Pathfinder Player Companion: Heroes of the Darklands (PFRPG)

3.80/5 (based on 4 ratings)
Pathfinder Player Companion: Heroes of the Darklands (PFRPG)
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Plumbing the Depths

From the impossible depths of the earth crawl horrible foes, but bold heroes rise to face them. Join these champions' ranks with Pathfinder Player Companion: Heroes of the Darklands. This chronicle of Golarion's underground realms prepares characters for their descent into the endless night, exploring the distinct regions of the Darklands and offering an array of new character options, including archetypes, feats, magic items, spells, and more. The Darklands may be deadly, but they're not a death sentence for those who are prepared. Make Heroes of the Darklands your guide to surviving the depths.

Inside this book you'll find:

  • New class archetypes, including the stonesinger bard; the spore-laden fungal pilgrim druid; and the blightburner kineticist, who can harness the power of radiation.
  • A host of new alchemical items both beneficial and destructive, as well as magic items that can help explorers survive the dangers of the Darklands.
  • Dozens of new spells, traits, and items suited to exploring the Darklands or created by those who dwell there.

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.

ISBN-13: 978-1-60125-936-3

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

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3.80/5 (based on 4 ratings)

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Enough good stuff to be worth it.

5/5

It's always better to focus on the best parts of a book rather than what doesn't work well. The best parts are what will get used, after all! This book has enough fun stuff for a five-star rating in my book, although four stars would also be fair.

Fungal Pilgrim what pushed this from four to five stars for me, and I'll admit to some personal bias. First time I've seen a Wild Shape trade that I'd solidly consider. You could get a template on your summons, but modifying your animal companion is the really cool option. Lassie gets to host a brain fungus. At first, it trades movement and dexterity for strength, constitution, a ton of immunities, darkvision, and more natural armor. At tenth level, it now provides you with an unlimited supply of free scaling-DC poison (weak effect, but easy to hide in food and the like), and at fourteenth, it gets a fun poison AoE. As a capstone, it can make make temporary fungal zombie slaves out of weak enemies. Getting the immunities of plant type for yourself is gravy. I know that one review has limited influence, but I'd love to see more creepy fungal stuff!

Blightseeker Alchemist is a great archetype that gets debuffing bombs that stack with bomb modifying discoveries. This is nice design-wise, because it allows for much more flexible and enjoyable battlefield control and debuff builds. It's also a very stackable archetype, so you can mix and match!

Demon-Sworn Witch archetype is an evil-powers-for-(optionally)-good-or-neutral-ends deal, which we really haven't seen much of. Your soul may be toast after you die, but it's not going to screw with your alignment in the meantime to be using shady powers you don't understand. Throwing on some nontlethal damage to ALL hexes is a cool design touch to push towards the darker hexes, but it's low enough that you can still buff or heal allies if you need. Evil-but-subservient familiar that can be (expensively) raised with its internal spellbook intact is also a really nice perk. While it's not one I have a personal interest in, archetypes where you can immediately think of at least two players who'd love them are well worth mentioning.

Beastkin Berserker is a nice complement to Mooncursed Barbarian. It gives you a range of forms rather than focusing on just one, and focuses on the animal form rather than providing a hybrid form. While they each have pros and cons, between the two, players now have better choices.

Psychic Marauder is the last of my stand-out archetypes, and probably ranked second for me. Catches charisma-based up with wisdom-based when it comes to saves, and generates an aura of confusion that isn't always on (if anybody like Psychedelia, but didn't want to be responsible for a bunch of peasant deaths everywhere they go). While there's a non-lawful requirement, the penalties for becoming lawful aren't overly steep, and you can continue using taking levels in the archetype.

Speaking of psychics, Animus Mine is an amazingly fun spell. Booby-trap your own mind. Somebody tries to mess with it, and the mine goes off in their face. (Well, slightly behind their face.) The upgraded version can even protect you from whatever they were trying to do.

There are some good mundane items (like blasting jelly), a fun magical item to bend oozes to your will, and some traits that DO something rather than give numeric skill or caster level bonuses. Additionally, I've skipped over some archetypes for classes I'm not big on, so there may be more options that are worth five stars in your view!

(Grumpy rant time. The book has enough good stuff for five stars, and stuff that didn't live up to my personal expectations formed from half a sentence in the product description shouldn't take away from that.)

