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Pathfinder Roleplaying Game: Ultimate Wilderness

***½( ) (based on 36 ratings)
Pathfinder Roleplaying Game: Ultimate Wilderness

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Wild, untamed lands hold a wealth of mystery and danger, providing the perfect backdrop for heroic adventure. Whether adventurers are climbing mountains in search of a dragon's lair, carving their way through the jungle, or seeking a long-lost holy city covered by desert sands, Pathfinder RPG Ultimate Wilderness gives them the tools to survive the wilds. A new 20-level base class, the shifter, puts animalistic powers into the hands—or claws—of player characters and villains alike, with new class features derived from animalistic attributes. Overviews of druidic sects and rituals, as well as new archetypes, character options, spells, and more, round out the latest contribution to the Pathfinder RPG rules!

Pathfinder RPG Ultimate Wilderness is an invaluable hardcover companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder RPG Ultimate Wilderness includes:

  • The shifter, a new character class that harnesses untamed forces to change shape and bring a heightened level of savagery to the battlefield!
  • Archetypes for alchemists, barbarians, bards, druids, hunters, investigators, kineticists, paladins, rangers, rogues, slayers, witches, and more!
  • Feats and magic items for characters of all sorts granting mastery over the perils of nature and enabling them to harvest natural power by cultivating magical plants.
  • Dozens of spells to channel, protect, or thwart the powers of natural environs.
  • New and expanded rules to push your animal companions, familiars, and mounts to wild new heights.
  • A section on the First World with advice, spells, and other features to integrate the fey realm into your campaign.
  • Systems for exploring new lands and challenging characters with natural hazards and strange terrain both mundane and feytouched.
  • ... and much, much more!

ISBN-13: 978-1-60125-986-8

Note: This product is part of the Pathfinder Roleplaying Game Subscription.

Product Availability

Print Edition: Ships from our warehouse in 1 to 7 business days.

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO1140


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Product Discussion (2,811)
801 to 850 of 2,811 << first < prev | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | next > last >>
Sovereign Court

Pathfinder Adventure Path, Companion Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber

The cover of Book 3 might give you some insight. ^_^

Dark Archive

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Kalindlara wrote:
The cover of Book 3 might give you some insight. ^_^

*Checks* ...Wait, is that npc actually written as romance option, or you mean in "Well, yeah, PCs can hit on everyone even if ap doesn't write out how it works out" way?

I'm kinda surprised if it was former, I mean in case of reign of winter they gave non humanoid magical beast humanoid form first O_o

Sovereign Court

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber
Franz Lunzer wrote:
Azten wrote:
... ooze bloodline ...
Your Great-grandfather was an oozechemist?

I think there is a shifter archetype that might show up in that family tree.


Surprised by the shifter becoming a class when we have mutation fighters, shapeshifter rangers, beastkin berserker barbarians, flesheater barbarians, mooncursed barbarians, barbarian beast totems, agathiel vigilantes, wildsoul vigilantes, beastmorph alchemists, Prowler Bloodragers, Shapeshifter bloodline bloodragers/magus, Shapeshifter bloodline Sorcerers, hunters, druids, all the beast races, skinwalker race (+subraces) and a handful of other archetypes that focus on transmutation and shapeshifting are able to fit just about any playstyle or fantasy.

That being said, it makes me very interested to see how they're going to make the class feel different to the existing options, and to be honest if it's a full-bab class as opposed to yet another 3/4 bab then I'm on board!

The Shifter aside, I'm mostly looking forward to the new martially-inclined archetypes and potential feats that this book will bring to the table, and *fingers crossed* there wont be too many reprints.

What things are you guys looking forward to about the book?

PS: Is it November yet? :)

Liberty's Edge

2 people marked this as a favorite.

I would like to see variation in the type of fey bloodlines, like they did for dragons.


KingOfAnything wrote:
Franz Lunzer wrote:
Azten wrote:
... ooze bloodline ...
Your Great-grandfather was an oozechemist?
I think there is a shifter archetype that might show up in that family tree.

