MACE West 2019 Special Guest: Tonya Woldridge

MACE West 2019 Gaming is proud to welcome Paizo’s Organized Play Coordinator, Tonya Woldridge, to MACE West 2019!

Tonya Woldridge is the Organized Play Manager for Paizo, Inc., overseeing the Starfinder Society Roleplaying Guild, the Pathfinder Society Roleplaying Guild, and Pathfinder Society Adventure Card Guild organized play programs. Working at Paizo meant returning to her roots, as she grew up a few hours away in Coeur d’Alene, Idaho and spent 2 years at the nearby University of Puget Sound. “I love the rain, mist, and mountains! If you want a beautiful vacation destination, the Olympic Peninsula is the best.”

A long-time gamer, she started playing RPGs in high school. Over the years, some of her most frequent games played were 2nd Edition AD&D, Earthdawn, Champions, Shadowrun, and D&D 3.0/3.5. She started Pathfinder with the launch of the beta and has stuck with it ever since.  After attending the third PaizoCon UK, she was hooked on organized play and spent several years volunteering for the Pathfinder Society, first as a Venture-Lieutenant in the United Kingdom, then as a Venture-Captain in Canada, before joining the team at Paizo.

Tonya counts herself fortunate that her family enjoys gaming! Her husband, a Master Sergeant (retired) in the United States Air Force, and 2 children are all avid board gamers and role-players. As a military spouse, she traveled the world with her family, spending 14 of the past 18 years living in England, Canada, and Korea. Their US posts included Washington, Texas, Arizona, Colorado and Nevada. While not fluent in foreign languages, she understands Korean, German, French, and several varieties of English.

Outside of work, Tonya enjoys reading books across a variety of genres, with fantasy and history topping the list.  She counts Anne McCaffrey, Sharon Shinn, George R. R. Martin, David Gross, Anya Seton, Antonia Fraser, Alison Weir, and Diana Gabaldon among her favorite authors. She also enjoys researching historical methods of crafting, sewing, brewing, dancing, singing, and cooking, participating in the Society for Creative Anachronism for over 20 years. A love of all things medieval and a fascination with Korean culture and food led to her earning Bachelor of Science degrees in History and Asian Studies from the University of Maryland.

Pay close attention to our MACE West 2019 Pathfinder Society schedule for special events in honor of her attendance.


MACE West 2019

March 01-03 2019
Gaming in the Mountains!
DoubleTree by Hilton Hotel Asheville - Biltmore
Asheville, NC

Special Guest GM: Neil Spicer

Neil Spicer, a long time supporter and friend to MACE and Charlotte gaming community, is well known for his work as a freelancer for Pathfinder RPG, as well as being the 2009 RPG Superstar for his work on Realm of the Fellnight Queen.  He has recently begun working with LEgendary Games on their line of Legendary Planet sword and planet adventures.  Neil will be joining us at MACE 2015 to run the prequel adventure for the new adventure path that he co-wrote called The Assimilation Strain.

See his entry in Pathfinder Wiki

About Legendary Planet

Interplanetary Adventure, New Worlds, Ancient Civilizations, Alien Species, and more, with a delightful mix of magic and technology, with a dash of psionics and mythic challenges! Legendary Games brings you an eight-part, sword-and-planet adventure path; authored by some of the biggest names in the RPG business. Legendary Planet will take your characters across the multiverse, traveling alien gateways created by ancient, god-like beings to exotic worlds and back again in an incredible campaign like none other. Sword-swingers and spell-slingers stand alongside scoundrels and seekers for cosmic enlightenment as they unravel conspiracies and cryptic alliances bent on universal domination… or annihilation!

This epic saga begins with an optional prelude adventure, for those who would rather begin their campaign in a more traditionally prosaic fantasy setting, a pastoral world to which only the first fingers of alien influence have yet been stretched.

About The Assimilation Strain

A strange sickness afflicts the frontier settlement of Holver’s Ferry, threatening to overwhelm its citizens with an alien madness. Already the town has nearly torn itself apart, and the local sheriff is missing. When the PCs brave the surrounding wilderness as the village’s latest newcomers, the beleaguered townsfolk desperately turn to them for assistance. But can these erstwhile heroes trace the diseased carrier to its source and solve the mystery before they, too, succumb to The Assimilation Strain?

