ShadowKni9ht97 |
4 people marked this as a favorite. |
For the people who have this book, what stands out for you ?Which of the three new races in your opinion has the most possibilitys ?The same question for the organizations? Just curious on what people think.
I haven't spent copious amounts of time diving into the new races, but I know for sure that from a popularity standpoint the Leshy race is gonna be a favorite for a lot of people for one reason or another. I personally believe that the most interesting thing about the race is how far from human it is. Even Hobgoblins and Lizardfolk look humanoid to some degree. Leshy are literally just living plants, which gives them an extremely unique existence. Imagine the combinations of any of the classes outside of Druid/spellcaster. A barbarian fungus leshy, a fighter gourd leshy, an alchemist vine leshy. A rogue vine leshy. The image in and of itself is definitely going to bring joy to players, as it's just so different to plays something that isn't even close to flesh and blood. Even the elemental races are humanoid to some degree, as they are not elementals but more like humans tainted with the power of the elemental plane. Imagine literally being a ranger fire elemental, or a champion water elemental. It's just totally different.
Gameplay wise, the leshy are... interesting. They get 8 hit points and an automatic ability boost in Constitution, which means they're not frail. They get another boost in Wisdom, and a flaw in Intelligence. So, Alchemist and Wizard are not classes they would exceptionally excel in naturally. Yet, with their ability boosts, as well as some of the ancestry feats I've read, they can get some interesting combinations of what they could be. Even though they're small, there is really nothing holding them back from being a tank. They are on the same level as humans when it comes to HP and get the auto Con. boost. Nothing says they can't wear metal armor. Lore wise, they don't fit into the physical brawling catagory, but the picture of the gourd leshy kind of makes me thing of a leaf version of the Gorons from Legend of Zelda. I don't know why, not a whole lot of comparison, but they do. Small gorons.
As for the other races, I never really looked into them immediately, which is telling of the draw the leshy race has from a superficial standpoint. Hobgoblins don't bring a whole lot to the table in terms of uniqueness in physical appearance or lore. They're just taller, stronger, more militarily disciplined goblins. While this makes them different, how does it make them that different than, say, any other militarily obsessed nation? I find them interesting from the standpoint of how they create this unique bridge of discipline and monstrous culture and history. In the same way that the goblins have been demonized and ostracized, so too have the hobgoblin race. So, if you were realloy looking to play a goblin that actually could fit into the more physical, martial classes, hobgoblins your boi.
Lizardfolk drag the Dragonborn from DnD without the dragon. Though I do wonder if we will ever see genuine dragonborn in 2E. Regardless, lore wise, the Lizardfolk are seen as a more cold, calm, and wild race. They live on the fringe of society cause that's how Lizardpeople do, and so they make for another "monster" race that have been tentatively accepted into the folds of adventuring. They bring a lot of interesting creature/animal abilities to the table that make for unique experiences as certain classes. They have multiple avenues for combat abilities, like using their fangs and tails, while also being able to call upon other lizardy abilities, like using their scales to blend or sticky hands to climb.
As I stated before, I think the leshy are the most interesting, but I'm not disappointed in the lizardfolk or the hobgoblin race. It's more about the fact that the lizardfolk and hobgoblins are what you would expect from tall goblins and lizard people (though the hobgoblin military culture is a unique trait that I find enjoyable to play to or against). The leshy are just such a unique spin on things, and I find that part of them highly enjoyable when considering how they can be played in an in-game social setting, though I don't discount the hobgoblin and lizardfolk in the area. The leshy are just farther ahead. Gameplay and mechanically, all the races that have been added live up to an interesting potential, and I look forward to experimenting with them.
Valantrix1 |
Valantrix1 wrote:For the people who have this book, what stands out for you ?Which of the three new races in your opinion has the most possibilitys ?The same question for the organizations? Just curious on what people think.I haven't spent copious amounts of time diving into the new races, but I know for sure that from a popularity standpoint the Leshy race is gonna be a favorite for a lot of people for one reason or another. I personally believe that the most interesting thing about the race is how far from human it is. Even Hobgoblins and Lizardfolk look humanoid to some degree. Leshy are literally just living plants, which gives them an extremely unique existence. Imagine the combinations of any of the classes outside of Druid/spellcaster. A barbarian fungus leshy, a fighter gourd leshy, an alchemist vine leshy. A rogue vine leshy. The image in and of itself is definitely going to bring joy to players, as it's just so different to plays something that isn't even close to flesh and blood. Even the elemental races are humanoid to some degree, as they are not elementals but more like humans tainted with the power of the elemental plane. Imagine literally being a ranger fire elemental, or a champion water elemental. It's just totally different.
