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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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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Silver Crusade RPG Superstar 2014 Top 16

I find that very unlikely, unfortunately. I'll talk to the PFS guys just incase, but honestly it's likely that this will not work for the Unchained Summoner in PFS.

Shadow Lodge

Any new mundane gear?


Some stuff, including environment based kits and herbalism based alchemy. There is also stuff for Ultimate Campaign.


Can someone give a little more detail on the fey blooded alternate racial trait, someone said you get 3 level 0 druid spells and 1 level 1 spell as once a day spell like abilities, what spells specifically or are they pick your own? Also, what does fey blooded replace for elves?


Did shamans get anything new by chance?


Pathfinder Starfinder Roleplaying Game Subscriber
Sam Defoe wrote:
Did shamans get anything new by chance?

I don't have the book myself, but someone said earlier in the thread there's a new shaman spirit. I'd guess there's some new shaman spells too, but that's just speculation...


Luthorne wrote:
Sam Defoe wrote:
Did shamans get anything new by chance?
I don't have the book myself, but someone said earlier in the thread there's a new shaman spirit. I'd guess there's some new shaman spells too, but that's just speculation...

Correct, I believe that all of the new spells are on the Shaman list. The new plant spirit seems interesting.

Scarab Sages Developer

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Nohwear wrote:
Luthorne wrote:
Sam Defoe wrote:
Did shamans get anything new by chance?
I don't have the book myself, but someone said earlier in the thread there's a new shaman spirit. I'd guess there's some new shaman spells too, but that's just speculation...
Correct, I believe that all of the new spells are on the Shaman list. The new plant spirit seems interesting.

Of the eight new spells, seven are on the shaman list. The lone exception is oasis, which is just cleric/druid/sorcerer-wizard.

The wood spirit has all the elements of a typical shaman spirit - hexes, spirit abilities, manifestation and so on.

Grand Lodge

How does the spell wild instinct work for the Bloodrager? It requires a Divine Focus, which I'm pretty sure the Bloodrager does not get.

Shadow Lodge

Nohwear wrote:
Some stuff, including environment based kits and herbalism based alchemy. There is also stuff for Ultimate Campaign.

What ultimate campaign stuff pops up?


2 people marked this as a favorite.
doc the grey wrote:
Nohwear wrote:
Some stuff, including environment based kits and herbalism based alchemy. There is also stuff for Ultimate Campaign.
What ultimate campaign stuff pops up?

Besides rooms, there are prebuilt strongholds, and companies.

Scarab Sages Developer

Andrew Betts wrote:
How does the spell wild instinct work for the Bloodrager? It requires a Divine Focus, which I'm pretty sure the Bloodrager does not get.

The bloodrager ignores the DF. It's essentially M/DF, with the M instead being "nothing."

Grand Lodge

That's what I figured, but wasn't sure, thanks.

Dark Archive

2 people marked this as a favorite.

This book ended up being the surprise winner for me in this month's purchase; I was very pleasantly surprised by the amount of interesting content in it. Given how much I'm liking it, I feel like I should give a list of highlights in the hope that more Companions end up being this good.

* There was content for a lot of different things. Overall, the companion felt more 'dense' in terms of content than some other ones have, and it felt like a lot of different classes / character-types got attention.
* The Wild Caller is awesome. Plant-Eidolons are a big win, and I like the expansion of the summoner into new areas.
* The Horticulturalist is also cool. Alchemists continue to be my favorite class, and I like the new, flavorful direction that the archetype provides. Thumbs-up on it.
* New alchemical items and poisons are always a plus. I reiterate my request that they get Dynamic Alchemy entries, but even just having them for the overall alchemical toolbox is a good thing.
* I applaud the inclusion of more Ultimate Campaign / Stronghold content. Thank you for not abandoning this system; having this sort of addition adds to the value of books for me. My favorite is the Mystic Greenhouse for flavor purposes (and the fact that I've wanted basically exactly that for Irriseni characters ever since the inclusion of the one in the Irrisen Campaign Setting book).
* The Herbs are cool. I like having them as a new system (At least I think it's new? I don't remember seeing them before but may have missed them). Similarly, the Herb Witch is cool.
* The Wood Spirit for Shamans, style for nature-themed monks, and plant-summoning Feat were all also neat.
* The Developed Poison Immunity Rogue Talent gets a weird half-thumbs-up. It's mechanically kind of awful, but it's something I've seen in enough stories that I've wanted something like it to stick onto NPCs for flavor purposes.

