Meet the Crew of the Zoetrope!

Thursday, May 18, 2023

I hope everyone had a great time at PaizoCon Online! It was great to talk to everyone in a little more depth about Pathfinder Howl of the Wild, and all the animals and beasts that this book about wilderness expedition contains as the Zoetrope airship journeys across Golarion in search of mythical beasts.

In addition to monsters, wilderness-inspired items and feats, and a whole lot more, Howl of the Wild comes with six new playable ancestries, each of which is represented by a different member of the airship’s crew. You’ll see these characters appear throughout the book (alongside our iconic characters), letting you get to know them over the course of their journey. The crew's snuck out a little earlier than we anticipated—that just goes to show, the wilds can't be tamed—so we thought we'd take the chance to introduce you to them. Having a unique cast for the book wouldn't have been possible without the superb work of art director Kent Hamilton, who designed each crewmate based on the personality and story lovingly written by that character's author.

Let's meet the crew!

Baranthet concept art by Kent Hamilton

Baranthet concept art by Kent Hamilton


You've already met Baranthet, the expedition leader who brings this crew together to travel across Golarion in his search for the four Wardens of the Wild—mythical creatures said to steward the great biomes of the planet. Baranthet's an iruxi, also known as lizardfolk, who will be getting a remaster in Player Core 2. He’s older than your typical adventurer and has spent most of his life reading rather than exploring, but he's excited to be setting off on a grand adventure, even if it took him a little longer than most to leave the library.

Charikleia concept art by Kent Hamilton

Charikleia concept art by Kent Hamilton


Charikleia is a minotaur from the Earthsong people on the Isle of Kortos. She's a studious research assistant to Baranthet, taking notes and field illustrations on each animal the ship comes across. As you might have seen at PaizoCon, minotaurs have a number of abilities to emphasize their strength, like an ability where they can fling allies across the field with their horns, not to mention great skill with stone and labyrinths.

Telero concept art by Kent Hamilton

Telero concept art by Kent Hamilton


The swift centaur Telero trailblazes ahead of the airship to make sure the way is clear for the scientists to follow. He's very capable, if a little hotheaded, and eager to prove himself. In addition to their speed, centaurs also have feats related to herbalism or archery—a skill Telero puts to good use with a number of signal arrows.

Lythea concept art by Kent Hamilton

Lythea concept art by Kent Hamilton


One of the reasons the Zoetrope can always find its way is thanks to the skill of its navigator, Lythea, a merfolk blown far from her home, though she's sure to treat everyone with joy and laughter. Merfolk are an aquatic ancestry with many magical talents: shaping wind and water, crying pearls, or beguiling others with their siren song. Lythea gets around deck with the help of her "Little Sea," an example of a new item for aquatic characters debuting in Howl of the Wild.

Grefu concept art by Kent Hamilton

Grefu concept art by Kent Hamilton


Grefu is the ship's cook, much to everyone's great fortune. A man of few words, Grefu is gruff and stoic, but loyal, often wordlessly giving an extra scoop of stew or slice of flatbread to a crewmate who's had a hard day. Grefu is an athamaru, an amphibious people primarily located in the undersea nation of Xidao in Tian Xia. Athamarus are highly communal and with a more physical bent, whether that's keeping coral symbiotes that can cleanse poisons from the blood, communicating via pheromones, or training pet eels to aid them.

Dr. Pom concept art by Kent Hamilton

Dr. Pom concept art by Kent Hamilton


While the crew are scientists, not fighters, people are bound to get a few scrapes on a long voyage—thankfully Dr. Pom's caring bedside manner and highly competent medical knowledge ensure everyone can always pull through (though she's a little lost in thought at the best of times). Dr. Pom is an awakened animal (in her case, a sand badger), a highly versatile new ancestry that allows you to play an animal that has gained sapience.

