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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Nice feel - horrid classes

1/5

I am very disappointed in the classes and archetypes for this book.

The three new races - love two of em, they seem fun
The Shifter class - horrid. From an RP perspective - love it, but from a mechanical aspect - there are many other class archetypes that do what this class does , not only better but with more options.

The damage of the class is lacking, the feats and skills needed to make it work is a heavy tax. if you like RP shifter has it, come first fight, your gonna die a horrid death with only being able to do 1D3 dmg + 1 - Teh brawler starts with 1D6 + strength and gets flurry eventually.

The major bonus of the class the "Major form" kicks in at level 6 - much later than what I would like given how much I am sacrificing for this class.

Oh and the love I wanted for a lychanthrope a Werewolf character -sure I have the archetype now, but with such low mechanics it really limits me significantly.

Oh and why is this book not yet on the PFS additional resources list? the book comes out and does not get added instantly? I only play PFS given my social circles, but I can't use anything in this book yet. (this complaint is not included in the 1 star rating, the 1 star is based on the new rules, classes etc offered by this book)


2/5

Even in a book like this, druid still got no love! Only a few options for druid are not rubbish. Why PF designers hate druid so much?


Not my norm....

1/5

I don't usually do reviews....but here goes.

The book has some interesting Archetypes and rules elements.

But I have been waiting for months for the Shifter....and that was rather a let down.

The class feels unimaginative and sparse at best. Most of the archetypes are confusing and at least appear to be ill thought out (Weretouched works fine, but that's the shining star)

That, in addition to all the reprints I have already payed for over time....is rather disappointing.


4 1/2 Stars

5/5

I round up, because as an author I know how difficult it is to find errors in your work.

Chapter 1: I'm intrigued by the Gathlains, but I don't care for small races, and I found the omission of the racial type rather odd, but it is what it is. The Ghoran were neat, but not really my type of character... and I'm even less likely to be interested in the vine leshy, so I largely skipped it. There were some neat archetypes and other racial items and other features in the chapter.

The Shifter... ah, where to start? I think the problem with this was that so many people were expecting something different, including me. Looking back, they mentioned that they were planning on it being a sort of 'druidic paladin' to begin with. I feel that while the class is limited, it's still quite effective in its role, as I've rarely seen players use more than three forms in games to-date, and the two shifters I've built so far seem to be decent though not exceptional. As it stands, I feel the shifter is a decent chassis for creating other types of shifting archetypes, but it'd probably be better with a 3-5 bonus feats, (3 if any combat feat was allowed, 4-5 if you had a specific list to select from, like the monk or ranger).

Chapter 2: I'll be honest, this is where the bulk of my attention was focused. Almost half of the archetypes in this chapter interested me, with standouts being the Skirmisher and Viking for Fighter (lightly armored and rage-based respectively), the Water Dancer monk which gains Charisma to AC and some water kineticist benefits, the phoenix-themed Flamewarden for Ranger, and others. I was particularly hopeful for the Fiendflesh Shifter archetype, but this seriously disappointed me, as it allows the character to shift for only 3 + level minutes per day. While people are frustrated by the shifter being limited, they still get multiple uses of wild shape that are 1 hour/level per day.

Chapter 3: Feats tend to blur together for me, but in my overview, I felt that about 1/3 of them were pretty good, and of the remainder, it would depend on the campaign you're playing in. There are several feats that definitely take the Shifter from mediocre to being more effective, but this simply reinforces my belief that they should've gotten some bonus feats. I particularly like the improved versions of Spring Attack, though the prerequisites are punishing.

Chapter 4: I loved this chapter, as it went over a lot of rules and advice for getting along in the wilds, some basic wilderness traps, harvesting poisons, and more. I especially liked the trophy rules, and while I'll never use the weather tables, I liked seeing them. I also very much liked the additional hazards... but I'm usually a GM, so that's not surprising.

Chapter 5: This is all animal companions and familiars. I generally avoid both, but I quite liked what I saw! My one complaint was that we got a second spider animal companion, but neither of them (this is a web-spinner) can grow bigger than Medium. This is a complaint because I rather wanted a drow priestess or druid to be able to ride her spider mount. I suppose I'll have to make one myself, and this gives me plenty of examples to work off of.