Pathfinder Campaign Setting: Technology Guide

Pathfinder Campaign Setting: Technology Guide
From: Paizo Publishing, LLC
Reviewed by: Steve Constant

Pathfinder Campaign Setting: Technology Guide is a supplemental guide for use with the Pathfinder Roleplaying Game from Paizo Publishing, LLC. It is to be used with the Iron Gods Adventure Path or to introduce super-science into any campaign.

“Any sufficiently advanced technology is indistinguishable from magic” – Arthur C. Clark

With that introductory quote, Pathfinder Campaign Setting: Technology Guide makes the Pathfinder Roleplaying Game one the most diverse sandbox roleplaying game settings.

(Sorry Savage Worlds. Please don’t blackmail me.)

I think it’s fantastic, to quote my favorite Doctor. And terrifying. Here’s why – this roleplaying supplement book is the end product of all the players constantly requesting and asking their game masters to allow them to use items and weapons not found in their campaign’s fantasy setting. Starting with the mighty Gary Gygax and the published 1980 adventure module Expedition to the Barrier Peaks, it continued on through each version of Dungeons & Dragons until the creation of Pathfinder by Paizo.

Each time, the introduction of a science fiction motif into a fantasy genre game has only resulted in a few cool gadgets, weird alien monsters, a few crashed spaceships-themed dungeons, and a new roleplaying game or two. But now, with Pathfinder Campaign Setting: Technology Guide, something else has occurred – it is a new science fiction genre game using the Pathfinder Roleplaying Game rules set. And, even more strangely and amazingly, it works.

This supplement is divided into three parts. The first is ‘Technology in the World.’ It breaks down new Feats, Spells, Skills, and Class Abilities that can be used with super-science. The second is ‘Technological Equipment.’  It is a staggering thirty-six pages of new technology-based gear with art and in-game uses. The third is ‘Technological Hazards and Artifacts.’  This covers the odds and ins of using technology and how they have interacted with the Pathfinder campaign setting.

The first section, ‘Technology in the World,’ borrowed lessons learned from psionics and added game mechanics to an existing system, simple and sweet. With a single Feat, pre-existing Skills gain new uses for technological items. The Feats also add to the flavor of setting by adding anti-technology sentiment, thus helping characters who care nothing for super-science by just smashing it to bits. New Spells and Class Archetypes allow for genre-specific modifications of the core classes. Plus the addition of a new prestige class, Technomancer, allows for multiclassing in Pathfinder when in recent additions to the game it seems as though it hasn’t been encouraged.

The second section, ‘Technological Equipment,’ is overwhelming. It is the reason why this book was written. New and unique weapons, armors, pharmaceuticals, cybertech, and technological gear is organized simply with easy-to-read reference charts. It is also important to note that this isn’t all of the super-science gear that will be in Pathfinder. Some technological gear was presented in Pathfinder Campaign Setting: Numeria, Land of Fallen Stars and will be introduced throughout the Iron Gods Adventure Path.

The final section, ‘Technological Hazards and Artifacts,’ introduces realistically scary dangers that the players will face and treasures they could find. Timeworn rules set, radiation, technological traps, and insane artificial intelligences are detailed, along with treasures that are standard items in true science fiction-based roleplaying games, such as powered armor.

Conclusion? I equate the Technology Guide to the psionic rules set of Dungeons and Dragons game. Each game master must make a decision – whether or not to allow psionics into their campaigns. Super-science will have the same unbalancing effect as psionics. It will be just as complicated and hard to follow. Unless the campaign is focused on this specific area, such as Dark Sun setting for psionics and Iron Gods Adventure Path for super-science, I highly suggest keeping these additional rules sets locked away from players for ease of game play.

Note: I cannot wait to see more technology-based items for Pathfinder. I personally don’t mind shooting a red dragon in the wing with a rail gun to bring it down. It should be interesting to see how the rest of the Pathfinder community reacts to such an overwhelming science fiction theme in a fantasy game.

Iron Gods is the fifteen Adventure Path published by Paizo Publishing.

