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Pathfinder Player Companion: Dungeoneer's Handbook (PFRPG)

***½( ) (based on 6 ratings)
Pathfinder Player Companion: Dungeoneer's Handbook (PFRPG)
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Perhaps no environment is more iconic, more varied, and more fearsome than the dungeon, and when you delve into the perilous, monster-infested ruins of ages lost, you need all the help you can get! Intrepid explorers in search of the ultimate tomb raider’s boon need look no further than Pathfinder Player Companion: Dungeoneer’s Handbook! Packed with useful tips, handy tricks, and new rules and options, this volume is a must-have for any adventurer looking to brave the world’s most infamous dungeons.

Dungeoneer’s Handbook presents player-focused, in-depth discussion of dungeons, their dangers, and ways to survive your exploration—whether it's your first time or your twentieth. Each Pathfinder Player Companion includes new options and tools for every Pathfinder RPG player. Inside this book, you’ll find:

  • Informative and inspiring articles on iconic dungeon elements and tips on how to survive the deadly traps, monstrous inhabitants, and cursed treasures you’ll undoubtedly encounter.
  • New archetypes perfect for characters that frequently find themselves deep underground or in forgotten catacombs, including the trap breaker alchemist, terra-cotta monk, and dungeon rover ranger.
  • New spells and magic items for every dungeon situation.
  • Rules for dungeon guides—informative (but oft-misleading) tomes that can be either a boon or a curse for those aimlessly wandering dungeon halls.
  • Archetypes and rules for hirelings who can take care of your estate and other mundane matters while you’re away on your latest excursion.
  • New dungeon-related feats, traits, dungeoneering aides, alchemical equipment, and more!
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game, but can easily be incorporated into any fantasy world.

Each monthly 32-page Pathfinder Player Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for all types of characters, as well as traits to better anchor the player to the campaign.

ISBN-13: 978-1-60125-510-5

Note: This product is part of the Pathfinder Player Companion Subscription.

Product Availability


Print Edition: Ships from our warehouse in 2 to 14 business days.

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Non-Mint: Unavailable This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.

PZO9430


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Product Discussion (140)
1 to 50 of 140 << first < prev | 1 | 2 | 3 | next > last >>
Paizo Employee Chief Technical Officer

Announced! The cover image is a mockup, and will change prior to publication.


Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber

Looks Sweet Vic


1 person marked this as a favorite.
Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

Can we expect a Factotumumerum base class? :)

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber

Can we get a promise it's gonna be more Dungeonscape and less that atrocious Dungeon Survival Handbook from the dying days of 3.5?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Hey, don't give away GM sekrets to the players! :D


I hope we get some traps that really scare people. :)

Cheliax

4 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Why why must you make things that make me want to put my games on hold till I can get them and use them?

Silver Crusade

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Tales Subscriber

Interesting...

Silver Crusade

1 person marked this as a favorite.
wraithstrike wrote:
I hope we get some traps that really scare people. :)

Since it's from a player-centric line, it's probably more how to avoid scary traps...

Cheliax

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber
uriel222 wrote:
wraithstrike wrote:
I hope we get some traps that really scare people. :)
Since it's from a player-centric line, it's probably more how to avoid scary traps...

By throwing halflings and bards into the trap to set them off? :)


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Sounds interesting...

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

If the Animal Archive is "animal companions for everybody," here's hoping this is something similar with regard to trapfinding...


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

Cunning archtypes and class options for never being ambushed again really makes me wonder.


Shisumo wrote:
If the Animal Archive is "animal companions for everybody," here's hoping this is something similar with regard to trapfinding...

We can only hope. Keeping the disarming of magical traps to characters with a specific class feature is, in my opinion, one of the few faulty mechanics that Pathfinder decided to keep from 3.5.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber
Alexander Augunas wrote:
Shisumo wrote:
If the Animal Archive is "animal companions for everybody," here's hoping this is something similar with regard to trapfinding...
We can only hope. Keeping the disarming of magical traps to characters with a specific class feature is, in my opinion, one of the few faulty mechanics that Pathfinder decided to keep from 3.5.

Find trap, cast dispel magic, problem over.


Alexander Augunas wrote:
Shisumo wrote:
If the Animal Archive is "animal companions for everybody," here's hoping this is something similar with regard to trapfinding...
We can only hope. Keeping the disarming of magical traps to characters with a specific class feature is, in my opinion, one of the few faulty mechanics that Pathfinder decided to keep from 3.5.

I don't have a problem with this being restricted to characters with a specific class feature, but it would be nice to see this feature in more options. Aside from the rogue (assuming he doesn't take an archetype that loses it!) there are only two ranger archetypes that gain trapfinding (Urban Ranger and Trapper) and three bard archetypes that have other class features that allow this (Archivist's magic lore, Detective's arcane insight, and Sandman's master of deception abilities).

