Pathfinder Roleplaying Game: Ultimate Wilderness

3.00/5 (based on 59 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

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

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Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Another Great Hardback Update Collection!

5/5

Ultimate Wilderness is a much better book than some reviewers might lead you to believe. You get the new shifter class - which has had some basic errata since release - along with great archetypes for most of the other classes to help them fit into a wilderness-based campaign.

It's a great book to help players prepping to play something like Kingmaker or Ironfang Invasion. You get new spells, feats and a new exploration mode.

The book itself maintains the high quality of work that most Paizo products exhibit. The art in this book is some of my favorite in any of the hardback collections. There are a few updated spells that needed errata, such as snowball.

As a fan, I really like that several of the archetypes convert the flavor of many Game of Thrones characters into Pathfinder mechanics. What more could you ask for?


Lots of ptential, but none of it really sticks

2/5

I was extremely excited for this publication, so it's rather depressing how disappointing the books contents turned out to be.

The shifter class was an interesting idea, but when put down on paper is just druidic wild shape with hunter focus, in the form of aspects. It, unfortunately, never surpasses the druid in the wild shape department, and is, in fact, rather limited, and the temporary nature of all the aspects means that the shifter isn't terribly impressive in that regard either. The archetypes, both for the shifter and other classes, are interesting, but several suffer from massive drawbacks, for little to no gain. Like taking on druidic weapon/armor proficiencies and restrictions, including losing abilities for wearing metal, but don't gain any significant power to mkae up for it.

The new rules expansions are, for the most part, only thrown off by some conflicting skill applications (survival to harvest poison, but heal to take internal organ trophies?) but these are easy to ignore, or fix by homebrew. So these chapters are the most stable and useful of the lot.

One of the most exciting discoveries was the Cultivate Magic Plants feat, allowing you to grow plants that copy spell effects, but the price tag attached to them, especially when attached to something with the considerable disadvantages of being an immobile magical item, makes it entirely useless next to the crafting cost of regular magical items, especially if you have a GM that's willing to allow players to use the rules on creating new magical items. Just for an example, a goodberry bush can fully feed 2 people per day forever... for 4000 GP to craft. While you could make an item to infinitely cast goodberry for 2000 gp if you have to wear it, or better yet create food and water (for about 30000).

In conclusion, the book has a lot of cool stuff in it, but only for GMs. Players won't be able to make good use of many of the archetypes and feats as they revolve too much around staying in a single environment or working with nonsensical restrictions. While many of the feats are just too focused (or expensive) to be useful except to an NPC. GMs, grab it, it's got good stuff, but players will (and should) probably stick to what they've already got.


Everything I wanted from Ultimate Wilderness

4/5

Great race write ups, a fun new class (that doesn't require a ton of source books to play) and tons of information and systems to run a wilderness adventure or spice up the wilderness sections of any game. Definitely happy to add this one to my bookshelf.


Reprinted material, lack of clarity

1/5

First off, I'm a huge fan of Pathfinder. But I'm not a fan of "Ultimate Wilderness." There are a number of issues with the content in the book, mostly the clarity of language. A lot of the rules seem unclear and not straightforward. The shifter is the biggest example of this.
To be honest I was looking forward to the shifter, being far more robust than it actually is. And I understand that this is my issue with what I expected from them, but what built up my anticipation of the shifter was the quality of past classes released by Paizo: summoner, alchemist, witch, bloodrager, investigator, brawler, spiritualist, medium (even if it isn't harrowed), magus, ninja, hunter and so on and so forth.
Past that, I'm not a big fan of the reprinted material because I buy the smaller books. If I'm buying the smaller books why would I want to buy them again with a hardcover?
That being said, I'm still a big Pathfinder fan, but I'd like for future releases to take a different developmental cycle than what "Ultimate Wilderness" received. This book seems like it lacked editing and playtesting.


4/5


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Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Luthorne wrote:
Dragon78 wrote:
No, it is so that you can deal non-lethal damage with the positive blast to living creatures. So it could be actually useful beyond a undead heavy campaign.

That's an interesting viewpoint, but I'm pretty sure that even nonlethal damage dealt by a positive blast would still be subject to the restrictions that it only deals damage to undead and creatures who are harmed by negative energy, even if merciful foilage allowed it or you did it by using kinetic blade nonlethally. After all, I believe most would agree that a merciful fireball still deals fire damage, just nonlethal fire damage instead of lethal fire damage...

That would potentially be a cool adaptation of merciful foilage if it was rewritten to grant that special ability to positive blasts, though...

Doesn't an excess of positive energy make you explode? you should be able to deal damage with that somehow...

Silver Crusade

Stratagemini wrote:
Luthorne wrote:
Dragon78 wrote:
No, it is so that you can deal non-lethal damage with the positive blast to living creatures. So it could be actually useful beyond a undead heavy campaign.

