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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. ![]()
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." ![]()
Trying to access it (LINK) just sends you to an infinite log-in screen. I've tried using chrome, firefox and iOS. ![]()
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:
Specifically the Dragon Disciple, Ritualist, Scrounger, and Vigilante, with only the DD having a specific "access" listing. ![]()
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 ![]()
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. ![]()
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. ![]()
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." ![]()
Ron Lundeen wrote:
Perfect that's what I was hoping for, but yeah that probably should have been in the player's guide. ![]()
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. ![]()
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. ![]()
Darksol the Painbringer wrote:
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. ![]()
DM_aka_Dudemeister wrote:
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. ![]()
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
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:
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". ![]()
Alright since it seems we're not allowed to talk about the Shifter anymore, I'll talk about animal companions: Grizzly Bear
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? ![]()
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. ![]()
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. ![]()
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:
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:
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. ![]()
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. ![]()
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There is a thread for this stuff HERE. I really wish they'd fix the search function already.
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