Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Wishcraft caster

Cyrad's page

RPG Superstar Season 9 Top 16. RPG Superstar 7 Season Star Voter, 8 Season Star Voter. Pathfinder Society Member. 3,556 posts (3,769 including aliases). 10 reviews. No lists. No wishlists. 4 Pathfinder Society characters. 1 alias.


RSS

1 to 50 of 3,556 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

Re-animated medium sounds cool, but it's a shame that it's so poorly written that it's difficult to tell what it does beyond just letting you keep playing your character after death.

RPG Superstar Season 9 Top 16

Vanity

It does you no favors to be unusually haughty, defensive, and condescending to people that genuinely care and want to help you. That kind of attitude isn't welcome here. Especially in a forum dedicated to collaboration, sharing, and providing feedback for homebrew material.

I ask my questions out of interest and a desire to help you. I need to know what steps you already taken to test the material. If these steps are flawed, then any data you gain will also be flawed. Especially when your playtest methods sound like they hurt you more than help.

RPG Superstar Season 9 Top 16

Pathfinder is a team game.

It doesn't matter what the group's alignment is. The party should be working together. I never understand why people keep forgetting this.

RPG Superstar Season 9 Top 16

Why just Roll20? I've been running online campaigns for over 4 years on MapTool.

I'd honestly just be happy if PDFs came with all the maps as images without all the markings for traps and secret doors.

RPG Superstar Season 9 Top 16

Vanity wrote:
Cyrad wrote:
Soliciting a private playtest strikes me as rather odd. It's already fairly difficult to get playtest data -- especially when I'm not even sure you have playtested this yourself. Making it private only shoots you in the foot.
A fair assessment. But I would counter that I'm only interested in factual data, not opinions. Convincing a skeptical person that my system has or has not been playtested serves no practical purpose. Perhaps I set my standards rather high, desiring a controlled test, but I'm willing to take that risk. Thank you for your concern though.

I'm concerned because whenever I see someone ask strangers to playtest for their new homebrew content, most of the time the designer never playtested the content themselves. That's pretty crazy, like a software engineer who doesn't run their code until it reaches the QA department. Exactly what kind of "factual data" are you looking for? Can you give me an example? As an art form, game design is subjective by nature, and I have trouble imagining how a GM will provide a playtest report that doesn't consist of their opinions and subjective observations.

I don't mean to be condescending, but it's hard for anyone to help you if you're taking this approach where you refuse to give any information unless someone "proves" themselves as an experienced GM. Why those standards? Why not players or even inexperienced GMs or other designers? Getting data from multiple perspectives is vital for a game designer. A Disney Imagineer even wrote a book on that.

RPG Superstar Season 9 Top 16

Soliciting a private playtest strikes me as rather odd. It's already fairly difficult to get playtest data -- especially when I'm not even sure you have playtested this yourself. Making it private only shoots you in the foot.

RPG Superstar Season 9 Top 16

2 people marked this as a favorite.

Not to be rude, but what exactly is there to test?

You have a good design goal here, but there's no game mechanics here. Only a list of vague descriptions that come off as a bad joke.

RPG Superstar Season 9 Top 16

VM mercenario wrote:

According to 3,5 Unearthed Arcana 1d6 of Sneak Attack is worth a feat.

According to the Vivisectionist archetype, 10d6 of Bombs is equivalent to 10d6 of Sneak Attack.
Therefore you can trade Bombs for a 10 feat progression, one at first level and one more at every odd level.

That logic doesn't hold. Just because you can spend a feat to get sneak attack in another game via a non-core splatbook doesn't mean that 1d6 of sneak attack damage equates to a feat. As an analogy, you're saying a loaf of bread is worth $100 in the US because you can hand a hundred bucks to some random guy in a foreign country and get a loaf of bread in return.

RPG Superstar Season 9 Top 16

You're playing a "spellcaster." They don't get many bonus feats. And they shouldn't.

Maybe instead you would rather play a brawler with the archetype that gets mutagen instead of martial flexibility?

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

Have you ever looked at the machinesmith?

RPG Superstar Season 9 Top 16

My anthropormophic cerberus magus considered shanking the kitsune rogue in his sleep.

Our party consisted of very unusual characters such as a vampire general resurrected as a mortal, a kobold, and an arms dealer who had to fake his death to evade a dangerous enemy with significant political power. Our adventures involved extremely sensitive information concerning artifacts that could be used to cause massive devastation. Needless to say, discretion is absolutely mandatory.