Edit: Additionally, I find the Detective archetype's gain ironic in this case, since the similarly themed Investigator archetype for the rogue *loses* trapfinding.


Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

The ability to disable magic traps becomes a trait and everyone is happy :D

Qadira

2 people marked this as a favorite.
Dark_Mistress wrote:
uriel222 wrote:
wraithstrike wrote:
I hope we get some traps that really scare people. :)
Since it's from a player-centric line, it's probably more how to avoid scary traps...
By throwing halflings and bards into the trap to set them off? :)

Back in the day, we used to buy a small flock of sheep to drive before us when we entered the dungeons. Found plenty of traps, but used to draw all sorts of hungry wandering monster.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber
Derek Vande Brake wrote:
I don't have a problem with this being restricted to characters with a specific class feature, but it would be nice to see this feature in more options. Aside from the rogue (assuming he doesn't take an archetype that loses it!) there are only two ranger archetypes that gain trapfinding (Urban Ranger and Trapper) and three bard archetypes that have other class features that allow this (Archivist's magic lore, Detective's arcane insight, and Sandman's master of deception abilities).

The seeker archetype for the sorcerer and oracle classes also has a functionally-identical ability.


Shisumo wrote:
Derek Vande Brake wrote:
I don't have a problem with this being restricted to characters with a specific class feature, but it would be nice to see this feature in more options. Aside from the rogue (assuming he doesn't take an archetype that loses it!) there are only two ranger archetypes that gain trapfinding (Urban Ranger and Trapper) and three bard archetypes that have other class features that allow this (Archivist's magic lore, Detective's arcane insight, and Sandman's master of deception abilities).
The seeker archetype for the sorcerer and oracle classes also has a functionally-identical ability.

Not familiar with that one. I was getting them from the PRD. However, I did just go through Inner Sea Magic and found the Crypt Breaker, for alchemists, also gets trapfinding.

Shadow Lodge

3 people marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Cards, Companion, Maps, Pawns, Roleplaying Game, Tales Subscriber
brock, no the other one... wrote:


Back in the day, we used to buy a small flock of sheep to drive before us when we entered the dungeons.

Nowadays our group refers to this technique as "goblins on a 10-foot pole"


Paizo Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Deluxe Comics Subscriber
Gorbacz wrote:
Can we get a promise it's gonna be more Dungeonscape and less that atrocious Dungeon Survival Handbook from the dying days of 3.5?

Someone actually looked at the Dungeon Survival Guide?

I'm all for Cityscape ... just not that pointless phantom template thing, please. And no metamagic with weird types like "city damage." Might as well call it "bypass all immunities damage."

Heck, let's have more Dungeoneer's Survival Guide!


"Greaterst"?


Dark_Mistress wrote:
uriel222 wrote:
wraithstrike wrote:
I hope we get some traps that really scare people. :)
Since it's from a player-centric line, it's probably more how to avoid scary traps...
By throwing halflings and bards into the trap to set them off? :)

Hey!


Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber
Lem the Halfling wrote:
Dark_Mistress wrote:
uriel222 wrote:
wraithstrike wrote:
I hope we get some traps that really scare people. :)
Since it's from a player-centric line, it's probably more how to avoid scary traps...
By throwing halflings and bards into the trap to set them off? :)
Hey!

It works, just look at Nodwick

Paizo Employee Webstore Gninja Minion

Lictor Fedryn Mannorac wrote:
"Greaterst"?

D'oh. Fixed!


Paizo wrote:
stories behind the Inner Sea region's most infamous dungeons

I'm surprised no one has commented on this part, yet.


I'm hoping we might get a taste of possibly a Technic League delver? If not anything dealing with dungeon delving would be great, its a stereotype many step away from. I'm glad to see we're returning to basics, and this will aid us in our escape from many a dungeon!

Paizo Employee Editor-in-Chief

Okay! So there's still time! What do you REALLY want to see in here?

Taldor

1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Tales Subscriber

*Flicks through PC Pearls*

A Paizo version of a lot of this stuff.
- Uses for mundane items.
- Utility spells and their uses, whether to buy scrolls or wands.
- Something about clerics being wasted as healbots.
- How to survive in certain conditions/terrains.
- 10 uses for a ten-foot poll


Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

I think the PFSFG did well with how to overcome types of challenges. I'm of the mind that those probably shouldn't be duplicated.

I'd love to see some rules for quickly made devices players could use to help out in dungeons, and in other places. Small traps, rudimentary alarm systems, makeshift water purifiers.

Archetype for rogues for them to get Super Trapfinding, or something similar. Something other classes won't get.

And then make it easier for other classes to get trapfinding if they want. Specifically, the ability to disable magical traps. (As a trait?)