Gameplay wise, the leshy are... interesting. They get 8 hit points and an automatic ability boost in Constitution, which means they're not frail. They get another boost in Wisdom, and a flaw in Intelligence. So, Alchemist and Wizard are not classes they would exceptionally excel in naturally. Yet, with their ability boosts, as well as some of the ancestry feats I've read, they can get some interesting combinations of what they could be. Even though they're small, there is really nothing holding them back from being a tank. They are on the same level as humans when it comes to HP and get the auto Con. boost. Nothing says they can't wear metal armor. Lore wise, they don't fit into the physical brawling catagory, but the picture of the gourd leshy kind...
Thank you! My last 1 e character was a Leshi, and I'm pretty excited about them.
Zhengy |
The three new ancestries are very cool but there are not many options for higher level ancestry feats. When can we expect more higher level ancestry feats? Will the APG include some?
Ed Reppert |
Actually, there's two of them. They're spell-granting feats, it's just that the feats say that the spell effect "appears to emanate from your mouth".
DJ Patch |
4 people marked this as a favorite. |
I'm just hoping that the Lizardfolk don't get such a massive Intelligence penalty that it can't be overcome. I've wanted to play a Lizard-Wizard for a long time.
Now that the book is out, I hope you're pleased! Iruxi do have an intelligence penalty, but nothing that can't be offset by choosing the right background. And in terms of canon (and ancestry feats), iruxi culture has a strong emphasis on reading portents in the stars, with many lizardfolk working with their human neighbors to restore the city of Jaha--an ideal origin for lizardfolk spellcasters of all kinds!
David knott 242 |
1 person marked this as a favorite. |
That voluntary flaw mechanic in the core rulebook makes it possible to overcome any fixed ancestry bonus or penalty, at the relatively minor cost of having fewer points overall to put into your character at the ancestry step.
That means that, of Paizo's three RPGs, only in PF1 are ancestry based penalties crippling for classes that depend on the penalized ability score.
CorvusMask |
5 people marked this as a favorite. |
The other ancestries pages are actually interesting because they list several ancestries that weren't playable in 1e because they were racial hd monsters.
So to list all of them, this is what these two pages mention as ancestries:
Centaurs
Minotaurs
Dhampirs
Tieflings
Strix
Androids
Kobolds
Orcs
Morlocks
Caligni
Xulgath
Duergar
Drow
Tengu
Grippli
Catfolk
Ghorans
Ganzi
Aasimar
Anadi
Geniekin
Gnolls
Ratfolk
Vishkanya
merfolk
Locathah
Ceratioidi
Gillmen
Grindylow
Did I miss any of them?
Anyway I find it interesting that minotaurs, centaurs, ceratioids, locathah and grindylow might return/be new ancestries in future.
CorvusMask |
With the size no longer mattering as much, they're far easier to make into playable.
On the same tangent, this opens a way for workable thri-kr*ACHOOO*desert insectfolk.
I do hope that termitefolk they mentioned considering for distant shores ends up being thing :D Then again I also want second medium sized reptilian ancestry.
Lucas VerBeek |
8 people marked this as a favorite. |
Huh, you know it actually makes sense that Half-Elves and Half-Orcs are technically Human Ethnicities considering they've always been truly Half-Human since I feel like an Orc and Elf would make something entirely different.
Love all the art for the different ethnicities and races, though gonna be honest a Fungus Leshy walking into a tavern is going to deeply unsettle quite a few people with teeth like that.
Also "The flower of Iruxi culture is Droon, a vast empire of dinosaur riders in southern Garund."
STOP TAUNTING ME! GIVE ME MORE WORLD BOOKS POR FAVOR!
C. Richard Davies |
Okay, could someone please convince me that the Ancient Elf heritage isn't ridiculously overpowered? Gaining access to a multiclass dedication at 1st level -- without having to expend any feat slot -- just seems much better than any other heritage ability, and it's equivalent to a 9th level human feat.
QuidEst |
2 people marked this as a favorite. |
Okay, could someone please convince me that the Ancient Elf heritage isn't ridiculously overpowered? Gaining access to a multiclass dedication at 1st level -- without having to expend any feat slot -- just seems much better than any other heritage ability, and it's equivalent to a 9th level human feat.
It’s not the equivalent of a 9th level human feat. One big advantage there is starting another archetype without needing to finish an earlier archetype. The elf heritage is earlier, but mostly gives a second-level class feat at second level to a multiclassing character. A little better than the first level class feat like humans get, but not by much.
swoosh |
1) not everyone wants to multiclass.
2) not everyone wants to play an elf who is ancient.
Not everyone wanted to be from Minata either. That didn't stop Wayang Spellhunter from being an overpowered trait.
Contrast: Versatile Heritage is considered a strong human heritage and gives you one general feat.
Ancient Elf to pick up Champion Dedication gets you the equivalent of five general feats.
Seer Elf looks bad next to Ancient too. One cantrip and a situational, highly replaceable bonus compared to two cantrips and a skill if you just pick any spellcasting dedication instead.
Lizardfolk were 2HD in PF1, so the "are formerly unplayable ancestries available in PF2" was a YES the moment LOCG was announced.
