Unannounced Feature / Tweak Wishlist


Second Edition


Thought it might be fun to put here things we're hoping are in PF2 that they haven't announced that we'd like to see. For me, with the overhaul of the trained/untrained system, I'm hoping they have tweaked it so untrained still adds half your level, and one feature im hoping for is Energy Damage Traits. Like fire and acid doing persistent damage, cold and lightning instilling a slowed or stunned effect, force having a knockdown chance, poisoned instilling a penalty, things like that. Will make spells feel a bit more exciting. Even if those things are only on crits, it would be pretty cool to have that sort of thing to make the elements feel different.


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Quote:
I'm hoping they have tweaked it so untrained still adds half your level

Half level has always felt overly fiddly, as far back as 3.0


i would agre, but this is a system that seems to add level to a lot of things, so it's not as fiddly, i think. Plus pf1 wizard BAB is 1/2 level, so im fairly used to it lol

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TheGoofyGE3K wrote:
Like fire and acid doing persistent damage, cold and lightning instilling a slowed or stunned effect, force having a knockdown chance, poisoned instilling a penalty, things like that. Will make spells feel a bit more exciting. Even if those things are only on crits, it would be pretty cool to have that sort of thing to make the elements feel different.

The design team did a seminar at GenCon 2018 that discussed things that didn't make the cut in the playtest rules. They mentioned the idea of having energy spells have different effects based on crits, but noted that it makes things a pain to track when dealing with large groups of foes.


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* Fixed Powers/Resonance system: I have no idea where this ended up, just that it changed. Hopefully Powers feel a lot more character-defining than in the playtest.

* General buffs to utility magic items. Making magic items less impactful on weapon-damage/ac/skills.

* General buffs to utility magic, buffs, and debuffs.

* General buffs to skill feats.

Most of these have been stated or implied, but without seeing the implementation it's tough to say if I'll be satisfied with where they're at.

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

I hope they did not go back to item slots

I hope having a magical healbot in the party is not a requirement for any kind of story

Liberty's Edge

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The Raven Black wrote:
I hope they did not go back to item slots

We actually know they didn't. They've said they're going with what amounts to Resonance as an item slot replacement only (ie: it has no other use). No idea what it's called, but it's a flat 10 items, max.


Deadmanwalking wrote:
The Raven Black wrote:
I hope they did not go back to item slots
We actually know they didn't. They've said they're going with what amounts to Resonance as an item slot replacement only (ie: it has no other use). No idea what it's called, but it's a flat 10 items, max.

Have they confirmed that Cha doesn’t alter this value?

(If so, I *really* hope they found something else of value to everyone that Cha boosts!)


I wonder if Detecting Magic cast on a creature will show current Resonance or highest item power rather than trying to show individual items.

Not that it is a necessary change, but it would add some mystery if once a magic item was worn the aura of the item blended in with the aura of the creature.

So if you cast Detect Magic on an enemy you could get a strong aura, but you wouldn't necessarily know if they were dripping with trinkets or had a strong item.

Naturally, after they die they stop being a creature and Detect determines individual items as normal.

Just an idle thought.


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I would love resonance for magic items to be like 5+charisma, or 10+charisma but certain items use more than one resonance.


On Charisma: there is some evidence that PF2 spellcasters use their casting stat instead of Dex for spell attack rolls. If that's the case, it frees up casters to focus more on other stats. Charisma could determine Focus points like it did in the Resonance test for example.

TheGoofyGE3K wrote:
Thought it might be fun to put here things we're hoping are in PF2 that they haven't announced that we'd like to see. For me, with the overhaul of the trained/untrained system, I'm hoping they have tweaked it so untrained still adds half your level, and one feature im hoping for is Energy Damage Traits. Like fire and acid doing persistent damage, cold and lightning instilling a slowed or stunned effect, force having a knockdown chance, poisoned instilling a penalty, things like that. Will make spells feel a bit more exciting. Even if those things are only on crits, it would be pretty cool to have that sort of thing to make the elements feel different.

I hate to tell you, but I think you won't get either of these wishes. Untrained getting nothing seems to be here to stay, although Mark mentioned he will potentially house rule some version of +level to untrained into his own games, implying it won't be hard to do.

I had a similar idea as you for energy damage traits, and evidently they did play around with it before the playtest rules were released. They concluded it was too fiddly, especially for a GM who now has to track independent conditions across a whole load of creatures every time a PC casts fireball.


