Pathfinder Roleplaying Game: Ultimate Wilderness

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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:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

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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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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
This is exactly where I was first thinking the shifter might go back in early stages, something like... the masquerade reveler archetype I wrote for barbarian...

Let me just say that I love the masquerade reveler.

And if you were able to get something like this into a Paizo book (and so make it available to PFS and Paizo-only DMs), I would be very, very happy. :)


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
shaventalz wrote:
Feros wrote:
The magic item slots section is expanded a little and updated from that in the Animal Archive.
Do the magic item slot lists resemble those found in this blog post?

Yes, but there are a few extra pieces of info. (For example: Avians now have a head slot as well as headband and their chest slot can only be saddles (riding giant eagles FTW).

Shadow Lodge

While on the subject of Animal Companions, is the Draconic companion archetype actually Draconic(dragon abilities like breath weapon, claws, flight, ect), or is it more like the Draconic Druid archetype(so, you know, not Draconic)?

Dark Archive

Xenocrat wrote:
David knott 242 wrote:
Xenocrat wrote:
Ectar wrote:

What's in Chapter 4:

Wilderness themed traps.

There's also one of those in Chapter 1.

The three racial entries in chapter 1 each contain a variety of race based character options of the sort that you would expect to find in other chapters of the book.

Trust me to screw up a Shifter joke. I assumed it was in Chapter 1, just like the Vigilante was Chapter 1 in Ultimate Intrigue.

The shifter IS in chapter 1, and that joke was really funny.

I think the class is just okay, but the joke fits in well with the sentiment of this thread.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The Draconic Companion archetype grants draconic sight and resistances as well as a breath weapon (at 9th level). The premise of this archetype is that the animal companion has some draconic ancestry.

Shadow Lodge

David knott 242 wrote:

The Draconic Companion archetype grants draconic sight and resistances as well as a breath weapon (at 9th level). The premise of this archetype is that the animal companion has some draconic ancestry.

Is the breath weapon once a day or does it recharge every few rounds?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Dragonborn3 wrote:
David knott 242 wrote:

The Draconic Companion archetype grants draconic sight and resistances as well as a breath weapon (at 9th level). The premise of this archetype is that the animal companion has some draconic ancestry.

Is the breath weapon once a day or does it recharge every few rounds?

1x/day at 9th level, increasing to 3x/day at 15th level.


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The Egotist is a rather amusing familiar archetype. The idea behind it is that the familiar thinks of itself as the boss rather than the servant. Archetype abilities include Song of Myself, Order Master, Receive Touch Spells, and Scry on Master.


Any favourite pieces of art?


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Crayon wrote:
Any favourite pieces of art?

There is that fierce looking Leshykineticist on page 23.

There are Amiri, Hakon, and a white dragon at the beginning of chapter 2.

There is a rather vicious looking Ice Chemist on page 35.

I am rather fond of that Sharptooth Barbarian diving into the water on page 39.

Then there is the Fire Elementalist Shifter on page 78.

I could keep going, but in general the artwork in this book is excellent.


2 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Crayon wrote:
Any favourite pieces of art?

So many...

The Venomfist Brawler in a crouched dynamic pose and snake tattoos on the arms is pretty cool, and the Oozemorph Shifter who looks like a town girl but whose left arm has become a spiked mace is great!

Ezren in the crow's nest of a ship in a lightning storm is dynamic and feels like there is a story there that we can't see. I LOVE the picture of Droogami sneaking up on a small rodent. For dynamic scenes nothing beats Adowyn and Leryn facing off against a graveknight and a hellhound in the midst of a forest fire that the graveknight seems responsible for. The red lighting is balanced exceptionally well.

But my favorite is a painting of a female ghoran Season Witch dedicated to Autumn. This captures the essence of the archetype perfectly as well as being lovely to look at.

Shadow Lodge

David knott 242 wrote:
Dragonborn3 wrote:
David knott 242 wrote:

The Draconic Companion archetype grants draconic sight and resistances as well as a breath weapon (at 9th level). The premise of this archetype is that the animal companion has some draconic ancestry.

Is the breath weapon once a day or does it recharge every few rounds?

1x/day at 9th level, increasing to 3x/day at 15th level.

