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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Reprints and lore

3/5

Like everyone else, I was kinda expecting more from this and got a mainline title that's golarion specific with a lack of new content. What new content there is happens to be nice, but not really worth the price of admission unless you're big into golarion lore.


A Great Resource for Golarion, But EXTREMELY Spoilery

3/5

This book is a bit of an unusual choice for a main series book; it's too long to be a Campaign Setting supplement, but it's also decidedly rooted in Golarion. This isn't a bad thing in my opinion: the Pathfinder setting is one of Paizo's strengths, and this book adds a lot of depth and nuance to the world. Unfortunately, that's also part of the problem.

So first, the pros; The Adventurer's Guide is full of player options, including what might be the largest collection of prestige classes released so far in Pathfinder. Some options are reprinted, but others are entirely new (and open up very interesting RP opportunities). This book is all about tying your character into the setting, or building flavorful NPCs, so on that front it excels. If you don't care much for Golarion, however, it comes across as a bit weaker.

Many of the options are extremely flavorful and unusual, and reference previous adventure paths quite heavily. The Gray Maidens, Council of Thieves, Lantern Bearers, and Silver Ravens all make an appearance here.

Unfortunately, this is also kind of a weakness, as the book assumes you're working in a post-Adventure Path setting. It's great to know what happens to the Grey Maidens after Curse of the Crimson Throne, and the new options given within can lead to the creation of more powerful NPCs, but if you're a player in my campaign I'd be reluctant to give this book to you because it gives away so much. The same thing applies to Second Darkness (which casually drops one of the biggest plot twists of the story in the Lantern Bearer's description), the Council of Thieves (which spoils the AP's ending in a Medium spirit description) and the Silver Ravens (which sucks because I would want to play an Argent Voice in a Hell's Rebels campaign).

I'm looking forward to the spoiler-free version of this, but as it stands this isn't a book I can share with my players directly, and that makes me kind of sad.


2/5

This book has a few issues which will hopefully be rare in future products. Feels weird to write such a negative preview, but it seems necessary.

The first issue comes before page 1: The title. Adventurer's Guide - so it's a bigger version of the Strategy Guide? Nope. It's effectively Ultimate Factions of Golarion, but I guess they picked 'Strategy Guide' because it attracts more people. I hope not too many just read the title - because there is only little advice on how to play in this book.

The introduction points to campaign setting books (despite the reprints), is not open about the reprints, assumes that some APs are already over and offers a system about joining multiple affiliations which totally favors PCs with Cha 12+ (while stressing 'the GM is the final arbiter' again and again). Not a good start.

The table of contents lists 18 factions - wow. That's close to the format of Monster Codex and Villain Codex, which are both great books. Similar to those books, the structure of each chapter is pretty much the same: Roughly one page of introduction into the faction (too short to be really evocative), a few adventure hooks (nice), three usually interesting NPCs, many pages for prestige classes and archetypes, some other character options. Hmm. Many books have flavorful short chapter begins from the perspective of a NPC, this is really missing here.

Reprints were addressed a lot in the discussion, I will add some numbers (hopefully counted correctly, but the magnitude should fit):

Feats: 67 total, 30 new => reprint ratio ~55%
Archetypes: 38 total, 29 new => ~24%
Prestige classes: 25 total, 9 new => 64%

I didn't pay attention to updated content - because of the additional analysis effort that would have caused and because an update is not necessarily well-received by players. Overall, there are quite some reprints - up to you whether you find it ok. Personally I dislike the announcement "A wealth of new player options" at the back of the book.

The individual chapters differ significantly when it comes to creativity, execution and reprint ratio. My preferred playstyle made me very interested in the Aldori section - this one had quite some interesting material, but it doesn't mesh well together. Aldori Artistry is an alternative, feat-saving path to +2 on combat maneuvers, without Combat Expertise (respective Power Attack) - which is nice on its own. But the Aldori Swordlord, Aldori Style and Garen's Discipline still profit slightly from Combat Expertise. The Aldori Defender and Aldori Dueling Mastery both offer a shield bonus to AC - which doesn't stack.

I found some redemption for this book where I expected it least: At the Gray Maidens. In the AP they were not my cup of tea, but the chapter comes up with a decent continuation of their story, a well-executed mountless cavalier archetype (with the bonuses of 2 order, nice) and some love for working together in combat.

