Enchanted: A Look at New Magic Items in Path of the Wilds

Continuing off of our last update, we’re taking a look at the new magic items you can find in Path of the Wilds.

As with the previous two books in the Path series, the magic item chapter in Path of the Wilds contains a spread of the most commonly-used magic item types. It’s got new weapon and armor properties (with matching unique weapons and armor to use), rings, and wondrous items. For today, we’ll focus on the weapons and armor.

The new weapon properties are mostly elemental in design. The cycling and cycling burst properties let you switch between elemental types on the go: cycling lets you switch between flaming, frost, shock, and corrosive, whereas cycling burst switches between the “burst” versions of those enchantments. You can only have one element active at a time, but the flexibility helps when fighting foes that would otherwise be resistant to a fixed damage enchantment. There’s also the solar property, which infuses your weapon with sunlight to more directly harm creatures impacted by sunlight, like vampires, nightshades, or lowly fungi.

Armor properties are unsurprisingly defensive. The weathered property is a flat-cost bonus that makes your armor weatherproof and waterproof. It also reduces penalties you take in rough weather, making it great for characters that want to manipulate wind without impeding their own movement. There’s also the verdant property, which infuses your armor with plant life. A suit of verdant armor lets you root yourself to the ground to resist combat maneuvers, but more interestingly counts as a plant source for the purpose of effects like entangle, letting you use these effects in regions that otherwise would prevent a plant-focused character from functioning. Finally, there’s the energized property. Made specifically for the new elementalist class, it boosts your AC and energy resistances while in aegis form, and since it applies to all energy resistances, it works well for an elementalist that has generalized their resistances rather than focused on one or two types.

There’s also unique items to showcase each of these new enchantments in the book. The wheel of elements, for example, is a unique cycling starknife that gets additional on-hit effects depending on the current element being used. The stormlord’s raiment is a unique breastplate that improves the weathered property to grant defenses against air, electricity, and sonic effects. Further still, it’s resistance to high winds is paired with a special enchantment that lets you fly at-will while in heavy winds: the harder the wind is blowing, the faster your fly speed gets.

To close, here’s a few concrete examples of two new weapon properties, tracking and glacial, along with a unique longbow, the rimeflower. As always, check out the Kickstarter page or stick around here on the website for more updates!


Tracking

Price +1 bonus; Aura moderate divination; CL 7th; Weight

A tracking weapon helps mark targets for the hunt. If the wielder has the studied target, quarry, or hunting bond (companions) class feature, they can activate that class feature as a free action upon striking an opponent. The wielder must target the creature struck with the chosen class feature and must otherwise follow its normal rules (such as maximum number of studied targets or the waiting period between denoting quarries).

Construction Requirements: +1 bonus, know the enemy

Glacial

Price +2 bonus; Aura moderate evocation; CL 9th; Weight

A glacial weapon is perpetually coated in a thin layer of ice. A creature struck by the weapon has its movement speed reduced by 10 feet for 1d4 rounds. Multiple hits do not stack the duration or penalty. On a critical hit, the target becomes partially encased in ice, entangling it. The duration of the entanglement is based on the critical multiplier of the weapon: 1 round (x2 critical multiplier), 2 rounds (x3 multiplier), or 3 rounds (x4 multiplier or higher). Further critical hits do not stack the duration of this entanglement. A creature that is immune to cold damage is immune to the glacial property’s effects. A weapon cannot have both the glacial property and any other property that inflicts fire damage, such as fiery burst.

Construction Requirements: +2 bonus, creeping ice

Rimeflower

Price 72,380 gp; Aura strong evocation; CL 13th; Weight 4 lbs.

The rimeflower appears as an icy-blue longbow whose limbs are wrapped by pale white vines, small crystalline leaves and buds running down its length. The wielder of this +1 adaptive glacial icy burst composite longbow is shielded from extreme cold (as endure elements). Sleet, snowfall, and other wintry precipitation (both magical and mundane) do not penalize the wielder’s vision or their attack rolls with the rimeflower. Once per day as a standard action the user can fire a single rime shot at a creature within the bow’s first range increment: on a hit, the target is affected by the spell icy prison (DC 17). If the attack was a critical hit, the glacial and icy burst properties apply before the icy prison does. The prison takes the form of a blossoming flower of clear ice, typically a rose, which gives the rimeflower its name.

Construction Requirements: 36,390 gp, Craft Magic Arms and Armor, creeping ice, ice storm, icy prison

New Add-Ons Available for Path of the Wilds!