Codex Rating: 17

Product Summary

Pathfinder Campaign Setting: Technology Guide
From: Paizo Publishing, LLC
Type of Game: RPG Supplement Rulebook
Authors: James Jacobs and Russ Taylor
Cover Artist: Kerem Beyit
Interior Artists: Helge C. Balzer, Sara Betsy, Milivoj Ceran, Yanni Davros, Joel Hustak, Eric Lofgren, Sam Manley, Leonardo Meschini, Alexander Nanitch kov, Antoine Roi, Mac Smith, Bryan Syme, Jose Vega, Chris Waller, Daniel Warren, and Joe Wilson
Creative Director: James Jacobs
Editor-in-Chief: F. Wesley Schneider
Managing Editor: James L. Sutter
Lead Developer: Mark Moreland
Senior Developer: Rob McCreary
Developers: Logan Bonner, john Compton, Adam Daigle, Mark Moreland, Patrick Renie, and Owen K.C. Stephens
Associate Editors: Judy Bauer and Christopher Carey
Editors: Justin Juan, Ryan Macklin, and Matthew Simmons
Lead Designer: Jason Bulmahn
Designer: Stephen Radney-MacFarland
Managing Art Director: Sarah E. Robinson
Senior Art Director: Andrew Vallas
Art Director: Sonja Morris
Graphic Designers: Emily Crowell and Ben Mouch
Number of Pages: 68 page rulebook
Game Components Included: Pathfinder supplement handbook
Retail Price: $19.99(US)
PDF Price: $13.99(US)

Website: www.paizo.com/

Geek Girls Gaming Review: Paizo NPC codex

Pathfinder NPC Codex

From: Paizo

Reviewed by: Tera Fulbright

Pathfinder NPC Codex is a supplement from Paizo.

Pathfinder’s Pathfinder NPC Codex has been out for a while, since October 2012.  However, I wanted to review it both traditionally, but also with an eye toward Geek Girls Gaming.  As a note, I am currently running a Pathfinder Game as well as playing in one.

Overall, I find the NPC Codex is very useful for random NPC’s who actually need combat statistics.

From the back cover:

“Inside this tome, you’ll find hundreds of ready-made stat blocks for nonplayer characters of every level, from a lowly forest poacher to the most majestic knight or ancient spellcaster. Whether you’re planning out future adventures or throwing together encounters right at the table, this book does the work so you can focus on playing the game.”

Pathfinder’s Pathfinder NPC Codex lists over 300 NPCs, including at least one for every level of every class in the core rule book.  Overall, there were 94 female NPCs, 105 male NPCs and even one transgendered NPC.   In addition to NPCs for all the classes, the codex includes a handful of NPCs with prestige classes as well.  Overall the NPC male/female split is fairly even.

The codex itself is simply organized.  Chapters are divided by Core Classes, Prestige Classes, NPC Classes and Iconics, and each class within a chapter has several levels of NPCs.  In addition, the appendices at the back of the book include some very useful information, including animal companion stats (adjusted for PC level) and a listing of sample encounter groups.

The one major flaw I found was the lack of spellbooks for wizards. While they did include spells prepared, it does still mean a GM has to build an actual spellbook if his players need it for treasure.

I did like that the NPCs all had gear listed, which does make for easy treasure generation when using one of these NPCs in a combat.

From the back cover:

“Tons of flavorful names and backgrounds to give characters personality, plus ideas for using them in both combat and roleplaying situations.”

As a GM who struggles with naming NPCs, being able to open the book and tell players that they are meeting “Gorgu Stonesplitter” or “Telkineel Orbast” also known as “AlleyCat” is incredibly useful.  There are backgrounds included, and while the backgrounds are simple, they are still creative.  I especially enjoyed the background of Passago, which a clever reader will recognize as homage to Shakespeare’s Prospero from the tempest.

The tips and hints about the characters make them easy to bring to life both in combat and in role-playing situations.  Most characters have one or two lines describing how they think or their backgrounds or goals.

In conclusion, this could be a very useful supplement for GMs who do not simply run modules or whose players often take the “red herrings.”   It would also be useful for GMs who need the ability to create interesting and memorable characters that the PCs can actually fight.

I do think if Paizo expands the Codex series to include new classes, it would be well-received by fans of the original.

For more details on Paizo and their new Supplement “Pathfinder NPC Codex” check them out at their website http://www.paizo.com, and at all of your local game stores.