Some people criticize this book only has 192 pages. Personally, I think shorter would have been better - cut away the worst third and you get a solid book.


Short, mediocre, and repetitive

2/5

This might worth it at pdf prices for some people, but its easily missed by most.

It doesn't provide much content for a hardcover price, has many reprints (often with changes that make them less effective) to options already available online for free, and the new stuff that is here mostly doesn't impress. I expect a high proportion of dud or "so what" feats and magic items in a RPG line book, but they seem higher than usual here. There's almost nothing here that got me excited.

I am mildly in favor of casting these new options in a Golarion context. I just wish they were better options and more of them.


5/5

This is a solid product that I would recommend to most people who play in Golarion to pick up. I'd also recommend that people who don't play in Golarion but want rules materials for joining organizations and unlocking unique rules content to look into.

The Good: The organizations feel distinct. There's a good amount of information so that way players can understand exactly how those characters function. The crunch is solid, the supporting text is excellent, and I find it a great inclusion to my gaming tools. In particular, I like how there's members of each organization presented at the beginning of each chapter. I also really like how the book differentiates between rules available at different levels of affiliation; it lets me have an idea of "this is a unique fighting style to this org" versus "they just specialize in it, but other people use that fighting style as well".

The Okay: There is a good amount of reprints, but it's all reprints that make sense. I'm happy that First Aid Gloves made it to the hardcover line. A few things did get edits during reprinting; most of those edits made a lot of sense! I'd estimate that the amount of reprints in this book is less than 1/3rd of the total word count.

The Ugly: The AP spoilers are really, really rough. The Lantern Bearers' chapter in particular gives my pause. I'm currently running Second Darkness and I essentially can't point my players to that chapter. This is particularly rough given that players would have a good reason to be a lantern bearer in that AP.


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Dark Archive

5 people marked this as a favorite.
Milo v3 wrote:
Erik Mona wrote:

That's nonsense. There will be a ton of that.

Not saying it'll make you want the book any more or less, but not every item or ability or whatever in this book is going to have a proper noun in it.

So not every spell, magic item, or feat will be themed to the specific organizations in this book?

Even if they were, that doesn't make them useless. Feats, spells, magic items designed for Red Mantis Assassins, for instance, will often work just fine for other assassin groups, and if the assassin groups are religious (servants of the Al-Qadim holy slayer group, 'The Storm Which Destroys' for instance), or bug-themed (assassins in the realms who revere Lolth), then even any religious or mantis-themed elements remain totally appropriate. And if the assassin group reveres Birds of Tyaa instead, because you are playing in Nehwon, the changes are super-minor. The red bug mask becomes a black raven mask, and your exotic 'sawtooth sabres' are actually three-bladed curved sickles that you call 'talon blades' (but have the exact same stats). Rock on.

Nothing that's been printed about Magaambya Initiates or Arcanists PrCs or Archetypes is not just as usable if the setting you are playing in doesn't have a Magaambya, or a Mwangi ethnicity. Associate it with elves, who are both strongly tied to both arcane magic and nature, in many settings, and it's flavor is pretty much on-theme.

Golarion's a smorgasboard. Nobody uses *everything,* if only because there aren't enough game-hours in a life to run every class and every race and take every feat and cast every spell and visit every country and join every organization and fight every monster in the bestiaries. Pick what you want on your plate. Season stuff that isn't 100% flavored the way you want it. Nobody from Paizo is going to come to your house and set fire to your books if you want to base your game around the (disavowed) Darklight Sisterhood, or don't want to use the (new hotness) Vigilante class, or think that flumphs are silly (well, I'd lock my door in that case...).


1 person marked this as a favorite.
Erik Mona wrote:

If you have an organization called "The Shadow Thieves," they might include among their standard equipment "shade-silver swords." That weapon is "themed to a specific organization" in the book, but would not be overly encumbered with intellectual property so as to preclude its inclusion in the PRD.

Ah I think I understand the miscommunication. I wasn't meaning to suggest there wouldn't be any content from this book on the PRD (the PRD already mentions things like deities and the boneyard), just that all the content (at least mentioned so far) will be setting tied.

Paizo Employee Publisher, Chief Creative Officer

2 people marked this as a favorite.

