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

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

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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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Roadie wrote:
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...

What about the Fae Prankster archetype?


psychie wrote:
What about the Fae Prankster archetype?

You sure you got that name right? I don't see it. You sure you aren't thinking Sylvan trickster?


graystone wrote:
psychie wrote:
What about the Fae Prankster archetype?
You sure you got that name right? I don't see it. You sure you aren't thinking Sylvan trickster?

Somebody mentioned it earlier. Might be in the race section? The table of contents had pretty long racial sections, and leshy at least got some archetypes mentioned.


Someone a few pages back (I forget who) listed the rogue archetypes by title and said that there were five of them, the first one on that list was fae prankster, and the last one was the sylvan trickster. Of course if they were answering from memory or something they could have made an error, but it was definitely mentioned.

Silver Crusade

Pathfinder Rulebook Subscriber
psychie wrote:
Someone a few pages back (I forget who) listed the rogue archetypes by title and said that there were five of them, the first one on that list was fae prankster, and the last one was the sylvan trickster. Of course if they were answering from memory or something they could have made an error, but it was definitely mentioned.

Yeah, it was me. Sorry, the Fey Prankster is under the Gathlian race. It says it's only taken by that race, but possible for others with GM permission. Anyway, they specialize in dirty tricks, using plants to play tricks and doing some silliness with swapping the appearance of similar objects or even creatures.


filgaiasguardian wrote:
Bladelock wrote:
Anyone know what about the rogue archetype? Talents?
There are 5 Rogue archetypes: Fey Prankster, Desert Raider, River Rat, Sly Saboteur, and Sylvan Trickster. I did not see any new talents.

found it

and ninja'd!


That sounds really cool!

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber
graystone wrote:
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].

Nah, I mean the Mammoth Flea, the one that's medium sized and that a small character could ride. I'm wanting to build some goblin cavaliers...

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber
filgaiasguardian wrote:
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.

But is the damage from the claw attack based on your shifter's original size or the size of the mouse? The damage of the claw attacks is size dependent I assume, so the question becomes is it always set by the size of the PCs race when you create the character or is it sized by the current size of the PC?

If it's the former, then when the hell would a small character ever use it save when he's like a mouse and how does that work with things like enlarge person?

If it's the latter how does it scale at large sizes and doesn't that mean that with some aspects and size combos like mouse and medium PCs you'll never use their base damage?


I have a question does it always have to be a claw attack? like can I turn into a dinosaur and get a bite instead?


doc the grey wrote:
I'm wanting to build some goblin cavaliers...

Undersized mount allows you to ride a Giant flea.


Vidmaster7 wrote:
I have a question does it always have to be a claw attack? like can I turn into a dinosaur and get a bite instead?

You can pick up to two attacks the form has IF the form doesn't already have claws.

Silver Crusade

Pathfinder Rulebook Subscriber
doc the grey wrote:
filgaiasguardian wrote:

But is the damage from the claw attack based on your shifter's original size or the size of the mouse? The damage of the claw attacks is size dependent I assume, so the question becomes is it always set by the size of the PCs race when you create the character or is it sized by the current size of the PC?

If it's the former, then when the hell would a small character ever use it save when he's like a mouse and how does that work with things like enlarge person?

If it's the latter how does it scale at large sizes and doesn't that mean that with some aspects and size combos like mouse and medium PCs you'll never use their base damage?

I suppose you could argue either way. RAW it doesn't say you adjust for size when swapping the damage so my inclination is to say it's based on your natural un-altered form. If that is the case, then yes, some animals will always replace them like mouse and hawk. But if it's based on your adjusted size, then from level 7+ it will Always use the adjusted claws cause the option is average claw for the size or average claw for the size increased by x die sizes depending on level of shifter. For things like enlarge person, it's only gonna effect your natural form because you can't have your size altered by spells when under a polymorph effect. In that case I'd say your claw damage would be adjusted for size as that's what the description of enlarge person says it does.


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Ok everyone, I'm not going to have direct access to the Wilderness much longer so last chance for a 100% correct reply. That said, I've taken plenty of notes so if you think of something later, ask away: I just might not have an answer. ;)

Secondly, I noticed 2 interesting archetypes in the monk section.
#1 Menhir guardian. It's interesting for 2 reasons. First, alignment is LN, NG, NE, N: a big plus for me. Secondly, it alters flurry to include shifters claws [not the exciting part] and a selection of druid type weapons. The winner is the sling, meaning a halfling monk can flurry with a sling at 1st level!!! It also doesn't mention rapid shot and other feats so they can be mixed in with flurry!

