Matthew McCullen's page

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Hey guys! Let's cut to the quick. If you don't care about design philosophy or goals, skip all of this Wall of Text with the TL:DR version of: Scaling, Non-Spellcasting Shapeshifter. Mashup of Druid, Ranger, and Barbarian PF classes

For those of you who care:
I designed this because I felt like Master of Many forms was a blast to play out of the box in 3.5. It really opened an entire new archetype and did it in such a way that it avoided being a poly wizard. I saw that there were already plenty of ideas and sculpts for a MoMF archetype but I wanted to see if I could make this into a base class to fit more specifically into the PF mentality of solid, scaling base classes that add mechanical backing for thematic builds without having to dip across classes (a la 3.5).

So, to that end, I had a few major goals to start:

1. Create a class that involved the progression of shapeshifting abilities found in 3.5 MoMF (shifting into an ever growing list of subtypes (vermin, giant, ooze, dragon, etc) and sizes

2. Drop Spellcasting - MoMF archetypes and even the 3.5 prestige class implied druid progression into it. There was also the option of a ranger variant that traded animal companion for Wild Shape in 3.5 and I decided to pursue this for 2 major reasons:

1. The original PrC idea didn't scale any spellcasting. This meant that druids who PrC'd into it cast as a 5th level druid all the way to 15th level at which point it was a moot point most of the time outside of some corner cases involving self-buffing.

2. Scaling a spell list with this class without gutting the shapeshifting was very much OP. In order to focus on the Shapeshifting as the key mechanic and treating this as a base class, even using a shorter spell list such as a "Druidic Paladin" might use still left the class far too many options at mid to high levels. Shapeshifting into such a wide variety of things so often is powerful and opens as many options as the GM allows sourcebooks for monster entries and there are some incredibly good monsters to change into.

From there, I worked on several things before coming to two realizations:

1. The Beast Shape Spell reference in PF's Wild Shape did not reflect or allow for the same flexibility of shifting as 3.5 and it was seriously hampering the class. To that point, I basically had to create a new "Wild Shape" class ability that encompassed a few key points from 3.5's.

2. I wanted to make this character feel distinctly different from the other melee characters in the game in terms of combat presence and capability. Offensively, you are a crazy-flexible shifter who develops the ability to shift rapidly through forms as the situations warrant. Second, defensively, you are not armored. I won't go into a huge treatise about the design thought for this but I will add a note at the end and encourage you to look at the Beastkin class ability as well as the return of healing to the process of Wild Shaping.

Ok so enough of my rambling, next post is the class and ability descriptors if it will all fit in one post effectively. Enjoy the class and thanks for reading this far! I am seriously looking to have the balance of the class examined and I am very willing to tweak the ideas within it to try and make the balance points more stable. The design goals are important to me unless they are unbalanceable. If that is what you think, I would very much like to hear a more detailed reason why because it will help show me a specific of the system I may not understand fully. Anyway, enjoy.


Hey guys, first post as I have seen nothing referencing this type of ruling.

I have a player who wants to multi-class 4 Theurge base class and 1 lvl of wizard before going 3 levels into Mystic Theurge PRC. As I am understanding it, he is choosing his Theurge class as his "existing divine spellcasting class" and the wizard as his wizard levels as "existing arcane spellcasting class."

For those of you who need it, here is a link to the Kobold Press base class: http://www.d20pfsrd.com/classes/3rd-party-classes/kobold-press-open-design/ theurge

I am wondering exactly how this works with regards to spell slots. The Theurge's slots are split specifically between arcane and divine but they both progress over time. This seems to show that he would gain the obvious wizard progression but also more arcane slots from Theurge. More relevantly interesting is the idea that he is getting double his INT bonus to casting slots as well because of the interaction with the split casting ability.

The main question is, does anyone think this is an inherent balance problem and, secondarily, does anyone see a rules conflict with how these class abilities interact? Thanks!