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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Really 4 1/2 stars, but I believe in rounding up instead of down!

5/5

The Shifter--oh what a pot-stirring that class has created! I like it. Is it perfect? No, but it is more or less what I thought it would be and I like it. It has a Beorn-like feel to it, for me rather than a Master of Forms. Being perhaps the first shifter in true fantasy adventure (from Tolkien), I think being Beorn-ish is what the Shifter should be. Thank you, Paizo! Is it going to replace the rather over powered Druid? Uh, no. If you like the Druid, stick with the Druid. I like the Shifter, thank you. With a total of 12 pages devoted to this, it is ridiculous to base a review entirely on this part of the book.
Plenty of fun wilderness-ish archetypes--my favorite being the Star Watcher (Investigator), whose alchemy is altered by creating starcharts for extracts and reading them to activate as well as starknife goodness!
I love the Hazards section. I grin at the thought of using those when I GM. The Wilderness Exploration rules are intriguing and useful, but the main reason for purchase? That might be for the 100+ possible animal companions and familiars! Fantastic!


5/5




Essential Rulebook for Wilderness Themed Campaigns

5/5

For an explanation of how I use the five star review method, see my entry on So What's the Riddle Like Anyway? HERE.

Ultimate Wilderness is the latest entry in Paizo’s line of Ultimate guides for the Pathfinder Roleplaying Game. Each book of this line tries to expand the PFRPG ruleset covering a specific area to such a degree that further hardcover books are rendered unnecessary; hence the “Ultimate” part of the title. In this case we have a book covering wilderness adventuring, the next most common area for RPG adventures outside of dungeons. As such it seems odd that we have had to wait eight years for this volume; I would have expected it a lot sooner.

The first chapter covers Wilderness Heroes, giving us three new PC races and a new class—the Shifter. The Gathlain is the first race, which were first introduced in the Advanced Race Guide as an example of what could be built with the Race Builder ruleset and then later as an entry in Bestiary 4. Small, fey creatures with wings made of wood, the gathlain are an intriguing and unique creation. Here they get a full six page overview including alternate racial traits, favored class options, archetypes, equipment, feats, magic items, and spells.

I especially like the Fey Prankster rogue archetype which grants the gathlain control over plants to aid in trapping and tricking their opponents and the ability to cast an illusion stealing the appearance of one creature or object and swapping it with another. This fits in with classic faerie tales and fey tropes, taking what was once an exercise in rule-testing and creating something deep and memorable.

The second race is the Ghoran, a race that appeared initially in the Inner Sea Bestiary and then later as an entry in Bestiary 5. As a PC race they have been modified slightly, removing some plant immunities so they work better within the rules. They are essentially humanoid flower people and they get a five page spread similar to the gathlain. I like how the leafshifter shifter archetype allows for topiary forms instead of actual animal forms when shapeshifting. Rather cool!

Vine Leshys are a new leshy designed specifically to be a PC race. Like the modified ghorans, they lack the primary plant immunities to keep balance with other PC races. They get a full six page write up and are full of neat little leshy type items like a feat that lets you heal using sunlight and leshy spells that let you grasp items and creatures with an extendable vine or summon a swarm of tiny leshys to overwhelm your foes.

After the three new races come the new class, the shifter. The shifter is a Full BAB martial class with the ability to draw upon aspects of animals to enhance her combat abilities. She augments her lack of weaponry (her weapon proficiency list is small and select) and armor (limited to non-metal, light and medium plus shields except tower shields) with claw attacks that increase in damage over time and an AC bonus based off Wisdom like a monk. Indeed, the shifter seems to be a hybrid monk/ranger with a limited druidic wild shape as well (starting at 4th level).

The core of the class seems to stem from using the powers from an animal aspect to enhance their combat strikes and—over time—add more aspects to further improve their melee combat abilities. For example, a shifter gets one animal at first level and might choose bear as her aspect. She would then get four minutes a day at first level (3+level minutes per day) enhancing her Constitution score by 2. She would use these in one minute increments, so she would likely have four encounters a day with one extra hit point and a +1 to Fort saves.

At fourth level, she could use wild shape to become a dire bear. At fifth level she would gain a second aspect—let’s say owl. For eight minutes a day in one minute increments, she could gain a +4 bonus on Stealth or the +2 bonus to her Constitution. She would also be able to wild shape into a Medium sized owl. At 8th, these abilities go up: +4 bonus to Con and +6 bonus on Stealth.