Since reviews are looked at for future work, I want to mention the Blightburner archetype for kineticist. I love the class, love the idea of element-specific archetypes, and I want to see more of both! I'm only including this bit because I'd love more kineticist material. But the archetypes should pay more attention to what's fun in the class and what it needs to keep to make it good.

Earth's kinetic defense is really cool for shrugging off damage, and pretty much the only reason I consider it over the more utility-focused elements like aether, water, and air. The archetype trades that away for a completely burn-dependent trivial retaliation damage setup. At minimum to seem about fair, that damage would need to be as high as the DR I just lost.

Kineticist also needs accuracy boosters for physical attacks and damage boosters for elemental attacks. The size bonuses to stats help with this, and also (equally importantly) offset some of the burn taken by boosting constitution. The class is pretty tightly balanced, and has few ways to use items to improve itself. The archetype trades those size bonuses out to provide scaling that its kinetic defense probably should have included by default.

Finally, make useful, fun trades. If I'm a radiation kineticist, I want to be able to shoot people with radiation! Apart from the aura mentioned above, the archetype allows me to… touch somebody for one nonlethal damage per minute as long as I keep touching them? Everything else requires radioactive materials to be present, which is at MOST 5% of the time in the <1% of campaigns that have it at all. And the net effect is that I can save burn by hanging out in radioactive areas, and spend burn so that I can hang out in radioactive areas. Super-specific abilities should also include general applications.


Mostly good stuff. Some worthless options.

4/5


Psychics get some love!

5/5

Lots of stuff in this Companion, both mechanical (which is normal) and story (which is a bit more unusual). Of particular interest are the new psychic tricks, notably the Animus Mine (trouble with mind-readers and enchanters? No more) and the Psychic Marauder archetype, first psychic archetype since the class was released.

Of course, plenty of other things, including the Demonsworn Witch (have a demonic pact without being evil) and the Beastkin Barbarian (turn into a Triceratops!). Good stuff all around.


1/5

As someone who does not subscribe to the PC line, as I do not play in person and thus have no use for physical softcover books in my cramped living space, I find this to be another disappointment in a long string of them.

The product page discussion hyped this book, and I bought it under those pretenses. I thought that the Vermin Rider would be useable, oe that the Darklantern wouldn't be absolute garbage which can leave you a drooling vegetable with Self-Inflicted Wis damage as a class feature.

I don't know why I thought that. Vigilante is such a horribly supported class - pretty much all of its archetyped are absolutely awful and its class featured are horribly situational. The Darklantern only compounds that.

The Vermin Rider is just plain awful unless you are a small creature and have the luxury of weighing ~22lbs. None, and I mean none of the allowed Vermin are strong enough to be used as a medium creature mount unless you are basically basically just boned but somehow have strength in the late teens to early 20s. Not even after their 4th level adjustment are they rideable.

It does nothing to adress this, or the fact that Vermin companions are absolutely awful since they have garbage stats on top of the fact that they get no skills, and no feats. You're basically forced to play Human (for Eye for Talent in order to make them useable). Don't pick this arçhetype. Play a Hunter instead where you basically have the same BAB when flanking and 6th level spellcasting.

I am not even going to go into how awful the Kineticist is (you are forced to take the WORST Elemental Defense, for starters) as it is basically a known fact that the Kineticist's first party support is plain awful. This does nothing to impress.

The Beastkin Berserker sounds good on paper, but don't be fooled. If you actually look at the Beastiary your options are basically Dinosaurs. You have only as much time in beast form as rage rounds, and the non-dinosaur options suggested by the fluff are awful. You're basically forced to pick the "best" form 2-3 levels before you can actually use it. What? You care about flavor, or you wanted a full BAB class to have meaningful utility? Too bad, because the archetype "doesn't trade much" for what it gets.

Save your money. Don't buy this disappointing Player's Companion, and maybe next year we will get some content that is better designed.


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Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
Skeld, PDF Prophet wrote:
DeciusNero wrote:
A few things about the fungal druid?

Sure.

** spoiler omitted **

-Skeld

Nice. Thanks! :3


1 person marked this as a favorite.
Skeld, PDF Prophet wrote:
nighttree wrote:
Are there any goodies for Caligni ???

I didn't find anything when I did a search for Caligni.

-Skeld

.......that is SERIOUSLY disappointing :(


Any information on Darkfolk in general ?


nighttree wrote:
Any information on Darkfolk in general ?

I didn't see anything.

If someone else has seen anything, they can chime in on it.

