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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Wish I could stack the new Star Watcher Investigator with my Lamplighter...really cool archetype that gets proficiency with Starknife and Astrological extracts (means you make and read star charts to activate extracts).


Pathfinder Rulebook Subscriber
Entryhazard wrote:
How do the totem feats work?

Nonlawful, feat tax for entry, then Con and BAB requirements (as well as having no other rage powers). I think it’s BAB plus Con mod rounds per day? Pounce is limited to natural weapons only. Anyway, it’s a chain, so you can eventually get an entire totem.

Shadow Lodge

1 person marked this as a favorite.

...why can't lawful people have totems?

Shadow Lodge

Flavor.

Shadow Lodge

Uh huh. That's why lawful people can't be skalds or Bloodragers either.

Wait a minute....

Shadow Lodge

No one said flavors have to match.


Could a warpriest with the anger blessing use those totems? Asking for a friend...


so how are the new Investigator Archetypes? what do they add and change? do any standout as "must have"


QuidEst wrote:
Entryhazard wrote:
How do the totem feats work?
Nonlawful, feat tax for entry, then Con and BAB requirements (as well as having no other rage powers). I think it’s BAB plus Con mod rounds per day? Pounce is limited to natural weapons only. Anyway, it’s a chain, so you can eventually get an entire totem.

Dex and Str reqs, not Con. Con does impact the rounds per day.

A lot of reqs, but might be worth it depending on how badly you want that rage power without being a Barb.

Lantern Lodge RPG Superstar 2014 Top 4

6 people marked this as a favorite.

For those curious, rageshaper's size increase wasn't intended to be a polymorph effect when written. The only ability score bonuses it receives would be from raging. The effect was based off of enlarge person (a non-polymorph size increasing transmutation effect) That's not an official FAQ, but it's something for GMs at home.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber; Pathfinder Battles Case Subscriber

Thanks Robert!


So what are the total str & con bonuses when shifted +4/+4? Do they go up at higher levels? Does the size increase just gives you reach, higher damage dice and carrying capacity? Thanks. :)


Pathfinder Rulebook Subscriber
Fourshadow wrote:
QuidEst wrote:
Entryhazard wrote:
How do the totem feats work?
Nonlawful, feat tax for entry, then Con and BAB requirements (as well as having no other rage powers). I think it’s BAB plus Con mod rounds per day? Pounce is limited to natural weapons only. Anyway, it’s a chain, so you can eventually get an entire totem.

Dex and Str reqs, not Con. Con does impact the rounds per day.

A lot of reqs, but might be worth it depending on how badly you want that rage power without being a Barb.

Ah, thanks. Much appreciated.


Robert Brookes wrote:
For those curious, rageshaper's size increase wasn't intended to be a polymorph effect when written. The only ability score bonuses it receives would be from raging. The effect was based off of enlarge person (a non-polymorph size increasing transmutation effect) That's not an official FAQ, but it's something for GMs at home.

LOL What that should mean is that it WAS meant as a polymorph effect, as those are written that you only get stat changes if the spell/effect states it does. For example, enlarge person is a polymorph spell that states what stat bonuses you get. ;)

EDIT: thanks's for the insight. *two thumbs up*


1 person marked this as a favorite.

I really want to like the Shifter class, but it just seems way too limited for what it does. It gets weak claws, weakened wildshape, and the monk AC bonus... and that's it? If you compare this character to a similarly built druid with a 1 level monk dip, you're losing an awful lot just to gain +5 bab.... and that BAB is easily matched by the druid's larger forms anyway.

Since I use Spheres of Power, I feel like I may as well just use the Beastsoul Monk archetype that I already have access to. I'd get beast and hybrid forms in addition to everything that a monk can do.

I will forgive Paizo just because of the Lycanthrope archetype. It is very limiting, but I love the flavor of it and I love the fact that it would let you play a fairly accurate version of a werewolf character. :)

(Though I wish Weretigers weren't the best, as usual)


Question regarding the new witch patrons. Is each season an individual patron, or is their a single "seasons" patron as well. Someone also mentioned something about a seasons archetype...

Also, nobody has mentioned the First World yet. How is it? Reprint, or new goodies?

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
graystone wrote:
Robert Brookes wrote:
For those curious, rageshaper's size increase wasn't intended to be a polymorph effect when written. The only ability score bonuses it receives would be from raging. The effect was based off of enlarge person (a non-polymorph size increasing transmutation effect) That's not an official FAQ, but it's something for GMs at home.

LOL What that should mean is that it WAS meant as a polymorph effect, as those are written that you only get stat changes if the spell/effect states it does. For example, enlarge person is a polymorph spell that states what stat bonuses you get. ;)

EDIT: thanks's for the insight. *two thumbs up*

Uh, Enlarge Person isn’t a Polymorph spell. Robert even said that.


I am liking what I am seeing.


Joe Hex wrote:
Question regarding the new witch patrons. Is each season an individual patron, or is their a single "seasons" patron as well. Someone also mentioned something about a seasons archetype...

Just the individual ones. And Thorns.


graystone wrote:
Joe Hex wrote:
Question regarding the new witch patrons. Is each season an individual patron, or is their a single "seasons" patron as well. Someone also mentioned something about a seasons archetype...
Just the individual ones. And Thorns.