However, our rogue was a member of some kind of "hero's guild" filled with pompous Lawful Stupids that have been long suspected of being corrupt and filled with enemy spies. We found out that the rogue had been secretly sending sensitive information about our adventures to them and even told them about the arms dealer's true identity. For some reason, the rogue didnt see anything wrong with it and thought we were all jerks for browbashing him for it. It also didn't help that both the rogue and his player proven themselves as highly untrustworthy. To my character, the rogue was a massive liability.

So, I plotted to use dimension door+invisibility+silence to sneak into the rogue's room, shank him in his sleep, stuff his body into a bag of holding I made specifically for carrying bodies. In a quiet location, I planned to burn the body and then rupture the bag of holding to forever cast the remains into the astral plane. I later found out that the arms dealer's player had also planned to leave the campaign by putting a bullet in the rogue's head and then fleeing.

Sadly, none of this came to pass because the campaign ended when Sarenrae accidentally TPK'd the party when trying to save us. But that's another story.

RPG Superstar Season 9 Top 16

As I said, if the issue is that burn is annoying, then change burn. If the issue is that burn deals damage to the kineticist, then remove that. Besides, beyond the first or second level, it's rarely ever the case that the kineticist can't burn because their HP is too low. You're just buffing a class that doesn't really need buffing in a way that they don't need a buff for.

I'm not crazy about the fighter changes because it buffs the fighter in ways that they don't really need buffing. They can already do a lot of damage and can get heavily armored.

Also, there's no such thing as a "CMD roll."

Forcing variant channeling for the cleric sounds pretty awful. Most players don't like variant channeling, especially ones that want to emphasize healing.

Azten wrote:
Lower Damage output is squishier. If I can't kill something before it kills me, then I'm squishier.

You missed my point. I'm refuting the common mistake of thinking that lowering the Hit Die for a class that needs a good amount of hit points is a good way of making them feel like a glass cannon. It does the opposite, because it just forces the player to invest more in Constitution at expense of offense and other areas. It's emergent gameplay at work.

RPG Superstar Season 9 Top 16

FAVORITE
- Spell combat and spellstrike: Really fun and flavorful ways of combining fighting and spellcasting

- 9-level spellcasting - I know I'm the minority and I agree it's not balanced, but I like the kind of flavorful things high level spellcasting. I enjoy doing things like building demiplanes and animating objects even if it's not practical. I also GM in a way that takes advantage of high level magic to create fun adventures rather than seeing the magic as disruptions.

- Psionic focus: Brilliant way of using action economy to create "once per encounter" abilities without resorting to metagame concepts

- Gather power: Flavorful and interesting way to reduce an ability cost at the expense of action economy

LEAST FAVORITES
- Kineticist wild talents and burn: I love the idea behind this class but the game mechanics are waaaaaaaaay more compllcated than they need to be. I think the idea behind burn is fine but there's so much baggage in bookkeeping the nonlethal damage, keeping track of what talents can be reduced in cost, and other stuff. Statting an NPC with this class is a nightmare

- eidolon: I love the flavor of a monster pet you can customize, but the game mecanics make it extremely difficult for a GM to meaningfully interact with them. There's also the problem where the summoner feels like a one-man party in a game all about teamwork.

- polymorph spells: I love the flavor of polymorphing and transformation, but the selection of polymorph spells in the game is terrible and makes no sense (why can't I permanently turn a man into an elf at the level i can turn a dragon into a chicken?). It's impossible to have any fun with the concept unless you're a druid or some class that can get a class feature like wildshape.

RPG Superstar Season 9 Top 16

I'd just homebrew an amulet of mighty fists-like weapon that applies an enhancement bonus on any thrown weapon.

I don't like options that just let your weapon return to you. It completely defeats the flavor of being a throwing weapon specialist.

RPG Superstar Season 9 Top 16

The slow and inevitable degradation of your psyche as the natural state of your being, deterioration of your mortal coil, and disconnection from the living causes you to eventually become a monster with a murderous loathing of anything with a heartbeat?

Does that count as a disadvantage?

RPG Superstar Season 9 Top 16

A lot of the classes you're buffing just don't need it.