Chapter 6: This is spells, and they're very thematic. I liked seeing spells to turn into fey and magical beasts, I liked seeing snowball brought in line with the other spells... and generally they looked useful. The chapter also contains rituals, and they were interesting, and allowed new, interesting story ideas.

Chapter 7: This has the gear and magic items, and the largest section of the chapter is taken up by the new magical plants, which I very much enjoyed seeing. I'm definitely going to use them in my games in the future. The mundane gear is decent, sometimes even good, and the magic items are refreshingly few, and all of it looks useful.

Conclusion
Bottom line, Ultimate Wilderness is about adventuring in the wild, and is useful for both GMs and PCs, in about equal measure in my view. The Shifter is decent but not exceptional, but that may change in time as well. I recommend getting the book as long as you enjoy adventures in the wilds.


A Good Book for Running Wilderness-based Adventures

5/5

This is a pretty good book, with lots of interesting and worthwhile contributions. Other reviews have offered a detailed breakdown of the contents of the book, so I’ll just give a quick sketch of my impressions.

A caveat: I have no idea of what is and isn’t a reprint, and I won’t be taking that into account.

--New Races: A+

I love the new races. I’m not someone who usually gets excited by races, but these ones were great. Each has a distinctive voice and interesting character-building hooks to play with, and each is distinctively different from other races on offer.

A wooden-winged curiousity-driven fey race? A plant-race that both can’t reproduce (and so is slowly dying out), but whose individual members are effectively immortal? A plant race that’s basically a bunch of animated vines? Great and inventive ideas.

--New Class (the Shifter): B-

The Shifter is... OK. As others have said, it’s a little boring, and covers territory half a dozen other archetypes seem to have already covered.

There have been a lot of complaints about how weak the Shifter is, so I might as well chip in my 2 cents here. I feel the class was boxed in by two things, both, in part, legacy features from D&D 3.5: (1) it’s abilities mirror those of a Druid in a lot of ways, making the Druid a natural point of comparison, and the Druid is (IMO) the most powerful class in the game (a legacy of 3.5), but (2) it’s a purely martial class, and so needs to be balanced against other (relatively weak) martial classes (another legacy of 3.5).

The result is a class that is roughly on a par with other martial classes, but is clearly weaker than a Druid. Of course, all the martial classess are weaker than the Druid. But most martial classes are different enough to make their relative weakness harder to see.

--Archetypes: A

There are a lot of great archetypes here, along with a bunch of OK ones, and a few duds. My favorites are probably the Green Knight (Cavalier) and the three kineticist archetypes (one a super wood-element-focused option, one modeled on the Dark Sun defilier, and one with variable affinities depending on their environment). But there are lots of other gems to be found here (e.g., the Geomancer (Occultist), the Sylvan Trickster (Rogue), a number of cool Ranger archetypes, and so on).

--Feats: B

As usual, these feats are a mixed bag. There are some nice options that open up interesting options (Improved and Greater Spring Attack, the Totemic feats, Eidolon Mount, a number of cool channel-based feats, several cool wild-shape boosting feats, and a few nice Shifter-boosting feats). And there are a number of feats that it’s hard to imagine taking. About par for the course for Pathfinder hardbacks.

There are also a few feats which (arguably) allow you to do things you used to be able to do using a skill, but which now seem to require a feat. But nowhere near as bad in this respect as (say) Ultimate Intrigue.

--New Environment Rules: A+

These are great. Tons of crunchy rules for making environmental exploration more interesting in all sorts of ways, a few nice sections of fluff spelling out the First World and the Green Faith, and a nice section on the interaction between spells and environmental hazarads. Great stuff.

--Companions and Familar Options: A+

More great stuff here, to make companions and familiars more distinctive and interesting. A ton of extra companion and familiar options. Companion and familiar archetypes. Great stuff for pet-having classes. (Especially familiar-having classes, since default familiars are often boring enough to get completely forgotten about during the course of adventures.)

--Spells: A-

As usual, these spells are a mixed bag. Some great additions (Fey and Ooze form polymorph spells!), including a few potential plot-driving spells for NPCs to use (e.g., Sea of Dust). Actually, since there aren’t a lot of spells, and there are a fair number of nice additions, spell quality is a bit better than average.

