Ari Lev's page

Organized Play Member. 10 posts (88 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters.


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Mark Moreland wrote:
Even with their reduced cost, amulets of might fists cost nearly twice as much as any other piece of always-available equipment (save some items made of special materials). The always available list is there to give characters of all levels a list of relatively inexpensive items regardless of Fame. I'm not keen on making exceptions regarding where the line is drawn in terms of what's on the list and what isn't. The always available list has served the campaign very well for 5 years and the change in price of one wondrous item doesn't necessitate the reassessment of the list.

Mark, thank you for the 30,000 foot view.


Daniel Luckett wrote:
I do believe this discussion has diverted significantly away from a PFS purview to a Game Design one. We are not the ones who decide how the game works, that's Jason Bulmahn's territory. If you don't like the way monk's work, we can't help you the way you're asking us to.

Daniel, I am very happy with the changes to monk and the reduced AMF price was an unexpected treat. I am grateful to have developers who listen and take their time to make sure they are making the correct decision.

We probably shouldn't pick apart others' arguments for or against such a change. There are several legitimate reasons on both sides, and--as you pointed out--that part of the discussion should be left to the developers.

Perhaps we should start a new thread, but I don't see this discussion as unhealthy.


Bob Jonquet wrote:
Andrew Christian wrote:

If you want a magic weapon, buy a monk weapon that is enhanced.

I see no reason why amulet of mighty fists should be made always available
This was kind of what I thought when the request was made. If the amulet was strictly a monk weapon, and they didn't already have the same access to magic weapons that other classes had, I could see making an exception. However, monks do have the same access to enchanted weapons as everyone else. And, they can select weapons that apply to FoB as well, so they are not out of luck. Can a justification be made for making it always available? Sure, but I suggest that much of the same logic could be used to justify adding additional items that are "essential" to other classes as well. Personally, I'm not a fan of exceptions-based rules, so the fewer we have the better. Just my 2cp

A monk's unarmed attacks are the only manufactured weapon that aren't always available as a +1 weapon. Monks are already at a disadvantage because an AMF +1 costs a lot more than a +1 weapon and uses up their neck slot.

We don't see AMF as an always available item because of status quo and its category, but if it were "+1 fists" it wouldn't sound like such a strange request (aside from magical fists being strange). Yes, monks can use magical weapons, but if I were playing a level 8 monk (let alone a level 12 monk), you'd be saying that I can't have my primary weapon be +1 unless I've played particular scenarios at higher tiers. I'd have to use a 1d6 quarterstaff (or equivalent monk weapon) instead.

If any other manufactured weapon was deemed too rare or exceptional to be always available at +1, a fit would be thrown. "Yeah, your fighter uses an elven curved blade, but we've decided that a +1 elven curved blade is too rare/powerful to be always available, so how about you use a +1 longsword instead?" That wouldn't fly, and so should be the same with unarmed attacks, even if that items comes as a wondrous item and not as a weapon.

TL;DR:
I second Kyle's request because:
1. AMF is already a disadvantage to monks due to the cost and neck slot use.
2. Their classification as a wondrous is incidental, and its inclusion on the list should be evaluated on the grounds of its effect, which is functionally equivalent to being able to purchase/upgrade-to +1 weapons.
3. No other class suffers by not having their primary weapon (or any standard weapon) on the always available list.

Thanks for hearing us out.


Daniel Luckett wrote:

Rending Claws is a feat. We're looking:

Rend (Ex) If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 the creature's Strength bonus.

Format: rend (2 claws, 1d8+9); Location: Special Attacks.

*phew!*

For a second there I thought I might not be a complete newbie :D

Which guide is that from? I did Ctrl+f on the Combat section of the PRD, but I didn't find anything. I kinda wish all the combat rules were on one page :-/ Why would they use a different mechanic for Rending Claws and rending? Would rending just be too powerful for a feat?

All that aside. The description says it's the "rend special attack", as in, it could choose to not use rend if it wanted to [unlikely]; that it's not simply the two attacks being so powerful as to cause extra shredding damage. So, here I am, with both my claws buried into Chaosthecold's chest... now how do I perform a power attack exactly? Why would I have to declare the rend as a power attack before even being in the position to declare that I'm going to rend? Why would I, a "brutal combatant driven by hunger", even choose not to declare power attack on my rend? How exactly am I sacrificing accuracy for strength in this scenario where there is no accuracy involved?

There's a lot more questions along those lines, but none of them seem to imply that power attack is added to rend.

This isn't the case at all if rend damage isn't optional. Now perhaps when it says "the rend special attack can cause tremendous damage" it means "perhaps you role a 6 [tremendous damage!] or perhaps you role a 1 [not tremendous damage...]" but that doesn't seem likely to me.

Maybe the rend benefits from the power attack from the previous two hits. But as I said before, that would imply that rending damage is caused by shredding from the other attacks, not an independent attack. But wouldn't that imply that more than two successful hits should add to the rending?

Too many questions. If rule provokes too many compromising questions, then it probably needs to be clarified or reworked.


Kyle Baird wrote:
Ron Lundeen wrote:

Really? I never thought so: Power Attack adds to melee damage rolls, and rend is a special attack. Do you also add Power Attack to other "rider" damage effects, like Powerful Charge damage rolls?

(Upon looking over the rules a bit further, I think Power Attack would definitely apply to rake attacks, as those are expressly called out as extra melee attacks, but I wouldn't think it applies to rend or other "rider" damage effects.)