At 9th the Shifter gains chimeric aspect, allowing her to use two minor aspects simultaneously, in this case both the bonus to con and the stealth bonus. This adding continues on creating a versatile combatant over time.

What the shifter is NOT is a class whose primary ability is shapeshifting. Although an important aspect of the class, it only becomes versatile around 10th level, where the shifter has three aspects and can wild shape four times a day. If you are looking for a flexible shapeshifter at 1st level, this isn’t it.

Overall, I like the class. While limited in shapeshifting, it is a full BAB martial with some very unique combat options. With the right feats and magic items, it could very easily fulfill the role of melee combatant in a party while retaining a good range of skills (4 + INT) and unique natural world connectivity.

The second chapter covers archetypes and class options. There are eighty-five archetypes in this section, covering most of the base classes to some extent. There are some excellent ideas here; I especially like the Brawler archetypes as they trade out only a few abilities each to gain the flavour that is being looked for. The Venomfist only loses close weapon mastery and knockout to gain toxic unarmed strikes—they do a bit less damage in return for poisoning opponents! This could be combined with the feral striker archetype—-which loses martial flexibility for gaining a shifter aspect. A third level snake aspect venomfist using snake style combat would have bonuses for and against attacks of opportunity with poison strikes that can do bludgeoning or piercing damage. That’s just great!

My favorite is the oozemorph—a shifter archetype that is much more flexible in shapechanging abilities, being a person who becomes an ooze that can take humanoid form for initially short periods of time. This has some strong limitations for the first three levels, but eventually becomes much more versatile in shapechanging appearance than the core shifter—including the ability to appear as just about anyone!

Many of the archetypes are updated reprints form the Player Companion line of products, so will be familiar to those who have copies of the various issues in question. By placing these in the PRD (eventually) they open them up to more use for the general public, so I don’t mind the reprints. Others do not like this practice, so judge for yourself.

In addition to the archetypes we have a large number of other options with ties to the natural world: six alchemist discoveries, seventeen barbarian rage powers, a new cavalier order (Order of the Green, dedicated to the Green Faith), two new druid domains (Erosion and Vermin), the Wood Element for kineticists (updated and repaired from its initial appearance in Occult Origins), four slayer talents, four witch hexes, six witch patrons, two psychic disciplines (Ferocity and Symbiosis), a shaman spirit (Wood), an eidolon subtype (Plant), and four warpriest blessings based on natural disasters. All in all, a massive amount of material to use in creating wilderness based adventurers.

The third chapter covers new feats, most of which run the gamut from meh to really good, as per usual. I see feats as a means of customizing a character to fit the vision a person has for it in their head, so I like the selection and variety presented. As always a feats usefulness is mostly dependent upon how often the circumstance in which it will be useful comes up. For some designs and play styles, what is useless to one player may be critical to another.

Some of the more interesting feats work with rules found later in the book, such as Cultivate Magic Plants under Item Creation and the Natural Poison Harvester feat chain which makes harvesting poisons from natural settings easier and with better results. There are four more combat styles with a nature focus and five new teamwork feats.

Chapter four is the heart of the book for me: Mastering the Wild. Here we have the additional rules and flavour text for really bringing wilderness adventures to life and separating them from dungeons and urban outings. The first section codifies exploration and allows a GM to prepare a wilderness area for the party to explore and quickly without having to become overburdened by every rock and bush. It works much like the research rules from Ultimate Intrigue, but with more danger and physical challenges.

We are then given an overview of the First World which is almost all flavour text. I like this, as there is enough information out there mechanically for the fey that what we really need is a thematic overview for writing adventures involving the First World. They do include a series of hazards and haunts connected to the FW to help with mood setting.

Next up are rules for foraging and salvaging, expanding on the basic survival skill roll. These really are straight forward rules without much complication that add a level of verisimilitude to the process of finding supplies and equipment in the wilderness.

The overview on the Green Faith is much like the First World: lots of flavour as mechanics are already established. It establishes the various druidic orders that make up the Faith as well as its hierarchy. Details on the roles various adventure classes play in the faith and how alignment ties in are also discussed. Two green faith archetypes accompany the section: one for druids and one for Inquistors. Pretty much everything a GM needs to incorporate the Green Faith into their adventures without much fuss. Nice!

Then comes a section on harvesting poisons from the natural world and crafting antitoxins. It comes with a list of fourteen natural poisons, their effects, and how they can be found in the wilderness. This can be used either as a skill challenge for a group looking for a specific poison or as a list of new poisons for use in the game.

