
QuidEst |

How do the totem feats work?
Nonlawful, feat tax for entry, then Con and BAB requirements (as well as having no other rage powers). I think it’s BAB plus Con mod rounds per day? Pounce is limited to natural weapons only. Anyway, it’s a chain, so you can eventually get an entire totem.

Fourshadow |

Entryhazard wrote:How do the totem feats work?Nonlawful, feat tax for entry, then Con and BAB requirements (as well as having no other rage powers). I think it’s BAB plus Con mod rounds per day? Pounce is limited to natural weapons only. Anyway, it’s a chain, so you can eventually get an entire totem.
Dex and Str reqs, not Con. Con does impact the rounds per day.
A lot of reqs, but might be worth it depending on how badly you want that rage power without being a Barb.

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For those curious, rageshaper's size increase wasn't intended to be a polymorph effect when written. The only ability score bonuses it receives would be from raging. The effect was based off of enlarge person (a non-polymorph size increasing transmutation effect) That's not an official FAQ, but it's something for GMs at home.

QuidEst |

QuidEst wrote:Entryhazard wrote:How do the totem feats work?Nonlawful, feat tax for entry, then Con and BAB requirements (as well as having no other rage powers). I think it’s BAB plus Con mod rounds per day? Pounce is limited to natural weapons only. Anyway, it’s a chain, so you can eventually get an entire totem.Dex and Str reqs, not Con. Con does impact the rounds per day.
A lot of reqs, but might be worth it depending on how badly you want that rage power without being a Barb.
Ah, thanks. Much appreciated.

graystone |

For those curious, rageshaper's size increase wasn't intended to be a polymorph effect when written. The only ability score bonuses it receives would be from raging. The effect was based off of enlarge person (a non-polymorph size increasing transmutation effect) That's not an official FAQ, but it's something for GMs at home.
LOL What that should mean is that it WAS meant as a polymorph effect, as those are written that you only get stat changes if the spell/effect states it does. For example, enlarge person is a polymorph spell that states what stat bonuses you get. ;)
EDIT: thanks's for the insight. *two thumbs up*

Matrix Dragon |
1 person marked this as a favorite. |

I really want to like the Shifter class, but it just seems way too limited for what it does. It gets weak claws, weakened wildshape, and the monk AC bonus... and that's it? If you compare this character to a similarly built druid with a 1 level monk dip, you're losing an awful lot just to gain +5 bab.... and that BAB is easily matched by the druid's larger forms anyway.
Since I use Spheres of Power, I feel like I may as well just use the Beastsoul Monk archetype that I already have access to. I'd get beast and hybrid forms in addition to everything that a monk can do.
I will forgive Paizo just because of the Lycanthrope archetype. It is very limiting, but I love the flavor of it and I love the fact that it would let you play a fairly accurate version of a werewolf character. :)
(Though I wish Weretigers weren't the best, as usual)

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Robert Brookes wrote:For those curious, rageshaper's size increase wasn't intended to be a polymorph effect when written. The only ability score bonuses it receives would be from raging. The effect was based off of enlarge person (a non-polymorph size increasing transmutation effect) That's not an official FAQ, but it's something for GMs at home.LOL What that should mean is that it WAS meant as a polymorph effect, as those are written that you only get stat changes if the spell/effect states it does. For example, enlarge person is a polymorph spell that states what stat bonuses you get. ;)
EDIT: thanks's for the insight. *two thumbs up*
Uh, Enlarge Person isn’t a Polymorph spell. Robert even said that.

graystone |

graystone wrote:Uh, Enlarge Person isn’t a Polymorph spell. Robert even said that.Robert Brookes wrote:For those curious, rageshaper's size increase wasn't intended to be a polymorph effect when written. The only ability score bonuses it receives would be from raging. The effect was based off of enlarge person (a non-polymorph size increasing transmutation effect) That's not an official FAQ, but it's something for GMs at home.LOL What that should mean is that it WAS meant as a polymorph effect, as those are written that you only get stat changes if the spell/effect states it does. For example, enlarge person is a polymorph spell that states what stat bonuses you get. ;)
EDIT: thanks's for the insight. *two thumbs up*
I said it poorly. I'd meant it was like a polymorph spell [i know it doesn't have the subschool] in that it only gives stated stats. I somehow missed the word 'like' and gave a wrong example: should have said mauler archetype where growing in size is a polymorph effect.
Tired and busy doesn't make for good posts. :P

deuxhero |
Entryhazard wrote:How do the totem feats work?Nonlawful, feat tax for entry, then Con and BAB requirements (as well as having no other rage powers). I think it’s BAB plus Con mod rounds per day? Pounce is limited to natural weapons only. Anyway, it’s a chain, so you can eventually get an entire totem.
Does "no other rage powers" include Bloodrager?