Codex Rating: 13

Product Summary

Pathfinder NPC Codex

From: Paizo

Type of Game: Supplement

Lead Designer: Jason Bulmahn

Designers: Stephen Radney-MacFarland and Sean K Reynolds

Contributing Authors: Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor

Cover Art by: Wayne Reynolds

Additional Art by: Joewie Aderes, Eric Belisle, Branko Bistrovic, Christopher Burdett, Victor Perez Corbella, Josh Corpuz,Alberto DalLago, Simon Eckert, Steve Ellis, Jason Engle, Nadia Enis, Jorge Fares, Gonzalo Flores, Mariusz Gandzel, Fabio Gorla, Grafit, Paul Guzenko, Mauricio Herrera, Jon Hodgson, Andrew Hou, Lake Hurwitz, Ivan Kashubo, Nicholas Kay, Tim Kings-Lynne, Melanie Maier,Damien Mammoliti, Diana Martinez, Kate Maximovich, Jim Nelson, Miroslav Petrov, Roberto Pitturru, Emiliano Pretrozzi, Scott Purdy,Maichol Quinto, Jason Rainville, Jean-Baptiste Reynaud, Wayne Reynolds, Denman Rooke, Kostia Schleger, Lydia Schuchmann, Chris Seaman, Kyushik Shin, Bryan Sola, Dean Spencer, Florian Stitz, Allison Theus, Tyler Walpole, and Eva Widermann

Number of Pages: 320

Game Components Included: Book

Retail Price: $39.99

Item Number: PZO1124

ISBN: 978-1-60125-467-2

Email: customer.service@paizo.com

Website: www.paizo.com

Reviewed by: Tera Fulbright

Pathfinder: Ultimate Equipment

From: Paizo Publishing
Reviewed by: Ron’s Gaming Group

Pathfinder: Ultimate Equipment is a new RPG Supplement from Paizo Publishing.

I chose to do this review a little differently. I wanted to get a wide range of opinions on the voluminous book and so I let several of my gaming group borrow the book and write a short review on it.   So this review is from a gaming group’s perspective – GM and individual players.  Each player has their own gaming styles and preferences but all are at least 30 years old and most are closer to or older than 40.  

From the back cover: With this vast catalog of tools and treasures, the days of boring dragon hoards are over, and your hero will never be caught unprepared again.”

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P John Freeman

A player’s perspective

The Pathfinder: Ultimate Equipment is a compilation of equipment listings from multiple Pathfinder sources in one book.  It collects, organizes and re-prints mundane and magical (mostly magical) equipment from the Players Guide, the Advanced Players Guide and several other source materials.  It divides items out into categories, each given its own chapter.  The first two chapters deal with Arms & Armor (non-magical) and Gear.  The next four chapters respectively are: Magic Arms & Armor, Rods, Rings & Staves, Wondrous Items and Artifacts.  Within each chapter, items are listed alphabetically and with further charts for body location, etc.

That is all background; I will admit I was glad to be given the opportunity to review the book because I, frankly, enjoy thumbing through a book like this and thinking “What if.”  From that perspective, the book is a lot of fun.  You can read it and find “old favorites” (Sovereign Glue, anyone?) and new, fun items (Defoliant Polish; kills plants like nobody’s business!).  The new items alone are often fun to read and consider how they might work in actual game play.

However, the purpose of this review is to opine whether or not the book is “necessary.”  This reviewer does not think so.  Or rather, it is not “$45 necessary.”  Many of the re-printed items are likely to be in the Players Guide and other books you probably already own, so in that regard you are paying for something you already have.  If you have a large Pathfinder group, I would suggest a single copy of the book at most for the group to share; it could be beneficial in that regard.  It is a fun “common resource,” but one copy per group is more than enough.

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Dawson Kriska

A DM’s perspective

From the back cover: “Pathfinder RPG Ultimate Equipment is a must-have companion volume to the Pathfinder RPG Core Rulebook.”

Providing an exhaustive collection of items mundane and magical, the Ultimate Equipment book presents new items and organizes pre-existing into one supplement.