Thanks graystone.


Rysky wrote:
graystone wrote:
Robert Brookes wrote:
For those curious, rageshaper's size increase wasn't intended to be a polymorph effect when written. The only ability score bonuses it receives would be from raging. The effect was based off of enlarge person (a non-polymorph size increasing transmutation effect) That's not an official FAQ, but it's something for GMs at home.

LOL What that should mean is that it WAS meant as a polymorph effect, as those are written that you only get stat changes if the spell/effect states it does. For example, enlarge person is a polymorph spell that states what stat bonuses you get. ;)

EDIT: thanks's for the insight. *two thumbs up*

Uh, Enlarge Person isn’t a Polymorph spell. Robert even said that.

I said it poorly. I'd meant it was like a polymorph spell [i know it doesn't have the subschool] in that it only gives stated stats. I somehow missed the word 'like' and gave a wrong example: should have said mauler archetype where growing in size is a polymorph effect.

Tired and busy doesn't make for good posts. :P


QuidEst wrote:
Entryhazard wrote:
How do the totem feats work?
Nonlawful, feat tax for entry, then Con and BAB requirements (as well as having no other rage powers). I think it’s BAB plus Con mod rounds per day? Pounce is limited to natural weapons only. Anyway, it’s a chain, so you can eventually get an entire totem.

Does "no other rage powers" include Bloodrager?


Wait, there's a lycanthrope archetype?!


2 people marked this as a favorite.
That Sean fellow wrote:
Wait, there's a lycanthrope archetype?!

Yep, it is limited, but nice and flavorful. The shifter only gains one animal type, but gains DR/silver equal to half his shifter level. At level 4 he can also enter a hybrid form (of his size I believe) which has all of the animal form's abilities and automatically gains his shifter claws if he wants. Yay for werewolves that actually have claws!

The only problem I have with it is that it *still* struggles to be as good as something like the mooncursed barbarian (unless I am mistaken). Though the sheer amount of DR this archetype can get is nice, since most creatures can't bypass DR/silver.

Grand Lodge

I have not seen many post about spells yet. Any standout or note worthy spells?


Fourshadow wrote:
Wish I could stack the new Star Watcher Investigator with my Lamplighter...really cool archetype that gets proficiency with Starknife and Astrological extracts (means you make and read star charts to activate extracts).

Star Watcher sounds fun. I'll be curious as to whether it makes a viable switchhitter. But your Lamplighter is going to be happier with a Lantern Staff than Starknives anyway. :)


Wait, someone said earlier that the terrakineticist archetype mentions the void element? Is the RPG-line now referencing player companion only content?

Paizo Employee Designer

8 people marked this as a favorite.
Milo v3 wrote:
Wait, someone said earlier that the terrakineticist archetype mentions the void element? Is the RPG-line now referencing player companion only content?

It doesn't mention the void element. However, "void" is a valid terrain that some monsters in the bestiary have listed in their ecology, so I sneakily used that as an example of a terrain that doesn't match any of the six elements in the RPG line, hoping that it would thus be easy to connect the dots if you have void around.


5 people marked this as a favorite.
Mark Seifter wrote:
connect the dots if you have void around.

if you're in the void don't you by definition NOT have void around...

Sczarni

Pathfinder Rulebook Subscriber

Can the shifter use wild shape feats that have druid as a prerequisite? Like older wild shape feats...?


Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Verzen wrote:
Can the shifter use wild shape feats that have druid as a prerequisite? Like older wild shape feats...?

Yes, effective druid level equal to shifter level.


1 person marked this as a favorite.
Mark Seifter wrote:
It doesn't mention the void element. However, "void" is a valid terrain that some monsters in the bestiary have listed in their ecology, so I sneakily used that as an example of a terrain that doesn't match any of the six elements in the RPG line, hoping that it would thus be easy to connect the dots if you have void around.

I thank you for your finesse.


Matrix Dragon wrote:
That Sean fellow wrote:
Wait, there's a lycanthrope archetype?!

Yep, it is limited, but nice and flavorful. The shifter only gains one animal type, but gains DR/silver equal to half his shifter level. At level 4 he can also enter a hybrid form (of his size I believe) which has all of the animal form's abilities and automatically gains his shifter claws if he wants. Yay for werewolves that actually have claws!

The only problem I have with it is that it *still* struggles to be as good as something like the mooncursed barbarian (unless I am mistaken). Though the sheer amount of DR this archetype can get is nice, since most creatures can't bypass DR/silver.

yes, this one hit the nail on the head for flavor, no doubt.

mechanically, you have humanoid form AND all the attacks from major form. For instance, you can take the dino form and get 2 talons attacks and a bite then add weapon attacks then at 8th you get 2 forearm attacks too, meaning that if you use a non-hand weapon, like armor spikes or boulder helmet, you could make full weapon attacks and 5 natural weapon ones: then add that they can pounce from the start [4th]. Even if you don't use the natural weapons, you have a 120' pounce/charge...