Basically, please keep doing what you did with this book. I like seeing all this content, I like the new options being presented, and I like it when the game's better side-subsystems get attention.


2 people marked this as a favorite.

So far, I'm really liking this entry in the series.

I especially like the enhancements to Ultimate Campaign expansions to buildings/rooms. More of this in future installments, please!

Dark Archive

Pathfinder Adventure Path Subscriber

Minor teaser for what the horticulturist does? ;)


1 person marked this as a favorite.

I'd love spoilers on the wood spirit! At least what thee familiar gets.

Poison got a big boost in Unchained, I hear, so immunity is much better. Plus, you can poison both goblets...

Grand Lodge RPG Superstar 2014 Top 4, RPG Superstar 2012 Top 32

I'm glad to hear people are pleased with HotW. :) The wood spirit is one of the things I designed for the book, and I'd love to give a few teasers about it, but I haven't seen the final version yet so I won't comment on its abilities just yet. But it should give you a few new ways to beat/maim/strangle your foes with roots & branches, as well as a number of utility hexes.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Could someone tell me what the Horticulturist and Herb Witch archetypes do? And what new magic items are there?

Silver Crusade RPG Superstar 2014 Top 16

2 people marked this as a favorite.

Since the Horticulturalist was mine, I'll give you some spoilers for it.

Horticulturalist (Alchemist Archetype)
A horticulturist spends his time cultivating plants and plant creatures, allowing him to experiment with strange and wondrous herbal concoctions. He’s a friend to the forest, and plant creatures are willing to come to his aid when called.

Seed Extract: At 1st level, the horticulturist gains the ability to summon amazing animate plants using alchemically treated seeds. The horticulturist adds summon monster I–VI as 1st- through 6th-level extracts, respectively, to his class extract list. For example, he automatically adds summon monster I to his formula book at 1st level, and adds the higher-level spells to his formula book each time he gains the ability to use extracts of those levels. Using these extracts takes 1 round (as the spell’s normal casting time), and the creature summoned must be placed in a space adjacent to the horticulturist. The horticulturist can’t use these extracts to summon any of the elementals or outsiders listed on the spells’ summoning tables. Creatures the horticulturist summons with these extracts become creatures with the plant type (gaining low-light vision and immunity to mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stun) rather than their normal type, but their attack bonuses, Hit Dice, saving throws, and skills don’t change.
This ability replaces mutagen and the discovery normally gained at 2nd level. The horticulturist can’t choose the mutagen discovery.

He also gains the ability to toss bombs that work either only on plants or only on non-plant matter, and gains a plant familiar (which resembles a familiar sort of like the Tumor Familiar ability, but counted as a Plant-type creature).

Shadow Lodge

K so I just got my copy of this and am still pouring through it but I've gotta say this now.

Whoever thought up the beastkin trait, bravo! That is an amazing trait and an excellent example of what a trait is supposed to be both mechanically and thematically.

Dark Archive

3 people marked this as a favorite.

Herb Witch -
Gets the ability to use Profession (Herbalist) instead of Craft (Alchemy), gets a bonus to Profession (Herbalist), and can make and carry around (3 + INT bonus) remedies, which can be used to make Profession (Herbalist) checks to cure Diseases, Poisons, Blindness, Deafness, Fatigue, Nausea, and Sickness. They lose their first Hex and have to take Cauldron as their second; they also have to have a Patron connected to the natural world.

Wood Spirit-
* Hex that briefly turns targets into twisted, treelike beings that gain Hardness but are staggered (once per day per target)
* Hex that commands plants to yield magic Goodberry-like berries
* Hex to conjure spiny shrubs that act as Light Undergrowth that the Shaman can pass through
* Hex that mimics Woodland Stride, with plants moving out of the shaman's path. This one upgrades to Air-Walk-near-trees as the trees move their branches to let the Shaman ascend.
* Remote communication from one plant to the area around another plant, with the shaman's voice manifesting as a rustling noise from the leaves. This one upgrades to also be able to listen to areas around plants while near different plants.
* Spirit Animal is a wooden figurine or animal-shaped tree. It gains Freeze.
* Can turn an army into a tree limb for slam attacks (reach increases later, and transform-both-arms is also an upgrade).
* Roots that act like semi-selective Black Tentacles. Possibly ominously-blood-covered flavor-wise.
* 1/day tree-transformation as Plant Shape III
* Capstone makes the shaman a being of living wood. It gives the Plant subtype, +4 Natural Armor, DR against Wood, some of the Plant Immunities (Paralysis, Poison, Polymorph, Sleep, Stun), and meld-with-wood at will.


doc the grey wrote:

K so I just got my copy of this and am still pouring through it but I've gotta say this now.