Hazards and Disasters make up the next section and cover everything form common brambles to volcanic eruptions with thin ice, earthquakes, and fording rivers in between. These are great additions to those found in the Core Rulebook and may be the most useful six pages in the book for running wilderness adventures. I particularly like the vampire orchids, whose pollen can put you to sleep so they can drain your blood! A nasty twist of the field-of-flowers-making-you-sleepy encounter.

Herbalism is then covered with a series of eighteen different herbs, where they can be found, how they can be prepared, and what their uses are in game. Simple rules for gathering and preparing are presented which wouldn’t slow down the game much. It could—like the natural poisons—simply be used as a list of available new items of course.

Six pages are then spent on explaining how to use spells already in the game effectively in wilderness settings. This is in many ways a strategy guide on how to use magic to make exploration and travel easier. Even simple spells like create food and water and purify food and drink are shown to go a long ways toward making survival much easier.

Trophies and Treasures is a ruleset that covers making money from animals and things you might find in a wilderness setting. A simple set of skill rolls can transform a monster without treasure into a treasure itself! The section comes with monster types and subtypes and what items may be “harvested” for fun and profit.

A more robust weather system covers seven pages, allowing a GM to make more believable weather patterns should he wish to expand on what is in the CRB. I myself prefer usisng weather as appropriate to the mood of the story, but for others who want a more sandbox generic experience these tables and rules will be of great use. There is also a section on severe weather, covering the mechanics and effects a party would have to deal with should they find themselves caught in a weather event.

The last section of chapter four deals with traps built by survivalists and trappers using natural items. A list of ten traps ranging from CR 1 to CR 5 are presented, including classics like the deadfall and spring snare.

Chapter five covers animal companions and familiars, and it is quite extensive. It lists magic item slots for various animal body types, a list of fifty-two animal companions (including grizzly bears—which are eventually Large sized!—plant, and vermin companions), sixteen animal companion archetypes, nine variant familiars (same stats as an already established familiar but with flavour changes), forty-six familiars (favorites: ravenous tumbleweed, giant tardigrade, and razor fern), fourteen familiar archetypes, thirty-one companion tricks, and twelve companion feats.

There is something there for almost everyone who has an animal friend. A lot of the familiars and rules come from Familiar Folio and Animal Archive, but as I stated above, I regard moving this from the companion line to the main line as a good thing.

Chapter six covers a list of new spells for the game with a wilderness bent. Some are reprints, some are new, but all follow the standard addition of magic found in most books. A few of the spells—such as snowball—are updated and corrected on the way in. Also included at the very end of the chapter are five nature based rituals. I love rituals; they feel more like magic to me than regular spells in the game do. I really like return to dormancy; although designed for kaiju, it could work quite well on the spawn of Rovagug like the Tarasque.

The final chapter covers wilderness adventuring gear and magic items. They include carrier backpacks (for carrying you cat familiar and the like around along with your gear), a cooler chest (for perishables), and a goblin fishing lure (why fish would want to eat something that looks like a goblin head is anyone’s guess).

The coolest addition to magic items are Magic Plants, cultivated from seeds, roots, and cuttings by spellcasters for their magical properties. There are sixteen plants in all, each one having a magic effect from the use of its leaves, bark, or fruit. I like the helping hands vines, whose hand shaped leaves help people trying to scale the walls they are growing against. Neat visual image!

Final Thoughts: I like this book a lot. There are loads of new character options for the main line of the game (admittedly, some of these were available in Golarion specific soft-cover expansions earlier), great sets of simple rules for expanding on wilderness adventuring, and many new items and animals to interact with. The overviews of the First World and Green Faith are solid and will help build an atmosphere appropriate to the setting and creatures involved. The shifter may disappoint those who wanted it to be something other than it is, but it seems a solid new character class to me. All in all a great book and a must for wilderness themed adventures in the Pathfinder game. Five out of Five Stars.


New class, new race, and some old stuff

5/5

Nice to get some consolidation of books in.


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David knott 242 wrote:
Benjamin Medrano wrote:
There are 3 races, two of them are plant creatures (vine leshy and another one that's already been printed... but I don't remember much about it).

Just speculating here, since I wasn't there:

Ghoran is the Plant race in Inner Sea races. Could this be the other Plant race in this book?

If the non-Plant race isn't totally new, the Skinwalker would be a logical candidate to get some love in this book.

Ghoran was the one mentioned. I just couldn't remember the name.


