Pathfinder Player Companion: Heroes of Golarion

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Pathfinder Player Companion: Heroes of Golarion

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I Can Show You the World!

Explore a world of exceptional heroes and unfathomable magic! Channel spirits from the legendary realms of Iblydos or Valenhall, shift into the aspects of beasts from southern Garund, delve into the psychic secrets of the Palatine Eye or the continent of Vudra, and explore the art of alchemical calligraphy from Tian Xia! Pathfinder Player Companion: Heroes of Golarion gives you all the tools you need to learn from the farthest-flung reaches of Golarion!

Inside this book you'll find:

  • Mystic bloodlines common in distant nations, including medusa-spawned bloodragers who can freeze foes in their tracks, erudite sphinx-like bloodragers, and sorcerers with the heart of a phoenix!
  • Secret techniques the beast speakers of lost Tekritanin used to befriend monstrous bulettes, petrifying basilisks, electric behirs, death worms, and sun falcons, and to command them to serve by their side!
  • Rules for occult characters to venture into the realm of mythic power, including new path abilities focused on occult magic and powers.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder Campaign Setting, but it can easily be incorporated into any fantasy world.

ISBN-13: 978-1-64078-120-7

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

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Fireworks of good ideas at the end of 1st edition

*****

This book is packed with new options, as many new Player Companions. While it's supposed to cover exotic areas beyond the Inner Sea, the reference to the areas is always done within a few sentences. That's good enough to provide bits for a character background, but if you want more, you will have to pull other books.

I will focus on the good stuff - there is lot of it, IMO:

Wyrwoods: Become mostly living to settle the odd problems of being a construct, get some unique FCBs (less mental penalty from alchemist mutagens, higher spell resistance for arcanist, wizard evocation spells for oracles, bonus spells for paladins etc.) and interesting feats (consume magic items for hp, freeze, improve ioun stones, temporary hp on unarmed hits (hungry ghost monk on steroids) etc.).

Goblins: This one starts off with a barely hidden bridge to 2nd edition: Goblins are moving out to become adventurers and can be a great asset to a party etc.. If you have a grudge against goblins being a Core race in 2nd edition, you are warned now. Anyway, they get several feats that perfectly catch goblin craziness. Dance, shout and sing to buff your allies and debuff your foes - allies might even profit from your "questionable hygiene".

There is a unicorn sorcerer bloodline dedicated to healing (up to mass heal on your spell list!) and fighting evil. Pretty cool mechnically - if you find unicorns too girly, maybe create a background that you drank unicorn blood.

Phoenix sorcerer bloodline allows you to emulate the great bird: Learn, burn, fly and raise from the ashes (at level 20, but still). It has the fascinating twist of healing with fire instead of damaging.

A shifter archetype is added and works fine for demon hunt - respective outsider hunt in general. The class is further complemented by cool aspects: Trample like an elephant, run like a horse or roar like a lion. Doesn't solve the issue of having very few aspects available, but maybe you want something else as a damage dealer.

Witch gets Greek themed hexes: Turn creatures into pigs (well, partially), make prophecies etc. I also like the major hex that can add two natural attacks to an ally.

The medusa bloodrager bloodline is thematic, it focuses a lot on the gaze attack.

Vigilante gets social talents to interact with animals to become more useful outside cities. There is also a bunch of useful vigilante talents (minor shifter aspect, climb speed, skill bonuses, claws).

If you like animal companions, there are new options to gain a magical beast on your side. It's flavorful and looks mechnically solid.

Occult classes get a lot of love, including mythic support, but i don't feel familiar enough with them to judge the new content.

Surprisingly, there are no new traits, despite covering all these far away regions. Not that we would lack traits...


I love it

*****

The two added bloodlines for sorceres complement the Gamelay quite well and their implementation has been done in a thoughtful, well worded manner.


AWESOME Heroes of Golarion

*****

This is one of the best player companion books I have seen for a long time. I would give it 5 stars just for the bloodrager/sorcerer bloodlines let alone the kineticist stuff, Wyrwood love, occult epic rules, and so much more.


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Paizo Employee Organized Play Lead Developer

3 people marked this as a favorite.
shaventalz wrote:
Tardin wrote:
Do we know when these options will be available for PFS?