Add the DR, and it's seems pretty solid IMO. Maybe not THE best, but I wouldn't complain if someone asked me to play one. ;)

PS: I noticed the void reference Mark. I thought it might have been you. :)

Paizo Employee Designer

2 people marked this as a favorite.
Milo v3 wrote:
Mark Seifter wrote:
It doesn't mention the void element. However, "void" is a valid terrain that some monsters in the bestiary have listed in their ecology, so I sneakily used that as an example of a terrain that doesn't match any of the six elements in the RPG line, hoping that it would thus be easy to connect the dots if you have void around.
I thank you for your finesse.

No problem! Yeah, I wrote the kineticist archetypes this time around, and more companion/familiar stuff as freelance work. As I mentioned elsewhere, I didn't spend as much time on Wilderness overall as other books I'm on because Logan and I were back on Starfinder while Stephen did the lion's share of the most important tasks (outlining and assigning the book, designing the shifter alongside Jason, etc), but I still got to write and develop some very fun sections and I'm super excited about those!

graystone wrote:
PS: I noticed the void reference Mark. I thought it might have been you. :)

:D First divining what Shifter's Edge was meant to say and now this? You might have just awakened some latent psychic Pathfinder talents. Can you tell me how my favorite sections of Planar Adventures will turn out yet or do I need to wait?


20 people marked this as a favorite.
Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

This took awhile to assemble, but. Some fun stuff. Hopefully there's at least a few interesting tidbits people didn't already know about...

Ultimate Wilderness Rules Elements:
Alchemical Tools: adhesive strip (5 gp), alchemical pheromones, aggression (150 gp), alchemical pheromones, arousal (300 gp), alchemical pheromones, simple (1 gp), alchemical pheromones, susceptibility (300 gp), alchemical resin (100 gp), liniment (15 gp), red flame torch (20 gp)

Alternate Racial Traits: gathalin (flighty, honey whisperer, intense curiosity, otherworldly gossip, titled, tree-born, tree dialect), ghoran (creator's legacy, martial recollection, occult scion, spelleater), vine leshy (agile, grapevine, poisonous, swamp leshy)

Animal Companions: anglerfish, archaeopteryx, armorfish, bustard, capybara, cattle, chimpanzee, eohippus, falcon, frilled lizard (giant), grizzly bear, hammerhead shark, llama, marsupial devil, marsupial lion, mole (giant), moose, ornithomimosaur, owl (giant), panda, porcupine (giant), prionosuchus, reef snake, reindeer, saber-toothed cat, salamander (giant), skunk (giant), spitting cobra, squid (giant), wolfdog, yak, zebra

Animal Companion Archetypes: aberrant companion, ambusher, augmented companion, auspice, bodyguard, bully, daredevil, deathtouched companion, draconic companion, feytouched companion, precocious companion, racer, totem guide, tracker, verdant companion, wrecker

Archetypes: Aerie Protector (druid), Aromaphile (mesmerist, ghoran), Arrow Champion (swashbuckler), Avalancher (slayer), Avenging Beast (vigilante), Bacchanal (skald), Blighted Defiler (kineticist), Blighted Myrmidon (antipaladin), Boaster (skald), Brutish Swamper (barbarian), Cartographer (investigator), Cave Dweller (barbarian), Chameleon Adept (hunter), Commando (gunslinger), Cultivator (bard), Desert Raider (rogue), Dinosaur Druid (druid), Dune Rider (slayer), Elementalist Oracle (oracle), Elementalist Shifter (shifter), Feral Champion (warpriest), Feral Striker (brawler), Fey Courtier (bard, gathlain), Fey Prankster (rogue, gathlain), Fiendflesh Shifter (shifter), Filidh (bard), Flamewarden (ranger), Floodwalker (witch), Forest Preserver (paladin), Forester (hunter), Geomancer (occultist), Freen Faith Initiate (druid), Green Faith Marshal (inquisitor), Green Knight (cavalier), Guerilla (slayer), Herb Witch (witch), Herbalist (alchemist, leshy), Horticulturist (alchemist), Hunt Caller (skald), Hunting Paladin (paladin), Ice Chemist (alchemist), Leafshifter (shifter, ghoran), Leshy Caller (summoner), Leshy Warden (druid), Leshykineticist (kineticist, leshy), Living Avalanche (brawler), Menhir Guardian (monk), Natural Philosopher (investigator), Naturalist (occultist), Nature-Bonded Magus (magus), Occult Historian (occultist), Oozemorph (shifter), Pack Hunter (barbarian), Patient Ambusher (hunter), Plant Master (hunter), Plant Speaker (bard, leshy), Rageshaper (shifter), Raging Cannibal (barbarian), River Druid (druid), River Rat (rogue), River Soul (oracle), Road Keeper (druid), Rot Warden (druid), Saurian Champion (cavalier), Scarab Stalker (hunter), Season Sage (druid, gathlain), Season Witch (witch), Sharptooth (barbarian), Skirmisher (fighter), Sly Saboteur (rogue), Star Watcher (investigator), Stormwalker (ranger), Summit Sentinel (ranger), Sylvan Trickster (rogue), Terrakineticist (kineticist), Thundercaller (bard), Tidal Hunter (ranger), Toxic Herbalist (ranger), Tree Soul (oracle), Treestrider (hunter), Tribal Fighter (fighter), Turfer (brawler), Venomfist (brawler), Verdant Grappler (brawler), Verdant Shifter (shifter), Viking (fighter), Wasteland Meditant (monk), Water Dancer (monk), Weretouched (shifter), Wild Soul (ranger), Wildborn (barbarian), Wilderness Explorer (ranger), Wilderness Warden (paladin), Wildstrider (swashbuckler), Woodland Sniper (slayer)

