Pathfinder Roleplaying Game: Ultimate Wilderness

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Pathfinder Roleplaying Game: Ultimate Wilderness
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Wild, untamed lands hold a wealth of mystery and danger, providing the perfect backdrop for heroic adventure. Whether adventurers are climbing mountains in search of a dragon's lair, carving their way through the jungle, or seeking a long-lost holy city covered by desert sands, Pathfinder RPG Ultimate Wilderness gives them the tools to survive the wilds. A new 20-level base class, the shifter, puts animalistic powers into the hands—or claws—of player characters and villains alike, with new class features derived from animalistic attributes. Overviews of druidic sects and rituals, as well as new archetypes, character options, spells, and more, round out the latest contribution to the Pathfinder RPG rules!

Pathfinder RPG Ultimate Wilderness is an invaluable hardcover companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder RPG Ultimate Wilderness includes:

  • The shifter, a new character class that harnesses untamed forces to change shape and bring a heightened level of savagery to the battlefield!
  • Archetypes for alchemists, barbarians, bards, druids, hunters, investigators, kineticists, paladins, rangers, rogues, slayers, witches, and more!
  • Feats and magic items for characters of all sorts granting mastery over the perils of nature and enabling them to harvest natural power by cultivating magical plants.
  • Dozens of spells to channel, protect, or thwart the powers of natural environs.
  • New and expanded rules to push your animal companions, familiars, and mounts to wild new heights.
  • A section on the First World with advice, spells, and other features to integrate the fey realm into your campaign.
  • Systems for exploring new lands and challenging characters with natural hazards and strange terrain both mundane and feytouched.
  • ... and much, much more!

ISBN-13: 978-1-60125-986-8

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Another Great Hardback Update Collection!

5/5

Ultimate Wilderness is a much better book than some reviewers might lead you to believe. You get the new shifter class - which has had some basic errata since release - along with great archetypes for most of the other classes to help them fit into a wilderness-based campaign.

It's a great book to help players prepping to play something like Kingmaker or Ironfang Invasion. You get new spells, feats and a new exploration mode.

The book itself maintains the high quality of work that most Paizo products exhibit. The art in this book is some of my favorite in any of the hardback collections. There are a few updated spells that needed errata, such as snowball.

As a fan, I really like that several of the archetypes convert the flavor of many Game of Thrones characters into Pathfinder mechanics. What more could you ask for?


Lots of ptential, but none of it really sticks

2/5

I was extremely excited for this publication, so it's rather depressing how disappointing the books contents turned out to be.

The shifter class was an interesting idea, but when put down on paper is just druidic wild shape with hunter focus, in the form of aspects. It, unfortunately, never surpasses the druid in the wild shape department, and is, in fact, rather limited, and the temporary nature of all the aspects means that the shifter isn't terribly impressive in that regard either. The archetypes, both for the shifter and other classes, are interesting, but several suffer from massive drawbacks, for little to no gain. Like taking on druidic weapon/armor proficiencies and restrictions, including losing abilities for wearing metal, but don't gain any significant power to mkae up for it.

The new rules expansions are, for the most part, only thrown off by some conflicting skill applications (survival to harvest poison, but heal to take internal organ trophies?) but these are easy to ignore, or fix by homebrew. So these chapters are the most stable and useful of the lot.

One of the most exciting discoveries was the Cultivate Magic Plants feat, allowing you to grow plants that copy spell effects, but the price tag attached to them, especially when attached to something with the considerable disadvantages of being an immobile magical item, makes it entirely useless next to the crafting cost of regular magical items, especially if you have a GM that's willing to allow players to use the rules on creating new magical items. Just for an example, a goodberry bush can fully feed 2 people per day forever... for 4000 GP to craft. While you could make an item to infinitely cast goodberry for 2000 gp if you have to wear it, or better yet create food and water (for about 30000).

In conclusion, the book has a lot of cool stuff in it, but only for GMs. Players won't be able to make good use of many of the archetypes and feats as they revolve too much around staying in a single environment or working with nonsensical restrictions. While many of the feats are just too focused (or expensive) to be useful except to an NPC. GMs, grab it, it's got good stuff, but players will (and should) probably stick to what they've already got.


