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

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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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Rysky wrote:
YES

I wish I had your faith... For me, it looks like the same kind of awful shoved into a different package. :P

Silver Crusade

It's highly more manageable than the Brute, especially since it's a Confusion effect they have to worry about after they run out of rage rounds. It's more akin to the Wild Rager.


Rysky wrote:
It's highly more manageable than the Brute, especially since it's a Confusion effect they have to worry about after they run out of rage rounds. It's more akin to the Wild Rager.

Well, I don't see the 'size' bonus to stats so it's just rage and large all for the low, low cost of having to be naked [CLOTHING and armor broken] to fight... And other equipment doesn't change. At best, it either has NO AC or spends rage rounds gearing up.

A base barbarian with a wand of enlarge person to hand off to a friend is FAR superior to the archetype...

Silver Crusade

graystone wrote:
Rysky wrote:
It's highly more manageable than the Brute, especially since it's a Confusion effect they have to worry about after they run out of rage rounds. It's more akin to the Wild Rager.

Well, I don't see the 'size' bonus to stats so it's just rage and large all for the low, low cost of having to be naked [CLOTHING and armor broken] to fight... And other equipment doesn't change. At best, it either has NO AC or spends rage rounds gearing up.

A base barbarian with a wand of enlarge person to hand off to a friend is FAR superior to the archetype...

You can buy larger weapons to carry around, that's not that much of an issue.

And with the penalty to AC from rage and size and reduced Dexterity I'm not all that concerned with AC.


I assume it's meant to be stronger, with the rounds per level duration and full round activation, you really need a powerful ability to make up for it. If it's just an enlarge person effect grabbing a level wizard on your barbarian to cast enlarge person would probably be a stronger choice then going rageshaper.


WatersLethe wrote:
nighttree wrote:

So question if I may....so say I want my Shifter to be similar to a Manticore.....as written....can I have a lions body, wings, and some kind of tail attack ?

No. The combining of different aspects refers only to the minor aspect which is basically a fairly weak minute per level buff.

hmmmm....my expectations have been WAY off then. The whole Owlbear analogy had me thinking you could shift to create chimeric forms...

This drops my interest level significantly.....


Rysky wrote:

You can buy larger weapons to carry around, that's not that much of an issue.

And with the penalty to AC from rage and size and reduced Dexterity I'm not all that concerned with AC.

Yeah, like I said "the same kind of awful shoved into a different package". You already have to take a round to start up the form/rage then you need actions to get weapons out [or take penalties for using oversized weapons in 'normal' form. Then add that you grant free AoO for taking your big form [full round action]. The big form does give some nice abilities but the most damning thing is that none work without rage: since it's tied to a will save to end, ALL his round could vanish in 1 encounter and then he effectively loses them all for the day.


2 people marked this as a favorite.
nighttree wrote:
WatersLethe wrote:
nighttree wrote:

So question if I may....so say I want my Shifter to be similar to a Manticore.....as written....can I have a lions body, wings, and some kind of tail attack ?

No. The combining of different aspects refers only to the minor aspect which is basically a fairly weak minute per level buff.

hmmmm....my expectations have been WAY off then. The whole Owlbear analogy had me thinking you could shift to create chimeric forms...

This drops my interest level significantly.....

I feel exactly the same way, either we're missing something major here, or there has been some error during editing. The last wouldn't surprise me, seeing as shifter's edge was already said to have been misprinted and from what I've seen at the hunter's archetypes. Forester trading in animal companion for a favored terrain starting at level 5, or the treestrider that must, as a free action, select an ape.


Brawldennis wrote:
I assume it's meant to be stronger, with the rounds per level duration and full round activation, you really need a powerful ability to make up for it. If it's just an enlarge person effect grabbing a level wizard on your barbarian to cast enlarge person would probably be a stronger choice then going rageshaper.

The chart The Fool used was the monster advancement chart. We've been told, in the mauler FAQ/thread, that it's ONLY for monster advancement and not spells or effects. If it's meant to get extra physical stats, it was done incorrectly.

Silver Crusade

graystone wrote:
Rysky wrote:

You can buy larger weapons to carry around, that's not that much of an issue.

And with the penalty to AC from rage and size and reduced Dexterity I'm not all that concerned with AC.