John Compton has said the February and March releases would be up as a batch "later this month." So, in theory, within the next 9 days.

Link

The team spent a large part of today comparing our notes and locking in decisions. Exactly when the update appears on the website will depend on where in the web team's queue it fits, but the end of March still seems like a fair estimate.


So, am I reading things incorrectly, or does the spell cartridges feat basically give you free unlimited ammo for your gun?

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

In a sense. The gun has to be used with Arcane Strike and the bullets have their own stats.


So, I love the airgun. Silent sniper is best sniper, but how do we refill the compressed air capsules?

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I'm guessing with a Gunslinger craft check.


omegamage wrote:
So, I love the airgun. Silent sniper is best sniper, but how do we refill the compressed air capsules?

Strong lungs and a straw?

Paizo Employee Developer

3 people marked this as a favorite.
omegamage wrote:
So, I love the airgun. Silent sniper is best sniper, but how do we refill the compressed air capsules?

Air reservoirs weren't intended to be refilled, meaning you would need to buy multiple reservoirs to cover your career. Were you wanting an option to do so in your home game, I would suggest that a single casting of gust of wind or a similar effect would refill a single reservoir. Alternatively a character with the Gunsmithing feat could craft a new reservoir or refill an empty one with a successful Craft (alchemy) check.


Pathfinder Adventure Path, Rulebook Subscriber
Ventnor wrote:
So, am I reading things incorrectly, or does the spell cartridges feat basically give you free unlimited ammo for your gun?

Say whhhhaaaaat?! :D

Dark Archive

Am I missing something? What is the advantage of the Breech loader firearm? Just 1 lower Misfire? You can load ammo "quickly and easily", but its the same actions to load as a regular one-handed firearm?

Also...

Luis Loza wrote:
Air reservoirs weren't intended to be refilled, meaning you would need to buy multiple reservoirs to cover your career.

Even though the book is already out, might I give a few suggestions...

Why not something like this.
Or this.

But in all seriousness, I think an Air compressor of some type that you can use to refill reserviors between combat would be a good idea for the future.


1 person marked this as a favorite.

I purchased this book and it's been pretty good so far. Although I do have a few questions.

Were the horse, lion, and wasp aspects supposed to recieve natural attacks before 8th level. If so, what are they? Also is the bonus to the Snapping Turtle's bite attack in addition to the bonus for it being the only natural attack possessed by that form?


Just looking for a bit of clarification about the Spell Cartridges feat.

Do the force bullets overwrite the base damage of the gun (so your pistol and rifle both do 1d4/five levels, plus usual mods like deadly aim) or is this damage added on top of the base damage (so you do eg 1d6 + usual mods + 1d4/five levels)? I'm guessing it's probably additional damage, since the feat says they bypass DR/magic but force damage isn't subject to DR in the first place.

Really liking the content, glad to finally see mythic occult options.

Dark Archive

TristanTheViking wrote:

Just looking for a bit of clarification about the Spell Cartridges feat.

Do the force bullets overwrite the base damage of the gun (so your pistol and rifle both do 1d4/five levels, plus usual mods like deadly aim) or is this damage added on top of the base damage (so you do eg 1d6 + usual mods + 1d4/five levels)? I'm guessing it's probably additional damage, since the feat says they bypass DR/magic but force damage isn't subject to DR in the first place.

I believe that the D4 replaces the base damage of the firearm, it says you fire "force bullets" instead of regular ammunition. So your base damage at 5th level would be 1D4(Force bullet) + 2(Arcane Strike) + relevant bonuses. 10th level, 2D4 + 3 + bonuses.


If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5


Zero the Nothing wrote:
TristanTheViking wrote:

Just looking for a bit of clarification about the Spell Cartridges feat.

Do the force bullets overwrite the base damage of the gun (so your pistol and rifle both do 1d4/five levels, plus usual mods like deadly aim) or is this damage added on top of the base damage (so you do eg 1d6 + usual mods + 1d4/five levels)? I'm guessing it's probably additional damage, since the feat says they bypass DR/magic but force damage isn't subject to DR in the first place.

I believe that the D4 replaces the base damage of the firearm, it says you fire "force bullets" instead of regular ammunition. So your base damage at 5th level would be 1D4(Force bullet) + 2(Arcane Strike) + relevant bonuses. 10th level, 2D4 + 3 + bonuses.