Matrix Dragon |
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Wait, there's a lycanthrope archetype?!
Yep, it is limited, but nice and flavorful. The shifter only gains one animal type, but gains DR/silver equal to half his shifter level. At level 4 he can also enter a hybrid form (of his size I believe) which has all of the animal form's abilities and automatically gains his shifter claws if he wants. Yay for werewolves that actually have claws!
The only problem I have with it is that it *still* struggles to be as good as something like the mooncursed barbarian (unless I am mistaken). Though the sheer amount of DR this archetype can get is nice, since most creatures can't bypass DR/silver.

Gisher |

Wish I could stack the new Star Watcher Investigator with my Lamplighter...really cool archetype that gets proficiency with Starknife and Astrological extracts (means you make and read star charts to activate extracts).
Star Watcher sounds fun. I'll be curious as to whether it makes a viable switchhitter. But your Lamplighter is going to be happier with a Lantern Staff than Starknives anyway. :)

Mark Seifter Designer |
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Wait, someone said earlier that the terrakineticist archetype mentions the void element? Is the RPG-line now referencing player companion only content?
It doesn't mention the void element. However, "void" is a valid terrain that some monsters in the bestiary have listed in their ecology, so I sneakily used that as an example of a terrain that doesn't match any of the six elements in the RPG line, hoping that it would thus be easy to connect the dots if you have void around.

Milo v3 |
1 person marked this as a favorite. |

It doesn't mention the void element. However, "void" is a valid terrain that some monsters in the bestiary have listed in their ecology, so I sneakily used that as an example of a terrain that doesn't match any of the six elements in the RPG line, hoping that it would thus be easy to connect the dots if you have void around.
I thank you for your finesse.

graystone |

That Sean fellow wrote:Wait, there's a lycanthrope archetype?!Yep, it is limited, but nice and flavorful. The shifter only gains one animal type, but gains DR/silver equal to half his shifter level. At level 4 he can also enter a hybrid form (of his size I believe) which has all of the animal form's abilities and automatically gains his shifter claws if he wants. Yay for werewolves that actually have claws!
The only problem I have with it is that it *still* struggles to be as good as something like the mooncursed barbarian (unless I am mistaken). Though the sheer amount of DR this archetype can get is nice, since most creatures can't bypass DR/silver.
yes, this one hit the nail on the head for flavor, no doubt.
mechanically, you have humanoid form AND all the attacks from major form. For instance, you can take the dino form and get 2 talons attacks and a bite then add weapon attacks then at 8th you get 2 forearm attacks too, meaning that if you use a non-hand weapon, like armor spikes or boulder helmet, you could make full weapon attacks and 5 natural weapon ones: then add that they can pounce from the start [4th]. Even if you don't use the natural weapons, you have a 120' pounce/charge...
Add the DR, and it's seems pretty solid IMO. Maybe not THE best, but I wouldn't complain if someone asked me to play one. ;)
PS: I noticed the void reference Mark. I thought it might have been you. :)

Mark Seifter Designer |
2 people marked this as a favorite. |

Mark Seifter wrote:It doesn't mention the void element. However, "void" is a valid terrain that some monsters in the bestiary have listed in their ecology, so I sneakily used that as an example of a terrain that doesn't match any of the six elements in the RPG line, hoping that it would thus be easy to connect the dots if you have void around.I thank you for your finesse.
No problem! Yeah, I wrote the kineticist archetypes this time around, and more companion/familiar stuff as freelance work. As I mentioned elsewhere, I didn't spend as much time on Wilderness overall as other books I'm on because Logan and I were back on Starfinder while Stephen did the lion's share of the most important tasks (outlining and assigning the book, designing the shifter alongside Jason, etc), but I still got to write and develop some very fun sections and I'm super excited about those!
PS: I noticed the void reference Mark. I thought it might have been you. :)
:D First divining what Shifter's Edge was meant to say and now this? You might have just awakened some latent psychic Pathfinder talents. Can you tell me how my favorite sections of Planar Adventures will turn out yet or do I need to wait?