-Skeld


Pathfinder Starfinder Roleplaying Game Subscriber

What's the Blightseeker Alchemist? I hadn't heard anything about it before. Also, any alchemicals that catch your eye?


Skeld,

So nothing for Drow huh? What about duegaur(sp)?


Pathfinder Rulebook Subscriber

Curious about two things in particular, if you're free.

Spoiler:
Does blightburner keep its regular elemental defense?

Does the fungal pilgrim's animal companion keep the template's ability to create spawn?


Thomas Seitz wrote:

Skeld,

So nothing for Drow huh? What about duegaur(sp)?

It sounds like a bunch of race neutral options themed for the darklands.


2 people marked this as a favorite.
Alchemaic wrote:
What's the Blightseeker Alchemist? I hadn't heard anything about it before. Also, any alchemicals that catch your eye?

Spoiler:

Blightseekers are all about studying fungi. they gain a spore bomb and they gain blights as they level, in place of discoveries. Pretty cool actually.

-Skeld


1 person marked this as a favorite.
Thomas Seitz wrote:

Skeld,

So nothing for Drow huh? What about duegaur(sp)?

Spoiler:

As far as Traits go, I only saw one Racial Trait and it was for Elves. The rest are Social, Faith, etc.

-Skeld


Pathfinder Starfinder Roleplaying Game Subscriber
Skeld, PDF Prophet wrote:
Alchemaic wrote:
What's the Blightseeker Alchemist? I hadn't heard anything about it before. Also, any alchemicals that catch your eye?

** spoiler omitted **

-Skeld

That sounds interesting, but... why Blightseeker if it's focused around fungi? That just makes me think of Blightburn or something like the Wasteland Blightbreaker. Sporeseeker or Fungusfinder or Crazy Al's Shroom-Seeking Emporium would have been better names.


Thank you Skeld! :)


1 person marked this as a favorite.
QuidEst wrote:

Curious about two things in particular, if you're free.

** spoiler omitted **

Spoiler:
QuidEst wrote:

Does blightburner keep its regular elemental defense?

Does the fungal pilgrim's animal companion keep the template's ability to create spawn?

I don't see anything in the write-up about replacing or altering elemental defense. Your element must be earth though.

Fungal Pilgram's Companion doesn't get Create Spawn. It's specific about that. It also doesn't get poisonous spore cloud or poisonous blood.

-Skeld


Plausible Pseudonym wrote:
Thomas Seitz wrote:

Skeld,

So nothing for Drow huh? What about duegaur(sp)?

It sounds like a bunch of race neutral options themed for the darklands.

Keep in mind, this is a Player Companion, which means that it has options and information that are player-focused, not GM-focused. Since Drow aren't really considered a player race in the setting, it shouldn't a surprise this book isn't loaded with Drow player options.

If this were in the campaign setting or RPG lines, I would expect more of those options.

-Skeld


Understood Skeld.

Contributor

4 people marked this as a favorite.

As Skeld said, the book was intended more for adventures going into the darklands, rather than races from there. Most of the options are race neutral however, and a few have fluff suitable for Darklanders.


Thank you Michelle.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Alchemaic wrote:
Skeld, PDF Prophet wrote:
Alchemaic wrote:
What's the Blightseeker Alchemist? I hadn't heard anything about it before. Also, any alchemicals that catch your eye?

** spoiler omitted **

-Skeld

That sounds interesting, but... why Blightseeker if it's focused around fungi? That just makes me think of Blightburn or something like the Wasteland Blightbreaker. Sporeseeker or Fungusfinder or Crazy Al's Shroom-Seeking Emporium would have been better names.

Perhaps related to Cyth-V’sug? Though I could imagine a connection with the tenebrous blight from the Occult Bestiary.

Edit: Though in real life, looks like a reasonable number of plant blights are fungal, though not all of them.


Pathfinder Rulebook Subscriber
Skeld, PDF Prophet wrote:
QuidEst wrote:

Curious about two things in particular, if you're free.

** spoiler omitted **

** spoiler omitted **

-Skeld

*grumbles grumpily*

… darn Paizo, balancing their archetypes and checking for highly abusable stuff…

Anyway, thanks! I expected the first answer, and am happy about the second!


As long as the "race neutral" stuff is thematically appropriate for Caligni....then I wont consider this a loss.....

Can we get a run down on the feats ?


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
nighttree wrote:
As long as the "race neutral" stuff is thematically appropriate for Caligni....then I wont consider this a loss.....

