Pathfinder Player Companion: Dungeoneer's Handbook (PFRPG)

3.70/5 (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

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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3.70/5 (based on 6 ratings)

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Solid, useful, but thin

4/5

OK, this is a fine & useful guidebook for Pathfinder players. It has lots of crunchy fluff and fluffy crunch. Six Archetypes, eight feats, four traits, and over two dozen items. Section on Dungeon guids (books and maps), famous dungeons, traps, etc.

They have one piece of advice which can be disastrously wrong: The advice that the main route into a chamber is usually not trapped, as it’s a route that would have to be taken many times a day. This is true if we’re talking realistic, but few dungeons are designed in a realistic fashion.

The "Ostentation Display" feat should be a rule, not a feat. You'd be crazy to waste a feat on this.


A couple gems but...

2/5

So, trying this again as my last review disappeared when I tried to submit it.

Quickie Review: Dungeoneer's Handbook is a lesson in mediocrity from a company that tends to do better. To be fair, their Player's Companion product line does tend to be a mixed bag when it comes to quality as it seems to be where Paizo places some of their newer more experimental writers. That said, there are a few gems in this product, so if you choose to buy it, you may want to stick to the PDF.

In Depth Review:

The Good:
There were only a couple things that really stood out as great for me. "The Torchbearer" was a neat concept. A weaker Leadership feat that eventually grows up into the Leadership feat at 8th level. The companion is limited in what class they can be but has access to some neat archetypes provided in the book. While "Blazing Torchbearer" and "Sapper" are questionable to the point of being nigh useless, the other's are kind of, well, neat for a hireling to have. The ranger archetype "The Groom" protects the horses and can scout out towns to help PC's find where to get that spell or service they need. The Ranger archetype "Dungeon Rover" is basically, well, a Dungeon oriented Ranger, and a pretty solid one at that. The "Terra-Cotta Monk" is pretty solid as well, with the "Stone Grip" ability invoking some rather neat mental images of a monk crawling along the ceiling towards it's unaware target. The "Trap Breaker" alchemist pretty much does what the name implies and has the added perk of being able to convert bombs into land mines, all in exchange for the poison abilities which seems to be the perfect trade off.

The traits on the inside of the back cover are neat. Two give more unusual PC's some nice fluff while providing a fairly solid benefit. Destine For Greatness makes the use of Kits far more appealing than they might otherwise be. Lost Role Model, well, that depends on how the key feature is used. A couple of other feats stood out as neat, such as "Close Call", "Cursed Item Detection" and "Dampen Presence", they actually struck me as being the only real worthwhile feats in the book.

The Meh:
There's a lot of Meh in here. After all, this is a Dungeoneer's Guide, which means unless you're new to the hobby, it's been done, about as much as 'hero point' rules, and this book is merely Paizo's take on it. Or at least feels that way. The advise is solid, but standard, with Golarion specific dungeons mentioned in blurbs giving the book a more campaign specific feel. Feats like "Coaxing Spell" and "Arcane Trap Suppressor" were alright, but offset by either a high spell level cost or a rather situational effect. The equipment was a mixed bag that basically evens out on the 'worth-it' and 'worthless' side of things.

Most notable here, belongs to the concept of Dungeon Guides. These are journals, stories, text books, on specific dungeons that, if utilized properly, give you an edge on certain skills. It's an interesting concept, but an awkward execution. The price for the sample tomes are ridiculous, the mechanics behind it are iffy, but I could see them being very neat as a plot device far superior to the classic trope of the map found in the treasure hoard or on the dead pirates belt.

The Fugly:
"Tactical Re-positioning" seemed to do something that one could easily argue the Re-positioning Maneuver should do already. The Feat "Ostentatious Display" struck me as being useless, pointless, needlessly convoluted and a poor concept altogether. Basically you get a +1 bonus to a social skill based on what type of bling you have and what magic item slot it takes up. To give you an example, per the feat, you might get a +1 intimidation bonus for a Diamond Studded Belt, but a necklace of Skulls and Bloody Ears would give you a +1 Diplomacy bonus. Oh, and in order to benefit from it, you have to give up a magic item slot, because the bonus doesn't apply to gaudy magic items. Altogether, about as worthless as a feat can be, without taking 'Prone Shooter' from "Ultimate Combat".

