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Review of Pathfinder Roleplaying Game Core Rulebook


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Introduction

Pathfinder is a reinterpretation of the Dungeons and Dragons 3.5 edition game. The publisher started with the System Reference Document (SRD) and made changes to nearly every aspect of the game. The majority of the changes have not drastically altered how Pathfinder works in comparison to D&D 3.5; in fact, with minor alterations, nearly all materials used for D&D 3.5 can be used with the Pathfinder RPG. The majority of this review will not be a direct comparison between D&D 3.5 and Pathfinder, as this reviewer does not feel that is the goal of capsule reviews; therefore only passing mention will be made and Pathfinder will be examined as its own game and assessed on its own merits. This review will also assume a certain level of familiarity with the D20 system in the SRD or D&D 3.5.

The production values in this book, and the entire Pathfinder line, are top notch. The book is full color with full bleed margins. The interior art is of a very high quality with much of it done by one of my favorite illustrators, Wayne Reynolds. Unlike some other games where the multiple artists’ styles and depiction clash, there is a solid consistency in the art in Pathfinder. The text is a good size, a bit smaller than other rule books, but necessary as Paizo is putting a large amount of information in this book in the interest of having a complete game in one volume.

In the interests of full disclosure I received a copy from Paizo for review.

Chapter 1: Getting Started

This brief chapter introduces Pathfinder and the basic concepts in a role playing game. There is an excellent balance struck here between giving enough of an introduction for new role players to get a feel of what it is like. Most importantly this chapter contains a list of common terms used in the game. This section should be read thoroughly by both veterans (especially players of D&D 3.5) and new gamers alike, as it introduces new concepts in the Pathfinder game, such as Combat Maneuvers, Combat Maneuver Bonus, and Combat Maneuver Defense (these terms will be discussed in more detail in the relevant chapter below). Other sections in this chapter include guidelines on creating a character and ability scores and attendant modifier table.

Chapter 2: Races

This chapter provides information on the seven races available in the Pathfinder setting. They include all of the standard fantasy types: dwarves, elves, Halflings, etc. Each race description includes a paragraph of physical description, society, racial relations, alignment and religion, adventurer types, and names. At the bottom of each one page description is the list of mechanical traits of each race, including ability score modifiers, size, abilities, and languages known. Rounding out the racial description is an illustration of a member of that race. The races presented here do not vary much from the standard archetypes of many other fantasy games.

Chapter 3: Classes

This chapter details eleven classes available to characters (additional classes are introduced in the Advanced Player’s Guide). Rules for character advancement are also in this chapter, providing guidelines on advancement and multiclassing. Favored classes are the primary focus of the character and the player receives bonuses for advancing in that class. The part that stood out in this section was the advancement table. During adventures characters earn experience points and after acquiring a certain amount of them can advance a level. In Pathfinder, there are three different experience point tracks that can be used. Each track has a different experience point total needed to advance one level. This allows a group to set advancement based on the type (and frequency) of game being played. This reviewer will definitely take advantage of this feature as progress can still be made while running games that meet less frequently than once per week.

Barbarians are warriors that draw upon their inner rage to power their attacks. The rage ability opens up various powers to them that can be used while in that state.

Bards are masters of inspiring their allies while confounding their foes using some form of performing art to cast arcane magic.

Clerics are devotees of particular gods and seek to spread their faith. This connection to a higher power allows the cleric to cast divine spells and to perform other miracles as well.

Druids harness the powers of the wild and draw their divine power from the forces of nature. As they grow in power they are able to take on the shape of animals. Fighters excel at physical combat and can employ a wide range of tactics to do so.

Monks are martial ascetics who hone their physical body and mind into a formidable warrior.

Paladins are the more martial arm of certain faiths. They are paragons of virtue and are completely dedicated to the destruction of evil. Like clerics they are able to cast divine spells and can perform other miracles as well.

Rangers are scouts and trackers that specialize in the hunting of prey. They learn the ways of their enemies and insight to better pursue them.

Rogues are cunning and skilled adventurers who live by their wits. Explorers and thieves both fit the role of the rogue.

Sorcerers harness the powers of arcane magic, not through study, but by the blood in their veins. They gain benefits from whatever magical lineage they hail from and can cast a limited number of spells fairly often each day.

