Pathfinder Society Field Guide


Pathfinder Society

Silver Crusade 4/5

Why is the Pathfinder Society Field Guide part of the core assumption for Pathfinder Society play?

Just looking at the reviews and product discussion here on the Paizo web site, I find comments like these (emphasis mine):

Krome wrote:
While it is correct that the book is part of the Core Assumption, I can find very nearly no use for it. I would say that 99.99% of all Society players would be fine never even browsing it. Honestly I feel that the only reason it is Core is that is the only way to get anyone to buy it.
Crow81 wrote:
Although some of the faction info was useful it does not justify the $20 price tag. Making it an assumption that every PFS player have one at the table just feels like a money grab. This is the first time I have felt this way about a Paizo product. Seeker of Secrets was a much better source. I'd would rather see something like an annual that broadly recaps the Society Year.

As far as I know, nobody in my local PFS group has this book, and we've never felt like we were missing out on some sort of crucial information. I'd feel more like I was missing crucial stuff if I didn't own the Advanced Player's Guide, which isn't part of the core assumption.

While I'm sure the book probably has some interesting fluff, and maybe someone would like to use some of the equipment, feats, traits, or archetypes, the same could be said for any number of other Paizo books. Is this one really a "must have" for any specific reason? Why is it part of the "core assumption"?

The Exchange 4/5

Being a part of the Core Assumption means that you, as a player, are not required to have it on you. The three things in this assumption, the Core Rulebook, Bestiary I, and PFS Field Guide, are all things expected to be owned by the GM. This is two-fold: a GM needs these products to run games (especially when the scenarios refer to something in then and decides not to re-print the material to save space), but also the help introduce players to the basics of PFS play and point to items that can give a detailed explanation of what the different elements of PFS are about.

Of course you'll feel that way about APG, UM, UC, and the plethora of splatbooks released. But those are items not required to be on hand by your GM, so when your character uses something from the your GM can make a ruling by you showing them the actual text.

I think you just have a misconception on what it means to be part of the Core. Although as a GM and a player, having the Field Guide is a very useful tool in helping immerse your character experience into the organization our OP campaign deals with: the Pathfinder Society.

Silver Crusade 4/5

You say that only GMs are required to have it, but that's not what it says on page 3 of the Guide to Organized Play:

Guide to Pathfinder Society Organized Play wrote:


Pathfinder Society Organized Play assumes that every
player has the following.
• Pathfinder Roleplaying Game Core Rulebook
• Pathfinder Society Field Guide
• Guide to Pathfinder Society Organized Play (this document)

That says outright that every player is required to spend the $14 to get the Field Guide, or else pirate a copy, which I'm assuming is frowned upon.

I can certainly understand requiring the other two. And those two happen to both be available for free, between the prd and the Guide to Organized Play being a free download.

And I can understand encouraging players to immerse themselves more in the world of Golarian and the Society. I'd have no problems if certain books were listed as "highly recommended" for that purpose in the Guide to Organized Play. But there's a difference between highly recommended and required, especially when we're talking about books that aren't available for free.

Scarab Sages

I understand it the same way Fromper does - that the Field Guide is required of players. I have it and like it...but it does seem to be pure fluff.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

Buy the hardcover and you can sell it to a buddy if you don't like PFS.

.

.

Going to the movies:
$15/ 3 hours of entertainment = $5/ hour

Fieldguide hardcover:
$20/ 12 hours of gaming (3 sessions) = $1.70/ hour.
$20/ 24 hours of gaming (6 sessions) = $.85/ hour.
$20/ 48 hours of gaming (12 sessions) = $.42/ hour.
$20/ 96 hours of gaming (24 sessions) = $.21/ hour.

5/5

Fromper wrote:
That says outright that every player is required to spend the $14 to get the Field Guide, or else pirate a copy, which I'm assuming is frowned upon.

Pirating copies is more than just frowned upon. It's illegal, both in real-world, and society play rules.

Guide to Pathfinder Society Organized Play wrote:
a player must have a physical copy or a name-watermarked Paizo PDF (or printout of the relevant pages thereof )

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

I've always figured that it is in the assumption because it tells about the in world Society. It gives information about each faction, about Absalom, and things you'll likely encounter during missions. Yeah, it is a lot of fluff, but its all fluff that your characters would/should know. Everything else about the society is/can be free. Like Dennis said, its a lot cheaper than a movie, unless you don't play more than once.

Also, I've seen the assumptions as you're assumed to have it, so you don't have to show it to prove it. If you want something from it, you can take it. Everything else in the additional resources you might have to show to prove you have it, but the assumptions you don't necessarily have to since its assumed you have it.