Everything I wanted from Ultimate Wilderness

4/5

Great race write ups, a fun new class (that doesn't require a ton of source books to play) and tons of information and systems to run a wilderness adventure or spice up the wilderness sections of any game. Definitely happy to add this one to my bookshelf.


Reprinted material, lack of clarity

1/5

First off, I'm a huge fan of Pathfinder. But I'm not a fan of "Ultimate Wilderness." There are a number of issues with the content in the book, mostly the clarity of language. A lot of the rules seem unclear and not straightforward. The shifter is the biggest example of this.
To be honest I was looking forward to the shifter, being far more robust than it actually is. And I understand that this is my issue with what I expected from them, but what built up my anticipation of the shifter was the quality of past classes released by Paizo: summoner, alchemist, witch, bloodrager, investigator, brawler, spiritualist, medium (even if it isn't harrowed), magus, ninja, hunter and so on and so forth.
Past that, I'm not a big fan of the reprinted material because I buy the smaller books. If I'm buying the smaller books why would I want to buy them again with a hardcover?
That being said, I'm still a big Pathfinder fan, but I'd like for future releases to take a different developmental cycle than what "Ultimate Wilderness" received. This book seems like it lacked editing and playtesting.


4/5


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So I feel like I'm missing something but the druid archetype that mentions Vermin Shape III. Is that spell printed somewhere else, a typo of Beast Shape III, or did it not make it into the book?

WatersLethe wrote:
"A Shifter in one of their Wild Shape forms can change to any other of their available Wild Shape forms as a move action without consuming uses per day of Wild Shape."

Stealing this for the shifter revision I'm working on, it ties it together nicely.


Gorbacz wrote:


Of course. What was it that made you call at "no fun allowed" crowd? Was it any different from any other OP forms for the past 15 years?

it feels too much like a strict, keep it in line, game sessions which is fine every now and then but it's hard to cut lose like I want. What really bothers me is that there's a subsection of hardcore players in that crowd that want to bring the rest of the systems in line with their style of play and they're just pushy enough to get some of their changes through.


I'm thinking that for higher levels, the best Shifter builds will involve multiclassing into Ranger with the Shapeshifting Hunter feat. That is the feat that lets you count your Ranger levels as Druid levels for the number of Wildshapes you have per day.

You just take enough Shifter levels to get the forms and abilities that you need, then Ranger will give you nice things like Favored Enemy and Combat Feats. The Shapeshifting Hunter feat will make sure you keep getting more uses of Wildshape per day.

Unfortunately, I don't think you can use the feat the other way around for a Shifter with Favored enemy, since the feat was made for druid/rangers and you aren't *actually* a druid. It only works for boosting wildshape because you count as having druid levels unless I am mistaken.

Grand Lodge

Good find, I should try that with my PFS Shifter, assuming everything gets into the AR.


TriOmegaZero wrote:
Good find, I should try that with my PFS Shifter, assuming everything gets into the AR.

Thanks! My only hesitation with this combination is that I can't help but wonder if using Druid works better in the first place since your Favored Enemy will be higher. Though Shifter gives you better BAB at least.

Then again, Shifter gives you Monk AC without an additional dip, and that's a big deal. I guess it works after all :)


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Matrix Dragon wrote:
TriOmegaZero wrote:
Good find, I should try that with my PFS Shifter, assuming everything gets into the AR.

Thanks! My only hesitation with this combination is that I can't help but wonder if using Druid works better in the first place since your Favored Enemy will be higher. Though Shifter gives you better BAB at least.

Then again, Shifter gives you Monk AC without an additional dip, and that's a big deal. I guess it works after all :)

Being stuck with just one wild shape form is a huge drawback to that build. I mean, HUGE.

Grand Lodge

1 person marked this as a favorite.

Well, not if all you want it for is pounce.


WatersLethe wrote:
Matrix Dragon wrote:
TriOmegaZero wrote:
Good find, I should try that with my PFS Shifter, assuming everything gets into the AR.