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Stone Dog wrote:

I wonder if Detecting Magic cast on a creature will show current Resonance or highest item power rather than trying to show individual items.

Not that it is a necessary change, but it would add some mystery if once a magic item was worn the aura of the item blended in with the aura of the creature.

So if you cast Detect Magic on an enemy you could get a strong aura, but you wouldn't necessarily know if they were dripping with trinkets or had a strong item.

Naturally, after they die they stop being a creature and Detect determines individual items as normal.

Just an idle thought.

The playtest version of Detect Magic doesn't pinpoint items like this already. It only gives you presence or absence until level 7; when heightened to 4th it lets you narrow down the location of the strongest aura to a 5 foot cube but not the exact location.

"Read Aura" is the cantrip for determining if an individual item is magical, discounting process of elimination by moving items in and out of a Detect Magic aura . But it takes a minute to cast so it won't be useful against any sort of resisting opponent anyway.


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My top 1 wish is to see Vancian Magic gone!


Dante Doom wrote:
My top 1 wish is to see Vancian Magic gone!

Cant believe i left that out! Arcanist syle casting all the way!!


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Ok, is this meant to be changes there's actually hope for getting or just dreaming big and talking about changes we would get in our own perfect world?


I say: Is it too much to ask for both?

Ideally realistic hopes. And part of me is hoping they've seen the preference for that spellcasting type and respond accordingly. Maybe they've been hiding a few things-there's a secret chapter, isnt there? Maybe its how to change the game to Arcanist Casting

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TheGoofyGE3K wrote:

I say: Is it too much to ask for both?

Ideally realistic hopes. And part of me is hoping they've seen the preference for that spellcasting type and respond accordingly. Maybe they've been hiding a few things-there's a secret chapter, isnt there? Maybe its how to change the game to Arcanist Casting

Per the recent GameTradeMedia demo, the secret chapter covers setting information.

Shadow Lodge

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Hoping everything gets a bit of a boost across the board. Classes, spells, feats, ancestries, everything felt so weak. These choices needed a little more oomph to them.


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- I hope Intelligence matters in some form to Skills or at least in a way so that it doesn't become the new dump stat

- I hope the Combat Feat vs. Class Feature bottleneck is relieved in some way so that there is just as much diversity in types of characters as was possible in PF1 with Combat Feats and Class Features not occupying the same space (Class Feats)

- I hope Ability Score increases at level Five and beyond allow you to spend two +2 bonuses on a score above 18 to achieve a full +2 bonus instead of a single +1 for a +2

- I hope all Class Feats, General Feats, and Skill Feats scale automatically at specified points (i.e. level X it gives you an additional Y bonus/ability)

- I hope Proficiency has more heavily defined metrics with the tiers of Success (Experts don't automatically Critically Fail on 1, Masters treat Critical Failures as Failures, etc.) instead of just flat bonuses

- I hope the Fighter's only narrative contribution isn't just how well he can kill things


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Pathfinder Adventure Path Subscriber

Personally, I'd like to see a change to spell AoE templates. Burst, cones, and even some aura's are a real pain to eyeball as to whether a creature is in or out of a spell effect without counting squares. I suspect my group is in the minority for this sort of change but it sure would be nice. The game should be more about being in the moment rather than counting squares....

Perhaps Mark Seifter could enlighten me if there are any changes (and if there is, he wouldn't have to reveal what those changes are.... :) )


Strachan Fireblade wrote:

Personally, I'd like to see a change to spell AoE templates. Burst, cones, and even some aura's are a real pain to eyeball as to whether a creature is in or out of a spell effect without counting squares. I suspect my group is in the minority for this sort of change but it sure would be nice. The game should be more about being in the moment rather than counting squares....

Perhaps Mark Seifter could enlighten me if there are any changes (and if there is, he wouldn't have to reveal what those changes are.... :) )

I don't know how you play a grid based combat without counting squares TBH. But I have found that most grids seem to have exactly 1 inch squares, so you can use a ruler or measuring tape to make your life much easier.

Otherwise, Theater of the Mind is always an option. :)


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Tweaks I'd like to see... That's a long list. With a varying degree of likelihood from "Maybe actually possible" to "No way." Here's some off the top of my head.

- Revamp the weapon list. I had a long list of early observations on it here. I did miss some things though like lances need to be able to be used one-handed.