That's an interesting viewpoint, but I'm pretty sure that even nonlethal damage dealt by a positive blast would still be subject to the restrictions that it only deals damage to undead and creatures who are harmed by negative energy, even if merciful foilage allowed it or you did it by using kinetic blade nonlethally. After all, I believe most would agree that a merciful fireball still deals fire damage, just nonlethal fire damage instead of lethal fire damage...

That would potentially be a cool adaptation of merciful foilage if it was rewritten to grant that special ability to positive blasts, though...

Doesn't an excess of positive energy make you explode? you should be able to deal damage with that somehow...

That's a trait of the Positive Energy Plane, not Positive Energy effects in general.


Yeah, but it would make a great high level power to cause living things to explode with positive energy.

I kind of wish that since your positive blast doesn't heal that it would at least deal non-leathal damage to living creatures healed by positive energy or some other use then dealing damage to undead(and negative energy creatures).


I once crated a evil positive energy beings who would heal you till you exploded...though in never got to use them in a game yet.


2 people marked this as a favorite.

I am just happy to see a new class that fills at least one of the niches I am looking for.


1 person marked this as a favorite.

I'm happy for a class that has more Varisians in it. :)

Scarab Sages

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Thomas Seitz wrote:
I'm happy for a class that has more Varisians in it. :)

Like, having been eaten by Shifters?


I hope one day we will finally get 50 classes for Pathfinder(I am not counting Starfinder classes to that number by the way).

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Dragon78 wrote:
I hope one day we will finally get 50 classes for Pathfinder(I am not counting Starfinder classes to that number by the way).

At which point you'll start wishing that some day we will finally get 100 classes.


I'm a big fan of options so new classes do excite me, but there comes a time when enough is enough.


1 person marked this as a favorite.

Actually I am wishing for 100 0HD races, even I think 100 classes would be too much.


1 person marked this as a favorite.
jedi8187 wrote:

I'm a big fan of options so new classes do excite me, but there comes a time when enough is enough.

So, not a fan of new classes that cover things already covered by other classes and archetypes?


I am fine with new classes as long as they fill a niche or need that I am looking for. Archetypes on the other hand are a much harder sell for me especially for certain classes.


4 people marked this as a favorite.
John Kretzer wrote:
I once crated a evil positive energy beings who would heal you till you exploded...though in never got to use them in a game yet.

Add Tetori Monk levels so it can hug you to death.


3 people marked this as a favorite.

I kill you with love, hug, hug, hug.


Strat,

Some how I think we got WAY off track here...


I'm still wondering how this will be distinguished from the Feral Hunter.....I wish they would start leaking more information....


2 people marked this as a favorite.

Too bad the shifter can't replicate Beast Boy.


2 people marked this as a favorite.

Technically we really don't know what the shifter can and can't do...yet.


Pathfinder Roleplaying Game Superscriber

Does this new class mean we could get an archetype that trades wildshape on a druid for more spell slots or maybe even spontaneous casting!?


2 people marked this as a favorite.
Dragon78 wrote:
Technically we really don't know what the shifter can and can't do...yet.

Wildshape is an ability limited to a hour per level. Unless they make the capstone of Druids into the classes 5th level ability it can't. Even changing forms counts as one use.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Thomas Seitz wrote:

Strat,

Some how I think we got WAY off track here...

I just want to know what you mean by "a class with more Varisians in it."

We have Sorceror, and Rogue, and Bard. They got a whole... third of a book? And nothing Stops a Varisian from being anything they want to be. You can play a Varisian monk, or Ninja, or even Shifter if you want.


John Kretzer wrote:
I once crated a evil positive energy beings who would heal you till you exploded...though in never got to use them in a game yet.

I guess the way to fight them would be to have half of the party actually damaging the Evil Healing Elementals and the other half of the party stabbing the first half repeatedly so that they don't explode.

Context? Who needs it?


I wonder how many archetypes the shifter will get.

I wonder how many kineticist wild talents(new and old) there will be.

Since they gave the kineticist wood element healing and positive energy blast. Will it also get other first world themed abilities like stuff dealing with fey or animal based abilities.


Guy St-Amant wrote:
jedi8187 wrote:

I'm a big fan of options so new classes do excite me, but there comes a time when enough is enough.

So, not a fan of new classes that cover things already covered by other classes and archetypes?

As long they cover them in a new I don't care too much. But I do prefer classes cover more new ground, since archetypes do a great job of allowing variations on a theme. The shifter could have been a fighter or barbarian archetype and I would have been happy, but the class is good to since it seems to be expanding wildshape in a way those archetypes usually don't.