Whoever thought up the beastkin trait, bravo! That is an amazing trait and an excellent example of what a trait is supposed to be both mechanically and thematically.

This makes me curious. What makes the Beastkin trait so amazing?


3 people marked this as a favorite.
Eric Hinkle wrote:
doc the grey wrote:

K so I just got my copy of this and am still pouring through it but I've gotta say this now.

Whoever thought up the beastkin trait, bravo! That is an amazing trait and an excellent example of what a trait is supposed to be both mechanically and thematically.

This makes me curious. What makes the Beastkin trait so amazing?

It's a social trait that allows you to be raised by wolves. Or apes. Or axebeaks. Or panthers...

Silver Crusade Contributor

2 people marked this as a favorite.

A friend let me look at his subscriber pdf at last night's session, and I picked out a couple of things that seemed very close to existing options. In addition to the reuse of Wild Caller (which someone already caught):

The Foebane Magic feat seems a little close to the Advanced Class Guide's Favored Enemy Spellcasting.

The rogue's Favored Terrain talent and the Ultimate Combat talent Terrain Mastery seem very similar as well.

Were these intentional?

Sorry if this sounds accusatory - no offense meant. :)

Shadow Lodge

2 people marked this as a favorite.
Owen KC Stephens wrote:
Eric Hinkle wrote:
doc the grey wrote:

K so I just got my copy of this and am still pouring through it but I've gotta say this now.

Whoever thought up the beastkin trait, bravo! That is an amazing trait and an excellent example of what a trait is supposed to be both mechanically and thematically.

This makes me curious. What makes the Beastkin trait so amazing?
It's a social trait that allows you to be raised by wolves. Or apes. Or axebeaks. Or panthers...

Sort of but to expand, it allows you to do this by giving you the mechanics to fill that out. You building tarzan? Beastkin grants you a survival buff and the ABILITY TO TALK TO GORILLAS! Raised by wolves? Same. The trait matches whatever creature you want your character to be from. F#+& now I want to make a half-orc who was raised by T-Rexes or an elf who's a part of a pack of deinoychus as some crazy options! Like seriously an elf hunter who can do raptor calls a la Jurassic Park to his pack of raptors is just TOO DOPE to pass up.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Thanks, Cartmanbeck! Between that and the shaman spirit, I'm looking forward to getting this one.

Lord Gadigan wrote:
* Hex that briefly turns targets into twisted, treelike beings that gain Hardness but are staggered (once per day per target)

Oh gods, Troll 2 hex D:

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Barachiel Shina wrote:
Really?! About time. I would like to know more on those feats and I wonder if there is a way to extrapolate and add plant creatures from other sources

In answer to the second part, no there isn't, any more than there has been for similar such feats like Summon Good Monster.

Liberty's Edge

What are the ranger spells? No stuff for rangers?

Mike

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Qstor wrote:

What are the ranger spells? No stuff for rangers?

Mike

Yes Virginia, there are spells (and other stuff) for rangers too.

Liberty's Edge

LazarX wrote:
Qstor wrote:

What are the ranger spells? No stuff for rangers?

Mike

Yes Virginia, there are spells (and other stuff) for rangers too.

Cool. Are you going to be in the Macy's parade?

Mike

Shadow Lodge

K so question about the Tribal Hunter feat, do both participants need to be initially in a flank to trigger the ability or is that a typo?

Shadow Lodge

Lol also now I see the Moot of Ages as Druidcon. Thanks Paizo XD.


1 person marked this as a favorite.

I love this book. Its freaking awesome. Its a homerun of flavor and mechanics. All these new things from the book just make me daydream of the possibilities as they dance in my head.

I give my sincere thanks to the people who worked on this book.


Ok, here is a question for somebody in the know. In the Order of the Green cavalier Order it says this:

Class Skills: An order of the Green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the Green cavalier attempts a Survival check to track foes of the aberrant or outsider type, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).

