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

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

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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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Scarab Sages

Pathfinder Card Game, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I have to know: does the Green Faith Marshal mean you have to follow the Green Faith?

And not a deity?

Meaning you don't have to be a nature-themed class (or oracle) to (claim to) gain divine power from the GF?


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

Don't beat yourself up too much, or else we'll have to take that flagellating whip away from you.

(But seriously. Don't beat yourself up too much about it.)


Owen K. C. Stephens wrote:
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.

So what would you rename it? If you could?

Dark Archive

Pathfinder Adventure Path Subscriber
Owen K. C. Stephens wrote:
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.

'Summer' and 'thorns'? Sounds lovely!

x wrote:
There is a new Shaman spirit.

And that as well! :D

What's the horticulturalist like?


Owen K. C. Stephens wrote:
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.

Ooooo, sure would like to know what fey performance does...please?

Silver Crusade RPG Superstar 2014 Top 16

Owen K. C. Stephens wrote:
Andrew Betts wrote:
and yes this makes it the second Wild Caller Summoner Archetype released.
Stuff...

:( Oh man, that is the suck! I wrote the archetype, so... hmm. Is there any precedent to changing the name of an archetype in a forum post? :-S

As Owen said, I named it the First World Summoner originally. I think something like Boreal Caller was tossed around as well at one point. I'm actually really proud of that archetype and it is super painful that it's got a double-name now.


Terminalmancer wrote:
It's also good to have more Green Faith stuff, although that origin story is kind of cheesy!

The Green Faith origin story has been established before this, which is one reason we didn't spend too much time on it. :)

UllarWarlord wrote:

I have to know: does the Green Faith Marshal mean you have to follow the Green Faith?

And not a deity?

Meaning you don't have to be a nature-themed class (or oracle) to (claim to) gain divine power from the GF?

The Green Faith marshal is a militant defender of the palces of nature. In keeping with the laid back nature of the Green Faith's lack-of-hierarchy you don't have to follow the Green Faith to take it, but the edicts require you to act as a defender of wild places and the natural balance of the world.

The 8th and 15th level abilities are (Su), so at that point I guess yes - though at that point you're also pretty nature-themed.


I would love to see any details on the Herb Witch. My gnome witch is coming into play sooner than I can buy the pdf.


Fourshadow wrote:
Owen K. C. Stephens wrote:
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.
Ooooo, sure would like to know what fey performance does...please?

Please?

Silver Crusade RPG Superstar 2014 Top 16

Fey Performance
The wind, trees, and local wildlife join in on your bardic performances.
Prerequisite: Bardic performance class ability.
Benefit: You can enhance your performance with nature’s sights and sounds by expending an extra round of bardic performance at the start of the performance. The range of the performance increases by 30 feet. Furthermore, for the purposes of affecting blind and deaf creatures, this performance counts as having both audible and visible components. This feat doesn’t function in environments devoid of animal and plant life.


cartmanbeck wrote:
Fey Performance

Shades of Disney.

I really, really want to see a First World/Fey/Fairy/Storyboook Tale themed AP now.


Arguably, Wrath of Winter at least has elements of old school fairy tales.


cartmanbeck wrote:

Fey Performance

The wind, trees, and local wildlife join in on your bardic performances.
Prerequisite: Bardic performance class ability.
Benefit: You can enhance your performance with nature’s sights and sounds by expending an extra round of bardic performance at the start of the performance. The range of the performance increases by 30 feet. Furthermore, for the purposes of affecting blind and deaf creatures, this performance counts as having both audible and visible components. This feat doesn’t function in environments devoid of animal and plant life.

Wow! Thanks. That's a flavorful AND useful feat.


Nohwear wrote:
Arguably, Wrath of Winter at least has elements of old school fairy tales.

Just enough to whet the appetite for a full on, Grimm's Fairy Tales Meets Aesop in a First World Adventure kind of way.


I think my question earlier was missed? Can someone post the feat and spell names and a one line summary of what they do? And can they explain what kind of news skills one could use in the wilderness, such as hiding the tracks?


cartmanbeck wrote:
As Owen said, I named it the First World Summoner originally.

I'm going to REALLY hope that's because it has a VERY First World focus...and that it's much better than the original First World summoner ???

Come on....throw me a bone...0-O

Silver Crusade RPG Superstar 2014 Top 16

3 people marked this as a favorite.

How about I throw you the rules for the Plant Eidolon class feature it gives you? :)

Plant Eidolon:

Plant Eidolon: When a wild caller summons his eidolon, the eidolon’s body is created from extraplanar plant material and imbued with the intelligence of a being from the First World. Its statistics are changed from a standard eidolon as follows.

