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

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

Before I go into question answering again, I'll put my two cents worth on the Shifter and the oozemorph.

Notes on the Shifter:
The animal aspects the shifter gets have two forms, minor and major. The minor aspects are small changes to the physiognomy of the the shifter that don't qualify as polymorph effects but do give the character some abilities related to the animal in question. The minor aspects can be combined at higher levels, thus givng you the option of fighting much like an owlbear by combining owl and bear (stealthy and strong). The major forms involve changing into the animal itself; it is true that major forms cannot be combined.

This really isn't that bad, considering the combat capabilities. The claw attacks eventually hit 1d10/x3 and ignore DR/cold iron, silver, adamantine, and — (barbarians beware!)

The oozemorph CAN stay longer than an hour at a time in humanoid form, it just takes effort (ie. a Fort save). True, at low levels the oozemorph can't use equipment. But from 1st through third this big inconvenience is balanced somewhat by being immune to sneak attack, flanking, and critical hits and being able to attack with piercing, bludgeoning, or slashing at will.

At fourth the oozemorph would be able to stay in humanoid form for four hours at a stretch twice per day—eight hours. Here is where magic items and equipment start becoming vital and the class and archetype support it.

All in all, it isn't a bad class from my point of view. Obviously others are taking a different view and that is their right.
To me it seems alright.

Silver Crusade

The Sideromancer wrote:
Rysky wrote:
The Druid and Shifter’s aversion to metal armor (note no aversion to using metal weapons) comes from the fact that metal armor represents civilization and production of manufactured armor that “messes”, more or less, with nature. As opposed to wearing hides.
That doesn't hold up to comparison. Stoneplate is druid-legal, despite also requiring quarrying and chemical treatments. Pursuit of quality hides has sure destroyed ecosystems for the sake of industry up here in Canada, not to mention all of the extra chemicals involved in making cow skin offer protection. I've said it before and I'll say it again: Gold represents less industry than leather since the former can be found just lying around and only needs to be shaped.

Quarrying and chemically tearing something isn’t quite the same as industrialization. Chemicals make up nature, they aren’t by themselves anti-nature, just how they’re used. And the real world fur and hide industry isn’t same as people scrapping together armor in s fantasy world.


I'm well aware that chemicals are not inherently unnatural, but there's plenty of examples of tanning chemicals being both dangerous and ill-disposed of.

And if we're bringing in the possibility of nonmatching levels of industry, what is stopping there from being non-industrially produced metal armours?


Can someone tell me how many feats are in the Wilding Strike feat chain? How do they compare w/ the Rending Fury (3) feat chain < UC?

Thanks.

Silver Crusade

The Sideromancer wrote:

I'm well aware that chemicals are not inherently unnatural, but there's plenty of examples of tanning chemicals being both dangerous and ill-disposed of.

And if we're bringing in the possibility of nonmatching levels of industry, what is stopping there from being non-industrially produced metal armours?

The fact that there rally can’t be? You need a forge to make metal armor.


2 people marked this as a favorite.
Rysky wrote:
The Sideromancer wrote:

I'm well aware that chemicals are not inherently unnatural, but there's plenty of examples of tanning chemicals being both dangerous and ill-disposed of.

And if we're bringing in the possibility of nonmatching levels of industry, what is stopping there from being non-industrially produced metal armours?

The fact that there rally can’t be? You need a forge to make metal armor.

You also need a forge to make a scimitar.


4 people marked this as a favorite.

I found the shifter very weak as a combatant class. It lacks an increased precision mechanic (like weapon training, rage, favored enemy, etc...) the damage from the claws starts too low to mean anything (1d4, which you can get for free with some races), the only meaningful defensive feature is much like the monk AC (nothing regarding saves, immunities, resistances, DR, SR...). Also the attribute bonus from aspects is enhancement, which won't stack with most spells and magic items.
The concept is great, but the class is lacking so much that I can't find a use for it.


And how is a block and a heat source industrially intensive?

Silver Crusade

It represents civilization (and you kinda need more than an anvil and torch), and while you can produce weapons you don’t cloak your body in them.

Shadow Lodge

6 people marked this as a favorite.

Can we take the discussion of the logic/illogic of armor restrictions out of the UW discussion thread?

Silver Crusade

2 people marked this as a favorite.

Right, my apologies.


3 people marked this as a favorite.
Gisher wrote:
Rysky wrote:
The Sideromancer wrote:

I'm well aware that chemicals are not inherently unnatural, but there's plenty of examples of tanning chemicals being both dangerous and ill-disposed of.

