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.
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.
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.
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.
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....
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.
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:
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?
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.
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."
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.
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.
The Environment section has some issues with Perception:
Text from pages 397-398:
Stealth and Detection in a Forest: "in a Forest makes Perception checks that rely on sound more difficult, increasing the DC of the check by 2 (not 1) per 10 feet"
Stealth and Detection in Hills and Mountains: "The DCs of Perception checks that rely on sound increase by 1 per 20 feet between listener and source, not 1 per 10 feet."
Stealth and Detection in Urban Terrain: "In addition, settlements are often noisy, making Perception checks that rely on sound more difficult; this increases the DC of any such checks by 2 per 10 feet."
Nope, check out the ship statblocks, like the "Norikama Dropship" on page 315. It has, "Modifiers: +3 any two checks per round, +2 Computers, –1 Piloting" and in it's statblock it has "mk 3 duonode computer"(+3 to two checks), "basic long-range sensors"(+2 to computer checks), and M12 thrusters(-1 to piloting checks). The reason it's not "to science officer actions" is so the captain would get it when trying to "encourage" the science officers action. I agree it could be clearer though.
If you want. :P
That's all for now.
Do lasers pass through armor mod force fields? The laser section says they're blocked by "Barriers of energy" which sounds like a force field to me, but int the section on force fields it says that they don't block laser beams. And if they do, does the force field still take damage as they pass through like they do to "transparent physical barriers"?
"Laser weapons emit highly focused beams of light that deal fire damage. These beams can pass through glass and other transparent physical barriers, dealing damage to such barriers as they pass through. Barriers of energy or magical force block lasers.
Force Fields p206:
The force field blocks solids and liquids but not gases or light (including laser beams).
And the big question is if lasers do bypass force shields, would then starship lasers pass through (and possibly still damage) a starships shields?
Very cool, but I found a few things: