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Master the Game!

Unlock the secrets of the Pathfinder Roleplaying Game! Whether you’re a new player eager to jump into the action or an experienced roleplayer looking for insights and a convenient teaching tool, this 160-page guide is your new advisor at the gaming table. Unsure which feat to choose or spell to prepare? Detailed walkthroughs of all 11 core classes help you create and customize exactly the characters you want to play, and continue to offer advice as you take your adventurers all the way to the heights of power. At the same time, this book provides a quick and easy introduction to combat and advanced rules options, tips for battlefield domination and better roleplaying, and more!

The Pathfinder Roleplaying Game Strategy Guide is an indispensable introduction to the Pathfinder Roleplaying Game and companion to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds upon more than 15 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

The Pathfinder Roleplaying Game Strategy Guide includes:

- Illustrated, step-by-step guides to creating, advancing, and playing characters of all 11 core classes, with specific tips and tactics for 26 different classic character themes, such as the archer, the trickster, the crusader, the conjurer, and more!
- A clear and user-friendly introduction to the basics of combat and narrative play, with easy-to- understand explanations of Pathfinder RPG terminology, systems, and core concepts.
- Advice for getting the most out of game sessions, collaborating with other players, and succeeding both on and off the battlefield.
- An overview of how to get started in the Pathfinder Society organized play program.

AND MUCH, MUCH MORE!

Cover art by Wayne Reynolds

159 pages, Hardcover

First published March 25, 2015

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67 people want to read

About the author

Wolfgang Baur

151 books41 followers

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Displaying 1 - 7 of 7 reviews
Profile Image for Seth Kenlon.
Author 10 books11 followers
November 27, 2017
A bad name for a great book. This book has almost nothing to do with strategy and is basically the Player's Handbook for Pathfinder.

Its format should be used as a template for every. single. RPG. player's handbook. ever. It's got big, beautiful illustrations with easy-to-understand iconography and breakout boxes so that you get exactly the information you need exactly when you need it. It's like the Beginner's Box, but advanced, so if you're playing a specific class of character, and you've just levelled up but don't know what that means, THIS BOOK TELLS YOU.

For every level of every core class, this book tells you exactly what you need to do on your character sheet (base attack bonus, HP increase, skill ranks, and so on). And this information is not buried in a wall of text, it's highlighted in a big bright box labelled LEVEL 5 (if you've just reached level 5). It's amazing.

Beyond that, it helps you develop your character (the "strategy" part of the title, I guess). For instance, if you're playing a ranger and want to concentrate on archery, it guides you to the skills and feats that align with that goal. If you prefer to concentrate on tracking and hunting, however, then it guides you to those skills and feats. The book refers to these as "Character Themes", and it's brilliant.

It doesn't, presumably, have a theme for literally everyone, but it does give you ideas and examples of how developing a character toward a specific skill set and play style works, so you can learn from this book even if the underwater-basket-weaving ranger path isn't implemented.

But wait, there's more. Once all the character building and developing is covered, the player's turn is analysed and explained. This is no less brilliant than the rest of the book. The Pathfinder Core Rulebook is very complete, so while it does technically cover the phases of one turn, the sequence gets lost in all the information. This book conveys the important parts of a turn, what a player can do during a turn, and how to make the most of a turn.

It also covers non-combat stuff, like solving mysteries and exploration.

Bottom line: this is to Pathfinder as the Player Handbook is to D&D. If you're a new player, get THIS book before bothering with the Core Rulebook. If you're a new GM and need to give guidance to your players, get this book.

And please, for the love of all that is unholy, if you're a game designer trying to decide on a layout and format for your upcoming game, STEAL IDEAS FROM THIS BOOK.
Profile Image for Andrew.
784 reviews13 followers
February 25, 2023
I'm trying to figure out Pathfinder, so I can participate in a game my brother is putting together. I haven't played an RPG in many years, so I have a lot to learn. I thought this was a good resource to learn the basics of Pathfinder (1E). I'd already started reading the Pathfinder Roleplaying Game: Core Rulebook, but that's almost 600 pages, while this is under 200.
Overall, this is a better way to learn Pathfinder (1E) than just trying to devour the rulebook. It does contain a lot of references back to the rulebook, so you'll need access to that too, or at least you'll want to have the Archives of Nethys site handy.
Keep in mind that this was written for 1E, so if you're playing 2E, it's probably less useful.
Profile Image for Nathan Albright.
4,488 reviews163 followers
September 29, 2016
As the GM for an extended tabletop gaming campaign [1], one of my players commented in our most recent sessions that he wished to GM a campaign in Pathfinder when our characters reach level 10 (which is a fair way out--they are just shy of level 3 at this point). Being the sort of person who is fairly quick to take a hint when it comes to the desirability of getting ahead in my reading, I decided I would read some of the lore and mechanics and strategy of the game before we got to that point, to see what sort of tonal shift it would make in our campaign. Thus one can expect to see a few of these books in my reading list from time to time over the course of the next few months. With that fair warning given, it should be noted that the rules to this game ought to be somewhat familiar to those who are used to table top role playing, and who are interested in using a bit more mathematics than is customary, as this game is known as mathfinder, and that name is not given without reason.