Personally, I'd love to see a bunch of player friendly trap options.


2 people marked this as a favorite.

Hmmm, upon reflection, I think I would prefer NOT to see some of the stuff Cheapy mentioned, for two reasons. First, this is in the Golarion-set Player Companion line, and second (related) is that I'm still holding out for Ultimate Skills or Ultimate Stealth or something that this would fit into. Also, Prestige Classes are almost always in the Campaign Setting line.

So. What does that leave us? Crunch-wise, feats, traits, items, and archetypes that reflect more Golarion-specific ideas. Fluffwise... I'd like to see more stuff on the Technic League myself. Perhaps some stuff on the crypts of Ustalav or Osirion. Or Geb - I'm sure breaking into crypts there has an entirely different legal ramification! :D

In fact, it would be kind of cool to look at each area and describe what kind of dungeons one would find there, and how best to generally prepare for tackling each.


Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I'd like to see a means by which the ability to detect & disarm magical traps can be acquired in play through some means other than class or archetype. Right now, you either have to choose correctly at character creation, or multiclass. PF seems to fairly strongly discourage most multiclassing (it immediately locks out capstone abilities, limits other class abilities, etc), so it kind of sucks if you have to "dip" into rogue or some other class-and-archetype just to get one ability.

Thus, I'd like to see a trait, feat, magic item, or some other option that an alert tinkerer mid-level ranger who keeps running into strange mystic traps in pyramids could choose to become capable of dealing with them during the course of a game.

(By January, I imagine the PCs in my Legacy of Fire game may be searching for such an option. :) )


Shisumo wrote:
If the Animal Archive is "animal companions for everybody," here's hoping this is something similar with regard to trapfinding...

+1. Inquisitors REALLY deserve it.


1 person marked this as a favorite.
Alexander Augunas wrote:

If the Animal Archive is "animal companions for everybody," here's hoping this is something similar with regard to trapfinding...

Shisumo wrote:

We can only hope. Keeping the disarming of magical traps to characters with a specific class feature is, in my opinion, one of the few faulty mechanics that Pathfinder decided to keep from 3.5.

PF goes WoW...


Pathfinder Adventure Path, Campaign Setting, Cards, Companion, Roleplaying Game Subscriber

To latch onto Derek Vande Brake's post, I'd like to see the types of traps most common to a specific area.

The most common traps in Osirion or the Mwangi Expanse are probably NOT the same as the most common traps in the River Kingdoms or Irrisen.


Another book .... yuk.
Talking about traps what i'd like would be examples of fun traps and how to play these traps in other ways than Roll perception OK Roll Disarm trap. OK... next.

Make it fun. But I believe this wouldn't be part of a companion handbook but more of a chronicles handbook.

EDIT: I hope it doesn't go the way the Dungeoners survival guide of AD&D went. This one was almost as bad as Wilderness Survival Guide.


2 people marked this as a favorite.
Alexander Augunas wrote:
Shisumo wrote:
If the Animal Archive is "animal companions for everybody," here's hoping this is something similar with regard to trapfinding...
We can only hope. Keeping the disarming of magical traps to characters with a specific class feature is, in my opinion, one of the few faulty mechanics that Pathfinder decided to keep from 3.5.

ANyone can detect and disarm standard traps.

Any magic user (with dispel magic) can disarm a magical trap as well as the rogue.

so please don't WoWerize pathfinder.


1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
Major Longhorn wrote:
Alexander Augunas wrote:
Shisumo wrote:
If the Animal Archive is "animal companions for everybody," here's hoping this is something similar with regard to trapfinding...
We can only hope. Keeping the disarming of magical traps to characters with a specific class feature is, in my opinion, one of the few faulty mechanics that Pathfinder decided to keep from 3.5.

ANyone can detect and disarm standard traps.

Any magic user (with dispel magic) can disarm a magical trap as well as the rogue.

so please don't WoWerize pathfinder.

This. +100 times this.

Shadow Lodge

I can't believe that people are asking for more ways to make traps even LESS effective than they already are. Any trap encounter that's even remotely within the standard CR range is going to be laughable inadequate at actually doing more than superficial damage to the party.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion Subscriber
Kthulhu wrote:
I can't believe that people are asking for more ways to make traps even LESS effective than they already are. Any trap encounter that's even remotely within the standard CR range is going to be laughable inadequate at actually doing more than superficial damage to the party.

Encounters of CR equal to the party are speed bumps that are supposed to force the party to blow some resources and move on.

Encounters of CR+1 are supposed to be challenging, CR+2 are supposed to be dangerous and CR+3 is wipe territory.

Say, a level 1 party bumps into a CR 4 trap that deals 4d6 damage Ref 20 in a radius - that's a TPK chance, just as it should be.