I would based on the "to gain a +2 bonus on all melee damage rolls." Of course this is my interpretation (backed up by asking several other GMs/Coordinators/VCs) and I would expect variation w/o an official ruling by Jason. Which, funny enough, if he had brought up to me at the table I could have asked Jason since he was at Dragon*Con.

Ummm... am I just a complete newbie or hasn't Jason already ruled on this issue:

Advanced Player's Guide wrote:

Rending Claws (Combat)

Your claw attacks do greater harm to your enemy.
Prerequisites: Str 13, two claw natural weapon attacks, base attack bonus +6.
Benefit: If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.

I didn't see this mentioned at all in this thread, nor in the James Jacobs thread (though he was in agreement with this feat's description).

I don't have the stat block for X, but I think this mitigates some of the damage. No critical bonuses because it's precision damage. No power attack because it's precision damage. And no 1 1/2 STR bonus for two hands on a single attack because "the second claw attack deals an additional 1d6 points of damage", so it's only one claw doing the rend damage, giving it a standard STR bonus. Right?


Thanks for the information guys.

Urban/Ports works pretty well for my tengu's background, but it's good to know thet The Shackles and Tian Xia are options too.


I'm trying to make a back-story for my tengu bard(archaeologist), but I don't see any mention in the Advanced Races Guide or the Inner Sea World Guide of where Tengu usually reside around the Inner Sea. So, which regions of the Inner Sea do Tengu usually live in?


Yeah Nolen, I just added my character and I'm gonna (try and) not sweat over one point in linguistics ;-)

As far as the race/blood argument goes, I guess I was just trying to say that aasimar/tiefling isn't cut and dry like other races. They can just pop up at any time for a number of reasons unlike most races that appear to be more Mendelian in Pathfinder.


Thanks for your responses everyone.

kdk86, Riddler, Starglim I'd assume that all the rulings would go one way, i.e. if you can't take traits then you can't learn languages either.

Mystic Lemur, I'd argue that aasimars and tieflings are more human than a half elf. The companion materials seem to indicate that they have much more human blood; Blood of Angels even says outright that aasimars are not close to being half celestial. There are also indications that no non-human blood needs to be involved, that a tiefling ancestor could have made a pact with a devil or an aasimar's family might have been blessed by a celestial. Also, an aasimar/tiefling and a human pairing will often result in a normal human child, while a half-elf and human pairing would result in a quarter-elf (yes? no?).

Since the PFS rulings usually lean toward simplicity and balance and most people seem to be saying "Yes, aasimars/tieflings have ethnicity, but they don't gain any of the human benefits from it" I'll assume that Paizo will rule similarly, unless I hear from them otherwise.


I was interested in playing an aasimar monk who grew up in the Mwangi Expanse. However, that led me to a questions about aasimars and ethnic languages:

Do aasimars know the ethnic language of the ethnicity they grew up in?

I asked several knowledgeable people here in Boston and I got conflicting answers. My Venture-Captain, Don Walker--who worked closely with Paizo on the 4.2 PFS Organized Play Guide--didn't know definitively and encouraged me to post here. So I am :)

The reason I've gotten so many different answers is probably because it doesn't appear like there is any such rule on the books and I couldn't find anything here on the boards. I bought Blood of Angels and the Advanced Race Guide, but no luck. Below I'll discuss the evidence I've found on the topic, most of it supporting the notion that aasimars know their ethnic tongue:

The simple argument against aasimars knowing their ethnic language is that 1. Aasimars aren't human and the 4.2 rules clearly state that "you gain free languages granted by your race, ethnicity (for humans), and class" 2. Aasimars can't have an ethnicity (at least the books don't say they can have an ethnicity).

However, the first line of the aasimars section in the Advanced Race Guide states that "aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry". Unlike half-elves and half-orcs, who don't automatically know ethnic languages, aasimars have a significantly larger proportion of human heritage (otherwise they'd be half-celestials), so it's not clear if they qualify as "human enough" or not from this passage alone.

Some might say "but aren't they outsiders? How can they still be human?" Yet no one would argue that a monk can't know their ethnicity's language after attaining Perfect Self (regardless of Tongue of the Sun and Moon).

But what about aasimars having an ethnicity at all? This question probably deserves another post and answer, but I should mention that no one that I asked thought that my aasimar couldn't learn Polyglot, just that she might have to take a rank in linguistics to do so. There was consensus on this point even though the Advanced Race Guide and Blood of Angels do not list any of the ethnic human languages as accessible to aasimars.

Also, the level to which an assimar can assimilate into their local society would indicate that they can speak the ethnic language. Blood of Angels says that "Most aasimars are born to human parents and live in mainly human settlements. An aasimar might spend a good portion of her childhood thinking of herself as human". Zenj don't know Polyglot because of their Zenj blood. They know Polyglot for the exact same reason that I know English, because they grow up speaking it. It would be odd if my character grew up in the middle of the Mwangi Expanse, considered herself to be Zenj, but found herself incapable of learning any Polyglot.

So, could someone at Paizo please answer these for me:
1. Can aasimar have an ethnicity? If not, please clarify why the evidence given above does not apply.
2. Can aasimar gain any or all of the benefits of being a particular ethnicity (languages, traits, etc.)?
3. If "No" and "No", can aasimar learn ethnic languages with ranks in linguistics?

Left Field question:
4. If "No", "No" and "Yes", could my aasimar know Polyglot and Celestial but not Common or do all PCs have to know Common? I suspect PCs don't have to know Common because deaf oracles don't have to know Common, but it would be good to have that clarified. Not knowing Common would probably make more sense given my character's background and she only has 10 Int, which is why I ask.

