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

Liz Courts wrote:
Product image and description updated to final.

Excellent, the cover looks really nice! Lini and Droogami!

By the way, is there any particular reason why in some Player Companion product descriptions the authors and cover artist are mentioned, while in others they aren't?


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Quote:
... including the horticulturist, who specializes in harnessing alchemical power from plants.

._.

As a professional horticulturalist I would like to say that I have NEVER harnessed alchemical power from my plants.

Those that have done this are technically agriculturalists who are growing crops that are of "questionable legality" without many special permits in most of the U.S. and Canada. :P

Silver Crusade RPG Superstar 2014 Top 16

Well, I'm excited to see this one come out, because I worked on several archetypes for it! This is gonna be a GREAT book!

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

I'm also very excited to see the finished product, for similar reasons as Tyler. :)


Hopefully a gremlin bloodline! But probably not. :(

Still, sounds like its worth checking out!


1 person marked this as a favorite.

I was undecided about this until I saw the bit about 'building camps and strongholds in the untamed wilderness.' Guess I'll have to get this one now.

Webstore Gninja Minion

Serpent wrote:
Liz Courts wrote:
Product image and description updated to final.

Excellent, the cover looks really nice! Lini and Droogami!

By the way, is there any particular reason why in some Player Companion product descriptions the authors and cover artist are mentioned, while in others they aren't?

Because I don't know who they are when they're initially set up on the site, and sometimes I forget to go back and update that information.

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

@Liz: Alright, thanks for the reply!


That is an absolutely gorgeous cover...most Pathfinder publications have really good cover art but this one stands head and shoulders above most...it's the autumnal colours, the angle of the composition, the dynamicism of the scene - bravo to whoever the artist was...

Scarab Sages Senior Art Director

Zesdead wrote:
That is an absolutely gorgeous cover...most Pathfinder publications have really good cover art but this one stands head and shoulders above most...it's the autumnal colours, the angle of the composition, the dynamicism of the scene - bravo to whoever the artist was...

The cover artist is Ralph Horsley. He's a master of the autumnal scene (and loads of other things as well).


Will this ship with the April subscriptions?


FattyLumpkin wrote:
Will this ship with the April subscriptions?

Can you really trust any answer that might be given today? :D


Cthulhudrew wrote:
FattyLumpkin wrote:
Will this ship with the April subscriptions?
Can you really trust any answer that might be given today? :D

Depends on who gives it...but I get your point :)


I agree, that is a nice cover.


Does anyone know if we received some more info / feats for the Ekujae Elves (and their half-elven kin "the wildborn") in this manual or has it not yet been released / shipped?

Scarab Sages Modules Overlord

1 person marked this as a favorite.

We didn't focus on the Ekujae or their wildborn, but we did manage to give some information on Feyborn, members of all the core races who have alternate racial traits based on their fey heritage.


Ah, okay, I'm guessing we'll get more fluff / crunch on the Ekujae / Wildborn in Inner Sea Races then?


The default alchemist (and investigator)'s alchemy crafting kit is assumed to be filled by plants he scavenges. Interested to see how the archetype differs.


1 person marked this as a favorite.
Owen K. C. Stephens wrote:
We didn't focus on the Ekujae or their wildborn, but we did manage to give some information on Feyborn, members of all the core races who have alternate racial traits based on their fey heritage.

I am very intrigued by this. It seems like it will add new flavor to the game and make Gaelic mythology themes (think Aos Sidhe and Tuatha de Danaan) easier to integrate into the game. One could even have a separate empire or kingdom of Feyborn in their campaign setting.

What kind of alternate traits are these, combat or social focused?

Dark Archive

Pathfinder Adventure Path Subscriber
deuxhero wrote:
The default alchemist (and investigator)'s alchemy crafting kit is assumed to be filled by plants he scavenges. Interested to see how the archetype differs.

I'd imagine that would be expanded for a more 'nature' focus; probably not unlike the bramble brewer from the Advanced Race Guide. Making stronger poisons from plants, a stronger healing role, making or controlling plant creatures (leshies and such) would be cool!