--Gear and Magic Items: A-

Some nice mundane equipment additions for low-level and gritty games. (An A there.) The magic items are fine. (More a B/B+.) More “cool magical tree for NPC to use in their magical grove” options than “items your PC needs” options. But since the latter tend to lead to power creep, I’m fine with this. And the magical/plant tree options are pretty neat from a GM perspective, naturally suggesting encounters or bits of magical-background-setting to introduce in an outdoor “dungeon”.

--Overall:

All in all, one of the better hardbacks Paizo has put out. I like it much more than, say, Ultimate Magic, the Advanced Race Guide, or Mythic Adventures. But not as much as my favorite hardbacks, like the Advanced Players Guide, Pathfinder Unchained, or Occult Adventures. On a par with Ultimate Intrigue and Ultimate Combat.

--Final Grade: A- (4.5/5 stars)


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Contributor

1 person marked this as a favorite.
BigNorseWolf wrote:
needs theme music

It starts that way, then it's all


1 person marked this as a favorite.

Can I just throw money at this now, or do I have to wait? *checks release date* Wait? Aww, not again!


I hope the new iconic is a female catfolk(B3 style), yeah I know, it will never happen.

Dark Archive

I have been wanting something like this since the early days of 3.5.

I love wild shape and have always wanted a class that was pure wild shape without any of those pesky spells involved.


But maybe the new iconic likes to shift into a large feline form?


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

Thinking about previous iconics, one of the things people havce been asking for is a martial small race character, So I would be very happy to see a Female Halfling Shifter.

Or we could get our first Arcadian Human Iconic, that would be so cool!


Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber

I feel like then Shifter class is going to focus entirely on using natural weapons to fight sort of like a claw and fang wielding Brawler. with minor shifting at earlier levels with more options and more powerful shapechanging effects as they go up in levels.

I wouldn't be surprised if we get something like a Brawler with a Druid. no spellcasting but able to get abilities and specific forms based on what animal allegiances you choose. perhaps with the later abilities to alter your own body at will.

I am as excited for this class as I was with the Kineticist! An at will shapeshifting class!

I am curious as to if they will do something of a feat or option that combines the class with the skinwalker's change shape racial ability.


What I find most interesting about the Shifter class is the potential to explore shapeshifing in ways untouched by other classes; as an example, the Shifter could perhaps have access to a larger pool of abilities than those listed under Beast Shape and its variants, and archetypes could allow the class to assume entirely new forms. For instance, a "Pact Shifter" archetype could strike a bargain with powerful forces to transform into Outsiders whose aligned subtype(s) match the Shifter alignment; a "Primal Shifter" archetype could channel the forces of nature to transform into Elementals, including those not covered by Elemental Body; an "Outer Shifter" archetype could assume the likeness of its alien masters to become Aberrations; and a "Shape Savant" archetype could behave similarly to the 3.5e Master Transmogrifier Prestige Class, limiting its shapeshifing abilities to a handful of forms but gaining Supernatural abilities and adding traits from one form to another.


1 person marked this as a favorite.
Andrew Mullen wrote:
I hope this means the occasionally headache-inducing polymorph rules get something like the unchained treatment! Shapeshifting is a super cool concept but is pretty daunting for new players.

I've been hoping for a while now that we might see some more offensive shapeshifting spells rather than the defensive/utility types that are currently in-game, so maybe this will tackle that niche. More ways of transforming opponents in mild (or major) ways rather than just friendly faces.


Will there be rules on Lycanthropes, Lycantropy, how to play them, etc?

^ and I mean Lycanthropes, not Skinwalkers.

Liberty's Edge

Pennate wrote:
What I find most interesting about the Shifter class is the potential to explore shapeshifing in ways untouched by other classes; as an example, the Shifter could perhaps have access to a larger pool of abilities than those listed under Beast Shape and its variants, and archetypes could allow the class to assume entirely new forms. For instance, a "Pact Shifter" archetype could strike a bargain with powerful forces to transform into Outsiders whose aligned subtype(s) match the Shifter alignment; a "Primal Shifter" archetype could channel the forces of nature to transform into Elementals, including those not covered by Elemental Body; an "Outer Shifter" archetype could assume the likeness of its alien masters to become Aberrations; and a "Shape Savant" archetype could behave similarly to the 3.5e Master Transmogrifier Prestige Class, limiting its shapeshifing abilities to a handful of forms but gaining Supernatural abilities and adding traits from one form to another.