This is sounding like a cool book. Thanks Benjamin for sharing info.

Happy the Phytokineticist is getting the reprint, and finally getting it's basic skill.

Liberty's Edge

Master Pugwampi wrote:
Rysky wrote:
LESHIES!!!!!!!!!!

So the Leshies get a PC race and STILL no love for gremlins?!?

This is an OUTRAGE! Someone get my lawyer...

Well gremlins literally being the fey creature embodyment of destructive impulse does make them a bit more difficult to manage. Then again we have goblins as possible pcs so again it's random speculation on my part.


So far I like the shifter, but I do hope they get an archetype that lets them shift into dragons. Just because. :P :)

Or Fey. Fey is cool.


The only plant immunity that I didn't like players having was mind-affecting effects and that is easy to fix without an issue.


3 people marked this as a favorite.
Thomas Seitz wrote:

So far I like the shifter, but I do hope they get an archetype that lets them shift into dragons. Just because. :P :)

Or Fey. Fey is cool.

I actually hope there is an archetype that allows them to function as doppelgangers....perfectly impersonating specific individuals ala Mystique style....


Nighttree,

I thought that's what Kitsune already do with a feat...


Thomas Seitz wrote:

Nighttree,

I thought that's what Kitsune already do with a feat...

???


1 person marked this as a favorite.

Nighttree,

Try here

Sczarni

1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

There's a difference between a race and a class being able to do it, though. Not all GM's allow kitsune or races outside of the core races.

In fact, in my experience, most don't. My GM allows us to use any sources except races are restricted to base races.

Kitsune also won't be allowed at PFS forever.


Verzen,

Mmm. You make an excellent point that I had not considered. Thank you.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber
nighttree wrote:
Thomas Seitz wrote:

So far I like the shifter, but I do hope they get an archetype that lets them shift into dragons. Just because. :P :)

Or Fey. Fey is cool.

I actually hope there is an archetype that allows them to function as doppelgangers....perfectly impersonating specific individuals ala Mystique style....

They should most definitely make one, but I'm not sure how they would without giving them all the tools upfront.

Would be interesting, though.


Pathfinder Starfinder Roleplaying Game Subscriber
Dragon78 wrote:

The only plant immunity that I didn't like players having was mind-affecting effects and that is easy to fix without an issue.

I don't know, I think it's kind of annoying that if you want to be a plant druid you can't use wild shape...

...which reminds me, I hope there's options for plant companions for more than just treesinger (preferably anyone with an animal companion, but at least the hunter), and some more plant-based familiars than just the petrifern would be neat too.


1 person marked this as a favorite.

Dunno how I feel about the Shifter getting Wild Shape at 5th level, but I am guessing many will be pissed off by that. Hopefully, it avoid the 2 + Int mod skill points per level.

Sovereign Court

PFS already had Kitsune allowed a few years back. It will be interesting to see the ooze shapechanger.


2 people marked this as a favorite.

Shifter iconic

No name yet. :)

Dark Archive

Pathfinder Adventure Path Subscriber

Hmm, either Vudrani or Shoanti?


I'm guessing the latter, Decius.


Pathfinder Lost Omens, Rulebook Subscriber
Patrick Curtin wrote:

Shifter iconic

No name yet. :)

her clothing style is strongly Egyptian, most likely Garundi or at least from Osirian, Maybe Kelesh?

Silver Crusade Contributor

7 people marked this as a favorite.

99% certain she's Shoanti. ^_^

(I'm at the banquet.)


Looks like Decius wins the no-prize prize! Or is that me?


Hoping for d12 HD. I'm super excited, but trying to manage expectations in case it isn't what I want.


1 person marked this as a favorite.
jedi8187 wrote:

This is sounding like a cool book. Thanks Benjamin for sharing info.

Happy the Phytokineticist is getting the reprint, and finally getting it's basic skill.

Not a problem, wanted to let people know what they could.

Oh, and Luthorne, thanks for reminding me! They did say they were opening up plant companions to other races.


Patrick Curtin wrote:

Shifter iconic

No name yet. :)

Well, they won't get accused of making another "stripper/escort" type this time, so that one less list of complains to worry about.

Liberty's Edge

1 person marked this as a favorite.

The idea of a dedicated shapeshifter class is solid. It's been hard to do that. It's a better niche than half the classes in the ACG. And, honestly, what I expected from the hunter before they revealed that was a pet class.

Sczarni

Pathfinder Lost Omens, Rulebook Subscriber

I want to know what other archetypes there are.