Ultimate Equipment compiles the items from ten years of Pathfinder RPG products into one volume. Although the majority of the content presented exists in other books, having it in a single source proves extremely useful and convenient. A comprehensive guide to alchemical items provides an excellent addition to the collection. With all the playable equipment broken down into comprehensive categories, Ultimate Equipment delivers great ease of use for the readers. A plethora of exotic materials to craft weapons and armor open new possibilities to even seasoned players. At the end of the book a diverse guide to treasure spices up dragon hordes and wealth players gain throughout the game by including valuable art, gems, and in-game collectables.

The book delivers to the readers exactly what it promises and in typical Paizo fashion, the art dazzles and impresses. However, unlike other Paizo products, the consistency of the art leaves the reader wanting. The chapter art opens each section beautifully and most of the in-chapter illustrations match, but others fall far short. Not only do many items remain un-illustrated, but they also miss the opportunity to greet the players with illustration of exotic and Eastern style weapons. Instead, illustrations of long swords, war hammers, and several other fantasy staples appear leaving the players ever wandering what a kyokesu shoge and many others might look like.

The stat-blocks for the items presented follow the same familiar layout, but include some minor updates to make them visually appealing. Several never-before-seen items also make their print debut in Ultimate Equipment. Many of these RPG Superstar concepts make excellent additions to any game. However, this remains the vast majority of original content in a book otherwise full of reprinted and slightly updated material. Though to expect the bulk of the book as original content oversteps reason, the ratio felt too heavy in favor of the reprinted material.

Easily the three most impressive portions of Ultimate Equipment, “exotic materials,” “the alchemical guide,” and “treasure guide” stand out as the best resources for players and game masters respectively. With materials to make weapons and armor stronger, elemental, or fragile the exotic materials portion allows players to customize on a new level. On the other side of the table, the exotic materials include rules for bronze age and stone age weapons to run a more primitive setting.  The alchemical guide includes dozens of inexpensive items for players to craft or purchase. These items go far beyond the typical alchemist fires and acid, to include alchemical solutions as light sources, trap detectors, and more. The treasure guide takes the character wealth by level and treasure reward by CR tables and expands them into fantastic detail. Detailing works of art, tapestries, jewelry, ornaments, and much more makes creating a treasure horde easy, more realistic, and more detailed for the players.

If you seek an easily referenced collection of items and good source of player items and game mastery information, Ultimate Equipment conveys this very well. If you want a book of original content or a guided illustration to the some of the more exotic elements of items, keep your fingers crossed, because Paizo rarely leaves opportunities alone.

Codex Rating: 16 out of 20

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Ron McClung

The Gamer’s Codex Chief Editor/Player/DM

Ultimate Equipment is one of a myriad of books Paizo has put out to support the Pathfinder RPG.  It has released a whole series of Ultimate books.  This contains, as the name implies, 400+ pages of various equipment, from mundane to magical.  It is a rather hefty book, with hundreds of entries for a GM and player alike to peruse. In typical Paizo style, they present a stunning book of everything you can imagine to equip your character.

From the back cover:
“Choose your weapon and stride boldly into battle with
Pathfinder RPG Ultimate Equipment!

The book is broken down into six primary sections and the appendices.

Arms and Armor, as the chapter title implies, describes a vast array of weapons and armor.  It ranges from the mundane and previously published to the more exotic and never seen before (at least in Pathfinder).  From swords, bows, and axes to a variety of strange and exotics blades as well as firearms, this chapter has it all.  I tend to gravitate to firearms, and comparing that section to the Firearms section from Ultimate Combat, I did not see a lot of difference, however.  Much of the Firearms were simply reprinted from Ultimate Combat.

On the other hand, the section on Special Materials was very interesting.  I could not tell you if this was previously published but I am sure some of it was.  However, this presents a clear and organized list of various materials you could make weapons and armor with.  Your armor could be made from dragonhide, adamantine, angelskin or blood crystal.  Or you can be a little more old-school and have stone weapons or bronze armor.  There is a good amount to choose from, if you have the gold.

Gear gives the reader a list of mundane items to choose from.  From adventuring gear, tools and skill kits to animals and transportation as well as entertainment and trade goods.  There is also Clothing, Food and Drink, and Lodging and Services.  Most eye-catching in this section is the Alchemical Remedies, Tools and Weapons.  Alchemical remedies range from cure for nausea (defense again sickened or fatigued conditions) to rusting powder (derived directly from the rust monster’s fluids).   There is a great variety of chemicals, solvents, cures and corrosives anyone can use.  The chapter closes out with a two-page discussion on Poisons.