Luthorne |
20 people marked this as a favorite. |
This took awhile to assemble, but. Some fun stuff. Hopefully there's at least a few interesting tidbits people didn't already know about...
Alternate Racial Traits: gathalin (flighty, honey whisperer, intense curiosity, otherworldly gossip, titled, tree-born, tree dialect), ghoran (creator's legacy, martial recollection, occult scion, spelleater), vine leshy (agile, grapevine, poisonous, swamp leshy)
Animal Companions: anglerfish, archaeopteryx, armorfish, bustard, capybara, cattle, chimpanzee, eohippus, falcon, frilled lizard (giant), grizzly bear, hammerhead shark, llama, marsupial devil, marsupial lion, mole (giant), moose, ornithomimosaur, owl (giant), panda, porcupine (giant), prionosuchus, reef snake, reindeer, saber-toothed cat, salamander (giant), skunk (giant), spitting cobra, squid (giant), wolfdog, yak, zebra
Animal Companion Archetypes: aberrant companion, ambusher, augmented companion, auspice, bodyguard, bully, daredevil, deathtouched companion, draconic companion, feytouched companion, precocious companion, racer, totem guide, tracker, verdant companion, wrecker
Archetypes: Aerie Protector (druid), Aromaphile (mesmerist, ghoran), Arrow Champion (swashbuckler), Avalancher (slayer), Avenging Beast (vigilante), Bacchanal (skald), Blighted Defiler (kineticist), Blighted Myrmidon (antipaladin), Boaster (skald), Brutish Swamper (barbarian), Cartographer (investigator), Cave Dweller (barbarian), Chameleon Adept (hunter), Commando (gunslinger), Cultivator (bard), Desert Raider (rogue), Dinosaur Druid (druid), Dune Rider (slayer), Elementalist Oracle (oracle), Elementalist Shifter (shifter), Feral Champion (warpriest), Feral Striker (brawler), Fey Courtier (bard, gathlain), Fey Prankster (rogue, gathlain), Fiendflesh Shifter (shifter), Filidh (bard), Flamewarden (ranger), Floodwalker (witch), Forest Preserver (paladin), Forester (hunter), Geomancer (occultist), Freen Faith Initiate (druid), Green Faith Marshal (inquisitor), Green Knight (cavalier), Guerilla (slayer), Herb Witch (witch), Herbalist (alchemist, leshy), Horticulturist (alchemist), Hunt Caller (skald), Hunting Paladin (paladin), Ice Chemist (alchemist), Leafshifter (shifter, ghoran), Leshy Caller (summoner), Leshy Warden (druid), Leshykineticist (kineticist, leshy), Living Avalanche (brawler), Menhir Guardian (monk), Natural Philosopher (investigator), Naturalist (occultist), Nature-Bonded Magus (magus), Occult Historian (occultist), Oozemorph (shifter), Pack Hunter (barbarian), Patient Ambusher (hunter), Plant Master (hunter), Plant Speaker (bard, leshy), Rageshaper (shifter), Raging Cannibal (barbarian), River Druid (druid), River Rat (rogue), River Soul (oracle), Road Keeper (druid), Rot Warden (druid), Saurian Champion (cavalier), Scarab Stalker (hunter), Season Sage (druid, gathlain), Season Witch (witch), Sharptooth (barbarian), Skirmisher (fighter), Sly Saboteur (rogue), Star Watcher (investigator), Stormwalker (ranger), Summit Sentinel (ranger), Sylvan Trickster (rogue), Terrakineticist (kineticist), Thundercaller (bard), Tidal Hunter (ranger), Toxic Herbalist (ranger), Tree Soul (oracle), Treestrider (hunter), Tribal Fighter (fighter), Turfer (brawler), Venomfist (brawler), Verdant Grappler (brawler), Verdant Shifter (shifter), Viking (fighter), Wasteland Meditant (monk), Water Dancer (monk), Weretouched (shifter), Wild Soul (ranger), Wildborn (barbarian), Wilderness Explorer (ranger), Wilderness Warden (paladin), Wildstrider (swashbuckler), Woodland Sniper (slayer)
Bloodrager Bloodline: verdant
Cavalier Order: Order of the Green
Class: shifter
Companion Tricks: aid (DC 20), bombard (DC 20), break out (DC 20), build simple structure (DC 25), bury (DC 15), cocoon (DC 15), deliver (DC 15), demolish (DC 15), detect (DC 25), entertain (DC 25) feint (DC 20), fetch (DC 15), flank (DC 20), flee (DC 20), get help (DC 20), guide (DC 15), hunt (DC 20), intimidate (DC 15), maneuver (DC 20), mark territory (DC 25), menace (DC 20), milk venom (DC 20), pose as scenery (DC 20), receive spell (DC 25), rescue (DC 20), speak (DC 25), spin silk (DC 20), subdue (DC 15), take root (DC 15), watch (DC 15), withhold venom (DC 20)
Disaster Blessings: earthquake, flood, tornado, wildfire
Discoveries: bitter pill, grounding goo, pheromones, solid ground, thorny bomb, volumizer
Druid Domains: Erosion, Vermin
Eidolon Subtype: Plant