Wizards use arcane magic after long study of arcane tomes. They can choose to focus their study and gain greater abilities with one school of magic by forgoing the versatility of a non specialist.

Chapter 4: Skills

In Pathfinder there are three fundamental ways characters are distinguished: race, class and skills. This chapter details the skill system. In Pathfinder there are 35 skills available for characters to learn. All skills are available to all characters to learn, though some skills--class skills--are easier to learn as they represent skills inherent to the class. Additionally skills checks with class skills gain a bonus if a character has actively trained in that skill (i.e. spent at least one skill point in it). All skills cost the same number of skill points to advance, greatly simplifying bookkeeping (D&D 3.5 had non class skill costing 2 skill points to advance and characters were allowed to spend half points). In keeping with the idea of a unified mechanic, skill checks are easily and quickly resolved. A single die roll plus modifiers to beat a Difficulty Class is all that is required.

Each skill description follows a uniform layout, first listing the associated attribute, if an armor penalty applies and if a character must be trained in it; followed by a description of what types of situations can be overcome by using the skill; what type of action is used (actions will be discussed in the Combat chapter); if retries are permissible and what penalties are involved; and any special conditions or restrictions. Very few skills have long descriptions, and those that do are used to address commonplace uses of said skill. For example, the Heal skill has several tasks a character can attempt resulting in a longer skill description than Intimidate. An interesting addition to the skill list is the Fly skill. This skill is used with aerial mounts and magical flight and deals with the intricacies of aerial movement, as sort of Ride skill for flying characters. This reviewer applauds this addition as a long time fan of mounted characters, it seemed a bit odd that spellcasters could simply cast a spell and be able to move perfectly in the air with no training what so ever.

Chapter 5: Feats

Feats are ways each character can bend the rules of the game in very specific ways. They provide enhancements to class abilities, soften penalties or grant bonuses to die rolls. Some of these feats have prerequisites which must be met in order for the character to benefit from the feat. If a prerequisite is lost the character can no longer perform that feat until the prerequisite is regained. Feats come in five different types in Pathfinder: General, Combat, Critical, Item Creation and Metamagic. General feats are those that can be taken by any character that meet the prerequisites. Combat feats are those that fighters can choose at levels where he qualifies for a bonus feat. Critical feats alter the effects of critical hits, making them even more devastating. Item Creation feats regulate the creation of magic items from potions to staves and other magical weapons. Metamagic feats are used to alter specific aspects of spells, increase ranges, areas of effect or to maximize variable effects. These feats increase the difficulty of the spell cast requiring the caster to use a higher level spell slot.

In the table of feats combat feats are intermixed with the general feats, which normally would lead to wasted time as the player had to then find the feat description to determine if the feat is a combat one. Pathfinder has designated the combat feats with asterisks, allowing faster referencing in play. Another advantage to the method of arrangement of the feat table is that in listing them in a chained list, where feats that have prerequisites are listed under the required feat, a player can easily see how to build up to a certain feat. Item Creation and Metamagic feats are broken out into their own lists for ease of reference as well.

Chapter 6: Equipment

This chapter discusses the various pieces of equipment adventurers will be using in the game. The chapter begins with a brief look at money including exchange values between coins, all of which are nice round powers of ten, and a short list of trade goods and their values allowing for a barter system to be used if desired. Starting wealth for each character class is displayed in a concise table, with both a variable range and average value included.

The majority of this chapter is devoted to weapons and armor. The weapon section begins with a discussion of the various properties associated with weapons. All of these properties form a game system description of the weapon and are fairly straight forward. These properties cover the amount of training necessary to use (simple, martial, exotic), combat distance (melee, ranged), effort to wield (light, one handed, two handed) and size (relative to the wielder). All of these qualities are synthesized in a two page table listing all of the weapons. The table is first divided into sections based on training, then subdivided into effort to wield. Cost, damage values, ranges and special rules are summarized in the table. Further details for specific weapons and special qualities follow after the table. There are illustrations of several weapons, but unfortunately some of the more exotic weapons are not depicted, this reviewer would rather have seen the urgosh pictured rather than the ubiquitous longsword.