Well that's not much, but since it's overvalued as a Sorcerer bloodline power I guess it makes sense. Why it doesn't recharge for either is beyond me now that kinitecists can throw around AoE blasts at will when their Infusion Specilization covers the burn.

Still no decent dragon options :/


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Remember that an animal companion does not have much to give up for benefits like that.


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Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

As a note on the art: I don't talk about it much anymore in my reviews unless it is particularly striking in 3PP or underwhelming in Paizo publications.

Simply put, if the art is exceptional or is mildly or extremely offensive in a 3PP, I'll make note as usually the art is often just a placeholder in most 3PP and not really all that good or bad. Likewise, Paizo's art standard is so high, I only mention it when it DOESN'T make it up to the normal standard.

The one exception to these criteria is when we are talking about maps. There the artwork is an important part of the product and must be at least acknowledged if not commented on.


1 person marked this as a favorite.

On the subject of art, I do remember one in the Witch section that looks like they put a piece of clip-art water underneath to make him look like he's walking on water. It's especially jarring considering how incredible the Season Witch art is.


Just a quick question; how many hours are left until I can buy this pdf?

It's about 50 min until tomorrow where I live, but guessing it is not based on local times around the world?

Quite eager to get my hands on this...


It is most likely based on pacific time.

I'll have to wait until payday before I can get it.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

About 9 hours and 45 minutes from now.


Thanks! Was worried that I had to wait until office hours pacific time tomorrow!

Lantern Lodge Customer Service Manager

17 people marked this as a favorite.

Consider this a moratorium on discussing the shifter in this product discussion thread until Monday, November 20th.

Posts continuing to debate the shifter will be removed without warning or notice until that day. If you have feedback regarding this class, please feel free to spend this week and weekend honing your words or putting the class through its paces, but right now this topic is generating too much angst to keep this thread on track.

If you want to try to redesign the class, you can put that in the homebrew forum, if you have rolled up a Shifter and want feedback, you can bring that to the advice forum. But this thread is on an temporary enforced break from discussing the shifter.


Starfinder Charter Superscriber

Jeepers!


To help pass the next 9 hours, can anyone share anything more about Cultivate Magical Plants, and the expanded herbalism material? Is there overlap between the two? Are there guidelines for creating new plants beyond those in the book?

Dark Archive

1 person marked this as a favorite.
Crayon wrote:
Any favourite pieces of art?

Goblin fishing lure 1000%

Dark Archive

Joe Hex wrote:
To help pass the next 9 hours, can anyone share anything more about Cultivate Magical Plants, and the expanded herbalism material? Is there overlap between the two? Are there guidelines for creating new plants beyond those in the book?

First off, it's a feat like all magic item creation. Requires brew potion, craft wondrous item, and 1 rank in K nature.

Takes 1 week of growing per 1000gp in cost, which is calculated very similarly to other magic items.
Unlike most magic items, magical plants aren't always able to do magical things. Most only produce useful fruits or flowers during certain growing seasons (spring, summer, fall, or winter). Each plant had a listed yield, which tells you how much you can harvest per unit of time.

Between herbalism and cultivating magical plants, there is no overlap of plant species. From a quick lookover, I don't see any duplicated effects between magical plants and herbalism, but I didn't give it a comprehensive lookover.

And not really any guidelines.


Pathfinder Starfinder Roleplaying Game Subscriber
Ectar wrote:
Joe Hex wrote:
To help pass the next 9 hours, can anyone share anything more about Cultivate Magical Plants, and the expanded herbalism material? Is there overlap between the two? Are there guidelines for creating new plants beyond those in the book?

First off, it's a feat like all magic item creation. Requires brew potion, craft wondrous item, and 1 rank in K nature.

Takes 1 week of growing per 1000gp in cost, which is calculated very similarly to other magic items.
Unlike most magic items, magical plants aren't always able to do magical things. Most only produce useful fruits or flowers during certain growing seasons (spring, summer, fall, or winter). Each plant had a listed yield, which tells you how much you can harvest per unit of time.

Between herbalism and cultivating magical plants, there is no overlap of plant species. From a quick lookover, I don't see any duplicated effects between magical plants and herbalism, but I didn't give it a comprehensive lookover.