And those two that you quoted, are about the only ones I've seen that didn't like it. Everyone in my gaming group loves it, and after I showed them my copy, they all went out and got it themselves. Sure we just got pdfs, but we all just prefer them (and they are cheaper).

Scarab Sages

Eric Clingenpeel wrote:
And those two that you quoted, are about the only ones I've seen that didn't like it. Everyone in my gaming group loves it, and after I showed them my copy, they all went out and got it themselves. Sure we just got pdfs, but we all just prefer them (and they are cheaper).

I am unclear if you are speaking about me, but just to clarify, I absolutely loved the book - I have the hardcopy. I just thought Fromper had a point, that it was part of the Core Assumption, yet the APG is probably the more useful of the books.

The Exchange 5/5 RPG Superstar 2010 Top 16

Fromper wrote:
You say that only GMs are required to have it, but that's not what it says on page 3 of the Guide to Organized Play:
Guide to Pathfinder Society Organized Play wrote:


Pathfinder Society Organized Play assumes that every
player has the following.
• Pathfinder Roleplaying Game Core Rulebook
• Pathfinder Society Field Guide
• Guide to Pathfinder Society Organized Play (this document)
Fromper wrote:
That says outright that every player is required to spend the $14 to get the Field Guide, or else pirate a copy, which I'm assuming is frowned upon.

With respect, Fromper, that's not my understanding of the text at all.

The Organized Play environment proceeds under the expectation that the player has that information. It does not proceed under the assumption that the player has a copy of, say, Ultimate Magic.

So, if you bring a magus to the table, and that character knows a spell out of "Dwarves of Golarion" and has purchased a vanity with prestige points, you are expected to bring a copy of Ultimate Magic -- or the PDF pages that detail the magus and his spell lists -- and of "Dwarves of Golarion", but you are not required to bring a copy of the Field Guide, because the GM is assumed to own a copy of the Field Guide, and is not expected to own a copy of the other books.

The assumptions doesn't require you to buy the Field Guide, or the Core Rulebook. The assumptions indicate the books you don't have to bring to the gaming table.

Last year, before the Field Guide came out, the core assumptions included the "Seekers of Secrets" book. At that point, if you wanted to slot an ioun stone into a wayfinder, you didn't need to bring "Seekers of Secrets" along to prove to the GM what the resonant power of the item was; it was a core assumption, and the GM was supposed to have that information available. Nowadays, it's no longer part of the core assumptions, and you would indeed have to bring legitimate support for those resonant powers.

Peace be with you, in this merriest of seasons.

Shadow Lodge 4/5 **** Venture-Captain, Michigan—Mt. Pleasant

Dream Daemon wrote:
Eric Clingenpeel wrote:
And those two that you quoted, are about the only ones I've seen that didn't like it. Everyone in my gaming group loves it, and after I showed them my copy, they all went out and got it themselves. Sure we just got pdfs, but we all just prefer them (and they are cheaper).
I am unclear if you are speaking about me, but just to clarify, I absolutely loved the book - I have the hardcopy. I just thought Fromper had a point, that it was part of the Core Assumption, yet the APG is probably the more useful of the books.

Nope, I was responding to Fromper's OP. He quoted two negative responses to the FG. (Had I been responding to you I'd probably have quoted you such as I just did... ;})

2/5

Fromper wrote:
As far as I know, nobody in my local PFS group has this book, and we've never felt like we were missing out on some sort of crucial information.

Well, I *do* own the Pathfinder Chronicles: Seekers of Secrets supplement, which I think has a lot of information cross-over. I picked this up mainly to give depth to the elements of our games where players are talking to a Venture Captain or other significant persona. I know I have shown portraits from it for some of those NPCs as well as used the Heidmarch Manor map and descriptions during one of our sessions. Also, I think I added some flavor to descriptions of your indoctrination process at some point by use of the supplement.

(Plus it has a really awesome section on ioun stones!)

5/5

What is a pathfinder? What is the Pathfinder Society? You will not find these answers in the CRB, you will find a brief introduction in the guide to organized play.

Recently this week I was starting a session and a customer at the store asked what PFS was about, about 5 minutes into my spill a player handed his Field Guide to the customer so we could start a session. I think the book serves as a great introduction to what the society is.

I also have a character that uses an archetype from the field guide, and another that uses a prestige class and a feat from SoS.

Sure there is allot of fluff in these books. I feel that it helps the level of immersion for players in this roleplaying game. My characters are Pathfinder's that have been trained, they know about the organization and know what a Venture Captain is. They are not, for example a barbarian from the core rule book or a magus from ultimate magic.