Equipment: animal repellent (15 gp, vine leshy), animal-repellant sack (1 gp), backpack, carrier (25 gp), backpack, hydration (40 gp), backpack, weaponrack (25 gp), camouflaged canvas (1 gp/square yard), companion cold-weather outfit (15 gp), cooler chest (25 gp), cushion inserts (5 sp), duo saw (100 gp), efficient tent (100 gp), field survival guide (20 gp), filter scarf (5 gp), flame-retardant outfit (50 gp), fortifying fertilizer (120 gp, vine leshy), goblin fishing lure (5 gp), hunter's stand (25 gp), inside pocket (4 gp), insulated glask (2 sp), nature climbing harness (60 gp), noble's excursion kit (371 gp), privacy shelter (5 gp), riding bee, worker (300 gp, gathlain), riding bee, combat-trained worker (250 gp, gathlain), riding bee, queen (8,000 gp, gathlain), riding bee, combat-trained queen (12,000 gp, gathlain), shifter's kit (9 gp), silent piton (5 sp), snakebite kit (20 gp), speed sheath (10 gp), stretch cords (5 sp), tanner's kit (10 gp), tent cover (15 gp), trekking pole (15 gp), wading boots (50 gp), waist pouch (5 sp), windup music box (25 gp), wing hooks (150 gp, gathlain)
Familiars: arctic fox, arctic hare, arctic tern, armadillo, butterfly, cat (margay), chicken, cockroach, creeper ivy, dodo, dolphin (popoto), dwarf caiman, dweomer cap, ermine, fire salamander, flowering lattice, horned lizard, ioun wyrd, isopod (giant), jerboa, kakapo, koala, lamprey, lemming, leopard slug, marine iguana, meerkat, mole, mongoose, moth, peafowl, petrifern, osprey, parrot, penguin, platypus, ptarmigan, pufferfish, puffin, rabbit, rhamphorhynchus, ravenous tumbleweed, razor fern, sawleg locust, sea krait, seal, shimmerwing dragonfly, skunk, snail kite, spiny starfish, squirrel, suture vine, tardigrade (giant), tarsier, toucan, vampire squid, wallaby
Familiar Archetypes: ambassador, animal exemplar, egotist, emissary, figment, infiltrator, mascot, mauler, pilferer, prankster, protector, sage, soulbound familiar, valet
Favored Class Options: alchemist (vine leshy), barbarian (gathlain), bard (gathlain, vine leshy), bloodrager (gathlain), cavalier (gathlain), druid (gathlain, ghoran, vine leshy), hunter (gathlain, ghoran), kineticist (vine leshy), mesmerist (ghoran), oracle (vine leshy), ranger (gathlain, ghoran, vine leshy), rogue (gathlain, ghoran, vine leshy), shaman (gathlain, ghoran, vine leshy), shifter (dwarf, elf, ghoran, gnome, half-elf, half-orc, halfling, human), skald (gathlain), sorcerer (ghoran), summoner (gathlain), witch (gathlain, ghoran)
Feats: Advanced Gathlain Magic (gathlain), Ambush Awareness, Animal Call, Animal Disguise, Animal Ferocity (Combat), Aquatic Combatant (Combat), Aquatic Spell (Metamagic), Arctic Adaptation, Beast Hunter (Combat), Beastmaster Ire (Combat), Beastmaster Salvation (Combat), Beastmaster Style (Combat, Style), Boon Companion, Branch Pounce (Combat), Bristling Bull Rush (Combat), Bristling Drag (Combat), Camouflaged Trap, Climbing Vine (vine leshy), Clinging Climber (Combat), Command Animals, Command Plants, Cover Tracks, Crashing Wave Buffet (Combat), Crashing Wave Fist (Combat), Crashing Wave Style (Combat, Style), Cultivate Magic Plants (Item Creation), Deadly Trap, Deep Diver, Delectable Feint (ghoran), Desert Dweller, Devotion against the Unnatural (animal companion), Disruptive Companion (Combat, animal companion), Eagle-Eyes, Earth Magic, Eidolon Mount, Energized Wild Shape, Enhanced Gnome Magic, Exotic Heritage, Expert Cartographer, Expert Explorer, Expert Salvager, Extended Animal Focus, Extended Aspects, False Trail, Feral Grace (Combat, animal companion), Ferocious Beast (Combat, animal companion), Ferocious Feint (Combat, animal companion), Fey Insight, Fey Performance, Fey-Guarded, Flinging Charge, Foebane Magic, Forester, Frightful Shape, Greater Beast Hunter (Combat), Greater Gathlain Magic (gathlain), Greater Hunter's Bond (Combat), Greater Tenacious Hunter (animal companion), Greater Spring Attack (Combat), Greater Wilding Strike (Combat), Green Tongue (gathlain), Group Shared Spells (Teamwork), Harder They Fall (Combat, Teamwork), Hide Worker, Ice Climber, Improved Beast Hunter (Combat), Improved Hunter's Bond (Combat), Improved Intercept Blow (Combat, animal companion), Improved Natural Poison Harvester, Improved Spring Attack (combat), Improved Wilding Strike (Combat), Indomitable Mountain Avalanche (Combat), Indomitable Mountain Peak (Combat), Indomitable Mountain Style (Combat, Style), Inner Light (ghoran), Intercept Blow (Combat, animal companion), Intimidate Animals (Combat), Jaguar Pounce (Combat), Jungle Survivalist, Kudzu Grappler (vine leshy), Live Off the Land, Moontouched, Mountaineer, Mutated Shape, Natural Poison Antitoxin, Nautral Poison Harvester, Nature's Freedom, Nature's Weapons (Combat), Night Sky Hex, One Eye Open, One with the Land, Out of the Sun (Teamwork), Photosynthetic Healing (vine leshy), Plains Nomad, Reactive Reversion (vine leshy), Reflexive Interception (Combat, animal companion), River Raider (Combat), Rubble Skirmisher (Combat), Scion of the Land (Teamwork), Seasoned Flier (gathlain), Share Feature (animal companion), Shifter's Edge, Shifter's Rush, Sproutling (ghoran), Storm Survivor, Superior Gathlain Magic (gathlain), Swamper, Symbiotic Resilience (gathlain), Tenacious Hunter (animal companion), Thrill of the Hunt (Combat), Torrid Tolerance, Totemic Disciple, Totemic Initiate, Totemic Master, Tree Leaper, Tribal Hunter (Combat, Teamwork), Verdant Spell (Metamagic), Vigilant Charger (Combat), Voice of Beasts), Wandering Mind (gathlain), Waterway Caster, Wild Growth Channel, Wild Growth Hex, Wild Vigor, Wilding, Wilding Mind, Wilding Senses, Wilding Stride, Wilding Strike (Combat), Witchbreaker (Combat), Wolf Rider, Wolf Savage (Combat), Wolf Style (Combat, Style), Wolf Trip (Combat), Wood Crafter, Woodland Wraith (Combat)
