This comprehensive 640-page guide to the Pathfinder roleplaying game provides everything you need to set out into a world of limitless fantasy adventure! Choose from ancestries like elf, human, and goblin and classes like alchemist, fighter, and sorcerer to create a hero of your own design, destined to become a legend! The new Pathfinder rules are easier to learn and faster to play, and they offer deeper customization than ever before!
This indispensable volume contains the core rules for players and Game Masters, and is your first step on a heroic new journey!
The Pathfinder Core Rulebook includes:
More than 600 pages of game rules, advice, character options, treasure, and more for players and Game Masters!
Six heroic player character ancestries, including elf, dwarf, gnome, goblin, halfling, and human, with variant heritages for half-elf and half-orc!
More than 30 backgrounds like bartender, soldier, or apprentice to further immerse yourself in your hero's backstory!
Twelve character classes, including the alchemist, barbarian, bard, champion, cleric, druid, fighter, monk, ranger, rogue, sorcerer, and wizard!
Hundreds and hundreds of spells, class feats, and other exciting abilities to help you customize your character to become the hero YOU envision her to be!
Streamlined and revised rules to help ease new players into the game while providing the depth of character options and tactical interest that have defined Pathfinder from the beginning!
Written by: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter
ISBN: 978-1-64078-168-9
Available Formats
The Pathfinder Core Rulebook is also available as:
Pathfinder 2 is a fun and faithful evolution to Pathfinder 1. It still has the same feel and familiarity. While I like both systems, I’ve played Pathfinder 2 for the past 5 years and it’s my preferred system.
The best parts of Pathfinder 2 are three action rounds, the condensed skill list, and how easy it is to make and modify characters, while still allowing for many different character builds and options. It’s also easier to make an effective character, and more difficult to make a character that's better than everyone else's. Multi-classing is brilliant and balanced.
Monsters in PF2 are improved and have unique abilities. It helps to make fights different from each other and interesting. The math around PF2 also makes it very easy to build encounters of various difficulties, which is great for homebrew GMs.
Most players will appreciate how easy it is to make a character that has meaningful choices at every level. PF2 should be popular with D&D 5E players that want less generic characters. However, some players in Pathfinder 1 liked to spend hours on their character, looking through splatbooks, looking for ways to make the ultimate character. For these players, they might not like the simplicity of PF2.
PF2 also cleaned up a lot of rules, which makes it easier to play. High level play also scales really well, with fast play, and isn't a burden on the GM, which is a real accomplishment.
It's not all good however. I didn’t like that PF2 nerfed the classes that were too strong in PF1 (alchemist, monk archetypes, spellcasters, gunslingers) and made weak classes in PF1 too strong (rogues, barbarians, fighters). Spellcasters are further nerfed in the sense that they no longer have a niche. Most magical problems in PF2 can be solved with skills that any character can easily attain. The only nerf that was good was that ranged martials are no longer overpowered.
The real failing in PF2 is that there’s too much variation in the damage output between martials and spellcasters. Spellcasters, even with cantrips, do 50% or less damage compared to martials, and it gets worse at higher levels. Spellcasters claim to fame is basically fireball. I could write an essay, but the main problem is the game nerfed the utility of most spellcasters, spellcasters don’t have the same attack modifiers as martials (less hits/crits), and spells do less damage yet take 2 actions. Except for cantrips, spells no longer improve as you level up, so the only spells that are viable are your highest spell level, which is only 3 spells, which is NOT good enough for a typical adventure day.
At one time, spellcasters were "glass cannons" (less AC, HP, saves, perception) but now they do less damage, so they are just glass. At high level tables, if I see we have more than 2 spellcasters, I know we’re in trouble. Those casters are almost always clerics, because clerics get free heals at their highest level, effectively doubling their spell pool.
The Core rulebook, while big and unwieldy, is one of the best purchases in the RPG market. The book itself is presented and explained very well, and is a joy to read.
Pathfinder 2 is my favorite game and I love it, but I really think spellcasters need some love in the future.
If I buy a core rulebook now, are the errata also fixed in print?
Not yet, nope. They are set to issue a second round of errata pretty soon, if I remember right. And I'm not sure where they're at in terms of needing a second printing either. Word during PaizoCon seemed to suggest it might be a year or two before we see an updated CRB.
Paizo has abandoned the policy of issuing errata only with new printings. So, don't let that hold you back or you might be in for a loooong wait.
They have? I know that the first errata didn't follow that trend, but I saw that as an emergency patch for more major issues. Than a new trend.
During the discussion on the second errata at PaizoConOnline, the bottom line from devs was "at some point in the future, not connected to a second printing".
2nd edition looks pretty neat. I like short description of class features at the beginning and all necessary information for their progression for each level.
I wish 2nd edition had more detailed table of contents as was in 1st edition. This could probably facilitate the search for specific items.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Meltinggrain wrote:
2nd edition looks pretty neat. I like short description of class features at the beginning and all necessary information for their progression for each level.
I wish 2nd edition had more detailed table of contents as was in 1st edition. This could probably facilitate the search for specific items.
The CRB can be pretty hard to navigate, I think in part because of this Table of Contents issue. The APG has a good Table, thank goodness given all the archetypes, but it seems unlikely that's something that will ever be updated in a CRB printing.