Spending money is part of any hobby, in truth the cost of PFS is extremely low compared to other games and other hobbies, even cost of some online games.

Liberty's Edge 4/5 5/55/5 **

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

To the OP.

You are missing out, it is a very good book, and a great introduction to the Pathfinder Society.

It goes into the PFS itself, The City of Absalom, It goes into further details of the Factions, Adds some Archetypes, and some great Equipment, Spells and the only place you can find the Vanities which to me makes the book useful there.

Ch 4 though IMO has very little use.

Sczarni 4/5

Eric Clingenpeel wrote:
And those two that you quoted, are about the only ones I've seen that didn't like it. Everyone in my gaming group loves it, and after I showed them my copy, they all went out and got it themselves. Sure we just got pdfs, but we all just prefer them (and they are cheaper).

The tables on the first page being easy to find is worth the price of the book in my opinion. If it saves 3-5 minutes per scenario finding what my day job or my players day job earned, it saved me 30 to 45 minutes in the past 3 months... That's two hours a year at minimum, and an entire PFS scenario worth of time every two years. and that's when playing 1-2 scenarios a month and one con a year..

The last chapter of the book is also very good, mechanically. The fluff and vanities are profit for the player.


The equipment packages are great and save you quite a bit of money, as well.

Grand Lodge 5/5

Fromper wrote:

You say that only GMs are required to have it, but that's not what it says on page 3 of the Guide to Organized Play:

Guide to Pathfinder Society Organized Play wrote:


Pathfinder Society Organized Play assumes that every
player has the following.
• Pathfinder Roleplaying Game Core Rulebook
• Pathfinder Society Field Guide
• Guide to Pathfinder Society Organized Play (this document)

If you add the words: "... every player has access to the following ..." you get the spirit of the text. As part of the Core Assumption these books are the responsibility of the GM to have on hand. But it is the responsibility of each player to learn this content as part of the game rules.

Personally, I've found the Field Guide to be very useful and more as a player than a GM for all the cool things you can spend your Prestige Points on.

Liberty's Edge 5/5 *** Venture-Captain, Missouri—Cape Girardeau

Don Walker wrote:

If you add the words: "... every player has access to the following ..." you get the spirit of the text. As part of the Core Assumption these books are the responsibility of the GM to have on hand. But it is the responsibility of each player to learn this content as part of the game rules.

Personally, I've found the Field Guide to be very useful and more as a player than a GM for all the cool things you can spend your Prestige Points on.

With that being said, would you allow players to purchase things with Prestige even if they do not own the book (or a water-marked pdf), since it is a Core Assumption? A curious question a recent new player asked me.

The Exchange 5/5 RPG Superstar 2010 Top 16

Arnim, I would allow it.

I would also allow players to buy equipment and prepae spells if thei didn't own a Pathfinder RPG rulebook.

In either case, the GM always has access to the information.

Liberty's Edge 5/5 *** Venture-Captain, Missouri—Cape Girardeau

Some players will abuse that and never purchase the book, but it has been my experience that most of them will after having a look-see through any product. Just wondering on the official stance though.

The Exchange 5/5 RPG Superstar 2010 Top 16

Arnim, I do not in any way represent an official stance.

I guess I don't see that as any sort of abuse. If a player decided to play a half-orc Sorcerer with one of the bloodlines from the core rulebook, using only information from the core book, the traits document, and the guide to organized play, would you consider it an abuse if that player got all of her information from the official on-line prd, never buying the core rulebook?

If you're concerned about Pathfinder Society being a marketing arm of the company's product line, I wouldn't be too worried that this hypothetical free-player is going to break the system. Maybe she'll buy some auxiliary products for her second or third character. Or maybe she'll be enthusiastic about PFS, and recruit two other people, and they'll spend buckets of money on rulebooks and accessories.

Merry Christmas, Michael.

Grand Lodge 4/5 5/55/5 ***

Michael VonHasseln wrote:
With that being said, would you allow players to purchase things with Prestige even if they do not own the book

I would. No reason to be the PFS police. The primary reason why they need the book (outside of Paizo making money on the purchase) is so the GM can read the description of their character's abilities. If the GM has those books, then I'm okay with it. I've seen a lot of players that use the PRD or HeroLab as a source of material.

However, if as the GM, I fail to bring my books (there are a number of reasons how/why that would happen) then it must fall back on the player to provide the published material. As a player, I would always ensure that I have the material to support my character, even if I suspect the GM will also have it. To do otherwise, puts the character's playability at risk. This is a matter of personal responsibility, IMO.