Thanks! :D

Edit: Another question:

5. Do all of the above answers apply similarly to tieflings?


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James Jacobs wrote:
Awahoon wrote:
I hope we only get one group of those dragons. It says Mythological Monsters, so I hope to see a lot of those in this book, 1st bestiary was rather lacking in the mythology department.

There's a lot of myhtological creatures in Bestiary 2... but there were a lot in the first one also. And because I wanna put my proverbial mythological money where my mouth is... the full list of monsters inspired from real-world mythology in Bestiary 1 includes (not counting mythology-adjacent things like azatas and daemons and drow)...

** spoiler omitted **

I'm sure I missed a few... but flipping through the bestiary it was tough to turn more than a few pages without hitting a monster from mythology.

I meant to say, more mythology creatures from Bestiary 2, 3, 4, 5 and 6, which are less changed by D&D like the Chimera and Barghest are.

Also more bizarre, obscure mythology creatures, like Papinijuwari and Abaia for example.

But thanks for that answer, that's pretty cool!

Another question, are the Rusalka, Eloko, Mokele-Mbembe, Asanbosam and Kishi in Bestiary 2? The mythology creatures from the Adventure Paths? I wouldn't mind seeing ALL the AP bestiary monsters in the upcoming bestiaries.

Also may I really say that the Furcifur is an awesome creature that really needs more attention in Pathfinder 2nd Edition!


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Thanks! That is awesome! I'm going to create my list!


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First of all, I want to applaud James Jacobs, after so many years and he's still so in touch with the community, fans, and costumers, that is a rare thing these days.

Second, I can't wait for these cards, does EVERY monster get their own card? Also in future Bestiaries? That is a cool collection!


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CorvusMask wrote:


On sidenote, why is Saxra renamed Skulltaker in this bestiary? First google result for Saxra is pathfinder 1e one so I'm bit confused if its trademark thing or if Saxra is from obscure folklore you can't find easily with google?

That is because the Saxra is more widely known as the Machukuna, and no, I don't think they are protected YET. lol.


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Zum-Graat wrote:

Honestly, I could pick a couple of examples of how Paizo butchered my native folklore (Russian). The most glaring is polevik - its name literally means "of the field" and it's a creature closely associated with open landscapes and sunlight. But in Pathfinder it's an underground mushroom man? Ehm... You are free to use our folklore as much as you wish, but why choose the name that has absolutely nothing to do with the creature?

Overall I think it's quite petty to expect 100% or even 50% mythological accuracy from a fantasy game. But then again, Russian folklore is not persecuted or oppressed (even if is barely known in the West), so maybe it's a more principal topic for striving minorities.

Lol, I always wondered why the Polevik was turned into a mushroom man, while the Spanish Trenti would make much more sense for that role.

The most abominable creature in Pathfinder based on mythology though, is the Isitoq in my eyes, nothing like the real myth. Also, I never liked the Kongamato in Pathfinder for some reason, same with the Ankou.

The Pathfinder Ankou could be called the Gaueko, suits it much better.


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Zum-Graat wrote:
Awahoon wrote:

The made-up creatures can't compare to the mythology/cryptid/folklore ones.

Well, this is quite a bold claim. I myself love some mythological critters, but DnD and Pathfinder have a lot of memorable original beings. Why do you think modern people are worse at making up monsters than ancient people were?

And overall, people of most cultures seem to be completely okay with you using their evil monsters for a game. They might not be okay with you using their gods or some sacred imagery, but evil spirits and the such? Fair game. That wendigo scandal is the first of this kind I've witnessed and let's hope it'll be the last. And that was just one person. One person can't speak for a whole nation/tribe, you know.

Don't get me wrong, I love many made-up critters from today, but you can't replace monsters like Wendigo, Papinijuwari, Akhlut, Golems, Djinns, Ifrits, Yara-Ma-Yha-Who's and the like with modern made up monsters, I like a good mixture of those. But reading James Jacobs reply made me happy and relieved, can't wait for Bestiary 2!

Seeing Rysky favoriting that reply must mean she doesn't mind more Wendigo-like creatures being used in future Bestiaries, so that is also a nice thing to see.

For me, all monsters are made up eventually, I don't believe in spiritual things and are as atheistic as they come.
Respect for the Gods of other cultures, I can see why people respect that, I would never use or touch the Rainbow serpent for example or other good-natured spiritual monsters, but evil monsters on the other hand, those are mine to spin around as I wish, no protection codes for those, and I'm happy Pathfinder is gonna use them (with respect of course) in future products.


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It's like the most beautiful art and the ugliest art switched in both first Bestiaries!

Glabrezu was the most awesome art in Bestiary 1 (first edition), but now in 2nd edition is the ugliest artwork in the book.

Griffon was the ugliest artwork in Bestiary 1 (first edition), but now it is one of the most beautiful! LOL

Coincidence or did you guys order this on purpose? :-p

Also, is there already a bestiary 2 wish topic? I'm not gonna create one, but I'm just interested if there is any yet.


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I was really surprised the Nuckelavee didn’t make the first Bestiary.

Anyway, these are all the 1st Edition monsters from pathfinder that I really hope make it in Bestiary 2.