The spells they offered were, well, almost insulting. There was one 4th level spell that did damage equivalent to a fireball to 1 creature, but you could have it affect more (up to a 25ft square) at the cost of damage. There was the "Create Holds" spell, which is neat in concept, but should probably be 2nd level seeing as "Spider Climb, Communal" pretty much accomplishes more, better, and at 3rd level. "Discern Value" seems like a needlessly convoluted, needlessly high level spell to replace using appraise (and poorly). "Determine Depth" is so situational is should probably be level 1 instead of 2. "Nature's Ravages" is like the reverse of "Gentle Repose" but it's a 4 Cleric/3 Witch for some strange reason.

All in all, I give this a 2.5, some neat stuff, but an ultimately forgettable product. As 2.5 isn't an option, I'm listing it as 2, because mediocrity is a sin in and of itself, or maybe I'm just a jerk.


3/5

A lot of the player material is very focused and exclusive, which in my mind is a bad thing. However, in this case the book does come out and say early on that it is mostly for Rangers, Rogues, and Alchemists. It has minima material for everyone else, but like I said, to be fair, the book does mention that.

The artwork is amazing, and moreso than most other books, it really seems to be designed to illistrate what the book is talking about rather than just being placed there as a halfway related nice picture.

The material is a bit monotinous, and is really questionable as a "Players Guide". A great deal of the material is either strictly for DM's/GM's, or intended for both, but more so on the GM side who has the option to use it than for player's who may never really even have the chance, (from an out-of-character point of view).

A few kits are included, a few spells, and a few feats, but they don't really come across as must haves, and in some spell cases I really wonder why they are that high level. For example, Nature's Ravages is a 4th level Cleric, 3rd Level Witch spell that essentually does the opposite of Gentle Repose, causing things to age by 1 day per 2 CL, (max of 10 days). Seems like a good 0 level spell, (unless I'm missing something), a weaker 1st level spell, but not at all worthy of 3rd or 4th level slots. Create Holds alows you to make basically a ladder on a solid rock for 1/level, and is a 4th level Druid/Wizard, 3 level Ranger spell. Stone Shape is a 3rd level Cleric/Druid, 4th level Wizard spell that allows some really similar thing, but has lot of other uses. Shouldn't Ceate Holds then be a level or 2 lower for being less useful in general, and not as open to other classes? It itself kind of seems like at best 1st level spell material.

The good. It gives a lot of good, useful ideas and suggestions for running dungeons, particularly for a DM that likes to use a lot of flavor and create their own material. It is not really setting specific. The art is really good, including some things that can be used as either hand outs or used as examples to create your own hand outs. Guidlines on making "traps" that are not traps, and just a lot of little things like that. The new NPC/hireling material is cool, but see below. I do not remember seeing any Roles, so that is amazing.

The Bad. One thing I don't like about a lot of Paizo's books about topics is that they take some of the most obvious choices in related to the subject and continue to elevate those rather than try to give options for everyone. It creates a divide rather than allowing for more inclusive games. It boosts Alchemists, Rangers, Rogues (and Wizards I guess), but doesn't offer any ways for other classes to really fit into a campaign that is dungeon exploration/survival heavy. Nothing really for the Cavalier, Cleric/Oracle, Fighter, Paladin, Monk, Sorcerer, etc. . . that brings them in line for the playstyle the book is about. Normally this would net around a 1 or 2 stars for the review, but as I've mentioned a few times, the book does say this up front, so to be fair, what it does say it will bring it does bring. The new hirelings material is very cool, but it seems that like with the Knights book, Leadership and being able to have cohorts and hirelings is usually either banned outright or otherwise not allowed, both in home games and in PFS. Needs to be more player focused, though really to be fair this probably should have been in a more DM centric line with a small player's section.

All in all, for what it is and says it does, it's a pretty good book. If your looking either for ideas to use in building a dungeon or to be able to top of your very dungeon-explory Alchemist, Ranger, or Rogue, it's probably a good buy. If you not doing those things, you should probably skip it, though the PDF is is chap enough that it's hard to complain.


Lots of options, and a good read

4/5

This is one of those books that may influence how you play your character in a particular situation (in a dungeon, obviously) as much as provide character building options (feats, archetypes). I enjoyed reading it, which is not always true of books with lots of useful options. I also liked the new rules for dungeon guides and torchbearer hirelings.

