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Organized Play Member. 216 posts (219 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.


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Acknowledge Fan feels dangerously close to me, although I'll admit I haven't actually seen it in play. A one-action at-will non-incapacitation stun/paralyze that as long as they don't succeed you can continue to hit them with feels off.

Xenocrat wrote:
Adamantine and Ulrikka Duster works forever to eliminate hardness.

Just remember the FAQ says:

How do effects that ignore hardness interact with each other?

If multiple effects would reduce or ignore hardness, apply only the effect that reduces or ignores the most hardness.

So you'd only get the bigger effect.

It's expensive considering it only last 6 rounds but you could ask your GM if you could buy/make a fire version of Truefrost Elixirs.

This sounds like a fun time, would it be via PbP or voice/VTT?

Page 53 Drift Harness text says it permanently consumes a fully charged ultra-capacity battery but the chart says it only requires 50 charges per use.

As a side note with all the restrictions on it I really can't think of any real use the item has, any ideas?

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Candlejake wrote:
Liminal Fetchling should also work well for flame oracle. Since you can't prevent the concealed condition (so ifrits fire sight wouldnt work) caused by your curse reducing it from 5 to 3 seems like a good idea.

That won't work sadly. The rules say, "You can't benefit from effects that would allow you to ignore or mitigate this concealment, as normal for effects of an oracular curse."

One month bump, any chance of getting the forum back?

Trying to access it (LINK) just sends you to an infinite log-in screen. I've tried using chrome, firefox and iOS.

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Deadmanwalking and others wrote:
Uh...Shadow Illusion is pretty much the companion, and anyone can get HiPS (it's basically the Legendary Sneak Skill Feat).

Oof I had completely forgot Legendary Sneak was a thing, my bad. I don't think Shadow Illusion could be much of a companion however considering it can stay around a max of 10mins, pops in one hit, only does damage and has to stay in dim light or darkness.

Kyrone wrote:
SuperBidi wrote:
For those who already have it: Are all archetypes uncommon?
Only 4 of them are.

Specifically the Dragon Disciple, Ritualist, Scrounger, and Vigilante, with only the DD having a specific "access" listing.

Shadowdancer not getting it's defining abilities of HiPS or a shadow companion is all I needed to know sadly.

Since the Bestiary 2 is coming out this month, if you intend to add data from that, it may be worth putting in a way to swap between it and the previous monster stat blocks. Mainly to see if paizo started to follow their own math from the GMG on monster creation.

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EldonGuyre wrote:
That Blood Intensity assumes a Cha of 40, incidentally.

Which is very easy to get:

18 starting out
+5 from leveling up
+6 from enhancement bonus
+10 from putting the 5 bonus +2's you get from 10 MTs
+2 from mythic Enhanced Ability (Charisma)
+5 from inherent bonuses from wishes/books/automatic bonus progression
46 without really pushing things

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An unexpected entry is dropping a handful of small rocks and casting Mythic Feather Fall using a sorcerer with the Orc bloodline, Blood Havoc and Blood Intensity mutations. At 20th level you'd cause 40 reflex saves each doing 20d6+40 save for half. Average damage to something failing the saves would be 4400, even if they make every save and you roll minimum damage that's still 1200 damage, more than enough to murder anything without evasion. That's all with very little investment, once you start adding in meta-magic, mythic Channel Power, mythic Abundant Casting and caster level increases you could easily break 10k damage.

Anyone know if the Charged Javelin domain spell is supposed to target every enemy within 60 feet like it says in the target line or just one enemy like it's implied with the rest of the text? As written it seems way too strong.


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As far as I can tell there's nothing that prevents it. It would be rather odd to me if you have spells that have natural cast time greater than one round but can't meta-magic across multiple rounds. It would also create an issue when casting out-of-combat and therefore not even counting in rounds.

Xenocrat wrote:
You have to do it all in one round. If no one provides the rules citation before tomorrow I’ll look it up.

Please do because I can't find anything that says that.

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Castilliano wrote:
But off-turn actions aren't tied to MAP, and it's explicitly stated (though I forget where at the moment).

Page 446: "The multiple attack penalty applies only during your turn, so you don’t have to keep track of it if you can perform an Attack of Opportunity or a similar reaction that lets you make a Strike on someone else’s turn."

Yeah, it's odd that it's not specified like it was in the playtest. I'm going to tentatively assume it's an error.

Ron Lundeen wrote:

Not impossible. I'll avoid spoilers, but the sidebar on page 6 of the first adventure describes how, generally, the PCs don't have familiars or animal companions. HOWEVER, there are certain exceptions, including a witch's familiar and a shaman's spirit animal. A GM that wants to broaden that exception can do so, but we wanted to set out the expectation in the player's guide. In hindsight, I should have added something about "this doesn't mean you shouldn't play witches and shamans, we've got you covered there."

Perfect that's what I was hoping for, but yeah that probably should have been in the player's guide.

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So with you losing access to your familiars for the entire first book, what is a witch/shaman supposed to do? Not having a "companion" certainly hurts other classes but you need the familiar to regain spells. Is there anything in the book that solves this issue or is it just nearly impossible to play a witch/shaman for the first book?