Shouldn't the bonus to track outsiders be a bonus to track undead? Everything else in the Order is focused on undead and aberrations, so I think that is what it should be.

Liberty's Edge

Owen KC Stephens wrote:


It's a social trait that allows you to be raised by wolves. Or apes. Or axebeaks. Or panthers...

What about flumphs? :)

Mike


Valantrix1 wrote:

Ok, here is a question for somebody in the know. In the Order of the Green cavalier Order it says this:

Class Skills: An order of the Green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the Green cavalier attempts a Survival check to track foes of the aberrant or outsider type, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).

Shouldn't the bonus to track outsiders be a bonus to track undead? Everything else in the Order is focused on undead and aberrations, so I think that is what it should be.

Could be a typo if the rest of the Order is focused on aberrant & undead slaying.


So what is the formula for summoning more types of plant creatures with the Summon Plant Ally feat? Looking to extrapolate that feat to include more plant creatures. Is it CR based in some way? I wish there were more examples.

Silver Crusade RPG Superstar 2014 Top 16

For the Summon Plant Ally feat, I basically looked at the average CR of creatures that summon nature's ally spells could normally summon, and tried to match that to plant-type creatures as much as possible. There's no REAL formula, just keep the CR within 1 up or down of the average for the spell and you should be fine.

Scarab Sages Developer

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There's no formula for summon monster/summon nature's ally spells, though there are some guidelines for a GM looking to expand the lists (I talk about those a bit in Monster Summoner's handbook). The problem, is that the CR of a creature is based on how much of a threat it is to PCs, not it's total power level or impact in gameplay. A monster able to summon a 10 gp ruby once a day can be of any CR - it's not that much money. But as soon as you add it to a summoning list, someone will summon 5 of them multiple times per day while in downtime and break the game economy. Similarly a creature that can repeatedly force everyone in an area to make a saving throw may be fine as an encounter, but if you can summon it a player may spam summoning it in the hopes some foe fails (even if the DC is low), and that slows down gameplay.

Dark Archive

Pathfinder Adventure Path Subscriber
Valantrix1 wrote:

Ok, here is a question for somebody in the know. In the Order of the Green cavalier Order it says this:

Class Skills: An order of the Green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the Green cavalier attempts a Survival check to track foes of the aberrant or outsider type, he receives a bonus on the check equal to ½ his cavalier level (minimum +1).

Shouldn't the bonus to track outsiders be a bonus to track undead? Everything else in the Order is focused on undead and aberrations, so I think that is what it should be.

May not be the actual explanation, but the article about the Green Faith was big in Sarkoris - which is/was overrun by demons (and a mess, ecologically) -, so that may be why 'outsiders' are included.

Scarab Sages Developer

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The main reason the tracking bonus isn't to undead is that in many (though not all)c axes undead just should't have significantly different tracks. Yes, skeletons and zombies might leave bits of dead flesh, but a vampire in boots isn't going to have anything distinct from a human in boots. And incorporeal undead may not be subject to tracking at all, and I didn't want to inspire arguments between players and GMs about what it means to be a +5 to track a ghost.

Outsiders, on the other hand, are actually from a different plane of reality, and thus definitely not a part of existing nature, and I could easily see the matter of reality itself reacting differently to an outsiders feet (even in boots), allowing the greet faith cavalier to more easily follow their trail.

Not a typo, just my opinion about what makes the best combination of in-game logic and good gameplay.

RPG Superstar 2008 Top 32

Owen K. C. Stephens wrote:
I could easily see the matter of reality itself reacting differently to an outsiders feet (even in boots)

This totally happens in Death's Heretic.


Owen K. C. Stephens wrote:

The main reason the tracking bonus isn't to undead is that in many (though not all)c axes undead just should't have significantly different tracks. Yes, skeletons and zombies might leave bits of dead flesh, but a vampire in boots isn't going to have anything distinct from a human in boots. And incorporeal undead may not be subject to tracking at all, and I didn't want to inspire arguments between players and GMs about what it means to be a +5 to track a ghost.

Outsiders, on the other hand, are actually from a different plane of reality, and thus definitely not a part of existing nature, and I could easily see the matter of reality itself reacting differently to an outsiders feet (even in boots), allowing the greet faith cavalier to more easily follow their trail.