- Tweak magic weapon damage to not be so heavily weighted towards large die sizes. I'm not sure how to go about this actually. Getting some damage from proficiency or level or something is also a good idea, so an epic 20th level fighter can pick up a mundane sword and not be stuck doing 1d8 damage.

- Improve heavy armor. STR to reduce the speed penalties is a good start, but probably more needs to be done. I'd like mithral to do so again as well. I'd also like heavy to give a higher AC + Max Dex than light, but that's probably unlikely.

- Speaking of mithral, fix the special materials. They're pretty underwhelming overall in the playtest. Mithral and Hardwood actually have worse hardness than steel and normal wood respectively. Mithral Chain shirt doesn't have any real advantage over a Master quality steel one other than bulk. Make Elven Chain go back to being a full suit of chainmail, not a quieter mithral chain shirt.

- Let shields have potency runes instead of using specific items like the Sturdy Shield. The potency runes improving hardness and HP instead of AC. This allows for more flexible magic shield design, and lets you keep a shield you like much like you can with weapons now with the rune transfer.

- Rename Spell Levels. Call them anything but levels: Tiers, Circles, Magnitude, Orders etc. It's long past time this changed. And the new system with heightening just makes this even more obnoxious than it was in previous editions.

- Improve magic. Some of this is apparently being done, but the extent and how is unknown. Durations need to be increased, dramatically. Number of targets are often too low, some things require absurd heightening (haste needs to be 7th level to effect more than one person?) Increase number of slots. (almost certainly not going to happen). And in an ideal world, kill heightening, it cuts into your usable spells even more than they already were by the dramatically reduced number of slots.

- Allow rituals that take less than a day, don't restrict them to downtime.

- Make Unseen Servant a ritual that's tied to a location with a long duration. No concentration.

- Ditch exploration mode.

- Make heritages make sense in the world. Get rid of the incentive for all gnomes to be snirviblin and elves to be cave dwellers. Remove the exclusivity of traits that used to be universal but are now heritage gated, like sharp teeth and ability to eat gross stuff for goblins. In fact, it might be good to just ditch heritage as currently done, but that ship has sailed apparently.

- Front load ancestries again. Don't require 20 levels to get back what used to be available to everyone at 1st.

- Make skill feats worth paying attention to. In the playtest, most aren't.

- Loosen up classes. They're too tightly focused in the playtest and often require multiclassing to do things that used to be easier, like two-weapon fighting with classes other than fighter and ranger. (No, using a normal weapon for your first attack and agile for your followups isn't true two-weapon fighting).

- Move more abilities back into the default for the class, and use class feats only for actual customization, not buying back abilities. This would also give more core class features to be traded out by PF1 style Class Archetypes, which are confirmed to be in.

- Get ride of the exclusivity of some class paths. Alchemist is the worst offender (as it tends to be). Some things require the path to be good with, meaning your restricted to only being good with one aspect of the class instead of being able to use the whole class. (I'm pretty sure I'm explaining this badly).

- Let paladins be paladins again. No class should be focused around reactions, it just feels terrible and has all sorts of weird incentives. Being the Heavy Armor class is also a terrible choice. Smite evil should be the signature ability, not some 12th level thing you have to use a feat to get. They should be able to be active crusaders, not reactionary. Unfortunately from what little we've seen, this looks like it's too late and paladins don't exist anymore except in name.

- Improve splash damage. One point is a joke, and requiring a feat to just get your int mod is also pretty terrible. I'd move it back to minimum damage, with Int adding to bomb damage for alchemists by default. Feats could improve on that, not just take you back to worse than the default of PF1.

- Improve the alchemist in general. The concept in the playtest is sound (unlike paladins), but the implementation is terrible. Improved math should help some of that, but the class should be buffed. This one had a lot of feat-taxes to get your basic abilities, exclusive class paths in 1.6 and just plain bad alchemical items.

- Remove onset times. I understand the reasoning, but it gets fiddly and unsatisfying. And makes it so many items are useless in the time-frame of combat unless you take a feat tax. Maybe leave them for poisons, just nothing else.

- Increase the number of bonus types. Three is too few and creates a lot of conflicts that should be there. Like alchemical items and magic items conflicting, or bad performance and rage not stacking. Etc. Having a few more isn't going to return to the crazy numbers in PF1 but can help reduce conflicts.

- Change the bonus names. Conditional and Circumstantial are bad (possibly already done. Yay!)