Lizardfolk were in the ARG in PF1.
Gisher |
1 person marked this as a favorite. |
Gisher wrote:I'm just hoping that the Lizardfolk don't get such a massive Intelligence penalty that it can't be overcome. I've wanted to play a Lizard-Wizard for a long time.Now that the book is out, I hope you're pleased! Iruxi do have an intelligence penalty, but nothing that can't be offset by choosing the right background. And in terms of canon (and ancestry feats), iruxi culture has a strong emphasis on reading portents in the stars, with many lizardfolk working with their human neighbors to restore the city of Jaha--an ideal origin for lizardfolk spellcasters of all kinds!
Very pleased! I love the various types of Iruxi. I've been planning a magaambyan, Iruxi wizard with druid multiclass since the "You're a Lizard, Harry" blog, but now that I've got the book I'm considering wizard with Halcyon magic.
UnArcaneElection |
{. . .}
Love all the art for the different ethnicities and races, though gonna be honest a Fungus Leshy walking into a tavern is going to deeply unsettle quite a few people with teeth like that.
{. . .}
I thought a Fungus Leshy walking into a tavern would give rise to some terrible punss . . . .
Bruno Romero |
1 person marked this as a favorite. |
I think Ancient Elf is a really strong option - comparable to the extra class feat humans get. I say good for them! Too long have elves been left in the toy box by players scared of the CON penalty. I know for a fact at least half of the players at my table have gone half-elf instead of elf because of that CON penalty.
I'm of the opinion all ancestries should have strong and comparable level one options, and not be designed with a "get better things later!" progression in mind. Truth is, much like finance, money in hand is better than money owed to you: Players will naturally gravitate towards stronger options early rather than later. I look forward to all ancestries getting mechanically strong early options (comparable to Natural Ambition).
TOZ |
3 people marked this as a favorite. |
What other PDFs?
Core Rulebook? $15
Rise of the Runelords? $14
Bestiary? $15
Age of Ashes? $17
Campaign Setting? $17
Campaign Setting? Ah, $10.50, there we go.
Mikhail Rekun |
18 people marked this as a favorite. |
Hail and well met, fellow travelers! The name is Mikhail Rekun, and I wrote the Human Ancestries section of this book.
First, credit where it's due, Eleanor and Luis did yeoman work putting this book together, and Mark did a great deal to convert my early-system musings into actual rules.
Overall, I'd say this was the most difficult project I've ever undertaken for Paizo, before or since. On the mechanical side, the PF2 system was still being finalized when I was writing all those feats, which made for some interesting times (I want to say that heritages became a thing about halfway through my writing, though my memory may be deceiving me). On the setting side, well... summarizing an entire world's worth of ethnic groups was never going to be easy. Still, I'm rather pleased with the final product.
A couple of miscellaneous notes:
- As mentioned earlier, the Dragon Spit and Dragon Prince feats are in my notes as 'Anime Hair' feats, since they give you a perfectly reasonable, rules-legal explanation for why you are wandering around with anime protagonist coloration. Dragons! Is there anything they can't do?
- The working title for Keeping Up Appearances was 'Stiff Upper Lip', and I still wonder if I should've named it that instead. For the record, the Taldans are my favorite ethnicity. So delightfully snooty.
- I'm rather proud of the origin stories I have for the half-orcs. In gaming, there's a marked tendency to portray half-orcs as the children of rape, with all the unfortunate implications involved. I made a point to sidestep that, and instead give them a certain mythic background. I'll also admit to being amused at the idea of Pharasma just throwing her hands in the air and sending a bunch of souls back, even though this is a folk legend and probably did not happen.
Anyway, that's all from me for now. Hope you lot like the book!
Sasha Laranoa Harving |
22 people marked this as a favorite. |
Hi all! My name is Sasha Laranoa Harving, but I was going by Sasha Lindley Hall while this book was in the works. I wrote the dwarf section! I'm really glad that Eleanor and Luis did such fantastic work bringing my turnover to workable fruition.
Some of my big goals for the dwarves were to detail a variety of different dwarven cultures, giving the same amount of space in the margins to common cultures and ones that are glossed over. The Five Kings Mountains dwarves were an obvious choice, and I knew that I wanted to give attention to the Mbe'ke and Taralu, and how they're distinct cultures with similarities, so that they can have their own individual stories.
I also wanted to detail the Geb dwarves (now known as Kulenett) mentioned off-handedly in Dwarves of Golarion, and figured that making up a new culture would be interesting too, hence the Vahird, who have an interesting branch of Rahadoumi philosophy.
I'm glad that the feats got refined the way I did. The fact that I didn't originally have a feat for the underground dwarves' different biological clock despite detailing it closely in the lore seems silly in hindsight. I'm also really glad that I got to put a focus on clan daggers, one of my favorite new bits of lore.
I look forward to seeing everyone's thoughts! Game well, all.