One other thing the feat is unclear about is if these force bullets need to be loaded into the gun or not.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Shadow_Charlatan wrote:

If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5

Yes, if you have the 50,000g ring in one of your two ring slots it makes that Path ability superfluous.


For what are likely to be the last kineticist options I was very disappointed.

Rysky wrote:
Shadow_Charlatan wrote:

If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5

Yes, if you have the 50,000g ring in one of your two ring slots it makes that Path ability superfluous.

Which of course you will have, you won't forgo an important magic item that offers a deflection bonus all the time because an ability gives you one situationally in a situation you never actually want to be. Gathering power outside of your own turn is just asking for trouble and the class makes it clear that the world knows what you are doing.


Pathfinder Companion, Lost Omens Subscriber

if you use the automatic bonuses from Pathfinder Unchained it will also make it useless at later levels.


Pathfinder Companion, Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Shadow_Charlatan wrote:
If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5

Since Guarded Gathering is itself a mythic path ability, that shouldn't be a real problem.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Doompatrol wrote:

For what are likely to be the last kineticist options I was very disappointed.

Rysky wrote:
Shadow_Charlatan wrote:

If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5

Yes, if you have the 50,000g ring in one of your two ring slots it makes that Path ability superfluous.
Which of course you will have, you won't forgo an important magic item that offers a deflection bonus all the time because an ability gives you one situationally in a situation you never actually want to be. Gathering power outside of your own turn is just asking for trouble and the class makes it clear that the world knows what you are doing.

How many characters have a spare 50K lying around?

Contributor

3 people marked this as a favorite.
Ventnor wrote:
Zero the Nothing wrote:
TristanTheViking wrote:

Just looking for a bit of clarification about the Spell Cartridges feat.

Do the force bullets overwrite the base damage of the gun (so your pistol and rifle both do 1d4/five levels, plus usual mods like deadly aim) or is this damage added on top of the base damage (so you do eg 1d6 + usual mods + 1d4/five levels)? I'm guessing it's probably additional damage, since the feat says they bypass DR/magic but force damage isn't subject to DR in the first place.

I believe that the D4 replaces the base damage of the firearm, it says you fire "force bullets" instead of regular ammunition. So your base damage at 5th level would be 1D4(Force bullet) + 2(Arcane Strike) + relevant bonuses. 10th level, 2D4 + 3 + bonuses.
One other thing the feat is unclear about is if these force bullets need to be loaded into the gun or not.

The damage from the force bullet replaces the base damage of the firearm. The clause about bypassing DR is mainly to keep it consistent with Arcane Strike.

And force bullets do not need to be loaded. Using Arcane Strike as a swift action "loads" the gun.


Technological Firearms are still firearms. Spell Cartridges, as far as I can tell, works with them. Interesting since the main thing (fluff-wise) that's keeping them from spreading very far is the ammo limits.

Of course if Spell Cartridges doesn't require loading, most of the value of that is moot since any muzzle loader is semi-auto with that feat.

Edit: Phoenix's Bloodline's capstone doesn't exclude natural deaths but works as True Resurrection which fails on people who died of old age. Was it supposed to prevent deaths from old age or not? Wouldn't be the first Sorcerer bloodline with immortality as a capstone (Imperious does that and some other stuff) but RAW it doesn't as far as I can tell. I'm glad it didn't just pile on a bunch of fire damage spells as bonus spells.


Rysky wrote:
Doompatrol wrote:

For what are likely to be the last kineticist options I was very disappointed.

Rysky wrote:
Shadow_Charlatan wrote:

If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5

Yes, if you have the 50,000g ring in one of your two ring slots it makes that Path ability superfluous.
Which of course you will have, you won't forgo an important magic item that offers a deflection bonus all the time because an ability gives you one situationally in a situation you never actually want to be. Gathering power outside of your own turn is just asking for trouble and the class makes it clear that the world knows what you are doing.
How many characters have a spare 50K lying around?

High level characters.

I've never played mythic but I assume that it would be easier to get than 10 mythic levels or any ring of deflection for that matter.

