Pathfinder Gamemastery Guide

3.70/5 (based on 3 ratings)
Pathfinder Gamemastery Guide

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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

Note: This product is part of the Pathfinder Rulebook Subscription.

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Average product rating:

3.70/5 (based on 3 ratings)

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Level Up Your Adventure Paths!

4/5

As an experienced GM who only runs Adventure Paths, I felt that a good half of the content in this book wasn't targeted towards me. Much like the PF1 GMG, the PF2 GMG isn't a compulsory buy unless you are a new GM or plan on running custom campaigns.

However, the content in the other half has proven useful in running Adventure Paths:

- The subsystems provided give substance to aspects of the game that any other TTRPG would delegate to GM fiat. Victory points allow you to create your own subsystems on the fly. Adventure Paths can't cover every possibility, after all!
- The variant rules are knobs and dials that enable GMs to deliver a specific game experience (including those experiences popularized by the Pathfinder fanbase and even other TTRPGs). These will provide Adventure Paths with even more of replay value.
- The NPCs are easily modified/upgraded and allow GMs to stat out minor NPCs that don't typically get stats in Adventure Paths. Finally!

(edited 3/12/20)


Disappointing

2/5

Normally I'm a huge Paizo and Pathfinder fan. I've been playing and running Pathfinder since first edition and was keen when second edition was released.

This is a beautiful book. Sturdy, well lsid out, clear fonts, easy to read and no visible spelling errors that i've noticed. All the usual high Paizo production values that we've come to know and love.

For me the creature and NPC design rules (effectively the same thing in 2nd ed) are critical to run games.The rules are clear and seem well thought out.

However much of the rest of the book seems to be written simply to pad this section out into a viable publication. The gamemastery advice isn't revultionary or groundbreaking, the nation and settlement sections provide nothing mechanical and simply encourage GMs to lay out their information in the same format as Paizo.

On the whole I can't shake the feeling tha much of this book was written purely as padding for the sections surrounding creature, hazard and NPC creation and as a means to justify the $49.99 price tag.

This is the first time I've been left feeling disappointed by a Paizo release.


A great resource for GMs of all stripes

5/5

This is a great resource for GMs of all stripes.

There's a bunch of good advice for GMs, both beginning and experienced, advice on managing players, managing rarity, and so on.

Then there's a great chapter on building -- world-building (including building towns/cities, nations, and even entire planes), building your own monsters, building custom magic items and haunts, and so on. Also new rules governing cursed items, artifacts, and relics (items which increase in power as the players do).

There's a bunch of helpful material for GMs to add: a bunch of new curses, diseases, drugs, a bunch of new artifacts and some new cursed items, and a giant catalog of fully stated NPCs to use when the occasion arises.

There's a bunch of rules on new subsystems, including influence rules, research rules, chase rules, infiltration rules, reputation rules, duels, leadership, vehicles (including a couple pages of examples, including a steam-driven mech!), and so on.

Finally, there's my favorite part: variant rules of various kinds to use in your game. Lots of stuff people have asked for here: bounded accuracy variants, dual-classing variants, free archetypes, alternate ability score variants, ability score point and skill point variants, alignment free variants, level 0 characters, stamina, and so on.

And then there are my two favorite variant rules. (1) First, there's the deep backgrounds rules for character creation, which I find *enormously* helpful in helping players to flesh out their characters. And (2) the automatic bonus progression which is a great addition to the game in so many ways. It saves GMs the headache of having to constantly work to make sure players have gotten the right loot of the right kind to ensure they fit the expectations of the game, and don't get wiped out -- i.e., it removes magic items as math fixers, and instead leaves them as just fun and interesting things to add to the game.

All in all, a great addition to the game.


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Pathfinder Adventure Path, Rulebook Subscriber
RiverMesa wrote:
...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.

There's also the Mastermind, which indo believe is more or less believed to be a Racket for the Rogue in the APG. But still, it isn't the name inclusion itself that leads me to this belief, but the sidebar, which solidifies the idea in my head.

The Raven Black wrote:

Antipaladin has too long of a history in the game to ever change.

Though I agree that Ravager or Destroyer would be a great fit for CE, with Tyrant for LE and Terror for NE.

I mean ya, but even Wizards moved away with the term briefly with the Blackguard. And for a system that's trying so hard to separate itself from its predecessor, why keep such a silly name?

Alas, I digress. Simply personal preference here. Either way, my Ravagers of Rovagug shall soon lay waste upon Golarion and free the Great Destroyer from his worldly bindings. And then, all of life shall be unmade, as the Rough Beast ravages the multiverse; first devouring the work of the gods before turning to his would be captors for their hand in his imprisoning. *insert maniacal laughter*

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
The Raven Black wrote:
Antipaladin has too long of a history in the game to ever change.

Yep, that's why the main class is also still called Paladin as well :3


1 person marked this as a favorite.
Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition, Starfinder Accessories, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Huh. I thought the "main class" is called "Champion". :-)


Pathfinder Card Game, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

This is a fantastic book!

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ed Reppert wrote:
Huh. I thought the "main class" is called "Champion". :-)

Thaaaaat was the point.


2 people marked this as a favorite.
Rysky wrote:
The Raven Black wrote:
Antipaladin has too long of a history in the game to ever change.
Yep, that's why the main class is also still called Paladin as well :3
Rysky wrote:
Ed Reppert wrote:
Huh. I thought the "main class" is called "Champion". :-)
Thaaaaat was the point.

PSSST! Boss! You forgot to indicate sarcasm/irony!

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Master Pugwampi wrote:
Rysky wrote:
The Raven Black wrote:
Antipaladin has too long of a history in the game to ever change.
Yep, that's why the main class is also still called Paladin as well :3
Rysky wrote:
Ed Reppert wrote:
Huh. I thought the "main class" is called "Champion". :-)
Thaaaaat was the point.
PSSST! Boss! You forgot to indicate sarcasm/irony!

That's not fun!


ANy new from what that called paragon race in this book or that was just my imagination who psyched for that supposed stuff in this book ?


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
demiurge108 wrote:
ANy new from what that called paragon race in this book or that was just my imagination who psyched for that supposed stuff in this book ?

One of the variant rules in this book is "Ancestry Paragon", which basically involves giving out more ancestry feats.


ah ok thank you for the answer David Knott 242.


why isn't it letting me buy a coup of the pdf ?


^ Try using a private window.

Quite a few people have been having the same problem recently, but the above option seems to work for some. Clearing one's cookies works for others...
As to "why?", I don't have an answer - sorry.

Good luck.

And if nothing seems to work, contact Customer Service Department (open Mon–Fri, 10:00 a.m. to 5:00 p.m. Pacific) at (425) 250-0800 and customer.service@paizo.com

They're always very helpful!

--C.


Pathfinder Rulebook Subscriber

Can anyone clarify something for me? The statblock of the Hunter has Hunt Prey, and says its as poacher, but 1d8 precision damage. The damage to Hunt Prey is already 1d8 precision. Is this just a typo and it works identical as the Poachers version?


3 people marked this as a favorite.
Master Pugwampi wrote:
Rysky wrote:
The Raven Black wrote:
Antipaladin has too long of a history in the game to ever change.
Yep, that's why the main class is also still called Paladin as well :3
Rysky wrote:
Ed Reppert wrote:
Huh. I thought the "main class" is called "Champion". :-)
Thaaaaat was the point.
PSSST! Boss! You forgot to indicate sarcasm/irony!

It's Rysky. The sarcasm should be assumed. ;)

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