And not really any guidelines.

Given the timescale of actually growing a magical plant, would it be safe to assume it's less of an adventuring thing and more of a downtime money/benefit gaining process?

Dark Archive

Alchemaic wrote:
Given the timescale of actually growing a magical plant, would it be safe to assume it's less of an adventuring thing and more of a downtime money/benefit gaining process?

::shrugs:: As GM for a RoW game, I'm all on board with letting my druid PC cultivate a magical plant in a location that the PCs will be returning to on a regular basis.


Ectar wrote:
Joe Hex wrote:
To help pass the next 9 hours, can anyone share anything more about Cultivate Magical Plants, and the expanded herbalism material? Is there overlap between the two? Are there guidelines for creating new plants beyond those in the book?

First off, it's a feat like all magic item creation. Requires brew potion, craft wondrous item, and 1 rank in K nature.

Takes 1 week of growing per 1000gp in cost, which is calculated very similarly to other magic items.
Unlike most magic items, magical plants aren't always able to do magical things. Most only produce useful fruits or flowers during certain growing seasons (spring, summer, fall, or winter). Each plant had a listed yield, which tells you how much you can harvest per unit of time.

Between herbalism and cultivating magical plants, there is no overlap of plant species. From a quick lookover, I don't see any duplicated effects between magical plants and herbalism, but I didn't give it a comprehensive lookover.

And not really any guidelines.

Requiring both Brew Potion and Craft Wondrous Item is makes it very feat-expensive. Worth it?

Silver Crusade

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Pathfinder Adventure Path Subscriber

I appreciate how Paizo website goes "PDF available on X day", then "PDF available tomorrow" and then "PDF available today". It's not rubbing it in. At all. Totally. ;-)


Pathfinder Starfinder Roleplaying Game Subscriber
Ectar wrote:
Alchemaic wrote:
Given the timescale of actually growing a magical plant, would it be safe to assume it's less of an adventuring thing and more of a downtime money/benefit gaining process?
::shrugs:: As GM for a RoW game, I'm all on board with letting my druid PC cultivate a magical plant in a location that the PCs will be returning to on a regular basis.

RoW might not be the best example, since I think the entire campaign takes place over the course of like a month.


2 people marked this as a favorite.
Gorbacz wrote:
I appreciate how Paizo website goes "PDF available on X day", then "PDF available tomorrow" and then "PDF available today". It's not rubbing it in. At all. Totally. ;-)

At least it doesn't say: "Skeld got his PDF one week ago...two weeks ago..."

Shadow Lodge

4 people marked this as a favorite.

We won't even mention when I got mine...


Gorbacz wrote:
I appreciate how Paizo website goes "PDF available on X day", then "PDF available tomorrow" and then "PDF available today". It's not rubbing it in. At all. Totally. ;-)

You'll have it soon, Gorbacz... ;)


Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

More More, Chapter 4!

As promised, Hazards and Disasters. New hazards! If you’ve grown tired of always using the same flash floods and rot grubs, then detailed rules for earthquakes might help. Or volcanoes. Which can include the aforementioned earthquakes. But personally, having lost control of my own garden a couple of years ago, I can’t say enough good things about the inclusion of CR 1 brambles.

That’s not all, of course. I love the elemental influxes, and there’s rules for fording a river, among others.

(11) Herbs (& spices). Lots of awesome little beneficial effects from these special prepared plants, with prices to buy at market, and rules for gathering and preparing them. Rules for designing new herbs would be nice, but there’s a fair amount to be going with, here.

Spells and the Wild. It’s already been mentioned, but I love seeing these “and here’s how magic can ruin your game, and suggestions on how to deal with it” bits in the rulebook line. They give great advice on what various spells can and cannot do, and the effect this has on attempting to challenge the party. Great stuff.

That’s all from me for now. More tomorrow.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
DamagedGlasses wrote:
Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.

Prerequisites up the whazoo (including BAB +16), make attacks against up to 3 targets when using spring attack, second at -5, third at -10, can’t attack same creature twice.

Silver Crusade

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Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Chemlak wrote:
DamagedGlasses wrote:
Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.
Prerequisites up the whazoo (including BAB +16), make attacks against up to 3 targets when using spring attack, second at -5, third at -10, can’t attack same creature twice.

