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While further looking at the Shifter in comparison to similar features of other classes I noticed another inconsistency.

Shifter Claws progression: I realize the devs didn't want the damage from it too high, as there are more ways to improve natural attack damage than manufactured weapons or unarmed strikes; but it increases seemingly randomly. I can think of 4-5 for natural attacks that stack; but only 2 or 3 for unarmed or manufactured weapons. Not counting the normal +# or special abilities like flaming, frost, etc.

But both Brawler & Monk increase at the same ratio of levels to damage increase as 3:4:4:4:4:1, and the War Priest as 4:5:5:5:1; while the shifter is 6:4:2:7 and makes it feel like the bonuses were arbitrarily chosen when to increase, without any sort of even progression. If it was put to the same ratio as the others it'd not be at 1d4 for so long, and have a longer period of 1d8, but also get 2d6 at 20th; which is still below the other classes.

Also looking at Monk for a comparison, it seems strange that Shifter gets Magic, Cold Iron & Silver all at once at 3rd level; plus it gets the later 2 earlier than monk. If you moved Cold Iron & Silver to 7th level it'd balance better; and spread out the progression of DR overcoming more instead of lumping most of it at 3rd level. You could also spread out the Adamantine from the DR/---; to further even out that progression. Especially as a monk has to spend Chi to get these equivalents; the shifter should have it spread out to bring it more in line. While it wouldn't make sense for a Shifter to get Lawful, a Brawler gets Alignment instead; should the shifter also get such? or maybe increase the threat range to 19-20?

A Thousand Faces: This just feels weird in the class; not to mention how late you get it. The class is about turning into animals; but now you give it an ability to turn any humanoids? This would be great as an early option for a Humanoid only Shifter; but feels out of place in the base class.

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Really though I don't think the majority of players are going to be happy with the class unless it ends up getting a major rewrite and not just try to edit a few sentences in it here and there.

With that in mind; I propose the following additional changes to the class; though it is currently a rough draft and some things may need tweaked. Which I feel keeps to the spirit and feel of the class and what players were expecting (including the idea it was some sort of Nature Paladin).

My Shifter Redux

Edit: Commenting has been turned on for the Shifter Redux.


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GodsBlister wrote:
It's from Paizo themselves. Their advertisements for Ultimate Wilderness have portrayed the Shifter as the Druid's Paladin from what I've seen. I cannot find where I saw those words said at the moment, but I distinctly remember it being printed on the internet somewhere. Its part of what helped me decide to purchase Ultimate Wilderness to see what was in store for the new class.

"A new 20-level base class, the shifter, puts animalistic powers into the hands—or claws—of player characters and villains alike, with new class features derived from animalistic attributes."

"The shifter, a new character class that harnesses untamed forces to change shape and bring a heightened level of savagery to the battlefield!"

That is the quotes from the book synopsis from the page on the paizo site; and is the only thing I can see of Paizo describing the class' feel; outside of the actual Shifter description in the book.


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"Each hour after this duration, the oozemorph must succeed at a DC 15 Fortitude save or revert back to her fluidic body until she rests for at least 8 hours. This save DC increases by 1 for each additional hour spent maintaining the form."

Are people just ignoring this part of Fluidic body? Because you sure seem to be. Which is a bit ironic as so many of you are quite quick to point out the new wild shape is level + wisdom modifier.


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Ryuujin-sama wrote:
when shapeshifting into say a Bear would be an Ooze Bear.

But do they bounce?


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Common (Taldane) is only common in the inner sea region. If you go to Tian Xia there is a different common (it's a dialect of Tien). The same could be seen to be true in the 2/3 of Garund that we know nothing about, and in the Kelish Empire, Vudra and Arcadia.

And even if someone speaks common, does that mean they prefer to use it? No. Can it (and would it likely) be seen as some degree of insult to the culture to be forced too? Yes. Then there are dialects, something the game seems to utterly ignore outside of the single spell Cultural Adaptation.