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BigNorseWolf's page

RPG Superstar 7 Season Dedicated Voter. FullStarFullStarFullStarFullStar Pathfinder Society GM. 31,903 posts (33,617 including aliases). 17 reviews. 4 lists. No wishlists. 35 Pathfinder Society characters. 6 aliases.

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Filler, teamwork feats, repeated material, and teamwork feats.

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I'm kind of iffy on buying fluff. I really don't like material I've seen before. This book is fluff that we've seen before.

The fluff isn't even that good. It's kind of bland, generic, stuff that's repeated elsewhere. There's no depth to it.

When it comes to the crunch it's teamwork feats, teamwork feats, teamwork feats... Almost NINETY PERCENT of the feats are teamwork feats. Teamwork feats start as problematic because you need someone else to take them, they get worse because they've been balanced for class features that are going to take them for free.
They're even WORSE for a race book, because you need a veritable celestial alignment of someone else with the feat AND the right positioning AND with the same build AND the same race as you.

With all the untapped potential for race related feats THATS what gets added in as crunch? You couldn't even think of one non teamwork feat per race?

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Feat taxes for skill uses make them less relevant, not more

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I'm seeing a lot of what I was afraid of here: Rumormonger like options. Options that don't expand the use of skills, bur rather by their existence constrain the use of skills only to people with a feat or special ability- feats skill focused characters don't have to spare.

One of the reasons people complain about caster/skill disparity is that the expanding system has expanded the capabilities of magic. "Abilities" that already do what the skill does constrains them and makes just getting a spell to do it an even better option.
According to this book you need a feat (or usually two, with one a pretty bad feat tax) to

Call for a truce

Plant something on someone (which i've seen used in pfs more than taking something off of someone)

use knowledge geography to know where you're going with a tport

Use aid another at range instead of... whatever aid anothers range was before.

Get a sense of how your bluff is going

Figure out what relationship two people have

Bluff check to help out someone with a disguise

size someone up

Those are basic skill uses and making a socialite burn what few feats they have on them in a book that was supposed to help them be more relevant is patently absurd. Those uses should have been included as an expanded use of the system and then feats added to work within the new system to make them work better, or even added as alternate skill unlocks.

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Great mix of talky and combat.

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MMMMM crunchy


Amazing, useful, thematic and clever feats and abilities for those who like it mix it up hand to tentacle with golarions nasties.

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Its filler, filler night

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Not a heck of a lot here. Especially for the druids and rangers you'd think this book would be a sure buy for.

Its 31 pages

map of woods is ok

Table of contents..

A page explaining whats in the book...

A second table of contents..

The traits are ok

Some woodsey tricks and equipment

Kits.. kits.. kits.. these are a waste of space

The herbs are cool. The herbal witch is pretty thematic.

Obligatory background information is ok...

This skeeved me. 4 pages of optional building rules information for outdoor buildings.

2 pages of teamwork feats no one will ever take because.. teamwork feats. These really belong in an inquisitor book

poisons are ok.

The feats.... why is there more stuff here for a monk than a druid?

Magic items are kinda meh.

2 pages of spells. Thematic, don't see anything really eye-popping.

With all the druids i have there really should be more than one thing in this book i'd even consider taking.

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