Pathfinder Roleplaying Game: Ultimate Wilderness

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Pathfinder Roleplaying Game: Ultimate Wilderness
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Wild, untamed lands hold a wealth of mystery and danger, providing the perfect backdrop for heroic adventure. Whether adventurers are climbing mountains in search of a dragon's lair, carving their way through the jungle, or seeking a long-lost holy city covered by desert sands, Pathfinder RPG Ultimate Wilderness gives them the tools to survive the wilds. 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. Overviews of druidic sects and rituals, as well as new archetypes, character options, spells, and more, round out the latest contribution to the Pathfinder RPG rules!

Pathfinder RPG Ultimate Wilderness is an invaluable hardcover companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder RPG Ultimate Wilderness includes:

  • The shifter, a new character class that harnesses untamed forces to change shape and bring a heightened level of savagery to the battlefield!
  • Archetypes for alchemists, barbarians, bards, druids, hunters, investigators, kineticists, paladins, rangers, rogues, slayers, witches, and more!
  • Feats and magic items for characters of all sorts granting mastery over the perils of nature and enabling them to harvest natural power by cultivating magical plants.
  • Dozens of spells to channel, protect, or thwart the powers of natural environs.
  • New and expanded rules to push your animal companions, familiars, and mounts to wild new heights.
  • A section on the First World with advice, spells, and other features to integrate the fey realm into your campaign.
  • Systems for exploring new lands and challenging characters with natural hazards and strange terrain both mundane and feytouched.
  • ... and much, much more!

ISBN-13: 978-1-60125-986-8

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

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Another Great Hardback Update Collection!

5/5

Ultimate Wilderness is a much better book than some reviewers might lead you to believe. You get the new shifter class - which has had some basic errata since release - along with great archetypes for most of the other classes to help them fit into a wilderness-based campaign.

It's a great book to help players prepping to play something like Kingmaker or Ironfang Invasion. You get new spells, feats and a new exploration mode.

The book itself maintains the high quality of work that most Paizo products exhibit. The art in this book is some of my favorite in any of the hardback collections. There are a few updated spells that needed errata, such as snowball.

As a fan, I really like that several of the archetypes convert the flavor of many Game of Thrones characters into Pathfinder mechanics. What more could you ask for?


Lots of ptential, but none of it really sticks

2/5

I was extremely excited for this publication, so it's rather depressing how disappointing the books contents turned out to be.

The shifter class was an interesting idea, but when put down on paper is just druidic wild shape with hunter focus, in the form of aspects. It, unfortunately, never surpasses the druid in the wild shape department, and is, in fact, rather limited, and the temporary nature of all the aspects means that the shifter isn't terribly impressive in that regard either. The archetypes, both for the shifter and other classes, are interesting, but several suffer from massive drawbacks, for little to no gain. Like taking on druidic weapon/armor proficiencies and restrictions, including losing abilities for wearing metal, but don't gain any significant power to mkae up for it.

The new rules expansions are, for the most part, only thrown off by some conflicting skill applications (survival to harvest poison, but heal to take internal organ trophies?) but these are easy to ignore, or fix by homebrew. So these chapters are the most stable and useful of the lot.

One of the most exciting discoveries was the Cultivate Magic Plants feat, allowing you to grow plants that copy spell effects, but the price tag attached to them, especially when attached to something with the considerable disadvantages of being an immobile magical item, makes it entirely useless next to the crafting cost of regular magical items, especially if you have a GM that's willing to allow players to use the rules on creating new magical items. Just for an example, a goodberry bush can fully feed 2 people per day forever... for 4000 GP to craft. While you could make an item to infinitely cast goodberry for 2000 gp if you have to wear it, or better yet create food and water (for about 30000).

In conclusion, the book has a lot of cool stuff in it, but only for GMs. Players won't be able to make good use of many of the archetypes and feats as they revolve too much around staying in a single environment or working with nonsensical restrictions. While many of the feats are just too focused (or expensive) to be useful except to an NPC. GMs, grab it, it's got good stuff, but players will (and should) probably stick to what they've already got.


Everything I wanted from Ultimate Wilderness

4/5

Great race write ups, a fun new class (that doesn't require a ton of source books to play) and tons of information and systems to run a wilderness adventure or spice up the wilderness sections of any game. Definitely happy to add this one to my bookshelf.


