
Squiggit |
1 person marked this as a favorite. |

D on that list is something I felt like the shifter is really missing.
From a "beginner class" standpoint, natural attack rules are kind of annoying at times and having a way to circumvent that would be cool.
And from a balance standpoint those same quirks make natural attack builds incredibly unfriendly to poor optimization. Picking the wrong two hander for your fighter can cost you a couple points of damage per attack, which is annoying and lame but whatever.
Picking the wrong option for natural attack routines can be a lot more devastating though and it sort of shows in the Shifter with how much of a combat gap there is between some forms.

lemeres |

D on that list is something I felt like the shifter is really missing.
From a "beginner class" standpoint, natural attack rules are kind of annoying at times and having a way to circumvent that would be cool.
And from a balance standpoint those same quirks make natural attack builds incredibly unfriendly to poor optimization. Picking the wrong two hander for your fighter can cost you a couple points of damage per attack, which is annoying and lame but whatever.
Picking the wrong option for natural attack routines can be a lot more devastating though and it sort of shows in the Shifter with how much of a combat gap there is between some forms.
Heck, it might be easier to just crib more from monks- give them a full flurry ability, and ditch the natural attack rules.
That would help to equalize the damage from various forms. Single attack builds (like the wolf) could hit as much as many natural weapon ones (like the tiger). Then, the forms would just be able the abilities granted like movement, senses, or weird aspect stuff.
This could again go back to the flavor of the class- they are warriors that wish to focus on mastering their new animal forms. Thus, they could discover how to use their claws and horns as deftly as any monk punches or kicks.

nighttree |

I'd say that just would defeat the purpose of making a spell-less shapeshifting class. At that point you would have even less reasons to not just make a druid or ranger and pick one of their archetypes
That just makes the caster vs melee whinners go at it more.
It just needs more things to make it as desirable as casters.

Latrans |
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The Shifter’s problem is that it’s mostly elements of the Feral Hunter Archetype with two shakes of Monk but much less flexible. The increased BAB and one step up on hit die size doesn’t make up for the loss of spells and fewer skill points and class skills.
Also a Feral Hunter’s aspect is unlimited in duration and can be shifted with a swift action to any aspect whereas the shifter gets minutes per day limited to aspects known. And the Feral Hunter gets full wildshape when the shifter gets their limited version of it albeit with some improvements on the limited number of species they can turn into. The fact that the Shifter’s selling point is that it’s highly flexible but one of the classes it took things from is much more flexible is a bit of a head scratcher. (By the way, if their animal companion is dead, even a vanilla Hunter can do this the way a Feral Hunter can.)
Chimeric aspect is one of the few advantages a Shifter has due to having two or more aspects. Unfortunately by the time it comes into play a Feral Hunter can probably afford the gold cost of the magic item that has the same effect. Not to mention with the ease of shifting the Feral Hunter has, he may be able to shift fast enough for it not to matter outside of bull, tiger, and bear for combat.
The other semi unique ability this class gets are the claws that grow in power. Overall, this is again lackluster. For a martial class’s signature offensive ability, no iterative attack with the claws makes them quickly lose their value outside their wild shape boosting ability starting at level 6. Letting a Shifter gain iterative attacks with his shifter’s claws by having one claw used for the main and interatives and the other become a secondary natural attack would be something although that just uses the unchained Monk’s flurry of blows mechanics limited to use with the would be simpler and closer to the power of other classes. Additionally, as someone mentioned earlier, having there claws count as Improved Unarmed Strike for prerequisites would have allow for some fun builds and add some much needed flexibility to this class. Also, how does this ability interact with creatures that naturally have a claw attack like some tengu can?
The one almost unique ability this class has is the Monk AC bonus that is partially retained in armor. This is the one thing I truly like about this class.
As for the other abilities the class gains, I’m not particularly impressed. While they are fitting with the theme of the class, these abilities are bromidic since these are the same abilities the Hunter already inherited from its parent classes. If you’re making a new class, give us something that isn’t part of the vanilla abilities of three classes already. (Especially not three of the most situational.)
Also Rageshaper, also needs to be a way to increase the number of rounds for their shifting. 1 round/level of an ability that takes a full round to activate is laughably short. At fifth level, a Rageshaper needs to last more than one fight a day. Until level 6, an enemy spellcaster can thwart this archetype’s signature ability with a single casting of the spell vanish and sneaking until the devistating form wears off. If you’re going to make another attempt at an archetype for the not so jolly green giant, he needs to last long enough to fully say “[insert name here] smash!” (That said, this is still an improvement on the Brute.)

