want your players to be spoiled or you don't want to be spoiled yourself then skip that section for now, otherwise if they want to see spils even after you ask them not to it's simple enough to be spoiled by looking over the forums or reading the AP itself, not really much you can do there.

I guess my problem is the disconnect from marketing it as a book with lots of player's options but it spoils every AP it touches (however vague they may be) making it useless for players in those campaigns.

I guess, I'm disappointed with how many organizations that don't spoil APs on Golarion why include so many that do.

I wouldn't say it's useless as you could have your GM look at it and take the options to offer the players without spoilerish anything mostly.

The Grey Maiden stuff for example could even be used to offer a new/relacement character late in CotCT even. Or as F+&$ing great lead in for SS.

As for so many there's only 4 that's spoilerish out of 18. Council of Thieves, Gray Maidens, Lantern Bearers, and Silver Ravens. And they are all in their own contained sections, not all over the place so you'll accidently see it.

Not what they marketed as.

My players get too attached to replace characters in later stages (and that's what Raise Dead or Reincarnation are for).

I am the GM.

I cannot put individual chapters under lock and key. :-)

That's as far as I care to go with this discussion. I just wanted to get my opinion on the matter out there. :-)

Um, they marketed it as an Organization book? I'm missing something I guess.

That's awesome to hear, but not all players or like that or you might get new players.

And yes as a GM you can put stuff under lock and key (moreso if you're the one in possession of the book), but if you think your players are going to read and get spoiled they'll do that anyway, regardless of whether they have the book or not. They can come to those very forums and search and find the synopsis very quick.

No hard feelings, sorry you aren't liking the book though. *hugs*


Does the Cyphermage section do anything to help define "runemagic" any more than we have already seen, either specifically or through inference ?


Rysky wrote:
Um, they marketed it as an Organization book? I'm missing something I guess.

The issue doesn't sound like it's because it's an Organisation book, but because it's an Organisation book that seems like it can only be used outside of the material that interacts with those organisations.

Silver Crusade

Milo v3 wrote:
Rysky wrote:
Um, they marketed it as an Organization book? I'm missing something I guess.
The issue doesn't sound like it's because it's an Organisation book, but because it's an Organisation book that seems like it can only be used outside of the material that interacts with those organisations.

Oh, eh, while the Grey Maiden one would take some work (haven't read the Council of Thieves one enough to offer an opinion at this time) to put them into CotCT for players (NPC Gray Maidens would work just fine), they would work great in SS.

The other two could be used directly in the AP they are introduced with little to no problems I believe.


What does the Hunter class get?


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Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Eigengrau wrote:
What does the Hunter class get?

"I didn't get nothin'. I had to pay fifty dollars and pick up the garbage." -- Arlo Guthrie

Contributor

Ed Reppert wrote:
Eigengrau wrote:
What does the Hunter class get?
"I didn't get nothin'. I had to pay fifty dollars and pick up the garbage." -- Arlo Guthrie

I've listened to that song enough times that I basically can't play it if other folks are around. It's cool to be immune to the nauseated effect if you yourself create it!

Of course listening to it now after a number of years, there's definitely some vocabulary that's uh... a sign of the times.


Ed Reppert wrote:
Eigengrau wrote:
What does the Hunter class get?
"I didn't get nothin'. I had to pay fifty dollars and pick up the garbage." -- Arlo Guthrie

Remember that all druid and ranger spells 6th level or lower are also hunter spells. So they did at least get some new spells...about a dozen or so, I'd guesstimate.


Eigengrau wrote:
What does the Hunter class get?

Off the top of my head, it got an archetype that included the nice feature of allowing you to have a large-size bear as one of the options.


Any material for kineticists ?


Jonas Seaborn wrote:
Any material for kineticists ?

"Kinetic" doesn't show up anywhere in the document.


QuidEst wrote:
Jonas Seaborn wrote:
Any material for kineticists ?
"Kinetic" doesn't show up anywhere in the document.

thank you for quick response


What does the the Silver Ravens intro image show? Them killing Citizen's Group thugs in the streets or devils in the opera house?


what does the Rostland Bravo swashbuckler get?


Sir_Andrew wrote:
what does the Rostland Bravo swashbuckler get?

Not much. You drop the ability to use bucklers for dueling sword proficiency and gain a couple feats that you need to spend panache to us. At 11th you get a flurry like ability, and a few levels later you get...the Thug Rogue's level one ability.

Silver Crusade

1 person marked this as a favorite.
technarken wrote:
Sir_Andrew wrote:
what does the Rostland Bravo swashbuckler get?
Not much. You drop the ability to use bucklers for dueling sword proficiency and gain a couple feats that you need to spend panache to us. At 11th you get a flurry like ability, and a few levels later you get...the Thug Rogue's level one ability.

The Thug ability is just an enhancer on Intimidate, the Bravo gets to do it as part of their full attack, BIG difference.

Also, Feinting as a swift action, which I view as better for the Bravo than the standard Superior Feint since it takes a Standard Action to do so.


1 person marked this as a favorite.
Rysky wrote:
technarken wrote:
Sir_Andrew wrote:
what does the Rostland Bravo swashbuckler get?
Not much. You drop the ability to use bucklers for dueling sword proficiency and gain a couple feats that you need to spend panache to us. At 11th you get a flurry like ability, and a few levels later you get...the Thug Rogue's level one ability.

The Thug ability is just an enhancer on Intimidate, the Bravo gets to do it as part of their full attack, BIG difference.

Also, Feinting as a swift action, which I view as better for the Bravo than the standard Superior Feint since it takes a Standard Action to do so.

I can build a level 1 Thug that can do what a 15th level Rostland Bravo can do. It's not that I'm knocking the ability itself. It's a good ability, just not super good when your buddies are doing things like punching people across rooms, creating natural disasters, shuffling their allies around the field, temporarily raising the dead by the power of rock, and more. You, on the other hand, gain the ability to do something really cool...too late for it to be all that impressive, especially considering, as I said, a 1st level rogue with enforcer can do what you do, without having to full attack to do it. It'd be really awesome if it swapped out for something earlier. As is it's meh.

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