Thanks! My only hesitation with this combination is that I can't help but wonder if using Druid works better in the first place since your Favored Enemy will be higher. Though Shifter gives you better BAB at least.

Then again, Shifter gives you Monk AC without an additional dip, and that's a big deal. I guess it works after all :)

Being stuck with just one wild shape form is a huge drawback to that build. I mean, HUGE.

Yea, that's true. Unless you're like me, and intend to use the Lycanthrope shifter archtype that is. All I'll be missing out on is some DR, claw improvements, a few abilities for my one form, and a few points of monk AC.

Trading those for all the stuff a ranger can do feels like a viable option to me :)


What will be your assessment if you compare the shifter with a fighter?

Shadow Lodge

Fighter has waaaay more stuff for it to use.


1 person marked this as a favorite.
WatersLethe wrote:
Matrix Dragon wrote:
TriOmegaZero wrote:
Good find, I should try that with my PFS Shifter, assuming everything gets into the AR.

Thanks! My only hesitation with this combination is that I can't help but wonder if using Druid works better in the first place since your Favored Enemy will be higher. Though Shifter gives you better BAB at least.

Then again, Shifter gives you Monk AC without an additional dip, and that's a big deal. I guess it works after all :)

Being stuck with just one wild shape form is a huge drawback to that build. I mean, HUGE.

You wouldn't take this right when you get Wild Shape. You'd wait one level until you get your second form. People are tossing the "one form" thing around a lot, but you only spend one level limited to shifting into a single form, and it's a much better form than any other class can get at that level.

Dragonborn3 wrote:
Fighter has waaaay more stuff for it to use.

I mean, in the sense of having more archetypes, or there being more total combat feats than forms, I guess?

PhD. Okkam wrote:
What will be your assessment if you compare the shifter with a fighter?

Levels one through three- about the same. Fighter has more feats and AC, while you get the low-level advantages of natural attacks (more so if you grab a racial or trait bite attack). You can both take Power Attack right away, which is what really matters. After that, Shifter all the way. Fighter's gotten a lot of nice stuff, but it doesn't really beat being handed pounce, flight, those extra two skill points per level, and just the cool factor on being able to turn into something else.


Right now Green Knight is the winning! :)

Shadow Lodge

PhD. Okkam wrote:
What will be your assessment if you compare the shifter with a fighter?

Fighter has more viable options.


David knott 242 wrote:

I think my favorite parts of this book are the Eidolon Mount feat and the Fey Form and Ooze Form polymorph spells.

Which classes get to use the Fey Form and Ooze Form spells? Are any of them available to witches?

The Ooze Form sound like fun things to give Juiblex worshipers.


I've done a bit more reading, and I have a correction about the Shapeshifting Hunter feat: It doesn't work with the Shifter.

This is because there is nothing in the shifter class that says its levels count as druid levels for the purposes of wildshape, nor do they stack with druid levels for wildshape. They only count for the purposes of wildshape feat prerequisites. So, that build is dead.

It is too bad. I think that feat was the only hope for multiclass shifters, since Pathfinder doesn't have an Extra Wild Shape feat.


1 person marked this as a favorite.
Pathfinder Starfinder Society Subscriber
Eric Hinkle wrote:
David knott 242 wrote:

I think my favorite parts of this book are the Eidolon Mount feat and the Fey Form and Ooze Form polymorph spells.

Which classes get to use the Fey Form and Ooze Form spells? Are any of them available to witches?

The Ooze Form sound like fun things to give Juiblex worshipers.

Fey Form I: Alchemist, Bloodrager, Druid, Magus, Shaman, Sorcerer/Wizard, and Witch.

Ooze Form I: Alchemist, Magus, and Sorcerer/Wizard.


Hahah, those of you who hated the snowball spell will be happy to know that the reprint doesn't have a save or staggered anymore. It is just a damage conjuration now. Still good for 1st level, but not super overpowered now.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Mark, does this mean also that shaping focus doesn't work since druid isn't listed as a prereq?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Mark

"
One errata that they could make that wouldn't drastically change the class writeup but would have an enormous impact on its reputation as a shifter:

"A Shifter in one of their Wild Shape forms can change to any other of their available Wild Shape forms as a move action without consuming uses per day of Wild Shape.""