You can read a more extensive review on my blog Delver's Diary, where I also consider the book from the perspective of Pathfinder Society play.


A Handy Dungeoneer's Guide

5/5

...to go along with your Handy Haversack!

This guide provides all of a player's preparation needs regarding tomb raiding, dungeon delving and crypt breaking, as well as covering traps, treasures and monsters.

In addition to those topics, it is packed with useful tips, handy tricks, and new rules and options, such as hirelings and alchemical equipment!

This is a must have for any dungeon delver type of player!


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I was pleasantly surprised to see the Starstone Cathedral explicitly called out as a megadungeon. I don't know if that's old news, nor did I really have any firm idea as to what I expected. Gives me hope that one day ill own two paizo megadungeons, though. :)


I have one question. Why are none of the spells usable by the alchemist?
Other than that I enjoyed the book.


...Is that some Seer's Soap? If it's not, it's very similar.

Also, Summon Deadfall only allows saves from creatures on the outermost affected squares... That makes sense, but it kinda makes you wonder why more things aren't that way (though I guess in this case you can decrease the power to increase the area).

Shadow Lodge

Steve Geddes wrote:
I was pleasantly surprised to see the Starstone Cathedral explicitly called out as a megadungeon. I don't know if that's old news, nor did I really have any firm idea as to what I expected. Gives me hope that one day ill own two paizo megadungeons, though. :)

I'm pretty sure that Paizo has said one day they will do a Test of the Starstone thing, and implied that it will be less an adventure as an assortment of challenges and ideas. I think it's "on the list" proverbally with Epic material.


I got the product. I was not all that impressed with it.

Shadow Lodge

Why not? Right a review? I found out recently that honest reviews are an important factor when it comee to deciding what the people want and what future products should include or avoid. Not sure how true it is, but I someone asked for reviews.

Developer

Beckett wrote:
Why not? Right a review? I found out recently that honest reviews are an important factor when it comee to deciding what the people want and what future products should include or avoid. Not sure how true it is, but I someone asked for reviews.

This is true. We take reviews posted on our product pages very seriously, and they have a lot of influence on how we choose to do future products in the same line. The more reviews a given product has, the better idea we have of what works and what needs work.

Developer

Patrick McGrath wrote:
I have one question. Why are none of the spells usable by the alchemist?

In general, alchemists gain access to a very limited number of spells. Since parts of this book were already very alchemist-heavy (new alchemical items, new alchemist discoveries, a new alchemist archetype), we chose to concentrate on other classes in the Spells section.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

So, if I am reading those archetypes on D20PFSRD correctly, only the Trapbreaker alchemist gains Trapfinding, while the other two archetypes gain abilities to spot traps easier, but no way of spotting magical traps ( i.e. Trapfinding ). That's... weird.

Does the book include a "You gain Trapfinding" feat, or was that lack of ability to spot magical traps for trap-centered archetypes intentional?


Patrick Renie wrote:
Patrick McGrath wrote:
I have one question. Why are none of the spells usable by the alchemist?
In general, alchemists gain access to a very limited number of spells. Since parts of this book were already very alchemist-heavy (new alchemical items, new alchemist discoveries, a new alchemist archetype), we chose to concentrate on other classes in the Spells section.

Thank you for responding.

[I do not mean to sound snarky, but it may come out that way]

I find your response a bit unsatisfying. A spell should be wizard-y, witchy, or Magus-y on its own merit, not by what classes do not have access to it. I thought some of the spells were very alchemist-y.

Again; thank you for the response, even if I disagree with it, I do appreciate you taking the time to respond.


Jadeite wrote:
And yes, Trap Breaker and Vivisectionist are strangely compatible, although you end up trading all your poison abilities for trapfinding.

Forgive me if I'm missing something, but how are Trap Breaker and Vivisectionist at all compatible? Trap Breaker relies heavily on the Bomb ability, which Vivisectionist loses entirely in favor of Sneak Attack...


It's one of those bizarre situations where the rules allow it even though it shouldn't work.

