Porridge |
This is exactly where I was first thinking the shifter might go back in early stages, something like... the masquerade reveler archetype I wrote for barbarian...
Let me just say that I love the masquerade reveler.
And if you were able to get something like this into a Paizo book (and so make it available to PFS and Paizo-only DMs), I would be very, very happy. :)
Feros |
Feros wrote:The magic item slots section is expanded a little and updated from that in the Animal Archive.Do the magic item slot lists resemble those found in this blog post?
Yes, but there are a few extra pieces of info. (For example: Avians now have a head slot as well as headband and their chest slot can only be saddles (riding giant eagles FTW).
Ectar |
David knott 242 wrote:Trust me to screw up a Shifter joke. I assumed it was in Chapter 1, just like the Vigilante was Chapter 1 in Ultimate Intrigue.Xenocrat wrote:Ectar wrote:There's also one of those in Chapter 1.What's in Chapter 4:
Wilderness themed traps.
The three racial entries in chapter 1 each contain a variety of race based character options of the sort that you would expect to find in other chapters of the book.
The shifter IS in chapter 1, and that joke was really funny.
I think the class is just okay, but the joke fits in well with the sentiment of this thread.David knott 242 |
The Draconic Companion archetype grants draconic sight and resistances as well as a breath weapon (at 9th level). The premise of this archetype is that the animal companion has some draconic ancestry.
David knott 242 |
David knott 242 wrote:Is the breath weapon once a day or does it recharge every few rounds?The Draconic Companion archetype grants draconic sight and resistances as well as a breath weapon (at 9th level). The premise of this archetype is that the animal companion has some draconic ancestry.
1x/day at 9th level, increasing to 3x/day at 15th level.
David knott 242 |
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The Egotist is a rather amusing familiar archetype. The idea behind it is that the familiar thinks of itself as the boss rather than the servant. Archetype abilities include Song of Myself, Order Master, Receive Touch Spells, and Scry on Master.
David knott 242 |
Any favourite pieces of art?
There is that fierce looking Leshykineticist on page 23.
There are Amiri, Hakon, and a white dragon at the beginning of chapter 2.
There is a rather vicious looking Ice Chemist on page 35.
I am rather fond of that Sharptooth Barbarian diving into the water on page 39.
Then there is the Fire Elementalist Shifter on page 78.
I could keep going, but in general the artwork in this book is excellent.
Feros |
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Any favourite pieces of art?
So many...
The Venomfist Brawler in a crouched dynamic pose and snake tattoos on the arms is pretty cool, and the Oozemorph Shifter who looks like a town girl but whose left arm has become a spiked mace is great!
Ezren in the crow's nest of a ship in a lightning storm is dynamic and feels like there is a story there that we can't see. I LOVE the picture of Droogami sneaking up on a small rodent. For dynamic scenes nothing beats Adowyn and Leryn facing off against a graveknight and a hellhound in the midst of a forest fire that the graveknight seems responsible for. The red lighting is balanced exceptionally well.
But my favorite is a painting of a female ghoran Season Witch dedicated to Autumn. This captures the essence of the archetype perfectly as well as being lovely to look at.
Dragonborn3 |
Dragonborn3 wrote:David knott 242 wrote:Is the breath weapon once a day or does it recharge every few rounds?The Draconic Companion archetype grants draconic sight and resistances as well as a breath weapon (at 9th level). The premise of this archetype is that the animal companion has some draconic ancestry.
1x/day at 9th level, increasing to 3x/day at 15th level.
Well that's not much, but since it's overvalued as a Sorcerer bloodline power I guess it makes sense. Why it doesn't recharge for either is beyond me now that kinitecists can throw around AoE blasts at will when their Infusion Specilization covers the burn.
Still no decent dragon options :/
Feros |
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As a note on the art: I don't talk about it much anymore in my reviews unless it is particularly striking in 3PP or underwhelming in Paizo publications.
Simply put, if the art is exceptional or is mildly or extremely offensive in a 3PP, I'll make note as usually the art is often just a placeholder in most 3PP and not really all that good or bad. Likewise, Paizo's art standard is so high, I only mention it when it DOESN'T make it up to the normal standard.
The one exception to these criteria is when we are talking about maps. There the artwork is an important part of the product and must be at least acknowledged if not commented on.
Sara Marie Customer Service Manager |
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Consider this a moratorium on discussing the shifter in this product discussion thread until Monday, November 20th.
Posts continuing to debate the shifter will be removed without warning or notice until that day. If you have feedback regarding this class, please feel free to spend this week and weekend honing your words or putting the class through its paces, but right now this topic is generating too much angst to keep this thread on track.
If you want to try to redesign the class, you can put that in the homebrew forum, if you have rolled up a Shifter and want feedback, you can bring that to the advice forum. But this thread is on an temporary enforced break from discussing the shifter.
Ectar |
To help pass the next 9 hours, can anyone share anything more about Cultivate Magical Plants, and the expanded herbalism material? Is there overlap between the two? Are there guidelines for creating new plants beyond those in the book?
First off, it's a feat like all magic item creation. Requires brew potion, craft wondrous item, and 1 rank in K nature.
Takes 1 week of growing per 1000gp in cost, which is calculated very similarly to other magic items.Unlike most magic items, magical plants aren't always able to do magical things. Most only produce useful fruits or flowers during certain growing seasons (spring, summer, fall, or winter). Each plant had a listed yield, which tells you how much you can harvest per unit of time.
Between herbalism and cultivating magical plants, there is no overlap of plant species. From a quick lookover, I don't see any duplicated effects between magical plants and herbalism, but I didn't give it a comprehensive lookover.
And not really any guidelines.