Can you guys add this in to Errata. I think it would go a long way to fixing the shifter.

Shadow Lodge

4 people marked this as a favorite.
Verzen wrote:
Can you guys add this in to Errata. I think it would go a long way to fixing the shifter.

Paizo doesn't errata or reprint to buff under powered content. They only do it to nerf.


Pathfinder Lost Omens Subscriber

Okay, so we need a -|Nerf| of the current content.

That should do the trick, right?

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
Disk Elemental wrote:
Verzen wrote:
Can you guys add this in to Errata. I think it would go a long way to fixing the shifter.
Paizo doesn't errata or reprint to buff under powered content. They only do it to nerf.

That's disappointing

Shadow Lodge

Verzen wrote:
That's disappointing

Incredibly so.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Well, in that case, I hope they leave Shifters Edge alone.

BTW, there are some REALLY cool feats for shifters in U Wilderness.

Mutated Shape (*****) (Classified as purple in my guide) is an awesome feat to take.

Btw. Something just came up and I am curious about.

If you are granted a trait or racial trait that grants bite attack and you get another bite attack from say... shape shift, do you get 2 claws, 2 bite attacks? I want to say 'no' but I want more of a clarification on this so I can put things like this in my guide.

Shadow Lodge

QuidEst wrote:
I mean, in the sense of having more archetypes, or there being more total combat feats than forms, I guess?

Not to mention advanced armor training, advanced weapon training, and a few items specifically tailored to their class features.


Matrix Dragon wrote:
Hahah, those of you who hated the snowball spell will be happy to know that the reprint doesn't have a save or staggered anymore. It is just a damage conjuration now. Still good for 1st level, but not super overpowered now.

I thought some people said it was evocation now


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Verzen wrote:

Well, in that case, I hope they leave Shifters Edge alone.

BTW, there are some REALLY cool feats for shifters in U Wilderness.

Mutated Shape (*****) (Classified as purple in my guide) is an awesome feat to take.

Btw. Something just came up and I am curious about.

If you are granted a trait or racial trait that grants bite attack and you get another bite attack from say... shape shift, do you get 2 claws, 2 bite attacks? I want to say 'no' but I want more of a clarification on this so I can put things like this in my guide.

Verzen, have you evaluated combining natural attacks and unarmed strikes for your guide? I get the sense that it's going to be a pretty powerful combo.


Verzen wrote:

Well, in that case, I hope they leave Shifters Edge alone.

BTW, there are some REALLY cool feats for shifters in U Wilderness.

Mutated Shape (*****) (Classified as purple in my guide) is an awesome feat to take.

Btw. Something just came up and I am curious about.

If you are granted a trait or racial trait that grants bite attack and you get another bite attack from say... shape shift, do you get 2 claws, 2 bite attacks? I want to say 'no' but I want more of a clarification on this so I can put things like this in my guide.

You only get one bite per mouth.


1 person marked this as a favorite.
Mbertorch wrote:
Matrix Dragon wrote:
Hahah, those of you who hated the snowball spell will be happy to know that the reprint doesn't have a save or staggered anymore. It is just a damage conjuration now. Still good for 1st level, but not super overpowered now.
I thought some people said it was evocation now

Feros did say that.


Dragon78 wrote:

...

Natural attack specialist- Only gets 2 claw attacks, max damage only 1d10, doesn't count as magic.
...

They don't overcome DR/magic? From previous posts I'd gotten the impression that the claws could overcome various forms of DR. I'm surprised that magic isn't one of them.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Any physical DR from what i remember.


Gisher wrote:
Dragon78 wrote:

...

Natural attack specialist- Only gets 2 claw attacks, max damage only 1d10, doesn't count as magic.
...
They don't overcome DR/magic? From previous posts I'd gotten the impression that the claws could overcome various forms of DR. I'm surprised that magic isn't one of them.

You have to take the feat Eldritch Claws if you want claws that bypass magic DR. Cold iron, silver, adamantine and - DR, but not magic.

