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Pathfinder Roleplaying Game: Core Rulebook |  | Author: Jason Bulmahn Brand: Pathfinder RPG Category: Book
List Price: $49.99 Buy New: $31.44 as of 7/29/2010 17:43 MDT details You Save: $18.55 (37%)
New (32) Used (7) from $29.87
Seller: pbshopus Rating: 69 reviews Sales Rank: 2954
Media: Hardcover Pages: 576 Number Of Items: 1 Shipping Weight (lbs): 5.4 Dimensions (in): 11 x 8.5 x 1.3
MPN: 1110 ISBN: 1601251505 Dewey Decimal Number: 793 EAN: 9781601251503 ASIN: 1601251505
Publication Date: August 19, 2009 Availability: Usually ships in 1-2 business days
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Product Description Enter a fantastic world of adventure!
The Pathfinder Role playing Game puts you in the role of a brave adventurer fighting to survive in a world beset by magic and evil. Will you cut your way through monster-filled ruins and cities rife with political intrigue to emerge as a famous hero laden with fabulous treasure, or will you fall victim to treacherous traps and fiendish monsters in a forgotten dungeon? Your fate is yours to decide with this giant Core Rulebook that provides everything a player needs to set out on a life of adventure and excitement!
This imaginative tabletop game builds upon more than 10 years of system development and an open play test involving more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into the new millennium.
The Pathfinder Role playing Game Core Rulebook includes: All player and Game Master rules in a single volume Complete rules for fantastic player races like elves, dwarves, gnomes, Halflings, and half-orcs Exciting new options for character classes like fighters, wizards, rogues, clerics, and more Streamlined and updated rules for feats and skills that increase options for your hero A simple combat system with easy rules for grapples, bull rushes, and other special attacks Spellcaster options for magic domains, familiars, bonded items, specialty schools, and more Hundreds of revised, new, and updated spells and magical treasures Quick-generation guidelines for nonplayer characters Expanded rules for curses, diseases, and poisons A completely overhauled experience system with options for slow, medium, and fast advancement ...and much, much more!
The Pathfinder Role playing Game Core Rulebook is a 576-page full-color hardcover.
CONTENTS: NA
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Showing reviews 1-5 of 69
Descobridor! July 17, 2010 Aedes Aegypt A evolução do velho e bom D&D em todos os sentidos que se possa atribur a esta palavra. O Pathfinder Core Rulebook, além de livro visualmente lindo, carrega em suas páginas um sistema de regras robustos que servirão a todos que não desejam abandonar a 3ª edição.
We just call it "D&D" July 7, 2010 Rodger L. Gamblin 1 out of 1 found this review helpful
What can I say that hasn't already been said? 4th is good, fun, creative, and represents a lot of work by thoughtful game developers, but Pathfinder is better. 3rd was streamlined, but open to build upon by the player, truly the Linux of the D&D progression.
D&D 4th edition plays like a fun video game with long loading times. Even if you get good with the rules rounds still take forever, and are rigidly structured. The combat is very dependent on movement that miniatures (or usually dice) must be used to track everyone's location in combat. It is neat to have so many powers, but that ends up meaning that there are a million powers in effect all the time that have to be kept track of.
Pathfinder plays like Dungeons & Dragons. It gives you enough rope to hang yourself with, but it really cleans up some of the flaws in 3.5, most action is fast paced, and I still love that 3rd ed feel of really building my character myself, with the ability to be creative right there in the base book. XP penalties for multiclassing is eliminated. Go nuts!
The legacy of D&D carried forward June 27, 2010 Michael J. Mccormick (San Francisco, CA USA) 1 out of 1 found this review helpful
For those who never played Dungeons and Dragons 3.5, Pathfinder is an update of those rules. Those rules are now out-of-print so Pathfinder is carrying it all forward but with some needed improvements. For those who have never played 3.5 and don't have those books - please give Pathfinder a try. It is a great game in its own right. The rest of this review, however, is from the point of view of someone who really liked the 3.5 version of D&D and invested a lot of money in that system. I am very grateful that Paizon published Pathfinder to keep such a great gaming system going by improving but not radically overthrowing the system and continuing to support it with new publications and a great online community at [...].