*looks at book title*

*looks at the archetypes described so far*

I think you're good.


Skeld, PDF Prophet wrote:
zergtitan wrote:
what is the darklantern like?
** spoiler omitted **

Oooh!

I have an inquisitor sacred slayer that I designed with that specific sort of background! I wonder how this would measure up, considering it is a Vigilante. I may have to retrain or multiclass or otherwise make some adjustments... hmm.


1 person marked this as a favorite.
nighttree wrote:

As long as the "race neutral" stuff is thematically appropriate for Caligni....then I wont consider this a loss.....

Can we get a run down on the feats ?

Spoiler:

Assisted Ascension (Teamwork)
Aural Insight
Natural Pathseeker
Obscuring Beacon (Combat)
Searing Distraction (Combat)
Sense Metal and Minerals
Terrain Celerity
Tracer Fire (Combat)

-Skeld


Any chance for a magic item list, Skeld?

Sczarni

Pathfinder Rulebook Subscriber

I'm not sure what I think about the blightburn kineticist.

Seems too niche...

Still reading the book, but I need to get ready for work. Blegh.


The Demon-Sworn Witch sounds amazing. What do they get, and how are their ties to the Abyss represented mechanically and thematically?

Sczarni

Pathfinder Rulebook Subscriber

So I looked at the blight burner. To me, it almost looks like a straight downgrade. In a situation where it would shine "melee" it trades out elemental defense for a unique defense, eliminating any potential combinations with melee based kineticist archetypes. You need to be close to gain an effect, but you don't want to be close as a blight burner. Seems anti synergistic to me.

Silver Crusade

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Thomas Seitz wrote:
Any chance for a magic item list, Skeld?

Magic Items:

Bottled Sunlight (50gp)
Rockfall Cloak (2,500gp)
Stonemeld Boots (3,500gp)
Blightburn Arrow (3,000gp)
Polychrome Cover (2,000gp)
Amulet of radiation absorption (45,000gp)
Cavern Compass (15,000gp)
Earthquake Boots (67,500gp)
Ghoulbane Belt (20,000gp)
Helm of Ooze (21,500gp)
Robe of Magma (112,000gp)

Sczarni

Pathfinder Rulebook Subscriber

To further bring my comment into context... blight burner would have been perfect as fire. Very balanced. Upgrade of the defense. As Earth, it's like a pseudo fire without the energy attacks and you lose accuracy at higher levels for an element that can't afford to lose accuracy. You lose a little bit of damage, hp, max burn as well...

Silver Crusade

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Charter Superscriber

That grasp-spell. I don't quite know how it should work.

Dark Archive

Skeld, PDF Prophet wrote:
** spoiler omitted **

Huh, that first feat made me wonder how niche a Teamwork feat that allowed a group to have a better chance of passing the Test of the Starstone would be...


1 person marked this as a favorite.
Michelle A.J. wrote:
As Skeld said, the book was intended more for adventures going into the darklands, rather than races from there. Most of the options are race neutral however, and a few have fluff suitable for Darklanders.

Indeed. This is Heroes of the Darklands rather than Heroes from the Darklands. It does make a difference. No Drizzt references here, folks (and glad of it!). It really is a very good book. The geography teacher in me loves the geographic breakdown that the book has (Nar-Voth, Sekamina and Orv) before it gets into more general things such as radiation, bodies of water in the Darklands as well as Alchemy and magic items.

The Stonesinger and Vermin Tamer look to be intriguing archetypes. The Stonesinger is actually compatible with my fave archetype: Sound Striker. Tremors and Quakes, ladies and gents! Coolness. The Vermin Tamer is a Cavalier archtype (my 2nd fave after Monster Hunter's Handbook's Disciple of the Pike). It had all my boys and I singing "Calling all Spider Riders!".


Pathfinder Rulebook Subscriber
Verzen wrote:
To further bring my comment into context... blight burner would have been perfect as fire. Very balanced. Upgrade of the defense. As Earth, it's like a pseudo fire without the energy attacks and you lose accuracy at higher levels for an element that can't afford to lose accuracy. You lose a little bit of damage, hp, max burn as well...

Ah, drat. I asked about "kinetic defense" instead of "elemental defense". Earth's DR is the sole reason I take it normally, so the archetype would need to provide some good trades. I'll check it out when my subscriber copy shows up.


1 person marked this as a favorite.
Verzen wrote:
So I looked at the blight burner. To me, it almost looks like a straight downgrade.