EDIT: I'm surprised too. I guess they assume you're have an amulet to take care of that?


graystone wrote:
Gisher wrote:
Dragon78 wrote:

...

Natural attack specialist- Only gets 2 claw attacks, max damage only 1d10, doesn't count as magic.
...
They don't overcome DR/magic? From previous posts I'd gotten the impression that the claws could overcome various forms of DR. I'm surprised that magic isn't one of them.

You have to take the feat Eldritch Claws if you want claws that bypass magic DR. Cold iron, silver, adamantine and - DR, but not magic.

EDIT: I'm surprised too. I guess they assume you're have an amulet to take care of that?

Eldritch Claws overcomes silver.


The NPC wrote:
graystone wrote:
Gisher wrote:
Dragon78 wrote:

...

Natural attack specialist- Only gets 2 claw attacks, max damage only 1d10, doesn't count as magic.
...
They don't overcome DR/magic? From previous posts I'd gotten the impression that the claws could overcome various forms of DR. I'm surprised that magic isn't one of them.

You have to take the feat Eldritch Claws if you want claws that bypass magic DR. Cold iron, silver, adamantine and - DR, but not magic.

EDIT: I'm surprised too. I guess they assume you're have an amulet to take care of that?

Eldritch Claws overcomes silver.

"Your natural weapons are considered both magic and silver for purpose of overcoming damage reduction."


Pathfinder Starfinder Society Subscriber
Verzen wrote:
Well, in that case, I hope they leave Shifters Edge alone.

We already know that won't happen, per remarks from Mark Seifter about an upcoming FAQ.

But I can see why nobody outside of Paizo mentioned this issue -- I am guessing that pretty much everyone who did notice it liked what they saw.


Pathfinder Starfinder Society Subscriber
graystone wrote:
Gisher wrote:
Dragon78 wrote:

...

Natural attack specialist- Only gets 2 claw attacks, max damage only 1d10, doesn't count as magic.
...
They don't overcome DR/magic? From previous posts I'd gotten the impression that the claws could overcome various forms of DR. I'm surprised that magic isn't one of them.

You have to take the feat Eldritch Claws if you want claws that bypass magic DR. Cold iron, silver, adamantine and - DR, but not magic.

EDIT: I'm surprised too. I guess they assume you're have an amulet to take care of that?

Or a Bodywrap of Mighty Strikes -- quite adequate for a Shifter of level 6+.


Pathfinder Lost Omens Subscriber

This is sounding more and more (and based on my own reading of the book) like a poor fiscal decision.

...currently weighing cancellation of subscription that just picked up because it looked much better in the hype...

Please don't factor that into considerations, it's a cost/benefit analysis on my side, shouldn't be construed as an attack.

Dark Archive

1 person marked this as a favorite.

To be fair about snowball though it was always bit nonsensical.

I mean, conjuration creation type meant that its not magical snowball, its just an regular snowball created and propelled by magical means. So somehow, a regular snowball does cold damage instead of bludgeoning and somehow regular snowball has chance of staggering you meanwhile being hit by mace doesn't stagger you. At least change to evocation makes cold damage make more sense.

That said, I can't remember time when Paizo nerfed something to make it make more sense and they DID probably do it because some people complained about it or something.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber
CorvusMask wrote:

To be fair about snowball though it was always bit nonsensical.

I mean, conjuration creation type meant that its not magical snowball, its just an regular snowball created and propelled by magical means. So somehow, a regular snowball does cold damage instead of bludgeoning and somehow regular snowball has chance of staggering you meanwhile being hit by mace doesn't stagger you. At least change to evocation makes cold damage make more sense.

That said, I can't remember time when Paizo nerfed something to make it make more sense and they DID probably do it because some people complained about it or something.

The real issue with it was always the stagger effect at level 1 that ignored Spell Resistance was just way too much. It became the obvious choice for everyone able to change the element of a spell on the fly.