The Exchange 5/5

The OP Guide says that in order to utilize content from an additional resource, a player must have a physical copy or a name-watermarked Paizo PDF (or printout of the relevant pages thereof) of the additional resource in question, as well as a copy of the current version of the Additional Resources list.

It makes sense that in order to buy something for a character they would first need to establish access to use it. If someone doesn’t own a book they probably don’t know what is in it. How could they buy it if they don’t know what something is? It would be fair to say if you don’t own a book you can’t use anything found in it. There are some gray areas to consider.

Now a guy off the street comes in to try PFS shouldn’t need to buy a CRB just to demo the game, but every regular player should have a copy to share with the new guy. If you know a player owns a book but forgot it that day, you can let them slide. I also wouldn’t have a problem with a group of younger kids (siblings/friends) coming in to play together and sharing a library between them.

If someone they are playing with (at that table, not just at the same con) has the material at the table that should be good enough. However, a player can’t always trust others will have the books they need at every table. They should be aware that the GM is within their right to tell a player they can’t use a particular feat, spell or even class if they don’t have a legal copy of the material with them. The GM may not know how something works.


Vinyc,

While what you are saying is good for the Additional Resources, this was more about the Field Guide, which is part of the Core Assumption, not Additional Resources. The Core Assumption says that a player should own the Core Book and the Field Guide, but is not required to in order to play. The GM, however, is required to own these two books, plus the first Bestiary. This is why it is called Assumption, because it is assumed that the GM will have these books and know what is in them in case a player does bring a copy.

The Exchange 5/5

I chimed in with the notes for Additional Resources for the point Arnim made. The Core Assumptions for a player means they need a legal copy of the book if they want to use the material.

For a GM the Core Assumptions means what books you will probably need to run a scenario. Paizo will only put in page references for the Core Assumptions, since they believe all GMs will have the books. An example would be them listing a Ghoul in an encounter with a “see Bestiary pg 146”. For things from non-Core Assumption books, like the Bodak from Bestiary 2, they would list a full stat block. Since the Bestiary 2 isn’t on the assumptions list they want to make sure the GM has all the information they need to run an encounter.

A GM would have a problem running a scenario if they didn’t have their CRB or Bestiary. If a scenario tells the GM to refer to the Agile weapon enhancement or the Lipstitch spell from the Field Guide, and the GM doesn’t have the book they would have a similar problem running the module scene correctly.

Grand Lodge 4/5 5/55/5 ***

Vinyc Kettlebek wrote:
A GM would have a problem running a scenario if they didn’t have their CRB or Bestiary.

Actually, it depends on the circumstance. I recently ran a scenario that I was very familiar with without bringing any books. In addition to the printed scenario, I print the Bestiary pages, and the relevant spell pages from the CRB. With all the added materials a GM may bring (maps, miniatures & other visual aids, extra dice, etc.) if you don't absolutely need the books, it can be a nice change to leave them at home. This could be even more-so the case at conventions where the amount of "stuff" to lug around can increase exponentially.

The core assumption applies to everyone equally. It is no more fair to expect the GM to have the books than it is another player. All society members, regardless of player/GM status, are expected to have a CRB and a copy of the Field Guide. Not having that as well as any support material for your character, puts the PC at risk. Have some compassion for your hard working GM's and just bring all the relevant books for your character. If the GM does not specifically need the entire book for the session, its possible they will leave it at home.


I second this. I prep the heck out of my scenarios making encounter cards and combat cards that hold all the pertinent information. I could literally GM a scenario without touching the print out or any books. Besides, looking things up mid-game is bad form if you're trying to keep things flowing (such as during a 4-hour slot at a store or convention).

Grand Lodge 2/5 RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

For the record, two great items spring to mind from the Field Guide: air crystals and ghost salt. Every adventurer should carry a handful of air crystals, and every weapon-based character should have a spare weapon or two with ghost salt on it/them.

4/5 *

Pathfinder Adventure Path Subscriber
Jiggy wrote:
For the record, two great items spring to mind from the Field Guide: air crystals and ghost salt. Every adventurer should carry a handful of air crystals, and every weapon-based character should have a spare weapon or two with ghost salt on it/them.

I prefer the elixir of spirit sight to the ghost salt weapon blanche, but YMMV, and I can certainly see the appeal of the latter.

I'd missed the air crystals, though -- thanks for that. :-)

Liberty's Edge 5/5 *** Venture-Captain, Missouri—Cape Girardeau

I have no problem with the players purchasing the Vanities out of the Field Guide regardless of whether they own one, personally. I just would hate for one of my players to face that issue at a bigger convention, such as GenCon. I have always assumed that Core Assumption meant "open game" for the players, but good to know other GMs and VOs feel the same.