We're just about a week into the Kickstarter, and have reached 20% funding. A modest start, but we can certainly still make it! If you would, take a moment to share us on Facebook or follow/retweet us on the Ascension Games Twitter to get more people involved.

We've decided to put in some add-ons to the campaign! In addition to getting Path of the Wilds, you can now also get the earlier books in the series as add-ons at a heavy discount. Just update your pledge amount by the value shown for each add-on (you can do so even if you've already made a pledge). You can specify which ones you want in the backer survey once the Kickstarter is over. 

Backers of any reward tier can choose the following add-ons:

Backers of the Adventurer tier or higher (those getting print copies) can choose the following add-ons for no extra shipping cost:

Thanks again! Let's keep on pushing for that fundraising goal. More sneak previews of other chapters in Path of the Wilds will be hitting later this week!

On The Hunt: A Look at New Feats in Path of the Wilds

No Pathfinder character build is complete without its feats, just like no Pathfinder book is complete without adding some feats of its own.

The feats within Path of the Wilds are, unsurprisingly, geared towards nature-based abilities. Natural-attack characters will enjoy feats like Ferocious Assault, which reduces the penalties you take when fighting with manufactured and natural weapons together, or Greater Eldritch Claws which allow your natural attacks to ignore some forms of magical concealment like blur. On top of more typical natural tactics, Path of the Wilds also presents handful of options for elemental-focused characters. Elemental Strike is one of the most prominent, which allows you to exchange the bonus damage from Arcane Strike for acid, electricity, cold, or fire damage, which is great when you need to hit a specific weakness or stop regeneration.

Adding new features is great and all, but Path of the Wilds also breathes new life into older options. Several feats aim to improve those often-overlooked class features for the nature-based classes. We’re talking stuff like track, wild empathy, or a ranger’s companion bond to his allies. Ideally, these new feats will let a player really specialize into mastery of the wilds and enable builds you couldn’t accomplish before.

I’ll leave you with a few examples of these new feats that improve existing class features. Keep an eye out on the Kickstarter page or here on the website for even more updates in the near future!


Mystic Empathy

Your bond with wildlife surpasses understanding and becomes supernatural authority.
Prerequisite: Knowledge (nature) 5 ranks, Wild Empathy class feature
Benefit: You no longer take a penalty to your Wild Empathy checks to influence magical beasts with Intelligence scores of 1 or 2. If you spend an additional minute to interact with an animal or magical beast while using wild empathy, you can attempt to direct the creature with mystical compulsion. This acts as a suggestion spell, except it does not have the language-dependent descriptor. You must give relatively simple suggestions or commands to the creature, such as “help us track something” or “lead us to water”, unless you can communicate with it directly (such as being under the effect of speak with animals). You use your ranks in Knowledge (nature) as your caster level for this effect, and the save DC is equal to 10 + 1/2 your character’s level + your Charisma modifier. A magical beast gains a +4 bonus to its save against this feat’s effect. Once you attempt to compel a creature in this manner (whether it makes the save or not), it cannot be compelled again for 24 hours.
Normal: You can use wild empathy to influence a magical beast with an Intelligence score of 1 or 2, but you take a –4 penalty on the check.

Skilled Tracker

You can track down impossible prey.
Prerequisite: Survival 7 ranks, Track class feature
Benefit: You can track creatures that leave no tracks at all, such as flying creatures and those under the effects of pass without trace, though you take a -5 penalty to your Survival checks to do so.
Normal: You cannot track a creature that leaves no trail.

Spotter’s Call

You strike a marking hit on your quarry that shows your allies how to take it down.
Prerequisite: BAB +9, Wis 13; Animal Companion or Hunter’s Bond (hunting companions) class feature
Benefit: As a standard action, you can make a single attack with a weapon your are wielding against a foe you can see. If the attack hits, you grant your companions additional damage against that target. If you have an animal companion, your companion deals an additional +1d6 damage with its natural attacks against that target and ignores any concealment effects on the target less than total concealment. If you have a hunter’s bond with your hunting companions, you grant this bonus to all allies within 30 feet that saw your attack for 1 round, instead, and it applies to both their natural attacks and weapon attacks. The damage granted by spotter’s call is the same type as the weapon or natural attack used by your companion and is not multiplied on a critical hit. The effects of this feat do not stack.
Special: You can use the effects of this feat in conjunction with the attack granted from the Vital Strike, Improved Vital Strike, and Greater Vital Strike feats.