Also, understand that making the monk have a lower HD will NOT make them "squishier." You'll just force the player to have a higher Constitution and therefore reduce their damage output. Allowing them to be non-lawful means the barbarian becomes an amazing dip for a monk, which can make them overpowered.

If you want burn to be less annoying for a kineticist, then just houserule that burn doesn't cause damage. That's a better choice than giving them a bigger Hit Die, and it eliminates the annoying bookkeeping of managing those nonlethal points of damage.

RPG Superstar Season 9 Top 16

Kaisoku wrote:
What is this priority system you speak of, in a nutshell?

The priority system allows you to determine which areas your character focuses on and which areas they lack in. It does this by defining several categories and allowing you to define which is your best, second best, third best, and so on.

Shadowrun 5th Edition has the categories Race, Attributes, Skills, Magic, and Money. When creating a character, you get priorities A, B, C, D, and E to assign to each category. For example, if you put your "A" in Magic, you get access to the best magic options in the game. However, if you assign "E" to Magic, you pretty much can't cast spells at all.

As a result, you can create an organic character whose strengths always come at the expense in some other area. In addition, the game has other constructs in place to keep the powerful build directions be mutually exclusive.

RPG Superstar Season 9 Top 16

The question is...why?

Most of it feels like unnecessary buffs (why does the kineticist get a d10 HD when they already get rewarded for maxing out their Constitution?) while others feel like unnecessary nerfs (why does the monk get a d8 HD?)

Overall, not really houserules I like.

RPG Superstar Season 9 Top 16

137ben wrote:
Cyrad wrote:
Religion probably didn't get much of a buff because it's already one of the best knowledge skills.
...what? How is it "one of the best knowledge skills?" What is it used for other than identifying one specific creature type?

Dealing with religions, undead creatures, and cults to evil or obscure gods are pretty standard in most adventures. Undead are common enemies in dungeon crawls, and are the type of enemy where not knowing their capabilities can easily get your character killed. In a social adventure, not knowing about a religion can cause you to commit a major faux pas.

RPG Superstar Season 9 Top 16

Religion probably didn't get much of a buff because it's already one of the best knowledge skills.

RPG Superstar Season 9 Top 16

Darksol the Painbringer wrote:

This has already been done.

More specifically, you could acquire this ability as soon as 3rd level.

That archetype came from the Inner Sea Monster Codex, a book filled with powerful options largely for building NPCs and monster characters. The archetype has been banned from PFS. Upon closer look, the archetype also looks really good. You get access to some powerful revelations and other abilities without losing anything for the increased available options. Pretty much every trade is either equal or gives you something better than what you lost. Assume Fate is an amazing ability that fails the bag of kittens test. Brutal Trance gives you a better version of a 5th level as a supernatural ability two levels before you can normally get that spell. It's pretty much a buff over the normal oracle.

So take it with a grain of salt if you're looking to use this archetype as a measurement of balance.

RPG Superstar Season 9 Top 16

I've honestly been working on something that runs similar to the priority system in Shadowrun.

RPG Superstar Season 9 Top 16

It should be a fairly high level ability. Being able to determine the result of ANY d20 roll is a tad broken. Even the bard's Lore Master feature is 5th level and only works on Knowledge checks.

RPG Superstar Season 9 Top 16

Animator? Animist means a practicier of animism, a religious concept. However, the wizard doesn't actually animate anything. His pictures are just portals to other planes. Why do I need a pen wand? Why can't I have a familiar that's an animated picture I drew or an imaginary friend I invented? There's even a familiar archetype for that.

RPG Superstar Season 9 Top 16

The fluff is cool. The mechanics are really boring. The main ability is something a normal wizard can do. The ink attack feels completely out of place and doesn't make much sense to me. This should be a subschool or an archetype, not really a school in itself. Also, the name doesn't fit at all. The wizard isn't animating anything and the archetype has nothing to do with animism.

Also, all abilities need to be marked with what ability type they are (Su, Ex, Sp, etc.).

RPG Superstar Season 9 Top 16

Andre Roy wrote:
Cyrad wrote:
Andre Roy wrote:

At the same time I rather have a smaller supplement with substance than a "shallow" big supplement with very little substance.

And it depends on what you are getting, for some aspect of the game it's easier to make a bigger supplement with substance, other you are better with smaller (or a bigger one which is a collection of smaller supplements).