- Kill the minion trait. Especially get rid of the need to command or else it just sits there twiddling it's thumbs. Make familiars and animal companions better. Even with these changes their actions can still be less useful than actions from the PC. They should have an actual upside to them, which is very much lacking in the playtest. Summon can be balanced on the fact that you're summoning lower level creatures, which dramatically cuts into effectiveness more than it did in PF1.

- Re-balance the prices of consumable healing items. They simply can't have exponential price scaling like other items do, it just makes the high end versions stupidly expensive for what they do, and anyone with sense will just use the lower level items in most situations. A True Healing potion costing 50% more than a +2 weapon and armor combined is absurd. Attack this head-on instead of trying for a Rube Goldberg device like Resonance.

There's probably more, but I already spent way too much time on this post.


Pathfinder Adventure Path Subscriber
Captain Morgan wrote:
Strachan Fireblade wrote:

Personally, I'd like to see a change to spell AoE templates. Burst, cones, and even some aura's are a real pain to eyeball as to whether a creature is in or out of a spell effect without counting squares. I suspect my group is in the minority for this sort of change but it sure would be nice. The game should be more about being in the moment rather than counting squares....

Perhaps Mark Seifter could enlighten me if there are any changes (and if there is, he wouldn't have to reveal what those changes are.... :) )

I don't know how you play a grid based combat without counting squares TBH. But I have found that most grids seem to have exactly 1 inch squares, so you can use a ruler or measuring tape to make your life much easier.

Otherwise, Theater of the Mind is always an option. :)

While 4e had its flaws, simpler bursts and blasts made it far easier to determine who was in/out of the AoE. I thought this was a vast improvement. For the record, I'm not saying it has to be exactly that...


Pathfinder Starfinder Roleplaying Game Subscriber

Hex maps make determining radius effects so much easier. Really wish hex had been more popular.


WatersLethe wrote:
Hex maps make determining radius effects so much easier. Really wish hex had been more popular.

The reason they aren't is because they require a more dedicated fan to put in that time and effort for a hex grid.

ticks on a posterboard, a ruler, and a marker and you have a pretty functional grid to put stuff on.

So while it may save on the calculations/game side, it's certainly much easier to make an impromptu grid (or find one for that matter).


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I have a handful of problems with the playtest but there are 4 in particular that stand out the most for me.

Heavy armor. It is a punishment not a boon. As it stands there is no reason to ever take a feat for proficiency and it feels really bad for fighters and paladins who are incentivized to use it with increased proficiency. The solution I think I’d like to see is for medium and heavy armor check penalties to be increased a bit and then have them be lowered by your strength mod and then at some cut off, maybe strength 18?, lower the speed penalty by 5 feet. As a side note here I’d also like to see some positive armor qualities. They are currently all bad and weapons only have one negative and a pile of positives. Why not mix it up? Also, why is full plate a higher item level for a few levels? If it it was actually better than the others I’d understand but as it stands...

Spell point powers. I like the idea but with the exception of about a half dozen of them they feel like a waste. Cleric domains are the worst offenders here. They need a serious boost. The main exceptions are the storm order druid’s powers, they are solid and where I’d like to see other powers at.

Bardic performance. It should be it’s own bonus. The fact that some other bonuses nullify it is BS.

More alchemical items. I’m not even sure if this one is even worth mentioning because I’m sure it was just the nature of the playtest that kept the list short. I’m almost positive that the list will be fleshed out for the CRB. If not then this jumps to the top of the list.


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Raylyeh wrote:

I have a handful of problems with the playtest but there are 4 in particular that stand out the most for me.

Heavy armor. It is a punishment not a boon. As it stands there is no reason to ever take a feat for proficiency and it feels really bad for fighters and paladins who are incentivized to use it with increased proficiency. The solution I think I’d like to see is for medium and heavy armor check penalties to be increased a bit and then have them be lowered by your strength mod and then at some cut off, maybe strength 18?, lower the speed penalty by 5 feet. As a side note here I’d also like to see some positive armor qualities. They are currently all bad and weapons only have one negative and a pile of positives. Why not mix it up? Also, why is full plate a higher item level for a few levels? If it it was actually better than the others I’d understand but as it stands...

Spell point powers. I like the idea but with the exception of about a half dozen of them they feel like a waste. Cleric domains are the worst offenders here. They need a serious boost. The main exceptions are the storm order druid’s powers, they are solid and where I’d like to see other powers at.