And if we're bringing in the possibility of nonmatching levels of industry, what is stopping there from being non-industrially produced metal armours?

The fact that there rally can’t be? You need a forge to make metal armor.
You also need a forge to make a scimitar.

I've always thought it dumb that Druids got scimitars and not greatclubs.

Not a helpful statement, I know. But I wanted to say it.

On topic, can the debate of the Shifter's usefulness/viability be discussed elsewhere? I feel like people's legitimate questions about the class, other archetypes, etc. are getting buried amidst the argument.


Symbols vary with culture. If I wanted somebody who looked for a natural embodiment of wisdom, there are beliefs where silver is the first place to look.


Yeah, sorry about the derail. It's like paladin alignment. Both are flavour restrictions heavily applied to a class.


1 person marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Dragon78 wrote:
What did the bard get?

Bard:
Three archetypes:

Filidh: A bard that uses music to invoke natural magic (divine) and can see the life as it is and even the future.

Cultivator: Uses music to grow plants and control them.

Thundercaller: Their voices summon thunder and lightning and incite rage in allies.

They also get a few new spells and a new feat that allows you to extend the range of your bardic performance in wild areas.

Dragon78 wrote:
Are there any class specific feats for kineticist, sorcerer, oracle, and/or swashbuckler?

Kineticist:
A new element—Wood.

New archetypes: Blighted Defiler—draws lifeforce out of surrounding plant life to enhance their power.

Terrakineticist—not as good at pulling from the elemental planes,
they enhance their abilities by supplementing them with what they can find in the natural world.

Leshykineticist—Leshys only. See here for details.

Sorcerer:
New spells. Naught else.

Swashbuckler:

Dragon78 wrote:
What did the oracle get?

Oracle:
Three archetypes:

Elementalist Oracle: connected to the elements and their manifestation in the natural world.

River Soul: Their power stems from a bond with rivers and their flow.

Tree Soul: They feel a bond not only with trees, but those items carved from them.

New spells as well.


Rysky wrote:

It represents civilization (and you kinda need more than an anvil and torch), and while you can produce weapons you don’t cloak your body in them.

Turning animal hides into leather is also an industrial process that requires chemicals which are harmful to the environment. In fact, making any kind of clothing is an industrial process in a way.

So let's just say that Druids can only use their abilities if they're naked. That way they're all-natural.


Ventnor wrote:
Rysky wrote:

It represents civilization (and you kinda need more than an anvil and torch), and while you can produce weapons you don’t cloak your body in them.

Turning animal hides into leather is also an industrial process that requires chemicals which are harmful to the environment. In fact, making any kind of clothing is an industrial process in a way.

So let's just say that Druids can only use their abilities if they're naked. That way they're all-natural.

Actually they do that in the Iron Druid series of books. Druids can bind your clothing together or otherwise entangle you with it, plus clothing is problematic for shape shifting. For most druids any amount of iron inhibits spell casting as well. Which is why the Iron Druid is so unusual.

But I digress.

Liberty's Edge

1 person marked this as a favorite.

What are the shifters weapon proficiencies? And would this class work well with the Skinwalker race?


1 person marked this as a favorite.
Kryzbyn wrote:
Just got my shipping notice. 4 to 8 days i'll have the book!

Wait...are they actually shipping on Saturday? Or did you just now see your Shipping Notice?!

Whoa, the Thundercaller got a reprint?! I hope they tweaked it, because it certainly pushed the Over-Powered envelope.

Silver Crusade

Paladinosaur wrote:
What are the shifters weapon proficiencies? And would this class work well with the Skinwalker race?

Oh yeah that’s something I’ve been wondering about for awhile.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
BenS wrote:

Can someone tell me how many feats are in the Wilding Strike feat chain? How do they compare w/ the Rending Fury (3) feat chain < UC?

Thanks.

Wilding Strike:
3: Wilding Strike, Improved, Greater.

Wilding Strike increases your unarmed strike damage. That is all.

Grand Lodge

I've only got one question: Did they nerf the Snowball spell?

Shadow Lodge

Yes.


Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Jurassic Pratt wrote:
I've only got one question: Did they nerf the Snowball spell?

Snowball:
It's evocation now, on the bloodrager list, no saving throw as the stagger effect is gone, and SR applicable now.

So...yeah, pretty much.

Silver Crusade

Feros wrote:
Jurassic Pratt wrote:
I've only got one question: Did they nerf the Snowball spell?
** spoiler omitted **

Yay! Bloodragers get it!

Grand Lodge

Feros wrote:
** spoiler omitted **

Well that's disappointing. At least its in the right school of magic now I guess...