Wei Ji the Learner |
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Was thinking about it today.
Could a race that has a natural weapon and then takes Shifter get a 'damage die boost'?
Example: Tengu have a beak (1d3) and can trade out things for two claws (1d4)
Could an improvement be 'allowing the claws feature to boost the die code for one type of natural attack (in this case, beak to 1d4 OR claws to 1d6?)'

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These Changes so far are a great addition to the class, sure it does not best the Druid in pure duration and power but it makes up for it in utility.
Being able to distribute wildshape uses for different situations is amazing.
A Druid has to think about using his second wildshape use of the day to scout or fight, the Shifter can scout for one hour as an owl and then switch back to tiger for combat and he will still have about 6 uses left.
If I would have to suggest something it would be to allow the Shifter to have one aspect turned on permanently, much like the Feral Hunter, because let's be honest, they are rather similar and trading in 6th level casting for full BAB and wildshape utility seems fair.
This is because some of these aspects are hard to use at the point that they are needed, like the deinonychus and the wolverine.

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Regarding class-granted claws and races with claws, that was one of the most striking things about Blood of the Coven... a lot of archetypes that granted claws in place of something, but didn't offer anything for changelings. The shifter isn't fluffed to a specific race, but it's still a pretty likely situation.
I think it's something that is worth considering patching in some way, whether via increased damage dice, alternative natural attacks, or some other method.

