Life might be scarce in the barren corners of Golarion, but Pathfinder Player Companion: People of the Wastes provides all the tools you need to become a master of wasteland domains. Whether your character is roaming the magic-singed lands of the Mana Wastes, the flooded fields of the Sodden Lands, the blighted depths of the Fangwood, or the demonic wilds of the Worldwound, this book offers advice, class options, and gear that allow her to survive and thrive where no hero ever should. Find the perfect trait for your wasteland-born character, or just the right archetype, feats, or spells to reflect her training in a harsh locale.
Inside this book you'll find:
Class features, feats, and items that interact with primal magic, including the primal shaman, who can commune with the unstable spirits that linger where primal magic reigns.
A host of new firearms and gun-toting archetypes for characters who hail from the Grand Duchy of Alkenstar, including the gun chemist alchemist and the gun smuggler rogue.
New witch hexes and vigilante talents for characters living in boggy wastes, plus ranger traps and the blightwarden ranger archetype for those who tread blight-filled lands.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but it can easily be incorporated into any fantasy world.
ISBN-13: 978-1-60125-990-5
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There are some interesting things in there but all in all the book is OK. Maybe one day we will get a mutant feat tree and/or some more mutant based archetypes.
People of the wastes containts a multitude of options for an otherwise rarely visited area of Golarion.
One thing that bothers me is that multiple options hinge on the mana wastes mutant template, whose pros far outstrip the cons, I believe however that all the options granted by this book are fair and reasonable.
Tapping into clockwork cybernetics, primal magic and proximity to the gun capital of the world, People of the wastes is a perfect addition for people who want to make more oddball or even grimdark characters.
Good flavor text, decent art, and as usual, a few gems in the ever increasing bloat. My favorite new bit is the new Alchemist archetype with guns, it is mechanically solid and flavorful.
Are there any new bloodrager/sorcerer bloodlines, oracle mysteries/curses, psychic disciplines, rogue talents, alchemist discoveries, and/or rage powers?
I'm surprised more people haven't commented. Maybe everyone is focused on Ultimate Wilderness (which I've skimmed, but haven't dug into deeply).
The blightwarden (ranger) looks like it will fit in nicely with Ironfang Invasion. My buddy plans on playing a ranger in II, and between this and UW, he's got a few nice options.
Well, I'm still waiting on my own copy of both, personally, which is why I haven't commented myself. Still, certainly won't be the first time I only got my order the second week...unless it comes in today. That could happen too, I suppose.
Mine posted yesterday while the website was down. I was fit to be tied, but then they got it all back up just as I finished dinner. I'll spend more time reading it all tonight.
15 archetypes, with no class receiving more than one. The Constructed Pugilist Brawler is probably my favorite at first glance.
17 feats, including two 3-feat Style chains.
As Barachiel said above, only two firearms, and honestly both of them read to me like things only a drunken gnome would be crazy enough to actually try and use when their life depended on it.
3 new Ranger traps, 4 new Vigilante talents and 5 new Witch hexes, but no new bloodlines, domains, mysteries, schools, or spirits.
What are the hexes? Did the witch get a new archetype? If so, what is it like?
Spoiler:
They're all based around waterlogged areas, so they focus on things like polluting water to curse those who drink it, or using water to create difficult terrain, or letting the witch see through any sort of fog or mist or dirty water, for example.
That all said, gnolls seem quite a bit less cuddly than hyenas.
Whether they worship Yeenoghu, back in the old days, or Lamashtu, in this glorious new age, they still are all kinds of unlikable with the slavery and the anthropophagy and the general jerk-being.
You say these things as if they were a bug and not a feature...
only two firearms, and honestly both of them read to me like things only a drunken gnome would be crazy enough to actually try and use when their life depended on it.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Lemartes wrote:
Kvantum wrote:
only two firearms, and honestly both of them read to me like things only a drunken gnome would be crazy enough to actually try and use when their life depended on it.
...tell me more. ***slowly strokes chin***
Experimental Firearms:
Cylinder Rifle: Has a horizontal disk with eight slots, each with a bullet and a dose of black powder. It rotates the disk with each firing to load the next shot. Misfiring
(on a 1-3) causes sparks which make the gun fire all the remaining bullets loaded in the disk all over the place with each stray bullet having a 50% chance to hit the wielder.
Paddle-Foot Pistol: Four barrels which can be fired one at a time
with an adjustable flintlock. It fires in a 20-foot cone when making a scattering shot. It has a maximum range of three 20-foot range increments with single shots.
Elysium’s Soul: Must be chaotic good and has an aura. Must choose wood as the primary element and positive blast as the first simple blast. At 7th level gains verdant blast and wood blast, as well as a 3rd-level or lower wild talent. At 15th level gains a 7th-level wild talent. Heal and Knowledge (religion) are class skills but does not gain Handle Animal and Knowledge (nature) as class skills.
Alters elemental focus and the class skills granted by the wood element. It replaces expanded element.
Basic Elysiokinesis: Cast resistance, stabilize, or virtue as a spell-like ability at will as a standard action.
Replaces the basic phytokinesis utility wild talent from the wood element.
Elysian Infusion: Infuse her positive blast so it damages evil outsiders as if undead and counts is both chaotic and good.
Replaces the infusion at 1st level.
Elysian Aura: At 2nd level can infuse herself with a holy aura, gaining a +1 deflection bonus to AC and a +1 bonus on saving throws against evil creature attacks; both apply only against attacks from evil creatures. Burn can up these numbers and grants protection from possession like a protection from evil spell. Replaces the flesh of wood defense wild talent from the wood element.
Ghaelelight Blast: At 15th level can fire a composite energy blast that deals damage as a simple energy blast instead of composite and deals chaotic and good damage.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Mutants:
Two pages on mutants with rules on how to use the mutant template from Bestiary 5 and two archetypes: Constructed Pugilist (Brawler) and Mutated Defender (Vigilante).
The book covers various wastelands, one of which is the Abyssal wastelands of the Worldwound. This kineticist is a response to that place.
Absolutely AWESOME! Love that archetype! I always did like phytokineticism and when the positive blast arrived for wood...now this? Fantastic. Glad I am getting this...just wish it would ship.
Nonsense. Gnolls are anthropomorphic hyenas, and hyenas are adorable.
You know, it's funny, but with a lot of the modern work being done on how Hyena packs form and interact, you could actually make a real good case that the Gnolls would be more likely to be nice than the "noble lion" people.
Well yeah. Hyenas are doggos, and all doggos are heckin adorable and way more friendly then the average cat. :-P
(New Canon: Gnoll young are puppers, their language translates into a WeRateDogs tweet, and sounds like Bork Bork Bork.”