1 person marked this as a favorite.
Feros wrote:
Jurassic Pratt wrote:
I've only got one question: Did they nerf the Snowball spell?
** spoiler omitted **

Thank heavens. That makes it comparable with spells of the level, I think.


Anything new or that has been changed from it's original printing for the wood element?

Any new summoning spells?

What did the 3 0HD races actually get?


4 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Rysky wrote:
Paladinosaur wrote:
What are the shifters weapon proficiencies? And would this class work well with the Skinwalker race?
Oh yeah that’s something I’ve been wondering about for awhile.

Weapon Proficiencies:
Limited list. Club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with natural attacks like their claws and any animal forms they take.

Skinwalker options:
The primary abilities for this class seem to be physical and wisdom, so the central skinwalker would work fine from that perspective. The actual lycanthropic kin varieties vary accordingly.

I don't see great advantages, but the racial feats and ability to take on bestial form could allow for multiple aspects effectively in play much earlier if, say for example, a werebear-kin were to take owl as their first Shifter aspect...

;)


1 person marked this as a favorite.

I'm okay with snowball not staggering people. That's what iceballs are for. :)


Pathfinder Starfinder Society Subscriber

How much does the Elementalist Oracle archetype differ from this version in People of the Sands?


Feros,

One quick question about that one Bard archetype!

Spoiler:
Does Filidh give you access spontaneous cure spells like a cleric or more like druid's summon nature's ally?


1 person marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Fourshadow wrote:
Whoa, the Thundercaller got a reprint?! I hope they tweaked it, because it certainly pushed the Over-Powered envelope.

Thundercaller was considered OP? It seemed like it was pretty decent, trading out support and more tricksy abilities for the ability to help out in combat more directly.


I'm interested in the Familiar rules. My understanding was that they were going to clarify a lot of outstanding questions. Did they? I'm thinking of the many questions regarding Tumor Familiars (I saw the previous post regarding the Protector archetype), how Improved Familiar works with Shamans, if multiple Familiars are possible, etc. I'm not asking for a point by point breakdown, just an overall assessment of whether this book does a good job of addressing the major areas of confusion.


2 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
David knott 242 wrote:

How much does the Elementalist Oracle archetype differ from this version in People of the Sands?

Updated Elementalist Oracle:
They changed the linguist to 5th,

10th, and 15th to recognize that there were only four languages on the list.

Otherwise, the same.


2 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Thomas Seitz wrote:

Feros,

One quick question about that one Bard archetype!

** spoiler omitted **

Filidh:
They swap out some bardic performances for some that allow them to see through time and gain beneficial effects. Their spells are simply divine in nature, not arcane; otherwise no difference.

Sorry for the confusion!


2 people marked this as a favorite.

Feros,

It's okay! Thank you for clarifying stuff! :)


Dragon78 wrote:

What did the occultist get?

What did the monk get?

What are the shifter specific feats?

"What did the occultist get?" really should be the first question asked and answered in every product thread. ;)


3 people marked this as a favorite.
Thomas Seitz wrote:

Feros,

It's okay! Thank you for clarifying stuff! :)

I'll second that.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Question that never got answered. The blighted defiler kineticist archetype.

I heard that you can be a good character, but not gain their ability to drain the land.

Is there any point of playing one then? Or will playing one just be a significant nerf to your character? I wouldn't be able to use burn at all, right?


1 person marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Gisher wrote:
I'm interested in the Familiar rules. My understanding was that they were going to clarify a lot of outstanding questions. Did they? I'm thinking of the many questions regarding Tumor Familiars (I saw the previous post regarding the Protector archetype), how Improved Familiar works with Shamans, if multiple Familiars are possible, etc. I'm not asking for a point by point breakdown, just an overall assessment of whether this book does a good job of addressing the major areas of confusion.

They didn't. They did make a list of magic item slots for companions and familiars, but the bulk of the section is on new archetypes, familiars, companions, tricks, and companion feats.

Tumor familiars, Improved Familiar with a shaman, or multiple familiars didn't come up.

EDIT: It was my understanding that they were going to EXPAND familiar options in the book, but can you tell me where you heard about the clarification of rules? Curious.


1 person marked this as a favorite.
Feros wrote:
Gisher wrote:
I'm interested in the Familiar rules. My understanding was that they were going to clarify a lot of outstanding questions. Did they? I'm thinking of the many questions regarding Tumor Familiars (I saw the previous post regarding the Protector archetype), how Improved Familiar works with Shamans, if multiple Familiars are possible, etc. I'm not asking for a point by point breakdown, just an overall assessment of whether this book does a good job of addressing the major areas of confusion.