James Jacobs wrote:
Even then, it's a tight squeeze, and it's looking like unless I artificially inflate XP awards in the last adventure that PCs won't hit 20th level until the very end, just in time for the final encounter.

That's very unfortunate. I'd really like to, for once, actually play a while at level 20, not just for the final boss fight. Though I suppose it would be easy enough to keep the PCs one level above the recommended and just toss an advanced template or two on everything.

Dragonborn3 wrote:
There was a fix?

The first errata is up, check the blog post

Multiclassing is now archetypes/feats that you take in place of your class feats, look at page 279

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Am I reading this right? I need to spend a resonance point every time I open/close the bag? p382

Captain Morgan wrote:

Cavalier (Mounts shouldn't be class locked, and the cavalier mechanics are distinct but maybe not enough to carry a whole class.)

Actually this reminds me, do we have any info on how mounts/animal companions are gonna work?

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The only issue I have with the Gray Maiden prestige archetype is that it's the only one in the book. In a playtest you should include stuff that's useful and open to as many characters as possible. The pirate archetype is the same, it's way too specific to be in an opening playtest.

Is this a PbP or using a VTT and voice? If so what day/time would it be? I've got a mesmerist and shadowdancer character that might fit in.

Throne wrote:
The FAQ for shifter's edge is up.

Alright! One fix down, only dozens more to go! Paizo should really just give a handful of volunteers outside the company a preview copy so they can catch the errors a paid employee missed.

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Darksol the Painbringer wrote:

2. Clearly, Paizo did. There are several blog posts detailing that very exact phrase. As to whether players wanted it or not, this thread, and several others, are proof of whatever that answer really is.

Got any actual links or are you just gonna keep saying that. Also something being "entry-level" doesn't mean it has to be an objectively bad class.

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On the subject of art, I do remember one in the Witch section that looks like they put a piece of clip-art water underneath to make him look like he's walking on water. It's especially jarring considering how incredible the Season Witch art is.

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Might as well link some of Painful Buggers posts: One, Two, Three.

DM_aka_Dudemeister wrote:

I don't take number of reprints into account when assessing value. Since I don't exhaustively collect softcovers, reprints are useful to me as a place of collected themed feats.

For hardcore collectors I understand why it might be an issue, but soft-cover feats don't end up in the PRD, so they are far less useful.

True, I was just listing it as another data point. Also if you want the soft-cover materials without have to sort through the 3p stuff on the pfsrd you can always use Archives of Nethys.

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graystone wrote:
Now if someone bought the book for the sole reason that it had a big bear, I'd expect a higher star rating than someone looking for a shifter, master of shapeshifting, and not finding it...

You should look at one of the recent reviews.

Alright then, more non-shifter stuff to discuss, feats! Note that this is obviously just my opinion but I tried to be as objective as possible. Also I'll assume I can't post the names of every feat yet, so you get to make do with the first letters of each word.

---Feats---110 total
Will Never Be Taken/NPC Feats(53): AA, AC, AD, AA, BH, BP, CT, CC, CT, DD, EGM, EC, EE, EAF, EA, FT, FM, F, FS, GBH, GWS, GSS, HTF, HW, IC, IBH, INPH, IWS, IA, JP, JS, LotL, M, NPA, NPH, NF, OEO, OwtL, PN, RR, RS, SotL, SS, S, TT, TL, TH, WS, WS, WS, W, WC, WW

Might Be Taken By Specialists/Campaign Dependant(26): AC, AS, BBR, BD, CA, CP, CMP, DT, DD, E-E, ES, FI, F-G, M, OotS, TotH, VS, VC, VoB, WC, WGC, WGH, WV, W, WM, WR

Useful in General(16): EM, EM, EWS, EH, FP, FC, GHB, GSA, IHB, ISA, MS, NSH, SR, TD, TI, TM

Gonna Get the Nerfbat(1): Shifter's Edge

Good Style Feats(6): BS->S->I, CWS->B->F

Bad Style Feats(6): IMS->P->A, WS->T->S

Nonfunctional/Redundant(2): AF, NW

So in my opinion 55% of the feats in the book won't ever be used, not a great number.

Also here are the reprinted feats: Ambush Awareness, Aquatic Combatant, Aquatic Spell, Brance Pounce, Clinging Climber, Desert Dweller, Earth Magic, Extended Animal Focus, Fey Performance, Forbane Magic, Group Share Spells, Harder They Fall, Jaguar Pounce, One Eye Open, Out of the Sun, River Raider, Scion of the Land, Tribal Hunter, Verdant Spell, Waterway Caster, Witchbreaker, Wolf Savage, Wolf Style, Wolf Trip. Note that these feats are included in the above breakdown.

24 in total, which means 21% of the feats in the book are reprints....

QuidEst wrote:
WatersLethe wrote:
Can we get more info on those ranged plant companions? What sort of attack do they get, and how does their damage potential stack up to other options?
Companion, singular. The sniper cactus can fire needles, which is pretty cool. It's not the best ranged attack out there, but they get a melee attack too.