Type: The eidolon has the plant creature type and extraplanar subtype. Unlike other plant creatures, the eidolon is not immune to mind-affecting or polymorph effects, though it does gain immunity to paralysis, poison, sleep effects, and stunning.

Base Form: The wild caller chooses one of the base forms listed below for his plant eidolon. When the eidolon is summoned in an environment matching one of
these base forms, the wild caller can choose to change the eidolon’s base form to the matching form by sacrificing one daily use of his summon nature’s ally ability as a free action.
Plant eidolon base forms are as follows.

Cactus (desert): Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attacks slam (1d8), sting (1d4); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions limbs (arms), limbs (legs), sting, tail.

Conifer ( forest, mountain): Size Medium; Speed 30 ft.; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attacks 2 claws (1d4); Ability Scores Str 14, Dex 12, Con 15, Int 7, Wis 10, Cha 11; Resist cold 10; Free Evolutions claws, limbs (arms), limbs (legs), resistance (cold).

Mushroom (swamp, underground): Size Medium; Speed 20 ft.; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6) plus poison; Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; Free Evolutions bite, limbs (arms), limbs (legs), poison.

Tree (forest, jungle, swamp): Size Medium; Speed 20 ft.; AC +4 natural armor; Saves Fort
(good), Ref (good), Will (bad); Attacks 2 slams (1d8); Ability Scores Str 16, Dex 12, Con 13,
Int 7, Wis 10, Cha 11; Free Evolutions improved natural armor, limbs (arms), limbs (legs), slam ×2.

This ability alters the summoner’s eidolon.


cartmanbeck wrote:

How about I throw you the rules for the Plant Eidolon class feature it gives you? :)

** spoiler omitted **...

Oh no, as soon as I saw Cactus as an option I immediately pictured the cactuar from final fantasy, lol.

In any case, the options look pretty interesting. I wonder how these kinds of archetypes will work with the unchained summoner though? Doesn't that thing require you to select from a specific list out outsider types?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

What about new magic items?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Interesting that you can make a really fey character now.

Fey magic (there are so many cool druid spells) fey thoughts (get two class skills) Take the fey foundling feat and then chillblight emissary for DR 1/cold iron...

If I'm making a half elf, I'll cheerfully give up multitalented for two in class skills (picking from Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device) and keen senses for 3 druid 0 level and one first level usable 1/day.

Scarab Sages Developer

Matrix Dragon wrote:
cartmanbeck wrote:

How about I throw you the rules for the Plant Eidolon class feature it gives you? :)

** spoiler omitted **...

Oh no, as soon as I saw Cactus as an option I immediately pictured the cactuar from final fantasy, lol.

In any case, the options look pretty interesting. I wonder how these kinds of archetypes will work with the unchained summoner though? Doesn't that thing require you to select from a specific list out outsider types?

Yes. While all PC I develop from here on out will strive to make sure summoner options work for both APG and PU summoners, that is not the case for Heroes of the Wild, which we finished a while ago, before PU was out.

Silver Crusade RPG Superstar 2014 Top 16

Yeah unfortunately I don't think the plant eidolons will be compatible with the Unchained summoner unless we were somehow able to add a restricted evolution list or something like that. Oh well, I know people will have fun with it anyway! :-D

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

Ah, the print version has been released? Can't wait to get a copy!!!

Silver Crusade RPG Superstar 2014 Top 16

The PDFs have gone out to a lot of people who have subscriptions. I doubt anyone has their physical book in hand yet, though.


1 person marked this as a favorite.
cartmanbeck wrote:

How about I throw you the rules for the Plant Eidolon class feature it gives you? :)

** spoiler omitted **...

So, summoners can finally make Tabonga as their eidolon? I'll get this book just for that.


3 people marked this as a favorite.

I am Groot?


Rowe wrote:
I would love to see any details on the Herb Witch. My gnome witch is coming into play sooner than I can buy the pdf.

Anyone willing to help?


5 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Lanowar wrote:
I am Groot?

Now all we need is raccon-folk to make a Gunslinger/Summoner named Rocket with his trusty Eidolon Groot.


MEGA MOVIE ENDING SPOILER:

... who grows back after he's destroyed!

... I... I love it! :D

(New hybrid class: summoner/gunslinger with a dash of techmage...)


zergtitan wrote:
Lanowar wrote:
I am Groot?
Now all we need is raccon-folk to make a Gunslinger/Summoner named Rocket with his trusty Eidolon Groot.

