Pathfinder Player Companion: Heroes of the Wild (PFRPG)

3.70/5 (based on 3 ratings)
Pathfinder Player Companion: Heroes of the Wild (PFRPG)
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From the frigid northlands of the Crown of the World to the steaming jungles of the Mwangi Expanse, the wilds of Golarion are as legendary as they are formidable—to say nothing of the adventurers who hail from these untamed regions! Embrace the laws of the wildlands, earn the respect of hardened wilderness natives, and command the powers of nature with Pathfinder Player Companion: Heroes of the Wild! Featuring dozens of all-new rules for wild characters—including feats, magic items, spells, and much more—Heroes of the Wild contains everything you need to make your characters as fierce and formidable as the wild itself!

Inside this book, you’ll find:

  • Details on prominent nature-focused groups on Golarion, including the Brimstone Haruspex, Storm Kindlers, and Wildwood Lodge.
  • New traits for characters with a bit of the wilderness in their blood, and alternate racial traits for those descended from fey.
  • New archetypes to help characters draw on the powers of nature, including the horticulturist, who specializes in harnessing alchemical power from plants.
  • Tips and advice on surviving in the wild, concealing your tracks, and building camps and strongholds in the untamed wilderness.
  • New equipment, feats, magic items, spells, traps, and other rules options to enhance your character’s effectiveness when ranging far from civilization.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, 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: 978-1-60125-733-8

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

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3.70/5 (based on 3 ratings)

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Great Resource

5/5

This book is great for anyone that likes to add a nature element to their characters. I especially like the new traits and archetypes.


Its filler, filler night

1/5

Not a heck of a lot here. Especially for the druids and rangers you'd think this book would be a sure buy for.

Its 31 pages

map of woods is ok

Table of contents..

A page explaining whats in the book...

A second table of contents..

The traits are ok

Some woodsey tricks and equipment

Kits.. kits.. kits.. these are a waste of space

The herbs are cool. The herbal witch is pretty thematic.

Obligatory background information is ok...

This skeeved me. 4 pages of optional building rules information for outdoor buildings.

2 pages of teamwork feats no one will ever take because.. teamwork feats. These really belong in an inquisitor book

poisons are ok.

The feats.... why is there more stuff here for a monk than a druid?

Magic items are kinda meh.

2 pages of spells. Thematic, don't see anything really eye-popping.

With all the druids i have there really should be more than one thing in this book i'd even consider taking.


My inner hippie is filled with joy :D

5/5

Disclaimer: I like nature based characters so this review may be a tad biased.
For those wanting a more down to earth upbringing traits abound with the core races each getting one & it includes a way to add some partial fey alternate racial options to each as well.
Witches get a lot of love here with 5 new patron options, a new Hex & a flavorful archetype. An herbalist system was touched upon that works great with this new archetype.
The Rogue has several thematic talents added that while a couple could be useful they seem mostly flavor. The same can be said about the inquisitior & alchemist archetype.
The Summoner got an archetype that seems interesting. Have yet to incorporate it in game but it definitely has potential.
The Shaman was also shown some attention with a new spirit (its always nice to get more options with the newer classes)
Many of the feats introduced are situational at best.
The main draw here (aside from the witchyness) are the traps, items & tools of survival. Normally I tend to gloss over 1/2 of the items introduced but everything here served an obvious purpose.
The information in this book is worth the buy, especially if you are a Witch, Rogue or Trapper.


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Webstore Gninja Minion

1 person marked this as a favorite.

Announced! Cover image and description are not final.


The successor to 3.5 Races of the Wild. Sort of.


1 person marked this as a favorite.

Hmmm. One of my players has a ratatosk druid of the Green Faith, so I hope that there'll be something interesting/useful for her here.


Will we finally get a playable Fey race something like the Killoren ???
Please..... pretty please ;)


Bellona wrote:
Hmmm. One of my players has a ratatosk druid of the Green Faith, so I hope that there'll be something interesting/useful for her here.

I'm really interested with the rules you use for ratatosk PC.


We have a playable fey race, Gathlain, but we could use more, especially a fey blooded race.

Hopefully some stuff for catfolk will slip it's way in there some where.