Bloodrager Bloodline: verdant

Cavalier Order: Order of the Green

Class: shifter

Companion Tricks: aid (DC 20), bombard (DC 20), break out (DC 20), build simple structure (DC 25), bury (DC 15), cocoon (DC 15), deliver (DC 15), demolish (DC 15), detect (DC 25), entertain (DC 25) feint (DC 20), fetch (DC 15), flank (DC 20), flee (DC 20), get help (DC 20), guide (DC 15), hunt (DC 20), intimidate (DC 15), maneuver (DC 20), mark territory (DC 25), menace (DC 20), milk venom (DC 20), pose as scenery (DC 20), receive spell (DC 25), rescue (DC 20), speak (DC 25), spin silk (DC 20), subdue (DC 15), take root (DC 15), watch (DC 15), withhold venom (DC 20)

Disaster Blessings: earthquake, flood, tornado, wildfire

Discoveries: bitter pill, grounding goo, pheromones, solid ground, thorny bomb, volumizer

Druid Domains: Erosion, Vermin

Eidolon Subtype: Plant

Equipment: animal repellent (15 gp, vine leshy), animal-repellant sack (1 gp), backpack, carrier (25 gp), backpack, hydration (40 gp), backpack, weaponrack (25 gp), camouflaged canvas (1 gp/square yard), companion cold-weather outfit (15 gp), cooler chest (25 gp), cushion inserts (5 sp), duo saw (100 gp), efficient tent (100 gp), field survival guide (20 gp), filter scarf (5 gp), flame-retardant outfit (50 gp), fortifying fertilizer (120 gp, vine leshy), goblin fishing lure (5 gp), hunter's stand (25 gp), inside pocket (4 gp), insulated glask (2 sp), nature climbing harness (60 gp), noble's excursion kit (371 gp), privacy shelter (5 gp), riding bee, worker (300 gp, gathlain), riding bee, combat-trained worker (250 gp, gathlain), riding bee, queen (8,000 gp, gathlain), riding bee, combat-trained queen (12,000 gp, gathlain), shifter's kit (9 gp), silent piton (5 sp), snakebite kit (20 gp), speed sheath (10 gp), stretch cords (5 sp), tanner's kit (10 gp), tent cover (15 gp), trekking pole (15 gp), wading boots (50 gp), waist pouch (5 sp), windup music box (25 gp), wing hooks (150 gp, gathlain)

Familiars: arctic fox, arctic hare, arctic tern, armadillo, butterfly, cat (margay), chicken, cockroach, creeper ivy, dodo, dolphin (popoto), dwarf caiman, dweomer cap, ermine, fire salamander, flowering lattice, horned lizard, ioun wyrd, isopod (giant), jerboa, kakapo, koala, lamprey, lemming, leopard slug, marine iguana, meerkat, mole, mongoose, moth, peafowl, petrifern, osprey, parrot, penguin, platypus, ptarmigan, pufferfish, puffin, rabbit, rhamphorhynchus, ravenous tumbleweed, razor fern, sawleg locust, sea krait, seal, shimmerwing dragonfly, skunk, snail kite, spiny starfish, squirrel, suture vine, tardigrade (giant), tarsier, toucan, vampire squid, wallaby

Familiar Archetypes: ambassador, animal exemplar, egotist, emissary, figment, infiltrator, mascot, mauler, pilferer, prankster, protector, sage, soulbound familiar, valet

Favored Class Options: alchemist (vine leshy), barbarian (gathlain), bard (gathlain, vine leshy), bloodrager (gathlain), cavalier (gathlain), druid (gathlain, ghoran, vine leshy), hunter (gathlain, ghoran), kineticist (vine leshy), mesmerist (ghoran), oracle (vine leshy), ranger (gathlain, ghoran, vine leshy), rogue (gathlain, ghoran, vine leshy), shaman (gathlain, ghoran, vine leshy), shifter (dwarf, elf, ghoran, gnome, half-elf, half-orc, halfling, human), skald (gathlain), sorcerer (ghoran), summoner (gathlain), witch (gathlain, ghoran)