Ten concept art by Kent Hamilton

Ten concept art by Kent Hamilton


Lastly, we have the Zoetrope's accident-prone mechanic, Whose Antenna Is Askew, or Ten for short. They're a surki, a brand-new ancestry designed from the ground up for Howl of the Wild; rather appropriately so, as surkis are a subterranean people who burrow to Golarion's surface only in periodic generation digs, the most recent of which was triggered by the closing of the Worldwound. Surkis ambiently absorb magic, metamorphosing later in life with unique adaptations based on what they've absorbed. Ten is excited to experience every new thing they can on the surface, though this sometimes leads them into trouble.

Combined illustrations of the crew setting off on their grand journey around Golarion! Art by Mirco Paganessi

The crew setting off on their grand journey around Golarion! Art by Mirco Paganessi


There's a lot we have to say about the crew, as well as the wild archetypes, items, and other player options coming in Howl of the Wild, so be sure to subscribe to the Pathfinder Rulebook line and stay tuned for Gen Con, where we'll be diving into a few of these new ancestries in more detail!

But that, explorers, is a story for another day,

James Case
Senior Designer

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Tags: Howl of the Wild Pathfinder Pathfinder Roleplaying Game Pathfinder Second Edition
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Pathfinder Adventure Path Subscriber

Honestly, the rules for flight are a little too permissive in PF2 for my liking generally, are are not something that I would want overlapping survival/ mundane struggles levels. At higher levels, I can accept “magic” enough not to worry, but flying with wings and hovering around and hitting things effectively is a lot to swallow. Not to mention carrying capacity and Maneuvering. I mean everyone would love to be able to fly around, but flying is a dangerous and difficult way for creatures to move around. Especially for big ones. At the point we just hand wave all that away, why not just handwave that people generally can’t just fly around? At least by level 7, “magic” becomes a much more believable way to handwave why a flying person can swing a sword and do any damage at all with it.

Liberty's Edge

6 people marked this as a favorite.

I'm happy people got that I meant "unavailable at low levels".

Temperans wrote:
The Raven Black wrote:
I'm pretty sure Paizo did not make Flying available at low levels just to spite players.
At the very least a misguided sense of "everything must be balanced" regardless of the implications.

It is FAR easier to start from a balanced state and change it to fit your table's sense of fun than the other way around.

So, everything must be balanced is an extremely worthy design goal IMO.

Community and Social Media Specialist

1 person marked this as a favorite.

Removed some off topic back and forth.


The Raven Black wrote:

I'm happy people got that I meant "unavailable at low levels".

Temperans wrote:
The Raven Black wrote:
I'm pretty sure Paizo did not make Flying available at low levels just to spite players.
At the very least a misguided sense of "everything must be balanced" regardless of the implications.

It is FAR easier to start from a balanced state and change it to fit your table's sense of fun than the other way around.

So, everything must be balanced is an extremely worthy design goal IMO.

Great ideal, not always great in practice.

Btw I am curious how they will handle the fact there are many different types of animals with widely different abilities. Ability scores will probably be the 2 free, but the feats...

Liberty's Edge

Temperans wrote:
The Raven Black wrote:

I'm happy people got that I meant "unavailable at low levels".

Temperans wrote:
The Raven Black wrote:
I'm pretty sure Paizo did not make Flying available at low levels just to spite players.
At the very least a misguided sense of "everything must be balanced" regardless of the implications.

It is FAR easier to start from a balanced state and change it to fit your table's sense of fun than the other way around.

So, everything must be balanced is an extremely worthy design goal IMO.

Great ideal, not always great in practice.

Btw I am curious how they will handle the fact there are many different types of animals with widely different abilities. Ability scores will probably be the 2 free, but the feats...

I think Heritages will do the heavy lifting, with most feats covering widely available abilities.

I could see Heritages based on usual broad environments that map to special movements : ground (no special movement), underground (burrow speed), heights (climb speed), atmosphere (fly speed) and water (swim speed).


The Raven Black wrote:
Temperans wrote:
The Raven Black wrote:

I'm happy people got that I meant "unavailable at low levels".

