| Product Dimensions | 22.86 x 2.54 x 27.94 cm; 1.77 Kilograms |
|---|---|
| Manufacturer recommended age | 6 months - 18 years |
| Item model number | PAI1110 |
| Language: | English, Italian, French, Spanish, German |
| Number of pieces | 120 |
| Assembly Required | No |
| Batteries Required? | No |
| Batteries included? | No |
| Remote Control Included? | No |
| Colour | Multicoloured |
| Release date | 1 Sept. 2009 |
| ASIN | 1601251505 |
Pathfinder Roleplaying Game: Core Rulebook
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- Model Number: PAI1110
- Item Package Quantity: 1
- Material: Cellulose-based or similar non-woven material
- Gender: unisex
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Warning:Not suitable for children under 3 years. For use under adult supervision
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not appropriate for children under the age of 3
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| Customer Reviews |
4.7 out of 5 stars |
|---|---|
| Best Sellers Rank | 238,455 in Toys & Games (See Top 100 in Toys & Games) 19,608 in Hobbies |
| Date First Available | 21 Nov. 2008 |
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- This complete, standalone, fantasy roleplaying game takes your fantasy campaigns to new heights of adventure! Backward-compatible with 3.5 fantasy rules but offering new solutions and options that place it firmly on the cutting edge, the Pathfinder RPG is the culmination of the largest open public playtest in RPG history. The Pathfinder Roleplaying Game Core Rulebook includes: revised rules for the classic seven fantasy RPG races; updated options for the 11 core classes; a streamlined skill system that makes things easier for players and GMs; a host of new and familiar feats, including innovative combat feats and item creation rules; new equipment; additional combat options; overhauled rules for domains, familiars, bonded items, specialty schools, and more; dozens of new and revised spells; updated rules for NPCs, including quick-generation rules; new rules for curses, diseases, and poisons; a completely overhauled experience system with options for slow, medium, and fast advancement; hundreds and hundreds of magic items... and much, much more!
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I've been playing/dming role playing games for 16 years now. I've past from AD&D 2nd edition to 3rd - 3.5 and finally the notorious 4th. I even tried several other role-playing systems from time to time. I have to admit that I am thrilled with Pathfinder and the wonderful job they have done. It seems to me that this system combines the best qualities of 3.5 along with the best qualities of 4th (yep even the wow system had some good moments) More specifically:
Races
No surprises here, the usual races are still there but with some sweet uplifts.
Humans get a +2 to any ability score they wish and so do Half-elves and Half-orcs. The Dwarves get +2 Con, Wis and a -2 Cha while the Elves a +2 Dex, Int and a -2 Con. Gnomes are present and they are now a fey creature with a +2 Con, Cha - 2 Str in their abilities and of course Haflings with a +2 Dex, Cha -2 Str. All of them have some extra sweet racial abilities from the Hafling luck to the versatility of the Half-Elves (they can have 2 favoured classes now).
Classes
Only the standard classes that appear in 3.5 appear in this book as well but there are quite a few changes.
-Barbarian. The barbarian now has rage powers, which are some powers he can perform while raging, usually once per rage. They vary from been able to have a moment of clarity (for a single round the barbarian can do things he cant normally do while raging like use combat expertise etc.) to extra damage on breaking items or even knock back. Very interested choices, all welcomed.
-Bard. Bards finally start been able to cast 1st level spells (hurray) but the major bonus they get is their new bardic performance abilities. They have several and they grow with levels reaching up to the impressive Deadly Performance at level 20 were they can actually kill someone out of sorrow or joy.
-Cleric. The Cleric finally doesn't have to spend all his spells especially in low levels to heal his allies. They now channel positive energy (the new version of turn undead) which not only harm the undead creatures in the area but also heals all allies. So there is finally some space for divine favor, cause fear and other sweet 1st level spells the clerics were too afraid to cast in case they need to heal someone. The domains have also some sweet powers, usually 2 of them and I really found them very interesting. Oh! And the cleric has only light and medium armor proficiency now and simple weapons plus the favored weapon of his deity.
-Druid. The Druid has kept his usual arsenal with his spells, animal companion or focus on an appropriate domain instead (air, earth, fire, water, weather etc) and of course his wild shapes. At level 20 he/she can wild shape at will.