Fighter Weapon Group: tribal
Haunts: dimensional tear (CR 8), enchanting demise (CR 10), following footsteps (CR 4)
Hazards: acid miasma (CR 3), acidic plants (CR 3), brambles (CR 1), earthquake (CR 9), electrified duststorm (CR 5), fire storm (CR 5), fording a river (CR 2), freezing eruption (CR 5), fumarole (CR 1), geyser (CR 3), hot spring (CR 2), lahar, minor (CR 9), lahar, typical (CR 10), lahar, massive (CR 12), mud pot (CR 1), phantom ring (CR 9), pixie pollen (CR 2), reflective snow (CR 2), spellgorging plants (CR 1+), thin ice (CR 1+), vampire orchids (CR 3), weeping waste (CR 10)
Herbs: angelstep (25 gp), black amaranth (100 gp), bloody mandrake (15 gp), bone reed (75 gp), cloud puff (100 gp), dragon rose (25 gp), dream lichen (2,000 gp), fairy cap (250 gp), goblinvine (30 gp), leechwort (3 gp), love-in-idleness (150 gp), merfolk's comb (750 gp), mimameith (600 gp), moly (1,200 gp), nepenthe (400 gp), nightsage (100 gp), seeing slime (160 gp), winterbite (20 gp)
Kineticist Element: wood
Magic Plants: acidic lemon tree (12,000 gp), altitude fern (12,000 gp), breezeblown dandelion (10,000 gp), fireapple tree (5,000 gp), fishweed (30,000 gp), goodberry bush (8,000 gp), grabbing vines (2,000 gp), helping hands vines (12,000 gp), palm of decadent feasts (9,600 gp), poison siphon tree (56,000 gp), portal oak (45,000 gp), restful birch (4,000 gp), salvation cactus (8,000 gp), sheltershrub (12,000 gp), shrinking berries (none, 300 gp), tree of knowledge (3,000 gp), tree of woe (20,000 gp), waterwalk reeds (30,000 gp)
Natural Poisons: blistercap spore (1,125 gp), blue star (500 gp), cloudthorn venom (400 gp), crone's curse (600 gp), draughtcap fungus (150 gp), goblin's eye (75 gp), jackalroot essence (600 gp), nymph's lure (250 gp), red bedlam (1,200 gp), starving nettle (300 gp), styx sap (2,600 gp), third eye (900 gp), violet venom (800 gp), witch hunter's sword (850 gp)
Plant Companions: corpse-eater fungus, creeping puffball, gulper plant, hunting cactus, rash creeper, slithering sundew, snapping flytrap, sniper cactus
Psychic Disciplines: ferocity, symbiosis
Races: gathlain, ghoran, vine leshy
Rage Powers: autumn rage, bestial flyer, contagious rage, dissipating rage, eclipsing rage, eclipsing rage (greater), hissing rage, lizard stride, pack rage, raging flyer, raging whirlwind, spring rage, summer rage, tyrant totem, tyrant totem (greater), tyrant totem (lesser), winter rage
Rituals: form blight, labyrinthine wilds, reinforce campsite, return to dormancy, sever spirit
Shaman Spirit: wood
Shield Special Ability: jawbreaker (+2 bonus)
Shifter Aspects: bat, bear, bull, deinonychus, falcon, frog, lizard, monkey, mouse, owl, snake, stag, tiger, wolf, wolverine
Slayer Talents: sticks and stones, sunlight strike, sure footing, toxin training
Subdomains: Leshy (Plant)
Spells: alpha instinct (bard 3, druid 2, medium 2, mesmerist 3, ranger 2, shaman 2), aquatic cavalry (antipaladin 2, druid 2, paladin 2, ranger 2, shaman 2, summoner 2), bleed for your master (antipaladin 2, druid 3, ranger 3, sorcerer/wizard 3, witch 3), callback (shaman 2, sorcerer/wizard 2, witch 2), callback, greater (shaman 5, sorcerer/wizard 5, witch 5). cave fangs (druid 5, shaman 5, witch 5), companion transportation (antipaladin 4, druid 5, paladin 4, ranger 4, shaman 5, sorcerer/wizard 5, witch 5), delectable flesh (ghoran - druid 7, shaman 7, sorcerer/wizard 6, witch 6), earth tremor (bloodrager 3, druid 3, magus 3, shaman 3, sorcerer/wizard 3, witch 3), echo (bard 1, druid 1, medium 1, mesmerist 1, occultist 1, psychic 1, ranger 1, spiritualist 1, witch 1), explosion of rot (druid 4), fey form I (alchemist 3, bloodrager 3, druid 3, magus 4, shaman 3, sorcerer/wizard 4, witch 4), fey form II (alchemist 5, druid 5, magus 6, shaman 5, sorcerer/wizard 6, witch 6), fey form III (alchemist 6, druid 6, shaman 6, sorcerer/wizard 7, witch 7), fey form IV (druid 8, shaman 8, sorcerer/wizard 9, witch 9), fey gate (bard 6, cleric 8, druid 8, sorcerer/wizard 8, summoner 6, witch 8), flashfire (druid 3, shaman 3), forest's sense (druid 4, ranger 3, shaman 