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Pathfinder Roleplaying Game: Core Rulebook Hardcover – August 19, 2009

4.7 out of 5 stars 462 customer reviews

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Product Details

  • Series: Pathfinder Roleplaying Game
  • Hardcover: 576 pages
  • Publisher: Paizo (August 19, 2009)
  • Language: English
  • ISBN-10: 1601251505
  • ISBN-13: 978-1601251503
  • Product Dimensions: 1.3 x 8.6 x 11 inches
  • Shipping Weight: 4 pounds (View shipping rates and policies)
  • Average Customer Review: 4.7 out of 5 stars  See all reviews (462 customer reviews)
  • Amazon Best Sellers Rank: #3,800 in Books (See Top 100 in Books)

More About the Author

Jason Bulmahn is the Lead Designer of Paizo Publishing and the author of the Pathfinder Roleplaying Game. He has worked for Paizo since 2004 and has contributed to dozens of books for both Paizo and Wizards of the Coast. His work has won one Origins Awards and over 25 ENnie Awards. He is also the owner and publisher of Minotaur Games, a company dedicated to making quality card and board games.

Customer Reviews

Top Customer Reviews

Format: Hardcover
Weighing in at nearly five pounds and spanning over 576 pages, the Pathfinder RPG Core Rulebook combines all of the rules that were previously split between the D&D 3.5 Players Handbook and Dungeon Masters Guide. It is everything that you are going to need to play except for the Pathfinder Bestiary, which is not scheduled to be released until October 2009. Until then, you'll need to break out your old 3.5 edition monster manuals or use the monsters in the d20 SRD. You can download the SRD for free over at wizards.com, or for an easy to use online version, check out the Hypertext d20 SRD online at [...]

* The Core Classes of Pathfinder *
Paizo put a lot of effort into spicing up all of the original 3.5e classes with new and exciting abilities. Many of the classes now have multiple paths that a player can follow to help make distinguish their character from the teeming masses of other adventurers of the same class. This is very reminiscent of what Fourth Edition did, and it is one of the things I really liked. You'll especially see this featured with the druid, cleric, paladin, ranger, rogue, sorcerer, and wizard classes.

I was also impressed by how much the game rewards the player who sticks it out and levels his character through all twenty levels of his core class. In the past, there has often been very little incentive (or sense in some cases) to do so. With Pathfinder, not only does your character receive an extra hitpoint or skill-point every level just for leveling in his favored class, but the game does an excellent job of providing all kinds of cool abilities at the highest levels.
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Format: Hardcover
If you are familiar with 3.x branch of Dungeon & Dragons then you'll already have a firm grasp of the Pathfinder RPG. Some are even calling it D&D 3.75E---which is not far from the truth. Much has already been written about D&D 3.x so I'll keep this short and simple.

First the book itself comprises both Players Hand Book and GM Guide which makes a very big book. It's logically organized with a concise Table of Contents and Index so information should not be hard to find. There is some nice consistent art work but not so much that it distracts from the content.

One of Pathfinder's design goals was to make it compatible with 3.5E rules---so we can keep our extensive 3.5 Edition libraries with minimal conversion effort, in this it succeeds pretty well. Classes, skills, feats, spells, prestige classes are quick and easy to upgrade. Most monsters can be converted by just calculating Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD). Don't take my word for it, the Paizo website has a free 3.5 Conversion Guide PDF that covers simple guidelines for making most any kind of conversion.

The Core Classes have cool new options and seem very well balanced. I'm specially enamored with some of the new options for the wizard ( which has always been my favored class ).

The rules for skills and feats have been nicely streamlined.

Combat has been simplified with a new single mechanic which allows for clarified special attacks (grapple, disarm, trip, etc).

A reworked experience system allows for slow, medium, and fast character advancement (My players and I really like the ability to control and fine tune the tempo of a campaign).

With Pathfinder, rules for the 3.
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Format: Hardcover Verified Purchase
Before I begin, let it be known that I think people are putting too much emphasis on this whole "4th Edition vs. Pathfinder" argument. I am sick of hearing about the pros and cons of both systems, usually written by people who have no idea what they are talking about.

If an RPG is fun, and capable of entertaining a group of people for any extended period of time, then it has succeeded in doing what it was made to do. I have been a Dungeon Master for going on two decades now, I cut my teeth on 2nd edition AD&D, and I have experience with every type of player and Game Master that one could imagine. Most of my games have been run using the 3rd Edition D&D rules, but I do occasionally run Paranoia and Call of Cthulhu campaigns.

Pathfinder is an RPG that not only stands on its own, it also meshes nicely with the D20 product line. What this means is, with very minimal effort a person such as myself who has access to a library of D20 books can plug the Pathfinder rules into them. The Core Rulebook has a dual role of serving as both the Player's Handbook and Dungeon Master's Guide; meaning that it is really all one needs in order to start playing. (Other than dice, character sheets, and friends to play with of course.)

What really sells me on Pathfinder is that despite the upgrades and changes to every class and character race, it still manages to keep that good old Dungeons & Dragons feeling. The artwork in this book is simply beautiful, and a vast improvement over some previous editions. Being the graybeard that I am about RPGs I usually don't go for the more modern digital art, but the artists clearly kept that sort of grungy dungeon crawl nostalgia to heart when they worked on this project.
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