Reprinted material, lack of clarity

1/5

First off, I'm a huge fan of Pathfinder. But I'm not a fan of "Ultimate Wilderness." There are a number of issues with the content in the book, mostly the clarity of language. A lot of the rules seem unclear and not straightforward. The shifter is the biggest example of this.
To be honest I was looking forward to the shifter, being far more robust than it actually is. And I understand that this is my issue with what I expected from them, but what built up my anticipation of the shifter was the quality of past classes released by Paizo: summoner, alchemist, witch, bloodrager, investigator, brawler, spiritualist, medium (even if it isn't harrowed), magus, ninja, hunter and so on and so forth.
Past that, I'm not a big fan of the reprinted material because I buy the smaller books. If I'm buying the smaller books why would I want to buy them again with a hardcover?
That being said, I'm still a big Pathfinder fan, but I'd like for future releases to take a different developmental cycle than what "Ultimate Wilderness" received. This book seems like it lacked editing and playtesting.


4/5


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Just a thought: it is super high level, but the Arcane Bloodline Bloodrager eventually gets something about as good as (if not better) than druid wildshape at level 16. They can get Beast Shape IV or Form of the Dragon I for free at the start of every rage.

So, I guess there is at least one full BAB class that effectively gets unrestricted wildshape even if it doesn't happen until near the end of a campaign. The funny thing is at that level an Arcane Bloodrager is a better shapeshifter than the Shifter class, though the Shifter has longer durations.


Yeah, I am not super thrilled by the base class, I think it has a lot of potential for fun though. I am a bit upset that they don't get an ac boost from wisdom when they wild shape, though I feel it was the intention (There is an FAQ that says when your armor melds you are still wearing it)

On the other hand I am already very happy with the variety of archetype options for Shifter, and it is really highlighting how it can be an amazing vessel for archetypes.


John Ryan 783 wrote:

Yeah, I am not super thrilled by the base class, I think it has a lot of potential for fun though. I am a bit upset that they don't get an ac boost from wisdom when they wild shape, though I feel it was the intention (There is an FAQ that says when your armor melds you are still wearing it)

On the other hand I am already very happy with the variety of archetype options for Shifter, and it is really highlighting how it can be an amazing vessel for archetypes.

You do get Wisdom to AC while Wild Shaped, unless you’re using barding or wild armor. Armor merging doesn’t take away your other AC bonuses.

Grand Lodge

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QuidEst wrote:
Armor merging doesn’t take away your other AC bonuses.

Sadly, it does.

Wild Armor FAQ wrote:
When wearing melded armor and shields, if you gain no benefit from the melded armor, you still count as wearing an armor of that type, but you do not suffer its armor check penalty, movement speed reduction, or arcane spell failure chance.


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Pathfinder Lost Omens Subscriber

If there's one 'bright' side to the base class, it makes tengu shifters pretty cool.

Probably not the design intent, though.


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Matrix Dragon wrote:

Just a thought: it is super high level, but the Arcane Bloodline Bloodrager eventually gets something about as good as (if not better) than druid wildshape at level 16. They can get Beast Shape IV or Form of the Dragon I for free at the start of every rage.

So, I guess there is at least one full BAB class that effectively gets unrestricted wildshape even if it doesn't happen until near the end of a campaign. The funny thing is at that level an Arcane Bloodrager is a better shapeshifter than the Shifter class, though the Shifter has longer durations.

The Shapechanging bloodline has similar features. While it doesn’t get quite the same level of shapeshifting as ‘early’ as the Arcane bloodline, it’s capstone is an at-will Greater Polymorph on yourself. So, in that regard, it’s the best level 20 shapeshifting class we have.

Lantern Lodge Customer Service Manager

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Removed a bunch of posts that discuss drama from other communities or other websites. Please also remember that tone can be difficult to convey in text based mediums.


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Stealing my book away from my kids for a bit, I wanted to mention the feat "False Trail". I'm not sure this deserves to be a feat but rather something someone with Survival or perhaps the Track class ability can do.


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knightnday wrote:
Stealing my book away from my kids for a bit, I wanted to mention the feat "False Trail". I'm not sure this deserves to be a feat but rather something someone with Survival or perhaps the Track class ability can do.

if I remember correctly. the feat makes you able to do it faster than normal.