1 person marked this as a favorite.

I am also excited about the fey heritage stuff but it also saddens me that this the closest to a fey blooded playable race we will ever get.

Dark Archive

1 person marked this as a favorite.
Dragon78 wrote:
I am also excited about the fey heritage stuff but it also saddens me that this the closest to a fey blooded playable race we will ever get.

The Killoren, from 3.5, were pretty flavorrific, IMO. Shouldn't be hard to 'Pathfinderize' them (just add +2 to a stat, perhaps even a different stat, depending on your 'aspect!,' +2 Int (or Wis?) for Ancient, +2 Str for Destroyer, +2 Wis (or Dex?) for Hunter).


Dragon78 wrote:
I am also excited about the fey heritage stuff but it also saddens me that this the closest to a fey blooded playable race we will ever get.

Gnomes are all descended from fey? Gathlain are fey? Or am I not understanding what you're saying?

Killoren were pretty cool, though.


Set wrote:


The Killoren, from 3.5, were pretty flavorrific, IMO. Shouldn't be hard to 'Pathfinderize' them (just add +2 to a stat, perhaps even a different stat, depending on your 'aspect!,' +2 Int (or Wis?) for Ancient, +2 Str for Destroyer, +2 Wis (or Dex?) for Hunter).

That's the approach I took in my homebrew/Pathfinder version....I need to re-visit the idea and clean it up a bit more ;)


I am talking about a fey blooded race basically a fey version of aasimar, tiefling, dhampir, etc. A race that is part human and part fey.


Dragon78 wrote:
I am talking about a fey blooded race basically a fey version of aasimar, tiefling, dhampir, etc. A race that is part human and part fey.

There is the Feytouched from Fiend Folio 3rd ed. It is exactly what you are asking for. I have converted it to PF because of a PC I had...if you want I can send to you via private message once I dig out my notes...though that was pre Advanced Race Guide...


2 people marked this as a favorite.

I remember the 3.0/3.5, I want a fey touched race from Paizo, just like I want a giant-blooded race, dragon related race that is not a kobold or wyvern crossbreed, a chaos planetouch race, a law planetouch race, and a many other things I would like to see one day.


Dragon78 wrote:
I remember the 3.0/3.5, I want a fey touched race from Paizo, just like I want a giant-blooded race, dragon related race that is not a kobold or wyvern crossbreed, a chaos planetouch race, a law planetouch race, and a many other things I would like to see one day.

I would like a fey touched race also...though I figured I would make the offer so you could have something...


Axial wrote:
Owen K. C. Stephens wrote:
We didn't focus on the Ekujae or their wildborn, but we did manage to give some information on Feyborn, members of all the core races who have alternate racial traits based on their fey heritage.

I am very intrigued by this. It seems like it will add new flavor to the game and make Gaelic mythology themes (think Aos Sidhe and Tuatha de Danaan) easier to integrate into the game. One could even have a separate empire or kingdom of Feyborn in their campaign setting.

What kind of alternate traits are these, combat or social focused?

They area bit of a mixed bag like the things all races get (darkvision for half-orcs, gnome magic for gnomes), but with a fey spin.


So you mean it will be something like fey magic instead of gnome magic, fey senses/sight instead of darkvision, etc.?

I am not saying I do not appreciate the help Kretzer, I just want something "official" that would get support from Paizo both crunch and culture/world building wise. I could easily make my own or use someone else's but I just want to see what the guys at Paizo would do with it.


When someone gets your PDF, can you tell us what the fey based alternate racial traits are?

Scarab Sages Modules Overlord

1 person marked this as a favorite.

The Feyborn alternate racial traits are: Fey Magic (granting access to three 0-level and one 1st-level druid spell, each once per day), Fey Thoughts (granting two class skills selected from a list, one of which is UMD), and Low-Light Visions. In each case it gives the race point cost in case you are using Advanced race Guide, and otherwise tells you what it replaces for any of the core 7 races.


I want this book. I wonder if one day there might be sorcerer abilities for those descended from different types of fey?


Owen K. C. Stephens wrote:
The Feyborn alternate racial traits are: and Low-Light Visions.