Wultram |
Because the quote system on these boards sucks, I won't trouble mentioning who wrote said quote. But this is in direct reply to the OP.
Quite honestly I do not see anything praise worthy, that other posters seem to think this is. This should be the bare minium we should expect from a company that is selling a product. But regardless let me break down said post.
I thought I would take a moment to talk to all of you about the class and some of the problems that have cropped up with its use in game. There is a common sentiment among fans that the class is a bit underwhelming when compared to others, especially the druid. We always knew that the class would be compared to the druid, and part of our design attempted to speak to that comparison, treating the shifter as a martial version of the druid concept. Purely by the numbers, the class performs as expected, hitting and dealing damage along the expected lines that we laid out. What that analysis does not do (and probably should have) is compare the class to a druid with its full suite of options brought to bear simulating the same basic concept. Comparatively, the shifter can come off as a bit too restricted.
If by bit underwhelming you mean barely above warrior(the npc class), this statement would be true.
Apparently either your design team fails hard at math or you really need to check out your benchmarks.(I would guess it is the latter.) Being slightly better than a warrior is not acceptable base numbers. And at the moment it is not even close to a druid that does not use a single spell slot. And that is the bare minium numbers the class should be meeting, without any optimization outside of common sense.
Game design can be tricky that way. We can design to meet peak design, which has the danger of forever pushing the bar of “normal” up and up (aka Power Creep), or we can try to hold the baseline, which itself is an ever shifting target. We chose the later with the shifter, hoping that the class would hold its own, being simple for newer players to get into without running too far outside the norms for what we think a class could do. Its obvious in hindsight that we could have pushed this a bit further, or at least, given you a wider variety of options to play with to build the character in a more diverse manner.
What in the world are you guys basing this baseline on? A commoner using a dagger? As previously stated the class is barely above warrior. The choice to make "beginner" class was wrong, and quite frankly devoid of logic. Beginners do not buy so called splat books, they buy the CRB, which in turn has started friendly classes in it.(more complex ones as well granted but point being there are options already.) Instead you took a niche that was missing that was highly desired and basicly in your pursuit of trying to simplify it made it both unintuitive and underwhelming to the point of being useless. Oh and for the record the beginner is not going to enjoy their hobby by playing cop #45 next to the justice league, at least not likely. I would assume this same goal of trying to make it simple is the cause of killing build diversity.
None of this was helped by the lack of a public playtest on the class. We felt at the time that this was a relatively straight-forward class that did not need a lot of testing. These were game concepts we understood. Combined with an overwhelming design schedule (this was happening in the middle of Starfinder design), we decided to skip the playtest.
Well this part at least is mostly correct. Only issue is that it should have been clear that you should simply not have been working on these two projects at the same time from the beginning. Not just skipping playtest, but simply put the whole thing on hold untill starfinder was released. Granted I can see why you thought you didn't need a playtest, because the class is fairly simple, the problem is that your initial design goals of the whole class was wrong.(and still is BTW)
It’s clear that this was a mistake.
Going forward, we are going to be a lot more careful with our class design, ensuring that every class gets run through its paces before it reaches its final form. That will involve you. As for what to do about the shifter, we’re going to make a few changes right now to increase the versatility and playability of the class, based on your feedback (see the FAQ). These changes will be reflected in future printings of the book.
Wild Shape: We are changing the way you gain uses and duration of wild shape. Remove "once per day" from the first sentence. Remove the 4th sentence from the shifter’s wild shape. Replace the second-to-last paragraph with “A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.”
Shift Claws: Shifter claws count as magic starting at 3rd level.
Yes it is clear. But honestly I do not know through how many revisions and editing passes the book went. But someone who makes their living out of game desing should have said after the very first one. "Scrap it and start over again this is unacceptable."
Well it is at least good to hear the claim that there will be more effort and time put into products you are selling. As to the FAQ errata, no this class is beyond saving. Quite honestly this the sort of quality of some homebrew here on the forums of a poster who has just dipped their toes into that field. Expecting for people to pay their hard earned money for this sort of quality is simply unacceptable. What you should do is simply nuke the existing shifter from orbit and start from scratch.
But as you must do something now. The changes here seems decent enough, though that is like using a teaspoon to bail a sinking ship, yes it might help but it isn't going to save that ship.
Now I don't know if the post is trying to downplay their own failings or they honestly believe this. Either the case, this does not excatly improve my opinion on paizo as a company.
The language here might be harsh and would be a lot more so if we were allowed to talk here like adults. But it was more than merited, the only time I have seen paizo make a screw up of this magnitude was with their firearms rules.

Dragon78 |
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Too sum up...
Major issues
-Aspects and wild shape- How they work, number of forms, how it should work, and how they function together.
-Natural attacks- Number of attacks, damage, and how they interact with racial natural attacks.
-Class options- Feels like the class is missing some class options/has empty levels.
Minor issues
-Weapon prof.- Is lacking, could use more.
-Class skills- Ones that it doesn't have such as disguise, heal, intimidate, and/or survival.
-Skill points- too low, would love 6+Int like ranger and hunter.
-Charisma AC- Instead of wisdom for AC, you have the option to use charisma.

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The language here might be harsh and would be a lot more so if we were allowed to talk here like adults.
There's nothing "adult" about wanting to insult people even harsher than you already are.
I know that many of you have very passionate opinions on the shifter, or other parts of Ultimate Wilderness. As you engage in discussion on paizo.com, keep the following in mind:
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Alchemaic |
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-Natural attacks- Number of attacks, damage, and how they interact with racial natural attacks.
Don't forget about claw attacks from other class features, though I believe most of those have the "if you already have a claw attack, it goes up one step in damage dice" line added.
-Class options- Feels like the class is missing some class options/has empty levels.
I think the problem there is that the way the class was designed sort of hid that fact from the developers as well as the players. In the normal chart it looks like it's getting something every level, but when you look at the actual distribution of abilities that PainfulBugger put together with the abilities that are analogous to the Monk's pushed to the side, you wind up with a bunch of dead levels. Same thing with the other abilities, you have a bunch of abilities that scale all the way up to level 20, but that obscures the fact that the class doesn't gain a single new class feature after level 5 (Since Chimeric Aspect and so on is really more of an extension of the base Aspect class feature than an ability in its own right), and of the abilities that do continue onwards only Aspects give the ability to make something relatively unique to the character. Compare that to Wizard or Druid, which get new spells at every other level and a smattering of new minor abilities, or Barbarian/Rogue who have talents at alternating levels, or even just baseline Fighters who get choices in Weapon Training groups and bonus feats. Those classes let you constantly grow and change your character, but a Shifter gets stuck with just a feat every other level and every 5 levels it gets to make a single permanent choice.