Gisher wrote:
Mbertorch wrote:
Matrix Dragon wrote:
Hahah, those of you who hated the snowball spell will be happy to know that the reprint doesn't have a save or staggered anymore. It is just a damage conjuration now. Still good for 1st level, but not super overpowered now.
I thought some people said it was evocation now
Feros did say that.

*Checks* Yep, it is evocation now. I missed that, lol.

Dark Archive

DM_aka_Dudemeister wrote:
CorvusMask wrote:

To be fair about snowball though it was always bit nonsensical.

I mean, conjuration creation type meant that its not magical snowball, its just an regular snowball created and propelled by magical means. So somehow, a regular snowball does cold damage instead of bludgeoning and somehow regular snowball has chance of staggering you meanwhile being hit by mace doesn't stagger you. At least change to evocation makes cold damage make more sense.

That said, I can't remember time when Paizo nerfed something to make it make more sense and they DID probably do it because some people complained about it or something.

The real issue with it was always the stagger effect at level 1 that ignored Spell Resistance was just way too much. It became the obvious choice for everyone able to change the element of a spell on the fly.

Well, yeah, it was really powerful spell for level 1, but what I said was that I doubt they would have ever bothered to change the text because of "It doesn't make sense how it works" <_< They did fix that common sense problem while nerfing it, but they would have never changed it from conjuration to evocation for sake of making it make more sense.

(because seriously, snowball should be bludgeoning not cold if it was real non magical snowball. Same way ice spears are partially piercing instead of just cold damage)


Pathfinder Starfinder Society Subscriber

Of cource, the brief spell description should probably be changed since it still mentions a conjured snowball.

Silver Crusade

David knott 242 wrote:
Of cource, the brief spell description should probably be changed since it still mentions a conjured snowball.

Little c.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

Do talons count as claws for the purpose if number of attacks? Say you have 2 claws, 2 talons, a bite, and a gore. Do you get 4 attacks or 6?

Silver Crusade

Verzen wrote:
Do talons count as claws for the purpose if number of attacks? Say you have 2 claws, 2 talons, a bite, and a gore. Do you get 4 attacks or 6?

It's my understanding that talons and claws are separate natural attacks.


The Sideromancer wrote:
What does the natural philosopher do?

As fun as the other responses were, it would be nice to know what investigator features it trades out.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Rysky wrote:
Verzen wrote:
Do talons count as claws for the purpose if number of attacks? Say you have 2 claws, 2 talons, a bite, and a gore. Do you get 4 attacks or 6?
It's my understanding that talons and claws are separate natural attacks.

That is my understanding as well, especially for bipedal creatures talons are on the feet and claws on the hands.


1 person marked this as a favorite.

Is there a place to start a new thread to discuss everything in this book that isn't the Shifter class? It seems like a lot of folks have questions about various feats, animal companions and familiars, the First World, etc., that have been unfortunately sidelined by the excitement over the new class.


Uh-oh. There's an ooze form spell or set of spells. I would presume that you don't get to turn into a carnivorous crystal ever (or, why not, 19th level). Is Paizo going to reprint (or do they reprint in this book) the cave druid archetype?

Hmm, if they don't reprint cave druid to use ooze form here, I'm not sure where they would. Cave druid is originally in the APG, and I don't see them errata-ing that source with a spell years into the future. And probably a reprint in a Player Companion product is out...


Verzen wrote:
Do talons count as claws for the purpose if number of attacks? Say you have 2 claws, 2 talons, a bite, and a gore. Do you get 4 attacks or 6?

Talons are attacks with your feet from a bipedal creature. These are different from claws on a bipedal creature, as those are hand attacks.

Now if you had hooves and talons, you'd have to pick one of the other.

The Sideromancer wrote:
The Sideromancer wrote:
What does the natural philosopher do?
As fun as the other responses were, it would be nice to know what investigator features it trades out.

Altered weapons[simple, handaxe, whips, kukri, throwing axe, short bow] and skills [+survival, -perform], +heal/survival, -linguistics/spellcraft for inspiration, herbalist [uses that profession instead of alchemy, free infusions]

EDIT: trades/alters: Skills, weapons/armor, inspiration, trapfinding, alchemy, trapsense, 3rd level talent.

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