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

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

Hero Lab Online
Archives of Nethys

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Fireworks of good ideas at the end of 1st edition

5/5

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

5/5

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

5/5

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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Silver Crusade

Nieroshai wrote:
Then why can it be taken?

If you can’t think of any other feat to take.


Michelle A.J. wrote:
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

Thank you Michelle!

Is this same Spell Cartridge feat PFS legal or not?


GM PDK wrote:
Michelle A.J. wrote:
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

Thank you Michelle!

Is this same Spell Cartridge feat PFS legal or not?

Additional Resources says it's NOT legal.

AR wrote:
The feats in this book are legal for play except Ioun Resonance, Infused Spell Cartridges, Lifecrafting, Piercing Chant, and Spell Cartridges.

Dark Archive

In the unicorn bloodline, I noticed that there is no bonus spell listed for ninth level. What should be the bonus spell known be at ninth level?


1 person marked this as a favorite.
Chris Ballard wrote:
In the unicorn bloodline, I noticed that there is no bonus spell listed for ninth level. What should be the bonus spell known be at ninth level?

That was answered earlier in this thread: Neutralize Poison.


shaventalz wrote:
AR wrote:
The feats in this book are legal for play except Ioun Resonance, Infused Spell Cartridges, Lifecrafting, Piercing Chant, and Spell Cartridges.

Sad trombone plays in the background.

Grand Lodge

2 people marked this as a favorite.
Chris Ballard wrote:
In the unicorn bloodline, I noticed that there is no bonus spell listed for ninth level. What should be the bonus spell known be at ninth level?

While it was answered in the thread, it was officially added to the Campaign Clarifications thread with the other errata. It’s Neutralize Poison.


Hokay.. random extra question!

So Spell Cartrige, using the Arcane Strike "loads" the force bullet.
Is this "loading" via arcane strike creating it in the barrel count for effects that require 'loading' ?

In particular I am trying to figure out if the arcane strike Activation, creating the force bullet, would count as "loading" for the Gunchemist Explosive Ordienece ability.

"hen loading a firearm, he can infuse the ammunition as a free action. "

This is a specific case, but there are other effects in game that rely on such nuances.

Off hand.. I was automatically assuming it would count at the moment of the swift action activation. But thought I should throw this out here.

Dark Archive

Nieroshai wrote:
Then why can it be taken?

Why shouldn't it be able to be taken?


Name Violation wrote:
Nieroshai wrote:
Then why can it be taken?

Why shouldn't it be able to be taken?

It's bad game design to not put a level prereq on a feat that doesn't actually give you any benefit until you reach that level. It's the very definition of a trap feat.

Dark Archive

3 people marked this as a favorite.
Xenocrat wrote:
Name Violation wrote:
Nieroshai wrote:
Then why can it be taken?

Why shouldn't it be able to be taken?

It's bad game design to not put a level prereq on a feat that doesn't actually give you any benefit until you reach that level. It's the very definition of a trap feat.

Not necessarily. There's a few different ways to increase your effective caster level that don't change your actual spellcasting class level, but prereqs in feats often use "caster level" as shorthand for "your levels in a spellcasting class". Using a "level" entry in the prereq line here could actually make the ability more confusing, or even prevent it from being usable by characters it's intended to be used by.

Currently, a gunslinger 2 / wizard 3 with the Magical Knack trait would be able to benefit from this feat. If the feat included a "Caster level 5th" entry in the prereqs, there would be more confusion about whether or not the same character could even take the feat, let alone use it.

There's nothing inherently bad about making a feat that someone could take without immediately deriving any benefit from it; there's a whole slew of metamagic feats that fighters technically qualify for and which are definitely not trap feats. There's just a balance to be weighed behind how much guidance you want the prereqs to provide, how much space you have on the page, and whether or not less is more for that particular issue.


So, another question about the Phoenix bloodline. The Vermilion Wings bloodline power lets you grow wings, fly about, and dismiss the wings.

Is there any limit on how long you can keep the wings active? Or can you keep the wings permanently and have at-will flight?


It looks like it is an at-will ability with indefinite duration, just as the corresponding Draconic bloodline is. The only difference seems to be that the Phoenix bloodline ability gives flight with slightly better maneuverability.


If a mythic Medium decides to tie her mythic power to her channeled spirits, do her bonus hit points change whenever she channels a new spirit too?

Silver Crusade

1 person marked this as a favorite.

Healing Fireball.

that is a selling point.

Healing effing fireball.

Grand Lodge

Mystic_Snowfang wrote:

Healing Fireball.

that is a selling point.

Healing effing fireball.

Wait, what? I missed that in the book somewhere. What page should I look at?

Silver Crusade

kevin_video wrote:
Mystic_Snowfang wrote:

Healing Fireball.

that is a selling point.

Healing effing fireball.

