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What are some good player companions/campaign settings to own?


Well all the game rules in them are OGL, so a lot depends on if you like having the rules in a book or are fine with electronic/self printed versions.

If you aren't interested in referencing the rules off a physical book, it's mostly where you're setting the campaign. Check the Pathfinder wiki and look at cited sources for things you find interesting. Most of the 3.5 books are probably avoidable because their canon been overwritten for the most part.

If you're worried about balance, don't be. The most broken stuff is all in the core rulebook. If anything, most content in non-hardcover tends to be underpowered and the exceptions (Sacred Geometry) are well documented.


We have all the core books I'm looking for player companions/campaign settings books that give more content for both players and gms alike anywhere from unique race options to feats to good/useable class archetypes.


I'd say the highest overall rules quality is Blood of Beast. Plenty of interesting and useful options there.

Worst is Legacy of Dragons, by far. It's mechanically terrible and the fluff isn't much use.


If you're looking for feats and archetypes then you'll get more value out of player companions than campaign setting books. Campaign setting books tend to have less in the way of rules information, and more in the way of setting information. However, new races aren't particularly common in either so if that's what you're looking for you're probably better off picking up bestiaries.

Generally speaking, the best player companions are ones with a strong focus, since they tend to nail exactly what they set out to do. The Weapon Master's Handbook and Monster Summoner's Handbook come to mind; absolutely must-have sourcebooks for the fighter and any summon-focused character respectively. Beyond that, Arcane Anthology is a really nice collection of spellcasting options, while Paths of the Righteous has some of the best prestige classes in the system.

Legacy of Dragons probably gets more hate than it deserves... but to be fair, it does deserve much of it. Basically, the book was going to finally deliver dragon rider archetypes, which had players really hyped up. What we got was poorly edited and so underpowered as to be unusable. The rest of the book was just fine, but a lot of people had purchased this book just for those archetypes so it will forever be remembered for those failures. Paizo never took another shot at dragon riders afterwards, meaning to this day it's a niche that remains unfulfilled and there's a lot of salt over that.


It's not just the drake archetypes (which take up most of the book's crunch) in LoD that are terrible though. Stuff like the Dragon mystery (It works, but feels very cut and paste. The one unique revelation is incompatible with half the others and requires you wait till level 11 to take it even though it's the kind of thing a character has to specialize in to get the most use out of), Draconic Ally (For a third level spell AND 250 GP I can call something with 2 HD and 18 with no non-combat abilities!) and Tatzlwyrm Style (very niche and will rarely happen till the last feat). There's the draconic animal companion template in UW, which is technically an attempt (and better).

Potions & Poisons has a lot of nice crunch.


Any more super useful books?

Grand Lodge

Adventurer's Armory 1 & 2, Familiar Folio, Melee/Ranged/Dirty Tactics Toolbox are ones i oft bring to my games.


If you ever want to make Fighters feel awesome, check out the Weapon Master's Handbook. Advanced Weapon Training is awesome. Also, this book has the amazing Molthune Arsenal Chaplain, the best warpriest archetype around for murdering things.

But in general, I think any books that add more base classes are worth considering. I definitely advocate the Advanced Player's Gate and Advanced Class Guide. Pathfinder Unchained offers the Unchained Rogue and Unchained Monk, which are pretty good. Ultimate Combat and Ultimate Magic add the Magus and Gunslinger. Occult Adventures offers several classes... these are all good books to look into.

I'd definitely put Advanced Class Guide and Advanced Player's Guide at the top of the list.


TheVillageIdiot wrote:

If you ever want to make Fighters feel awesome, check out the Weapon Master's Handbook. Advanced Weapon Training is awesome. Also, this book has the amazing Molthune Arsenal Chaplain, the best warpriest archetype around for murdering things.

But in general, I think any books that add more base classes are worth considering. I definitely advocate the Advanced Player's Gate and Advanced Class Guide. Pathfinder Unchained offers the Unchained Rogue and Unchained Monk, which are pretty good. Ultimate Combat and Ultimate Magic add the Magus and Gunslinger. Occult Adventures offers several classes... these are all good books to look into.

I'd definitely put Advanced Class Guide and Advanced Player's Guide at the top of the list.

Already have all the core gaming requirement stuff.


Inner Sea Magic, Inner Sea Intrigue, Inner Sea Combat, the Technology Guide, Path of the HellKnights, Dragon Empires Gazetteer, Distant Shores, Inner Sea Faiths, Occult Realms, and The First World, Realm of the Fey all provide options for the GM or player.


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That's a hefty list thank you.


My personal favorites are the "Handbook" style Players Companions. I've found all of them fun to poke through whether I use the crunch inside or not.


Also Mythic Realms.


And Inner Sea Monster Codex.


captain yesterday wrote:
Also Mythic Realms.

Can it be used for non mythic games? Mythic is a big no no for our group.


I don't have that one in specific, but it's a campaign setting book and my experience is that those tend to be more fluff than crunch (and that's not meant in a bad way; they're great source material if you need cities, people, or places for your world)


Mythic Realms can be used without Mythic Adventures, as I understand there are still GMs scared to use it for some reason. It's really a sourcebook for developing cosmic level stories and villains ,like Thanos, for Pathfinder.


The player options are all mythic yes, but it includes a lot of world shaking npcs (like Arazni, the Whispering Tyrant and Old Mage Jatembe) and cool plot hooks.

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