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Man, so much discussion on something that is under 5% of the content of the book. There is a lot of stuff in the book that could be discussed instead.

And maybe an unpopular opinion, but I don't think everything that Paizo puts out HAS to be great. They do a lot of stuff and if this one class isn't up to snuff (which is not even necessarily my opinion), what does it matter in the big scheme of things.

I'd rather Paizo try a lot of things and fail sometimes than keep everything safe and boring. Most of their stuff, even considering this book, is pretty darn good.


I can't wait to get it in my greedy little hands.


3 people marked this as a favorite.
Albatoonoe wrote:
Man, so much discussion on something that is under 5% of the content of the book. There is a lot of stuff in the book that could be discussed instead.

Perhaps......but it was the 5% that many people were buying the book for. There are some fun Archetypes, a lot of reprinted material (depending on your view point, this may be good= as in consolidation....or bad= as in paying twice for the same information)....some good (ooppss....I almost used the term fluff, I have already been jumped on for that and should know better) "setting" information. But ya, when all is said and done the new Shifter class was my big reason for being excited about this book.

Albatoonoe wrote:
And maybe an unpopular opinion, but I don't think everything that Paizo puts out HAS to be great. They do a lot of stuff and if this one class isn't up to snuff (which is not even necessarily my opinion), what does it matter in the big scheme of things.

When all is said and done it doesn't matter. It's a game....it is a game however that I (like many) spend a significant amount of my hard earned cash on, like most gamers. If the material is of no interest to me based on concept I'm fine with ignoring it and writing it off (Gunslinger and Star Finder are good examples of this)....however when a concept you are interested in, is hyped for months as being one thing, and ends up being inferior to what you know (from experience) the developers are actually capable of producing....it is perfectly fine and acceptable to voice your disappointment. They may, or may not listen/care....but that's up for them to decide ;)

Albatoonoe wrote:
I'd rather Paizo try a lot of things and fail sometimes than keep everything safe and boring. Most of their stuff, even considering this book, is pretty darn good.

Some is....some isn't....that's subjective. One thing that is definitive....if they don't know were they have failed....they have no hope of getting better. Failure is not a bad thing, it teaches lessons. The only real failure is the failure you refuse to learn anything from....or the wrong thing from.

Liberty's Edge

Albatoonoe wrote:

Man, so much discussion on something that is under 5% of the content of the book. There is a lot of stuff in the book that could be discussed instead.

And maybe an unpopular opinion, but I don't think everything that Paizo puts out HAS to be great. They do a lot of stuff and if this one class isn't up to snuff (which is not even necessarily my opinion), what does it matter in the big scheme of things.

I'd rather Paizo try a lot of things and fail sometimes than keep everything safe and boring. Most of their stuff, even considering this book, is pretty darn good.

To be fair, classes do tend to be the most important aspect of a book, whether we like it or not. I have seen every single base class in play at some point, but I have never seen any of the following : Hero Points, Duels, Performance Combat, Armor as Damage Reduction, Called Shots, Piecemeal Armor, Wounds and Vigor, Words of Power, Chakras, Psychic Duels, Consolidated/Grouped Skills, Alternate Crafting, Variant Multiclassing, Removed Alignment, Revised Action Economy, Removing Iterative Attacks, or Social Combat. Some portions of rulebooks just tend to get used more than others, and classes are by far the most used.

I'm not saying that every class has to be perfect, or that they should stop with optional systems or other content, because some of them are really good. I would never, ever consider running a game without traits at this point. But I can understand the concern from people, as the shifter class is almost guaranteed to be the most used aspect of the book.

Designer

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On the topic of the last few posts, I think ultimately you guys agree on most of what you're saying here, and for that matter, me too: Design is a process where there's always room for tinkering, modding, iterating, and improving into something better. That's always going to be true, and designers are always tinkering like that. It's one reason we got so excited at the chance to put out Unchained and express that sense of laboratory tinkering excitement for everyone. Each release is a success; it's a triumph of the labor of outliners and the project manager, freelancers, designers and developers, editors, the art team, and the executive approvals team (not to mention everyone involved with getting the book out there once it's done, from the web team to the warehouse team, and the amazing and patient customer service team that handles all sorts of inquiries about it). But it's also always an opportunity to learn, to grow, and to improve. Whether it's Occult Adventures, which so far appears to have our fewest errata on a 1st Printing of an RPG line book, or whether it's the first printing Advanced Class Guide, which had far more errors than Ultimate Wilderness, each book will have some serious strengths we can build off in the future, and some weaknesses we can discover and work around next time. So too will each book, and even individuals parts of books, inspire different feelings in different people, and that's OK. Everyone's favorite book is a book someone else didn't care for. It's important that all voices are able to speak their minds in order to help us grow. Let's neither silence a critic for her opinion nor write off a satisfied community member for enjoying something. Those two people can hold opposite opinions without either being wrong, and they're both valuable to know. We need to hear everyone in order to grow as much as possible with each release!