2 people marked this as a favorite.
Bellona wrote:

Hmmm. One of my players has a ratatosk druid of the Green Faith, so I hope that there'll be something interesting/useful for her here.

Lev wrote:

I'm really interested with the rules you use for ratatosk PC.

This is very much an experimental/beta-test version, using 10 RPs and the Advanced Race Guide. The most direct inspiration was the Ratatosk entry in Expedition to the Demonweb Pits (from 3.5), although I then shrank this version of the race down to size Small and called them the Lesser Ratatosk. (The player in question is fond of the Planescape setting's ratatosk, and wanted to play a stealthy druid who didn't have an animal companion but instead took the Jungle (i.e., "Forest") domain from Ultimate Magic.)

Ratatosk, Lesser (ExDWP, House Rules, 10 RP):


  • Type: Humanoid (ratatosk, extraplanar);
  • Size: Small;
  • Base Speed: Normal (30 ft.);
  • Ability Score Modifier (2 RP): Greater Paragon (Str -2, Dex +4, Int -2);
  • Language: Standard (automatic: Sylvan, a common language [usu. Taldane in Avistan]; language pool: Celestial, Elvish, Gnomish, Hallit, Giant, Ulfen, Draconic);
  • Feat and Skill (2 RP): Nimble Faller (always land on feet, even if took lethal damage from a fall; gain +1 bonus to CMD vs. Trip attempts);
  • Feat and Skill (1 RP): Skill Training - Knowledge (Planes) and Stealth (always considered to be class skills);
  • Movement (2 RP): Climb (Climb MV 20'; +8 racial bonus on Climb checks);
  • Offence (1 RP): Bite natural weapon (Ex; 1d2 hp damage for Small);
  • Senses (2 RP): Darkvision 60' (Ex).


Dragon78 wrote:

We have a playable fey race, Gathlain, but we could use more, especially a fey blooded race.

Hopefully some stuff for catfolk will slip it's way in there some where.

Ya the Gathlain don't do a thing for me...not a race I would include in our gaming. I much preferred the original Killoren as described (not depicted) in 3.5....BYMMV


I don't like the Gathlain's wings being a plant instead of bug wings. But otherwise I like them, still would love a lot more fey type ones.


I hope we see more animal companion types and maybe some better gnoll support.... Or possibly the arcane hierophant


5 people marked this as a favorite.

I just want a little more skinwalker support peppered into the products. If that could happen I would be very happy.


1 person marked this as a favorite.

There are a lot of races I would love to see get more or even some support.

Silver Crusade RPG Superstar 2014 Top 16

I had a hand in this one, so I'm very excited for it to be released! :)


I can't wait to find out more about this one.

Dark Archive

cartmanbeck wrote:
I had a hand in this one, so I'm very excited for it to be released! :)

We need details. What did you provide? ;)

Silver Crusade RPG Superstar 2014 Top 16

Wish I could tell you, but you'll have to wait a little bit! Don't wanna get myself in trouble with the bosses!

Dark Archive

Who says they have to find out?

Grand Lodge

How much of this book's content will center around druids versus other commonly "uncivilized" classes?


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I hope there's a version of the Trophy Hunter archetype for the new Hunter class. :)

Scarab Sages Modules Overlord

1 person marked this as a favorite.
Chris Ballard wrote:
Who says they have to find out?

Believe it or not, we read the boards. :)


3 people marked this as a favorite.
Owen K. C. Stephens wrote:
Chris Ballard wrote:
Who says they have to find out?
Believe it or not, we read the boards. :)

DUN DUN DUNNNNNNNNN

Silver Crusade RPG Superstar 2014 Top 16

See? :-P

The Exchange

I read the title as heroes of the Wild West. Will I be disappointed if I picked this up?

Silver Crusade RPG Superstar 2014 Top 16

LOL.. yes you would be disappointed in that case.


Some Archetypes for the usually 'Civilised'/Urban Classes?


2 people marked this as a favorite.