One of the aspects of this book, and the insight it gives into the game, is that it is just as heavy on strong narrative elements as frequent rolls of the dice. This particular book is divided into three sections after its short introduction which gives terms concepts and how to get the most out of the book. The first section takes about twenty pages to set up what is almost a sort of matchmaking between a person's idea of character and a character theme that belongs to one of the classes of the game. These themes are a bit more precise than the larger classes, more or less determining the approach that a character will take to increasing their skills and to dealing with encounters, and even a fair bit as far as role playing is concerned. After this there is a very brief discussion of the basic races of the game before a substantial bit of ink (roughly half the book in all) is spent talking about the classes and the gains that each class make and the feats and skills that each class gains, with each level between 1 and 20. The rest of the book, about forty pages or so (a quarter of the book's total length) is taken up with discussing various aspects of playing the game, including combat, turns (which is fairly complicated), understanding the battlefield, hits and bonuses, tactics and tricks, narrative, diplomacy and gathering information, stealth and scouting, mysteries, and advice for better gaming. The book closes with a plug for players to join the Pathfinder Society and meet other gamers like them.

It is clear from the fact that there are so many books like this one available in my local library that tabletop gaming is immensely popular. One might ask why, given the fact that the worlds we create in our imagination are not so different from our own world. This book at least gives a hint of an answer--the characters in this game level up to the point where they become incredibly powerful, something that is alas not often the case in life where our progress is neither so rapid nor as profound as we would wish. Likewise, elements of tactics and strategy, logistics and diplomacy that are far more frustrating in real life are enjoyable when one is looting treasure and increasing in power and rank rather than slaving long hours without being able to stay ahead. There is a certain romance and a certain sense of adventure that is found in such games, and in life these elements are all too often missing. And so we play games, because even the pale shadows of our imagination are often far richer than what life has to provide in reality. At least we have our imaginations to comfort us, this book would suggest.

[1] See, for example:

https://edgeinducedcohesion.wordpress...

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https://edgeinducedcohesion.wordpress...

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https://edgeinducedcohesion.wordpress...
Profile Image for Max.
1,466 reviews14 followers
April 6, 2016
This is a not bad introduction to Pathfinder. It's an interesting contrast to what Wizards of the Coast did with their Strategy Guide for 4E, which was all about optimization and making powerful characters. As the Paizo writers point out here, there's plenty of that advice on the Paizo forums. Instead, this is for the complete or relative newbie. It's definitely a good follow-on from the Beginner Box, since it expands out from the core four classes to everything in the main book, and goes through the full range of levels. I liked the character themes concept here. The book provides a bunch of different common fantasy character types and tells you how to make them. Plus, there's a quiz to help you choose what kind of character you might want to play. A few of the themes did have some neat ideas, especially the sword and shield fighter pointing out that dual wielding can be used to combine sword attacks and shield bashes in one round. Still, the information was a bit scant in my opinion, especially in terms of roleplaying. There's a brief discussion of races without giving a good idea of what they're like in Pathfinder campaigns, and I was also annoyed that the bard section doesn't give any advice about choosing what Perform skill(s) to focus on. Also, there are a bunch of editing mistakes throughout, including one or two instances of using the wrong theme icons. I will say that the advice about playing the game, especially roleplaying, was pretty good, and reading this has gotten me interested in giving the Pathfinder Society a go. Still, while this is a fair introduction to Pathfinder and gave me a few character ideas, I don't feel like it's the best book ever, especially as it feels like it relies a bit too much on referring the reader to the core rulebook. All in all, I could see giving a copy to interested friends or using the theme quiz with new players, but personally I stick to using the actual core book as my proper intro to Pathfinder.
Profile Image for Matthew Baker.
Author 2 books12 followers
May 18, 2015
A few months ago, I had the pleasure of reviewing The Monster Codex for the Pathfinder Roleplaying Game, a nice compendium of beasties that will cause every Character they meet to quake in their boots. Now, the fine folks at Paizo have released a new guide to help flesh out these Characters and bring them to life. The PATHFINDER ROLEPLAYING GAME: STRATEGY GUIDE is a Must Have for new players, but vets to the game might want to snag this one as well. A perfect companion to the Core Rulebook, this tome will also be a welcome addition for both GMs and players alike.

This book is an invaluable resource for anyone looking to make their characters “meatier”. Not in the sense of beefing them up physically, but for making them more realistic. The guide gives insight on basic character construction and then takes the reader step-by-step to how they can make their creations more powerful. Those players who are already familiar with RPGs will probably want to bypass this first section, but the information is valuable nonetheless.

Veteran players will definitely want to visit the Playing the Game section, however. Regardless of how many months or years you’ve been traipsing through the Pathfinder world, chances are you don’t know everything. This section of the book breaks down basic gameplay and then looks at more advanced options.

One of my favorite aspects of this guide is the Tips for Better Gaming section. It’s fairly easy to sit down, roll up a character, and then jump into a game…but it’s another thing entirely if you make it a group effort and work together. This Tips section gives vital information on how to make the most of your gaming experience and how to make the journey fun for all.

The PATHFINDER ROLEPLAYING GAME: STRATEGY GUIDE is another welcome addition to the Paizo gaming platform, and I recommend giving it a look. It is available now.
Profile Image for Marcus Pan.
20 reviews
August 21, 2024
For those trying Pathfinder for the first time, this book provides an excellent overview of the most important rules. It also provides some excellent archetypical PC development arcs, clearly showing how feats work together over time to build up power and highlighting those that are most important on a class-by-class basis when starting a new character. The closing chapters that discuss the most important rules sets in combat and common rule sets even helped me to understand some of the nuances of them in PF1, and I'm a veteran gamer since the original TSR box set of D&D. So in short, if this guide was even helpful to me it will be brilliant to introduce a new player to 1st edition rules, which I still use in preference to PF2 and/or D&D 4e/5e.
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