Alrighty, back to vacationy stuff now. For those of you in the US, have a great Thanksgiving. I'm thankful for our fan base, both those who take the time to write thoughtful criticism and help us be the best we can and those who take the time to post honest praise and light up our day whenever we're feeling down. Unless you work in a creative field, it might be hard to understand quite how much you mean to us.

Silver Crusade

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Pathfinder Adventure Path Subscriber

In other news, the Trophies and Treasures subchater found use during today's Hell's Rebels game. The PCs eagerly used the opportunity to produce a Gargantuan tortoise shell and a vial of aboleth caviar. I was so glad to have a subsystem for this instead of having to wing stuff out of thin air every time I get the "so can we harvest the corpse for anything valuable/useful" question.


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ROFLMAO....


Passive Aggressive Poster wrote:

I suspect the development team will be absolutely silent on this.

There’s a chance we’ll hear something from the design team, though.

This will reveal my ignorance, but, can someone explain the difference between the development team and the design team? Does 1 of them start off with, say, a rough concept for something, then the other 1 take the ball and run w/ it??


BenS wrote:
Passive Aggressive Poster wrote:

I suspect the development team will be absolutely silent on this.

There’s a chance we’ll hear something from the design team, though.

This will reveal my ignorance, but, can someone explain the difference between the development team and the design team? Does 1 of them start off with, say, a rough concept for something, then the other 1 take the ball and run w/ it??

I was very much wondering the same thing....;)


Well, the following is purely guesswork on my part, based on what JJ has said before. At the Ultimate Wilderness panel of PaizoCon, he said he was in the middle of developing the book. During it, he mentioned that he wasn't sure how much space he'd have for the natural disasters/hazards, and if he could, he was going to try to fit in a table with the location and pages of other hazards, like the rules from the GMG.

Obviously that didn't happen, but based on that, I'm guessing that development is when they're taking the rules and trying to fit them to the pages of the book, trying to fit as much as possible into the limited space. Designers build the material, editors go over it, the development is fitting it in... at least, that's my guess.

Grand Lodge

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Designer/Developer discussion.


Ahh, so what I said, and a whole lot more.


So designers and developers are equally responsible for what we end up with all in all...

Now we just need a term that incompases both :P

Designer

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nighttree wrote:

So designers and developers are equally responsible for what we end up with all in all...

Now we just need a term that incompases both :P

If you want to know who was the lead on a book you really liked, for a softcover, flip it open and check for "Development Lead" at the top of the credits.

For a hardcover RPG line book, it's usually going to be just the design team (me, Jason, Stephen, and Logan), though with Starfinder using some design resources, you'll see some different talented faces showing up recently. For instance, Stephen did the most work on Ultimate Wilderness's outlining, assignment, and first pass, with a good amount of work from me in a few chapters (I looked at most of 4, all of 5, and some of 2), shifter design shared with Jason, and a few sections from Logan too. But we usually give an RPG line book 2 passes before sending it to the editors. For Wilderness, the entire book got a second pass by James Jacobs, so he deserves a great deal of credit for helping out and making the book awesome!


Gathlains are of the Fey creature type, correct?

Silver Crusade

Yep.


Ok, I think I have a clearer understanding of designer v developer, in PF terms at least, so thanks.

To stay on topic, I had a ? about, oh, 4k posts ago that never got answered, so I'm going to try and reconstruct it ;-)

I think UW has a "Wilding Strike" feat chain that improves claw attacks. Is that feat chain exclusive to Shifters, or could, say, my Feral Hunter (w/ claws) benefit from it? I was trying to reason that since the 2 classes share a parent class, that would work, but I don't have UW as of yet.

Thanks.