Yeah, like I said "the same kind of awful shoved into a different package". You already have to take a round to start up the form/rage then you need actions to get weapons out [or take penalties for using oversized weapons in 'normal' form. Then add that you grant free AoO for taking your big form [full round action]. The big form does give some nice abilities but the most damning thing is that none work without rage: since it's tied to a will save to end, ALL his round could vanish in 1 encounter and then he effectively loses them all for the day.

Uh, you can be holding the weapon before you transform, nothing says you need your hands free.


Rysky wrote:
graystone wrote:
Rysky wrote:

You can buy larger weapons to carry around, that's not that much of an issue.

And with the penalty to AC from rage and size and reduced Dexterity I'm not all that concerned with AC.

Yeah, like I said "the same kind of awful shoved into a different package". You already have to take a round to start up the form/rage then you need actions to get weapons out [or take penalties for using oversized weapons in 'normal' form. Then add that you grant free AoO for taking your big form [full round action]. The big form does give some nice abilities but the most damning thing is that none work without rage: since it's tied to a will save to end, ALL his round could vanish in 1 encounter and then he effectively loses them all for the day.
Uh, you can be holding the weapon before you transform, nothing says you need your hands free.

That doesn't really help if you run into an encounter now does it? You either have the oversized item in hand and take minuses[or be unable to use it] until you have to rage or you pull one out. Either way it's an issue. The only way it 'works' is if you know an encounter is going to happen before it happens.

As I explained, you HAVE to treat each activation as is it's your one and only use, so you aren't going to use rage on minor encounters and even if you wanted to, it might be over before you can do anything [full round action].


5 people marked this as a favorite.

After looking at it, I feel the guys who were clamoring for an open playtest might have had a point. The Shifter, in both mechanics and formatting, looks like it came straight out of a playtest document. It feels incomplete.

Silver Crusade

graystone wrote:
Rysky wrote:
graystone wrote:
Rysky wrote:

You can buy larger weapons to carry around, that's not that much of an issue.

And with the penalty to AC from rage and size and reduced Dexterity I'm not all that concerned with AC.

Yeah, like I said "the same kind of awful shoved into a different package". You already have to take a round to start up the form/rage then you need actions to get weapons out [or take penalties for using oversized weapons in 'normal' form. Then add that you grant free AoO for taking your big form [full round action]. The big form does give some nice abilities but the most damning thing is that none work without rage: since it's tied to a will save to end, ALL his round could vanish in 1 encounter and then he effectively loses them all for the day.
Uh, you can be holding the weapon before you transform, nothing says you need your hands free.

That doesn't really help if you run into an encounter now does it? You either have the oversized item in hand and take minuses[or be unable to use it] until you have to rage or you pull one out. Either way it's an issue. The only way it 'works' is if you know an encounter is going to happen before it happens.

As I explained, you HAVE to treat each activation as is it's your one and only use, so you aren't going to use rage on minor encounters and even if you wanted to, it might be over before you can do anything [full round action].

If you're out about in the wilds or a dungeon and there's a chance of enemies appearing, again just carry the weapon, or two, one normal and one large and drop the one you're not gonna use.

As for not helping if you run into an encounter, uh, that's how most encounters tend to work unless you're storming a place.


graystone wrote:
Rysky wrote:
graystone wrote:
Rysky wrote:

You can buy larger weapons to carry around, that's not that much of an issue.

And with the penalty to AC from rage and size and reduced Dexterity I'm not all that concerned with AC.

Yeah, like I said "the same kind of awful shoved into a different package". You already have to take a round to start up the form/rage then you need actions to get weapons out [or take penalties for using oversized weapons in 'normal' form. Then add that you grant free AoO for taking your big form [full round action]. The big form does give some nice abilities but the most damning thing is that none work without rage: since it's tied to a will save to end, ALL his round could vanish in 1 encounter and then he effectively loses them all for the day.
Uh, you can be holding the weapon before you transform, nothing says you need your hands free.
That doesn't really help if you run into an encounter now does it? You either have the oversized item in hand and take minuses[or be unable to use it] until you have to rage or you pull one out. Either way it's an issue. The only way it 'works' is if you know an encounter is going to happen before it happens.

Would Resizing help with this problem?

Silver Crusade

1 person marked this as a favorite.
Gisher wrote:
graystone wrote:
Rysky wrote:
graystone wrote:
Rysky wrote:

You can buy larger weapons to carry around, that's not that much of an issue.