#2 Water Dancer: Cha based and gets Kineticist blast [water element] replacing flurry. Also gets to double dip Cha to AC, wild talents and some other nifty things.

Honestly, both are crying out for halflings to play them ;)


I'd appreciate a brief overview of the new warpriest archetype and blessings. Thanks!


psychie wrote:
I'd appreciate a brief overview of the new warpriest archetype and blessings. Thanks!

Disaster blessings: granted by evil gods or those with disaster in their portfolio.

earthquake: CMD bonus/weapon knocks people prone
flood: hold breathe/bullrush wave
tornado: dazzle target/whirlwind around you
wildfire +10 move + Ac vs AoO/movement creates wall of fire

I didn't see a warpriest archetype, but maybe I'm missing it [I'm quite tired ATM]. If you have a name, I'll search for it.

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber

I've got my eye on that water dancer for my naiad. Thoughts?


I believe it was the feral champion, or something like that. It was in the other class options section, presumably next to the blessings.


psychie wrote:
I believe it was the feral champion, or something like that. It was in the other class options section, presumably next to the blessings.

WOW, I'm out of it. I looked past that archetype about 8 times before I saw it [it's tiny].

Get animal blessing only
get claws for sacred weapons
replace sacred armor for wildshape.

Kalindlara wrote:
I've got my eye on that water dancer for my naiad. Thoughts?

Don't know the stats on a naiad, but the archetype is one I like. The thing to remember on it is NO gather energy/Elemental Overflow: not a big deal for me as I HATE burn but burn-a-holics might hate it. I think going water blast might be a little difficult from a hit POV but cold should work well.

PS: I have to say I'm disappointed that, as usual, unchained doesn't exist except for summoners in new books... :P


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Thank you everyone for answering our questions.


have anyone asked about the cavalier archetype that is better against larger enemies.

is it good for tiny creatures?


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Would anyone be so kind as to outline the Occultist options?


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I personally wasn't thrilled at what I saw with the Shifter. It feels...lacking. Is that just me? I don't know what it's niche is and it feels a bit underpowered I guess. I'll have to see it in action I guess.


Could we get a few details on the barbarian archetypes?

Edit: Pretty please!

Sczarni

Pathfinder Rulebook Subscriber

Question. I heard that eldritch heritage feat allows you to gain a wild blooded bloodline if you take a specific feat in UW. Can you expand on that?


graystone wrote:
#2 Water Dancer: Cha based and gets Kineticist blast [water element] replacing flurry. Also gets to double dip Cha to AC, wild talents and some other nifty things.

Double dip charisma to AC? How? It's usually not the case that you can add an attribute bonus to any one value twice. Can't think of any...

If you could please explain. Thanks. :)


So many things sound like what I'd love to play from this book.

List of animal forms you can take?

Also are there vigilante archetypes and any new animal companions?

Also what's there for fighters and hunters?

Sorry for all the questions.


Don't know if I missed this, but any Slayer stuff?


Roadie wrote:
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...

Thanks Roadie. Sly Saboteur and Sylvan trickster both look like they could be interesting.

However it would be good if Paizo put out some Archetypes that didn't lose Trapfinding/trap sense. As it is there are very few rogue archetypes that can be combined. Since virtually all my rogues take the Swashbuckler archetype, I'm missing out on a lot of fun.


That Sean fellow wrote:

So many things sound like what I'd love to play from this book.

List of animal forms you can take?

Also are there vigilante archetypes and any new animal companions?

Also what's there for fighters and hunters?

Sorry for all the questions.

You can search the thread for some of these.

Spoiler:
Animal forms are the Hunter aspects, plus lizard, wolverine, and that raptor-like dinosaur whose name I always forget but is popular with Druids.

For the vigilante archetype, "Divine spellcasting with a witch patron. They get Wild Shape into a single animal per beast shape I. Very neat for a nature vigilante, I think."

I think Hunter had an archetype for plant companions.

Dunno if Fighter was mentioned or not.


QuidEst wrote:
That Sean fellow wrote:

So many things sound like what I'd love to play from this book.

List of animal forms you can take?

Also are there vigilante archetypes and any new animal companions?

Also what's there for fighters and hunters?

Sorry for all the questions.

You can search the thread for some of these.

** spoiler omitted **

Thanks! Sounds like a lot of flavourful options. Pretty sure once the 15th rolls around, the next Pbp games I play will all be characters from this book.


Much appreciated Roadie. If I could I'd like to follow that up with any details on what Rangers have got archetype/combat style ways?

Shadow Lodge

graystone wrote:

Don't know the stats on a naiad, but the archetype is one I like. The thing to remember on it is NO gather energy/Elemental Overflow: not a big deal for me as I HATE burn but burn-a-holics might hate it. I think going water blast might be a little difficult from a hit POV but cold should work well.