Temperans wrote:
The Raven Black wrote:
I'm pretty sure Paizo did not make Flying available at low levels just to spite players.
At the very least a misguided sense of "everything must be balanced" regardless of the implications.

It is FAR easier to start from a balanced state and change it to fit your table's sense of fun than the other way around.

So, everything must be balanced is an extremely worthy design goal IMO.

Great ideal, not always great in practice.

Btw I am curious how they will handle the fact there are many different types of animals with widely different abilities. Ability scores will probably be the 2 free, but the feats...

I think Heritages will do the heavy lifting, with most feats covering widely available abilities.

I could see Heritages based on usual broad environments that map to special movements : ground (no special movement), underground (burrow speed), heights (climb speed), atmosphere (fly speed) and water (swim speed).

That would make sense.

A feats for darkvision, a feat for tremorsense, but then I don't know what else they would get.


No idea if this would work, but the addition of Centaurs might let me play a Lyne..err, a leonine Beastkin Centaur Barbarian...

P.S. Quite a tangent, but is there a "more contemporary imagined Lamia", as in very human like torso up + big constrictor snake waist bottom, that is an actual playable Ancestry? I find it quite difficult to seamlessly call the lion torso'ed Edward Topsell version a "lamia", so...

Liberty's Edge

Temperans wrote:
The Raven Black wrote:
Temperans wrote:
The Raven Black wrote:

I'm happy people got that I meant "unavailable at low levels".

Temperans wrote:
The Raven Black wrote:
I'm pretty sure Paizo did not make Flying available at low levels just to spite players.
At the very least a misguided sense of "everything must be balanced" regardless of the implications.

It is FAR easier to start from a balanced state and change it to fit your table's sense of fun than the other way around.

So, everything must be balanced is an extremely worthy design goal IMO.

Great ideal, not always great in practice.

Btw I am curious how they will handle the fact there are many different types of animals with widely different abilities. Ability scores will probably be the 2 free, but the feats...

I think Heritages will do the heavy lifting, with most feats covering widely available abilities.

I could see Heritages based on usual broad environments that map to special movements : ground (no special movement), underground (burrow speed), heights (climb speed), atmosphere (fly speed) and water (swim speed).

That would make sense.

A feats for darkvision, a feat for tremorsense, but then I don't know what else they would get.

A feat for unarmed attacks, or for improved damage if unarmed attacks are included in the basic chassis.

A feat for natural armor.

A feat for manual dexterity if it's not in the basic chassis.

A feat for improved movement.

A feat for accessing another Heritage and its abilities (for animals that have 2 kinds of movement/speed).

Silver Crusade

8 people marked this as a favorite.
Lucas Yew wrote:

No idea if this would work, but the addition of Centaurs might let me play a Lyne..err, a leonine Beastkin Centaur Barbarian...

P.S. Quite a tangent, but is there a "more contemporary imagined Lamia", as in very human like torso up + big constrictor snake waist bottom, that is an actual playable Ancestry? I find it quite difficult to seamlessly call the lion torso'ed Edward Topsell version a "lamia", so...

Sacred Heritage for Nagaji.


Something's missing: how does Lythea breathe out of the water?

According to the Bestiary, a merfolk has the Aquatic trait... and they can breathe water, but not air... which is weird, considering that merfolks were always amphibious ?_?

We got every detail about her clothes and wheelchair, but nothing about breathing.


2 people marked this as a favorite.
JiCi wrote:

Something's missing: how does Lythea breathe out of the water?

According to the Bestiary, a merfolk has the Aquatic trait... and they can breathe water, but not air... which is weird, considering that merfolks were always amphibious ?_?

We got every detail about her clothes and wheelchair, but nothing about breathing.

Presumably that was just a mistake in Bestiary 1 that'll be corrected in this book and Monster Core 1, given that they could breathe on land in PF1.


1 person marked this as a favorite.
Rysky wrote:
Lucas Yew wrote:

No idea if this would work, but the addition of Centaurs might let me play a Lyne..err, a leonine Beastkin Centaur Barbarian...