Even if it was untyped it's still a poor ability that you would almost never get any use out of. The ability to gather for a full round is there but I've yet to be in a situation where it's worth it before you even factor in the horrible downside of taking any damage.

Grand Lodge

Can someone please tell me what the "living machine" cost for the wyrwood's alternate racial trait is in racial points? Currently the standard wyrwood is 20 RP because of the basic construct cost. A half construct is 7 RP. A Living Machine is ??? RP.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Doompatrol wrote:
Rysky wrote:
Doompatrol wrote:

For what are likely to be the last kineticist options I was very disappointed.

Rysky wrote:
Shadow_Charlatan wrote:

If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5

Yes, if you have the 50,000g ring in one of your two ring slots it makes that Path ability superfluous.
Which of course you will have, you won't forgo an important magic item that offers a deflection bonus all the time because an ability gives you one situationally in a situation you never actually want to be. Gathering power outside of your own turn is just asking for trouble and the class makes it clear that the world knows what you are doing.
How many characters have a spare 50K lying around?

High level characters.

I've never played mythic but I assume that it would be easier to get than 10 mythic levels or any ring of deflection for that matter.

Even if it was untyped it's still a poor ability that you would almost never get any use out of. The ability to gather for a full round is there but I've yet to be in a situation where it's worth it before you even factor in the horrible downside of taking any damage.

It would depend on the story the GM wants to tell.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
kevin_video wrote:
Can someone please tell me what the "living machine" cost for the wyrwood's alternate racial trait is in racial points? Currently the standard wyrwood is 20 RP because of the basic construct cost. A half construct is 7 RP. A Living Machine is ??? RP.

Living machine modifies the creature type, so the RP cost would be the same. But they are using the non-Race Builder version from Inner Sea Races, so RP never really comes into it.

Grand Lodge

Feros wrote:
kevin_video wrote:
Can someone please tell me what the "living machine" cost for the wyrwood's alternate racial trait is in racial points? Currently the standard wyrwood is 20 RP because of the basic construct cost. A half construct is 7 RP. A Living Machine is ??? RP.
Living machine modifies the creature type, so the RP cost would be the same. But they are using the non-Race Builder version from Inner Sea Races, so RP never really comes into it.

But you lose so much. Granted you can be resurrected and have a Con, but every humanoid race has that. And it using the non-RP version is the problem. Some GMs make their players design races from scratch.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
kevin_video wrote:
Feros wrote:
kevin_video wrote:
Can someone please tell me what the "living machine" cost for the wyrwood's alternate racial trait is in racial points? Currently the standard wyrwood is 20 RP because of the basic construct cost. A half construct is 7 RP. A Living Machine is ??? RP.
Living machine modifies the creature type, so the RP cost would be the same. But they are using the non-Race Builder version from Inner Sea Races, so RP never really comes into it.
But you lose so much. Granted you can be resurrected and have a Con, but every humanoid race has that. And it using the non-RP version is the problem. Some GMs make their players design races from scratch.

I don't know...having the cure wounds spells work for repairing damage is a very big thing to loose for the immunities.

All-in-all, I would just consider it a 0 RP ability, as it shifts back to the racial ability norm, thus lowering the power level a little.

Grand Lodge

Feros wrote:

I don't know...having the cure wounds spells work for repairing damage is a very big thing to loose for the immunities.

All-in-all, I would just consider it a 0 RP ability, as it shifts back to the racial ability norm, thus lowering the power level a little.

Just putting it out there that this is now a race that has:

-low-light vision racial trait.
-darkvision 60 feet racial trait.
-immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-not subject to nonlethal damage.
-does not breathe, eat
-counts as humanoid and construct for purposes of targeted spells and effects.


Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
kevin_video wrote:
Feros wrote:

I don't know...having the cure wounds spells work for repairing damage is a very big thing to loose for the immunities.

All-in-all, I would just consider it a 0 RP ability, as it shifts back to the racial ability norm, thus lowering the power level a little.

Just putting it out there that this is now a race that has:

-low-light vision racial trait.
-darkvision 60 feet racial trait.
-immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
-not subject to nonlethal damage.
-does not breathe, eat
-counts as humanoid and construct for purposes of targeted spells and effects.

Hmmm. Good points all. Gauging the RP value is a little tricky. Maybe 4 RP? Split the difference from standard construct?