Pathfinder Starfinder Roleplaying Game Subscriber
Benjamin Medrano wrote:
Oh, and Luthorne, thanks for reminding me! They did say they were opening up plant companions to other races.

Good to hear!


I agree Jester David, a shapeshifter class is a better niche then everything in the ACG. As much as I like the swashbuckler it still had a major flaw for what is was supposed to be, a dex base fighter, yet it didn't get a dex to damage built in class feature.

Not that impressed with the iconic shifter's art but how I feel about class when I see it is more important.


1 person marked this as a favorite.

Maybe the weird bat thing is the shifter.


1 person marked this as a favorite.
Kalindlara wrote:

99% certain she's Shoanti. ^_^

(I'm at the banquet.)

Kind of looks Native American, so maybe Arcadia? IIRC we still don't have any iconics from Not!Americas


MMCJawa wrote:
Kalindlara wrote:

99% certain she's Shoanti. ^_^

(I'm at the banquet.)

Kind of looks Native American, so maybe Arcadia? IIRC we still don't have any iconics from Not!Americas

Looks more like Aztec elements to the clothing than Egyptian...I could see Shoanti or Arcadian....

Contributor

Without knowing much about the iconic, I feel Arcadian is a safer bet than Shoanti, if only because there's a decent effort on Paizo's part to have human Iconics of different ethnic groups whenever possible. I don't know that we have any actual ethnic overlap between human Iconics at this point, honestly. (If I remember right, Freya, Yoon, Reiko, and Hayamoto are all different Tien ethnic groups.)


Benjamin Medrano wrote:
David knott 242 wrote:
Benjamin Medrano wrote:
There are 3 races, two of them are plant creatures (vine leshy and another one that's already been printed... but I don't remember much about it).

Just speculating here, since I wasn't there:

Ghoran is the Plant race in Inner Sea races. Could this be the other Plant race in this book?

If the non-Plant race isn't totally new, the Skinwalker would be a logical candidate to get some love in this book.

Ghoran was the one mentioned. I just couldn't remember the name.

Any news about the third race? The non-plant one. I hope it's an insect like race... *-*


Sorry, I don't remember. I know it wasn't lizardfolk, that was guessed... I just don't remember, and neither does my wife. I believe ours a pre-existing one, though.


Oh, a pre-existing one... Probably the skinwalker.

*-* Look! The cover!


1 person marked this as a favorite.

One of the blog with some info and pic.

Dark Archive

Alexander Augunas wrote:
Without knowing much about the iconic, I feel Arcadian is a safer bet than Shoanti, if only because there's a decent effort on Paizo's part to have human Iconics of different ethnic groups whenever possible.

Same thought here. They've already got a Shoanti iconic in the Bloodrager, so an Arcadian could cover some new ground.

And the picture is definitely giving me a meso-american vibe. Jaguar knights and eagle knights for the win!

(Does anyone say 'for the win' anymore? Oh dear, I'm uncool...)

Silver Crusade

Pathfinder Adventure Path Subscriber

You're good Set, being 10 years behind on memes is still quite a good score for a PNP gamer ;-)

Dark Archive

Pathfinder Adventure Path Subscriber

WOW
I want this cover as a print!

Contributor

The Gold Sovereign wrote:
Benjamin Medrano wrote:
David knott 242 wrote:
Benjamin Medrano wrote:
There are 3 races, two of them are plant creatures (vine leshy and another one that's already been printed... but I don't remember much about it).

Just speculating here, since I wasn't there:

Ghoran is the Plant race in Inner Sea races. Could this be the other Plant race in this book?

If the non-Plant race isn't totally new, the Skinwalker would be a logical candidate to get some love in this book.

Ghoran was the one mentioned. I just couldn't remember the name.
Any news about the third race? The non-plant one. I hope it's an insect like race... *-*

Third race was confirmed to be a galathian update. Sub-fey race with wings, small size, they were in Bestiary 3(4?). Wondering if these new races will be considered core.

Silver Crusade

2 people marked this as a favorite.

Poor Skinwalkers ;_;


So.... 1 new race? And two reprints from the RPG-line? That's abit odd.

Contributor

Milo v3 wrote:
So.... 1 new race? And two reprints from the RPG-line? That's abit odd.

I'm not convinced they'll be reprints, precisely. Sounds like they'll be using errata to change some of their more troubling aspects, like typical plant immunities having polymorph so a ghoran can't really be a feral druid. They also mentioned each of these gets treatment on the level of the core races got in Advanced Race Guide, so lots of alternate racial traits, archetypes and feats.