P.S. Quite a tangent, but is there a "more contemporary imagined Lamia", as in very human like torso up + big constrictor snake waist bottom, that is an actual playable Ancestry? I find it quite difficult to seamlessly call the lion torso'ed Edward Topsell version a "lamia", so...

Sacred Heritage for Nagaji.

...now if they only had an ancestry feat that let them add grapple to their tail attack.


QuidEst wrote:
JiCi wrote:

Something's missing: how does Lythea breathe out of the water?

According to the Bestiary, a merfolk has the Aquatic trait... and they can breathe water, but not air... which is weird, considering that merfolks were always amphibious ?_?

We got every detail about her clothes and wheelchair, but nothing about breathing.

Presumably that was just a mistake in Bestiary 1 that'll be corrected in this book and Monster Core 1, given that they could breathe on land in PF1.

True... but is it really an error, or is it intended? If the Aquatic trait was intended, then maybe there was supposed to be room for an Amphibious trait, which allowed both water and air breathing.

BTW, why did we have a discussion about a wheelchair for a mermaid earlier? I mean... how is Lythea supposed to move on land :P ? We've seen mermaids being carried in fish bowls in other media anyway ;) Beside, Lythea is not disabled by any mean (and shouldn't be seen as such), she literally cannot walk.

I would have given her a circlet OR belt buckle that controls the chair using thoughts to free her hands, but the idea of using a device isn't new ^_^


JiCi wrote:
QuidEst wrote:
JiCi wrote:

Something's missing: how does Lythea breathe out of the water?

According to the Bestiary, a merfolk has the Aquatic trait... and they can breathe water, but not air... which is weird, considering that merfolks were always amphibious ?_?

We got every detail about her clothes and wheelchair, but nothing about breathing.

Presumably that was just a mistake in Bestiary 1 that'll be corrected in this book and Monster Core 1, given that they could breathe on land in PF1.

True... but is it really an error, or is it intended? If the Aquatic trait was intended, then maybe there was supposed to be room for an Amphibious trait, which allowed both water and air breathing.

BTW, why did we have a discussion about a wheelchair for a mermaid earlier? I mean... how is Lythea supposed to move on land :P ? We've seen mermaids being carried in fish bowls in other media anyway ;) Beside, Lythea is not disabled by any mean (and shouldn't be seen as such), she literally cannot walk.

I would have given her a circlet OR belt buckle that controls the chair using thoughts to free her hands, but the idea of using a device isn't new ^_^

As it happens, the Amphibious trait already exists. It would seem from a cursory glance at the list of Aquatic creatures that there are (probably) a few instances where the trait was applied to mean "tends to live in/around water" without regard for the fact that it also precludes the ability to breathe air, which would be strange for at least a couple of the creatures on that list. According to 1e lore merfolk are explicitly amphibious, so if the trait was applied intentionally, this would represent an adjustment to the lore. Perhaps the need to be immersed in water sufficiently covers the need to keep the metaphorical or literal gills functioning?


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Pathfinder Lost Omens, Rulebook Subscriber
Wei Ji the Learner wrote:


Flight would be incredibly balanced in PF2 if it took an action to sustain it.

Doesn't it already? It's called moving, unless you'd care to explain how an anthropomorphic bird-man with a 3 meter wingspan (wingtip to upper back) is staying stationary while airborne?


2 people marked this as a favorite.
HenshinFanatic wrote:
Wei Ji the Learner wrote:


Flight would be incredibly balanced in PF2 if it took an action to sustain it.
Doesn't it already?

Yes it does.

Fly:

Core Rulebook pg. 472 wrote:
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don’t take falling damage. You can use an action to Fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a Fly action this round, you fall.


That makes sense, because you must exert physical efforts to hover.

I recall Hovering being a move action as well unless you had a feat to make it a free or swift action back in P1E and D&D3E.