Tooth Fairy / Alpluachra / Chon Chon / Crawling Hand / Grindylow / Oread (non playable) / Giant Urchin (any) / Wizard’s Shackle / Akaname / Almiraj / Eurypterid / Echeneis / Jack-o-Lantern / Leaf Ray / Mockingfey / Ostovite / Giant Water Strider / Cave Fisher / Choker / Incutilis / Augur / Raktavarna / Slithering Pit / Soulsliver / Adaro / Assassin Bug / Chupacabra / Crysmal / Abrikandilu / Zebub / Disenchanter / Fungal Crawler / Onyvolan / Pard / Quickling / Spriggan / Ahkhat / Decapus / Gambling Devil / Pachycephalosaurus / Dust Digger / Flail Snail / Fossegrim / Freezing Flow / Gloomwing / Junk Golem / Heikegani / Karkadann / Korred / Lovelorn / Mandragora / Myceloid / Peryton / Scrivenite / Sha / Giant Solifugid / Giant Ant Lion / Blightspawn / Bogwid / Buggane / Cuero / Danthienne / Mist Drake / Fachen / Gearghost / Grodair / Hypnalis / Kikimora / Lampad / Leucrotta / Megatherium / Raiju / Rat King / Saguaroi / Killer Seahorse / Vodyanoi / Ahuizotl / Cordulegaster / Death Worm / Delgeth / Babau / Dunkleosteus / Hungry Fog / Karkinoi / Kyton / Mothman / Mudlord / Nekomata / Kigyo / Remacera / Scrapshell / Skrik Nettle / Stymphalides / Tiyanak / Aatheriexa / Shadow Demon / Levaloch / Mngwa / Moldwretch / Nogitsune / Pukwudgie / Qallupilluk / Totenmaske / Xenopterid / Hydrodaemon / Deathtrap Ooze / Destrachan / Drowning Devil / Druj Nasu / Gammenore / Girtablilu / Bone Golem / Gorgon (Khalkotauroi) / Hellwasp Swarm / Iku-Turso / Intellect Devourer / Maenad / Mihstu / Mohrg / Polong / Pyropiscis / Quickwood / Shard Slag / Su / Svartalfar / Whirlmaw / Yuki-Onna / Aurumvorax / Baykok / Sangudaemon / Osyluth / Giant Mantis Shrimp / Coral Golem / Ijiraq / Nependis / Nuckelavee / Sargassum Fiend / Tikbalang / Witchfire / Yrthak / Abaia / Alp / Bogeyman / Kalavakus / Therizinosaurus / Ghawwas / Magnetite Golem / Kapre / Korir-Kokembe / Mobogo / Nue / Peluda / Peuchen / Water Orm / Carnivorous Crystal / Meladaemon / Hamatula / Devourer / Impundulu / Jinmenju / Nulmind / Amarok / Banelight / Omox / Jorogumo / Kokogiak / Interlocutor / Lorelei / Rusalka / Scitalis / Vouivre / Alraune / Blights / Charybdis / Cherufe / Corpse Lotus / Thanadaemon / Furcifer / Gashadokuro / Ixion Worm / Kamaitachi / Papinijuwari / Viper Vine / Atuikakura / Bodythief / Rawhead / Rokurokubi / Crucidaemon / Dybbuk / Gorynych / Hyakume / Isonade / Jubjub Bird / Popobawa / Riftcreeper / Sea Bonze / Ypotryll / Ecorche / Scylla / Vilderavn / Zomok / Bakekujira / Bandersnatch / Phasmadaemon / Plankta / Tunche / Bone Ship / Purrodaemon / Erlking / Mosslord / Euryale / Eremite / Cipactli / Wood Colossus / Drakainia / Leanan Sidhe / Shen


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The Good:
+ Aeons getting merged with Inevitable and Axiomites.
+ Artwork for Pleroma
+ Gancanagh in the first Bestiary! Wow!
+ Cauthooj is an awesome new addition to the Pathfinder monster world.
+ Cave Worms being an entire group is marvelous!
+ That new Gelugon model is marvelous! So much better!
+ Most dinosaur art is beautiful.
+ Dullahan, Banshee, Redcap, Wendigo and Poltergeist, awesome to see them in the first bestiary!
+ I love how you did the Elementals this time, instead of just small – medium – big, you did something original with them! Cool!
+ Much better Ether Spider, no more silly human face!
+ All Genies Artwork
+ The Griffon Artwork, as ugly as it was in the first edition Bestiary, so beautiful is it now.
+ My new favorite Pathfinder Monster is born in the rocks it seems, the Grikkitog is SO amazing! Props to its creator!
+ The Krooth is also a very amazing new critter!
+ The New art-style for the Leshies is amazing! Much better than before!
+ THE MANTICORE IS STUNNING! Best Manticore artwork I’ve seen in a long while!
+ Awesome, a non-chest Mimic artwork!
+ I love the new Nymph Queens, hope that Lampads and Oreads get the same love.
+ Ofalth is also a very cool new addition to Pathfinder!
+ Good to see the Orcs are still green and evil.
+ I’m not a fan of lovecraft monsters, but that Shoggoth has to be the best artwork in the book!
+ Another awesome new monster! Shuln’s rock!
+ Happy to see the Sinspawn, one of my favorite Pathfinder monsters.
+ Surprised to see the Saxra back, the most random (but cool) monster in the first Bestiary, cool new name.
+ The Slurk looks beautiful for such an ugly creature lol.
+ No Spectre? GOOD!
+ Both female and male Sphinxes, so can we now delete the Criosphinx (ram-head) from existence?
+ Warsworn! Yeah!
+ OMG!!! That Ettercap/Web Lurker artwork! Stunning!
+ Happy to see the Wendigo still being present! Especially since people became so PC about it lately!
+ Zaramuun is awesome! I love sand creatures!