Wait, what? I missed that in the book somewhere. What page should I look at?

p.24 Phoenix Bloodline

Grand Lodge

1 person marked this as a favorite.
Rysky wrote:
kevin_video wrote:
Mystic_Snowfang wrote:

Healing Fireball.

that is a selling point.

Healing effing fireball.

Wait, what? I missed that in the book somewhere. What page should I look at?
p.24 Phoenix Bloodline

That's one hell of a bloodline arcana.

Silver Crusade

kevin_video wrote:
Rysky wrote:
kevin_video wrote:
Mystic_Snowfang wrote:

Healing Fireball.

that is a selling point.

Healing effing fireball.

Wait, what? I missed that in the book somewhere. What page should I look at?
p.24 Phoenix Bloodline
That's one hell of a bloodline arcana.

Ye!


1 person marked this as a favorite.

The Phoenix and Unicorn bloodlines are awesome.

Silver Crusade

They really are. One of my player's in an upcoming game is taking Unicorn.


I still wish we got bloodlines for giant, lycanthrope, and vampire. While the Unicorn bloodline covers the healing option still would have liked a positive energy plane sorcerer bloodline that got chanel (and not a toned down version ether) and some cool positive energy based attacks.

Grand Lodge

Dragon78 wrote:
I still wish we got bloodlines for giant, lycanthrope, and vampire. While the Unicorn bloodline covers the healing option still would have liked a positive energy plane sorcerer bloodline that got chanel (and not a toned down version ether) and some cool positive energy based attacks.

I would have liked this and for bloodragers and sorcerers to have an equal number of bloodlines. There are so many on both sides that aren’t shared between the classes. Rather frustrating for players who want to play siblings when they can’t even share the same bloodline.


I would also have liked it if Bloodragers and Sorcerers had all the same bloodlines.

Grand Lodge

Dragon78 wrote:
The Phoenix and Unicorn bloodlines are awesome.

It's probably weird to say, and I get that they can't steal/borrow things, but I actually prefer some of the abilities from Purple Duck Games' version of these bloodlines. Namely the ability to manifest a horn, which gives us light, detects evil, and 1/day can even be fired as a ranged touch attack. Their phoenix bloodline is hit or miss, but the 9th and 20th level abilities are nearly identical.

I feel if you combined the two together (Paizo and PDG), you could get the best possible combination of abilities for both bloodlines.


The swine hex is very cool, but it's not clear what kind of saving throw is involved. Does the hex turn the target partially into a swine with no saving throw, but allow a will save to negate the -2 penalty to will saves for a number of rounds equal to the witch's intelligence modifier, or is there a will save to negate the entire hex?

Also, no duration is specified. Is the transformation permanent?


S. J. Digriz wrote:

The swine hex is very cool, but it's not clear what kind of saving throw is involved. Does the hex turn the target partially into a swine with no saving throw, but allow a will save to negate the -2 penalty to will saves for a number of rounds equal to the witch's intelligence modifier, or is there a will save to negate the entire hex?

Also, no duration is specified. Is the transformation permanent?

Duration is Int mod in rounds.

Grand Lodge

S. J. Digriz wrote:

The swine hex is very cool, but it's not clear what kind of saving throw is involved. Does the hex turn the target partially into a swine with no saving throw, but allow a will save to negate the -2 penalty to will saves for a number of rounds equal to the witch's intelligence modifier, or is there a will save to negate the entire hex?

Also, no duration is specified. Is the transformation permanent?

Will save negates or be partially turned into a swine. This is a -2 on Will saves for Int modifier rounds. At 8th level the hands and feet also become hooves to negate claw attacks or manufactured weapons (or anything else requiring hands). Seems clear.


kevin_video wrote:
S. J. Digriz wrote:

The swine hex is very cool, but it's not clear what kind of saving throw is involved. Does the hex turn the target partially into a swine with no saving throw, but allow a will save to negate the -2 penalty to will saves for a number of rounds equal to the witch's intelligence modifier, or is there a will save to negate the entire hex?

Also, no duration is specified. Is the transformation permanent?

Will save negates or be partially turned into a swine. This is a -2 on Will saves for Int modifier rounds. At 8th level the hands and feet also become hooves to negate claw attacks or manufactured weapons (or anything else requiring hands). Seems clear.

The wording is not clear:

"The witch can partially transform an enemy into a pig. The effects of the transformation are mostly cosmetic and do not change the creature’s size category or overall shape, but the affected creature takes a –2 penalty on Will saving throws for a number of rounds equal to the witch’s Intelligence modifier (Will negates). At 8th level, the affected creature’s hands (or paws) turn into hooves, preventing it from using claw attacks or taking any action that would require the creature to use its fingers."

As worded, the will negates and duration seem to only apply to the penalty to will saves, not to any other effects of the transformation.

It could have been worded "The witch can partially transform an enemy into a pig. The transformation lasts a number of rounds equal to the witch's intelligence modifier, and a successful Will save negates the transformation. etc."