The CRB can be pretty hard to navigate, I think in part because of this Table of Contents issue. The APG has a good Table, thank goodness given all the archetypes, but it seems unlikely that's something that will ever be updated in a CRB printing.
I can't speak to the APG, but I think the core rule book being hard to navigate is also attributable to unusual organization.
For example, if asked where the rules for forcing a door would be in an RPG rulebook, I doubt many people would answer "in the skills chapter." Yet there they are.
Once you understand just how codified everything is in 2E, things like this start to make sense...but they are by no means intuitive.
That's only because you're bringing 20 years of being used to 3.5/PF1 organisation with you. For people who don't have that, it's much easier.
That's a factor, sure. But I don't think it's just 3.5/PF1; it seems unusual for RPGs as a whole. Putting the rules covering a character's basic interactions with the environment -- interactions which explicitly do not require a skill -- in a "skills" chapter just doesn't seem intuitive to me.
Putting the rules covering a character's basic interactions with the environment -- interactions which explicitly do not require a skill -- in a "skills" chapter just doesn't seem intuitive to me.
AND
It does in Pathfinder 2E...which is unusual (and kinda my point).
Opening an unlocked door doesn't require a skill check, so there are no rules printed about whether or not you can succeed at that.
Forcing a door has always* required a check of some sort*. If it requires a check, then the rules need to state how to calculate success/failure on that check.
*You used to have Ability checks to force open doors
Putting the rules covering a character's basic interactions with the environment -- interactions which explicitly do not require a skill -- in a "skills" chapter just doesn't seem intuitive to me.
AND
It does in Pathfinder 2E...which is unusual (and kinda my point).
Opening an unlocked door doesn't require a skill check, so there are no rules printed about whether or not you can succeed at that.
Forcing a door has always* required a check of some sort*. If it requires a check, then the rules need to state how to calculate success/failure on that check.
*You used to have Ability checks to force open doors
I wrote that the organization of the rule book is atypical compared to most RPGs -- which it empirically is -- not that it is bad, or that it doesn't make sense.
Nice to see things around here haven't changed. :P
Putting the rules covering a character's basic interactions with the environment -- interactions which explicitly do not require a skill -- in a "skills" chapter just doesn't seem intuitive to me.
You posted a complaint based on a falsehood, and thus this conversation.
Putting the rules covering a character's basic interactions with the environment -- interactions which explicitly do not require a skill -- in a "skills" chapter just doesn't seem intuitive to me.
You posted a complaint based on a falsehood, and thus this conversation.
Let's see if I can clear up the fact/opinion thing for you:
The organization of the Pathfinder 2E rulebook is atypical (that is, different from the majority of RPG books). (This part is a matter of fact.)
ergo
I believe it is difficult -- especially for people unfamiliar with the book -- to find things. (This part is a matter of opinion).
So while are free to disagree with the opinion part, it can't be a "falsehood." Opinions are by definition subjective.
Seriously? Skill is a specific thing in Pathfinder.
It doesn’t matter if everyone can do it, if it requires that skill use to be used it makes sense to go in that skill section. An Untrained Athletics check is still an Athletics check.
I'm pretty sure the upcoming Beginner Box will be even more beginner-friendly, not to mention will be free from PF1 BB's biggest issue of being a modified rulest causing you to re-learn things if you want to go "full PF1".
I'm pretty sure the upcoming Beginner Box will be even more beginner-friendly, not to mention will be free from PF1 BB's biggest issue of being a modified rulest causing you to re-learn things if you want to go "full PF1".
Is it odd that, as someone who has been playing D&D for pushing 38 years, I'm extremely excited for that product?
I'm pretty sure the upcoming Beginner Box will be even more beginner-friendly, not to mention will be free from PF1 BB's biggest issue of being a modified rulest causing you to re-learn things if you want to go "full PF1".
Is it odd that, as someone who has been playing D&D for pushing 38 years, I'm extremely excited for that product?
The only thing odd is that you really should play more non-D&D games, especially newer ones - more perspective is always better for a fresh look at your favourite game, not to mention seeing layouts and book organisation that's totally different from default D&D one :P
As for anticipating PF2BB, that's totally on the spot, I can't wait myself.
The only thing odd is that you really should play more non-D&D games, especially newer ones - more perspective is always better for a fresh look at your favourite game, not to mention seeing layouts and book organisation that's totally different from default D&D one :P
As for anticipating PF2BB, that's totally on the spot, I can't wait myself.
I've actually been playing a good bit of Monte Cook's Cypher system of late. Which, as odd as it may seem coming as it does from Monte Cook, is pretty rules light and lends itself well to improvisational play. Overall I think it is more to my liking than Pathfinder 2E, but PFS just makes it so much easier to find a casual game that it keeps pulling me back. 2E is also good a scratching that occasional tactical itch.
Try Dungeon World or Ryuutama for a something that's very different but very similiar to D&D.
Thanks for the tips. I have Dungeon World (and tried to run it once, but as a long-time D&Der I had a bit of a hard time wrapping my head around it). I hadn't heard of Ryuutama, but I will definitely check it out. :)
As for anticipating PF2BB, that's totally on the spot, I can't wait myself.
Aside from making the core rule book a little easier to digest, I'm hoping that it will serve as a solid foundation for a stand-alone game when I prefer to keep things simple. I also really want the quick reference cards, and I love me some pawns. What's not to like?