The Bad:
- Faceless Stalker + Doppelganger in the same book.
- Balisse and Choral instead of Solar.
- I love the Animated Broom and Armor, but two statues (which are just like golems anyway) is kinda lazy, why no Animated Hut and Animated Weapons?
- Too much green in the Azata group, the artwork could be much better for this group.
- Boring Beetles… I mean who needs Flash Beetles? Why not Bombardier Beetle + Goliath Beetle here? (Or Deathwatch, Sliver or Scarab for that matter) Two ranges of different challenge ratings and awesome looks.
- Why artwork for the normal boar? Everybody knows what they look like, Daeodon (which is much cooler) not so much…
- I don’t mind the weapon/role using humanoids in the book, but is this gonna be a curse like in D&D? Like in Bestiary 4 we still get different types of Boggards, Goblins, and Hobgoblins? I hate that, hope this isn’t in future pathfinder Bestiaries, and Boggards and Goblins will ONLY be in Bestiary 1.
- Brain Collector and Aboleth still being MUCH too low levels.
- Changelings being both male and female… I was hoping the Caliban was going to be the male Changelings.
- Still that boring D&D Chimera, I thought you wanted to step away from D&D, why use that horrible non-mythological-accurate Chimera of all then?
- While I’m very happy to see my favorite group of outsiders (Daemon) presented, I’m not happy the Ceustodaemon was used instead of so much better choices, such as Sangu, Mela, Purro, Thano, Phasma or Cruci)
- Barbazu beard is very non-existing in that artwork…
- Velociraptor + Deinonychus in the same bestiary… Rather would have seen Troodon, Therizinosaurus or Pachycephalosaurus.
- Brontosaurus? The most boring dinosaur in my opinion… Of all the cool possible sauropods…
- I’m kinda bored with the Metallic Dragons… Especially the Brass Dragon, why not the Mercury Dragon?
- Too much high-level Fungus, rather would have seen the Myceloid back, and some smaller fungus.
- Two new Cat-based Fey Monsters, what was wrong with Pard or Nekomata?
- Mephits of every elemental type, when is somebody finally gonna change this into a single Mephit who can absorb all elementals into its body and change into that elemental variant.
- Genies are still much too low level, they should be around 18 each, elemental lords.
- I love the new Gogiteth, but does it replace the Bebilith?
- Hags could also use a boost in Challenge Rating…
- I love the Hellhound artwork, but why still use the Nessian Warhound? I would have loved to see the Cerberi here.
- Ugh, still Hobgoblins around…
- Ugh, still horses, would be better off in the Core Rules books.
- Too bad the Medusa is forced into a rogue-like role… I love the vanity-curse background that is missing here… ALSO, why not call them Gorgons? Especially now there are suddenly male Medusa’s? Medusa is a female word.
- Mukradi is my least favorite new monster, it is simply too much… Slapping multiple heads on a fearsome animal isn’t working most of the time…
- Of all the cool oozes you guys created in 1st edition, why giving us Ochre Jelly and Black Puddings? If you could also give Deathtrap Oozes or Roiling Oils?
- Of all the mythological creatures you could choose from, WHY my least favorite the Simurgh? WHY!?!
- Boring variants of giant snakes… I would have liked some more magical snakes here, like Seps.
- Still the Wight? Like really? So much more interesting humanoid undead to choose from… Baykok? Devourer? Even Bodak…

The Ugly:
- Centaur art is ugly, I don’t like female centaur artwork, can’t help it.
- Glabrezu Art (most Demon art for that matter, Balor looks like a child)
- Flesh and Adamantine Golem Artwork. The Adamantine Golem looks kinda childish, not fearsome at all.
- The Harpy has the worst artwork in the book… Why a male harpy? It doesn’t suit the Harpy at all…
- The faces of the new Naga artworks is kinda, ugh.
- Rakshasa Raja art is like…
- I love Soulbound Dolls, but this art doesn’t scream I’m a doll to me.
- I love the Uthul, and the artwork, but why does he hold a statue-penis in his hand?

Overall I like this first Bestiary, some surprises but otherwise a good amount of classics. I hope Bestiary 2 gives me more surprises though, and much more mythological obscurities.

7 / 10


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All the monsters I wish make it back into Pathfinder 2nd Edition Official Bestiaries are:

CR: Drow / Duergar / Orc / Oread / Sylph / Undine / Vishkanya / Changeling / Kitsune / Astomoi / Skinwalker / Strix /

CR 0: Goblin / Kobold / Dire Rat / Skeleton / Stirge / Vegepygmy / Zombie / Giant Cockroach / Crawling Hand / Compsognathus / Grindylow / Sagari / Alpluachra / Grimple / Isitoq / Tooth Fairy / Animate Hair / Hobkins / Nuno / Pyrausta / Ramidreju / Wizard’s Shackle / Biloko / Chon-Chon / Black Spot / Gishvit /

CR 1: Lemure / Gnoll / Goblin Dog / Lizardman / Akata / Giant Amoeba / Jinkin / Hippocampus / Reefclaw / Giant Tick / Atomie / Carbuncle / Festrog / Flumph / Fuath / Death Heads Jellyfish / Nixie / Zoog / Almiraj / Boilborn / Chaneque / Dark Dancer / Dimorphodon / Dossenus / Jack-o-Lantern / Leaf Ray / Ningyo / Pickled Punk / Akaname / Brain Mole / Echeneis / Ostovite / Coral Capuchin / Eurypterid / Gluttongrass / Mockingfey / Wolpertinger / Bogwiggle / Frost Fir / Katroome /