I must get this, solely based on that cover.


I got this.

Q: is all that Arcadian gun sweetness compatible with the spellslinger wizard archetype?

Grand Lodge

1 person marked this as a favorite.
Feros wrote:
Hmmm. Good points all. Gauging the RP value is a little tricky. Maybe 4 RP? Split the difference from standard construct?

I figured 14 RP in total instead of 20.

The two visions make it 3 RP, being immune to mind-affecting has more benefits than drawbacks so 4 RP, nonlethal damage doesn't come up that much for 2 RP, not needing to ever eat or breathe would be 4 RP, and gaining benefit from cure spells and make whole for 1 RP.

The 4 RP for immunity to mind-affecting comes from the plant race. They have low-light, are immune to sleep, all mind-affecting, and stun/poison/paralysis/polymorph, and they're only 10 RP. Without low-light and sleep, that's 8 RP left. Figured split down the middle for 4 each.


Pathfinder Companion, Rulebook Subscriber

My GF is playing in my Serpent's Skull she wanting to play a Phoenix Bloodline Sorceress we curious Bloodline Power Unseen World Su 1st you get detect magic and read magic as known spells.

Question is goes she get them plus 4 others or both +2 others?

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Jem'Nai wrote:

My GF is playing in my Serpent's Skull she wanting to play a Phoenix Bloodline Sorceress we curious Bloodline Power Unseen World Su 1st you get detect magic and read magic as known spells.

Question is goes she get them plus 4 others or both +2 others?

She gets them on top of her other spells known, they don't take the place of her normal spells.

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Does anyone know of a way to get the Sphinx Bloodline through an Eldritch Heiritage feat chain? As it stands you don't really get a skill with which to take skill focus with which locks you out of taking it with either EH or the Bloodrager bloodline feats from ACG as far as I know.

Paizo Employee Developer

1 person marked this as a favorite.
Rysky wrote:
Doompatrol wrote:

For what are likely to be the last kineticist options I was very disappointed.

Rysky wrote:
Shadow_Charlatan wrote:

If you have a Ring of Protection +5, doesn't it basically make Guarded Gathering useless ? Unless you have the Mythic Paragon Feat, which would allow it to surpass a +5

Yes, if you have the 50,000g ring in one of your two ring slots it makes that Path ability superfluous.
Which of course you will have, you won't forgo an important magic item that offers a deflection bonus all the time because an ability gives you one situationally in a situation you never actually want to be. Gathering power outside of your own turn is just asking for trouble and the class makes it clear that the world knows what you are doing.
How many characters have a spare 50K lying around?

I've played characters up into high levels a few times and never had the available ring slot for one. A ring of freedom of movement and a ring of evasion usually take up both my ring slots.

Dark Archive

Michelle A.J. wrote:

The damage from the force bullet replaces the base damage of the firearm. The clause about bypassing DR is mainly to keep it consistent with Arcane Strike.

And force bullets do not need to be loaded. Using Arcane Strike as a swift action "loads" the gun.

Thank you for the clarification Michelle. How does Spell Cartridges interact with iterative attacks. If you have the BAB for two attacks and use Arcane Strike to "load" your firearm, does it "reload" for the second attack?

Does Spell Cartridges allow for "force pellets" with Scatter weapons?

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
doc the grey wrote:
Does anyone know of a way to get the Sphinx Bloodline through an Eldritch Heiritage feat chain? As it stands you don't really get a skill with which to take skill focus with which locks you out of taking it with either EH or the Bloodrager bloodline feats from ACG as far as I know.

You've never been able to take Bloodrager bloodlines through Eldritch Heritage?

Contributor

5 people marked this as a favorite.
GM PDK wrote:

I got this.

Q: is all that Arcadian gun sweetness compatible with the spellslinger wizard archetype?

They should work together just fine. The feat line was intended to work together with just about any combination of 'slinger and caster, although some less common ones may have slipped through the cracks.

Zero the Nothing wrote:
Michelle A.J. wrote:

The damage from the force bullet replaces the base damage of the firearm. The clause about bypassing DR is mainly to keep it consistent with Arcane Strike.

And force bullets do not need to be loaded. Using Arcane Strike as a swift action "loads" the gun.