Alchemaic |
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Also, as I was writing that I had a thought. Would having the Shifter with full access to Wild Shape (as a Druid of the same level, with whatever duration/uses per day they pick, maybe limited to just animals/magical beasts) who then gains a specific bonus if shifting into their Aspect work? That way they get full access to a range of utility forms/combat forms without being restricted to taking a flight form and the Deinonychus or Tiger in order to function at all, and they still have an incentive to switch to their aspect forms because they get access to special abilities or boons that you can't have in normal Wild Shape, like the Frog's Tongue ability, or just having way better claw attacks as a Bear.

graystone |
2 people marked this as a favorite. |

Also, as I was writing that I had a thought. Would having the Shifter with full access to Wild Shape (as a Druid of the same level, with whatever duration/uses per day they pick, maybe limited to just animals/magical beasts) who then gains a specific bonus if shifting into their Aspect work? That way they get full access to a range of utility forms/combat forms without being restricted to taking a flight form and the Deinonychus or Tiger in order to function at all, and they still have an incentive to switch to their aspect forms because they get access to special abilities or boons that you can't have in normal Wild Shape, like the Frog's Tongue ability, or just having way better claw attacks as a Bear.
IMO, the best way to satisfy the most people is give the class 2 options at 1st: the training wheels version and the experienced player version.
Option one: Pick this option and you get forms like it is now but with full stats included: you take bear and it tells you everything you gain right there and what you gain as you level. This allows the Dev's to customize the forms to be both easy and can adjust abilities from the original for the right power level.
Option 2 is the full access druid form for those that don't need training wheels.
This way it's beginner friendly but not shackled by it.

Derklord |
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English is my second language and it is hard to make classes like the druid for me because I need to read through bestiaries and find all the different animals just to play the class. I like the changes to shifter giving it more ability to use wildshape often, but I would not play it if it had druid wildshape.
The thing is, this is not an all-or-nothing situation - it doesn't have to, and should not, be a choice of "strong, difficult Wildshape" and "weak, easy Wildshape".
I think we all agree that a class focussed on one thing should be better at that thing than other classes. One of the biggest complaints about the Shifter is that it's basically a Druid focussed on Wild Shape, but then Wild Shape got nerfed, without gaining anything in return.That means that if the choices for Wild Shape are limited for Shifter, the individual choices should be stronger, i.e. granting things not normally aviable to a wildshaping character. The Wolverine is a good example, but most forms don't do this. Sure, many form gain some bonus feats, but a Druid could select those feats as well, so there is no uniqueness. And in the end, a mediocre bonus feat at 15th that can be used on a full attack just doesn't cut it.
To put it bluntly, every major form that doesn't grant some unigue thing not included in Beast Shape II is a design failure. For isntance, I'm very disappointed that Bat doesn't grant Blindsight.
Of course, the entire concept only works if they include all needed information - if the aspect is lacking attacks or movement forms, one still has to consult the Bestiary.
I'm not entirely convinced by the theory. Particularly as it applies to the Shifter - removing the Major Aspect concept and letting the Shifter pick forms on the fly as the druid does would remove "character shaping choices", but also make the class both move effective and flexible. Probably add "dead levels" too.
Once you look at my theory as a part of class design, rather then a stand-alone concept to be used instead of other guidlines, the "dead levels" part actually supports my theory. Yes, making strong and flexible characters without character shaping choices is possible, but in doing so, you'll probably create a character that a) is too powerful and flexible, b) is too weak, and/or b) has lots of dead levels.
Giving the Shifter straight Druid style Wild Shape also leads to a class that is a strict downgrade from Druid, i.e. a class that completely breaks the other class design guidelines I quoted in my first post in this thread.
IMO, the best way to satisfy the most people is give the class 2 options at 1st: the training wheels version and the experienced player version.
Option 2 is the full access druid form for those that don't need training wheels.
That's too weird as regular choice à la Domain/Animal Companion, but it could work as an Archetype - kinda like what Primalist is for Bloodrager.