Well, obviously you dont want a 32 pager with tons of bloat. But could you be more specific?

I'm primarily thinking about class and race options. A new archetype or Bloodline, a couple new racial options for the [Insert race], etc. tend to be more a focus type of supplement and thus tend to be smaller.

Same could be said of a new class or new races. Even if you add a few new traits, Alternate racial traits, a couple new feat,new archetypes and spells, it might run 10 to 15 pages if you keep the fluff to bare minimum.

Although 3-5 such classes or races can be combined to form a bigger class supplement.

You're saying you prefer that supplements more focused around a class, race, or concept?

RPG Superstar Season 9 Top 16

Andre Roy wrote:

At the same time I rather have a smaller supplement with substance than a "shallow" big supplement with very little substance.

And it depends on what you are getting, for some aspect of the game it's easier to make a bigger supplement with substance, other you are better with smaller (or a bigger one which is a collection of smaller supplements).

Well, obviously you dont want a 32 pager with tons of bloat. But could you be more specific?

RPG Superstar Season 9 Top 16

The key to playing a great healer (as opposed to a good healer) is having lots of ways to heal without spending spell slots and standard actions. You can't really get that with feats. You need something like the Life mystery.

However, you don't need much to be a good healer. Just a wand of cure light wounds is all you need.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

When buying 3pp products as PDFs, do you prefer smaller supplements or larger supplements?

I'm curious because I recently bought a bunch of PDFs all less than $3 each with less than 10 pages. While it's cool to get content in piece meal like this, managing all the files is kind of a hassle and I have trouble remembering what came from where. I feel more likely to casually skim through a larger PDF than open a bunch of files.

RPG Superstar Season 9 Top 16

Brother Fen wrote:
More of a dot than anything, but there is a great module by Wolfgang Bauer called Courts of the Shadow Fey that might be of interest to anyone reading this thread.

Everytime you necro a thread, a pugwampi escapes to the real world.

RPG Superstar Season 9 Top 16

Just give the new characters the same wealth as the lowest party member or the average party member. I feel like you're overcomplicating it.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

This is table variation. No official rules beyond the WBL recommendation for starting characters.

I have neither experienced nor read any significant instance when players would abuse death houserules to gain a gold advantage. If you truly do have players like that, then you're better off not having them at your table. Players generally don't want their characters to die unless they're bored playing them. If you prefer that players keep try to keep their characters upon death, then make raising cheaper and more accessible.

My best recommendation is starting a new character at APL with the average wealth for a party member. Or, just use the WBL table since the other PCs will likely have higher wealth than that since they're not a character starting at that level

RPG Superstar Season 9 Top 16

See the Community Use Policy and the FAQ about it.

Generally, you can use setting information as long as you aren't charging for it or making any money from it.

RPG Superstar Season 9 Top 16

1. Human. Flexible. Fits almost any campaign. Feats are so precious. Plus, almost any character concept I could do with an elf or a dwarf i can also do with a human.

2. Runari is my favorite because it's sadly rare for a race to have an interesting racial trait that ties with their lore. i feel the same with kitsune and skinwalkers, both of which are my favorite official races. Android gets an honorable mention as I find their lifecycle fascinating and it's one of the few ways to play a construct that's feasible as a PC race.

3. Wayangs. I hate wayangs. They're ugly. Their lore is boring. Their personality is meh. They look like a monster, not a PC. And the few players I met that play a wayang do it for the wrong reasons. None of my characters would ever willingly adventure with a Wayang.

RPG Superstar Season 9 Top 16

You don't explain how the inventory items work in the writeup. It's nebulous to call it "items" in the first place as that can mean object you can use in the game. Yet, it implies that there's more to that as a class feature. You have to be more specific when designing class feature mechanics.

Risky Trader and some of the ware category abilities do not make up for the poor BAB. Having a poor BAB communicates that the class is not a fighting type. So it makes little to no sense to give them a class feature that involves fighting when they lack the basics needed to function as a fighting class.

Worst of all, the class doesn't do their job well. The bard and investigator are better at skills and utility than your class. Even if you took away spells and extracts. Heck, a spell-less witch would probably be more useful to a party than a merchant.

Designing a non-spellcasting class with the wizard's HD and BAB is a big challenge that the class just simply doesn't overcome.