Grand Lodge

S. J. Digriz wrote:

The wording is not clear:

"The witch can partially transform an enemy into a pig. The effects of the transformation are mostly cosmetic and do not change the creature’s size category or overall shape, but the affected creature takes a –2 penalty on Will saving throws for a number of rounds equal to the witch’s Intelligence modifier (Will negates). At 8th level, the affected creature’s hands (or paws) turn into hooves, preventing it from using claw attacks or taking any action that would require the creature to use its fingers."

As worded, the will negates and duration seem to only apply to the penalty to will saves, not to any other effects of the transformation.

Yes, that’s exactly correct. At least until 8th level when the second aspect comes in and the target now has hooves in addition to the Will penalty.


Concerning the swine hex, what is it's range (touch, 30 feets) ?

Grand Lodge

Glaurung59 wrote:
Concerning the swine hex, what is it's range (touch, 30 feets) ?

That’s a good question. Looking it up, there’s actually a number of hexes that don’t mention distance or whether it’s ranged or touch. I’m going to assume 30 ft. range as those that mention touch, do so specifically in the text.


thanks !


So, regarding the 'living machine' wyrwood, I actually had a few questions:

Are wyrwood's still immune to non-lethal damage (I would think not since they have a Con score, and anything with a Con score is normally subject to non-lethal damage)?

Do wyrwood's still have immunity to bleed, poison, death effects, disease, paralysis, and stunning? (I assumed they only had these abilities because constructs were immune to making fortitude saves, but the 'living machine' wyrwood is now subject to fortitude saves)

Also, are they no longer immune to necromancy effects (again, I would think not since they can now be targeted by spells and effects that target living creatures)?

And finally, are wyrwood's still immune to sleep (as before, it doesn't seem so since the 'living machine' wyrwood now requires sleep)?

Any help would be appreciated.

Grand Lodge

Duskblade wrote:

So, regarding the 'living machine' wyrwood, I actually had a few questions:

Are wyrwood's still immune to non-lethal damage (I would think not since they have a Con score, and anything with a Con score is normally subject to non-lethal damage)?

Do wyrwood's still have immunity to bleed, poison, death effects, disease, paralysis, and stunning? (I assumed they only had these abilities because constructs were immune to making fortitude saves, but the 'living machine' wyrwood is now subject to fortitude saves)

Also, are they no longer immune to necromancy effects (again, I would think not since they can now be targeted by spells and effects that target living creatures)?

And finally, are wyrwood's still immune to sleep (as before, it doesn't seem so since the 'living machine' wyrwood now requires sleep)?

Any help would be appreciated.

Reading the living machine subtype, it tells you exactly what it’s now subject to. “can be targeted by spells and effects that target living creatures or constructs, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion, or fatigue. Wyrwoods with this trait require sleep,”

So, yes to the first and second questions, no to the third (if the necromancy effects affects humanoids or constructs, it affects the wyrwood), and no to the fourth question, as they now require sleep.


kevin_video wrote:
Duskblade wrote:

So, regarding the 'living machine' wyrwood, I actually had a few questions:

Are wyrwood's still immune to non-lethal damage (I would think not since they have a Con score, and anything with a Con score is normally subject to non-lethal damage)?

Do wyrwood's still have immunity to bleed, poison, death effects, disease, paralysis, and stunning? (I assumed they only had these abilities because constructs were immune to making fortitude saves, but the 'living machine' wyrwood is now subject to fortitude saves)

Also, are they no longer immune to necromancy effects (again, I would think not since they can now be targeted by spells and effects that target living creatures)?

And finally, are wyrwood's still immune to sleep (as before, it doesn't seem so since the 'living machine' wyrwood now requires sleep)?

Any help would be appreciated.

Reading the living machine subtype, it tells you exactly what it’s now subject to. “can be targeted by spells and effects that target living creatures or constructs, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion, or fatigue. Wyrwoods with this trait require sleep,”

So, yes to the first and second questions, no to the third (if the necromancy effects affects humanoids or constructs, it affects the wyrwood), and no to the fourth question, as they now require sleep.

Okay, so they are no longer immune to necromancy effects or sleep, but are you sure they are still immune to non-lethal damage? I mean, because they can now be targeted by effects that apply to living creatures (and non-lethal damage is something that living creatures are effected by)

Grand Lodge

Duskblade wrote:
Okay, so they are no longer immune to necromancy effects or sleep, but are you sure they are still immune to non-lethal damage? I mean, because they can now be targeted by effects that apply to living creatures (and non-lethal damage is something that living creatures are effected by)

It doesn't specifically list nonlethal, so I'm 99% sure. By "living creatures" for spell effects, it'd mean that a spell like slay living would now affect it, just as make whole would.

"Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage."

It'd make sense that if they called out ability damage, ability drain, and energy drain, that they'd also list nonlethal.

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