True that could be cool, though I imagine there would also be different themes of more 'basic' shifter as well. Like a shifter that transforms due to a bezerker raging style, or one that uses some science/alchemical method to maximise potential of the changes as best he can, or even a pseudo-Druid or tribal warrior, that harnesses their inner beast aspect to defend their people or nature. There's so much potential for this to make some truely interesting characters. Plus another iconic to join our cast of miscreant heroes and one irredeemable monster is always fun. Especially if they actually don't take any of said characters biased and foolhardy opinions on topics he does not truely understand without damaging his mug a little.


It would be nice to see a larger pool of abilities then under the polymorph spells. Maybe they can break some of the rules like keep their armor if they choose, change into a specific creature/person, etc. I hope the class gains immunity to Lycanthropy and maybe even harmful polymorph and petrification effects.


**after release date

Is there a Pathfinder Tales story featuring the new shifter class? ;-)


1 person marked this as a favorite.

I hope that Barbarians, monks, summoners, and swashbucklers will get some archetype love as well.

I hope there will be new bloodrager/sorcerer bloodlines, oracle curses/mysteries, and witch hexes/patrons.


4 people marked this as a favorite.

They had me at shifter. I think like everyone has been wanting one of those for years.

Sovereign Court

DM_aka_Dudemeister wrote:

First of all, how dare you?

Second, what gives you the right?

Shapeshifter is literally my number one class that I've been clamouring for since the dawn of time. The only fantasy archetype I wasn't satisfied with (no offence Druid but you have entirely too much going on).

And then you just GIVE this to us! Fulfilling the hopes and dreams of generations?

I'm excited.

One day I'll talk my players into a Champions of Nature Party:

Barbarian
Druid
Ranger
Hunter
Kineticist
Shifter

Sure they won't be the strongest in matters arcane, but I think they'll be quite formidable indeed.

Wood Elementalist gets you arcane.


Shifter: spell-less and pet-less druid that gets wildshape at level 1?


Since we already got a First World related book I wonder what kind of info we will get and how many pages.


Dragon78 wrote:
Since we already got a First World related book I wonder what kind of info we will get and how many pages.

As this is a book in the RPG line, even if we got 100% reprinted content, it would still be worth. We have close to nothing on the Eldest (in the RPG line) to support their worshipers and followers.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Would be interested in seeing an archetype that transforms into a pack of animals (represented by breaking swarm rules?). Though that's mostly coming from Malazan love. Could never build proper D'ivers.

Liberty's Edge

Hopefully there will be an archetype that dedicates to a single animal form if the base class can shift between multiple forms; or vice versa, if the base class can just pick one animal form, then an archetype that can shift between different animals.

I also hope that there will be an archetype or other solution that will reduce bookkeeping and make it so that the shifter won't need to keep different character sheets for different forms.


2 people marked this as a favorite.

I'm guessing that Skinwalker Shifters will be popular.

Liberty's Edge

2 people marked this as a favorite.
Brinebeast wrote:
kevin_video wrote:
Brinebeast wrote:
Just thought I would mention that several years ago Kobold Quarterly did a spelless shfter druid class for PRPG rules and I am very excited to see how this Shifter class is both similar and different and how they compliment each other!
Did they? I completely bypassed that. I only remember the spell-less ranger.

Kobold Quarterly issue 15 has 3 alternate versions of the Druid class.

There's also a full BAB non-caster shifter class in Kobold Press's New Path Compendium - the skin-changer!


I am more interested in how this one will turn out.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
GeraintElberion wrote:
DM_aka_Dudemeister wrote:

First of all, how dare you?

Second, what gives you the right?

Shapeshifter is literally my number one class that I've been clamouring for since the dawn of time. The only fantasy archetype I wasn't satisfied with (no offence Druid but you have entirely too much going on).

And then you just GIVE this to us! Fulfilling the hopes and dreams of generations?

I'm excited.

