Pathfinder Roleplaying Game: Ultimate Wilderness

3.00/5 (based on 59 ratings)
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

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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Sovereign Court

Purple Dragon Knight wrote:

About the Pose as Scenery plant companion trick: can anyone provide advice on how to improve that Disguise check? I don't think it's a class skill for animal companions, and many plant companions have a low Cha which works against that +8 Disguise check.

Any advice would be greatly appreciated! thank you!

PS: under the Bestiary's description of the Plant type, we have this "The following are class skills for plants: Perception and Stealth." which leads me to think this Pose as Scenery trick may have been intended for Stealth instead of Disguise.

Did anyone come up with interesting houserules to fix this?

Media Specialist, SmiteWorks USA (Fantasy Grounds)

Hello! This is now available for purchase from Fantasy Grounds or on Steam. Sync your account first to get it a discount equivalent to the PDF Price ($9.99)

Pathfinder RPG - Ultimate Wilderness
Publisher: Paizo Inc.
System: Pathfinder RPG and D&D 3.5/ OGL
Type: Accessory
Get it on Steam


Jen Page wrote:

Hello! This is now available for purchase from Fantasy Grounds or on Steam. Sync your account first to get it a discount equivalent to the PDF Price ($9.99)

Pathfinder RPG - Ultimate Wilderness
Publisher: Paizo Inc.
System: Pathfinder RPG and D&D 3.5/ OGL
Type: Accessory
Get it on Steam

Hi Jen,

I'm not familiar with Fantasy Ground but what is the advantage of getting it there as opposed to a PDF?

Thank you!
GM PDK

Paizo Employee Chief Technical Officer

GM PDK wrote:
I'm not familiar with Fantasy Ground but what is the advantage of getting it there as opposed to a PDF?

Fantasy Grounds is a virtual tabletop. Purchasing this product on Fantasy Grounds allows you to access the mechanical content from the book inside the VTT. That content isn't accessible outside of Fantasy Grounds, so it's not a replacement for the PDF... but if you have the PDF in your paizo.com account, the Fantasy Grounds purchase is discounted by the price of the PDF.


Thanks Vic, most appreciated!


Question regarding the Hunter Archetype Forester:

https://www.d20pfsrd.com/classes/hybrid-classes/hunter/archetypes/paizo-hun ter-archetypes/forester-hunter-archetype wrote:

Animal Focus (Su)

As a forester has no animal companion, the aspects granted by this ability always apply to the forester herself, just as if a normal hunter’s companion were dead.

This alters animal focus.

Would this imply that the Hunter would have TWO Animal Foci, one 'permanent' and one that lasts for minutes per level?

https://www.d20pfsrd.com/classes/hybrid-classes/hunter wrote:
If the hunter’s animal companion is dead, the hunter can apply her companion’s animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion’s focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Paizo Employee Chief Technical Officer

1 person marked this as a favorite.

You'll have a better chance getting rules questions answered in the Rules Questions forum.


Vic Wertz wrote:
You'll have a better chance getting rules questions answered in the Rules Questions forum.

Thank you!


I did a search on this discussion thread and I did not see any matches for the question I want to raise here so apologies if I missed it answered earlier in the thread.

The woodland sniper archetype of the slayer class has the Branchwalking ability at 11th level with an additional benefit at 13th level - it raises the DC of an Acrobatics or Climb check by 5 to allow the woodland sniper move between one tree to the next via connecting branches within the canopy. My question is...what is the DC normally?

I take it that it means you can't normally move between tree to tree via connecting branches. A Climb check allows you to move vertically on a tree but not horizontally. Acrobatics is used for balancing on a narrow surface that can support your weight. So what is the "base" DC are we looking at here for moving horizontally across trees?

Thanks for any help in clarifying this ability for me.

CB

Sovereign Court

Ultimate Wilderness wrote:

Tree Climber (Ex): A woodland sniper adds half his level to Acrobatics and Climb checks to move between, through, or up trees. With a successful DC 15 Acrobatics check, he can make ranged attacks with bows while balancing on branches.

This replaces track.

Core Rulebook wrote:

Trees The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Medium and dense forests have massive trees as well. These trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.

Forest Canopy It’s common for elves and other forest dwellers to live on raised platforms far above the surface floor. These wooden platforms often have rope bridges between them. To get to the treehouses, characters ascend the trees’ branches (Climb DC 15), use rope ladders (Climb DC 0), or take pulley elevators (which can be made to rise a number of feet equal to a Strength check, made each round as a full-round action). Creatures on platforms or branches in a forest canopy are considered to have cover when fighting creatures on the ground, and in medium or dense forests they have concealment as well.

Other Forest Terrain Elements Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. Forest streams average 5 to 10 feet wide and no more than 5 feet deep. Pathways wind through most forests, allowing normal movement and providing neither cover nor concealment. These paths are less common in dense forests, but even unexplored forests have occasional game trails.

To answer your question, check out the Acrobatics skill for the base DC to jump between two branches. I am not sure if you can have a running leap on a branch or not. If you can't the DC is double the distance you're trying to jump. Some classes have abilities that allow you to jump as if you had a running leap (ninja or monk I think).

Personally I would use Brachiation from the Treestrider archetype instead; Branchwalking appears to be unsupported (no pun intended) by the existing rules. Kinda like 'Pose as Scenery'.

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