I think I went with killed by an ooze, partial digested, and then brought back to life somehow.


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

I didn't say I was expected all those bloodlines in the book but lycanthrope and giant bloodlines would fit the theme of the book.

Alternate types of fey bloodlines would be interesting.


1 person marked this as a favorite.
Pathfinder Companion, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The shapechanger bloodline for bloodrager reads, "The blood of doppelgangers, faceless stalkers, lycanthropes, or other shapechangers courses through your veins." So that already covers lycanthropes.

I think I would rather have a titan bloodline than a giant one, since they seem more likely to have magic in their blood.


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

No, it cover generic shapeshifting powers not full on lycanthropic abilities. Just like the undead bloodline covers generic undead abilities but not vampire, mummy, etc. Though we have a ghoul bloodline.

Sovereign Court

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Roleplaying Game Subscriber; Pathfinder Comics Subscriber; Starfinder Charter Superscriber

Aspect of the Beast and DR/ silver don't scream lycanthrope to you?

The Shapeshifter bloodline is annoyingly lycanthrope-themed. I want to use it for a less bestial shifter.

Paizo Employee Designer

7 people marked this as a favorite.
Azten wrote:
KingOfAnything wrote:
Franz Lunzer wrote:
Azten wrote:
... ooze bloodline ...
Your Great-grandfather was an oozechemist?
I think there is a shifter archetype that might show up in that family tree.
I think I went with killed by an ooze, partial digested, and then brought back to life somehow.

Oddly, that is literally one of the ways you can choose to get the shifter archetype. Seems like you share a psychic ooze wavelength!


1 person marked this as a favorite.

Awesome.


1 person marked this as a favorite.

I hope in a cleric/druid hybrid Archetype, à la St. Francis.


I can't say I have confidence in getting it, but I'm hoping for a way around the material restriction on Druids and possibly Shifters. Metals are natural and should be treated as such.


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

I am fine with the no metal armor thing, there are plenty of options now for non-metal armor. But I would like there to be some kind of no-armor option for shifters like a monk-like AC(cha and wis based options), a hefty natural armor, constant mage armor type effect, etc.


Oh, there's definitely enough other options, but anytime I think about making a character that glosses over with some other reason to wear non-metal armour (such as an aquatic character who doesn't want the expense of rustproofing), I end up coming back to, "I can't play this facade, I know it's wrong." I doubt I'll ever cast a Druid as anything other than a NE fanatic until they get metal armour.


4 people marked this as a favorite.
Pathfinder Companion, Roleplaying Game Subscriber
The Sideromancer wrote:
Oh, there's definitely enough other options, but anytime I think about making a character that glosses over with some other reason to wear non-metal armour (such as an aquatic character who doesn't want the expense of rustproofing), I end up coming back to, "I can't play this facade, I know it's wrong." I doubt I'll ever cast a Druid as anything other than a NE fanatic until they get metal armour.

Druidic magic relies on electromagnetic signals with nature, and putting yourself in a Faraday cage blocks the signal. Nature thinks you died, and doesn't try to re-establish the connection for a while after you remove your Faraday cage.


That would be a satisfying explanation if

  • There was a distinction within divine magic
  • Hunters can cast Druid spells of the appropriate level fine (they even have the same alignment restrictions)
  • It didn't restrict shields and incompletely closed armours such as studded leather
  • Druidic magic was blocked by standing in a metal box.

As is, it fails as an explanation.


6 people marked this as a favorite.

I believe it was supposed to be a joke.

To me, it's always seemed like a symbolic restriction. After all, several druid weapons include a lot of metal, like sickles, scimitars, and scythes. But note the symbolism here--sickles and scythes are both harvesting implements, and scimitars are supposedly claw-shaped. The proficiencies are entirely based off of the symbolic nature of the weapons.