PossibleCabbage |
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I eagerly await the inevitable Shifter archetype which trades away all shapeshifting and thus completely refocuses the class in a different direction, like how the Metamorph Alchemist doesn't do Alchemy, how the Ectoplasmatist and Phantom Blade Spiritualists don't have a phantom, or how the Feral Hunter doesn't have an animal companion.

graystone |

That's too weird as regular choice à la Domain/Animal Companion, but it could work as an Archetype - kinda like what Primalist is for Bloodrager.
That feature was what I was thinking of. You get 3 options, domain, companion or herbalism: the shapeshifting options seem more closely related than those. Picking less forms that have been simplified but strengthened seems balance against versatility.

graystone |

I figure a shifter archetype that never invokes Beast Shape (or similar) but gains universal monster abilities in their regular old form would be fun.
That's close to replacing wildshape with evolution points. It'd just require making a list of "universal monster abilities" and assign point cost and level requirement.

Player Killer |

Derklord summed up my hopes on the Shifter in that a class focused on shapeshifting should be better at it than any other class. I think this class has great potential and definitely will fill a fun niche if revised.
I want to thank Jason for being so open about the class and the need to make some changes. I also want to give a thumbs up to all the people on this thread who are putting forth thoughtful, interesting ways to make this class as fun to play as Pathfinder's other classes (I don't have a head for the type of deep analysis many of you have done with the class so kudos!). Looking forward to seeing what a revised Shifter looks like.
Jason - any thoughts on ideas posted thus far? Do you envision further adjustments to the Shifter?

Alchemaic |

Giving the Shifter straight Druid style Wild Shape also leads to a class that is a strict downgrade from Druid, i.e. a class that completely breaks the other class design guidelines I quoted in my first post in this thread.
While that is true, the Shifter is kind of shackled to it from a very basic conceptual level isn't it? It either has a shapeshifting ability completely divorced from Wild Shape, which can generate needless complexity if it has to include rules for how it interacts with Wild Shape or other shapeshifting abilities on top of being a downgrade compared to the Druid (mostly because Wild Shape is just so comprehensive of an ability), or it has the Druid's full Wild Shape ability and is still considered a downgrade because spells significantly beat out the class abilities.
At least in the second case though it's still a decent shapeshifter.

lemeres |

PossibleCabbage wrote:I eagerly await the inevitable Shifter archetype which trades away all shapeshiftingLOL I want to play a shifter that does this! Maybe gain a mount and gun [I'm a Poacher!]. Or a companion that you shapeshift instead of yourself.
The archetype already exists. It is the elementalist shifter.
This archetype CAN shape shift into elementals... but it is a major hassle to do so. This is because their main damage mechanic is a rather nice amount of elemental damage that is added onto their attacks, but that ability was written so it couldn't work with 'polymorph effects'.
Thus, your main damage mechanic cannot be used with the titular mechanic of the class. You reserve shifting purely for the times when you need some movement speed, such as flight from the air elemental. Otherwise, it is a complete hassle that you are better off without.
But the archetype seems like it is more functional than the main class- it gets to switch between several elemental damage types, so it doesn't get caught by resistances too much, and it is enough average damage to be compared to the cavalier's challenge (6d6=~21).
So you can just grab a scimitar and go whacking away (and since the wildshapes don't have very good natural attacks, adn the elemental strike trades away claws, you are actively hampered in using natural attack builds).

graystone |
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The archetype already exists. It is the elementalist shifter.
That archetype seems to be made the same way as the oozemaster: to actively punish you for wanting to be an ooze elemental. As such, I'm looking for an archetype where I'm not punished... :P
Now if they just remove the mostly useless 'vestigial' class ability to change into a elemental for something else, it'd fit that theme. Heck, replace 'wildshape' with a scaling move/resistance that matches your aspects and it'd be a 1000% better. [and be easier to understand!]