And with the penalty to AC from rage and size and reduced Dexterity I'm not all that concerned with AC.

Yeah, like I said "the same kind of awful shoved into a different package". You already have to take a round to start up the form/rage then you need actions to get weapons out [or take penalties for using oversized weapons in 'normal' form. Then add that you grant free AoO for taking your big form [full round action]. The big form does give some nice abilities but the most damning thing is that none work without rage: since it's tied to a will save to end, ALL his round could vanish in 1 encounter and then he effectively loses them all for the day.
Uh, you can be holding the weapon before you transform, nothing says you need your hands free.
That doesn't really help if you run into an encounter now does it? You either have the oversized item in hand and take minuses[or be unable to use it] until you have to rage or you pull one out. Either way it's an issue. The only way it 'works' is if you know an encounter is going to happen before it happens.
Would Resizing help with this problem?

Pretty much.


Pathfinder Lost Omens, Rulebook Subscriber

I'm interested in more details about the Arrow Champion. What does it get at level 1? If it somehow gets finesse and an archery feat at first level I'll likely be using it to dip for Shifter switch hitting.


5 people marked this as a favorite.

All right, here we go, some of the stuff that I liked!

Spoiler:
I'll say it. Shifter. It's got full BAB and a d10 for murder. And, as discussed later, it's got cool archetypes. I went in with high expectations that weren't met for the base class, but that's fine- it's still something I'd play. I'll probably do some proper comparisons later.

Playable plant races. While not personally my jam, my friend absolutely loves them, and it's great that they're now balanced enough to not be banned by all our GMs.

Some of the Barbarian rage powers, and the ability to take totem rage powers as a feat chain on non-Barbarians.

Venomfist Brawler is pretty awesome. Glad to finally be getting more Brawler archetypes!

Green Knight. Unkillable characters are fun.

Terrakineticist. There are no bad trades at all for this archetype, and it's really cool! Gotta work with the GM to figure out what exactly counts as an air environment, especially if you're depending on that flying, but you get to try out all the elements. Void isn't included by default, but it's the least likely to come up, and the archetype mentions that the GM can include it.

Water Dancer Monk. The double charisma to AC is maybe unintentional, but even if that's removed, this is a really cool archetype. I love charisma monks, and throwing kinetic blast and utility talents on that is fantastic.

Sylvan Trickster Rogue. Heck yes! Rogue with Witch hexes? Like, the full progression, including major and grand hexes? Yes, yes, yes. Plus, you get some bypassable DR, and can still take regular talents if you want.

Shifter archetypes! While I don't care much for playing elementals, I'm glad they're in there. Fiendflesh is great for evil Shifters, since it improves the so-so aspects. Oozemorph is really cool- having bundles of DR is great, and the ability to take forms and tack on extra natural attacks is pretty neat. Plus, you're an ooze!
Weretouched is an excellent addition for somebody who wants to focus on a single form, especially if it's mostly just a bite attack.

Witch season patrons! Another thing that's really nice for a friend.

Symbiosis psychic discipline! Great to finally have an easy way to pilot animals around. Love all the scaling powers, too.

Leshy Caller/Plant Eidolon! Leshies. 'Nuff said.

Arrow Champion. Nice to have a switch-hitter Swashbuckler.

Avenging Beast Vigilante. We round out our class-imitation set with a nature-focused Vigilante. Witch patron, spontaneous divine casting from Hunter, and limited Wild Shape.

Feats! Too many to list. There's the usual set that I'd ignore, but lots of very solid additions. Eidolon Mount, Exotic Heritage, the Shifter feats, the Totemic chain, and the Wilding feats all stand out.

Harvesting and salvaging rules! Very nice to have all the stuff you can do away from civilization covered for those wilderness campaigns.

Companion and Familiar archetypes! Glad to see clarifications for the familiar archetypes and a patch for tumor Protector. Lots of cool new archetypes, too!

Fey polymorph spells! The bonus for casting spells they get as SLAs is solid, useful without being overpowered.

Snowball brought in line with other spells. That one really annoyed me.

A spell that lets Witch familiars scout too.


Was tumor protector really broken? If not, I'm disappointed at the change. A game system should be allowed to have emergent traits beyond the original intent.


What percentage of the feats are teamwork?


