Pathfinder Roleplaying Game: Ultimate Wilderness

3.00/5 (based on 59 ratings)
Pathfinder Roleplaying Game: Ultimate Wilderness
Show Description For:
Non-Mint

Add Print Edition $44.99

Add PDF $19.99

Non-Mint Unavailable

Facebook Twitter Email

Answer the Call

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

Note: This product is part of the Pathfinder Rulebook Subscription.

Product Availability

Print Edition:

Available now

Ships from our warehouse in 3 to 5 business days.

PDF:

Fulfilled immediately.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO1140


See Also:

1 to 5 of 59 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Average product rating:

3.00/5 (based on 59 ratings)

Sign in to create or edit a product review.

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


1 to 5 of 59 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
1,601 to 1,650 of 3,560 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>

If it's not too strenuous can somebody let me know what archetypes/talents the Rogue has been given?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Can anyone answer my blighted defiler question?

Mark?


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

Ferros, any word on what the Paladin gets?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

ToZ, could you answer my blighter question please?

Shadow Lodge

K so question about the shifter: When you use your claws damage to replace a natural attack while wild shaped, do you use your initial size to calculate the claw damage or the size of your new form?

Like, if a gnome lizard shifter is 11th and changes and uses her claws damage on her attacks are they treated as small claws (from base form) or large (from lizard form)?


Mark Seifter wrote:
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.

Yes, that is what I was referring to. I was hoping that a few other Familiar topics might make their way into this book, but any clarifications are welcome.


How is the Thundercaller different?

Grand Lodge

Pathfinder Adventure, Rulebook, Starfinder Adventure Path Subscriber
Verzen wrote:
ToZ, could you answer my blighter question please?

"Nonevil blighted defilers can continue to gain kineticist levels and use their other abilities."

Silver Crusade

doc the grey wrote:

K so question about the shifter: When you use your claws damage to replace a natural attack while wild shaped, do you use your initial size to calculate the claw damage or the size of your new form?

Like, if a gnome lizard shifter is 11th and changes and uses her claws damage on her attacks are they treated as small claws (from base form) or large (from lizard form)?

You use the normal damage of the form or your normal claw damage, whichever is greater. In this specific case, the lizard form does not have claws, but a bite and tail attack. A small gnome's claws do less damage than the normal bite attack for the lizard and the same damage as the tail attack so you would just use the lizard's normal damage, but they do gain the benefit of ignoring DR cold iron and silver.


Verzen wrote:
Seriously will? My guy has it. Took a dip in bloodrager. What does that mean for my pfs char?

I'd imagine something like what's happening with the Adventurer's Guide. Where possible, they'll probably just say "switch to use the new one." Lore Warden got special treatment because of how it changed, and how deeply interwoven in builds the changes were. I wouldn't expect the same kind of rebuild opportunity with this change, but I could be wrong.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

That would literally make my character unplayable lol

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Does anyone know what the wilding (???) style does exactly? It increases unarmed strike damage but I am curious by how much and how hard it is to get


3 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
FallenDabus wrote:
Ferros, any word on what the Paladin gets?

Paladin Stuff:
Archetypes: Forest Preserver—Sacred defenders of forests and woodland creatures.

Hunting Paladin—Stealth stalkers of evil doers.

Wilderness Warden—Protectors of all natural places.


Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber
Feros wrote:
FallenDabus wrote:
Ferros, any word on what the Paladin gets?
** spoiler omitted **

Thank you!


Mbertorch wrote:
How is the Thundercaller different?

I am also interested in the answer to this question.


Painful Bugger wrote:
ErisAcolyte-Chaos jester wrote:
Why do I feel some of this discussion is coming from people deliberately being salty, or jerk-ish.

I think you're reading too much into people's reactions.

ErisAcolyte-Chaos jester wrote:
P.S: how does the arrow champion look.

Looks pretty good, it's pretty much a swashbuckler that can use Deeds at range.

so i'm assuming they get precise strike with bows? can they parry with bows? (:


Can anyone share more details on the Verdant Shifter?