Armor is discussed next beginning with an explanation of the terms used in the armor table. Armor in Pathfinder makes a character harder to hit by adding to their armor class. Certain classes begin trained in certain weights of armor: light, medium, heavy and shields and this is how the table is arranged. All armors allow characters to add a portion of their Dexterity bonus based on how heavy the armor is (the heavier the less Dexterity can be added). It also interferes with certain skills applying a penalty to the check as detailed in the Skills chapter. Arcane spellcasters attempting to cast a spell, with a somatic component, while wearing armor risk ruining the spell, this is represented with a percent chance for each armor type. Like the weapon section, the armor section contains brief descriptions of each type and any special rules involved. Rounding out the chapter are description and price lists of various goods and services adventurers may wish to avail themselves of. The table is subdivided into sections of gear, tools, clothing, food, mounts, and transport and spellcasting services.

Chapter 7: Additional Rules

This short chapter addresses rules that do not fit easily anywhere else in the book. The chapter begins with a discussion of alignments. Alignments are the philosophical and moral attitudes held by a character in Pathfinder. As this is a game using the SRD the nine traditional alignments are used ranging from Lawful Good to Chaotic Evil. Each alignment receives a brief description and a one sentence summary. This reviewer feels that the summaries are an important addition to the alignments as it gives a fairly direct summary of what the alignment is about, and is a good attempt at minimizing pseudo philosophical debates that disrupt games.

Character description is discussed next. Characters can have random starting ages based on race and class, as some classes take more training to become skilled in. As a character gets older ability score adjustments are made increasing mental scores and decreasing physical ones. Typically most adventurer’s careers do not last long enough for these penalties to take effect, especially now that the haste spell does not age the recipient one year. Height and weight tables are included as well allowing players to roll randomly or to pick within a certain range.

Encumbrance and movement are detailed. Movement is divided into tactical (used during combat) and overland (used during travel). Tactically a character can move his movement rate in a round, obstacles, rough ground and visibility can slow that to a near crawl. Overland movement is also subject to reduced travel rates based on terrain. Another factor in movement in encumbrance, this is determined by a character’s Strength score and carrying heavier loads impacts movement, Dexterity and Skill checks.

Chapter 8: Combat

This chapter provides details on the way combat works in Pathfinder. Statistics relative to combat are discussed including attack bonuses (the character’s skill at using a weapon), armor class (how difficult the character is to hit), damage (how lethal a hit by the character is), hit point (how much damage a character can take before falling), attacks of opportunity (exploiting character distraction), speed (how far a character can move in a round), and saving throws (the chance to reduce magical effects on the character).

At its most basic Pathfinder combat consists of an attacker’s die roll against a static target number. Fights are broken down into rounds, representing six seconds of time, where each character is allotted a set number of actions. Combat begins with an initiative roll to determine the order in which the combatants act, from then on combat continues to cycle through until all characters have taken their actions for that round. In Pathfinder combat actions are divided into standard, move, full round, free, swift, and immediate. Typically a character can perform either one full round action, or a standard and a move action per round of combat. Standard actions represent the most common types of actions that can be taken in combat, e.g. attacking, casting a spell (unless the spell description states otherwise), and using special abilities. Move actions are typically associated with moving about the battlefield. Full round actions are more complex actions that include making a full attack (if the character has multiple attacks available) and withdrawing from combat. Free actions take no time to perform and there is no limit as to the number of free actions a character can perform in one round. Swift and immediate actions are similar to free actions in that they take a short amount of time to perform but a character is limited to only one swift and one immediate action per round. All of these actions are summarized on a table that includes notation as to whether they provoke and attack of opportunity.

Injuries are covered next including a discussion of hit points and various states of health. Characters in Pathfinder do not suffer from a “death spiral” health system where taking more damage degrades the effectiveness of a character. Hit point loss only has a real effect when the total reaches zero. Non lethal damage can be done to knock characters unconscious as well. Healing, both slow mundane and faster magical, is also discussed here.

Movement and positioning is an integral part of the very tactical nature of Pathfinder combat. This section in relatively brief and is accompanied by an excellent illustration of how movement works and is calculated. Moving over open terrain is straight forward, with the only twist being diagonal movement which is counted in a 1 then 2 fashion for geometric reasons. This reviewer sees this as a missed opportunity for Pathfinder to have moved to a hexagon grid rather than a square based grid and eliminate the odd counting necessary. This would also make spell effects more circular in nature.