Not a typo, just my opinion about what makes the best combination of in-game logic and good gameplay.

I see your point, butI don't really agree with it. To each their own though. If anyone even asked if they could track a ghost, I'd disabuse them of the fact. Of course, you can with the skill unlock system in Unchained though, so there is now precedent. At the very least, outsiders should have been included as well as undead and aberrations. YMMV. Thanks for the reply Owen.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Qstor wrote:
LazarX wrote:
Qstor wrote:

What are the ranger spells? No stuff for rangers?

Mike

Yes Virginia, there are spells (and other stuff) for rangers too.

Cool. Are you going to be in the Macy's parade?

Mike

Only if they let me bring my vodka!

Dark Archive

Ross Byers wrote:
Owen K. C. Stephens wrote:
I could easily see the matter of reality itself reacting differently to an outsiders feet (even in boots)
This totally happens in Death's Heretic.

Also one of the cooler bits from Empire of the East, one of the books listed as an inspiration for 1st edition AD&D.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Set wrote:
Ross Byers wrote:
Owen K. C. Stephens wrote:
I could easily see the matter of reality itself reacting differently to an outsiders feet (even in boots)
This totally happens in Death's Heretic.

Also one of the cooler bits from Empire of the East, one of the books listed as an inspiration for 1st edition AD&D.

Fred Saberhagen, I've read some of that series, and of course his Swords novels.

Silver Crusade RPG Superstar 2014 Top 16

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Okay so I think there has been enough interest in using my new Wild Caller with the Unchained Summoner to warrant this. Here's what I came up with for people who might want to try out the Unchained Wild Caller in their home games.

Plant Eidolon UNCHAINED!:

Plant Eidolon (from Heroes of the Wild - Wild Caller archetype)
Alignment: Any Neutral
Base Form: by plant type (see archetype)
Base evolutions:
Plant eidolons have the plant type and are immune to paralysis, poison, sleep effects, and stunning. Unlike other plants, they are not immune to mind-affecting or polymorph effects.
At 1st level, plant eidolons gain the ability to plant themselves to rejuvenate. As a full-round action, a plant eidolon can plant itself in appropriate soil and begin sucking nutrients and water. After each hour spent planted, the plant eidolon gains 1d8+1 hit point and heals 1 ability damage. While planted, the eidolon cannot move and takes a -8 penalty to Reflex saves, and extricating itself takes a full-round action. The soil must be appropriate for a plant of its type, at the GM's discretion (a tree eidolon could not plant itself in sand, though a cactus eidolon could. A mushroom eidolon can plant itself on solid rock as easily as soil.)
At 4th level, plant eidolons gain resistance to a type of energy determined by their plant type. Cactus eidolons gain fire resistance 10, conifer eidolons gain cold resistance 10, mushroom eidolons gain acid resistance 10, and tree eidolons gain sonic resistance 10. In addition, they gain a +4 bonus to saves against mind-affecting effects.
At 8th level, plant eidolons can plant and unplant themselves faster, and gain bonuses while planted. A plant eidolon can plant itself in appropriate soil as a Standard action, and while planted gains a +2 bonus to attack rolls, damage rolls, saving throws, and skill checks not involving movement. Its penalty to Reflex saves while planted is reduced to -4. It also regains 2d8+3 hit points and 2 ability damage at the end of each hour spent planted. The plant eidolon can now extricate itself from being planted using a Move action.
At 12th level, plant eidolons gain immunity to the energy type which they gained resistance to at 4th level, as well as DR 5/cold iron. They also gain speak with plants as a spell-like ability usable three times per day.
At 16th level, plant eidolons gain the ability increase evolution, applied to Strength, Dexterity, or Consitution (the summoner's choice). They may also use thir speak with plants spell-like ability at will.
At 20th level, plant eidolons become immune to all mind-affecting effects and polymorph effects not cast by the summoner. In addition, their damage reduction increases to DR 15/cold iron.


Oasis has a clause "If there is already a natural spring within 1 mile" that it reduces output of that spring. The spell says earlier its effect is "similar to a natural spring". Does this mean you can have multiple Oasis spells running right next to eachother?

Can Create Water's water be used for the material component?


Great book, I am so glad I preordered this so long ago. Easily one of my favorite companions.

Is it possible to get the Mountain and/or Storms patrons added to the Winter Witch archetype? What would doing that entail?

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