Feats: Advanced Gathlain Magic (gathlain), Ambush Awareness, Animal Call, Animal Disguise, Animal Ferocity (Combat), Aquatic Combatant (Combat), Aquatic Spell (Metamagic), Arctic Adaptation, Beast Hunter (Combat), Beastmaster Ire (Combat), Beastmaster Salvation (Combat), Beastmaster Style (Combat, Style), Boon Companion, Branch Pounce (Combat), Bristling Bull Rush (Combat), Bristling Drag (Combat), Camouflaged Trap, Climbing Vine (vine leshy), Clinging Climber (Combat), Command Animals, Command Plants, Cover Tracks, Crashing Wave Buffet (Combat), Crashing Wave Fist (Combat), Crashing Wave Style (Combat, Style), Cultivate Magic Plants (Item Creation), Deadly Trap, Deep Diver, Delectable Feint (ghoran), Desert Dweller, Devotion against the Unnatural (animal companion), Disruptive Companion (Combat, animal companion), Eagle-Eyes, Earth Magic, Eidolon Mount, Energized Wild Shape, Enhanced Gnome Magic, Exotic Heritage, Expert Cartographer, Expert Explorer, Expert Salvager, Extended Animal Focus, Extended Aspects, False Trail, Feral Grace (Combat, animal companion), Ferocious Beast (Combat, animal companion), Ferocious Feint (Combat, animal companion), Fey Insight, Fey Performance, Fey-Guarded, Flinging Charge, Foebane Magic, Forester, Frightful Shape, Greater Beast Hunter (Combat), Greater Gathlain Magic (gathlain), Greater Hunter's Bond (Combat), Greater Tenacious Hunter (animal companion), Greater Spring Attack (Combat), Greater Wilding Strike (Combat), Green Tongue (gathlain), Group Shared Spells (Teamwork), Harder They Fall (Combat, Teamwork), Hide Worker, Ice Climber, Improved Beast Hunter (Combat), Improved Hunter's Bond (Combat), Improved Intercept Blow (Combat, animal companion), Improved Natural Poison Harvester, Improved Spring Attack (combat), Improved Wilding Strike (Combat), Indomitable Mountain Avalanche (Combat), Indomitable Mountain Peak (Combat), Indomitable Mountain Style (Combat, Style), Inner Light (ghoran), Intercept Blow (Combat, animal companion), Intimidate Animals (Combat), Jaguar Pounce (Combat), Jungle Survivalist, Kudzu Grappler (vine leshy), Live Off the Land, Moontouched, Mountaineer, Mutated Shape, Natural Poison Antitoxin, Nautral Poison Harvester, Nature's Freedom, Nature's Weapons (Combat), Night Sky Hex, One Eye Open, One with the Land, Out of the Sun (Teamwork), Photosynthetic Healing (vine leshy), Plains Nomad, Reactive Reversion (vine leshy), Reflexive Interception (Combat, animal companion), River Raider (Combat), Rubble Skirmisher (Combat), Scion of the Land (Teamwork), Seasoned Flier (gathlain), Share Feature (animal companion), Shifter's Edge, Shifter's Rush, Sproutling (ghoran), Storm Survivor, Superior Gathlain Magic (gathlain), Swamper, Symbiotic Resilience (gathlain), Tenacious Hunter (animal companion), Thrill of the Hunt (Combat), Torrid Tolerance, Totemic Disciple, Totemic Initiate, Totemic Master, Tree Leaper, Tribal Hunter (Combat, Teamwork), Verdant Spell (Metamagic), Vigilant Charger (Combat), Voice of Beasts), Wandering Mind (gathlain), Waterway Caster, Wild Growth Channel, Wild Growth Hex, Wild Vigor, Wilding, Wilding Mind, Wilding Senses, Wilding Stride, Wilding Strike (Combat), Witchbreaker (Combat), Wolf Rider, Wolf Savage (Combat), Wolf Style (Combat, Style), Wolf Trip (Combat), Wood Crafter, Woodland Wraith (Combat)

Fighter Weapon Group: tribal

Haunts: dimensional tear (CR 8), enchanting demise (CR 10), following footsteps (CR 4)

Hazards: acid miasma (CR 3), acidic plants (CR 3), brambles (CR 1), earthquake (CR 9), electrified duststorm (CR 5), fire storm (CR 5), fording a river (CR 2), freezing eruption (CR 5), fumarole (CR 1), geyser (CR 3), hot spring (CR 2), lahar, minor (CR 9), lahar, typical (CR 10), lahar, massive (CR 12), mud pot (CR 1), phantom ring (CR 9), pixie pollen (CR 2), reflective snow (CR 2), spellgorging plants (CR 1+), thin ice (CR 1+), vampire orchids (CR 3), weeping waste (CR 10)

Herbs: angelstep (25 gp), black amaranth (100 gp), bloody mandrake (15 gp), bone reed (75 gp), cloud puff (100 gp), dragon rose (25 gp), dream lichen (2,000 gp), fairy cap (250 gp), goblinvine (30 gp), leechwort (3 gp), love-in-idleness (150 gp), merfolk's comb (750 gp), mimameith (600 gp), moly (1,200 gp), nepenthe (400 gp), nightsage (100 gp), seeing slime (160 gp), winterbite (20 gp)

Kineticist Element: wood

Magic Plants: acidic lemon tree (12,000 gp), altitude fern (12,000 gp), breezeblown dandelion (10,000 gp), fireapple tree (5,000 gp), fishweed (30,000 gp), goodberry bush (8,000 gp), grabbing vines (2,000 gp), helping hands vines (12,000 gp), palm of decadent feasts (9,600 gp), poison siphon tree (56,000 gp), portal oak (45,000 gp), restful birch (4,000 gp), salvation cactus (8,000 gp), sheltershrub (12,000 gp), shrinking berries (none, 300 gp), tree of knowledge (3,000 gp), tree of woe (20,000 gp), waterwalk reeds (30,000 gp)

