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.
The assumption of transforming into your aspect forms, and adding other aspects to it using the hunter foci has me grinning at the idea of making a literal bull frog.
There was an archetype in Horror Realms that was essentially having a Pet Semetary animal. Something that "came back wrong". I think it will probably be a reprint of that, or something similar at least.
Looks more like a Sun Bear than a platypus-bear to me.
Now I want a Sun Bear that A) glows like the sun and does burn damage when it hits, or B) has the tactical acumen of Sun Tzu, and a bunch of unchained monk levels, or C) both.
Anywho, back to Wilderness stuff. I wonder if there'll be a Shifter archetype that drags back towards the Druid's elemental focus and allows the Shifter to elementally-enhance their animal aspect (and my claws are on fire!), or even a further tweak that replaces the animal aspect completely with elemental aspects (so fiery fists, stony skin, and ride the winds, as three different 'aspects' to take on), or a version that replaces animal traits with plant traits (less claws and bite, more thorns and vines).
Shifter archetypes I hope to see, if not in this book, then one day...
Dragon
Fey
Magical Beast(This one depends on what the base class is like.)
Elemental
Plant
Vermin
Aberration
Humanoid(+Giants)
Monstrous Humanoid
If the shifter is limited to a specific animal or animal group that it can wild shape into then a archetype that lets it turn into any animal would be nice. Maybe even a version that gets all the forms/creature types that a druid's wild shape gets and at will alterself like the druid does as well.
Ultimate Dragon, Dragon Adventures, etc. whatever they call it, I will be there;)
Well, we've got Classic Dragons Revisited and Dragons Unleashed, so that leaves Dragon Adventures, Ultimate Dragons, Blood of Dragons, Dragons Guide, Dragons of Golarion and / or Inner Sea Dragons as possible titles. :)
Ultimate Dragon, Dragon Adventures, etc. whatever they call it, I will be there;)
Well, we've got Classic Dragons Revisited and Dragons Unleashed, so that leaves Dragon Adventures, Ultimate Dragons, Blood of Dragons, Dragons Guide, Dragons of Golarion and / or Inner Sea Dragons as possible titles. :)
Unless, of course, instead of putting it in Ultimate Wilderness they're going to have a whole splat book of Linnorm player options and call it something like Legends of Linnorms or something silly like that.
Because Linnorms linnorm linnorm.
And then I could linnorm!
Back to Ultimate Wilderness -- I just hope any new classes or archetypes have a minimum of 4 skill points.
Because otherwise the chance of ever playing ANY of them will be exceptionally limited in PFS.
I wonder if the First World content will reprint the recent setting and companion content (which was beyond amazing), be new, or a mix.
The first world has so much potential. Love how The Eldest are less like traditional demigods, and more like weird and powerful personalities that are just kind of stuck with each other. They remind me of The Endless from Sandman.
Back to Ultimate Wilderness -- I just hope any new classes or archetypes have a minimum of 4 skill points.
Because otherwise the chance of ever playing ANY of them will be exceptionally limited in PFS.
Clerics, Paladins, Sorcerers and Wizards say Hi ;-)
Wizards are heavily Int-based, so they don't really count.
Also, I've seen far too many clerics and paladins that didn't have any points in Knowledge (Religion) simply because they couldn't spare any.
I mean, look at the "standard" paladin - they've got a horse, so Ride, and they're supposed to be discerning (Sense Motive), popular among the commonfolk (Diplomacy) (they've even got a high Charisma assumed, so "obvious" choice), and Perception is always useful, and... wait, what do you mean there's 5 other class skills besides the craft/profession groups to think about?
Or maybe classes getting to pick which mental stat gives them extra skill points? I feel like that definitely has some issues though(especially with the "Charisma for Everything!" Fanatics, lol).
I am not a charisma for everything but I would love options for charisma for will saves and charisma for AC instead of wisdom for any class that gets such an option.
When the previews do start I hope the Shifter is the first thing previewed, if not that then the new 0HD leshy, if not that then something from animal/plant/vermin companion section.
I know I'm weird, but I'm most excited about (hopefully) new and better weather rules!
I don't think you're weird. While I hope the Shifter will be a cool class, it's the part of the book I'm least interested in. The rules and subsystems for enhancing wilderness adventuring is what I'm most looking forward to seeing.
I'd love to see some Elf love in this book. Elves are always depicted as in tune with nature to a degree not really touchable by the other core races, and yet with their racial ability mods (+2 Dex, +2 Int, -2 Con), nearly any of the other Core races make for better nature-based classes (the Witch being the sole exception), as there aren't any Int-based nature-based caster classes. A racial archetype for Witch or Wizard that uses Druid spells would be awesome, or a racial archetype of Druid that uses Int as its casting stat.
I have always believed that Elves should have their +1 in WIS, and Dwarves should have their +1 in INT.
In my games, that has been a house rule for a long time now.