CR 2: Giant Ant / Lantern Archon / Boggard / Bugbear / Cave Fisher / Choker / Imp / Giant Leech / Wererat / Werewolf / Morlock / Sahuagin / Shocker Lizard / Vargouille / Yellow Musk Creeper / Silvanshee / Cassisian Angel / Blindheim / Blink Dog / Cacodaemon / Draugr / Leprechaun / Wereboar / Poltergeist / Sinspawn / Slurk / Soulbound Doll / Triton / Axe Beak / Faerie Dragon / Garden Ooze / Huecuva / Kappa / Augur / Raktavarna / Sasquatch / Tatzlwyrm / Incutilis / Phantom Armor / Pooka / Nosoi / Shredskin / Soulsliver / Weedwhip / Apallie / Chuspiki / Ovinnik / Thought Eater / Water Leaper / Xiao / Giant Belostomatid / Slithering Pit / Swamp Barracuda / Bog Strider / Kijimuna / Ghelarn / Nehushtan / Drexin / Warpglass Ooze / Cat Sith / Panotti / Fading Fox /

CR 3: Ankheg / Centaur / Cockatrice / Derro / Deinonychus / Doppelganger / Dryad / Ettercap / Gelatinous Cube / Hyaenodon / Giant Mantis / Rust Monster / Unicorn / Dire Wolf / Yeth Hound / Bunyip / Chupacabra / Crysmal / Zebub / Fungal Crawler / Howler / Merrow / Pech / Quickling / Sandman / Spriggan / Vampiric Mist / Adaro / Adherer / Allip / Ceratioidi / Dimetrodon / Disenchanter / Giant Chameleon / Magmin / Phantom Fungus / Giant Skunk / Moss Troll / Trollhound / Formian Warrior / Wax Golem / Hungry Flesh / Wereshark / Mindslaver Mold / Pard / Spring-Heeled Jack / Dire Weasel / Abrikandilu / Digmaul / Guardian Scroll / Domovoi / Kawa Akago / Deep Merfolk / Shasalqu / Drekavac / Impaler Shrike / Kuribu / Merlucent / Onyvolan / Chickcharney /

CR 4: Hound Archon / Barghest / Daeodon / Gargoyle / Griffon / Harpy / Hydra / Mimic / Minotaur / Otyugh / Owlbear / Pixie / Satyr / Sea Hag / Dire Wolverine / Yeti / Amphisbaena / Attic Whisperer / Slicer Beetle / Decapus / Devilfish / Giant Dragonfly / Dust Digger / Gloomwing / Kelpie / Korred / Werebear / Mandragora / Megaloceros / Peryton / Phycomid / Scarecrow / Serpentfolk / Slithering Tracker / Albino Solifugid / Vulnudaemon / Pachycephalosaurus / Aghash / Flail Snail / Kamadan / Myceloid / Shae / Tanuki / Thriae Soldier / Voonith / Comozant Wyrd / Fossegrim / Freezing Flow / Junk Golem / Huldra / Living Topiary / Nightgaunt / Sea Cat / Udaeus / Ahkhat / Gancanagh / Blood Caterpillar / Gravebound / Gray / Heikegani / Karkadann / Flytrap Leshy / Spear Urchin / Sha / Kasa-Obake / Lovelorn / Tenome / Ukobach / Calathgar / Chemosit / Hala / Bishop Agathion / Skeltercat / Magadaz / Scrivenite / Bagman / Thin Man / Ekekeh /

CR 5: Basilisk / Cloaker / Cyclops / Barbazu / Air Elemental / Earth Elemental / Fire Elemental / Water Elemental / Djinn / Gibbering Mouther / Manticore / Mummy / Nightmare / Phase Spider / Troll / Winter Wolf / Wraith / Achaierai / Giant Crawling Hand / Ice Elemental / Lightning Elemental / Leucrotta / Lurker in Light / Megatherium / Siren / Giant Ant Lion / Ascomoid / Cecaelia / Ghul / Globster / Grodair / Giant Owl / Sabosan / Shadow Mastiff / Hieracosphinx / Ogre Spider / Spider Eater / Vodyanoi / Buggane / Styracosaurus / Mist Drake / Fachen / Gearghost / Graeae / Hypnalis / Lampad / Rat King / Saguaroi / Killer Seahorse / Selkie / Great Assassin Bug / Blightspawn / Cuero / Ceratosaurus / Ichthyocentaur / Kikimora / Lotus Leshy / Kaprosuchus / Rope Dragon / Tizheruk / Giant Hellgrammite / Venedaemon / Danthienne / Kentrosaurus / Gowrow / Raiju / Bogwid / Polevik / Dawn Piper / Shell Sentinel / Goldpebble / Fear Eater / Deadfall Dweller /

CR 6: Babau / Ankylosaurus / Ettin / Wood Golem / Kyton / Lamia / Salamander / Shambling Mound / Will o Wisp / Wyvern / Xill / Vulpinal / Belker / Death Worm / Sea Drake / Giant Gar / Wood Giant / Glyptodon / Mothman / Redcap / Tendriculos / Rock Troll / Witchwyrd / Ahuizotl / Annis Hag / Berbalang / Cerberus / Deathweb / Incubus / Cave Giant / Hodag / Hungry Fog / Terra-Cotta Soldier / Jiang-Shi / Apocalypse Locust / Blood Golem / Karkinoi / Mudlord / Swan Maiden / Bagiennik / Cytillipede / Delgeth / Jungle Drake / Grimslake / Roiling Oil / Wihsaak / Giant Scarab / Tiyanak / Dunkleosteus / Nekomata / Skrik Nettle / Megapiranha Swarm / Helicoprion / Cordulegaster / Ambergrim / Tidewretch Dryad / Kigyo / Giant Devils Tooth / Bushyasta / Vetala / Remacera / Trompe L’Oeil / Spiroskek / Scrapshell /