Natural Poisons: blistercap spore (1,125 gp), blue star (500 gp), cloudthorn venom (400 gp), crone's curse (600 gp), draughtcap fungus (150 gp), goblin's eye (75 gp), jackalroot essence (600 gp), nymph's lure (250 gp), red bedlam (1,200 gp), starving nettle (300 gp), styx sap (2,600 gp), third eye (900 gp), violet venom (800 gp), witch hunter's sword (850 gp)

Plant Companions: corpse-eater fungus, creeping puffball, gulper plant, hunting cactus, rash creeper, slithering sundew, snapping flytrap, sniper cactus

Psychic Disciplines: ferocity, symbiosis

Races: gathlain, ghoran, vine leshy

Rage Powers: autumn rage, bestial flyer, contagious rage, dissipating rage, eclipsing rage, eclipsing rage (greater), hissing rage, lizard stride, pack rage, raging flyer, raging whirlwind, spring rage, summer rage, tyrant totem, tyrant totem (greater), tyrant totem (lesser), winter rage

Rituals: form blight, labyrinthine wilds, reinforce campsite, return to dormancy, sever spirit

Shaman Spirit: wood

Shield Special Ability: jawbreaker (+2 bonus)

Shifter Aspects: bat, bear, bull, deinonychus, falcon, frog, lizard, monkey, mouse, owl, snake, stag, tiger, wolf, wolverine

Slayer Talents: sticks and stones, sunlight strike, sure footing, toxin training

Subdomains: Leshy (Plant)

Spells: alpha instinct (bard 3, druid 2, medium 2, mesmerist 3, ranger 2, shaman 2), aquatic cavalry (antipaladin 2, druid 2, paladin 2, ranger 2, shaman 2, summoner 2), bleed for your master (antipaladin 2, druid 3, ranger 3, sorcerer/wizard 3, witch 3), callback (shaman 2, sorcerer/wizard 2, witch 2), callback, greater (shaman 5, sorcerer/wizard 5, witch 5). cave fangs (druid 5, shaman 5, witch 5), companion transportation (antipaladin 4, druid 5, paladin 4, ranger 4, shaman 5, sorcerer/wizard 5, witch 5), delectable flesh (ghoran - druid 7, shaman 7, sorcerer/wizard 6, witch 6), earth tremor (bloodrager 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3), echo (bard 1, druid 1, medium 1, mesmerist 1, occultist 1, psychic 1, ranger 1, spiritualist 1, witch 1), explosion of rot (druid 4), fey form I (alchemist 3, bloodrager 3, druid 3, magus 4, shaman 3, sorcerer/wizard 4, witch 4), fey form II (alchemist 5, druid 5, magus 6, shaman 5, sorcerer/wizard 6, witch 6), fey form III (alchemist 6, druid 6, shaman 6, sorcerer/wizard 7, witch 7), fey form IV (druid 8, shaman 8, sorcerer/wizard 9, witch 9), fey gate (bard 6, cleric 8, druid 8, sorcerer/wizard 8, summoner 6, witch 8), flashfire (druid 3, shaman 3), forest's sense (druid 4, ranger 3, shaman 4), grasping vine (vine leshy - alchemist 2, druid 2, occultist 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2), greensight (druid 2, ranger 2, shaman 2, sorcerer/wizard 2), hidden spring (cleric 1, druid 1, ranger 1, shaman 1, witch 1), iron stake (cleric 3, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3), leshy swarm (vine leshy - bard 3, druid 3, sorcerer/wizard 3, summoner 3), magical beast shape (sorcerer/wizard 7), merge with familiar (shaman 2, sorcerer/wizard 2, witch 2), mirage (bard 3, druid 3, mesmerist 3, occultist 3, psychic 3, ranger 3), ooze form I (alchemist 5, magus 5, sorcerer/wizard 5), ooze form II (alchemist 6, magus 6, sorcerer/wizard 6), ooze form III (sorcerer/wizard 7), pouncing fury (alchemist 2, bloodrager 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, witch 2), replay tracks (druid 5, inquisitor 4, medium 3, occultist 3, psychic 5, ranger 2), ropeweave (occultist 2, ranger 2), scamper (druid 2, ranger 2), sea of dust (druid 9), sea stallion (druid 4, paladin 4, ranger 4), sea steed (druid 2, paladin 2, ranger 2), seed spies (gathlain - druid 2, occultist 2, ranger 2, shaman 3, sorcerer/wizard 3, witch 3), shapechanger's gift (alchemist 5, magus 5, sorcerer/wizard 5), shapechanger's gift, greater (sorcerer/wizard 7), signs of the land (druid 3, ranger 3, shaman 3), sky steed (paladin 3), snowball (bloodrager 1, druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1), soothing mud (druid 3, ranger 3, shaman 3), sturdy tree fort (druid 5, ranger 4), tail current (bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3), tailwind (bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3), tamer's lash (bard 1, bloodrager 1, magus 1, ranger 1), tidal surge (druid 5, shaman 5), vigilant rest (antipaladin 3, bard 4, medium 3, mesmerist 4, occultist 3, paladin 3, psychic 4, ranger 3, shaman 4, spiritualist 4, witch 4), vine strike (alchemist 2, antipaladin 2, bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2), waft (gathlain - cleric 5, druid 5, magus 5, occultist 5, shaman 5, sorcerer/wizard 5, spiritualist 5), wing bounty (gathlain - druid 2, shaman 2), wandering weather (cleric 8, druid 8, shaman 8, sorcerer/wizard 8, witch 8), wing thorns (gathlain - alchemist 3, antipaladin 3, bloodrager 3, druid 3, magus 4, shaman 3, witch 3), winter grasp (druid 2, shaman 2, witch 2), with the wind (bloodrager 2, druid 2, magus 2, occultist 2, ranger 2, sorcerer/wizard 2, spiritualist 2), wooden wing shield (gathlain - bloodrager 4, druid 4, magus 5, shaman 4, summoner 4)