P.S. I know natural attacks (like claws) become less ideal at high levels b/c they're not iterative...I'm only 3rd level now, though.


Gorbacz wrote:
In other news, the Trophies and Treasures subchater found use during today's Hell's Rebels game. The PCs eagerly used the opportunity to produce a Gargantuan tortoise shell and a vial of aboleth caviar. I was so glad to have a subsystem for this instead of having to wing stuff out of thin air every time I get the "so can we harvest the corpse for anything valuable/useful" question.

so they're going to plug the holes and make a Geobukseon?

Shadow Lodge

Adventure Path Charter Subscriber; Pathfinder LO Special Edition, PF Special Edition Subscriber
Mark Seifter wrote:
Shifter's Edge had some issues in the process and is pending a hotfix FAQ once we can get the new FAQ page up. I'm actually surprised it took this long to come up. And that's the only FAQ topic we know of for the book so far! After the FAQ, it's basically Lethal Grace for a shifter's claws (and claw-augmented natural attacks), meaning Dex-based shifters that use Dex to hit and Str to damage can do some pretty big damage (1/2 level scaling up to +10 damage).

Can you elaborate at all on the issue with Shifters Edge. I think the add shifter level to damage actually works extremely well for the shifter, to the point where I’m contemplating giving it as a bonus feat to the Shifter at level 2.

I’m happy to report that there are several players, myself included, who like the class and a keen to give it a try. Once we’ve used I think I’ll review the class.


BenS wrote:
I think UW has a "Wilding Strike" feat chain that improves claw attacks.

It increases the damage die of unarmed strikes, not claw attacks, so I doubt your feral hunter will have much use for it. ^_^

Silver Crusade

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Pathfinder Adventure Path Subscriber

Another book, another 'Murican failure to acknowledge the existence of Celsius. Look, we can live with your feet and pounds, they're not *that* bad, but this arbitrary birdbrained rollercoaster of your temperature scale has no place on a civilised planet.

Paizo Employee Starfinder Society Developer

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Gorbacz wrote:
Another book, another 'Murican failure to acknowledge the existence of Celsius. Look, we can live with your feet and pounds, they're not *that* bad, but this arbitrary birdbrained rollercoaster of your temperature scale has no place on a civilised planet.

I keep trying to bring this up... but nobody listens to me!? Eh?


3 people marked this as a favorite.
Gorbacz wrote:
Another book, another 'Murican failure to acknowledge the existence of Celsius. Look, we can live with your feet and pounds, they're not *that* bad, but this arbitrary birdbrained rollercoaster of your temperature scale has no place on a civilised planet.

The Fahrenheit Future Is Now! Accept it.


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Great, now we are going to have a flame war about Fahrenheit vs Celsius:)


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Only if they insist on calling it "Futball"

Silver Crusade

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Pathfinder Adventure Path Subscriber

There is no contest. There is no discussion. There is an aberration which needs to be stamped out, and a glorious truth where water freezes at 0, boils at 100 and your armpits start to smell at 30.

Seriously, stop resisting, wayward colonials.


I'll take my turkey cooked to 165 degrees thank you very much. :-)

Grand Lodge

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Gorbacz wrote:

There is no contest. There is no discussion. There is an aberration which needs to be stamped out, and a glorious truth where water freezes at 0, boils at 100 and your armpits start to smell at 30.

Seriously, stop resisting, wayward colonials.

As one of the wayward colonials that uses fahrenheit, I don't get why there wouldn't just be both fahrenheit and celsius in the book.


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

There's a moderately decent argument that the range of human experience is between 0 and 100 F, whereas the Celcius scale is kind of all over the place.

Personally I like Kelvin as a temp scale, but I mostly do astrophysics.

Anyway, while I would happily do without the Fahrenheit temperature scale in my RP, I've got quite good at converting back and forth between F & C over the years, so it doesn't bother me too much.


Ahem...

Fahrenheit vs Celcius vs Kelvin


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Gorbacz wrote:
Another book, another 'Murican failure to acknowledge the existence of Celsius. Look, we can live with your feet and pounds, they're not *that* bad, but this arbitrary birdbrained rollercoaster of your temperature scale has no place on a civilised planet.

0= the coldest day for the year in a temperate climate

100= the hottest day of the year in a temperate climate.

Much better for tracking real life temperatures than a scale where 100 means you've been dead for the last 70 degrees.