Yeah, I think we're sort of fixating on something that's a matter of degrees. A ton of this content, even most of it, will be totally usable whether you use the specific organizations associated with that content or not. I think you'll need to see the final book to judge for yourself just how useful it will be, but we're aiming at creating a fun book filled with cool character and equipment options, so we aim to please. :)


1 person marked this as a favorite.

Occult Adventures is awesome but I was also disappointed with Ultimate Intrigue and Horror Adventurers.

Paizo Employee Publisher, Chief Creative Officer

1 person marked this as a favorite.

Sorry to hear that. I'd love a bit more info on what made you feel that way. We're always trying to do better.

Dark Archive

While I like the basic idea of the book the mention of no Golarion specific hardback as well as the hiatus of the module lines and RPG superstar makes me worry that Paizo are spreading themselves to thin with Starfinder.


Will this include or expand on the faction rules from the faction guide?


2 people marked this as a favorite.

I don't know if there's a better place to discuss the philosophy, but I am firmly in the "I approve of this experiment" camp.

One of Paizo's best features, in my view, is the willingness to keep trying new things but to do so thoughtfully and intentionally, rather than just scattering random themes/thought-bubbles around and seeing what does well.

Liberty's Edge

Kevin Mack wrote:
While I like the basic idea of the book the mention of no Golarion specific hardback as well as the hiatus of the module lines and RPG superstar makes me worry that Paizo are spreading themselves to thin with Starfinder.

Lisa Stevens specifically said that she ensured that Starfinder would not impact the Pathfinder schedule, so whatever affects the Pathfinder schedule is Pathfinder itself and not Starfinder.


I think they've stated that although that was the goal, it didn't quite pan out like that and that there are some flow-on effects which are messing with the schedule. I seem to remember reading that the module line is losing one instalment due (ultimately) to Starfinder, for example.

Having said that, I'm sure they are taking steps to deal with the unexpected developments (if my memory is indeed correct). So it might cause some glitches for a year or so, but things will get back on track (just with more stuff!)

Dark Archive

3 people marked this as a favorite.
Chris Lambertz wrote:
Heya! While we'd love to have been able to keep on with our annual RPG Superstar contest, this year is full of exciting (and busy) projects that mean we're unable to devote the full attention necessary to run it. The contest is being put on pause to let Owen and the Starfinder team (as well as my team) focus on the crazy fun road ahead, and when it comes back y'all will be the first to know.
James Jacobs wrote:
Nick O'Connell wrote:
How come there haven't been any announcements for any new pathfinder campaign setting books or pathfinder modules for awhile??

Modules: This line is, for better or worse, the one that always seems to take the hits when it comes to schedule shuffling and resource management. In this case, ramping up to produce Starfinder has limited our resources available to produce modules, so there's a gap happening. We haven't abandoned the line but for the moment have nothing to announce for it.

Campaign Setting: This line's still going strong; we've got regularly scheduled books in production for it but the schedule took a hit due to some beyond-our-control realities with how our printer's schedule works. As a result, the line had a ripple with things being pushed back a month, more or less. That said, there's still plenty in the works for Golarion!

So it does seem that starfinder has had at least some affect on the schedule.


1 person marked this as a favorite.
Milo v3 wrote:
Erik Mona wrote:

That's nonsense. There will be a ton of that.

Not saying it'll make you want the book any more or less, but not every item or ability or whatever in this book is going to have a proper noun in it.

So not every spell, magic item, or feat will be themed to the specific organizations in this book?

John Kretzer wrote:
I do hope they cover the Ramizian (sp?) Priesthood in this. They really don't fit the cleric of philosophy idea either. It is a pyramid scheme. They are a bunch of con artist.
Sounds a lot easier to have that Priesthood be clerics of his philosphy or clerics of loyalty or clerics of deception or something since that can be trained and gives them cleric powers, than trying to get people who have had superhero origin stories + being loyal to the cause + then training them to fake cleric powers which they could have easily gotten by just training them as clerics....

The problem is cleric of Loyalty does not work because eventually learn the truth. A cleric of deception does not work because lower level members don't know the truth.

Besides I would find a false religion example organization to be much more useful than just another religion.


John Kretzer wrote:
The problem is cleric of Loyalty does not work because eventually learn the truth.

Except they're loyal to him, thus they are meant to uphold their loyalty.

Quote:
A cleric of deception does not work because lower level members don't know the truth.