CR 7: Aboleth / Lillend / Cave Bear / Bulette / Chimera / Chuul / Shadow Demon / Succubus / Drider / Shaitan / Flesh Golem / Invisible Stalker / Medusa / Remorhaz / Chaos Beast / Frost Drake / Dullahan / Hangman Tree / Soul Eater / Totenmaske / Legion Archon / Adhukait / Caulborn / Shark-Eating Crab / Pairaka / Kirin / Manananggal / Megalania / Water Naga / Rot Grub Swarm / Pukwudgie / Tupilaq / Gaki / Oceanid / Qallupilluk / Winter Hag / Xenopterid / Yaoguai / Aatheriexa / Cerynitis / Levaloch / Duppy / Mngwa / Storm Hag / Veela / Crypt Flower / Suspiridaemon / Quetzalcoatlus / Hookfang Sea Worm / Dweomercat / Vilkacis / Nogitsune / Serpopard / Adaptive Ooze / Black Shuck /

CR 8: Behir / Erinyes / Efreet / Stone Giant / Gorgon / Intellect Devourer / Mohrg / Dark Naga / Ogre Mage / Gynosphinx / Smilodon / Treant / Bodak / Hydrodaemon / Destrachan / Tylosaurus / Marsh Giant / Glass Golem / Gray Render / Mihstu / Moonflower / Brain Collector / Quickwood / Giant Tarantula / Baku / Deathtrap Ooze / Girtablilu / Bone Golem / Guecubu / Hellwasp Swarm / Iku-Turso / Lammasu / Baluchitherium / Stymphalides / Wolf-In-Sheep’s-Clothing / Yuki-Onna / Blood Hag / Sarglagon / Trapper / Maenad / Shard Slag / Svartalfar / Megaprimatus / Encantado / Polong / Su / Urannag / Giant Starfish / Canopy Creeper / Azgenzak / Gammenore / Pyropiscis / Waldgeist / Thrushmoor Angler / Druj Nasu / Whirlmaw /

CR 9: Sarcosuchus / Vrock / Osyluth / Tyrannosaurus Rex / Dragon Turtle / Mastodon / Marid / Frost Giant / Night Hag / Megalodon / Vampire / Avoral / Aurumvorax / Leukodaemon / Alchemical Golem / Giant Snapping Turtle / Witchfire / Yrthak / Baykok / Rift Drake / Garuda / Desert Giant / Nuckelavee / Sargassum Fiend / Galvo / Cliff Giant / Coral Golem / Ijiraq / Leanan Sidhe / Nependis / Tikbalang / Ahool / Bisha Ga Tsuku / Caller in Darkness / Moon Dog / Pakalchi / Giant Mantis Shrimp / Stranglereed / Sangudaemon / Fungus Queen / Elasmotherium / Mokele-Mbembe / Skull Ripper / Camulatz / Mederach / Paguroida / Animated Hoard /

CR 10: Bebilith / Couatl / Fire Giant / Guardian Naga / Rakshasa / Shield Archon / Kalavakus / Behemoth Hippopotamus / Water Orm / Adlet / Bogeyman / Phistophilus / Ghawwas / Jungle Giant / Mobogo / Nue / Siyokoy / Abaia / Einherjar / Kapre / Myrmecoleon / Peluda / Rukh / Therizinosaurus / Ether Drake / Egregore / Fext / Peuchen / Ursikka / Alp / Bloody Bones / Daitengu / Fen Mauler / Muhuru / Vrykolakas / Wild Hunt Hound / Gargiya / Kere / Poludnica / Magnetite Golem / Blood Lily / Pyrogeist / Korir-Kokembe /

CR 11: Hezrou / Hamatula / Devourer / Cloud Giant / Meladaemon / Thunderbird / Aghasura / Carnivorous Crystal / Spinosaurus / Graveknight / Sapphire Jellyfish / Lukwata / Moon-Beast / Royal Naga / Sleipnir / Taotieh / Harionago / Jinmenju / Juggernaut / Seps / Cameroceras / Fastachee / Nulmind / Erodaemon / Llorona / Mapinguari / Gigas Clam / Living Sandstorm / Marax / Fuldrex /

CR 12: Purple Worm / Roper / Leonal / Catoblepas / Derghodaemon / Omox / Taiga Giant / Shining Child / Baregara / Coloxus / Shira / Jorogumo / Rusalka / Valkyrie / Aoandon / Lorelei / Sayona / Vouivre / Amarok / Scitalis / Banelight / Bonethorn / Ghole / Gravesludge / Yurei / Black Jinni / Umdhlebi / Kokogiak / Ez-Azael / Nachzehrer /

CR 13: Glabrezu / Gelugon / Froghemoth / Banshee / Charybdis / Thanadaemon / Viper Vine / Akhlut / Alraune / Azruverda / Gore Weaver / Argus / Gashadokuro / Seaweed Siren / Wickerman / Cetus / Cherufe / Corpse Lotus / Papinijuwari / Kamaitachi / Kikituk / Titanoboa / Psoglav / Inkanyamba / Ixion Worm / Radiant Essence / Empusa /