Silver Crusade

1 person marked this as a favorite.
doc roc wrote:

Is the Shifter having any playesting....or are we too late?

I always feel that playtesting of a new class has huge benefits for everyone.

KingOfAnything wrote:
The shifter's mechanics are straightforward enough for internal and limited playtesting to sufficiently work through kinks.

I completely understand the reasons that the shifter wasn't playtested more widely, but I'm not going to pretend that I wasn't disappointed. I had a real blast with the Vigilante playtest and I did my best to make a positive contribution. I hope that it'll be possible to contribute to future playtests.


(Somehow, this hasn't been created yet :P)

Here's what we will find in this book:

- The shifter, a new character class that harnesses untamed forces to change shape and bring a new level of savagery to the battlefield!

- New archetypes for alchemists, bards, druids, hunters, inquisitors, investigators, kineticists, mesmerists, paladins, rangers, rogues, slayers, and more!

- New feats and magic items for characters of all sorts, granting mastery over the perils of nature, and harvesting natural power itself by way of cultivating magical plants.

- Dozens of spells to channel, protect, or thwart the powers of the natural environs.

- New and expanded rules to push your animal companions, mounts, and familiars to wild new heights.

- A section on the First World with advice, spells, and other features to integrate that fey realm into your campaign.

- Systems for generating weather and challenging characters with natural hazards and strange terrain from terrain both mundane and fey-touched.

- ... and much, much more!

So... what are your expectations for this book ^_^? The shifter will be a major game-changer as it is a new class. The only thing we don't know is if it's a hybrid class of fighter/druid. I doubt it is, but it could be possible.

The shifter seems to be focusing on gaining natural attacks and creature limbs for special abilities. For instance, talons for regular damage, bear claws for damage and grab, wings for flight, fish tail for swimming, weasel fangs for damage and grab, tentacles for reach, etc. I don't think it will get spells, but it might receive different shifting abilities, similar to how a kineticist selects talents.

Archetyping the shifter can open a lot of possibilities. If the base shifter is animal-focused, then any archetype that switches the creature type around would be neat. A shifter using limbs from aberrations, plants, vermins, magical beasts (like the Totemist from Magic of Incarnum), dragons, oozes (especially since blights were introduced in B6) and undead would be awesome :D If the base shifter uses limbs from more than one type, then archetypes could be focused on other types. For instance, a shfter could morph a limb into a longsword.

Archetypes for the other classes can go in several directions:
- Barbarians, druids, oracles, hunters, rangers and witches, being nature-based classes, will probably get the lion's share of archetypes.
- Kineticists could get more talents... but I doubt that Wood would be expanded, since it was expanded in Golarion booklets :S
- I'd like to get options for companions, mounts, familiars and eidolons here. I feel like it isn't much explored.

The weather and hazard generators sound interesting. Maybe that will give us a good reason to use weather effects duing play sessions XD

So yeah, what are your expectations for this book ^_^?


We know that the kineticist wood element will get a reprint/update. I am not sure if we are getting any of the wood talents from psychic anthology.

It was already said that the shifter will be a full fighter BA/HD martial class and will get wild shape at level 5.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

My only issue with the lack of a playtest is that I have an Ironfang Invasion game starting next week and I'd really like to be a shapeshifter in that game.

Might have to cludge either Skinwalker Ranger or Druid to do the job.


DM_aka_Dudemeister wrote:

My only issue with the lack of a playtest is that I have an Ironfang Invasion game starting next week and I'd really like to be a shapeshifter in that game.

Might have to cludge either Skinwalker Ranger or Druid to do the job.

Take a look at a Skinwalker Feral Hunter ;)


1 person marked this as a favorite.

Or the Skin Changer ranger. It suffers from 'uses per day' wildshape though for a class where shapechanging to fight is supposed to be it's thing but otherwise is amazing.


1 person marked this as a favorite.

I'm not going to worry about it, i just won't buy it. :-)

More money to spend on Starfinder I guess. :-)


I wonder what kinds of fey touched terrain there will be.


1 person marked this as a favorite.

I will be buying both!

Honestly they had me at Shifter... and space


Disappointed at the lack of playtesting regarding the Shifter.... solves a lot of issues down the line... fills a gap as the 'Nature Paladin'.... although whether or not thats how it comes out will be another matter.

Other than that it has potential!!


I was interested in Starfinder but the more I learned about it, the more I didn't like. But that is another subject all together and belongs in it's own section.

I can't wait to see what the shifter will be like, can't wait for kineticist wild talents(new and old), can't wait for first world, fey, and nature themed options and I can't wait for more animal companion, familiar, mount, etc. options.

I hope this book will finally have the fey based polymorph spells.

I also hope that it will reprint other polymorph spells that are not in hardcover books.

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