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.
Other Resources: This product is also available on the following platforms:
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...
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.
All announced Pathfinder & Starfinder products for march & april 2019 are wrongly integrated into the past releases, because the year entered havn't been changed to 2019.
You can see that they have an exact day attached, which they normally wouldn't.
Personally, i hope we'll get full stats for some of the movers and shakers of Golarion which were only given levels and classes in "Inner Sea Magic" & "Inner Sea Combat", together with some of their more exotic feats & spells to use for our player characters.
But yet unknown ones from Iblydos, Arcadia, Tian Xia or (southern) Garund and their equipment, spells & feats also sound great.
I have been waiting for mythic occult rules for so long now. Also pretty intrigued about the phoenix bloodline. Lots of anticipation. Seems like they're doing lots of the books I've been waiting for now that we're close to the end.
Unfortunately, there won't be a new mythic path in this book. Mapping the paths to each of the six ability scores keeps things in a nice little arrangement and we couldn't really figure out a seventh "score" to map a new path to. Instead, we're providing options for occult characters to "buy-in" to the existing paths and providing new abilities to complement their unique occult features (like burn). We will be providing new path abilities for all of the mythic paths as well as new universal path abilities to make sure every character is not without options!
How many pages will be dedicated to Mythic material?
Also will there be any occult specific features added to each path (Archmage Arcana, Champions Strike, etc..)?
We have four pages of mythic material. We do not have any new features for each path, but have made sure that all existing features are compatible with our occult classes. We do provide new path abilities for all mythic paths as well as new universal path abilities, though!
I hope there are at least a few options for Shifter and Kineticist. Void would be nice to get a few more wild talent options for, with some early game options to fill out those first few. Loved some of the options that were in the previous 2 player handbooks, Hope that the Quality will Stay high for this one.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
As previously expressed, I'm grateful for mythic options that are available for occult classes, but will there be expanded options for any classes that were released since Mythic Adventures came out? Specifically, I'm thinking of the Shifter and the Vigilante but my question also applies to any of the Hybrid classes (though, less so, because they can usually rely on any options that gel well with their parent classes' abilities).