CR 14: Nalfeshnee / Gylou / Leng Spider / Nightwing / Worm That Walks / Demilich / Sepid / Ankou / Bodythief / Ocean Giant / Rokurokubi / Xanthos / Death Coach / Wakandagi / Atuikakura / Temerdaemon / Plague Giant / Rawhead / Lapsudaemon / Grisantian Lion / Bolla / Chronogeist / Kakuen-Taka /

CR 15: Neothelid / Phoenix / Cetaceal / Crystal Dragon / Black Scorpion / Xacarba / Crucidaemon / Dybbuk / Cannon Golem / Gorynych / Jubjub Bird / Kongamato / Popobala / Sea Bonze / Barometz / Hamadryad / Hyakume / Ypotryll / Seraptis / Nightmare Dragon / Isonade / Riftcreeper / Gold Golem / Targotha / Addu / Faceless Whale / Basavan /

CR 16: Astradaemon / Bdellavritra / Brine Dragon / Nightwalker / Scylla / Slimy Demodand / Ecorche / Grootslang / Fjord Linnorm / Warsworn / Zomok / Gegenees / Muse / Ningen / Vilderavn / Saurian / Elder Sphinx / Mustelidal / Kudimmu / Corbayrant /

CR 17: Marilith / Magma Dragon / Rune Giant / Keketar / Thrasfyr / Wendigo / Winterwight / Bandersnatch / Bakekujira / Immortal Ichor / Tunche / Cervinal / Deimavigga / Plankta / Wyrmwraith / Swamp Blight / Phasmadaemon /

CR 18: Bronze Dragon / Kraken / Purrodaemon / Cloud Dragon / Nightcrawler / Sky Dragon / Norn / Advodaza / Erlking / Taniniver / Anemos / Anunnaki / Bone Ship / Saxra / Mosslord / Hadhayosh / Ammut /

CR 19: Silver Dragon / Shoggoth / Puragaus / Umbral Dragon / Adamantine Golem / Sard / Forest Dragon / Humbaba / Deep Sea Serpent / Tzitzimitl / Stone Colossus / Grendel / Dream Dragon / Obcisidaemon / Wild Hunt Monarch / Sturzstromer /

CR 20: Balor / Gold Dragon / Draconal / Olethrodaemon / Nightwave / Eremite / Time Dragon / Empyrean Angel / Euryale /

CR 20+: Solar / Tarrasque / Jabberwock / Hekatonkheires / Drakaina / Elohim / Julunggali / Mogaru / Fomorian / Glaistig / Grim Reaper / Hundun / Shen / Cipactli / Green Man / Ouroboros / Apocalypse Dragon /

The only two I'm doubting of adding here are the Colour Out of Space and the Hound of Tindalos. Everything not mentioned here, well I'm not a big fan of those, I understand that others are and I of course won't mind their inclusion (though I hope robots end up with the Starfinder material)


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"people who straddle the line between the living and the dead"

This could be the African Emere? https://en.wikipedia.org/wiki/Emere


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I don't understand why Patfinder 2 still has D&D monsters at all? I would get rid of all of them, spare for the mythological ones, and even those should be changed, such as the Barghest and the Chimerae to resemble other creatures, not pure D&D clones. I actually LOVE the newly created daemons (pathfinder originals) more than the D&D ones, so I wouldn't miss those at all.

I really hope at least the Salamander, Barghest and Chimera will be changed as well, they feel too much like D&D, and not as pathfinder.


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Kobold Cleaver wrote:
You mentioned all the monsters I included in my post, and if it's not addressing this conversation, what is it about? You asked if I wanted wendigos gone, and I said no, I did not. Hell, I don't even want orcs gone.

I know you don't want them gone, and I even agree about the Leprechaun (mostly because that picture was very ugly lol) but a lot of people do want Native American monster gone from the games. I would find that very disastrous as those are among my favorite monsters.


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Well if some people get their way, not many races remain standing it seems.
That will be a very strange game. I'm curious about what Pathfinder will come up with in that case.

But if there are no more Wendigo, Golems, Orcs, Leprechaun, Djinn, and Akhluts, I'm not gonna like it one bit. I love those monsters, and I'm sure nobody sleeps less if such creatures get used in fantasy settings.


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I love these Orcs, hope they stay this way.


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Chol = Sand Phoenix (https://en.wikipedia.org/wiki/Chol_(Bible) )

Ham Verenti = Persian Warrior Spirit

Garei = Living Painting from Japanese Myths (https://hyakumonogatari.com/2013/10/27/garei-the-picture-ghost/)

Amarum = Spirit Snake with the souls of mages inside it (https://pantheon.org/articles/a/amarum.html)

Stewa Rutu = Like some Bhutan version of a Lovecraft horror thing, much like the Butatsch-Cun-Ilgs with tentacles which drain blood from shadows. (http://guardian-cross.wikia.com/wiki/Stewa_Rutu)

Kubot = Replacement for Harionago, it is an aswang with living hair. (https://gunshiprevolution.deviantart.com/art/Kubot-and-City-Guard-73170876 6)

Jiaotu is a snail dragon that loves solitude. (https://immortalmountain.wordpress.com/glossary/chinese-bestiary/
)


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Owlbears need the aura of silence, owls are very silent hunters, would be a cool feature for the Owlbear. I would love to see these as Fey-Beasts and not just as Magical Beasts.

I hope the animated objects get replaced with the Tsukumogami in the first Bestiary of 2nd edition.