"The future... is hazy." :D


I hope there will be cool and shiny thingies for feats and spells... Especially on the feat side, many interesting things could happen in the wild... (Unless what happens in the Wild stays there...)

And finally... Owen, Dragon78 asked for the racial traits only when someone gets his/her pdf, not when they wrote it themselves. (obviously joking of course)

Scarab Sages Modules Overlord

2 people marked this as a favorite.
Elicoor wrote:
And finally... Owen, Dragon78 asked for the racial traits only when someone gets his/her pdf, not when they wrote it themselves. (obviously joking of course)

Yeah but, I did get my pdf. Print copy too!

:D


Pathfinder Adventure Path, Rulebook Subscriber

Gonna be a few days before I get my odf yet....anyone willing to spill some more beans? Anything you think is cool/interesting. I guess in Owen's case, anything he's particularly proud of. ;)

EDIT: And no sooner do I say that than I get my shipping notice. Ah well. It'll still be a while before I can download, so I'm still interested in spoilers. ;)

Scarab Sages Modules Overlord

4 people marked this as a favorite.

I really like a lot of the new witch stuff. There's an herb witch, who both have an easier time brewing alchemical stuff and get access to a new herbal power called remedies, and five new patrons, which are a small thing, but I think witches with patron themes for mountains, plants, storms, summer, and thorns are all pretty cool.


Anything nice for Bards in this?

Grand Lodge

I don't remember noticing anything for Bards specifically. There is a new Shaman spirit.

Dark Archive

Hows the art?

Scarab Sages Modules Overlord

Fourshadow wrote:
Anything nice for Bards in this?

I think the fey Performance feat is quite nice, and not nearly as situational as it sounds. And the nature's path and raven's flight spells are available to bards, and in my opinion raven's flight is a smart choice for your third or forth 3rd level spell known.


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

what new Archetypes and Magic Items are there?

Grand Lodge

Herb Witch, Green Faith Marshall (Inquisitor), Horticulturist (Alchemist), Wild Caller (Summoner), and yes this makes it the second Wild Caller Summoner Archetype released.

Scarab Sages Developer

1 person marked this as a favorite.
Andrew Betts wrote:
and yes this makes it the second Wild Caller Summoner Archetype released.

Well that's just disappointing and personally embarrassing. My apologies to everyone for failing to catch that. It's my responsibility to prevent this sort of thing, and in this case I flubbed it.

I actually changed the name late in the process from First World Summoner, because I thought that was too close to the First Worlder archetype. I introduced this bad call late in the process, so no one else can be blamed for it.
Since we reference anything that isn't from the core, there should never actually be an issue with knowing which archetype we mean, since Wild Caller (ARG) and Wild Caller (PC:HotW) are going to send you to the correct source in each case.
But this is still unacceptable for my own sense of the quality of work I should be doing in Paizo's name. Obviously I need to double check all archetype names, along with spells, feats, weapons, traits, and so on. I'll endeavor to be more rigorous about that going forward.
It is a different archetype (though it has some similarities), open to all races, and with its primary point of interest being a plant-creature eidolon.

Grand Lodge

Honestly the only reason I caught it was I was doing the Hero Lab data entry and it came across.

Scarab Sages Developer

Sure, and it doesn't make it any less playable. But such a gaffe is not work of the standard I expect of myself.

Silver Crusade

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps Subscriber

I was a little disappointed with the "focus classes" for this one not including the ranger or the hunter, but they (the hunter in particular) can benefit from some of the options presented. There's a surprising amount of support for the witch, which I wasn't excited about initially but ended up being really nice. It's also good to have more Green Faith stuff, although that origin story is kind of cheesy!

The art's nice, some of it very much so. My personal favorite's the witch (alchemist?) on page 11.


So much planty goodness.


Well my first question is what are the new feat names and a one line summary of what it does?

My second is the same as the first only for the spells.

Third, what new rules are there? Like the concealing tracks part (which would be handy against high Survival rank trackers, although D&D did have it where the one being tracked could set the track DC according to their own Survival check).

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