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![]() Thought I'd try asking some of the questions I have about the new "Alternate Natural Attack" rules here too. First off, does changing the shifter claws from claws to another damage type free up that hand for something else, like wielding a weapon? Second, can you utilize the "Alternate Natural Attack" rules while in a Weretouched shifter's hybrid form? ![]()
![]() I have a few things I wanted to clarify about the new "Alternate Natural Attack" rules from Wilderness Origins. First off, does changing the shifter claws from claws to another damage type free up that hand for something else, like wielding a weapon? Second, can you utilize the "Alternate Natural Attack" rules while in a Weretouched shifter's hybrid form? ![]()
![]() SortHac wrote:
Totally missed that trait, I'll add it right away. ![]()
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![]() Since everyone else it putting out there thoughts on the change to having goblins as a core ancestry, I thought I'd talk about my own feelings. I think my biggest issue with goblins as a "core" playable race (and I'm a bit on the edge in terms of playable goblins) is also what I love so much about goblins in Pathfinder. One of the things that has always made Pathfinder's setting what it is for me was my first fight against a band of goblins sacking Sandpoint. As I've learned the game and begun to GM myself, goblins were always my go to first level enemies because of how memorable and well written they were as monsters. A huge role of a first level monster in an RPG is that it gives new players their first chance at a kill. Often times (in my experience) such players begin the game completely abhorrent with actions that players who would be categorized as more "murder hobo"-like would be totally ok with. That is where goblins come in. Pathfinder goblins as they are often written in the first edition present an important challenge. A being which is cunning, yet both unwilling and unable to speak a common language. They still CAN be good. But they retain enough of those monstrous tendencies that you can be fairly certain they're not charging in for a hug. Having them as a core race seems to throw a much greater moral dilemma for new players who might already be resistant to this game into an encounter like in the beginning of Burnt Offerings, an encounter which made this game for a lot of us starting out (it certainly had an impact on me). This isn't to say that goblins as a playable ancestry will ruin the game, or hurt it in any way, but it does change a fundamental part of what the atmosphere of that game has meant for me since the first time I cast a magic missile on my first goblin (and thought I was supposed to roll to hit). Goblins are an extremely critical part of the flavor of the Inner Sea, and whenever I think of Pathfinder, my thoughts always go back to that first description of goblins uttered by our GM followed by the words "roll for initiative". ![]()
![]() Diego Valdez wrote:
I'm not sure if there was an issue on my end or something, but I sent an email almost three days ago and haven't heard anything back. Also, I'm not sure now if it was a printer error or was water damage (the package had gotten wet but I thought it was dry on the inside, maybe not dry enough I suppose). ![]()
![]() Every one of the pages of my new Pact Worlds book arrived with a bend in them, as if all of the pages came out bent before applying the book cover. It goes vertically through every single page. I really enjoy my starfinder books, and was really looking forward to getting this one, so seeing it come out like that is a bit of a downer. ![]()
![]() I'm looking for people interested in becoming an editor for the Pathfinder 2e Collected Information Google doc. You get paid a total of $0, but you get your name on the Google doc and you'd be helping the Pathfinder community. You must have a Discord account and experience using Google Docs. Message me (Variel#3770) on Discord if you're interested in becoming an editor. Here is a link to the editor's discord server for anyone who is interested in helping out. ![]()
![]() Dragonborn3 wrote: Don't know if you have it yet, but HERE is some new(to me at least) info on skills. It should be under the skills subsection (assuming I remembered to make it a subsection, ill need to double check). Thank you so much to everyone for all the positive comments too! ![]()
![]() Added all new information to podcast episode 1 from 0:00:00 to 1:01:09, and have sorted the document for readability. I have decided to prioritize taking short notes over full quotes from videos and podcasts, which will let me analyze these sources better. As such, I will hopefully be able to add all the information from both podcasts either today or tomorrow, and then continue to try to update this document and make it better. For next update, I will be creating an updates section which places all the information from that update in one, easy to access, location. ![]()
![]() Updated with references 8 through 16. I will (barring some catastrophic event, such as: the opening of another worldwound the death of a beloved deific representative of humanity, or the off chance that Cayden finally decides to become sober) have time to implement the podcast information today as well. ![]()
![]() As a note, my next step is to add information from the podcast, followed by working on further organizing the document into a more coherent form. Unlike my previous doc, I plan to specify which sources each bit of information came from BEFORE I get so much information that it becomes near impossible. I will do my best to update this guide as fast as new information comes out. Happy pathfinding. ![]()