It's a Kineticist archetype, what did you expect?

Sczarni

Pathfinder Rulebook Subscriber
Plausible Pseudonym wrote:
Verzen wrote:
So I looked at the blight burner. To me, it almost looks like a straight downgrade.
It's a Kineticist archetype, what did you expect?

I was hoping something more balanced like Blood kineticist and Kinetic Knight.

And this may be just my opinion and no offense intended to the writer of the archetype, but I don't think Paizo or the other contributors really know how to balance the kineticist archetypes so they achieve a different result or a different niche, but maintain the same or similar basis in power as the vanilla kineticist.

Archetypes ought to be on equal footing, but a different take on the class.

They shouldn't feel like a gimped version of the original class. Especially since the kineticist is middle of the road anyway in terms of power.

Sczarni

Pathfinder Rulebook Subscriber

But I do understand that balancing the kineticist is HARD to do... It's a tricky class to try to balance an archetype around the class. So I'm not sure if I have the answer or if it's just the nature of the class itself.

I honestly think if the archetype was fire, it would be incredibly balanced. But the fact that it's earth means that you're getting rid of arguably the best elemental defense for the defense of fire, which is arguably the worst. Granted, it is slightly better than what fire gets, but at higher levels.

And a lot of his unique skills only deal with radiation. How many adventures actually deal with radiation? I've never encountered one before. So it's incredibly niche.

If it was fire, then the trade off would have been, "in a normal game, you lose a few wild talent spots to make room for a better elemental defense, since you won't be encountering radiation"

That is, imo, incredibly balanced.

As Earth, though, you lose quite a bit about what makes Earth good.

Sczarni

Pathfinder Rulebook Subscriber

So I re-read the archetype and now I have a question just to clarify.. and this does have a potential of changing my view.

It says it replaces Earths elemental defense but it doesn't replace the ability 'elemental defense'

Now. Can I use this archetype with kinetic knight, gaining the aura at 4th level instead of 2nd?


Pathfinder Rulebook Subscriber
Verzen wrote:

So I re-read the archetype and now I have a question just to clarify.. and this does have a potential of changing my view.

It says it replaces Earths elemental defense but it doesn't replace the ability 'elemental defense'

Now. Can I use this archetype with kinetic knight, gaining the aura at 4th level instead of 2nd?

Archetypes that modify the same thing don't stack, but a substitution like that means it'll be easier to get GM approval on outside of PFS.

Contributor

1 person marked this as a favorite.
Axial wrote:
The Demon-Sworn Witch sounds amazing. What do they get, and how are their ties to the Abyss represented mechanically and thematically?

Spoiler:
The Demon-Sworn replaces your patron spells at specific levels, always deals additional non-lethal damage to hex targets (even if you don’t want to), and gains a permanent quasit familiar.
Sczarni

Pathfinder Rulebook Subscriber
QuidEst wrote:
Verzen wrote:

So I re-read the archetype and now I have a question just to clarify.. and this does have a potential of changing my view.

It says it replaces Earths elemental defense but it doesn't replace the ability 'elemental defense'

Now. Can I use this archetype with kinetic knight, gaining the aura at 4th level instead of 2nd?

Archetypes that modify the same thing don't stack, but a substitution like that means it'll be easier to get GM approval on outside of PFS.

It's not really modifying the same thing though.

How it reads is this, "replaces earth’s elemental defense, but the blightburner can still gain elemental defenses from other elements with expanded defense"

That insinuates that it doesn't change the ABILITY Elemental defense. You still have elemental defense.

As an elemental defense, you only have ONE option. Flesh of Stone. THAT'S what changes. They still gain Elemental Defense. Just not Earth's elemental defense.

Now with that said.

Is this INTENDED to change Elemental Defense or just change Flesh of Stone?

What is the intention with this ability?

Silver Crusade

HA! I'm starting a Darklands-themed campaign in a about a week, this is perfect timing for me ^^

Sczarni

Pathfinder Rulebook Subscriber
Robert Brookes wrote:
doc the grey wrote:
For those who might have worked on this book or the devs a quick question: Is the Blightburner kineticist going to be an archetype or a new elemental option like aether or fire?
I wrote the blightburn kineticist (and coincidentally the totally unrelated blights in B6) and it was designed as an archetype in the same spirit of the blood kineticist. I'm extremely excited to see any changes to it and I think folks will enjoy it!