In like manner, metal armor is symbolic of civilization. It evokes images of soldiers in armies, of trained warriors fighting wars instead of hunters stalking beasts. And so druidism prohibits wearing metal armor as going too far in wearing the symbols of civilization. (You might even say it's supposed to be something like the Biblical Samson's hair--there's not really any power in not wearing metal armor, but rather in the oath to nature prohibiting it)

Of course, it could be an interesting story to have a druid who discovers a way around this restriction. Perhaps there is another sacrifice Nature will accept in return for wielding its power? Or perhaps the restriction has, all along, been in the rituals of the druids, and if one breaks free from these traditions one can find their own path to the powers of Nature without such restrictions.

But I'd be somewhat surprised if an option for avoiding that restriction were ever to show up in official Paizo rules. It's been part of the D&D/Pathfinder idea of a druid for so long that it's just hard to imagine a druid being a druid without it.


Pathfinder Starfinder Roleplaying Game Subscriber
Almonihah wrote:


But I'd be somewhat surprised if an option for avoiding that restriction were ever to show up in official Paizo rules. It's been part of the D&D/Pathfinder idea of a druid for so long that it's just hard to imagine a druid being a druid without it.

I'm actually surprised it doesn't exist already. Pathfinder has a variety of archetypes and feats that allow you to customize classes in ways beyond that of previous editions.

Having a single archetype that allows Druids to cast in metal armor - and perhaps even embrace it - wouldn't be shocking (there's probably a Shocking Grasp joke in there somewhere). I believe there was an ACF in 3.5 for this: the Metalmaster Druid if I recall correctly from some random issue I don't remember of Dragon magazine probably published by Paizo that has Bloodline feats in it.


Well, I just googled that, and it was apparently Dragon 311. I don't know who wrote that, however


Pathfinder Starfinder Roleplaying Game Subscriber
The Sideromancer wrote:
Well, I just googled that, and it was apparently Dragon 311. I don't know who wrote that, however

Just pulled out my copy. It trades pretty much everything the Druid has except for the spellcasting. Instead, it gets a better HD, fewer skill points, bonuses to crafting and finding metal, and Damage Reduction.

It seems pretty terrible. But, hey, it exists!


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

I am sure we will one day see a druid archetype in Pathfinder that takes away the metal armor restriction. Though I would be more interested in seeing a druid that gets channeling ether as an archetype or as another nature's bond related option.


Paizo Superscriber; Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber

Arbitrary restrictions have always bothered me. :-(


1 person marked this as a favorite.

I really hope we can see a couple things for skin walkers in this book -

  • FCB
  • clarification as to whether the mental bonuses like Fanglord or Witchwolf have count towards bonus spells per day/feat pre-requisites
  • hopefully some alternate class features to trade out the wild empathy bonus for just about anything else for non-druids.
Finally, if it hasn't been officially said (f it has, I haven't found it), it would be nice to have clarification as to whether the Inner Sea Races changes to the Skinwalker removing per day limits to changing shape and the penalties to charisma, including intimidation, were a stealth buff or someone forgetting some details.


1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Kalindlara wrote:
Dragon78 wrote:
Wasn't it mentioned that we will finally get a new brawler archetype in this one?
Yes, Dragon. At least one.

Is it the Treehugger grappling archetype? The Cowpuncher rancher archetype? Or the Haymaker farmer archetype?


Make the archetype a CN druid of Gorum. There are plenty of references in flavor texts for Gorum that he has a small sect of druids that revere metal and battle as ways to thin the herd and make the rest stronger.


1 person marked this as a favorite.
Rysky wrote:
Phantom of Truth wrote:
Giant bloodline would be the worst idea ever, if not for the existence of Orcs of Golarion.

*shrugs*

Some people like em big.

... I sense innuendo, But I know better then that our rysky being so crash? no way!