4), grasping vine (vine leshy - alchemist 2, druid 2, occultist 2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2), greensight (druid 2, ranger 2, shaman 2, sorcerer/wizard 2), hidden spring (cleric 1, druid 1, ranger 1, shaman 1, witch 1), iron stake (cleric 3, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, witch 3), leshy swarm (vine leshy - bard 3, druid 3, sorcerer/wizard 3, summoner 3), magical beast shape (sorcerer/wizard 7), merge with familiar (shaman 2, sorcerer/wizard 2, witch 2), mirage (bard 3, druid 3, mesmerist 3, occultist 3, psychic 3, ranger 3), ooze form I (alchemist 5, magus 5, sorcerer/wizard 5), ooze form II (alchemist 6, magus 6, sorcerer/wizard 6), ooze form III (sorcerer/wizard 7), pouncing fury (alchemist 2, bloodrager 2, druid 2, magus 2, ranger 2, sorcerer/wizard 2, witch 2), replay tracks (druid 5, inquisitor 4, medium 3, occultist 3, psychic 5, ranger 2), ropeweave (occultist 2, ranger 2), scamper (druid 2, ranger 2), sea of dust (druid 9), sea stallion (druid 4, paladin 4, ranger 4), sea steed (druid 2, paladin 2, ranger 2), seed spies (gathlain - druid 2, occultist 2, ranger 2, shaman 3, sorcerer/wizard 3, witch 3), shapechanger's gift (alchemist 5, magus 5, sorcerer/wizard 5), shapechanger's gift, greater (sorcerer/wizard 7), signs of the land (druid 3, ranger 3, shaman 3), sky steed (paladin 3), snowball (bloodrager 1, druid 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1), soothing mud (druid 3, ranger 3, shaman 3), sturdy tree fort (druid 5, ranger 4), tail current (bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3), tailwind (bloodrager 4, cleric 4, druid 3, magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, spiritualist 3), tamer's lash (bard 1, bloodrager 1, magus 1, ranger 1), tidal surge (druid 5, shaman 5), vigilant rest (antipaladin 3, bard 4, medium 3, mesmerist 4, occultist 3, paladin 3, psychic 4, ranger 3, shaman 4, spiritualist 4, witch 4), vine strike (alchemist 2, antipaladin 2, bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2), waft (gathlain - cleric 5, druid 5, magus 5, occultist 5, shaman 5, sorcerer/wizard 5, spiritualist 5), wing bounty (gathlain - druid 2, shaman 2), wandering weather (cleric 8, druid 8, shaman 8, sorcerer/wizard 8, witch 8), wing thorns (gathlain - alchemist 3, antipaladin 3, bloodrager 3, druid 3, magus 4, shaman 3, witch 3), winter grasp (druid 2, shaman 2, witch 2), with the wind (bloodrager 2, druid 2, magus 2, occultist 2, ranger 2, sorcerer/wizard 2, spiritualist 2), wooden wing shield (gathlain - bloodrager 4, druid 4, magus 5, shaman 4, summoner 4)
Vermin Companions: assassin bug (giant), caterpillar (giant), cockroach (giant), dragonfly (giant), eurypterid, locust (giant), mantis shrimp (giant), mosquito (giant), solifugid (giant), spider (web tyrant), termite (giant), whiptail centipede (giant)
Weapon Special Abilities: ambushing (+1 bonus), plummeting (+1 bonus)
Wild Talents: autumn blast (earth and wood, —), basic phytokinesis (wood, 1), brachiation (wood, 3), flesh of wood (wood, —), forest siege (wood, 9), foxfire (fire or wood, 2), foxfire infusion (fire or wood, 3), green tongue (wood, 6), green tongue, greater (wood, 7), greensight (wood, 4), healing burst (aether, void, water, or wood, 4), herbal antivenom (wood, 4), merciful foilage (wood, 2), photokinetic infusion (wood, 1), plant disguise (wood, 4), plant puppet (wood, 5), positive admixture (wood, —), positive blast (wood, —), roots (wood, 1), shape wood (wood, 4), spore infusion (wood, 5), spring blast (air and wood, —), summer blast (fire and wood, —), thorn flesh (wood, 3), toxic infusion (wood, 4), toxic infusion, greater (wood, 7), tree step (wood, 7), verdant blast (wood, —), warp wood (wood, 3), winter blast (water and wood, —), wood blast (wood, —), wood healer (wood, 1), wood soldiers (wood, 8), woodland step (wood, 1), woodland step, greater (wood, 5)
Wilderness Traps: breakway log (CR 4), breakaway vine (CR 1), clam clamp (CR 2), deadfall (CR 5), musk shower (CR 1), razor grass (CR 3), spring snare (CR 1), spring-arm spike (CR 4), swinging log (CR 1), tar snare (CR 1)
Witch Hexes: city sight, enemy ground, no place like home, summer's heat
Witch Patrons: autumn, spring, summer, thorns, winter, woodlands
Wondrous Items: belt of spirit vines (belt, 15,000 gp), bestial rags (body, 8,000 gp), bottled sunlight (none, 200 gp), coat of mist (chest, 8,400 gp), greensurge bomb (none, 750 gp), guiding scarab (neck, 13,000 gp), harness of grabbing vines (body, 40,000 gp, gathlain), harness of hovering (body, 12,000 gp, gathlain), herald seed (none, 8,000 gp, gathlain), propagation pod (none, 48,000 gp, ghoran), rootsense boots (feet, 9,000 gp), slippers of the primordial wilds (feet, 24,000 gp, gathlain)