Magic Arms and Armor starts out with a variety of magical special abilities that shields and armor can have, mostly republished from other sources.  Following that is Magic Armor and Shields, followed by Weapons Special Abilities and then Magic Weapons.  Here I am sure players would spend a lot of time.  I was simply fascinated by the number of special abilities armor and weapons could have.  But on top of that there are dozens of armor as well as weapons.  Most are from previously published sources like the core rulebook and the Advanced Player’s Guide, while some are original.  I’ll leave it to the keener eye than mine to truly discern between them.

Rings, Rods and Staves is probably the third most popular place if not the second.  Here you can find wands, rings and staffs of all kinds, and like other chapters, some are previously published and some are original.  I am not one to know every single ring there is, but when comparing the two sources I have that include rings – the core rulebook and the Advanced Player’s Guide – I was able find quite of few that were not in either of those books.

From the page #4:
“Gear is the great equalizer.”

Wondrous Items includes all the magical items from previous sources as well as original items from the RPG Superstar competition Paizo sponsors every year.  Sorting through many of these items, I was able to find a few of the Superstar entries as well, bringing more value to the book.

Artifacts and Other Items has once again a wide variety of items, both previously seen and new.  These are divided up into three sections – Artifacts, Cursed Items and Intelligent Items.  The Artifact section includes both Minor and Major.  From the Deck of Many Things, the Knucklebone of Fickle Fortune and the Talisman of Reluctant Wishes to Axe of the Dwarvish Loards, Demon Prince Armor, and Skullsoul, there are plenty of unique artifacts to choose from.  Cursed items begins with an explanation of what it means to be a cursed item, and then lists several dozen nasty items that most players should stay away from but their DMs usually figure out a way for them to stumble across.  Intelligent Items are those items magically imbue with sentience and usually are treated as NPCs.  This section begins with an explanation and rules on how to create one.  This is followed by a short list of a few of the known intelligent items of the Pathfinder game.

The Appendices has a few handy tools for a GM to use, including a Treasure Generator, aong with various random tables for the various equipment types as well as a Gems and Jewels generator.

One nice feature is that each type is color coded for ease of reference.  Each group is broken out in subgroups and they added nice tabs on the edge of the pages to make it easy to thumb through.  Of course, this doesn’t really help as much if you are using strictly PDF, but I guess I am old-school that way. Another nice feature are the tables with a complete list of each item type in each section, merging all the previously published items with the new.  The book itself is stunning, with fantastic art throughout.  It is a top notch quality book, like most of Paizo products are.

In conclusion, I tried to determine how useful this would be for those that already bought most or all of the previous products that this books covers.  Usually that is measured by how much new stuff is in it.  But in reality this is also useful because of the organization and ease at which you can look everything up.  It is a one stop shop for all the equipment they have created up until now.  Is it a must have?  Probably not, but it is certainly handy.  It is a little pricey but what hardback book from Paizo isn’t?

For more details on Paizo Publishing LLC and their new RPG Supplement “Ultimate Equipment (Pathfinder)” check them out at their website http://Www.paizo.com, and at all of your local game stores.

Codex Rating: 15

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Product Summary

Pathfinder: Ultimate Equipment
From:
Paizo Publishing LLC
Type of Game: RPG Supplement
Written by: Jason Bulmahn
Contributing Authors: Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, Russ Taylor, and numerous RPG Superstar contributors
Cover Art by: Wayne Reynolds
Additional Art by: Interior Artists: Kerem Beyit, Dmitry Burmak, Vincent Dutrait, Grafit Studios, Francesco Graziani, Michal Ivan, Chuck Lukcas, Steve Prescott, Christophe Swal, Wayne Reynolds, and Kieran Yanner
Creative Director: James Jacobs
Managing Editor: F. Wesley Schneider
Number of Pages: 402
Game Components Included: One hardback book
Game Components Not Included: Core Pathfinder rule books
Retail Price: $44.99 (US)
Item Number: PZO1123
ISBN: 781601 254498
Website: www.paizo.com

Reviewed by: Ron McClung