Starfinder design review of Ultimate Wilderness
Looking at Ultimate Wilderness feats through the SF design lens. This is mainly an evaluation of the feats in the book.
Ambush Awareness,
Animal Call,
Animal Disguise,
Animal Ferocity,
Aquatic Combatant,
Aquatic Spell,
Arctic Adaptation,
Beast Hunter,
Beastmaster Ire,
Beastmaster Salvation,
Beastmaster Style,
Branch Pounce, adds falling damage to a charging attack. Nothing inherently SF-adverse in this, but maybe it’s a special situation and not feat worthy.
Bristling Bull Rush,
Bristling Drag,
Camouflaged Trap,
Clinging Climber,
Command Animals,
Command Plants,
Cover Tracks,
Crashing Wave Buffet, there is nothing quite like their Disoriented in Starfinder, a combination or Off-Target and Entangled or Grappled comes close, but you could just make it unique to the feat like it is now. Dc might be computed differently and might be harder to push your opponent around based on how Combat Maneuvers work in SF.
Crashing Wave fist, while the extra attacks take penalties similar to iterative attacks, they are still extra attacks outside the normal attack economy. That makes them better than a number of feats in Pathfinder, but just not allowed in Starfinder.
Crashing Wave Style, similar to step up or sidestep, nothing game breaking here.
Cultivate Magic Plants,
Deadly Trap, since Critical hits don’t threaten and confirm in Starfinder, nor do they have damage multipliers, this thing would have to be a bonus to the save DC or something.
Deep Diver,
Desert Dweller,
Eagle Eyed,
Earth Magic,
Eidolon Mount,
Energized Wild Shape,
Enhanced Gnome Magic,
Exotic Heritage,
Expert Cartographer, untyped bonuses on crafting checks? Discovery points might be interesting for Exploration focused games? Also, the Planetary and System survey stuff might help here.
Expert Explorer, another untyped bonus, more uses of the discovery system, so good if you port that over and useless if you don’t.
Expert Salvager, untyped bonuses to craft checks, Mysticism instead of spellcraft? more for magic items than other kinds of salvage.
Extended Animal Focus,
Extended Aspects,
False Trail, plant evidence of a false trail and mislead your pursuers, great for my bounty hunter gig,
Fey Insight,
Fey Performance,
Fey guarded,
Flinging Charge, make a thrown weapon attack, then draw a melee weapon and complete the charge as normal.
Foebane magic,
Forester,
Frightful Shape, no wildshape.
Great Beast Hunter,
Greater Hunter’s Bond, target your WIS modifier in foes?
Greater Spring Attack, choose up to 3 opponents to attack during spring attack?
Greater Wilding Strike, no wildshape.
Group shared spells, stupid teamwork feats, lets you cast personal spells on other people’s familiars.
Harder they fall, stupid teamwork feat, allows ally to trip or bull rush a foe two sizes larger.
Hide worker, bonus to craft hide armor and shields. No shields or archaic armor.
Ice Climber, nice bonuses to counteract the problems of dealing with ice, looks like a Kaldir thing, but maybe in their gear, not a feat?
Improved Beast Hunter,
Improved Hunter’s Bond,
Improved Natural Poison Harvester,
Improved Spring Attack, two targets during movement.
Improved Wilding Strike, no wildshape.
Indomitable Mountain Avalanche, two new triggers for your one very limited AoO, but not necessarily bad ones, someone fails a combat maneuver and someone fails acrobatics to move through threatened squares.
Indomitable Mountain Peak, same triggers, a stacking untyped bonus to resist these triggers until the opponent fails. bonuses don’t stack in Starfinder.
Indomitable Mountain Style, morale bonus vs combat maneuvers and bluff checks to feint, if you don’t move, that’s kind of neat. You’re also size larger vs acrobatics to move through your threatened area, does that change anything in SF?
Intimidate Animals, different at least skill uses 2 stats like the STR + CHA one.
Jaguar Pounce, Improved Critical means something else in SF, is +2 to Dc of a critical effect that doesn’t always pop worth it?
Jungle Survivalist, skills need changed, but not necessarily a bad feat.
Live off the land,
Moontouched, +2 Fort and Ref, but -2 Will while the moon is out.
Mountaineer, could be good for high altitude or low pressure, but have to check all the same conditions still exist in SF.
Mutated Shape, no wildshape.
Natural Poison Antitoxin, might not be quite the same and is pretty niche for SF. Though some skill use get a sample grants bonus to the Medicine check?
Natural Poison Harvester, feat tax.
Nature’s Freedom, burn RP not channels and move through plants?
Natures Weapons, improvised weapons not as bad in SF.
Night Sky Hex, +2 to one Hex Dc when you can see the night sky.
One Eye Open, no penalty to Perception checks while asleep, that’s neat.
One with the land,
Out of the sun, stupid teamwork feat
Plains nomad,
River Raider,
Rubble Skirmisher, feels too limited, too little.
Scion of the land, stupid teamwork feat.
Shifter’s Edge, no wildshape.
Shifter’s Rush, shift for free during charge, not bad. No wildshape.
Storm Survivor, limited skill synergy and save bonus.
Swamper,
Thrill of the hunt, bounty hunters in the house.
Torrid tolerance, climate adaptation, means nothing with sealed environmental suits.
Totemic Disciple, extra rage power?
Totemic Initiate, use a lesser rage power even when you aren’t raging?
Totemic Master, confusing extra extra rage power tied to the first extra rage power.
Tree Leaper, should be a skill unlock or terrain adjustment or circumstance not a feat.
Tribal Hunter, this is a nice flanking feat, but it’s stupid to make it a teamwork feat, even one person knowing how to distract the opponent sufficiently to make the flank and flat footed should be enough.
Verdant spell, no metamagic. However, being able to mind effect mindless plants is a neat ability.
Vigilant Charger, seems like a triggered readied action and not worth a feat.
Voice of beasts, no wildshape.
Waterway caster, do these penalties exist in SF?
Wild growth channel, would burn a lot of RPs.
Wild growth Hex,
Wild vigor, no wildshape.
Wilding, no druids?
Wilding mind, take INT damage to reroll a fear or mind affecting save?
Wilding Sense, nice perception and surprise round benefits, basically skill synergy but one of the specialized rolls gets a doubled bonus. All bonuses are untyped, should be insight in SF.
Wilding Stride, +10 ft base movement, stacks with enhancement but not other types of bonus movement.
Wilding Strike, bigger unarmed strike damage dice, but only stack with growth and not their damage dice boosters.
Witchbreaker, bonus vs witches and new saves for your allies when you crit the with that affected them. Due to limited witches and crits in SF this may be very weak compared to other feats. Would it be worth it as a generic spellcaster bonus and extra saves?
Wolf Rider, interesting feat all you Elfquest fans, not so many mounts in SF that aren’t drones or vehicles. Class mount moped and engineering is always a class skill for you? Doesn’t have the same ring.
Wolf Savage, after you beat down and enemy, do CHA, CON or fatigue to them.
Wolf Style, kind of like Scorpion style, but with an AoO, not normal attacks. This book is big on effects based on prior successes. Free trips on AoOs bend the action economy, but the way combat maneuvers work in SF it won’t be game breaking.
Wolf Trip, pick your landing spot for the enemy, not lava, I hope.
Wood Crafter, oh boy, I gain an untyped craft bonus and I might save a few bucks on wood crafted armor, woo hoo.
Woodland Wraith, withdraw into natural concealment, kind of nice.
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