Shadow Lodge

4 people marked this as a favorite.
rabblerouser__ wrote:
Can anyone share more details on the Verdant Shifter?

It lets you branch out.


Can we get a more detailed idea of the Rageshifter? :)

Silver Crusade

Verzen wrote:
Does anyone know what the wilding (???) style does exactly? It increases unarmed strike damage but I am curious by how much and how hard it is to get

I don't want to get too number specific because I think that's against the spirit of the discussion, but as far as qualifying, the chain requires another new feat simply called "Wilding" as well as Improved Unarmed Attack. Wilding gives you wild empathy and other nature-y benefits. The Wilding Strike chain also has BAB requirements.

Sczarni

1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
rabblerouser__ wrote:
Can anyone share more details on the Verdant Shifter?

Eh, it leaves a bit to be desired. ;)

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Is the BAB requirement difficult for a 3/4 BAB to use?


I've got a boon that references the herbs on pages 152-155. Anything especially interesting there?


Verzen wrote:
Is the BAB requirement difficult for a 3/4 BAB to use?

Aren't BaB prerequisites always a little difficult for a 3/4 BaB?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Not always. ;)


Well I got to see a copy... Sigh... Any questions that need answering?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Graystone. How viable is the terrakineticist? Do you think it's a competitive option?


Could I get the details on the Ice Chemist Archetype, also a brief description of the Alchemist Discoveries in the book?


arrow champion and/or wild-strider swashbuckler? (yes i know, i have a unhealthy addiction to the class)


Verzen wrote:
Graystone. How viable is the terrakineticist? Do you think it's a competitive option?

You are forced to change elements based on what terrain you are. It seems too unreliable to be competitive.


terrakineticist: Interesting archetype. How useful/competitive it's is going to depend on how well you and your DM can agree on what terrain you're in. I think the cornerstone of the class is going to be clever use of different terrains to turn your class to your advantage. This is going to require on the fly rulings on locations though. If you're just stuck with a single terrain/adventure it isn;t going to be exciting. So awesome to meh... It's cool you keep your burn spent on defenses though when the swap to a new element.

Ice Chemist: Ice bombs, can pick up fire type bombs but not all fire add on Ice Chemist, built in resist cold and endure cold, free frost bomb discovery.

Bitter pill: you make things that bite you ill.
grounding goo: bomb mess up fly skill.
Pheromones: bonuses on Cha skills.
Solid soil: prevent things from moving through affected earth.
Thorny bomb: piercing damage.
volumizer: purifies and multiplies water.


graystone wrote:
Well I got to see a copy... Sigh... Any questions that need answering?

What are the new options for plant and vermin companions?


arrow champion: Pretty much adds a bow to swashbuckler. Parry/riposte works with ranged, precise adds to bows [1/4th level], ranged feint, ranged attacks added to most deeds.

wild-strider: stealth added to derring do, move in difficult terrain, and ignore miss chances.


graystone wrote:
Well I got to see a copy... Sigh... Any questions that need answering?

Is it really that bad? I’m still crossing my fingers that there’s some place for the Shifter.

Mind, if we get a dragon-themed archetype soon, with a breath weapon that you can actually use as a half-viable primary combat option (before level 20), I will forgive all the shortcomings of the class.

Silver Crusade

Verzen wrote:
Is the BAB requirement difficult for a 3/4 BAB to use?

It's a bit rough for a 3/4 and they won't be able to take Greater Wilding Strike at all.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

What is the Rageshifter like?


I'd greatly appreciate any additional info on the rogue archetypes as well as the warpriest archetype and blessings.