Vermin Companions: assassin bug (giant), caterpillar (giant), cockroach (giant), dragonfly (giant), eurypterid, locust (giant), mantis shrimp (giant), mosquito (giant), solifugid (giant), spider (web tyrant), termite (giant), whiptail centipede (giant)

Weapon Special Abilities: ambushing (+1 bonus), plummeting (+1 bonus)

Wild Talents: autumn blast (earth and wood, —), basic phytokinesis (wood, 1), brachiation (wood, 3), flesh of wood (wood, —), forest siege (wood, 9), foxfire (fire or wood, 2), foxfire infusion (fire or wood, 3), green tongue (wood, 6), green tongue, greater (wood, 7), greensight (wood, 4), healing burst (aether, void, water, or wood, 4), herbal antivenom (wood, 4), merciful foilage (wood, 2), photokinetic infusion (wood, 1), plant disguise (wood, 4), plant puppet (wood, 5), positive admixture (wood, —), positive blast (wood, —), roots (wood, 1), shape wood (wood, 4), spore infusion (wood, 5), spring blast (air and wood, —), summer blast (fire and wood, —), thorn flesh (wood, 3), toxic infusion (wood, 4), toxic infusion, greater (wood, 7), tree step (wood, 7), verdant blast (wood, —), warp wood (wood, 3), winter blast (water and wood, —), wood blast (wood, —), wood healer (wood, 1), wood soldiers (wood, 8), woodland step (wood, 1), woodland step, greater (wood, 5)

Wilderness Traps: breakway log (CR 4), breakaway vine (CR 1), clam clamp (CR 2), deadfall (CR 5), musk shower (CR 1), razor grass (CR 3), spring snare (CR 1), spring-arm spike (CR 4), swinging log (CR 1), tar snare (CR 1)

Witch Hexes: city sight, enemy ground, no place like home, summer's heat

Witch Patrons: autumn, spring, summer, thorns, winter, woodlands

Wondrous Items: belt of spirit vines (belt, 15,000 gp), bestial rags (body, 8,000 gp), bottled sunlight (none, 200 gp), coat of mist (chest, 8,400 gp), greensurge bomb (none, 750 gp), guiding scarab (neck, 13,000 gp), harness of grabbing vines (body, 40,000 gp, gathlain), harness of hovering (body, 12,000 gp, gathlain), herald seed (none, 8,000 gp, gathlain), propagation pod (none, 48,000 gp, ghoran), rootsense boots (feet, 9,000 gp), slippers of the primordial wilds (feet, 24,000 gp, gathlain)


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Luthorne wrote:

This took awhile to assemble, but. Some fun stuff. Hopefully there's at least a few interesting tidbits people didn't already know about...

** spoiler omitted **...

Wow, great work!


Luthorne: Thanks! I only quickly glances over race options and missed Alternate Racial Traits and Favored Class Options. Now I wish i'd had enough time to catch all these things I missed. ;)

Mark Seifter wrote:
:D First divining what Shifter's Edge was meant to say and now this? You might have just awakened some latent psychic Pathfinder talents. Can you tell me how my favorite sections of Planar Adventures will turn out yet or do I need to wait?

Knowing my luck, that WOULD be the superpower I ended up with. :P

Let's see: Planar has 3 new races and new archetypes... the Boneyard and the Maelstrom related parts should be fun! I could see a kineticist based off of the pure chaos of the Maelstrom!

Shadow Lodge

That animal companion options sound good. I'm worried Dinosaur Druid is going to be a nerfed(and much more poorly named) Saurian Shaman though. Looks like the Gathlain's fast healing alternate racial trait didn't get reprinted though.

*scrolls down*

Mantis Shrimp vermin companion? Does it get the same attacks as the Bestairy version? For that matter, are options like Abberant and Draconic Companion available to Animal, Plant, and Bermin companions or just animals?


Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Man I can’t wait to see the actual book. Get the actual details on the Shifter class and the Swashbuckler Bow archetype. I know there has been some info but I want to see the FULL word for word ability. Good information so far. Def. Interested in this book for sure. Had my doubts at first.


Luthorne wrote:

This took awhile to assemble, but. Some fun stuff. Hopefully there's at least a few interesting tidbits people didn't already know about...

** spoiler omitted **...

Thanks Luthorne! :)


Dragonborn3 wrote:
Dinosaur Druid

Pretty much, it turns every ability dino.

Summon nature's allies: add dinos to list
Bond: take dino
Wildshape: dino with con buff or super hard nerfed for other animals.
Speak with dinos

Dragonborn3 wrote:
Mantis Shrimp vermin companion?

Small, 40/30 move, +3 AC, 2 pinchers, water blindsense, darkvision, sonic resist.