Combat modifiers are next including cover which penalizes the attack roll; concealment which introduces a miss chance on a successful hit; flanking is a bonus to attack based on surrounding the enemy; and helpless target which are much easier to hit. Special attacks cover any other action taken in combat including combat maneuvers. These are special types of attacks, e.g. disarming and grappling, that can be performed during a round. The SRD had very complicated rules to adjudicate these actions resulting in many GMs altering or ignoring them altogether. Pathfinder has hit upon an elegant solution to this problem. Every character has a Combat Maneuver Bonus (CMB) and a Combat Maneuver Defense (CMD). These scores are used in lieu of the standard attack and defense to determine success.

Chapter 9: Magic

This chapter contains rules concerned with the more universal aspects of magic use in Pathfinder, individual spell descriptions are found in the next chapter. The first section addresses the act of casting spells. Casting spells can be subject to various complications, most of which require the spellcaster to make a Concentration check so as to not lose focus. The difficulty for the roll is determined by consulting a table in this chapter. Another way to disrupt spellcasting is by the casting of a counterspell. This is when a spellcaster uses the energy of a spell to disrupt the identical spell being cast. An overview of spell descriptions follows beginning with a discussion of the eight schools of magic. The schools of magic are groupings of spells with similar effects, for example abjuration spells utilize magic to create some kind of protection. Some of the schools have keywords associated with them and they receive detailed treatment here. Other important aspects of spells are discussed including components (verbal, somatic, material, focus and divine focus), range and areas of effect.

Spells in Pathfinder are divided into two general types based on the energies used to cast them. Arcane spells are used by bards, sorcerers and wizards. These spells are typically more dramatic in effect than divine spells. Both sorcerers and bards do not need to prepare the spells to be cast and can cast them in any combination a limited number of times per day. Wizards are required to prepare spells to be cast, with preparations including a period of rest and study and available written resources. Once the wizard prepares the spells from his spell book they remain available to be cast once until he rests or is killed. Rules for reading and copying spell books and their concomitant costs are covered as well.

Divine spells are granted to clerics, druids, paladins and rangers. All divine casters follow the same general rules as wizards do in preparing spells. In lieu of a spell book each divine caster must pray for their spells at a specific time of day. Unlike wizards, divine casters can choose to leave spells slots unfilled and can pray at other times to fill those slots. Certain special abilities acquired by characters, or inherent to certain monsters, fall into certain semi magical types. Spell like abilities typically mimic a specific spell and obey a specific subset of general spell rules. Supernatural abilities while magical in nature are not subject to any of the rules governing spells. Extraordinary abilities may seem magical but are completely mundane in origin.

Chapter 10: Spells

This chapter catalogs all of the spells available to the spell casting classes in Pathfinder. This chapter is by far the longest one in the book. Fortunately it is intended much more as a reference work rather than to be read straight through. Several lists of spells are presented, first sorted by class, then level and finally alphabetized. Each spell list contains the name of the spell and a very brief description of the effect. This feature makes the selection of spells proceed more quickly as a player does not have to page through the entire chapter to find a specific spell.

The detailed descriptions follow the spell lists and here all of the spells are listed in alphabetical order. Each spell is headed with the name of the spell in a solid colored bar. This creates an easy visual distinction between each spell description in an otherwise text heavy chapter.

Chapter 11: Prestige Classes

Prestige classes are a class that characters can take that increase the character’s abilities in a fairly focused skill set. Each of these classes has certain prerequisites that must be met in order to take levels in the class. Unlike base classes prestige classes only have 10 levels to them, but all add to the characters attack rolls and saving throws, while also granting special abilities. Each prestige class follows the same format as the base classes described in chapter 3, with the addition of a requirements entry listing the prerequisites required before taking levels in the class.

Pathfinder presents ten different prestige classes for characters to join. The arcane archer seeks to meld arcane spell casting with the use of a bow by placing enchantments on their arrows. Arcane tricksters utilize magic to increase their skills at thievery. Assassins become experts at dealing death from the shadows. The dragon disciple seeks to draw out the powers in the draconic blood flowing in their veins. A duelist is a light weight fighter very much of the swashbuckler type. An eldritch knight combines steel and arcane magic and take to the front lines in melee combat. Loremasters acquire knowledge and power through divination. The mystic theurge breaks down the barrier between arcane and divine magic and combines them into a potent mix. The pathfinder chronicler is the archetypal explorer and travels the world for any number of reasons. Shadowdancers harness the powers of shadows to aid in concealment and surprise.