graystone |

Luthorne: Thanks! I only quickly glances over race options and missed Alternate Racial Traits and Favored Class Options. Now I wish i'd had enough time to catch all these things I missed. ;)
:D First divining what Shifter's Edge was meant to say and now this? You might have just awakened some latent psychic Pathfinder talents. Can you tell me how my favorite sections of Planar Adventures will turn out yet or do I need to wait?
Knowing my luck, that WOULD be the superpower I ended up with. :P
Let's see: Planar has 3 new races and new archetypes... the Boneyard and the Maelstrom related parts should be fun! I could see a kineticist based off of the pure chaos of the Maelstrom!

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That animal companion options sound good. I'm worried Dinosaur Druid is going to be a nerfed(and much more poorly named) Saurian Shaman though. Looks like the Gathlain's fast healing alternate racial trait didn't get reprinted though.
*scrolls down*
Mantis Shrimp vermin companion? Does it get the same attacks as the Bestairy version? For that matter, are options like Abberant and Draconic Companion available to Animal, Plant, and Bermin companions or just animals?

graystone |

Dinosaur Druid
Pretty much, it turns every ability dino.
Summon nature's allies: add dinos to listBond: take dino
Wildshape: dino with con buff or super hard nerfed for other animals.
Speak with dinos
Mantis Shrimp vermin companion?
Small, 40/30 move, +3 AC, 2 pinchers, water blindsense, darkvision, sonic resist.
"Does it get the same attacks as the Bestiary version?": 7th with less damage.For that matter, are options like Abberant and Draconic Companion available to Animal, Plant, and Bermin companions or just animals?
I don't see anything to stop you. Note however that a vermin would have to get rid of mindless first because those archetypes alter skills and vermin don't get skills until they have a int of 1+, so you need to put a HD/level up to 4th to put +1 into int first.

graystone |
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Does the swashbuckler bow user have patriot arrows?
Only if you "speak with an English accent". ;)

Mark Seifter Designer |

I don't see anything to stop you. Note however that a vermin would have to get rid of mindless first because those archetypes alter skills and vermin don't get skills until they have a int of 1+, so you need to put a HD/level up to 4th to put +1 into int first.
I think their "not quite animal" ability isn't going to overlap exactly right for a non-animal, but there are simple enough solutions to make it work.