Tagging Robert. ;)

Lantern Lodge RPG Superstar 2014 Top 4

5 people marked this as a favorite.

Just wanted to chime in since some folks are talking about the blightseeker alchemist. They were inspired by fungal infestations like the Blightwood in Nirmathas (and real-world blights, as another poster above mentioned are nearly all fungal).

Mechanically, they're inspired by the Plague Doctor class from the video game Darkest Dungeon. I wanted to make a debuff-focused alchemist, so these guys are all about making people feel icky with their bombs.

Lantern Lodge RPG Superstar 2014 Top 4

1 person marked this as a favorite.
Verzen wrote:
QuidEst wrote:
Verzen wrote:

So I re-read the archetype and now I have a question just to clarify.. and this does have a potential of changing my view.

It says it replaces Earths elemental defense but it doesn't replace the ability 'elemental defense'

Now. Can I use this archetype with kinetic knight, gaining the aura at 4th level instead of 2nd?

Archetypes that modify the same thing don't stack, but a substitution like that means it'll be easier to get GM approval on outside of PFS.

It's not really modifying the same thing though.

How it reads is this, "replaces earth’s elemental defense, but the blightburner can still gain elemental defenses from other elements with expanded defense"

That insinuates that it doesn't change the ABILITY Elemental defense. You still have elemental defense.

As an elemental defense, you only have ONE option. Flesh of Stone. THAT'S what changes. They still gain Elemental Defense. Just not Earth's elemental defense.

Now with that said.

Is this INTENDED to change Elemental Defense or just change Flesh of Stone?

What is the intention with this ability?

This obviously isn't going to fly at a PFS table, but just by looking at that line I think it should say "...alters elemental defense" and I didn't really intend for it to stack with other archetypes that modified/replaced elemental defense.

Edited to Add: Developer intent also is a higher tier than my opinion, so if... Wes? Thursty? I forget who developed this. If they chime in disregard my above words.

Sczarni

Pathfinder Rulebook Subscriber

Thanks Robert!

And yeah. We need to really focus on the intent rather than how it's worded for pathfinder.

Everyone words things in a way that might be misunderstood. So the intent is what matters. =)

Sczarni

Pathfinder Rulebook Subscriber

I apologize if people mistook me using capital letters as aggressive. The intent is to emphasize certain words and I am unaware of a 'bold letters' option to emphasize what I am talking about. =)

Thanks for the assistance, Robert!


In one of the equipment sections, we have "Bottled Sunlight"...am I the only one who remembers something like this in Undead Slayer's Handbook? It does something different, but appears to share the same name.


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Verzen wrote:

I apologize if people mistook me using capital letters as aggressive. The intent is to emphasize certain words and I am unaware of a 'bold letters' option to emphasize what I am talking about. =)

Thanks for the assistance, Robert!

For how to make your letters bold, when you're posting ,there should be a little button that says "How to format your text [Show]" just below the window that tells you many helpful details!

In this particular case, you merely need to use [ b ] What you want bolded [ / b ], but without spaces, like so: What you want bolded.

Fourshadow wrote:
In one of the equipment sections, we have "Bottled Sunlight"...am I the only one who remembers something like this in Undead Slayer's Handbook? It does something different, but appears to share the same name.

Bottled sunlight was indeed in the Undead Slayer's Handbook.


Pathfinder Starfinder Roleplaying Game Subscriber
Robert Brookes wrote:

Just wanted to chime in since some folks are talking about the blightseeker alchemist. They were inspired by fungal infestations like the Blightwood in Nirmathas (and real-world blights, as another poster above mentioned are nearly all fungal).

Mechanically, they're inspired by the Plague Doctor class from the video game Darkest Dungeon. I wanted to make a debuff-focused alchemist, so these guys are all about making people feel icky with their bombs.

Ah I see now, so that's blights in the fungal infection sense as opposed to generic diseases.

Fourshadow wrote:
In one of the equipment sections, we have "Bottled Sunlight"...am I the only one who remembers something like this in Undead Slayer's Handbook? It does something different, but appears to share the same name.

What does the new one do? That might get really confusing to keep track of, since I always keep a bunch of Bottled Sunlight on hand. Turns out having natural sunlight in literally your back pocket is handy when your DM throws a curveball vampire.

Sczarni

1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

Hmm... Okay soooo I'm a biologist and I am just now reading the pilgrim druid archetype.

They must select plants for their domain.

Fungus are not closely related to plants.

They are more related to animals than to plants.

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