As far as the feats go, is there anything that gives you DR? because reliable DR is one of those things that is really hard for PCs to get, despite there being options to improve your DR (which as said almost nobody has).


graystone wrote:

arrow champion: Pretty much adds a bow to swashbuckler. Parry/riposte works with ranged, precise adds to bows [1/4th level], ranged feint, ranged attacks added to most deeds.

wild-strider: stealth added to derring do, move in difficult terrain, and ignore miss chances.

thank you! that's pretty cool, i'm a little disappointed on the 1/4th lv to dmage on bows, but being able to switch between sword and bow and still having all of your deeds working makes up for it big time!

also how does the bow parry work? does a foe have to make a range attack against you in order to parry with a bow?


1 person marked this as a favorite.

plant and vermin companions?

A pile of those.
corpse eater fungus, creeping puffball, gulper plant, hunting cactus, rash creeper, slithering sundew, snapping flytrap, sniper cactus [RANGED companion!!!].

Assassin bug, caterpillar, cockroach, dragonfly, eurypterid, locust, mantis shrimp, mosquito, solifungid, we tyrant spider, termite, whiptail centipede.


Pathfinder Lost Omens, Rulebook Subscriber
graystone wrote:
Well I got to see a copy... Sigh... Any questions that need answering?

What are the brawler options like


3 people marked this as a favorite.
Dαedαlus wrote:
Is it really that bad?

A LOT of it isn't what I want. Massive reprints and the shifter is a lot like what I thought it would be [and not in a good way]. There are some gems in here but it takes some looking. I'm going to give it some time and look it over again so maybe it'll look better then.

What is the Rageshifter like?: well... It has everything you all loved in the Vigilante Brute... but MORE!!! :P You can blow up your own armor/clothes by growing and raging: slams that bypass some hardness, Nat ac, dr, hulk jumps, ignore difficult terrain. It might be ok if it didn't take a full round action to start and only lasts level rounds per day and everything is tied to it. Also, if you fail a will save at the end, you get confused and stay in rage... No thanks.

As far as the feats go, is there anything that gives you DR?: I don't remember any and glancing over it doesn't show any.

What are the brawler options like?
Feral striker: trade martial flexibility for animal aspects.
Living avalanche: overrun/bullrush focus with free 'improved' feats with extra when using those maneuvers. Toss in DR/adamantine for fun.
Turfer: gain favored terrains/terrain mastery.
Venom fist: trade unarmed strike/close weapon mastery/knockout for an unarmed strike 1 size smaller than normal that's poisoned.
Verdant grappler: grow vines to tie up foes you pin, later adding thorns to vines. Gain bonuses on things plant are immune to.

Shadow Lodge

filgaiasguardian wrote:
doc the grey wrote:

K so question about the shifter: When you use your claws damage to replace a natural attack while wild shaped, do you use your initial size to calculate the claw damage or the size of your new form?

Like, if a gnome lizard shifter is 11th and changes and uses her claws damage on her attacks are they treated as small claws (from base form) or large (from lizard form)?

You use the normal damage of the form or your normal claw damage, whichever is greater. In this specific case, the lizard form does not have claws, but a bite and tail attack. A small gnome's claws do less damage than the normal bite attack for the lizard and the same damage as the tail attack so you would just use the lizard's normal damage, but they do gain the benefit of ignoring DR cold iron and silver.

But your size has changed. Doesn't the claws ability alter to follow those rules? By that logic, wouldn't turning into something like a rat or a falcon as a medium shifter automatic bump your damage from level one and you'd never use the base damage at all?


3 people marked this as a favorite.
Corbynsonn wrote:
If it's not too strenuous can somebody let me know what archetypes/talents the Rogue has been given?

Rogue archetypes:

- Desert raider: lose trapfinding, trap sense, and one talent; gain immunity to dazzled, the ability to hide in plain sight in bright light as a -5 penalty (but not against creatures immune to blinded/dazzled), and a Perception bonus to avoid being surprised. Extremely useful with the right party composition (e.g. a caster with lots of light spells), but ONLY with the right party composition, unless all your adventuring happens at high noon.

- River rat: lose trapfinding and trap sense; gain a bonus on Swim checks, ignore difficult terrain caused by "light undergrowth and shallow bogs", and gain a bonus on saves vs disease and poison. Incredibly campaign-dependent. How many people actually run campaigns in a swamp? How often does disease actually matter beyond one encounter at a time?