"Does it get the same attacks as the Bestiary version?": 7th with less damage.

Dragonborn3 wrote:
For that matter, are options like Abberant and Draconic Companion available to Animal, Plant, and Bermin companions or just animals?

I don't see anything to stop you. Note however that a vermin would have to get rid of mindless first because those archetypes alter skills and vermin don't get skills until they have a int of 1+, so you need to put a HD/level up to 4th to put +1 into int first.


Does the swashbuckler bow user have patriot arrows?


1 person marked this as a favorite.
BigNorseWolf wrote:
Does the swashbuckler bow user have patriot arrows?

Only if you "speak with an English accent". ;)

Paizo Employee Designer

graystone wrote:
I don't see anything to stop you. Note however that a vermin would have to get rid of mindless first because those archetypes alter skills and vermin don't get skills until they have a int of 1+, so you need to put a HD/level up to 4th to put +1 into int first.

I think their "not quite animal" ability isn't going to overlap exactly right for a non-animal, but there are simple enough solutions to make it work.

Shadow Lodge

graystone wrote:
Dragonborn3 wrote:
Dinosaur Druid

Pretty much, it turns every ability dino.

Summon nature's allies: add dinos to list
Bond: take dino
Wildshape: dino with con buff or super hard nerfed for other animals.
Speak with dinos

Dragonborn3 wrote:
Mantis Shrimp vermin companion?

Small, 40/30 move, +3 AC, 2 pinchers, water blindsense, darkvision, sonic resist.

"Does it get the same attacks as the Bestiary version?": 7th with less damage.

Dragonborn3 wrote:
For that matter, are options like Abberant and Draconic Companion available to Animal, Plant, and Bermin companions or just animals?
I don't see anything to stop you. Note however that a vermin would have to get rid of mindless first because those archetypes alter skills and vermin don't get skills until they have a int of 1+, so you need to put a HD/level up to 4th to put +1 into int first.

Sweet.


Mark Seifter wrote:
graystone wrote:
I don't see anything to stop you. Note however that a vermin would have to get rid of mindless first because those archetypes alter skills and vermin don't get skills until they have a int of 1+, so you need to put a HD/level up to 4th to put +1 into int first.
I think their "not quite animal" ability isn't going to overlap exactly right for a non-animal, but there are simple enough solutions to make it work.

Under vermin companion, it says 'they can be trained as if they were animals'. Also, both gain trick, which require handle animal to teach. So I think it works as is. 5 harder DC works across the board as the 'nonanimal of int 1-2' doesn't really impact the adjustment.

Or does "gaining the same bonuses as animal companions" not include tricks?

Paizo Employee Designer

1 person marked this as a favorite.
graystone wrote:
Mark Seifter wrote:
graystone wrote:
I don't see anything to stop you. Note however that a vermin would have to get rid of mindless first because those archetypes alter skills and vermin don't get skills until they have a int of 1+, so you need to put a HD/level up to 4th to put +1 into int first.
I think their "not quite animal" ability isn't going to overlap exactly right for a non-animal, but there are simple enough solutions to make it work.

Under vermin companion, it says 'they can be trained as if they were animals'. Also, both gain trick, which require handle animal to teach. So I think it works as is. 5 harder DC works across the board as the 'nonanimal of int 1-2' doesn't really impact the adjustment.

Or does "gaining the same bonuses as animal companions" not include tricks?

Nope, you've got it; that's why it's so simple to just use the adjustments as-is. You wind up with text like "Otherwise, it eats normally for an animal of its kind," the nonanimal bit, "It doesn’t count as an animal for the purpose of..." and some other such text that doesn't quite square, so you just replace animal with the new creature type and you have an easy solution that doesn't require work to adjudicate.


Mark Seifter: *thumbs up* Awesome! Thanks for the confirmation! ;)

Shadow Lodge

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

Agreed. I'm running a game with caravans and the Hexploration rules from Kingmaker/Ultimate Campaign and I'm really excited to read over the discovery/exploration rules and see how or if they can be incorporated together. The Trophies also sound like they could be awesome, especially if they manage to work with the stuff we saw in Monster Hunter's handbook, and with a psychodermist chef as one of the PCs in my Sunday game we are potentially going to ring a lot out of this.

Also, though I've only fully read the nonvermin, nonplant animal companions thus far, all of them are cool both thematically and mechanically as far as I can see. Anglerfish, Celocanth, and Giant Squid are awesome aquatic additions, Yak as a large creature at 1st so it can be used as a mount is a godsend, the Saber-toothed cat has some amazing mechanical design with an insane bite damage AND an incentive to get the thing to grapple making it both mechanically interesting & novel AND historically accurate, and the marsupial lion made me look up a thing I never heard of and instantly want to have one as an animal companion. And that's just like the tip of the iceberg too, they finally did an Eohippus and I want to see a ranger with a tracking mini protohorse, Capybaras can be mounts for halflings who I now want to see on one in fullplate, and Tasmanian Devils are here and my only complaint is no ferocity. Also, Taz is a standard on the Ranger's Animal Companion list which is awesome. Also, they have wolfdogs now.

That all, is dope as s&%+.

Sczarni

Pathfinder Rulebook Subscriber

Mark. I have a shifter guide almost done. When can i publish it?

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