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.
not surprising considering the website seems to be faceplanting the minute paizo close their doors, the last few days the server has been down whenever I've opened outside of US working hours.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
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Are we sure that the shifter's aspects are based only on the hunter's foci? Because in the article "Force of Nature" seems that the shifter can turn himself in a deinonycus.
You have the PDF? If so, I'd love to know about the str based kineticist archetype.
Spoiler:
The blighted defiler gets bonuses from stealing the life force of nearby land and baby animals. The DCs of wild talents and Con-based effects of wild talents are based on Strength instead.
Quote:
What kineticist archetypes are there?
Spoiler:
Blighted Defiler
Leshykineticist
Terrakineticist
Quote:
Did they improve on woods lackluster defense? How does the wood element look? Is it better than it was previously or just a compilation ?
Spoiler:
Flesh of Wood looks the same. There are several additions, such as the wood/wood composite blast
So, of the new archetypes, which ones would you consider fey related?
Of those that are fey-related, how many are for/against?
Spoiler:
Several archetypes are related to fey in their flavor or abilities. Only the paladin archetypes and the antipaladin archetype could really be said to be for or against. I'm not sure how to answer your question
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Rysky wrote:
Leshykineticist?!?!
Since Rysky emphasized this:
Leshykinesticist:
Must be a Vine Leshy (PC race), has to take the wood element and then has a set number of wild talents and infusions that must be taken at certain levels.
Gets: Basic Leshykinesis—Use phytokinesis (plant moving) to allow the leshy to move and attack with blasts while in vine form.
Photosynthetic Buffer—uses sunlight rather than internal energy to fill the buffer.
Green Rebirth—at 20th level when slain the vine leshy's verdant burst heals all nearby allies and plants and the leshy is reborn in one one of the plants grown by this effect with no penalties 24 hours later.
Does the elementalist shifter combine kineticist elements to him?
Spoiler:
The elementalist shifter has elemental aspects instead of animal aspects. And an elemental strike instead of natural attacks. They don't have a relation to the kineticist.