Chapter 12: Gamemastering

This chapter provides basic advice to the Game Master (GM) on how to organize and run a session of Pathfinder. The first major section deals with the building of properly balanced encounters. Pathfinder uses a system of challenge ratings for each of their monsters and other hazards. These ratings are then used in conjunction with a table to provide a guide for a GM as to how many creatures to use in an encounter. All of this is explained in a clear step by step process and an example is also provided. Rewards are discussed next including both experience points (XP) and material rewards. Characters earn XP by overcoming various encounters and they are awarded based on the difficulty of each encounter faced. Material rewards, namely treasure, are doled out based on the XP progression selected at the start of the game. A GM is encouraged to build interesting hauls of treasure by intermingling specific pieces of jewelry, gems and works of art.

Chapter 13: Environment

This chapter discusses the various environments adventurers will find themselves in. The bulk of the chapter is dedicated to dungeons and the wilderness. The dungeon section discusses the purposes of various dungeons, the terrain encountered and various natural hazards encountered. A separate section dealing with traps follows, allowing GMs to design their own traps to bedevil an adventuring party. Supplementing these rules is a list of premade traps ready to be inserted into a dungeon. This is a very nice addition as it allows GMs with limited preparation time to include fully functional and well balanced traps in a dungeon.

The wilderness is the second most common area where adventures take place. Here are rules covering specific challenges associated with terrain types, and tables showing percentages of the frequency of features found. Rules for getting lost and regaining bearings are also detailed. The challenges presented here provide a welcome change of pace from the typical challenges which simply consist of more monster encounters. The unique challenges of urban adventures are discussed next, including the rules for siege engines. If the various challenges of the wilds are not enough GMs can also include complications due to weather in their games. The most experienced groups will eventually leave this world and begin to travel to the other planes of existence. Here the rules of the “normal world” are at time suspended or changed in unexpected ways.

Chapter 14: Creating NPCs

Non player characters (NPCs) are all of the people in the world not directly controlled by the players. The vast majority of these people do not have training in the classes available to players and this chapter provides five classes suitable to fill a variety of roles. Adepts are low powered divine spellcasters. Aristocrats are any high born people, and commoners just the opposite. Experts are skilled in some type of mundane work. Warriors are the rank and file of armies or the town watch. The creation of NPCs basically follows the same process of creating a player character. All of the steps are detailed in this chapter, followed by an example.

Chapter 15: Magic Items

Rounding out the book is the chapter dealing with magic items. All magic items are divided into various categories including: magic weapons, rods, wands and rings. All of these items radiate magic and a short section details how the magic item would appear if detect magic were used upon it. This is very useful for GMs that want to have players discover the powers of magic items in their possession. Magic item use is detailed next and is divided into four types. Spell completion items require the users to have access to the spell on their spell list and be of a sufficient level to cast said spell. Spell trigger items, much like spell completion, require the users to have the spell available to them on their spell list, but do not need to be able to cast it . Command words need to learned and spoken to activate the item, and these items can be used by any class. Use activated items need the object to be used in order to function. Following this are rules concerning the number of magic items a character can wear at one time, repairing and purchasing magic items as well. The bulk of the chapter consists of descriptions of various items. There are listed in pseudo alphabetical order, first by type of item (armor, weapons, potions, etc.) and then general powers followed by specific items. All of the general powers for each type can be applied to most items in that category. For example, the weapon power of holy can be placed on any weapon. The main restriction for weapons and armor is that any item cannot exceed a total bonus of +10. Each power has an associated plus value, these are added to the inherent magical bonus to reach a total enhancement bonus.

There is a very large selection of magical items available in this book and players of any class will find a wide range of useful items.

Conclusion

Overall the Pathfinder Core Rulebook is a very welcome and much needed upgrade to the D&D 3.5 SRD. All of the character classes have undergone overhauls increasing both balance and interest to play. Awkward rules have been clarified or rewritten to be more concise and easier to adjudicate, speeding play along. This rulebook, while lengthy, is very compact and contains a wealth of information for both players and GMs, allowing for a game to be run with only one book.


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