Alchemaic |
Joe Hex wrote:To help pass the next 9 hours, can anyone share anything more about Cultivate Magical Plants, and the expanded herbalism material? Is there overlap between the two? Are there guidelines for creating new plants beyond those in the book?First off, it's a feat like all magic item creation. Requires brew potion, craft wondrous item, and 1 rank in K nature.
Takes 1 week of growing per 1000gp in cost, which is calculated very similarly to other magic items.
Unlike most magic items, magical plants aren't always able to do magical things. Most only produce useful fruits or flowers during certain growing seasons (spring, summer, fall, or winter). Each plant had a listed yield, which tells you how much you can harvest per unit of time.Between herbalism and cultivating magical plants, there is no overlap of plant species. From a quick lookover, I don't see any duplicated effects between magical plants and herbalism, but I didn't give it a comprehensive lookover.
And not really any guidelines.
Given the timescale of actually growing a magical plant, would it be safe to assume it's less of an adventuring thing and more of a downtime money/benefit gaining process?
Ectar |
Given the timescale of actually growing a magical plant, would it be safe to assume it's less of an adventuring thing and more of a downtime money/benefit gaining process?
::shrugs:: As GM for a RoW game, I'm all on board with letting my druid PC cultivate a magical plant in a location that the PCs will be returning to on a regular basis.
Joe Hex |
Joe Hex wrote:To help pass the next 9 hours, can anyone share anything more about Cultivate Magical Plants, and the expanded herbalism material? Is there overlap between the two? Are there guidelines for creating new plants beyond those in the book?First off, it's a feat like all magic item creation. Requires brew potion, craft wondrous item, and 1 rank in K nature.
Takes 1 week of growing per 1000gp in cost, which is calculated very similarly to other magic items.
Unlike most magic items, magical plants aren't always able to do magical things. Most only produce useful fruits or flowers during certain growing seasons (spring, summer, fall, or winter). Each plant had a listed yield, which tells you how much you can harvest per unit of time.Between herbalism and cultivating magical plants, there is no overlap of plant species. From a quick lookover, I don't see any duplicated effects between magical plants and herbalism, but I didn't give it a comprehensive lookover.
And not really any guidelines.
Requiring both Brew Potion and Craft Wondrous Item is makes it very feat-expensive. Worth it?
Alchemaic |
Alchemaic wrote:Given the timescale of actually growing a magical plant, would it be safe to assume it's less of an adventuring thing and more of a downtime money/benefit gaining process?::shrugs:: As GM for a RoW game, I'm all on board with letting my druid PC cultivate a magical plant in a location that the PCs will be returning to on a regular basis.
RoW might not be the best example, since I think the entire campaign takes place over the course of like a month.
Chemlak |
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More More, Chapter 4!
As promised, Hazards and Disasters. New hazards! If you’ve grown tired of always using the same flash floods and rot grubs, then detailed rules for earthquakes might help. Or volcanoes. Which can include the aforementioned earthquakes. But personally, having lost control of my own garden a couple of years ago, I can’t say enough good things about the inclusion of CR 1 brambles.
That’s not all, of course. I love the elemental influxes, and there’s rules for fording a river, among others.
(11) Herbs (& spices). Lots of awesome little beneficial effects from these special prepared plants, with prices to buy at market, and rules for gathering and preparing them. Rules for designing new herbs would be nice, but there’s a fair amount to be going with, here.
Spells and the Wild. It’s already been mentioned, but I love seeing these “and here’s how magic can ruin your game, and suggestions on how to deal with it” bits in the rulebook line. They give great advice on what various spells can and cannot do, and the effect this has on attempting to challenge the party. Great stuff.
That’s all from me for now. More tomorrow.
Chemlak |
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Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.
Prerequisites up the whazoo (including BAB +16), make attacks against up to 3 targets when using spring attack, second at -5, third at -10, can’t attack same creature twice.
DM_aka_Dudemeister |
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DamagedGlasses wrote:Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.Prerequisites up the whazoo (including BAB +16), make attacks against up to 3 targets when using spring attack, second at -5, third at -10, can’t attack same creature twice.
Ectar |
3 people marked this as a favorite. |
So, can anyone give a more in-depth description of the three paladin archetypes (Forest Preserver, Hunting Paladin, and Wilderness Warden) we got in the way the Green Knight was described? Thanks in advance.
Isabelle Lee |
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DamagedGlasses wrote:Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.Prerequisites up the whazoo (including BAB +16), make attacks against up to 3 targets when using spring attack, second at -5, third at -10, can’t attack same creature twice.
Is Improved Spring Attack there too?
Ectar |
3 people marked this as a favorite. |
Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.
Improved Spring attack requires spring attack, nimble moves, and 9 bab. Lets you attack a second target at bab-5, and you don't provoke from either target.
Greater spring attack requires acrobatic steps and bab 15 (on top of all the other prereqs for imp spring attack). Attack a third foe at bab -10. Don't provoke from any of the three.
Alchemaic |
1 person marked this as a favorite. |
DamagedGlasses wrote:Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.Improved Spring attack requires spring attack, nimble moves, and 9 bab. Lets you attack a second target at bab-5, and you don't provoke from either target.
Greater spring attack requires acrobatic steps and bab 15 (on top of all the other prereqs for imp spring attack). Attack a third foe at bab -10. Don't provoke from any of the three.
Do they both stack with Spring-Heeled Reaping?
RogueMortal |
DamagedGlasses wrote:Noticed a "Greater Spring Attack" in the list of new feats, anyone got some info on what that might do? I've always loved the Spring Attack feats.Prerequisites up the whazoo (including BAB +16), make attacks against up to 3 targets when using spring attack, second at -5, third at -10, can’t attack same creature twice.
Rather disappointing, given that a bard can pick up Greater Bladed Dash by 13th level.