Over all, it seemed to me that to call it a reprint would be like calling a lion a cat. Technically true, but a disservice to what it actually is.


Davic The Grey wrote:
The Gold Sovereign wrote:
Benjamin Medrano wrote:
David knott 242 wrote:
Benjamin Medrano wrote:
There are 3 races, two of them are plant creatures (vine leshy and another one that's already been printed... but I don't remember much about it).

Just speculating here, since I wasn't there:

Ghoran is the Plant race in Inner Sea races. Could this be the other Plant race in this book?

If the non-Plant race isn't totally new, the Skinwalker would be a logical candidate to get some love in this book.

Ghoran was the one mentioned. I just couldn't remember the name.
Any news about the third race? The non-plant one. I hope it's an insect like race... *-*
Third race was confirmed to be a galathian update. Sub-fey race with wings, small size, they were in Bestiary 3(4?). Wondering if these new races will be considered core.

Really interesting that the Gathlain are getting even more stuff, seeing as they just got even more stuff from Legacy of the First World. Hopefully it's not just a reprint from there.


From the description so far....I wonder what's going to distinguish the Shifter from the Feral Hunter ?


2 people marked this as a favorite.
Guy St-Amant wrote:
Patrick Curtin wrote:

Shifter iconic

No name yet. :)

Well, they won't get accused of making another "stripper/escort" type this time, so that one less list of complains to worry about.

I don't know about that...you can see her ankles and knees. Scandalous! ;)


1 person marked this as a favorite.
Guy St-Amant wrote:
Dunno how I feel about the Shifter getting Wild Shape at 5th level, but I am guessing many will be pissed off by that.

Because it's awful that they can't shapeshift as a combat option for five whole levels? Woohoo, claw attacks you'd be better off not using and getting a two handed weapon. It sounds like a "here, be a shapeshifter eventually but until you can actually shapeshift use a weapon like everyone else."


Azten wrote:
Guy St-Amant wrote:
Dunno how I feel about the Shifter getting Wild Shape at 5th level, but I am guessing many will be pissed off by that.
Because it's awful that they can't shapeshift as a combat option for five whole levels? Woohoo, claw attacks you'd be better off not using and getting a two handed weapon. It sounds like a "here, be a shapeshifter eventually but until you can actually shapeshift use a weapon like everyone else."

At early levels, natural attacks are an incredibly solid option. Why do you think Feral Mutagen is so good? Not to mention it sounds like the Shifter has more than just claws and wild shape in their "shapeshifting" repertoire. We only know 2 of their class features, and only the bare minimum of each. It's a little early to be so pessimistic, don't you think?

Silver Crusade

Pathfinder Adventure Path Subscriber
Brew Bird wrote:
Azten wrote:
Guy St-Amant wrote:
Dunno how I feel about the Shifter getting Wild Shape at 5th level, but I am guessing many will be pissed off by that.
Because it's awful that they can't shapeshift as a combat option for five whole levels? Woohoo, claw attacks you'd be better off not using and getting a two handed weapon. It sounds like a "here, be a shapeshifter eventually but until you can actually shapeshift use a weapon like everyone else."
At early levels, natural attacks are an incredibly solid option. Why do you think Feral Mutagen is so good? Not to mention it sounds like the Shifter has more than just claws and wild shape in their "shapeshifting" repertoire. We only know 2 of their class features, and only the bare minimum of each. It's a little early to be so pessimistic, don't you think?

Ah, you're new to Azten, aren't you?


Gorbacz wrote:
Brew Bird wrote:
Azten wrote:
Guy St-Amant wrote:
Dunno how I feel about the Shifter getting Wild Shape at 5th level, but I am guessing many will be pissed off by that.
Because it's awful that they can't shapeshift as a combat option for five whole levels? Woohoo, claw attacks you'd be better off not using and getting a two handed weapon. It sounds like a "here, be a shapeshifter eventually but until you can actually shapeshift use a weapon like everyone else."
At early levels, natural attacks are an incredibly solid option. Why do you think Feral Mutagen is so good? Not to mention it sounds like the Shifter has more than just claws and wild shape in their "shapeshifting" repertoire. We only know 2 of their class features, and only the bare minimum of each. It's a little early to be so pessimistic, don't you think?
Ah, you're new to Azten, aren't you?

Uh oh, is he one of those guys?

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