I've been playing D&D and other rpg's since the late 70's when I was in jr. high. I am happy to say that rpgs (role playing games) have grown and matured as I have. There was a big gap during the 90's when I didn't play at all, but when D&D 3.5 came out I was delighted because I really liked how they streamlined the rule systems to a single d20 roll to beat a single number (the difficulty factor). That made a lot more sense than rolling a d6 here or a d% here, trying to roll under a number here or over a set number there. I also liked how they streamlined the modifiers for the six basic attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma) that are applied to different tasks, and how they streamlined the saving throw system. All in all, it was recognizably the same game I played since jr. high but with a coherent and streamlined rule system. I also really liked how characters had skill points they could buy so they could do things outside of combat. I was very happy that monsters were also given scores for the six abilities and had classes and even skills and were generally created using more or less the same system as the characters were. This was great because it made it easy to play certain monsters as characters and it made it easy for the game master to modify monsters to make them less generic, vary how challenging they were, and overall more than just things to kill. Subsequently I invested a lot of money on D&D 3.5 books. I only really got to play with my daughter however, a fun game but very different from hanging out with the guys. So I was a little dismayed when the 4th edition of D&D came out and WotC announced that they would no longer be publishing or supporting 3.5 materials. I felt kind of left high and dry.
Then the clerks at the local game store told me that Paizo was coming out with a new game using an update of 3.5 rules that would be backwards compatible with my 3.5 library. I was intrigued and so when I found out about the free Beta Playtest Rules I downloaded them and started a play-by-post game with some friends about a year and a half ago (beginning of 2009). I ended up liking the Pathfinder system even more than 3.5 (granted its the same system but updated). It ironed out a lot of the rough spots in 3.5 (like Grappling rules), it beefed up the races and character classes, it streamlined the skill system in a way that made character creation (and NPC creation) easier, and the presentation (art, index, organization of the rules, etc...) even in the free Beta Playtest was impressive. When the final ruleset came out I bought two copies (one for home and one for my desk at work). We have had a great time over the past year and a half running a campaign set in the old D&D campaign world of Greyhawk and this rule system has wonderfully facilitated high adventure, drama, character development, and anything else I needed it to do. My fellow players even picked up their own copies of the rules when the hardback final rules came out.
Are there errors and typos and such? No more than in other rulebooks of this size and a lot less than in many others - and the errata are available online anyway. Is this the perfect rule system? Depends on what you want. It is not as generic or complex as some (like GURPS) nor is it as simple and generic as other (Savage Worlds or perhaps 4th edition D&D though I've never played either). But for what it is it is great - a carrying forward of D&D 3.5 with high production values that is both backward compatible with older materials (with only minor tweaking of those materials required) and some great adventures and supplements continuing to be published in support of it. I think those who want a system that is both flexible and streamlined, and not too complex but not too abstract, will be very pleased with Pathfinder.
Let me give an example of what it has enabled me to do. I have been able to take the game module Caverns of Thracia published for 3.5 (an update of an older module for 1st edition of D&D) and use it as the basis of our campaign using the Pathfinder rules. I have had to do only minor adjustments to the stats provided in that module. Why not use the 3.5 rulebooks I still had? Because again Pathfinder's updates make everything (like the skills and grappling rules) easier and the characters just a bit more interesting. Using the Pathfinder rules we have been able to have players run a member of the Scout class (from the 3.5 book Complete Adventurer), I've been able to use Ninja from that same book (pinch hitting for Scarlet Brotherhood assassins), and we've been able to have Doppelgangers and Lizardfolk as player characters (though here I must admit Pathfinder doesn't really have any developed rules for this and I've fallen back on rules from Savage Species and Races of Destiny - but again Pathfinder's rules are compatible enough that I can do this with only some minor changes and improvements of the 3.5 material. I've also been able to draw upon spells and options from other books like the Spell Compendium and the Book of Exalted Deeds and the Book of Vile Deeds and of course the "Races of" and "Complete" series of books and others. At every step of the way I've found that Pathfinder (while being a complete system in its own right for new gamers) has allowed me to continue making extensive use of my 3.5 library and at the same time the changes in the system are great improvements.
Excellent product, but not much new here. June 6, 2010 Daniel Fairbanks 0 out of 1 found this review helpful
There's really not a whole lot to say about this book. They basically combined the D&D 3.5 PHB and DMG into one large book, altered some rules and things, put some better, more consistent art in it, and decided that was worth 40 or 50 bucks. Now, I'm not saying this book is a waste of money. Personally I love the changes they made to the original 3.5 edition rules. I just think maybe they could have printed the stuff they changed and left out the stuff they didn't change. They could have released it as a much smaller book of alternative rules and saved a lot of time and money.
Love it May 18, 2010 C. Davis (Seattle, WA USA) 2 out of 2 found this review helpful
Love this book. The price tag is a bit steep but it is both a players handbook and Dungeon master's guide in one so it is worth it. Play is smoother than Dungeons and dragons 3.5 and the classes are more balanced from what I can see. Also 3.5 D&D backwards compatible which is a plus if you are like me and have a bookshelf full of now outdated books.
Showing reviews 1-5 of 69
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