PS: I have to say I'm disappointed that, as usual, unchained doesn't exist except for summoners in new books... :P

So it's a chained monk archetype that has some features of the Kineticist except the two most important parts? Well... Can't be worse than Elemental Ascetic, right? Does it get Water's defense?


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Back home so working off notes now. ;)

cavernshark wrote:
Would anyone be so kind as to outline the Occultist options?

Geomancer: current terrain is one of your implements, gain various terrain benefits.

Naturalist: gain a few druid-type SLA, inspiration like focus.
Occult Historian: read past of a ruin, trap sense, melee attack that causes erosion.
Barachiel Shina wrote:
I personally wasn't thrilled at what I saw with the Shifter. It feels...lacking.

Not just you.

Alex Mack wrote:
Could we get a few details on the barbarian archetypes?

There where barbarian archetypes?

Verzen wrote:
Question. I heard that eldritch heritage feat allows you to gain a wild blooded bloodline if you take a specific feat in UW. Can you expand on that?

Exotic Heritage: bonus in skill, counts as skill focus for eldritch heritage and you can pretend you have the archetype for it.

Lemartes wrote:
Double dip charisma to AC? How? It's usually not the case that you can add an attribute bonus to any one value twice. Can't think of any...

Base it adds cha like the normal monk adds Wis. Additionally, it has a duelist type ability that adds cha bonus/level as a dodge bonus.

That Sean fellow wrote:
List of animal forms you can take?

Shifter? Bat, bear, bull, deinonychus, falcon, frog, lizard, monkey, mouse, owl, snake, stag, wolf, wolverine.

That Sean fellow wrote:
Also are there vigilante archetypes and any new animal companions?

Avenging beast Vigilante: Wears animal mask, hunter spells + witch patron, wild shape.

Animal companions: a pile of those. I didn't make a list of them but a few I recall are porcupine, saber-tooth, skunk, panda, hammerhead shark, mole, 'tazmanian' devil and lion, grizzly, chimp, giant squid, capybara, spitting cobra and zebra. I think there was about 30 'normal' animals in total.

That Sean fellow wrote:

Also what's there for fighters and hunters?

Sorry for all the questions.

Fighter:

Skirmisher: wilderness skills, terrain bonuses to favored terrain, avoid hazards, bonuses in light armor.
Tribal: uses unarmed strike/tribal weapons/druid only, specific weapon feats work for all weapons, count fighter level as skill ranks for feat prerequisites.
Viking: Faster intimidate, bonuses to shields, rage and rage powers.

Hunter:
Chameleon adept: companion alters self, bonuses on skills, polymorph into your pet
Forester: no pet and acts like he has a dead one, favored terrain, bonus feats, tactician, evasion, camouflage, breathe of life
Patient ambusher: trapfinding and trap use
Plant Master: plant aspects/companion/wild empathy/ect and plants don't attack you.
Scarab Stalker: desert animal focuses and desert walking.
treestrider: Climb, bonuses in trees, unarmed strike feat.

PS: No problem. If I didn't want people to ask, I wouldn't have offered. ;)

Mbertorch wrote:
Don't know if I missed this, but any Slayer stuff?

Talents:

Sticks and stones: catch offguard
sunlight strike: dazzling
Sure footing: bonuses to balance
Toxin training: bonuses to 1 poison.
Archetypes:
Avalancher: Bonuses to throw yourself off a cliff to attack someone... No really....
Dune rider: bonuses in mountains, hills and deserts, mounted combat bonuses.


Dragonborn3 wrote:
Does it get Water's defense?

LOL No, they didn't give it THREE ways to buff AC, only two. It should be ok adding 3 stats worth of bonuses to AC.

As to the rest, I'm happy to see them go. I loathe burn and without overflow there is no longer ANY reason to deal with it. Two thumbs up from my POV.

Shadow Lodge

So no Flurry, No Defense, no sorely needed Accuracy/Damage boosts... What's the benefit over taking a level of Scaled Fist and going full Kineticist after?

Anytime I see something from this book that might interest me it just flops. :(


cavalier archetype that that is better vs larger creatures.

Is it large or larger or is it larger than the cavilier so a small creature is better vs medium ones as well.


Dragonborn3 wrote:
So no Flurry

It's got a big blast at range... What does it need flurry for?

Dragonborn3 wrote:
No Defense

It has 2 and you want 3?

Dragonborn3 wrote:
no sorely needed Accuracy/Damage boosts

A single ranged touch attack doesn't NEED any accuracy boosts. Damage is variable depending on your game. 0-13.5 extra damage isn't going to kill any builds.