No, this ain't 1E/2E "screw you" traps. The people who like those are playing some other game, like S&W or C&C or DCCRPG.


I would like to see diferent mechanics for traps. To be sincere i find the traps in pathfinder to be pretty boring.

I would like to see traps that feels more like an encounter by themselves not just roll perception roll disable device.

Traps that needs cooperation fromseveral member of the party, traps that need more than one roll of disable device to be deated.


RuyanVe wrote:
PF goes WoW...

I 100% fail to see the point of this statement.

Some History.

Since Classic World of Warcraft, only one class has been able to even detect, let alone disarm traps (WoW's Rogue class). Off the top of my head, I can immediately think of five classes that can do so in Pathfinder now (alchemist, bard, rogue, ninja, witch). Now, granted that the witch and bard can't gain this ability until higher level, but the option exists if one wishes to take it and that is a good thing.

Why? Well, simply put, even if there are other ways to avoid magical traps (such as the previously mentioned dispel magic), many GMs simply will not employ traps if the party does not possess Trapfinding. Ironically enough, this is actually what happened in World of Warcraft; prior to Wrath of the Lich King, only one raid employed the use of traps (that raid was Blackwing Lair, from Classic Warcraft). That means you're looking at a several year period where Disarm Traps was a useless spell in a Rogue's tool kit.

And this SAME thing happens in many people's Pathfinder games. Remember, just because it doesn't happen in YOUR game doesn't mean that it doesn't happen period, and giving more characters more options to disarm traps is only going to make GMs and module writers more comfortable employing traps in their works.

So you could say that the best way to avoid "WoW-icizing" Pathfinder is to make sure that players have more options when dealing with traps.


1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Roleplaying Game, Tales Subscriber

some ideas:

I want to see some 'mundane' gear and low level magic items that aid in surviving a trek into a dungeon. Some in-game 'books' that could be referenced for a bonus on various skill checks(heal knowledge etc). Maybe some dungeon survival kits. Stuff that will make the players decide, if they want to add a +1 to their sword, or get some of this stuff which can help them survive.

I would like to see some more traps too, but I think that is more of a GM book material.

An option for Inquisitors to get trapfinding. Bards and Rangers already have options to get it, this is the other class that I feel could use an archtype or other option for it.

How about an article geared towards new(er) players on how/what to expect when in a dungeon, and how to increase chances of survival. Like a real world survival guide.


Alexander Augunas wrote:
Off the top of my head, I can immediately think of five classes that can do so in Pathfinder now (alchemist, bard, rogue, ninja, witch).

I missed something- how does a witch gain trapfinding? O_o


Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber

White Haired Witch archetype from one of the Tian Xia books.


If you mean this one, it doesn't grant trapfinding.


RuyanVe wrote:

PF goes WoW...

Alexander Augunas wrote:

I 100% fail to see the point of this statement.

Oh, didn't notice someone was responding to my post. My comment wasn't targeted at this book specifically.

And I deem it absolutely legit, that I argue from my pov - it's a forum after all.

You like traps in your games that are there to deal insignificant damage to the group just to serve as speedbumps? Than please make sure you have a rogue with you.

For what I've seen and experienced that's not what people like to see in their games (again: see above). If this trap now holds a clue to further the adventure or is a puzzle to be solved by skill checks in game or needs wrecking one's own brain out-of-game - much better.

While I like to see more cool things for players, I hate it when things get too blurry.
We already have feats that let's every class gain a sorc's bloodline based abilities, we will get a book which grants everybody an AC, now everybody will be able to deal with all kinds of traps. Next one's a book about how to grant healing to every martial class out there?

(Notice the exaggeration?)

I like well defined roles in a group of PCs. If every class can do the cool class-defining things of other classes the need for going on an adventure as a group is nil.

I think it's more fun to have specialists, each having their own schtick going and adding up to more than their mere sum.

TL;DR?

My take on it:

You want to try new classes and are sick of having to stick to rogue-fighter-cleric-wizard? Talk to your GM - it's her job to make the fun happen for everybody.

What I do understand is the need for Paizo to introduce new content regularly to keep their company a going concern. Only because I buy some of their books doesn't mean I have to like everything they publish.

Ruyan.

EDIT: BTW, I joined WoW in closed beta (and I'm more than happy I left 2 years ago); no preaching necessary.


Pathfinder Campaign Setting, Companion, Roleplaying Game Subscriber
Bardess wrote:
If you mean this one, it doesn't grant trapfinding.

Yea, that's the one I meant. Guess it doesn't work for them. There are a few spells that can do it, but I doubt they meant that. Perhaps they meant the Seeker Oracle / Sorcerer archetype.


1 person marked this as a favorite.

I'd love to see a GM Companion to this that has some random charts like the ones that were in the 1st ed DMG back in the day ;)

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