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Dragonborn3 wrote:Dinosaur DruidPretty much, it turns every ability dino.
Summon nature's allies: add dinos to list
Bond: take dino
Wildshape: dino with con buff or super hard nerfed for other animals.
Speak with dinosDragonborn3 wrote:Mantis Shrimp vermin companion?Small, 40/30 move, +3 AC, 2 pinchers, water blindsense, darkvision, sonic resist.
"Does it get the same attacks as the Bestiary version?": 7th with less damage.Dragonborn3 wrote:For that matter, are options like Abberant and Draconic Companion available to Animal, Plant, and Bermin companions or just animals?I don't see anything to stop you. Note however that a vermin would have to get rid of mindless first because those archetypes alter skills and vermin don't get skills until they have a int of 1+, so you need to put a HD/level up to 4th to put +1 into int first.
Sweet.

graystone |

graystone wrote:I don't see anything to stop you. Note however that a vermin would have to get rid of mindless first because those archetypes alter skills and vermin don't get skills until they have a int of 1+, so you need to put a HD/level up to 4th to put +1 into int first.I think their "not quite animal" ability isn't going to overlap exactly right for a non-animal, but there are simple enough solutions to make it work.
Under vermin companion, it says 'they can be trained as if they were animals'. Also, both gain trick, which require handle animal to teach. So I think it works as is. 5 harder DC works across the board as the 'nonanimal of int 1-2' doesn't really impact the adjustment.
Or does "gaining the same bonuses as animal companions" not include tricks?

Mark Seifter Designer |
1 person marked this as a favorite. |

Mark Seifter wrote:graystone wrote:I don't see anything to stop you. Note however that a vermin would have to get rid of mindless first because those archetypes alter skills and vermin don't get skills until they have a int of 1+, so you need to put a HD/level up to 4th to put +1 into int first.I think their "not quite animal" ability isn't going to overlap exactly right for a non-animal, but there are simple enough solutions to make it work.Under vermin companion, it says 'they can be trained as if they were animals'. Also, both gain trick, which require handle animal to teach. So I think it works as is. 5 harder DC works across the board as the 'nonanimal of int 1-2' doesn't really impact the adjustment.
Or does "gaining the same bonuses as animal companions" not include tricks?
Nope, you've got it; that's why it's so simple to just use the adjustments as-is. You wind up with text like "Otherwise, it eats normally for an animal of its kind," the nonanimal bit, "It doesn’t count as an animal for the purpose of..." and some other such text that doesn't quite square, so you just replace animal with the new creature type and you have an easy solution that doesn't require work to adjudicate.

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Thomas Seitz wrote:So far this book sounds more useful than I previously expected. :) Which is to say I thought it would be VERY useful. Now it's a must have. :)Aside from my gripes about the shifter I think the familiar and animal companion section is excellent. Sure there are reprints but it's nice to have everything in one place.
Agreed. I'm running a game with caravans and the Hexploration rules from Kingmaker/Ultimate Campaign and I'm really excited to read over the discovery/exploration rules and see how or if they can be incorporated together. The Trophies also sound like they could be awesome, especially if they manage to work with the stuff we saw in Monster Hunter's handbook, and with a psychodermist chef as one of the PCs in my Sunday game we are potentially going to ring a lot out of this.
Also, though I've only fully read the nonvermin, nonplant animal companions thus far, all of them are cool both thematically and mechanically as far as I can see. Anglerfish, Celocanth, and Giant Squid are awesome aquatic additions, Yak as a large creature at 1st so it can be used as a mount is a godsend, the Saber-toothed cat has some amazing mechanical design with an insane bite damage AND an incentive to get the thing to grapple making it both mechanically interesting & novel AND historically accurate, and the marsupial lion made me look up a thing I never heard of and instantly want to have one as an animal companion. And that's just like the tip of the iceberg too, they finally did an Eohippus and I want to see a ranger with a tracking mini protohorse, Capybaras can be mounts for halflings who I now want to see on one in fullplate, and Tasmanian Devils are here and my only complaint is no ferocity. Also, Taz is a standard on the Ranger's Animal Companion list which is awesome. Also, they have wolfdogs now.
That all, is dope as s+&@.