Dragonborn3 wrote:
What's the benefit over taking a level of Scaled Fist and going full Kineticist after?

Not needing Str? As a ranged energy build, you became less MAD. If you need to hit in melee, take a feat to use Cha to hit and damage with starknives. You also end up with a better AC, better touch AC and all without burn.

You get a ranged energy attack, monk/Kineticist abilities, great AC/saves, less MAD, improved unarmed for style feats... For me, this is one of the gems of the book.

Shadow Lodge

graystone wrote:
It has 2 and you want 3?

It doesn't need three, but the stacking Charisma is probably going to get hurt anyway. Plus, being able to give yourself an Armor Bonus or a Shield Bonus is amazing and saves the poor monk quite a bit of gold.

graystone wrote:
A single ranged touch attack doesn't NEED any accuracy boosts. Damage is variable depending on your game. 0-13.5 extra damage isn't going to kill any builds.

That's only if you choose cold damage, which has to deal with SR and Energy resistance.

graystone wrote:
Not needing Str? As a ranged energy build, you became less MAD. If you need to hit in melee, take a feat to use Cha to hit and damage with starknives. You also end up with a better AC, better touch AC and all without burn.

You don't need strength anyway if you aren't doing anything but Blasting, right? And not everyone with this archetype is going to Worship the same deity.

graystone wrote:
You get a ranged energy attack, monk/Kineticist abilities, great AC/saves, less MAD, improved unarmed for style feats... For me, this is one of the gems of the book.

So it sounds like it is a Scaled Fist/Kineticist... with slightly higher saves, no physical ability buffs that help with MAD, and no built in fortification.


May we get some basic information on what witches get in this book? I think someone mentioned a shapeshifting/beast form hex, for one; just how long does the latter last when used?


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Just saw a copy of this, and I feel... not great. I enjoy some of the archetypes, and a few feats are neat, but the Shifter (the main reason I was planning on picking up the book) seems lackluster. While not TERRIBLE in the same way Kineticist without 3pp is, a class that has one niche and is outdone in that niche by many other options never fails to make me sad. You can literally be a better shapeshifter by being a Druid or Beastmorph, and you can even outdo a Shifter by being a Hunter and blowing your pet's brains out.

Once again, not the worst class that's been crapped out in an official Paizo publication, but quite dissapointing to me. Even the cool ooze archetype falls victim to poor word choices that make it almost unplayable in some campaigns.


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Eric Hinkle wrote:
May we get some basic information on what witches get in this book? I think someone mentioned a shapeshifting/beast form hex, for one; just how long does the latter last when used?

Don't know if there was one mentioned from this book but there is this major hex.

Animal Skin (Blood of the Moon pg. 15 ): The witch can become any animal of a size from Tiny to Large whose skin she wears. This ability is similar to beast shape II, except she takes on the appearance of the specific individual from which the skin came.

http://www.archivesofnethys.com/WitchHexes.aspx


Thanks for the info!

I can already see myself building a vigilante from that archetype and also something where I get a Sabre-Tooth tiger. Can't wait!


Thanks for the Slayer info!


So, I highly doubt this was intentional, but are most of oozemorph's abilities meant to be Ex?

The problem comes in when you dip 1 level and become an ex-shifter, you lose Fluidic Body (so no alterself, and you no longer count as an ooze but can wear and use equipment normally) but keep Compression, Morphic Weaponry and (if you dip 2 levels) keeps the DR/slashing.

also at lvl 15, it says giant shape instead of giant form


graystone wrote:


Alex Mack wrote:
Could we get a few details on the barbarian archetypes?

There where barbarian archetypes?

It says so in the book description...


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Dragonborn3: We'll have to agree to disagree. Myself, I'm MORE likely to play this than a Kineticist.

Eric Hinkle wrote:
May we get some basic information on what witches get in this book? I think someone mentioned a shapeshifting/beast form hex, for one; just how long does the latter last when used?

Hexes:

City Sight: remove special visions from target
Enemy ground: penalties for moving in difficult terrain
No place like home: inflict homesickness
Summerheat: inflict heat stroke type damage

Patrons: 1 for each season

Archetypes"
Flood witch: Evil witch, focus on drowning targets and water in general
herb witch: made herbal remedies.
Season witch; Pick season patron and get extra benefits.


I searched the thread, but didn't see anything about cultivating magical plants. Can anyone share anything?

Edit: Also, how's the First World section?


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Maybe I missed it but what does the Green Knight get? Can they actually survive decapitation?


graystone wrote:
lots of good info

I have been waiting for a Hunter Archetype like Forester...Sweet!

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