Whether you are a new Game Master or experienced storyteller, you can always find new ways to hone your craft. This 256-page Pathfinder Second Edition rulebook contains a wealth of new information, tools, and rules systems to add to your game. Inside you will find handy advice for building your own adventures, designing towns, and creating vibrant characters alongside rules systems for dramatic chases, thrilling tournaments, and deadly duels. This book also includes more 40 pages of sample nonplayer characters, from the simple town guard to the vile cultist, presented to make your job as GM that much easier!
The Pathfinder Gamemastery Guide includes:
Rules, advice, and guidelines to build adventures, campaigns, and the denizens and treasures that lurk within, from settlements to nations to infinite planes!
Creative variant rules to customize the rules to make the game your own, including variant bonus, feat, and magic item progressions, characters gaining the power of multiple classes at once, and more!
All sorts of new and variant magic items including intelligent items, cursed items, artifacts, quirks you can add to items, and a brand new type of item called a relic that scales with your character!
A catalog of subsystems to handle unique situations, from thrilling chases to researching mysteries to vehicle combat to elaborate duels to sandbox-style "hexploration" and more! Plus, a universal victory point system to help you design your own subsystems!
More than 60 new NPCs to use in your game, designed for maximum usefulness to all Pathfinder campaigns!
ISBN: 978-1-64078-198-6
Available Formats
The Pathfinder Gamemastery Guide is also available as:
The quality of this book is very extreme: either it's superb or outright terrible. Personally, everything was well designed except for:
* Hexploration: very confusingly written, so few activities that everyone has to homebrew the other 50%
* Leadership: plain boring and even detrimental if you use lieutenants as cohorts
* Skill Points & Ability Score Variants: there's no benefit of using these except to shut up 1e diehards. Incredibly complicated mechanisms that play out almost exactly the same.
In short, a great book for some GMs and of limited value to others. The distinction rests primarily on how closely you follow prewritten adventures or if you generate all your own content. The further towards the home campaign you get, the more value this book has for you.
The specific encounter types like chases and infiltration are terrific. Solid subsystems and I've made good use adding one or two of these into adventure paths and scenarios I've run. They make definite sense and once players understand them, ratchet up the narrativist play in complex encounters instead of being all about single rolls. One of the biggest problems I've seen in other games is watching group subterfuge always fall apart because one player rolls bad once. This softens that out, adds concepts for how a not-sneaky player can add to a stealth mission, and so on. Really happy about this.
The alternate rules are quite nice and some are highly creative. I haven't gotten to use any at a table yet, but I will when the timing is right (for instance, I'm strongly considering running Agents of Edgewatch with automatic bonus progression to avoid some of the loot troubles that AP appears to have). Dual classing is incredibly popular, I have seen around here and elsewhere, though I haven't had a scenario where it was a particularly good fit.
Other additions are nice. Monster creation rules, NPC codex, and basic GM advice are never bad things, though they are a hard reason to strongly recommend this book.
Not a buy for players, probably shouldn't be one of the first books a new GM buys either. But established GMs, especially ones building campaigns and encounters on the regular, can definitely get some mileage from this book. Overall, not essential but probably beneficial.
When I first saw the pre-publication description I was skeptical about this book. Chase sub-systems? NPC gallery for not so interesting NPCs? Bah. I know how to run a chase.
First read improved my view but I was still pretty lukewarm. However, upon reflection, and a few sessions where I found myself referencing hazards, influence and chase, even some of the NPCs, my opinion of this book has grown to where I find it quite useful.
Things I've used and quite enjoy:
- The formal influence and chase rules are well considered. I've prepared several influence sessions (yet to run but look forward to it) and ran a fun underground chase, with the party pursued by a goblin warband to a dwarven city. I look forward to using the research and reputation systems too.
- NPCs: with my roll20 compendium, it's handy for pulling over many NPCs like guards, merchants, rogues, etc.
- Some of the lower level hazards, including complex ones, have made for some fun encounters and some of the higher level ones look insidious, plus the guidance on creating your own is well thought out
- Variants such as the racial paragon have proved to be a nice way to boost a small party. The multi-class variant could also be nice for the right group
- A like the relic rules and am using them already (although the players don't realize it yet)
Things I expect to use more of but haven't used yet:
- We don't tend to use a lot of vehicles but the rules should be helpful if and when we do
- The charts on saves, attacks, skills, etc. by level are very useful, not use for creating my own hazards and other encounters
- Notes on designing items and intelligent items look promising
Overall, this exceeded my initial expectations and I'm quite glad to have it in the library. Some things like the sub-systems would be useful for any game system
Just chiming in to say that the 0-Level character rules have a picture of farmboy Valeros, and it's seriously my favorite piece of art in this book.
It's hard to draw kids well, even harder to draw kid versions of adult characters. The piece in this book is really good for capturing Valeros's feel while still making him look young, rather than a tiny adult.
I would like to know if there are any new artifacts that have never shown up before. How are the relic rules, do people like them? Those sort of things.
The shot is brand new. It's no surprise that Luis Loza had ideas for some awesome new artifacts, and Eleanor Ferron's cursed items still make me smile every time, especially her conversion of Jason's bag of weasels from his Glass Cannon stream.
I got my physical books today. I'm not even 100% I ever got my shipping notification email.