I think this book will be interesting, there's usually one or two people playing "wild" characters in the campaigns I'm in, so this book would probably be useful. What I'd like to see in a book like this is a new race: Wolfkin. Kind of like the canine answer to Catfolk without having to use a Witchwolf shifter or go werewolf. I've always wanted to play a canine race, but my usual GM is a stickler for only using official Paizo products so no 3rd Party or homebrew race.

Contributor

DekoTheBarbarian wrote:
I think this book will be interesting, there's usually one or two people playing "wild" characters in the campaigns I'm in, so this book would probably be useful. What I'd like to see in a book like this is a new race: Wolfkin. Kind of like the canine answer to Catfolk without having to use a Witchwolf shifter or go werewolf. I've always wanted to play a canine race, but my usual GM is a stickler for only using official Paizo products so no 3rd Party or homebrew race.

I think its unlikely that you're going to get a new race in a book like this. Typically, racial stuff in the Player Companion line is a focus of an entire book. Example: Blood of the Moon.

But technically, if you want to be a canine race, you don't have to look further than the kitsune. Foxes are canines too!


1 person marked this as a favorite.
Alexander Augunas wrote:
DekoTheBarbarian wrote:
I think this book will be interesting, there's usually one or two people playing "wild" characters in the campaigns I'm in, so this book would probably be useful. What I'd like to see in a book like this is a new race: Wolfkin. Kind of like the canine answer to Catfolk without having to use a Witchwolf shifter or go werewolf. I've always wanted to play a canine race, but my usual GM is a stickler for only using official Paizo products so no 3rd Party or homebrew race.

I think its unlikely that you're going to get a new race in a book like this. Typically, racial stuff in the Player Companion line is a focus of an entire book. Example: Blood of the Moon.

But technically, if you want to be a canine race, you don't have to look further than the kitsune. Foxes are canines too!

I know, but Kitsune are more along the lines of tricksters, who fit in more with the bard, rogue, and other classes of the like. I'd like a more robust kind of canine character.

Shadow Lodge

1 person marked this as a favorite.

It's unlikely, but what would be amazing is if Paizo did a sort of about face on how they normally do books like this, and basically ignore the classes that are already "wild" and instead focus on making other classes more playable in a "wild" setting.


You mean like a wild Paladin or druidic themed bard?


Or even a Barbarian Wizard ;)


1 person marked this as a favorite.
"Devil's Advocate" wrote:
It's unlikely, but what would be amazing is if Paizo did a sort of about face on how they normally do books like this, and basically ignore the classes that are already "wild" and instead focus on making other classes more playable in a "wild" setting.

+1, I hope they do this to some degree... and I hope not all the Rogue archetypes give up Trapfinding/Trapsense...


I hope we'll get some info and feats for Ekujae half-elves (aka wildborn).


Pathfinder Adventure Path, Rulebook Subscriber

You know what'd be really neat? A barbarian archetype w/o the alignment restriction. Or something that would allow a Barbarian who is good at smiting evil things.

....Not sure this would be the place for it, but it'd be neat.


Nate Z wrote:

You know what'd be really neat? A barbarian archetype w/o the alignment restriction. Or something that would allow a Barbarian who is good at smiting evil things.

....Not sure this would be the place for it, but it'd be neat.

A lot of things would be neat in Player Companion, but would require it to switch from 32 to 64 pages... and Paizo to start a GM Companion line.

Webstore Gninja Minion

The GM Companion line is pretty much the Campaign Setting line. :P


Liz Courts wrote:
The GM Companion line is pretty much the Campaign Setting line. :P

I was more thinking rule stuff and NPCs options than setting fluff.

Webstore Gninja Minion

Alex G St-Amand wrote:
Liz Courts wrote:
The GM Companion line is pretty much the Campaign Setting line. :P
I was more thinking rule stuff and NPCs options than setting fluff.

Both of those are also in the Campaign Setting line—it's not just "fluff."


Liz Courts wrote:
Alex G St-Amand wrote:
Liz Courts wrote:
The GM Companion line is pretty much the Campaign Setting line. :P
I was more thinking rule stuff and NPCs options than setting fluff.
Both of those are also in the Campaign Setting line—it's not just "fluff."

<_<

>_>

remember why people groaned about Blood of the Night and Blood of the Elements?

