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Recap / Pathfinder

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Pathfinder contains a vast amount of books for various purposes (rivaling Rifts it seems). This page, both like and unlike a series' Recap page, will hopefully give you a rundown on what the more important and interesting books are about, as well as help you find what you need and don't need.

Core Books
Core Books are the basic (and not-so-basic) rules of the game. If you're going to play the game, you will need a few of these.

  • Core Rulebook: The main rulebook, and the one book you absolutely must have to play the game. At it's heart, it's essentially a rewrite of the classic Players' Handbook.

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  • Advanced Players' Guide: Effectively an extension of the Core Rulebook, the Advanced Players' Guide contains six new Character Classes (and eight Prestige Classes) and introduces Archetypes; variants of both old and new classes that are specialized in different ways. In addition, the book contains new Feats, Spells, Equipment, and a few new rules such as Traits, Heroism, and new Combat Maneuvers.

  • Ultimate Magic: A sourcebook for spellcasters, or anyone who wishes to add a little more magic to their adventure. With a new class, the Magus, New Archetypes for all classes, the usual array of new feats and spells, spellblights, magic duels, details on summoning and gaining the services of outsiders, making and modifying constructs, and even an alternate form of magic.

  • Ultimate Combat: For those who prefer a more martial style. Three new classes, the Gunslinger, Ninja, and Samurai. More ass-kicking archetypes, Feats, Eastern weapons, Firearms, Gladiatoral weapons (and combat styles), and even siege weapons. There are even a few new spells of decidedly deadly design.

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  • Ultimate Equipment: A compendium of weapons, items, and goods, both mundane and magical, from the previous books, plus several new ones.

  • Advanced Race Guide: Goes into further detail for not only the Core races of the game, but thirty other races, from semi-monstrous enemies like Goblins, Orcs and Kobolds to Aasimars, Undines, Ratfolk, Catfolk, Tengu, and many more. In addition, each race has alternate racial traits, special feats, and even new archetypes, spells, and items.

  • Advanced Class Guide: Blurs the lines between classes with new Hybrid classes: The Arcanist, Bloodrager, Brawler, Hunter, Investigator, Shaman, Slayer, and Warpriest, which combine key features from previous classes into brand new combinations. Also includes Class-borrowing Archetypes, new feats and spells, magic items for the new classes, and even guides to making classes of your own.

Adventure Paths
Adventure Paths are self-contained campaigns usually taking a party of four PCs from Level 1 to Level 15-20. Divided into six parts, each faces the party against a regional and occasionally world-wide threat. In addition, each Adventure Path part contains further information on cities, regions, organizations, gods, and races of Golarion, as well as several new monsters.

  • Rise of the Runelords: The party arrives at the Varisian town of Sandpoint. A goblin attack at the dedication of their new church soon leads them on adventures around the region, culminating in the awakening of an ancient evil from a precursor civilization.

  • Curse of the Crimson Throne: In the Varisian Colony of Korvosa, the king has died, leaving his much younger queen in charge. Things soon go bad as she begins enacting horrible plots against her own people, seeking to reshape the city to her liking.

  • Second Darkness: A shadowy blot appears in the skies above Riddleport, but the true threat lies below the surface. The heroes will have to unlock this mystery before the sky falls on Galarion once more.

  • Legacy of Fire: An expedition to restore an abandoned town gets caught up in the aftermath of a war between Genies. Needless to say, things heat up quickly.

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