PossibleCabbage |

I feel like a Shifter archetype that gains "immunity to polymorph effects" as part of it's suite of powers would be the funniest way to do a "complete deviation from the basic concept."
Not only do you not want to polymorph into an Ooze or an Elemental, you literally cannot turn into anything save for a different version of yourself.

lemeres |

lemeres wrote:The archetype already exists. It is the elementalist shifter.That archetype seems to be made the same way as the oozemaster: to actively punish you for wanting to be an
oozeelemental. As such, I'm looking for an archetype where I'm not punished... :PNow if they just remove the mostly useless 'vestigial' class ability to change into a elemental for something else, it'd fit that theme. Heck, replace 'wildshape' with a scaling move/resistance that matches your aspects and it'd be a 1000% better. [and be easier to understand!]
Yeeepp. Still a bland on a level to level basis, but it would be more functional.
Instead, it curretly works like elemental body, but doesn't work like elemental body, and only really works like elemental body in a way that appears to rob you of your main damage mechanic.
Still, I like having a multi-elemental melee character that uses actual weapons- it has actual options if it faces a monster that resists it. Kineticists are a bit too.... light saber-y for a lot of flavors (I'd say it is a bit too 'high magic', since they zoom around at high speeds and constantly shoot lasers), and kineticist doesn't get enough elements to play well with elemental stuff (you get three slots, and you also have to deal with the choice of physical blasts).
That, and diverging elements can feel like a sink of resources/attention for kineticists. It can work, of course, but you have to go out of your way. Elementalist shift is designed to get all the elements without trading anything- you just pick the order, and getting a new element is just an addition of options.
A simple removal of the polymorph restriction and turning the elemental forms into just movement options would work. Maybe a +1 to attack for every element, since elementalist actually has to deal with iteratives (this would put it on par with a cavalier that flanks with its companion).
Resistances seem like a better minor aspect than the current 'can be replaced with a belt' ones. A selection off resistances seem like a good pick for something that you can put on for minutes/day and apply on the fly.

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As promised last week, we have made a few more adjustments to the shifter, adding a few abilities to cover up some empty levels on the class, and giving it a few boosts to its ability.
We have also put out an errata on the Oozemorph Shifter, covering some common questions with that archetype.
You can find those changes right here.
I want to thank all of you for your continued thoughts on this class. I also want to thank the vast majority of you for remaining civil and productive in these discussions.
Jason Bulmahn
Director of Game Design
Paizo Inc.

Dαedαlus |

A thousand faces! Sweet! And at-will Form abilities at 20th (though minor still should have been at-will long before then, I'll take it)
While it would have been nice to get it a bit earlier than the druid, we continue to get steps in the right direction, which I do appreciate, but I'm hoping we can eventually get a Shifter that isn't outclassed by a Druid in most Shapeshifting aspects.

Chess Pwn |

A question about the shifter's edge it has the line,
"a natural attack augmented by your claws"
What does this mean? If I turn into a bear and my shifter's claws are 1d4 and bypass magic. Does shifter's edge ALWAYS apply to both claws and the bite since they gain the ability to bypass magic from shifter's claws?
OR Does shifter's edge only apply if you're subbing out the damage for your shifter's base meaning it'd only apply to the claws and only when they are using shifter's claw damage?
Also tying into the current Shifter’s Fury ability is this just that is can't use bigger base or does it lose all ability to bypass DR?
Also when you uses shifter's claw base for subbing are you supposed to say mouse does 1d4 and bear does 1d4 since that's what my shifer's claws normally are. OR are they 1d4 shifted down for size with mouse and 1d4 shifted up for size for bear?