BigNorseWolf wrote:
What percentage of the feats are teamwork?

Too many.

Silver Crusade

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Xenocrat wrote:
BigNorseWolf wrote:
What percentage of the feats are teamwork?
Too many.

By that they mean 5 out of the 80-100 or so feats in the book (I got interrupted near the end and lost count).


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Haywire build generator wrote:
Was tumor protector really broken? If not, I'm disappointed at the change. A game system should be allowed to have emergent traits beyond the original intent.

Yeah. An extra 50% health pool with fast healing 5 on it and +2 AC against melee attacks for a feat.


Just checking.


Gisher wrote:
Would Resizing help with this problem?

It might a little if I thought that the archetype could live long enough to buy it. IMO, a winning lottery ticket is more likely.

WatersLethe wrote:
I'm interested in more details about the Arrow Champion. What does it get at level 1? If it somehow gets finesse and an archery feat at first level I'll likely be using it to dip for Shifter switch hitting.

Pretty much what the base class gets at 1st. Parry/riposte altered, panache altered...


4 people marked this as a favorite.

The Totem feats made it too? Excellent. ^_^

(I'm also glad folks are loving the green knight as much as it seems!)


Pathfinder Lost Omens, Rulebook Subscriber
graystone wrote:
Gisher wrote:
Would Resizing help with this problem?

It might a little if I thought that the archetype could live long enough to buy it. IMO, a winning lottery ticket is more likely.

WatersLethe wrote:
I'm interested in more details about the Arrow Champion. What does it get at level 1? If it somehow gets finesse and an archery feat at first level I'll likely be using it to dip for Shifter switch hitting.
Pretty much what the base class gets at 1st. Parry/riposte altered, panache altered...

Thank you! Also I just remembered swashbuckler finesse requires piercing and claws are slashing and bashing.

Silver Crusade

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Isabelle Lee wrote:

The Totem feats made it too? Excellent. ^_^

(I'm also glad folks are loving the green knight as much as it seems!)

That is an awesome line of feats that’s opens up... a lot of things for me to try out.

And doesn’t love being unkillable and taking people’s heads?


Oh, and I don’t personally like Skald, but my friend who does was impressed with the design on the Bachanal archetype, and I had to agree.


QuidEst wrote:
Sylvan Trickster stuff

Quick question about that - are there any limitations as to what hexes the Sylvan Trickster can choose from? Seems like an utter gem of an archetype.

Silver Crusade

QuidEst wrote:
Oh, and I don’t personally like Skald, but my friend who does was impressed with the design on the Bachanal archetype, and I had to agree.

Oh That one’s going to be fun.

Silver Crusade

Pounce wrote:
QuidEst wrote:
Sylvan Trickster stuff
Quick question about that - are there any limitations as to what hexes the Sylvan Trickster can choose from? Seems like an utter gem of an archetype.

Nope.


1 person marked this as a favorite.
Pounce wrote:
QuidEst wrote:
Sylvan Trickster stuff
Quick question about that - are there any limitations as to what hexes the Sylvan Trickster can choose from? Seems like an utter gem of an archetype.

Nope!

Edit: Jinx! darn ninjas.


Pounce wrote:
QuidEst wrote:
Sylvan Trickster stuff
Quick question about that - are there any limitations as to what hexes the Sylvan Trickster can choose from? Seems like an utter gem of an archetype.

Nope, none! You even get the advanced ones at the same levels that Witch does. They’re still Int based, and you’re still playing with 8 skills/level base. Enjoy having a good reason to max your Int on Rogue.


Isabelle Lee wrote:

The Totem feats made it too? Excellent. ^_^

(I'm also glad folks are loving the green knight as much as it seems!)

Did you design the Green Knight?


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Others have said this, but as disappointing as the Shifter may be, some of these archetypes are freakin' sweet.

Sylvan Trickster?
Like, just incredible. Such a cool and flexible concept.

Green Knight?
Yeah, I'm impressed. Character from my favorite Arthurian Legend... uh, yes please!

Forester? A Hunter Archetype without wildshape or a pet? And more combat feats? It's like they freaking read my mind. So awesome. So, so awesome.


Has Paizo responded to the comments about the Shifter class?