They didn't. They did make a list of magic item slots for companions and familiars, but the bulk of the section is on new archetypes, familiars, companions, tricks, and companion feats.

Tumor familiars, Improved Familiar with a shaman, or multiple familiars didn't come up.

That's too bad. It seems like a missed opportunity. But thanks for the response. :)

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Feros wrote:
Gisher wrote:
I'm interested in the Familiar rules. My understanding was that they were going to clarify a lot of outstanding questions. Did they? I'm thinking of the many questions regarding Tumor Familiars (I saw the previous post regarding the Protector archetype), how Improved Familiar works with Shamans, if multiple Familiars are possible, etc. I'm not asking for a point by point breakdown, just an overall assessment of whether this book does a good job of addressing the major areas of confusion.

They didn't. They did make a list of magic item slots for companions and familiars, but the bulk of the section is on new archetypes, familiars, companions, tricks, and companion feats.

Tumor familiars, Improved Familiar with a shaman, or multiple familiars didn't come up.

Even the protector familiar + tumor familiar combo? I heard from someone else under protector familiar it states they can't get it with tumor familiars.

Designer

6 people marked this as a favorite.
Feros wrote:
EDIT: It was my understanding that they were going to EXPAND familiar options in the book, but can you tell me where you heard about the clarification of rules? Curious.

I imagine it's because I said the rules for familiar archetypes would get clarifications, which was more specific in scope but over time people remembered what I said but not the exact details.


Mark,

It sounds like the internet version of Telephone.

Shadow Lodge

1 person marked this as a favorite.
Brew Bird wrote:

Disappointment about lack of varied shapeshifting aside (something we've known about the class for a while), I can't help but remember the Kineticist. There were a million threads about how the class was terrible when Occult Adventures came out. But people eventually warmed up to the class, and now it's generally regarded as a fun and well-balanced option (yes, I know someone's going to contest this the moment they see it.)

My own experience with the Hunter also comes to mind. I thought the class was a waste of space, a major misstep on Paizo's part, for the longest time. But just within the last few months, having built, played, and witnessed other players using the class, I've begun to warm up to it.

The Shifter could certainly be awful. Sometimes a class is just bad. However, I'm going to be cautious making any judgements too immediately.

And if it turns out the Shifter is bad, we'll probably get a player companion that has some fixes in a year or so.

I have similar thoughts man, in particular about the Hunter, who not only recieved some of the most extensive updates and overhauls during the playtest processs but who actually benefited the most from the whole experience. In it's original form it couldn't even give its animal focus to its animal companion, only had the druid list, and didn't treat as a druid and ranger for feats and abilities just to name a few, and in the playtest helped bring those changes about.

This I think is the biggest issue with not having the playtest, as both of those classes benefited from the public testing that went into them before their release and it feels like the Shifter would have benefited as well. At the very least it could have acclimated people to the idea they were going for, this weird druid/monk hybrid, rather than an actual wildshaper.


is it possible to go a little more in depth about the arrow champion swashbuckler? does it turn it in to a pure range build? does it get any new deeds? Dex to damage with the bow? what does it alter/replace?

Silver Crusade

10 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

In before "Wizards are tier 1 because of spells like Snowball, shows how much the designer understands about design" people go "FFS they nerfed Snowball basically all good things get either nerfed or errated out of existence".

Shadow Lodge

2 people marked this as a favorite.
Mbertorch wrote:
Gisher wrote:
Rysky wrote:
The Sideromancer wrote:

I'm well aware that chemicals are not inherently unnatural, but there's plenty of examples of tanning chemicals being both dangerous and ill-disposed of.

And if we're bringing in the possibility of nonmatching levels of industry, what is stopping there from being non-industrially produced metal armours?

The fact that there rally can’t be? You need a forge to make metal armor.
You also need a forge to make a scimitar.

I've always thought it dumb that Druids got scimitars and not greatclubs.

Not a helpful statement, I know. But I wanted to say it.

Agreed man. I'd actually like to see the greatclub just moved from the martial category into the simple and be done with it. It actually makes it a much stronger choice then, benefits more classes, and in general feels more thematically appropriate. What I've done in my home games and I gotta tell ya, rogues with greatclubs and druids with baseball bats is pretty fun when you don't have to dump a feat for it ^-^.


Pathfinder Lost Omens Subscriber

I am Still really excited for the shifter.

Since this is the first major update for Brawler options I am super excited to see what they came up with.

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