- Sly saboteur: Lose trap sense, uncanny dodge, and improved uncanny dodge; gain increasing amount of normal movements in difficult terrain (including 5-foot steps), and the ability to rig mundane devices to fail and deal sneak attack damage, and to rig magic items to fail as extremely complex mundane devices and deal untyped magic sneak attack damage. The difficult terrain part is handy, but the rest seems overcomplicated and useless, since you're basically rigging up traps that aren't even as good as normal (borderline useless) traps.

- Sylvan trickster: Lose trapfinding, uncanny dodge, and improved uncanny dodge; gain wild empathy, the ability to pick witch hexes instead of rogue talents (including major hexes eventually!), resist nature's lure, and DR/cold iron. Seems extremely good to me, nearly on the level of a must-have unless you're in a game where trapfinding is actually important, especially since the witch hexes in the same book include one that's a Fort save or all special sight senses are disabled for 1 minute (darkvision, see in darkness, etc), and since the Animal Skin major hex (beast shape II at will) is huge amounts of utility for a rogue at high levels.

Shadow Lodge

graystone wrote:

plant and vermin companions?

A pile of those.
corpse eater fungus, creeping puffball, gulper plant, hunting cactus, rash creeper, slithering sundew, snapping flytrap, sniper cactus [RANGED companion!!!].

Assassin bug, caterpillar, cockroach, dragonfly, eurypterid, locust, mantis shrimp, mosquito, solifungid, we tyrant spider, termite, whiptail centipede.

Woot! Finally! My plans for a dhampir hunter with a cockroach companion are coming to fruition!

But s@&~! No Giant Flea stats?


How are the Paladin archetypes?

Silver Crusade

doc the grey wrote:
But your size has changed. Doesn't the claws ability alter to follow those rules? By that logic, wouldn't turning into something like a rat or a falcon as a medium shifter automatic bump your damage from level one and you'd never use the base damage at all?

That is correct. If you turn into a mouse, you get a single bite attack based on your natural form's claw damage, but you'd be Tiny with no reach. However the form eventually can enter squares without provoking attacks, so maybe you could do some kind of crazy mouse version of the Songbird of Doom.


Dαedαlus wrote:
graystone wrote:
Well I got to see a copy... Sigh... Any questions that need answering?

Is it really that bad? I’m still crossing my fingers that there’s some place for the Shifter.

Mind, if we get a dragon-themed archetype soon, with a breath weapon that you can actually use as a half-viable primary combat option (before level 20), I will forgive all the shortcomings of the class.

If it was at will and scaled with level maybe. Using Draconic Aspects you can change day to day to alter the breath weapon(line, cone, sleep, damage, etc).


doc the grey wrote:
No Giant Flea stats?

That's a familiar already.

Giant Flea

If cockroach is the one you like, I can expand a bit. Small, with climb and fly speeds, bite, dark vision, hold breathe, light sensitivity and tremorsense and Endurance [and a high Con of course].

How are the Paladin archetypes?: To be honest, I skipped rght over them as I don't play them. Lets see...

forest preserver: favored terrain, woodland stride, add some druid spells, fireproof aura, sacred grove, aura of preservation. Trade out auras, channel and divine health.
Hunting paladin: Hunt instead of smite [bonuses to track down], Detect evil [longer cast and detect evil tracks], add 1 ranger spell/level, tireless aura.
Wilderness warden: Less smite, trade divine grace for 3 energy resistances and CMD bonus for min/day, aura of comfort, add a druid spell per day, aura of purity, natural shield [grant allies energy resistances and bonus to CMD]. Interesting thing, natural shield takes 2 uses of the base ability to you but the base ability can ONLY be used 1/day.

1,601 to 1,650 of 3,560 << first < prev | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Roleplaying Game: Ultimate Wilderness All Messageboards

Want to post a reply? Sign in.