-Fighter. Fighters now truly are war machines. They get bonus feats way to often and that allows them some good combinations but they also get armor specialization and weapon mastery as well. The first provides them with a reduced armor check penalty and an increased maximum dexterity bonus while the later gives them some increased fighting bonus. Its worth to mention that by level 20 the fighter always confirms a threat, has a higher critical multiplier and can never be disarmed.
-Monk. Monks have now a pool of ki points which help them perform some sweet special abilities from gaining an extra attack while performing flurry to abundant step and much, much more. It seems a good system and I believe that in general the monk is one of the classes that had been truly upgraded to a very useful ally or deadly foe.
-Paladin. Paladins and their new smite ability is a party member worth having in any group. The smite works pretty much like it did (Cha modifier to attack, level bonus in damage PLUS Cha modifier to AC considering the attacks of the smite target) but the clue is that it's not for a single attack or for the round. It's for the encounter!
-Ranger. First of all, d10 hit dice! He still chooses from ranged weapons expert to two weapon fighting and he gets to choose his bond. His bond is either with an animal and works like the animal companion of the druid or with his hunting group a.k.a. his party. The later is a very interesting option in my opinion. Plus apart from favored enemies he gets favored terrains as well.
-Rogue. The rogue has not only an increased hit dice (d8) but also gains some wonderful rogue abilities from the low levels. Defensive Roll and Crippling Strike etc are still available after level 10 but from level 2 the rogue now gains other lesser in power abilities making it a truly exciting class altogether.
-Sorcerer. Sorcerers have a great versatility since they get to choose from level one a bloodline. Bloodline determines why exactly you have your powers and provides you with bonus spells and some supernatural or spell-like abilities making each bloodline short of a small mini class by itself. Oh! d6 for hit dice as well!
-Wizard. Wizards also have d6 for hit dice and they can have a bond either with an animal (familiar) or an item. They are considered to have the appropriate craft feat but only for their chosen item, plus some cool extra bonuses. If they specialize in a school they can still learn spells from their prohibited schools but at the cost of 2 slots per spell memorized.
Overall rules
Characters now gain a feat in 1st level and every 2 levels there after, if you level at your favorite class you gain extra skills or hit points (there is truly sense now in leveling a class all the way to 20), all rules considering disarm, trip, bull-rush, sunder etc are really simple now and the skills have been merged into fewer (i.e. stealth, perception etc). It's an easy system and the changes are 90% of the times for the better.
Last Thoughts
I highly recommend this product I don't think many Players or DMs will be disappointed in giving it a shot, quite the opposite! Considering it's a Players Handbook AND a DMs guide all in one book its pretty heavy and large. Very good editing as well and the art is excellent.
Only small gripe is the pronouns... They have obviously tried to update the language form a very male orientated "he would do this", "the player can use his blah blah" etc by using "she" sometimes... Such as when they are describing a class/race they will decide if they are going to use male/female for the particular passage, the rest of the book still assumes a male player. I wouldn't normally notice this type of thing - it's just a little off-putting/noticeable the way they have done it! :P would have been better to use gender neutral language so the reader can project how they wish! :P
Of course you always get what you pay for, so I do not regret having bought those 3 hard-backs in the first place (I even have an extra PH copy for the players). The Pathfinder book isn't as good. But it is certainly a very good, concise version which is easy to navigate, is well structured and takes less space on your bookshelf.
Useful for new players (who might get lost otherwise) and seasoned adventurers alike. Well written and above all, playable.
This said, if you're going to make a book you should at least do it properly. I've tried to buy this twice now. Each copy has arrived with the binding already having minor issues. I don't think this is a manufacturing problem because the two issues were not the same - the book is just too big, too heavy and has too many pages for the form of binding used. Anything but the most careful handling (unlike for instance, the Royal Mail) will result in strain and eventual failure.
So after two failures I've given up and I've sent both books back. The rules are so similar to 3.0/3.5 anyway, as long as you have the Wizards books it will make little or no difference to your pathfinder game quality. Unless you play with rules-lawyers of course in which case you should find a better quality of people to play with. I now play and run Pathfinder games using my original Wizards rulebooks and the games run fine, the differences are so small as to be inconsequential.
I echo the comment of another reviewer - this should be in a two book DMG/PHB format just like all the other versions of D&D.