I would just reskin Ratfolk really, but yes a Gunslinger/Summoner riding a giant tree person is the most amazing way I can get my GM to go. "Really, you're going with this? Okay fine let's see where this goes..."

Scarab Sages

Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber
zergtitan wrote:
Lanowar wrote:
I am Groot?
Now all we need is raccon-folk to make a Gunslinger/Summoner named Rocket with his trusty Eidolon Groot.

Sounds like a phanaton.


I take it no one has this yet? It sounded like someone here did,

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

some of us have our PDFs, yes.


Ok cause I was wondering if someone could tell me feat and spell names a nd a one line summary of what they do? I would like something to "wet my appetite" so to speak while I wait for the PDF on the 29th.


Well I don't have the pdf in front of me at the moment but there is a feat that adds a bunch of plant creatures to summon nature's ally list. They even take creatures from B3 and B4 such as the Alraune(Summon nature's ally IX).


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

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Here are a couple

Spoiler:

Bounding Step
You can leap through difficult terrain like a deer or elk.
Branch Pounce (Combat)
You are adept at climbing trees and using the higher ground to your advantage in battle.
Charging Stag Style (Combat, Style)
Practitioners of Charging Stag Style can charge fluidly around trees, taking enemies by surprise in the wilderness.
Earth Magic
You can draw raw magical energy from the ground to empower your spells.
Verdant Spell (Metamagic)
Your magical connection to nature allows you to entice, fool, and misdirect plants and fungi as though they were people.


Awesome. Definitely getting this! A nice chunk of things to use I always felt Druids should be able to do like Verdant Spell

Lantern Lodge RPG Superstar 2014 Top 4

2 people marked this as a favorite.

PLANT EIDOLON
PLANT EIDOLON
PLBT EIDOLOSJ
PLAGFHW DJDYSYDNFD

AAAAAAAAAAAAAAHH!

*elated shrieking*


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

What are the new magic items?

What do the herb witch and Horiculturalist archetypes do?

Dark Archive

I usually don't ask for previews, but this has alternate racial traits which are awesome O_O
What are the alternate traits for the human and half-elf if I may ask?(They are the two races I tend to play as I am also a fan of alternate favoured class bonuses)


I think people are quiet on this cause they seem more excited for Unchained, of which that thread has been blowing up with tons of previews.


Are you talking about the fey related alternate racial traits Helcack, because that was already reveled by Owen K. C. Stephens on page 2.

Dark Archive

I was, but didn't notice that. Thanks Dragon!


So, since the Herbalist Witch requires that you take the cauldron hex, do you think that it will be banned?

Grand Lodge

Pathfinder Companion Subscriber

I can't wait to see what is legal for PFS.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Nohwear wrote:
So, since the Herbalist Witch requires that you take the cauldron hex, do you think that it will be banned?

I wish it would be allowed, but it would be unusual. I'm hoping for the fey alt race traits to be legal.

Dark Archive

1 person marked this as a favorite.

Gosh, one little fat-finger, and I'm talking about Herpes of the Wild...

Somehow this is Cosmo's fault, for putting the 'p' key right next to the 'o' key.

Sovereign Court

Pathfinder Pawns Subscriber
Owen K. C. Stephens wrote:
Sure, and it doesn't make it any less playable. But such a gaffe is not work of the standard I expect of myself.

Who cares? big deal! everyone makes mistakes and it's not like the archetype's name will affect anything in terms of playability...

To expect perfection in others or oneself is to set yourself for disappointment or failure. You do your due diligence, try to prepare as best you can, then you let the dice / good times roll! :)

Silver Crusade

Owen K. C. Stephens wrote:
Matrix Dragon wrote:
cartmanbeck wrote:

How about I throw you the rules for the Plant Eidolon class feature it gives you? :)

** spoiler omitted **...

Oh no, as soon as I saw Cactus as an option I immediately pictured the cactuar from final fantasy, lol.

In any case, the options look pretty interesting. I wonder how these kinds of archetypes will work with the unchained summoner though? Doesn't that thing require you to select from a specific list out outsider types?

Yes. While all PC I develop from here on out will strive to make sure summoner options work for both APG and PU summoners, that is not the case for Heroes of the Wild, which we finished a while ago, before PU was out.

How are our chances to get something official that adds a list of allowed evolutions for this one (and maybe others), so it works with the UC summoner? I have a feeling, that a lot of PFS players will not be very happy if they buy/receive the book, only to learn that they won't be able to use it since the orginal summoner had a terrible accident (speculation, we will learn the 28.)

My subscription copy hasn't shipped just jet, but I imagine, that it would not take that much time.

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