Anyway, there's quite a bit of interesting stuff here, but 2e still just isn't grabbing me yet. One brief blurb with one power and no new feats for the antipaladin is disappointing. I know, I know, wait for the APG. It might have just been better to skip any info from it here, IMO.
The art obviously, but it was just a cropped shot of just the text on the table of contents that excluded all artwork, so it would just be a small portion of the trade dress (namely the font, and the placement of page number, section titles, etc) we're discussing. I'm actually not convinced it would be copyrightable, but this doesn't seem like the place to talk about it, and I removed it to keep the powers that be happy.
The completed work is copyrighted as a whole. Your own linked document does not say “the table of contents is exempted” it says that a listing of contents is exempted; meaning if you typed out a list of the the contents it would be exempt from the copyright of the original work - but a photograph of the actual TOC isn’t exempted.
You guys are right, and I'm wrong, it's a good thing that it would probably fall under Fair Use since the AMA is functionally reviewing the product, and also a good thing that I've already removed the picture.
Moving on (seriously, I'm feeling uncomfortable having my face repeatedly rubbed in this and would prefer for it to end with my admission that I was wrong about it not being protected by copyright) the book is out for subscribers, what is everyone's favorite aspect of it?
I'm personally really enjoying The Free Archetype system, I'll probably eventually implement it on a permanent basis in my games, once we have all the archetypes coming in the APG.
Another librarian here, and although I haven't seen the image you posted, it sounds to me like it'd indeed count as a perfect example of Fair Use, at least according to my country's copyright laws. I should note that Finnish laws are probably more flexible; you're even allowed to legally scan copyrighted material for your own personal use (this also includes your family and "inner circle" of friends).
For example, you could check out and scan any number of Pathfinder books at your local library (max. 3 digital copies per book) and let your friends use the PDFs when you're gaming. You're not allowed to distribute the files, but you could hand them 3 USBs that contained the books and they would return those USBs to you after each session.
Hey so I'm trying to purchase the PDF but it keeps coming up "your request produced an error" am I just too early to the party and I have to wait for the switch to flip?
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Happy for y'all.
Me, not so much. Would be happy if subscription copy shipped before release date. Would settle for being able to buy PDF on release date, because I really want to read through this book. Neither of those scenarios are panning out.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Curses!! I see the dreaded "Antipaladin" has made it into the rules. There goes my hope of seeing the class get a more creative name. Guess I should expect Anti-Redeemer and Anti-Liberator as well. D:
Curses!! I see the dreaded "Antipaladin" has made it into the rules. There goes my hope of seeing the class get a more creative name. Guess I should expect Anti-Redeemer and Anti-Liberator as well. D:
They may be better than Abandoner and Incarcerator.
Curses!! I see the dreaded "Antipaladin" has made it into the rules. There goes my hope of seeing the class get a more creative name. Guess I should expect Anti-Redeemer and Anti-Liberator as well. D:
They may be better than Abandoner and Incarcerator.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
I like Skelm, but would have to be for a very particular subclass imo. One based in a part of Golarion that has a culture similar to South Africa.
Personally like the name Ravager. To ravage means to "cause severe and extensive damage or destruction", which is literally what the Antipaladin is all about. Holy warriors of wanton destruction, mayhem, and havoc. Plus, I think there's a way to shoehorn some lore behind the term being related to Rovagug.
I just really dislike the name Antipaladin. Always have, always will. It's uninspired to me, especially in a world were we now have the likes of the Redeemer and Liberator. I can't imagine that the LE and NE Champions will simply be Anti- versions of their Good counterparts. I'd hate to see every other subclasses get inspiring, meaningful names, and then the CE Champion is simply seen as the antithesis to the Paladin, which I'd argue isn't very accurate.
Just my personal two cents on the matter. I'll personally just refer to them as Ravagers either way in my games.
I like Skelm, but would have to be for a very particular subclass imo. One based in a part of Golarion that has a culture similar to South Africa.
Personally like the name Ravager. To ravage means to "cause severe and extensive damage or destruction", which is literally what the Antipaladin is all about. Holy warriors of wanton destruction, mayhem, and havoc. Plus, I think there's a way to shoehorn some lore behind the term being related to Rovagug.
I just really dislike the name Antipaladin. Always have, always will. It's uninspired to me, especially in a world were we now have the likes of the Redeemer and Liberator. I can't imagine that the LE and NE Champions will simply be Anti- versions of their Good counterparts. I'd hate to see every other subclasses get inspiring, meaningful names, and then the CE Champion is simply seen as the antithesis to the Paladin, which I'd argue isn't very accurate.
Just my personal two cents on the matter. I'll personally just refer to them as Ravagers either way in my games.
I'm going to start referring to Paladins as Antiantipaladins.
I don’t know where to put this, so its going here. I have one problem. In chapter 5 with the NPC Gallery, none of the action symbols can be read with my screen reader. It just shows up as a blank space instead of reaction, one-action, three-actions, etc. If you could fix this ASAP, that would be great. I’m assuming it just slipped under the radar at some point.
On the other hand, none of the other NPCs in the gallery have a name that is that of a class or class path - no ruffians, no rangers, no warpriests, no wizards.
So if the APG CE champion path is called that, it will cause confusion (however little) between that and the NPC type, which I don't think Paizo would want.
So I wouldn't worry, personally.
...EDIT: Well okay immediately after saying that I spotted a ruffian on the list. Still, most of the names seem to avoid trying to correlate with what already exists for PC class/class path names.