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

As someone pointed out GMs are not the PFS police.

I do expect players to own the source books for any items/ vanities/ feats they are using though. If you use it, buy it.

I respect that some folks are on a tight budget but compared to all the other expenses people lay out to game (fuel, food, minis dice, shop fees, etc), dropping $10-20 on a book for material they use week after week is trivial.

Liberty's Edge

I find it gives context and enough fluff info that it helps with the intro for the missions. The extras it brings to play are good and really PFS only unless you are using PFS as the backbone to home brew. It's not needed to play but stuff is missing if you don't have it.

Liberty's Edge 4/5

thunderspirit wrote:
Jiggy wrote:
For the record, two great items spring to mind from the Field Guide: air crystals and ghost salt. Every adventurer should carry a handful of air crystals, and every weapon-based character should have a spare weapon or two with ghost salt on it/them.

I prefer the elixir of spirit sight to the ghost salt weapon blanche, but YMMV, and I can certainly see the appeal of the latter.

I'd missed the air crystals, though -- thanks for that. :-)

Where is the elixir of spirit sight from?

4/5 *

Pathfinder Adventure Path Subscriber
Callarek wrote:
thunderspirit wrote:
Jiggy wrote:
For the record, two great items spring to mind from the Field Guide: air crystals and ghost salt. Every adventurer should carry a handful of air crystals, and every weapon-based character should have a spare weapon or two with ghost salt on it/them.

I prefer the elixir of spirit sight to the ghost salt weapon blanche, but YMMV, and I can certainly see the appeal of the latter.

I'd missed the air crystals, though -- thanks for that. :-)

Where is the elixir of spirit sight from?

Serpent's Skull #3 (AP #39).

Scarab Sages

Pathfinder Lost Omens Subscriber
Callarek wrote:
Where is the elixir of spirit sight from?

City of Seven Spears


Dennis Baker wrote:

As someone pointed out GMs are not the PFS police.

I do expect players to own the source books for any items/ vanities/ feats they are using though. If you use it, buy it.

I respect that some folks are on a tight budget but compared to all the other expenses people lay out to game (fuel, food, minis dice, shop fees, etc), dropping $10-20 on a book for material they use week after week is trivial.

What books I do have, I have as pdfs, but I do not own a reader for them at this time. So, of course, any material from the Additional Resources I would use, I would print out the relevant pages to keep the character legal.

But if you are saying you would require someone to have their copy of a Core Assumption book with them or they cannot play when it is expected for the GM to own these books and have them at the table for use when needed.....

The Exchange 2/5 Contributor, RPG Superstar 2010 Top 16

Not sure where you are getting this.

You should bring any and all rulebooks* with you that you need for your character. I don't 'enforce' anything, but I strongly encourage people to buy the products they use.

Grand Lodge 4/5 5/55/5 ***

I think Enevhar Aldarion is referring to the fact that you don't need the physical book. Alternately, you can bring a digital copy, or you can just print the watermarked pages that contain the information.

To deny someone play because they don't have the actual, physical book would be wrong. However, I do not think that is what Dennis meant either.

That being said, I feel it is pretty inconsiderate to either not buy the book or not to bring it, just because, by core assumption, the GM should have it anyway. Take responsibility for yourself. If you want to use material from a book, own the book. Simple.

This doesn't need to turn into a technicality pi$$ing contest. As long as everyone brings what they need to either run their game or play their character, we'll have no problems.

Liberty's Edge 4/5

thunderspirit wrote:
Jiggy wrote:
For the record, two great items spring to mind from the Field Guide: air crystals and ghost salt. Every adventurer should carry a handful of air crystals, and every weapon-based character should have a spare weapon or two with ghost salt on it/them.

I prefer the elixir of spirit sight to the ghost salt weapon blanche, but YMMV, and I can certainly see the appeal of the latter.

I'd missed the air crystals, though -- thanks for that. :-)

Hmmm. After looking at the Elixir, I can see the appeal, but it palls a bit for missile weapon users, since, for the same price, you cen get either 1 minute from the Elixir, usable only in a block, or 50 pieces of ammunition, which can probably span 10 combat rounds, not needed to be consecutive....

Then again, my archer who could afford the elixir already has a Hand of Glory and a batch of arrows prepared with Ghost Salt. And two castings of Abundant Ammunition per day...

On the other hand, I can see where a meleeist would prefer the elixir, by a long shot.

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