PossibleCabbage wrote:

I mean, it's possible that a PC who can be invisible whenever they want for as long as they want from level 1 would not be a problem in a campaign. Like *everything* you fight has tremorsense and scent or something and the story will never involve conventional "stealth or hiding" (like your campaign is about fighting Graboids, or something.)

But this is probably not most campaigns.

Now you just made me HAVE to go find an example where it wasn't a problem . . . except that you should put shorts on when you're fighting evil.


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I just hope that the Awakened Animal "template" has all the building blocks to make your own character.

Here's my reasoning, assuming that any creature with the Animal trait can be awakened:
- Right now, not every single animal is available in P2E, but once these missing species are added, it should be ready to awake.

- VERMINS are now Animal in P2E... and that wasn't discussed much here. Wasps, ants, spiders and centipedes should be eligible, with the same rules or restrictions. For instance, I doubt awakened insects will have 4 to 6 arms ^^;

- Former Magical Beasts like Shocker Lizards, Purple Worms and Owlbears are now Animals... with extra powers... which they shouldn't lose if awakened.

- Of course as time goes on, more animals, both realistic and fictional, will be added.
----

I also hope that Centaurs and Mermaids are different heritages to change their lower halves. For instance, a centaur based on a horse... will essentially be the same if based on a donkey or zebra, but not if it's based on a lion or wolf. A mermaid can have a lower half based on an eel, a dolphin, a cephalopod or a shark.


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What are you talking about? A centaur is half horse half human, not half human half animal. Same for mermaids, they are half human half fish, not half human half "aquatic animal". Different species of horses/equines and different species of fish might work. But the rest you suggested? Not quite.

Also half human half lion are lamias not centaurs. Why would lamia become a centaur heritage when they are a lamia not a centaur? Similarly half human half cephalopod is a cecaelia not a mermaid.


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Temperans wrote:

What are you talking about? A centaur is half horse half human, not half human half animal. Same for mermaids, they are half human half fish, not half human half "aquatic animal". Different species of horses/equines and different species of fish might work. But the rest you suggested? Not quite.

Also half human half lion are lamias not centaurs. Why would lamia become a centaur heritage when they are a lamia not a centaur? Similarly half human half cephalopod is a cecaelia not a mermaid.

My reasoning is that the terms "centaur" and "merfolk" could be used for a broader range.

"-taur" was a term I've seen to define a centaur-like creature, be a horse or otherwise.

"Merfolk" could be the same with different aquatic creatures being associated with them.


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Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

I don’t know if this was mentioned or not, but when Howl of the Wild comes out IS there going to be an Adventure Path featuring the crew of the Zoetrope as NPCs and we journey with them to find the new Wardens? Cuz that’d be cool! Count me in!


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The_Minstrel_Wyrm wrote:
I don’t know if this was mentioned or not, but when Howl of the Wild comes out IS there going to be an Adventure Path featuring the crew of the Zoetrope as NPCs and we journey with them to find the new Wardens? Cuz that’d be cool! Count me in!

A possible answer...

Spoiler:
We've recently gotten hints to a number of upcoming adventures and adventure paths. One of those hints mentioned old gods dying and new gods taking their place, and the Wardens of the Wild certainly fit that bill. I want to stress that this is just a possibility, and it is by no means confirmed (other strong possibilities include the Bright Lions/Fall of Walkena, and some shakeups to the Orc pantheon). It's also worth noting that the past two themed sourcebooks have included adventure material. We could follow this plot here like we did with the missing casefiles in Dark Archive. That said: we've had synergy between sourcebooks and APs before, and Paizo's not afraid of getting experimental, and the Remaster just so happens to cover the explicitly nature-themed classes and adds leshies to core, and it comes out only a few months before Howl of the Wild. Circumstantial evidence I know, and yet...


Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Evan Tarlton wrote:
The_Minstrel_Wyrm wrote:
I don’t know if this was mentioned or not, but when Howl of the Wild comes out IS there going to be an Adventure Path featuring the crew of the Zoetrope as NPCs and we journey with them to find the new Wardens? Cuz that’d be cool! Count me in!