One day I'll talk my players into a Champions of Nature Party:

Barbarian
Druid
Ranger
Hunter
Kineticist
Shifter

Sure they won't be the strongest in matters arcane, but I think they'll be quite formidable indeed.

Wood Elementalist gets you arcane.

I was thinking maybe swapping out Kineticist for Witch, since there is a nature subtheme to that class. Also Shaman fits into that particular paradigm.


DM_aka_Dudemeister wrote:
GeraintElberion wrote:
DM_aka_Dudemeister wrote:

First of all, how dare you?

Second, what gives you the right?

Shapeshifter is literally my number one class that I've been clamouring for since the dawn of time. The only fantasy archetype I wasn't satisfied with (no offence Druid but you have entirely too much going on).

And then you just GIVE this to us! Fulfilling the hopes and dreams of generations?

I'm excited.

One day I'll talk my players into a Champions of Nature Party:

Barbarian
Druid
Ranger
Hunter
Kineticist
Shifter

Sure they won't be the strongest in matters arcane, but I think they'll be quite formidable indeed.

Wood Elementalist gets you arcane.
I was thinking maybe swapping out Kineticist for Witch, since there is a nature subtheme to that class. Also Shaman fits into that particular paradigm.

A wildblooded sylvan sorcerer could also fit the theme. Or perhaps the verdant bloodline, if you don't want to use archetypes.

Silver Crusade Contributor

There's a plant-eidolon summoner archetype in Heroes of the Wild.


There is also a fey themed summoner archetype(actually I think there are two).


Will there be any new animal companions, plant companions, vermin companions, monster companions, etc.?

Silver Crusade

1 person marked this as a favorite.
Xethik wrote:
Would be interested in seeing an archetype that transforms into a pack of animals (represented by breaking swarm rules?). Though that's mostly coming from Malazan love. Could never build proper D'ivers.

You could play both a crazy cat lady AND her swarm of furbabies!


1 person marked this as a favorite.
Dean HS Jones wrote:
Xethik wrote:
Would be interested in seeing an archetype that transforms into a pack of animals (represented by breaking swarm rules?). Though that's mostly coming from Malazan love. Could never build proper D'ivers.
You could play both a crazy cat lady AND her swarm of furbabies!

That is certainly an option.

Silver Crusade RPG Superstar 2014 Top 16

QuidEst wrote:
Dean HS Jones wrote:
Xethik wrote:
Would be interested in seeing an archetype that transforms into a pack of animals (represented by breaking swarm rules?). Though that's mostly coming from Malazan love. Could never build proper D'ivers.
You could play both a crazy cat lady AND her swarm of furbabies!
That is certainly an option.

Can't believe I've never seen this archetype! I'm gonna have to play one of these!


1 person marked this as a favorite.
cartmanbeck wrote:
QuidEst wrote:
Dean HS Jones wrote:
Xethik wrote:
Would be interested in seeing an archetype that transforms into a pack of animals (represented by breaking swarm rules?). Though that's mostly coming from Malazan love. Could never build proper D'ivers.
You could play both a crazy cat lady AND her swarm of furbabies!
That is certainly an option.
Can't believe I've never seen this archetype! I'm gonna have to play one of these!

Yeah! Probably my favorite 2016 archetype. Blood of Beasts is really good as a whole- check it out and make sure you didn't miss the other cool stuff, like ancestor eidolons.


QuidEst wrote:
cartmanbeck wrote:
QuidEst wrote:
Dean HS Jones wrote:
Xethik wrote:
Would be interested in seeing an archetype that transforms into a pack of animals (represented by breaking swarm rules?). Though that's mostly coming from Malazan love. Could never build proper D'ivers.
You could play both a crazy cat lady AND her swarm of furbabies!
That is certainly an option.
Can't believe I've never seen this archetype! I'm gonna have to play one of these!
Yeah! Probably my favorite 2016 archetype. The book is really good as a whole- check it out and make sure you didn't miss the other cool stuff, like ancestor eidolons.

That is an awesome archetype.


1 person marked this as a favorite.

Hopefully this book will have a lot more player options then mostly archetypes, feats, and spells.

I wonder if there will be any new alternate racial traits, favorite class bonuses, traits, and/or racial feats.