Thank you for the clarification Michelle. How does Spell Cartridges interact with iterative attacks. If you have the BAB for two attacks and use Arcane Strike to "load" your firearm, does it "reload" for the second attack?

Does Spell Cartridges allow for "force pellets" with Scatter weapons?

Yes, it should apply to all attacks in the round you used Arcane Strike

And no, it specifically gives you bullets


Does Spell Cartridges not work till level 5? You're not going to get it till level 3 (2 if you dip fighter) at minimum due to prerequisites, but it seems odd.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Since there's no minimum listed on the damage then correct, no effect till 5th level, which fits the pacing of the required* feats.

1st: Arcane Strike

3rd: Exotic Proficiency (Firearms)**

5th: Spell Cartridges

*Wizards with the Spellslinger archetype get Firearm proficiency for free but the archetype is rather ehhh...

**EP requires a BAB of +1 which Full casters only get at 3rd level.

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder Battles Case Subscriber

Does the Phoenix bloodline ability - spells with fire descriptor caninstead heal for half damage - only apply to sorcerer spells cast or any spell cast? Will it work for a multi class character?

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Any, unless there's some ruling somewhere that states the opposite.

Dark Archive

Cat-thulhu wrote:
Does the Phoenix bloodline ability - spells with fire descriptor caninstead heal for half damage - only apply to sorcerer spells cast or any spell cast? Will it work for a multi class character?

It should. As far as I know Bloodline Arcanas affect all of your spells, not just Sorcerer spells(if I'm wrong, someone please correct me).

Michelle A.J. wrote:

Zero the Nothing wrote:

Michelle A.J. wrote:
The damage from the force bullet replaces the base damage of the firearm. The clause about bypassing DR is mainly to keep it consistent with Arcane Strike.

And force bullets do not need to be loaded. Using Arcane Strike as a swift action "loads" the gun.

Thank you for the clarification Michelle. How does Spell Cartridges interact with iterative attacks. If you have the BAB for two attacks and use Arcane Strike to "load" your firearm, does it "reload" for the second attack?

Does Spell Cartridges allow for "force pellets" with Scatter weapons?

Yes, it should apply to all attacks in the round you used Arcane Strike

And no, it specifically gives you bullets

And thank you again, this works perfectly for my Devil May Cry build for a home game.

Grand Lodge

Zero the Nothing wrote:
And thank you again, this works perfectly for my Devil May Cry build for a home game.

Funny enough, I have one too. I'd be curious to know what yours is. Mine will probably need revising now that I've seen these feats.

Build:
Pitborn demon spawn tiefling primalist bloodrager 13/mysterious stranger (gunslinger) 4/brawler 2/unbreakable (fighter) 1 with soul seer and pass for human alternate racial traits


I was wondering about the interaction between beast speaker and the packmaster hunter. Would I be able to have a my lower level companion be the one that is a magical beast, or does it have to be an animal companion that has EDL 7+?

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber
Rysky wrote:
doc the grey wrote:
Does anyone know of a way to get the Sphinx Bloodline through an Eldritch Heiritage feat chain? As it stands you don't really get a skill with which to take skill focus with which locks you out of taking it with either EH or the Bloodrager bloodline feats from ACG as far as I know.
You've never been able to take Bloodrager bloodlines through Eldritch Heritage?

Not as far as I am aware. The bloodrager abilities often require a rage state to activate and so need that to trigger. Otherwise it would be more powerful than the class ability the feat is aping. Second, there is a feat to let you get those abilities in ACG, but it requires skill focus in the skill the bloodline would need for EH, and since Sphinx doesn't have one it's kind of useless. On top of that, said feat doesn't have any progressions as far as I know.

That said, if anyone knows some work arounds or other methods I would be all ears. I've got some faction rewards for my home game that could use this.


I'm confused about the Spell Cartridges feat. It says I get 1d4 force damage for every 5 caster level I possess. I can take this feat easily as early as 1st level. What's the oversight/typo, a missing (level 5/ skill rank 5/ BAB 5) prerequisite, or a missing "at 1st level and..."? This feat needs explanation.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

It’s not missing anything, before 5th caster level you don’t gain any benefit from it.


Then why can it be taken?

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