RPG Superstar Season 9 Top 16

I don't understand how the main class feature of wares and inventory works. It sounds like it's some kind of substitute for spellcasting, but it's not explained at all. All of it feels nebulous and not well thought out.

The class strikes me as rather underpowered as it's a 1/2 BAB class with no good saves and no spellcasting.

I'm also not fond of some of the abilities. Some of them feel out of place, like Risky Trader. I'm not crazy about Bribery, which should be labeled as a mind-affecting effect.

I understand the premise you're going for. I think this is one of the better attempts at a merchant class on the homebrew forums, but I feel the class just doesn't have enough going for it. it needs a really strong class feature to hold it together, but I'm not seeing that here. If I wanted to play a merchant character, I'd rather play an alchemist, vigilante, or Louis Porter's machinesmith with different flavor.

RPG Superstar Season 9 Top 16

I think something like a mesmerist would work out well. They're awesome at debuffing, buffing, and can function as a face.

On a random note, you can't call a class an "enchanter." That's the term for a wizard with the enchantment school.

RPG Superstar Season 9 Top 16

At my player's request, I added a gunblade quality and created new runeguns: the runic edge caster (scimitar), runic edge viper (dagger), runic kenshi (katana), and runic buster (greatsword).

Edit: Image of the runic edge caster

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

The golden rule of PC race design is that a standard player race should not have abilities inappropriate for a 1st level character. This is true because a 1st level character gets all of the benefits of his race and Pathfinder is a game where PCs get their power from class levels rather than race. This is how the game works.

So giving something like an at-will 4th level spell as a racial trait would be utterly ridiculous unless you intend to create a race for high powered characters.

zaphod77 wrote:
Cyrad wrote:
Immunity to all Fortitude save effects would instantly make this a Monstrous Trait.
Except that undead already have that, and they ARE a race type.

That's exactly why it would be a Monstrous Trait. Undead is a 16 RP creature type, making it impossible to create an undead race weaker than than Advanced tier. The proposed deathless trait stacks ontop of the race's creature type, therefore coming at less opportunity cost while also reaping many of the benefits of the undead type (like immunity to all hostile effects that allow Fortitude saves). The trait is also stronger than pretty much all of the Advanced Traits. Therefore, it should be Monstrous.

RPG Superstar Season 9 Top 16

1 person marked this as a favorite.

Immunity to all Fortitude save effects would instantly make this a Monstrous Trait.

RPG Superstar Season 9 Top 16

Have one of the VMCs start at 5th level and then progress every 4 levels after.

RPG Superstar Season 9 Top 16

I don't know enough about the corruption rules to give a more meaningful analysis, but I like what I'm seeing and it gives me ideas.

RPG Superstar Season 9 Top 16

Admittedly, this is for one of my players, who has a Dex-build.

RPG Superstar Season 9 Top 16

Recommended 6th level spells?

RPG Superstar Season 9 Top 16

What is there for a bladebound magus to look forward to after 15th level?

RPG Superstar Season 9 Top 16

As you pointed out, it doesn't quite work. There's no numeric relationship between the spell levels. Vancian magic doesn't quite work that way where each spell level is essentially like a separate resource. Psionic rules work out better because the entire system was balanced and designed around a point pool.

I do propose another approach, however. What if your mana pool stayed the same but spell costs went down? The goal would be that your highest spell level would always have the same mana cost and result in roughly the same number of that spell level for comparable classes. You'd end up with less spells overall, but could compensate for that in other areas, such as determining how the character prepares and knows spells.

RPG Superstar Season 9 Top 16

Headfirst wrote:
Cyrad wrote:
4) One of the reasons I suggested an existing class is that your class lacks in the lore department. It's easier to take an existing class and refluff it than create an entirely new class that risks feeling flat and flavorless.

I'm really, really glad you mentioned this because it was one of the driving design goals of the class. No lore, no exhaustive backstory, no divine mumbo jumbo. You fill in your own blanks when you roll a Shapeshifter. Were you touched by an animal god? Infected with some mutagenic disease? Cursed like a werewolf? Just a natural mimic? Part of a secret, underground society of faceshifters? It's up to you!

In that way, the class is like most of the core classes, such as the fighter, rogue, or wizard. Your character's theme isn't handed to you in the Player's Guide, just the nuts and bolts of how the class mechanically works.