![]() Hi everybody! Some of you may remember that, back before Starfinder was released, I managed a google document compiling the various things that were announced about Starfinder. Well now I’m doing the same thing with Pathfinder. I will continue to update this document as quickly as my time allows in order to help everyone to know what to expect from this exciting new chapter in Pathfinder’s history. If you have any recommendations, comments, or thoughts about the document feel free so comment here or message me. ![]()
![]() Asmodeus' Advocate wrote:
This is a very good point and I've added it into Vampiric Call's description. ![]()
![]() avr wrote:
I meant to say like all 4th-level DIVINE caster. I'll fix that and consider everything else. Thanks so much for the recommendations. ![]()
![]() GeraintElberion wrote:
I’ll make sure to establish that ASAP, and do the same for my upcoming class guide. ![]()
![]() I've been working on a class guide for the Vampire Hunter (link below), and would love to hear people's thoughts on changes or additions I can make to it, as I have done with my previous guide. Let me know what you think! Archmage Variel's Guide to the Vampire Hunter In particular I'd currently really like to know how everyone thinks I did on rating the feats, before I finalize it and put descriptions for them all. ![]()
![]() UnArcaneElection wrote:
I made use of the copy and paste function a lot. It should say snake instead if mouse, but the rest should be correct. I'll make sure to fix that in my next edit. ![]()
![]() Player Killer wrote:
I'd totally support this, but it would require some huge changes to how certain abilities work. ![]()
![]() Leitner wrote: Looks like a pretty reasonable change. My PCs personally wouldn't really feel finishing off a wounded creature warrants the title "dragon slayer", but that would be an individual preference. I designed this with the premise that I want to give new players a boss monster who feels iconic and satisfying to fight, while giving them the realization after further play that such a fight was nothing compared to the colossal threats which live in the world. I didn't want them to get the permanent impression that they were dragon slayers, but I wanted new players to get the impression that they had slayed something akin to what any commoner (or someone who's never played a tabletop rpg before) would think a dragon is like. ![]()
![]() I love Black Fang's dungeon. The classical feel of the dungeon and intuitive rules of the Beginner Box is a great way to introduce anyone to tabletop roleplaying, but the one negative aspect of that entire dungeon has always been Black Fang himself.
spoiler:
After sludging through an entire dungeon, first time gamers saw the dragon and wanted nothing more than to call themselves a dragon slayer. But as low level player's, black fang isn't supposed to be defeated so easily. You want to give them the feel that this is a powerful beast that may have ended you were it cournered. But if they aren't close enough to death's door and the enemy he flies away, I often get players who feel cheated, not yet fully understanding that this is a narrative game. That isn't in my opinion a particularly fun introduction to this game. So, instead I propose to you the Injured Wyvern, a scaled down version of the original Pathfinder Wyvern suitable for dragonslaying. The injured wyvern fled it's home in Wyvern Mountains after a territory battle which it lost. It fled to the hills near sandpoint, where it hunted cattle from the surrounding farms. Sandpoint has had enough, and your adventurers are the ones who have decided to take up the bounty of clearing out a dungeon believed to be the home of whatever deadly creature has been stalking Sandpoint's farmlands. ![]()
![]() Makhoy wrote:
This is not at all how Major Form works. You keep your own stats and the only applicable changes to your character when you change into a major form from your original form are: • Those listed under the aspects major form. • Any size-dependent effects as detailed in the spells Beast Shape I and Beast Shape II. • Any changes listed under the transmutation (polymorph) rules. You absolutely do not what so ever use the NPC stat block as a reference when using the shifter. You use your base form and layer the major form on top of it as described above. ![]()
![]() Catharsis wrote:
Glad you like it. That section was written before the implementation of Shifter's Fury and deserves a good update (probably after I finish explaining the rise of the Han dynasty for this damn essay). At the time it made a lot of sense to utilize the itterative attacks available through TWF. On the topic of the Ape and Bear forms, the current FAQ'd iteration of Major Form works as follows: "You still only get the listed abilities plus size-dependent effects (size bonuses and penalties and any natural armor). If the creature has no listed base land speed, use 30 feet as the base land speed." ![]()
![]() GodsBlister wrote: Good news is they can't take wild shape feats. So you don't need to worry about a Wisdom score aside from a Will save. Definitely AoMF, because why wouldn't you take the murder trinket. Otherwise I don't know. This is "good news"? It becomes another thing that doesn't mesh well with the shifter. ![]()
![]() If anyone is looking for a shifter guide, I made this one here: Archmage Variel's Guide to the Shifter ![]()
![]() GodsBlister wrote:
I'm honestly in the same boat, and trying to run over in my head the different magic item options that might be able to bring it close to par to the average shifter. ![]()
![]() I made this ungodly monstrocity based on the fact that RAW Shifter's Claws give the shifter "...claws on each hand...", so long as you don't use it in wild shape. No one in their right mind would let someone have this at their table. Kasatha Base Form Shifter: Abilities (20 Point Buy): Str: 18 (+4), Dex: 14 [12+2] (+2), Con: 12 (+1), Int: 10 (+0), Wis: 13 (+1), Cha: 8 (-1) Options:
Shifter Aspect:
Feats:
Ability Score Increases:
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