8 people marked this as a favorite.
Cthulhusquatch wrote:
Ultimate Suburban?

Contains the location of every Tim Horton's and Starbucks on Golarion, plus a Traffic Codex.

RPG Superstar Season 9 Top 16

I hope the shifter is an interesting class and not just a martial with wildshape that most 3pp books do!

I'm very excited.


2 people marked this as a favorite.
Mark Seifter wrote:
I think that's an excellent mindset to have. I seem to remember someone who was completely convinced that Ultimate Intrigue was going to have a spell to change into an ooze in it, and then when it didn't, he was very upset.

{rolls 1 on Perception check} Soooo... you're saying the oozy shape spell is in this book? :)

Mark Seifter wrote:
Also, I just realized the synergy today: check out the new Bestiary 6 blog for a new type of monster themed on different types of wilderness, perfect in combination with Ultimate Wilderness!

{rolls 1 on Sense Motive check} Oozy shape spell confirmed! :)

---

Seriously though, really excited about the new shifter class. If the shifter isn't a full BAB, spell-less class, I imagine some shifting abilities could be grafted into a bloodrager archetype to replace/alter its bloodrage.


4 people marked this as a favorite.

Also, with The First World: Realm of the Fey, Legacy of the First World, Monster Hunter's Handbook, and now this book, that's alot of crunchy groundwork already laid for a potential wilderness-focused AP...

maybe...

one in Arcadia? Pwetty pwease?

Scarab Sages

What I'd really like to see in the Shifter, is a class that isn't just a retread of the abilities of Wildshape, the hunter abilities, or the the various Druid Shaman archetype abilities.

In real world native spirituality, shifters are often what's referred to those who can spiritually enter the body of an animal and see through its eyes (e.g. Beastmaster). So a way to do things like remote viewing and such. It might be interesting to see something along these lines but also including shifting just the legs to get jumping or speed or just the arms to get extra lifting power, or the head to get bite attacks and special sight. Grow wings, etc.


A Wilderness AP, maybe in Arcadia, maybe in the first world, maybe on earth...

I hope it is a fighter base class with a better version of wild shape and a focus on natural attacks both in and out of polymorphed forms.

The Exchange

Ambrosia Slaad wrote:

Also, with The First World: Realm of the Fey, Legacy of the First World, Monster Hunter's Handbook, and now this book, that's alot of crunchy groundwork already laid for a potential wilderness-focused AP...

maybe...

one in Arcadia? Pwetty pwease?

Their new AP seems wilderness focused. The Lost Outpost


I think the Aquatic Adventures book, and the Blood of the Sea book go best with that AP. If there is any sea stuff in the wilderness book, I do see why it could be useful...

GeneticDrift wrote:
Ambrosia Slaad wrote:

Also, with The First World: Realm of the Fey, Legacy of the First World, Monster Hunter's Handbook, and now this book, that's alot of crunchy groundwork already laid for a potential wilderness-focused AP...

maybe...

one in Arcadia? Pwetty pwease?

Their new AP seems wilderness focused. The Lost Outpost


That one is more the in/around/under water AP.

The Exchange

1 person marked this as a favorite.

the first 2 books seem to be very land based, book 3 seems mostly land based and we do not know about 5/6 yet. Water is still wilderness and is very appropriate to a wilderness adventure; finding it, crossing it, using it to survive, and finding scimitars in it.


1 person marked this as a favorite.
GeneticDrift wrote:
the first 2 books seem to be very land based, book 3 seems mostly land based and we do not know about 5/6 yet. Water is still wilderness and is very appropriate to a wilderness adventure; finding it, crossing it, using it to survive, and finding scimitars in it.

I believe the developers have said that the aquatic books are being released to coincide with Ruins of Azlant. That's a big hint that they consider it aquatic in nature. Not to say wilderness won't help. And I'm hoping for a shifter with aquatic options (either in the base class or as an archetype if needed)


Does the book talk about Golarion setting specific areas other then the First World?


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FYI -- In his Know Direction interview, James Jacobs confirmed the Shifter as a non-spellcasting class.

Silver Crusade Contributor

1 person marked this as a favorite.

Which Know Direction was that? I've been meaning to listen to more of those...


Cool, the Shifter is not a spell casting class.

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