Greater Spring Attack aka Path Through Oblivion


So, can anyone give a more in-depth description of the three paladin archetypes (Forest Preserver, Hunting Paladin, and Wilderness Warden) we got in the way the Green Knight was described? Thanks in advance.


does the magus archetype touch spellcombat, spellstrike, or arcane pool?

Dark Archive

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Malefactor wrote:
So, can anyone give a more in-depth description of the three paladin archetypes (Forest Preserver, Hunting Paladin, and Wilderness Warden) we got in the way the Green Knight was described? Thanks in advance.

Forest Preserver:
Class skills more naturey. Favored terrain for aura of courage. Woodland stride for divine health. Some forest related spells for channel energy. Fire resistance and bonus on saves v fire spells for aura of resolve. Spend 2 uses of smite evil to buff allied forest creatures and summons, replaces aura of justice. Spell resistance aura for allied plants and animals, replacing aura of faith.

Hunting Paladin:
Changes class skills to be more rangery. Not proficient heavy armor. Hunt evil (+cha mod to track a specific evil creature, plus more benefits) replaces 1st use of smite. Gain smite at level 4, paladin level -3. Get a few ranger spells in place of some paladin spells. Immune to sleep and fatigue, replaces aura of resolve.

Wilderness Warden:
Class skills more wildernessy. 1/day gain resistances to cold, fire, or electricity, replaces divine grace. Can spend uses of smite evil to use the other ability more. Smite evil at level 4, as paladin level -3. Constant endure elements, with an aura for +4 con checks and saving throw v.s. heat and cold weather effects, replaces aura of courage. Favored terrain replaces some mercies. Can cast a few druid spells in place of paladin spells. Immunity to poison with a buffing aura for allies, replaces aura of resolve. Spend 2 uses of 1st ability to give it to allies

Dark Archive

Chess Pwn wrote:
does the magus archetype touch spellcombat, spellstrike, or arcane pool?

Arcane pool is replaced with a plant familiar.

Spellcombat and Spellstrike are unaffected.

Dark Archive

Is it too early to post an inquiry regarding this book in the rules forum?

Dark Archive

Pathfinder Adventure Path Subscriber
Ectar wrote:


** spoiler omitted **
** spoiler omitted **
** spoiler omitted **

Hm, those sound pretty neat, will have to check those out.


Ectar,

Probably but I am curious about chapters 4 and 5 for sure. :)


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Chemlak wrote:
DamagedGlasses wrote:
Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.
Prerequisites up the whazoo (including BAB +16), make attacks against up to 3 targets when using spring attack, second at -5, third at -10, can’t attack same creature twice.

Is Improved Spring Attack there too?

Dark Archive

3 people marked this as a favorite.
DamagedGlasses wrote:
Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.

Improved Spring attack requires spring attack, nimble moves, and 9 bab. Lets you attack a second target at bab-5, and you don't provoke from either target.

Greater spring attack requires acrobatic steps and bab 15 (on top of all the other prereqs for imp spring attack). Attack a third foe at bab -10. Don't provoke from any of the three.


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Pathfinder Starfinder Roleplaying Game Subscriber
Ectar wrote:
DamagedGlasses wrote:
Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.

Improved Spring attack requires spring attack, nimble moves, and 9 bab. Lets you attack a second target at bab-5, and you don't provoke from either target.

Greater spring attack requires acrobatic steps and bab 15 (on top of all the other prereqs for imp spring attack). Attack a third foe at bab -10. Don't provoke from any of the three.

Do they both stack with Spring-Heeled Reaping?


Chemlak wrote:
DamagedGlasses wrote:
Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.
Prerequisites up the whazoo (including BAB +16), make attacks against up to 3 targets when using spring attack, second at -5, third at -10, can’t attack same creature twice.

Rather disappointing, given that a bard can pick up Greater Bladed Dash by 13th level.


Thanks, everyone! Super excited for those new Spring Attack feats. I'm also curious how they mesh with Spring Heeled Reaping. Would you get 2 attacks at full BAB and then two more with -5 and -10 respectively? Probably not, but that is the first thing that comes to mind.

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