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
River of Sticks wrote:
I really hope we can see a couple things for skin walkers in this book -
  • FCB
  • clarification as to whether the mental bonuses like Fanglord or Witchwolf have count towards bonus spells per day/feat pre-requisites
  • hopefully some alternate class features to trade out the wild empathy bonus for just about anything else for non-druids.
Finally, if it hasn't been officially said (f it has, I haven't found it), it would be nice to have clarification as to whether the Inner Sea Races changes to the Skinwalker removing per day limits to changing shape and the penalties to charisma, including intimidation, were a stealth buff or someone forgetting some details.

The ISR changes were intentional, the Bestiary 5 entry backs this up as well.


1 person marked this as a favorite.
Definitely not being sarcastic wrote:
Rysky wrote:
Phantom of Truth wrote:
Giant bloodline would be the worst idea ever, if not for the existence of Orcs of Golarion.

*shrugs*

Some people like em big.

... I sense innuendo, But I know better then that our rysky being so crash? no way!

Crass* darn it


2 people marked this as a favorite.
Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

At least the changes to the skinwalker is an improvement.


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

My top 5 archetypes I would like to see for the shifter would be...

1)Dragon based
2)Fey based
3)Magical Beast based*
4)Plant based
5)Humanoid/Giant based

*Unless the base version gets this then Monstrous Humanoid or Vermin.

So what are your top 5 archetype ideas for the shifter?

Shadow Lodge

Those would probably be my choices. Maybe switch 5 for Aberrations.


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

Aberrations would be interesting but don't really fit a wilderness them so I wasn't going to expect them.


Dragon78 wrote:
Aberrations would be interesting but don't really fit a wilderness them so I wasn't going to expect them.

an archetype for "Ultimate Dungeons/Dungeoneering"?


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

Well that is concept that I could see them doing.


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

I hope the shifter class gets at least 4+int skills points if not 6+int skills.


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'm thinking around 4. It doesn't feel like the type of class that would get 6.


I wish they would start giving us some sneak peeks :P


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

I would assume that Gen Con would be the first place we might see some sneak peeks for this class (and this product in general).


1 person marked this as a favorite.

Speaking of skills, the class list should be solid, and I would like to see archetypes or maybe a standard class feature give you a bonus skill(or several) like bloodlines or mysteries, based on an animal(or group) that you focus on/emulate.

For example, if you choose snake, you might get bluff and escape artist as class skills, while if you go with eagle you would get fly and diplomacy.

Sovereign Court

Sounds like an interesting concept, perhaps this could also have (at later levels) a special condition where you can emulate more than one animal (although the 'main' animal would have the best skills).


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

It wouldn't be much of a shifter if it can only change into one animal or animal group.

Sovereign Court

I was just thinking that maybe to begin with, the shifter is somewhat of a novice with their powers but as they level up they get better at mastering their abilities (same basic deal as sorcerers really).


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

If they give them a good list of starting class skills then they will not need additional class skills based on animal/animal groups.


Could be a full BAB with wild shape starting at 1st, no spells and minor "stuff" over 20 class levels. Just sayin'


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The Mad Comrade wrote:
Could be a full BAB with wild shape starting at 1st, no spells and minor "stuff" over 20 class levels. Just sayin'

We know it's full BAB and no spells. It get's wild shape, but at level 4. It's gets claws, and maybe some minor other shapeshifting things till then.


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber

I am sure it will get some minor shapeshifting stuff other then claws before it gets it's wild shape.


jedi8187 wrote:
The Mad Comrade wrote:
Could be a full BAB with wild shape starting at 1st, no spells and minor "stuff" over 20 class levels. Just sayin'
We know it's full BAB and no spells. It get's wild shape, but at level 4. It's gets claws, and maybe some minor other shapeshifting things till then.

A sneak preview I missed? Hrm.


The Mad Comrade wrote:
jedi8187 wrote:
The Mad Comrade wrote:
Could be a full BAB with wild shape starting at 1st, no spells and minor "stuff" over 20 class levels. Just sayin'
We know it's full BAB and no spells. It get's wild shape, but at level 4. It's gets claws, and maybe some minor other shapeshifting things till then.
A sneak preview I missed? Hrm.

Or you tl:dr'ed this thread?

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