There's also the Corpse-Eater Fungus that has a ranged touch attack that does acid damage. As far as damage goes, 1d6->1d8 for the acid and 1d8->2d6 for the Sniper Cactus' piercing thorn.

shaventalz wrote:
Are the archetypes written in a way that is incompatible with this, or that implies a different team chose a different "fix"?

The Charger AC archetype isn't actually in the book for some reason. The other three from the Animal Archive are, but were reprinted unchanged so they still list stuff replacing "share spells".

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Alright since it seems we're not allowed to talk about the Shifter anymore, I'll talk about animal companions:

Grizzly Bear
Positive: Yay we finally got a large size bear!
Negative: Since it only gets a +4 to Str upon hitting large size(21 total), it ends up with a lower Str score than a Cow(22) or Hunting Cactus(22).... and the same Str score as a Giant Frilled Lizard(21)

And because Cats must always be the best, the Saber-Toothed Cat ends up with a Str score of 23.....

We do finally get animal companions with damaging ranged attacks, the Corpse-Eater Fungus, and Sniper Cactus.

Oh also we finally get official clarification of the issue with the Animal Companion Archetypes that replace Share Spells on classes that don't get them, like the Cavalier and Samurai. Sadly they chose not to go with this unoffical clarification by the writer and instead decided to nerf the two classes into giving up the ability to start with Light Armor Proficiency on their AC and their ability to ignore the armor check penalty when riding them. To add insult to injure only 3 out of the 16 archetypes in the book don't give up the Share Spells ability. Also ACs with more than one natural attack and only primary natural attacks can't take an archetype that trades out Multiattack for some reason. Was all this really necessary?

Any chance this can be added to the CRB entry on the next FAQ update and preferably to the errata for the book?

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Hrm I don't really want to put out too much, but the base form:

  • Has no magic item slots
  • Cannot benefit from armor
  • Cannot cast spells
  • Cannot hold objects
  • Cannot speak
  • Cannot use any magic item that requires activation, is held or is worn

So yeah.....

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technarken wrote:
The archetypes (both of Shifter and everything else) sound like they'll easily salvage the book if the base Shifter is a redundant mess, so I look forward to forming a final opinion in the next __ days.

I hate to be the bearer of bad news but the archetypes in the book aren't great, there are a handful of good ones though. There's a lot of reprinted content too, which seems to be a trend in recent books. It does however have !duct tape and !fanny packs, also magic trees that are pretty neat. Some of the feats are alright, and the "Mastering the Wild" section is probably the best part of the book since it contains similar stuff as Ultimate Intrigue but nature.

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I've got to agree with Painful Bugger, this class is a real disappointment. Even if you ignore spells, the Druid class is better at shifting than the Shifter. To make matters worse the archetype I was looking forward to most, the Oozemorph is basically unplayable at low levels, you can only maintain humanoid form for 1/hour per level a number of times per day equal to 1/2 your level. That means that at 1st level you can be in humanoid form for 1 hour a day. Sounds bad, but it gets worse, when in ooze form, in addition to other restrictions, you can't hold items. So I hope the rest of the party is cool with carrying your stuff.

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I think you guys are severely underestimating the use of even a lv1 Mystic Cure, likely forgetting about this line:

"On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount"

The Identify spell has a bit of a problem since it gives a +10 to skill checks to identify passwords, but there is no skill check to do that.

Toloriel wrote:

How do you get one individually?

Page 218:

"Of course, there’s a vast array of technological devices available in most settlements—well beyond the number that could possibly be presented in any real-world book. In general, any minor piece of equipment with a real-world equivalent (alarm clock, camera, digital keys for vehicles you own, timer, watch, and so on) can be purchased with GM approval, costs 5 credits and has light bulk."

Euan wrote:

Would it be keen if my drone just floated there without an action? Sure! But I think that's more power than they intended the drone to have.

This is game balance at play I think, and it seems (so far in my limited experience) to work well.

The thing is that this problem only effects the Hover Drone. The other ones are free to attack while you full attack or vise-versa, so it's not an issue of game balance.

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Xenocrat wrote:
One issue I have found is that a level 20 operative with two exploits and max cyber enhancement can move 110' per move action over difficult terrain. That's not fast enough.

You're forgetting the "Fleet" feat for another +10 also if the Space Goblin stats from First Contact are correct, that's another +5.

  • p177 Plasma Cannons have the "Burn" critical hit effect but are explode weapons that can't crit. Thanks to Ithnaar for pointing this out here.

  • RAW, no they can't: " Class features and items affect crew actions only if specifically noted in the class feature or item." page 322. That said I think that's real dumb and I'd let them.

    Yes it's a mistake, the example builds are full of them. Others

    There is a thread for this stuff HERE. I really wish they'd fix the search function already.

    That or basic melee weapons, from page 74: "Your drone is proficient in your choice of small arms or basic melee weapons, and it gains specialization in that weapon type once you reach 3rd level"

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