A possible answer...

** spoiler omitted **

It DOES sound like a good possibility ☺️


1 person marked this as a favorite.
Temperans wrote:

Flying is only a problem if you make it a problem.

Invalidates melee? Humanoid creatures shouldn't be running around without a range weapon, or at least someone that can use them. Also you can always use enclosed spaces.
Gets around cover? This is why buildings exist, use them.
Invalidates terrain issues? Congrats the party is using their talents to solve the problems on their way, why is this an issue?

The only time that flying is a problem is when the whole party has 8 hours of it and can travel at the speed of the wind. Which is only a problem if "the party must take this exact route or else the campaign doesn't work". At that point you have bigger issues than flying, namely a linear AP but sandbox map.

Exactly. You know what is really fun? Flying. You know what is NOT fun? Falling.(It can be fun, but not at the end) No one is ever completely safe in the air. Ranged attacks, ranged spell attacks, other flying creatures, wind/weather conditions are all problems for flyers.


This looks honestly amazing, I'm just sad there are no Pachyfolk, that's my to go ancestry and I've been at lost since coming to PF2E T.T


Ben Momentum wrote:
This looks honestly amazing, I'm just sad there are no Pachyfolk, that's my to go ancestry and I've been at lost since coming to PF2E T.T

I believe this thread is calling to you.


Ben Momentum wrote:
This looks honestly amazing, I'm just sad there are no Pachyfolk, that's my to go ancestry and I've been at lost since coming to PF2E T.T

That term is often related to elephants, rhinos, tapirs and hippos... but according to zoology, those animals have been recategorized.

- Proboscidea (represented among living species only by three species of elephants)
- Perissodactyla (odd-toed ungulates, including horses, tapirs and rhinoceroses)
- Suina (pigs and peccaries)
- Hippopotamidae
- Hyracoidea (hyraxes)

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

I wonder how this book was affected by ogl dealios


3 people marked this as a favorite.
CorvusMask wrote:
I wonder how this book was affected by ogl dealios

It's why we're getting Athamaru and not Locathah, for one.

Horizon Hunters

When is this coming out?

To quote Veruca Salt, “I want it now!”


1 person marked this as a favorite.
Magus Tata wrote:

When is this coming out?

To quote Veruca Salt, “I want it now!”

The most recent announcement that I've seen simply says 2024.

Horizon Hunters

Gisher wrote:
Magus Tata wrote:

When is this coming out?

To quote Veruca Salt, “I want it now!”

The most recent announcement that I've seen simply says 2024.

Thanks for this - and that’s a recent announcement, too.

I still want it now, though.


The Raven Black wrote:
Zero the Nothing wrote:

Good artwork. Cool to see Merfolk are in.

Quote:
Wears a kelp shawl around her shoulders to help keep her hydrated throughout the day.
Quote:

Hooded cowl...

...to keep her hydrated when above water.
Quote:
Her top is a seaweed wrap to keep her hydrated when above water.
Starting to sound like the hydration problems that the darn Gillmen have.
Those actually sound like solutions to the hydration problem.

Wow you really got me there, ha ha ha


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So I just learned of this book having awakened animals... so does the ancestry have free-form stuff? Can I be an awakened skunk for real?


Tag365 wrote:
So I just learned of this book having awakened animals... so does the ancestry have free-form stuff? Can I be an awakened skunk for real?

Maybe! It certainly appears from where we are now that the intent is to have Awakened Animals be as open and customizable as possible, but we'll have to see when the book comes out. I feel like most likely the heritages will be things like "You are a large animal" / "You are a swimming animal" / "You are a nocturnal animal" and you just have to pick which basic ability you feel like you need most to sell what kind of animal you are at level 1.

... On that note, I fully imagine some kind of lore justification for why awakened birds suddenly lose flight a la what we saw with Sprites until they can pick up a level 9 feat to fly with their wing-hands again, with a sidebar for "If your GM doesn't care about free flight..."

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