The Campaign Setting line could be split in two, would help avoid cutting out useful things, and avoid stuff to get in the Player Companion line when it has no business being there... I am aware of the work overload it could cause.


"Devil's Advocate" wrote:
It's unlikely, but what would be amazing is if Paizo did a sort of about face on how they normally do books like this, and basically ignore the classes that are already "wild" and instead focus on making other classes more playable in a "wild" setting.

my brain would explode if they did this.

I really want to preorder this because I pretty much only play "wild" characters, but I'm also kind of leery. is there more wilderness than the jungle theme in this?

Shadow Lodge

4 people marked this as a favorite.
"Devil's Advocate" wrote:
It's unlikely, but what would be amazing is if Paizo did a sort of about face on how they normally do books like this, and basically ignore the classes that are already "wild" and instead focus on making other classes more playable in a "wild" setting.
xeose4 wrote:
my brain would explode if they did this.

In a good or bad way?

xeose4 wrote:
I really want to preorder this because I pretty much only play "wild" characters, but I'm also kind of leery. is there more wilderness than the jungle theme in this?

So, with that in mind, would you rather have a book that allows you to use more classes effectively as "wild characters" or more tools for a few existing "wild characters"?

I'd rather see, and this is just me, but I'd rather see, for example, ways to play a Cleric, Paladin, or Fighter in the wild than more Barabarian, Druid, or Ranger mechanics to help them do what they can already do.


In a good way - and both! I would love to play a rogue, bard, or cleric that seem as immersed and a part of nature as any ranger or druid without having to have it all be like, lore or something.

I'm also DM 99% of the time and would like to expand on the options for campaigns that I run, so not every time the party heads off into the wilderness they're like "well let's roll 4 druids and leave it at that."


"Devil's Advocate" wrote:

So, with that in mind, would you rather have a book that allows you to use more classes effectively as "wild characters" or more tools for a few existing "wild characters"?

I'd rather see, and this is just me, but I'd rather see, for example, ways to play a Cleric, Paladin, or Fighter in the wild than more Barabarian, Druid, or Ranger mechanics to help them do what they can already do.

Actually that's not "just you" at all ;)

I would much rather see a book that gives options for making the "less than wild" classes more wild.

Nature focused Paladins, Barbarian tribe Wizards...hell yes !

Dark Archive

Pathfinder Adventure Path Subscriber

An investigator with some wilderness oriented skills would be welcome in my book! :D

Dark Archive

1 person marked this as a favorite.
nighttree wrote:
"Devil's Advocate" wrote:

So, with that in mind, would you rather have a book that allows you to use more classes effectively as "wild characters" or more tools for a few existing "wild characters"?

I'd rather see, and this is just me, but I'd rather see, for example, ways to play a Cleric, Paladin, or Fighter in the wild than more Barabarian, Druid, or Ranger mechanics to help them do what they can already do.

Actually that's not "just you" at all ;)

I would much rather see a book that gives options for making the "less than wild" classes more wild.

Nature focused Paladins, Barbarian tribe Wizards...hell yes !

Same for all sorts of themes.

I'm less interested in ways to make a religious Cleric or Inquisitor or Paladin, for instance, than in ways to add religious themes to a Rogue or Wizard. Ways to incorporate a Bard or Rogue into a social / city-based storyline? Kind of intuitive. Ways to fold a Barbarian, Druid or Ranger into such a storyline would be, IMO, far more useful.

Playing to type and your strengths is much easier than running a character in such a way that it flourishes in a situation that *isn't* an ideal fit.

Shadow Lodge

Oh, absolutely. I think that's my main issue with almost all of these Player's Guides, is just how lacking they are.

Webstore Gninja Minion

Product image and description updated to final.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

The horticulturist? Finally an archetype for the eccentric gardener living on the noblemans estate,

Edit: I hope it can be used along with the Bramble Brewer half-elf archetype.

Dark Archive

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Cool cover - that's one unhappy drake!

zergtitan wrote:

The horticulturist? Finally an archetype for the eccentric gardener living on the noblemans estate,

Now I'm thinking of this


1 person marked this as a favorite.

Alternate racial traits for those descended from fey!!! Also nice cover, like the forest drake.

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