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
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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.
If Customer Service wants to run my credit card and send me the PDF but delay the paperback until my next subscription, I'd be fine if they pocketted the difference in shipping to make up for the inconceniance...and I'd spend all night answering questions here :D
Now that I think of it; A more breakdown of the Shifter class would probably make everyone happy.
Sort of what damage we can expect the claws to make, what the Animal aspects actually do this time around; things like that.
If any of you have time for it that is... <3
Specific mechanics details aren't allowed before public release, I'm afraid.
That's a fair point. :)
Well then could we have a "vague breakdown" of the class and its archetypes then.
I especially would like to know what the Oozemorph can do. I would suspect that it'd trade claws for a slam, but other than that I wouldn't know as there's no *Ooze shape* -spells as I recall.
How does the shifter's claw attack work, do you get two claw attacks, do you get additional natural attacks, does it function like a flurry of blows, etc.?
What are the brawler archetypes?
How did they change the plant immunities for the 0HD plant based races?
Details on the Oozemorph would be greatly appreciated. <3
Spoiler:
An oozemorph is naturally an ooze. She shapes into a humanoid per alter self, then later gains beast shape I, and then beast shape II or giant shape I.
An oozemorph can add additional natural attacks to the forms she takes and change the damage type (P/B/S) of all her natural attacks.
Is the Horticulturalist different or a word-for-word reprint?
** spoiler omitted **
T-that was literally the only reason I'd want to take what was previously an almost "strictly worse" preservationist (lower level summons and no outsiders...).
Can it improved familiar its plant familiar now? If so, it's still worth taking.
How much of a nerf did the plant races get? Are they just page filler now or still worth playing?
Hopefully not too much for your taste! One of my contributions to this book was the ghoran section, and I think they came out looking absolutely delicious in Ultimate Wilderness.
Do the witch patrons use the specific patron mechanic developed in Blood of the Coven?
What are the general gists of the witch archetypes? What are the new patrons?
Spoiler:
No. They are not specific patrons. Four seasons, thorns and woodlands.
Flood walker likes to drown you
Herb Witch crafts remedies against poisons and diseases
A season witch chooses one season to champion and gains a minor power related to that season.
What sets the Rageshifter apart from the base shifter?
Spoiler:
Fiendflesh shifters can assume fiendish aspects for minutes per day, including DR/good and darkvision. Eventually gets wings and energy resistances.
Rageshaper doesn't get animal aspects or wildshape. She gets bigger and goes into a rage. She must make an easy Will save to end the rage, and if she runs out of rage rounds, she is confused instead of dropping out. If you liked the idea of the Brute(vigilante), but hated the execution, this might be the archetype for you.
How much of a nerf did the plant races get? Are they just page filler now or still worth playing?
Hopefully not too much for your taste! One of my contributions to this book was the ghoran section, and I think they came out looking absolutely delicious in Ultimate Wilderness.