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:
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?
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.
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.
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.
I believe she is definitely Arcadian since if you look at her art in the paizocon blog the image on her skirt is the design of a mesoamerican glyph and not a hieroglyph.
I wonder what all the classes that will get love in this book will be, or maybe it would be easier to find out what classes are left out.
Some classes are less intuitively 'wilderness' themed, and / or more tied to urban or social situations, such as the Bard, Vigilante, Rogue, Wizard, Investigator, Alchemist, etc. but there's also plenty of precedent for woodsy bandit-rogues and herbal alchemists, so, really, just about anything goes.
Obviously classes like Druid, Ranger and Hunter would be the most 'on theme,' but that might just mean that those three classes are the least in need of more wilderness-themed options...
Clerics, as is always the case, are either very much on-theme (Clerics of Gozreh) or closer to off-theme (Clerics of Abadar), depending on your choice of deity. :)
As always, I'd hope for more options for less-thematically-obvious choices, like a Vigilante archetype that goes 'native' and turns into a woodsy ranger-type, while also having a more city-based social persona (so that you can play a character who is good in both environments, for a game that travels between city and wilderness, or one that is focused around turning one into the other, such as Kingmaker, so that your character can be 'Rangery' when dealing with the untamed Stolen Lands, and 'Bardish' when managing the new-fledged kingdom).
The iconic shifter's eyes are bird like, hinting at more than just just claws pre full wild shape.
As for classes usually there's a mix of obvious and totally off theme classes supported in these. I hope for more off brand. Usually feats and expanded options favor on theme classes, while archetypes tend slightly favor off theme classes. I don't feel like there is much need to make a ranger or barbarian more nature compliant, so I'm hoping for more wild takes on civilized classes.
Well we know that the alchemist, bard, brawler, druid, hunter, inquisitor, investigator, mesmerist, kineticist, paladin, ranger, rogue, and slayer will be getting some love. Of course the shifter will get some love as well. I would be surprised if they left out cleric, barbarian, skald, shaman, and witch.
So what, more paladins of Erastil then themed thingies?
Erastil, a stag-headed woodsy archer, being so different than the usual 'Paladin gods' like Heironeus, Torm or Corean (or Iomedae, for that matter) sure does lead to some opening up of that class! Usually the woodsy archer is someone like Ehlonna, Mielikki or Tanil, a CG goddess, and more of a patron of Rangers.
I like how that one design choice, years ago, makes the Paladin not only suitable, but appropriate to appear in a book like Ultimate Wilderness, where, more generally, Paladins are creatures of advanced societies and civilizations, and they're main interaction with 'the wild' would be in working to counter threats it presents to the people it protects.
I'd love to see either an arcane Hunter/Ranger, or a nature-based Magi, especially with an animal companion and/or Fey theme. I'm probably getting my hopes up, but hey.
I'd love to see either an arcane Hunter/Ranger, or a nature-based Magi, especially with an animal companion and/or Fey theme. I'm probably getting my hopes up, but hey.
I wonder what kind of mesmerist archetypes we will get, maybe a snake charmer, a Dr. Dolittle wannabe, a plant controlling one, a fey charmer, etc.
A fey-themed Mesmerist sounds thematically appropriate.
A 'wilderness' themed Mesmerist that specializes in controlling animals would be crazy cool, potentially, changing the Mesmerist into a quasi-Hunter animal-handler...
Yeah, but if that archetype gave the mesmerist an animal companion, I wonder what and how many class features you would need to trade for that. Let alone the ability to speak with animals at will/always active.
Well I know of one shifter archetype we will never see...
One that focuses on equines, changing into horses, ponies, etc. and eventually changing into horse-like or part horse creatures like centaurs, unicorns, pegasi, hippocampi, ichthyocentaur, dragon horses, etc.;)
So what, more paladins of Erastil then themed thingies?
Erastil, a stag-headed woodsy archer, being so different than the usual 'Paladin gods' like Heironeus, Torm or Corean (or Iomedae, for that matter) sure does lead to some opening up of that class! Usually the woodsy archer is someone like Ehlonna, Mielikki or Tanil, a CG goddess, and more of a patron of Rangers.
I like how that one design choice, years ago, makes the Paladin not only suitable, but appropriate to appear in a book like Ultimate Wilderness, where, more generally, Paladins are creatures of advanced societies and civilizations, and they're main interaction with 'the wild' would be in working to counter threats it presents to the people it protects.
In Dragonlance, I believe that Habbakuk could have paladins as well.
Sometimes I wish bloodlines didn't always seem to mean 'Granny Elf did an [bloodline type creature] on a dare and, well, now you [bloodline ability]."
Conveniently, they don't! Reading Core Rulebook sometimes helps: "This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil."
Yes, but anytime Bloodlines are thought up people go right for the 'birds and the bees' approach. I made a post a few years ago describing different ways a bloodline might come into existence without that, such as discovering a flawed lich's phylactery or being raised by a dragon. Pretty much had to since my ooze bloodline idee made some people uncomfy. XD