Painful Bugger |
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As promised last week, we have made a few more adjustments to the shifter, adding a few abilities to cover up some empty levels on the class, and giving it a few boosts to its ability.
We have also put out an errata on the Oozemorph Shifter, covering some common questions with that archetype.
You can find those changes right here.
I want to thank all of you for your continued thoughts on this class. I also want to thank the vast majority of you for remaining civil and productive in these discussions.
Jason Bulmahn
Director of Game Design
Paizo Inc.
I'm updating the class table: New Shifter Class Table 2.0

graystone |

As promised last week, we have made a few more adjustments to the shifter, adding a few abilities to cover up some empty levels on the class, and giving it a few boosts to its ability.
*two thumbs up!* Much faster than I thought, kudos!
Oozemorph: looks good for clearing up fluidic body. It's a workable archetype now.
Shifter Major Forms: As assumed, but good to see. If possible, I'd like to see a full stat block to avoid having to look in multiple places.
Shifter Wild Shape: Nice. Shifter’s Fury gives single attack forms a needed boost and give options to other forms. The 18th and 20th abilities are nice but not something I'm likely to ever see in play.
That both fixes issues and causes one of the good ways to play an Oozemorph to go away.
How so? It makes it clear that "it loses abilities dependent on form": this should have no impact on change shape abilities like skinwalkers, kitsune and reptoids. SLA/SU abilities should be intact.

Roivan |
"Shifter’s Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.
This will be reflected in the next errata."
So now it's weaker than if you were just using a weapon; since you don't get Shifter's edge on your "off-hand" attacks with this; but you would with a weapon (on your secondary natural attacks). Not only that but you are now taking a penalty on all of the secondary attack rolls, so you are getting 1 attack at full BAB and the rest all penalized at least by 5 (or 2 if you're allowed to take a Monster feat, Multiattack and actually have 3+ nat attacks). Pretty sure someone mentioned one of the other classes gets as many attacks at their full BAB. So this is less a betterment of the class and more either another step backwards or just a sidestep. It's really only useful for the non-combat forms that get 1 or 2 attacks.
Also you might want to clear up the wording. First you say Instead of attacking with all natural weapons; but then say they count as secondary attacks. This wording will just spawn a plethora of RAW vs RAI debate.
Shifter's Edge: So now only half your level. I really have to ask if you were paying attention to people complaining about the damage? Because if you were, you'd realize cutting their damage even via a feat isn't helping it. Especially as you are totally nixing it from secondary shifter claw attacks.
And not only here did you cut damage; you did it with at least one of the animals attack dice. Like Tiger Claws (for a Dire Tiger which you say you're taking the form of) are 2d4 not 1d8. Yes only 1 point (or more depending on Crit multiplier) but it's still a cut and makes no sense why you're going against the animal form's stats that you refer too. Haven't bothered looking at all the other forms; but maybe your team should.

The Sideromancer |
Dragonborn3 wrote:That both fixes issues and causes one of the good ways to play an Oozemorph to go away.How so? It makes it clear that "it loses abilities dependent on form": this should have no impact on change shape abilities like skinwalkers, kitsune and reptoids. SLA/SU abilities should be intact.
I believe they are referring to the "oathbreaker" build that maintains Ex abilities and a stable form by telling the code to go stuff itself.

graystone |

graystone wrote:I believe they are referring to the "oathbreaker" build that maintains Ex abilities and a stable form by telling the code to go stuff itself.
Dragonborn3 wrote:That both fixes issues and causes one of the good ways to play an Oozemorph to go away.How so? It makes it clear that "it loses abilities dependent on form": this should have no impact on change shape abilities like skinwalkers, kitsune and reptoids. SLA/SU abilities should be intact.
I didn't think about that. Ok, that makes sense then. I honestly didn't expect that 'loophole' to survive review so I didn't have it in mind.