The two archetypes don't replace or modify the same abilities, so by the rules of archetypes they can both be taken. However, the loss of bombs as a result causes most of the Trap Breaker's abilities to become non-functional. So you could in theory take them both, but all of the Trap Breaker's replacement abilities would cease to work without bombs to use them with.

THAT SAID... Trap Breaker does give you Trapfinding, which combined with Vivisectionist basically makes you as good or better at doing Rogue stuff as an actual Rogue, plus you still get extracts and mutagen on top of it.

Dark Archive

There's no rule against taking an archetype whose abilities you're unable to use. As long as two archetypes don't modify the same class feature they are compatible.


Mikaze wrote:

Hahahaha

There's a Summon Thwomp spell!

With art!

Glad I'm not the only one to notice that.

Shadow Lodge

Is the dungeon rover supposed to have trapfinding to go along with his other trap based abilities?


Shalafi2412 wrote:
I got the product. I was not all that impressed with it.

Definitely, write a review, I did, and I admit it was not glowing. In part because this felt like 'another' Dungeoneer Guide (kind of like 'another' Hero Point rules system) and in part because, well, some of the things just didn't make sense. Pretty much all of the spells, some of the feats, and my favorite part of the book, the archetypes, had questionable elements. Like trap oriented archetypes that didn't seem to be able to find traps they were supposedly optimized for. I'm not sure if it was intentional, poor design, or a mistake. If it was intentional, they really should have included a side bar explaining such a bizarre choice. That's like granting someone access to spells in a spell book but requiring them to multiclass in order to be able to cast them.


At least it wasn't as bad as the atrocity that was Dungeonscape :P
Still, the Torch Handling feat has to be the most conceptually ridiculous feat I've ever seen. "I know how to hold a torch so much better that it shines brighter and longer than if you held it." It kind of made my brain hurt.

Sovereign Court

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How about, 'I know how to maintain a torch so that it works more efficiently'?
"Oh, one of those rag torches? Is that completely hemp? No cotton? Well, if I just twist it like this and add some of that stuff in the blue bag to the fuel there... hmm, yep, that looks about right. Okay, light that sucker!"
"Wow, look at it go!"


GeraintElberion wrote:

How about, 'I know how to maintain a torch so that it works more efficiently'?

"Oh, one of those rag torches? Is that completely hemp? No cotton? Well, if I just twist it like this and add some of that stuff in the blue bag to the fuel there... hmm, yep, that looks about right. Okay, light that sucker!"
"Wow, look at it go!"

I certainly would have much preferred that for the flavor text. Almost anything would have been better. "I carry around secret oil made from dragon turtle fat" or something would have been better than "I know how to wield a torch better than you."

Contributor

Well, of course "I know how to wield a torch better than you" isn't the "flavor" (dogwhistle word, that) text at all. It's "In your grasp, a simple teach becomes a beacon," which is both a much more evocative and better-written sentence and more descriptive of the three separate mechanical (um, perhaps you'd say "crunch") things the feat does.

If you don't think some people can't handle fire better than others, well, I can only guess you haven't handled fire very often.


Christopher Rowe wrote:

Well, of course "I know how to wield a torch better than you" isn't the "flavor" (dogwhistle word, that) text at all. It's "In your grasp, a simple teach becomes a beacon," which is both a much more evocative and better-written sentence and more descriptive of the three separate mechanical (um, perhaps you'd say "crunch") things the feat does.

If you don't think some people can't handle fire better than others, well, I can only guess you haven't handled fire very often.

Fire? Certainly, lighting campfires, building a proper fire, of course. But taking a torch or a lantern, the same one your buddy held, one that is premade, and some how the mere act of holding it makes it shine brighter? It just seems ridiculous.

Contributor

Really? Properly keeping a lantern lit and fueled is even more of a specialized task than doing so for a torch.


2 people marked this as a favorite.

I don't know what type of lanterns you've used, but if you can show me how someone can make the same oil in a lantern burn brighter, or the same torch for that matter, then I'll happily bow to your defense of what I will have once thought to be a ridiculous concept. Until then, I'm afraid I can't really take you seriously, I've handled torches and lanterns, I've not seen any amount of care or maintenance that would enable the same one to burn brighter. One that was better treated, one with a better oil quality, sure. Nothing that merits the specialized focus and training a feat would entail.