Silver Crusade

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Pathfinder Adventure Path Subscriber
Keydrin wrote:
Gorbacz wrote:

There is no contest. There is no discussion. There is an aberration which needs to be stamped out, and a glorious truth where water freezes at 0, boils at 100 and your armpits start to smell at 30.

Seriously, stop resisting, wayward colonials.

As one of the wayward colonials that uses fahrenheit, I don't get why there wouldn't just be both fahrenheit and celsius in the book.

WE CAN SETTLE FOR THAT.


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Page space, writing flow. We fought a war to not have to use Celsius or extraneous U's....


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Isabelle Lee wrote:
BenS wrote:
I think UW has a "Wilding Strike" feat chain that improves claw attacks.
It increases the damage die of unarmed strikes, not claw attacks, so I doubt your feral hunter will have much use for it. ^_^

Thank you for clearing that up.

Silver Crusade

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BigNorseWolf wrote:
Page space, writing flow. We fought a war to not have to use Celsius or extraneous U's....

Yeah we kinda f#++ed up there.


Didn't the French (who developed the metric system) assist in the Independence War because they would fight anybody currently fighting Britain? Why was the only change after winning freedom making the gallon smaller?

Silver Crusade

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The Sideromancer wrote:
Didn't the French (who developed the metric system) assist in the Independence War because they would fight anybody currently fighting Britain? Why was the only change after winning freedom making the gallon smaller?

To f#*~ with British merchants.

Designer

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While we're at it, what about meters? Do you realize how easy diagonals are if the squares are 2 meter squares instead of 5-foot squares? We tried it out for a moment in very early Starfinder design with yards. A character's speed can be like 12 meters instead of 30 feet and then diagonals cost 3 meters and straight costs 2 meters (if you want to preserve the "first diagonal is free" feel, you can start with 13 meters, which is equivalent to 12 meters except it lets you make one diagonal without a problem).


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Cat-thulhu wrote:
Mark Seifter wrote:
Shifter's Edge had some issues in the process and is pending a hotfix FAQ once we can get the new FAQ page up. I'm actually surprised it took this long to come up. And that's the only FAQ topic we know of for the book so far! After the FAQ, it's basically Lethal Grace for a shifter's claws (and claw-augmented natural attacks), meaning Dex-based shifters that use Dex to hit and Str to damage can do some pretty big damage (1/2 level scaling up to +10 damage).
Can you elaborate at all on the issue with Shifters Edge. I think the add shifter level to damage actually works extremely well for the shifter, to the point where I’m contemplating giving it as a bonus feat to the Shifter at level 2.

I think the issue they have is that they don't want you doing +10 damage on an attack at level 10. What I think the FAQ team forgot is that Claws only get two attacks, even with full BAB.

As it is, it's powerful enough to make up for the lack of iterative attacks. The worst part is that if you're really using a Dex build, you'd probably try to have a +10 Dex mod by level 14. So Dex-To-Damage would actually just be a better ability than "Dex-to-hit and half-level-to-damage".

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
While we're at it, what about meters? Do you realize how easy diagonals are if the squares are 2 meter squares instead of 5-foot squares? We tried it out for a moment in very early Starfinder design with yards. A character's speed can be like 12 meters instead of 30 feet and then diagonals cost 3 meters and straight costs 2 meters (if you want to preserve the "first diagonal is free" feel, you can start with 13 meters, which is equivalent to 12 meters except it lets you make one diagonal without a problem).

I'm happy that apparently some of developers understand why I cry inside my head about feets and fahrenheits ;-;

But yeah, seriously though, really annoyed about Weather's section's insistence on Fahrenheits since Celsius makes much more sense to me :P


I have been thinking a lot about the Shifter class. One of the things I was wondering about is the claw attacks. If they, meaning each one, it a natural attack, then they are at full BAB. So it gets two attacks for the Shifter Claws attack. Is it modified with the BAB?

If it attacks at 1st lvl it starts at +1/+1, then at lvl 6 does it turn into +6/+6/+1/+1? If this is the case, then it really does start to turn into a beast, pun intended.

Also remember the in Beast Shape II, it states what abilities you get in the new form. The Major Form of the Aspects just modifies what is gained from BS 2. The owl aspect gets flying from BS 2 and then gains Flyby Attack at lvl 8.

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