That same issue exists with them being sorcerers.

Quote:
Besides I would find a false religion example organization to be much more useful than just another religion.

It's still a false religion, they're just smart enough to cheat their way to having true divine power rather than needing to take tonnes of extra steps.


Just a side note, I wasn't disappointed with Horror Adventures. :)

We'll see how Adventure's Guide plays out.


But what about Occult Adventures and Ultimate Intrigue?


1 person marked this as a favorite.
Dragon78 wrote:
But what about Occult Adventures and Ultimate Intrigue?

I rather liked all three.


Are you asking me about those or just in general asking, Dragon?

Occult Adventures was good for haunts and occult rituals. Ultimate Intrigue...was only slightly intriguing. But overall good.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

To start, I wish to say that I will likely purchase the book and find it useful. I can also see how the book will be controversial.

I agree that it would have been much safer to label it "Inner Sea Guilds" and place it in campaign material rather than the setting neutral line. I also can see that it is harder and harder to come up with new subscription material for the Pathfinder line.

Starfinder was absolutely necessary. You can only do so much for a Fantasy RPG without rebooting the system. Granted, this is a big concern for subscribers, yet we are heading into some transition points for the company as new products for Pathfinder fantasy will become more and more niche.

I don't see any easy solutions, though I wish Paizo placed this book into the campaign setting books for the sake of the subscribers.


1 person marked this as a favorite.

I wish I had 50 billion dollars. Maybe then I'd spend a little more on Paizo stuff.


3 people marked this as a favorite.

One thing about getting Golarion content in the RPG line is that the PDF should be cheaper. I hope...

Silver Crusade

1 person marked this as a favorite.
Valantrix1 wrote:
One thing about getting Golarion content in the RPG line is that the PDF should be cheaper. I hope...

Oh, yeah!

RPG Line PDF: $9.99

Inner Sea Gods PDF: $27.99


I really wish they would change the title of this book because Adventure's Guide has a completely different meaning to me then what this product is about.


It's tied to specific organizations, that is enough for me to know I will not be interested.

Silver Crusade

3 people marked this as a favorite.
Dragon78 wrote:

I really wish they would change the title of this book because Adventure's Guide has a completely different meaning to me then what this product is about.

Adventurer's Guide :3


Honestly, it's easy enough for a good GM to simply file off the names and use it for your own setting. Should be a lot of good inspiration here for me to read.


1 person marked this as a favorite.

Not too hung up on it being tied to Golarion, but rather on the fact that, at 192 pages, it cannot possibly contain enough material to justify a purchase from me.

Why? Because I only use the core classes and most of the base classes in my (non-Golarion) campaigns. And, at 39(?) classes, if they're going to cover all, most or a reasonable majority of them with archetypes, feats and options, and still manage to cram in organization flavor, archetypes and fluff text, it's going to amount to very little usable material for me in the end.

As an aside, I really wish Paizo would have kept things more separate, and publish additional material for hybrid, alternate and occult classes in their own splatbooks. With the current glut of classes, it feels like any option book that comes out will err on the shorter end of the stick, simply because there just isn't enough page count to cover options for a satisfying number of classes in satisfying fashion.

Silver Crusade

There's going to be archetypes for all of the organizations, but I haven't read anything saying there's going to be archetypes for all the classes.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber

I don't expect an archetype for every class for every organization. Rather, I expect a small handful of archetypes (3 or so) for every organization covering the classes that thematically best fit into that organization. I then also expect a handful of generic spells, feats, items, traits, etc. that tie into the organization's flavor but are general enough to be grabbed by a large swath of classes. I don't expect a lot of fluff here, it's been stated numerous times that the book is focused on player options, so I'd guess maybe 2 pages of fluff per organization -- that should be enough room to cover a high level overview for what is in the product description while leaving most of the page count for crunch.


Pathfinder Starfinder Roleplaying Game Subscriber

Hmm, I'll admit the title doesn't evoke the contents to me...Adventurer's Guide sounds more like something that would offer suggestions as to gear, spells, and other things that would cover what the game expects you to be able to deal with at various levels, as well as offering new pieces of gear (both magical and mundane), spells, and archetypes that would allow additional methods to deal with various obstacles, conditions, monster special abilities, etc.