Pathfinder Adventure Path Subscriber

I bought this book lately and while i was full of good expectations i have to say that i am really disappointed.
Nearly nothing useful again for rogues, even when the title hints at that.
Super heavy on alchemists, the favorite toy of someone at Paizo it seems. While those already got way too many attention for my taste and along with gunslingers turn the flavor of the game slowly into direction of steampunk, other classes go away emtpyhanded.
At least you could have given the ranger and the monk trapfinding too. Instead good abilities are traded for questinable stuff. Come on, slugs and vermin as animal companions? That could have been simply an option, but to trade away class features or feats for that?
Same as the monk, loosing evasion hurts really hard.

I will try to write my first review on this when i find more time and patience.

Liberty's Edge

@ Doom: Take a group of people, and a light source. Give the light to the person in the middle of the group. Have them hold it low, then high. Then tell me that it makes no difference how you hold a light source.

Also you are playing a game where someone can cast a simple spell as often as they like that temporarily causes a stone to glow as bright as that torch, and you are bothered by a Feat that allows more efficient use of a torch? I think your expectations for the game a wierd and a bit skewed.


graywulfe wrote:

@ Doom: Take a group of people, and a light source. Give the light to the person in the middle of the group. Have them hold it low, then high. Then tell me that it makes no difference how you hold a light source.

Also you are playing a game where someone can cast a simple spell as often as they like that temporarily causes a stone to glow as bright as that torch, and you are bothered by a Feat that allows more efficient use of a torch? I think your expectations for the game a wierd and a bit skewed.

Honestly I'm surprised people care so much. I simply consider it ridiculous and I am allowed to criticize it as such. "I trained so hard at holding a torch I am able to do it better than anyone else around!" seems a ridiculous concept to me.

A spell is magic, which explains the stone shining like a torch, but someone simply being adept at holding a torch and *that* causes it to shine light further? I mean it's not as bad as "Prone Shooter" from Ultimate Combat, which was an actual oversight of the existing material, but it strikes me as silly. No skin off your nose for it.

To that end, Hit Points strike me as a silly mechanic with a weak tacked on explanation, I still play the game though, because what I perceive as silly is vastly outweighed by what I like about it. My opinion is just that.

Liberty's Edge

DM Doom wrote:
graywulfe wrote:

@ Doom: Take a group of people, and a light source. Give the light to the person in the middle of the group. Have them hold it low, then high. Then tell me that it makes no difference how you hold a light source.

Also you are playing a game where someone can cast a simple spell as often as they like that temporarily causes a stone to glow as bright as that torch, and you are bothered by a Feat that allows more efficient use of a torch? I think your expectations for the game a wierd and a bit skewed.

Honestly I'm surprised people care so much. I simply consider it ridiculous and I am allowed to criticize it as such. "I trained so hard at holding a torch I am able to do it better than anyone else around!" seems a ridiculous concept to me.

A spell is magic, which explains the stone shining like a torch, but someone simply being adept at holding a torch and *that* causes it to shine light further? I mean it's not as bad as "Prone Shooter" from Ultimate Combat, which was an actual oversight of the existing material, but it strikes me as silly. No skin off your nose for it.

To that end, Hit Points strike me as a silly mechanic with a weak tacked on explanation, I still play the game though, because what I perceive as silly is vastly outweighed by what I like about it. My opinion is just that.

You have a right to your opinion. Just don't expect to go spouting off negativity without people coming to defend it. In this case, I like the Feat. Also I offered an explanation for how the Feat could work without being mystical. As for why it takes training to hold a torch higher, it is really a matter of holding that torch higher for long periods of time. Try holding, say, an aluminum bat at full extension above your head. See how long you can do that. I guarantee it will not be as long as you expect, if you have never tried it before.

You asked for a reasonable explanation of how this Feat could work. I have offered one.


I'm sad because there's no dungeoneer inquisitor archetypes :( The class really deserved a dungeoneer archetype.

Sovereign Court

DM Doom wrote:


Honestly I'm surprised people care so much. I simply consider it ridiculous and I am allowed to criticize it as such. "I trained so hard at holding a torch I am able to do it better than anyone else around!" seems a ridiculous concept to me.

Because you live in a modern time, where these things DON'T matter.

Pathfinder/D&D lets you believe that swinging a sword is easy, and by RAW, you can do it all day. Bull.