You could honestly do that with any class just by refluffing things. Or better yet, you could make it the variable flavor a class feature. That's what inspired me to design the Artiforged class -- I wanted to create a "cyborg" class where the flavor of your augmentations depended on a class feature supported by game mechanics. You could certainly do the same with your class by having a class feature similar to a sorcerer bloodline except it flavors how the character got the ability to shapechange.

RPG Superstar Season 9 Top 16

Numbered for ease of response.

Headfirst wrote:


2) Does flying at 1st level trivialize more or fewer encounters than being able to cast sleep 3-4 times a day at 1st level? As long as this class falls somewhere beneath wizard in the tier list, I'll be happy with its balance.

3) I'm a bit off on each of those, but close enough for my tastes. As a side note, I generally disagree with the whole "if it's never been done before, it's bad/unbalanced by default" mentality.

4) One of the goals of this class was to make a shapeshifter that's not thematically tied to ranger/druid outdoorsy ideology or lore. You can play a character that changes shape without getting caught up with a bunch of wilderness survival skills, divine magic, and animal affinity.

Cyrad wrote:
As I said earlier, the idea of a class dedicated to wildshaping into animals is nothing new.
5) The intent of this sentence seems to fall somewhere between condescending and useless.

2) The arguments "An ability to do X at-will is balanced because the wizard can do it a limited times per day" and "The ability to do X at-will is balanced because it's not as strong as a wizard doing Y a limited times per day" are Spherical Cow Fallacies.

3) Existing precedents in a game are absolutely vital to power balance.

4) One of the reasons I suggested an existing class is that your class lacks in the lore department. It's easier to take an existing class and refluff it than create an entirely new class that risks feeling flat and flavorless.

5) I'm not trying to be condescending. I am encouraging you to either consider more creative approaches to designing a shapeshifting class or look into an existing implementation to modify, utilize, or take inspiration from.

The thread elicits criticism. You asked if I believe your class is balanced and whether I would take it over a druid to fit a shapeshifting character. My answer is "no" on both counts. It's not balanced and other classes have much more balanced, flavorful, and fleshed out approaches. Worst of all, the class feels dull. A class can be many things, but it should never be boring. Shapeshifting is such a broad, awesome design space. I think you could end up with something much more interesting than an at-will wildshape and a bag of boring talents.

RPG Superstar Season 9 Top 16

Getting the ability to change into an animal that can fly at-will is worth a class level in a lot of situations. It trivializes a lot of challenges at lower levels as adventures expect that flight is either impossible or very limited before level 8. I never said there aren't ways to flight at 1st level -- they're just really obscure, difficult to get, and/or

If you want to give the class the ability to bypass damage reduction with natural attacks, then it should follow the monk as an example. Bypass magic at level 3. Bypass adamantine at level 16.

I do recommend looking at the Skin-Changer as suggested by Marc Radle. As I said earlier, the idea of a class dedicated to wildshaping into animals is nothing new.

RPG Superstar Season 9 Top 16

There's a lot of issues with this class.

1) It's a d8 HD 3/4 BAB class with no spellcasting and a very low feature scope. There's just not enough content and statistics here to support 20 levels.

2) It gets an at-will 3rd level spell effect as an extraordinary ability. The reason the druid doesn't get wildshape until 4th level is because beast shape is a 3rd level spell. It's a 3rd level spell because it gives you access to powerful abilities like flight and climb speeds. In addition, turning into an animal is not a 1st level ability. Since this ability is at-will, it effectively gives you at-will flight at 1st level, which is problematic because longterm/at-will flight is a ~8th level ability. The fact that this is an extraordinary ability is also a big deal. All of this makes shapeshift way too powerful of an ability to give at 1st level.

3) There's also some minor issues as well. For example, saying that shapeshift does not allow you to talk and cast spells is both redundant and problematic because the polymorph rules already cover this, and it ignores the fact that some spells don't need verbal components. The adaptations that increase speed should be enhancement bonuses.

The consequence of the above is that the class is broken. It immediately gets an ability that's too powerful at 1st level while also getting almost no other class features or statistics at later levels. As a result, the class is way too powerful as a 1st level dip while also being worthless to take 20 levels in.

In general, if you want to create a shapeshifter class, you have to do something more creative than just giving pseudo-wildshape and a bag of talents. There's plenty of homebrews and 3rd-party classes that already do that. The concept of shapeshifting is broad enough to do way more than that.

1 to 50 of 3,556 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.