That aside, could be interesting, can always file off the serial numbers and reflavor for organizations in your own game, such as reflavoring the Red Mantis Assassins as a spider-themed group of assassins or somesuch.

I personally quite liked Horror Adventures, Occult Adventures, and Ultimate Intrigue.

We shall have to see how this one turns out.

Edit: I do hope that there isn't too much reprinting, and that which is reprinted gets scanned for potential improvements and/or compatibility with newer classes, providing updates instead of just reprinting.

Prestige classes don't excite me much, got pretty burned out on them back in 3.5, but there should be other stuff that will interest me.


+1 that the title is really unfitting, but I am interested in the product at RPG line PDF prices.


4 people marked this as a favorite.

Tammy doesn't even have to sacrifice anyone to get excited for this.


Will Thrune Agents be one of the factions here?

Liberty's Edge

Will this have reprinted materials?


1 person marked this as a favorite.

@Rysky: One can hope.
@Skizzerz: That'd be even worse, what with a few uneven crumbs for a lot of classes, and would risk satisfying nobody while trying to please everybody. But I'll withhold my judgment until we get some previews.

And not to pile on too much, but yes, there is great cognitive dissonance between the book's title and what appears to be its contents. Even more so than the Advanced Class Guide (which should have been called Advanced Classes Guide).


Odraude wrote:
Honestly, it's easy enough for a good GM to simply file off the names and use it for your own setting. Should be a lot of good inspiration here for me to read.

To be fair probably some people who are not happy are not GMs. There GMs out there who won't or can't do that for whatever reason. For those players and GMs who rank below good this book is not useful.


I should add I love the idea of this book and while I understand why some people don't like it I think paizo should come out with this book.

I agree however the title is misleading and it should have a title like Adventure's Guild or Ultimate Guild, or Advanced Organization Guide, or Organization Adventures....or

If this heralds a new series Adventure's Guide: Organizations.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

So this is awesome :O I don't know much to say besides that me likey

Dark Archive

Awesome book, very misleading title.

Is it still possible to change the title?


1 person marked this as a favorite.
Marco Massoudi wrote:
Awesome book, very misleading title.

I don't really see the issue with the title. The book is probably broad in scope so summing it up in two words is necessarily going to miss out on nuance. It seems to me people are focussing on the bit in the product blurb that says it details 18 organisations. It also says:

"...these groups offer specialized training, powerful magical items, specialized magic, access to unusual gear or mounts, and more!"

So it seems to me it will also offer as a guide to adventurers in that it provides info on gadgets, training and other such tools to boost an adventurer's effectiveness.

I would maintain that no matter what title is chosen for a rulebook, there's going to be some elements included which aren't captured (and probably some elements you expect which aren't in there). We're not really in a position to judge the appropriateness of this one until we see what's in it.


I'm on the fence about this one, as I don't play in the Golarion setting. But the feats and other goodies make it sound good.


1 person marked this as a favorite.

man i hope a slayer archétype for red mantis assassin. The slayer and the arcanist is my favorite classes from hybride classes.


2 people marked this as a favorite.

I like it. I want it. I like the idea of the experiment and hope that it yields more along this line.


Steve Geddes wrote:

It seems to me people are focussing on the bit in the product blurb that says it details 18 organisations. It also says:

"...these groups offer specialized training, powerful magical items, specialized magic, access to unusual gear or mounts, and more!"

So it seems to me it will also offer as a guide to adventurers in that it provides info on gadgets, training and other such tools to boost an adventurer's effectiveness.

That doesn't really say much, considering all that stems from the "these groups" bit. Paizo could be making a book about Golarion's monsters, say it also included "specialized training, powerful magical items, specialized magic, access to unusual gear or mounts" related to said monsters, and call it "Ultimate Adventurer". Because adventurers tend to fight monsters. And it'd still be a book about monsters, with a misleading title.


3 people marked this as a favorite.
Luke Styer wrote:
Hey, if Advanced Class Guide can be an Adventure Path book, then this Golarion-focused book can be an RPG line book.

I'm still waiting for the other 50 classes from books 2-6.


What "other 50 classes from books 2-6"?


It's a joke, because ACG originally said "Adventure Path" the joke is there should be another five books about it coming out.


OK, that makes more sense now.


A lot of picking nits over the name and the contents of this book. I'm already sold. It cannot get here soon enough.

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