I have been to medieval parties where the goal is JUST to keep your heavy metal sword above a tied rope for an extended period of time. Quite entertaining to watch I must say.


Is the Dungeoneer's Handbook sort of a companion to Dungeons of Golarion?

Webstore Gninja Minion

John Doe 207 357 wrote:
Is the Dungeoneer's Handbook sort of a companion to Dungeons of Golarion?

The Dungeoneer's Handbook is meant to be a first-time dungeon delver's guide, and doesn't necessarily tie into Dungeons of Golarion.


DM Doom wrote:
Honestly I'm surprised people care so much. I simply consider it ridiculous and I am allowed to criticize it as such. "I trained so hard at holding a torch I am able to do it better than anyone else around!" seems a ridiculous concept to me.

It's not you. The number of apologists for that bizarre feat is a little weird.

As a neutral third party with no horse in this race, your criticism is more convincing than the defenses.


Arnwyn wrote:
DM Doom wrote:
Honestly I'm surprised people care so much. I simply consider it ridiculous and I am allowed to criticize it as such. "I trained so hard at holding a torch I am able to do it better than anyone else around!" seems a ridiculous concept to me.

It's not you. The number of apologists for that bizarre feat is a little weird.

As a neutral third party with no horse in this race, your criticism is more convincing than the defenses.

So you feel that every torch ever made gives off the exact same illumination? By RAW they do.

Sovereign Court

Pathfinder Lost Omens, Rulebook Subscriber

Okay, I have to pipe up about this. Where the hell is the pricing guide for dungeon guides? They go into all manner of discussion, put prices on the items, and then mention "make one with your DM of (less than 25% of the price of the cheapest example)", and then don't tell you how to figure out the price. And, unlike a particular friend of mine, I'm not so much ao an OCD math nerd to dissect it into an equation on my own. All in all, as the guy who always plays the delver of the group, I found this book to be rather un-useful.

Developer

Geoff Royal wrote:
Okay, I have to pipe up about this. Where the hell is the pricing guide for dungeon guides? They go into all manner of discussion, put prices on the items, and then mention "make one with your DM of (less than 25% of the price of the cheapest example)", and then don't tell you how to figure out the price. And, unlike a particular friend of mine, I'm not so much ao an OCD math nerd to dissect it into an equation on my own. All in all, as the guy who always plays the delver of the group, I found this book to be rather un-useful.

I remember this section specifically being incredibly difficult to copyfit—that is, it was tricky to fit all of the cool info I wanted in such a tight space. Here's the formula we used to come up with the prices (and associated skill DCs) for dungeon guides:

Spoiler:
A dungeon guide’s price is equal to its accuracy modifier squared × 100 gp, plus its skill bonus(es) squared × 50 gp. The DC of the guide’s associated skill depends on its accuracy modifier; a guide with a modifier of –5 through –1 has a DC of 15, +0 through +4 is DC 20, +5 through +9 is DC 25, and so on.

Prices for dungeon guides may be adjusted depending on the rarity of the dungeon guide and the level of the dungeon in question. For instance, the first volume in Heroka's Saga would normally only be 800 gp, but due to the fact that only a sparse few yet remain on Golarion, the price for this first entry has become staggeringly high.

Sovereign Court

Pathfinder Lost Omens, Rulebook Subscriber

Thank you so much!


Is it me, or are Torchbearers basically interns?


Are there more of the bottom panoramas planned for this line?

Developer

Cheapy wrote:
Are there more of the bottom panoramas planned for this line?

Yes, though probably not as many as we've seen in previous Player Companions. While the double-truck illustrations look awesome and can convey a lot of cool information (such as when used to illustrate cities/locations), there are a couple drawbacks to them. Namely, (1) they don't translate well when using the single-page view that is the default of most PDF readers, and (2) we can't reuse the art for pretty much anything else.

Nonetheless, the double-trucks are too cool to not do, so you can expect to see more cityscapes and neat aerial views of locations in future products that warrant such art. I don't see us doing many more like the ones in Dungeoneer's Handbook, but I'm not willing to say we'll never do this kind of thing again. :]


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
KSF wrote:
Is it me, or are Torchbearers basically interns?

.

They're Adventurer Apprentices!

So, yeah pretty much.

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