I have been looking forward to the class since the notice of the book. I would hate to buy the book and be disappointed, specially if there is not a chance of addendum. *shrugs* I will probably buy it anyway. :)

Grand Lodge

PookeyW wrote:
Has Paizo responded to the comments about the Shifter class?

No, they have been backlogged since GenCon or before, and the unfortunate part of a backlog is that more issues are added as you work through it, so the Shifter is currently at the end of the log.


3 people marked this as a favorite.

Thankfully, I finally got my PDFs. And, I am going to say it: I LIKE THE SHIFTER. No, it isn't the Druid (in the running for the most OP class available!). Play the Druid if you want a Druid. The Shifter is a fun martial, IMO. A PURE martial...which is refreshing.

Still reading and enjoying this book. Sure, a few missing items of text here and there...nothing "Common Sense" can't fix.


2 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Fourshadow wrote:
Still reading and enjoying this book. Sure, a few missing items of text here and there...nothing "Common Sense" can't fix.

You'd be surprised just how lacking "Common Sense" is when someone needs a *very* liberal reading of a bit of text to justify something. Rules text needs to be airtight within whatever editing constraints exist.


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Alchemaic wrote:
Fourshadow wrote:
Still reading and enjoying this book. Sure, a few missing items of text here and there...nothing "Common Sense" can't fix.
You'd be surprised just how lacking "Common Sense" is when someone needs a *very* liberal reading of a bit of text to justify something. Rules text needs to be airtight within whatever editing constraints exist.

For Rules Lawyers, sure. PFS too. But not for my friendly home games, which is where I play. So, "Common Sense" works just fine for ME, thank you.


2 people marked this as a favorite.
Alchemaic wrote:
Fourshadow wrote:
Still reading and enjoying this book. Sure, a few missing items of text here and there...nothing "Common Sense" can't fix.
You'd be surprised just how lacking "Common Sense" is when someone needs a *very* liberal reading of a bit of text to justify something. Rules text needs to be airtight within whatever editing constraints exist.

Especially if there are plans to take it to an environment like PFS.


2 people marked this as a favorite.
Pathfinder Starfinder Roleplaying Game Subscriber
Fourshadow wrote:
Alchemaic wrote:
Fourshadow wrote:
Still reading and enjoying this book. Sure, a few missing items of text here and there...nothing "Common Sense" can't fix.
You'd be surprised just how lacking "Common Sense" is when someone needs a *very* liberal reading of a bit of text to justify something. Rules text needs to be airtight within whatever editing constraints exist.
For Rules Lawyers, sure. PFS too. But not for my friendly home games, which is where I play. So, "Common Sense" works just fine for ME, thank you.

Alright, your home games don't necessarily reflect all other home games. Even if it did, that still wouldn't make tons of editing mistakes in a major core-line release any better.

Shadow Lodge

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shaventalz wrote:
Especially if there are plans to take it to an environment like PFS.

It's helpful, but not required.


TOZ wrote:
shaventalz wrote:
Especially if there are plans to take it to an environment like PFS.
It's helpful, but not required.

I'm pretty sure we're going to have to agree to disagree on that one.

Shadow Lodge

Along with most other things, I imagine!


So far this book sounds more useful than I previously expected. :) Which is to say I thought it would be VERY useful. Now it's a must have. :)


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Thomas Seitz wrote:
So far this book sounds more useful than I previously expected. :) Which is to say I thought it would be VERY useful. Now it's a must have. :)

Aside from my gripes about the shifter I think the familiar and animal companion section is excellent. Sure there are reprints but it's nice to have everything in one place.


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Thomas Seitz wrote:
So far this book sounds more useful than I previously expected. :) Which is to say I thought it would be VERY useful. Now it's a must have. :)

It definitely has a lot of cool stuff! The main problem with it is that the Shifter seems underwhelming and redundant when compared to other options. Other than that, though, there's a lot of cool stuff in this book!


How do the totem feats work?


J4RH34D wrote:

In good old crappy South Africa here. I have the same issues with shipping costs, but I also have the added joy of mail taking up to 6 months to get from our international port (Cape Town) to where I live in the capital. There is also a serious serious risk of the goods never arriving at all.

Basically I live on pdf's and what I can convince book stores to bring in for me.

I feel your pain buddy. Resident Joburger here. That said, most Pathfinder stuff I buy as pdfs but this one I'm shelving out the extra for the hardcopy. But like you say, could take six months to even get here.

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