Bardic performance. It should be it’s own bonus. The fact that some other bonuses nullify it is BS.

More alchemical items. I’m not even sure if this one is even worth mentioning because I’m sure it was just the nature of the playtest that kept the list short. I’m almost positive that the list will be fleshed out for the CRB. If not then this jumps to the top of the list.

Good news, everyone! It is confirmed that high strength lessens speed reductions. Which I think would be better than reducing ACP, if it is an either/or thing instead of both. Usually high strength dudes in full plate aren't trying to use stealth or thievery much anyway, but they definitely have a need for speed.


I understand the whole ACP thing and for many of the skills I agree that the fighter/paladin doesn’t care that much but I’m torn about it because of athletics. Yes wearing heavy armor should penalize it but even with the highest strength in the group that armor pretty easily makes you the worst in the group at that skill outside of its direct combat uses. I guess it’s just a pet peeve of mine because I suppose that is realistic. “shrug”

Edit: with the increase in proficiency bonuses this may no longer be an issue. More than likely every character will get athletics trained but only dedicated strength and combat maneuver characters are likely to take it higher which will easily make up for it. Well eventually anyway.


I might also just be showing my personal preferences. Heavy ACPs are why I never play characters in heavy armor. I’d rather invest in a higher dex for the same AC and better skills than a little extra damage.

Side note: it should be no surprise that I am so happy that rogues seem to have gotten their due in this edition!


Well, the heavy armor characters usually get to swing around heavier weapons and get to invest in their mental stats more. There is gonna be a trade off between they two styles. Low Dex characters being worse at (mostly) Dec stuff seems reasonable to me.

That's not to say the playtest got the balance perfect or anything, but there does need to be something the heavies give up.


Raylyeh wrote:

I understand the whole ACP thing and for many of the skills I agree that the fighter/paladin doesn’t care that much but I’m torn about it because of athletics. Yes wearing heavy armor should penalize it but even with the highest strength in the group that armor pretty easily makes you the worst in the group at that skill outside of its direct combat uses. I guess it’s just a pet peeve of mine because I suppose that is realistic. “shrug”

Edit: with the increase in proficiency bonuses this may no longer be an issue. More than likely every character will get athletics trained but only dedicated strength and combat maneuver characters are likely to take it higher which will easily make up for it. Well eventually anyway.

They mentioned armor ACP won't affect certain checks(Trip, shove, etc.)


Sorry if my wording wasn’t clear but combat maneuvers were what I meant when I said “direct combat uses”.

And yeah Captain, I know that it gets down to my personal preferences. I’m sure the reduction in speed penalties is sufficient.


Raylyeh wrote:

Sorry if my wording wasn’t clear but combat maneuvers were what I meant when I said “direct combat uses”.

And yeah Captain, I know that it gets down to my personal preferences. I’m sure the reduction in speed penalties is sufficient.

Your wording was very clear i was the one who didn't do a good reading of it sorry.

But yeah... Outside of combat i bet most things outside of push,pull will probably be affected.


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Pretty sure ACP doesn't apply to stuff that would have been "STR check" like breaking door etc.
I believe ACP is also ignored when using Assurance (albeit non-Proficiency bonuses are also ignored).


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I would love to have Heavy Armor be able to take more enchantments, or take enchantments easier, or something along those lines, to help it stay competitive with high Dex builds


Garfaulk Sharpstone wrote:
I would love to have Heavy Armor be able to take more enchantments, or take enchantments easier, or something along those lines, to help it stay competitive with high Dex builds

Or in that same vein special materials carrying more value for the armor. That'd be a nice buff to special materials which to me always provided more presence than just "it's magic".

It also makes more sense, given more use of the material should garner a proportional benefit.


Midnightoker wrote:
Garfaulk Sharpstone wrote:
I would love to have Heavy Armor be able to take more enchantments, or take enchantments easier, or something along those lines, to help it stay competitive with high Dex builds

Or in that same vein special materials carrying more value for the armor. That'd be a nice buff to special materials which to me always provided more presence than just "it's magic".

It also makes more sense, given more use of the material should garner a proportional benefit.

That's how it was in PF1 and was usually pretty worthwhile. Heavier armor used a lot more of the material and was super expensive, but usually worth. (Adamantine Plate was no joke).


ChibiNyan wrote:
Midnightoker wrote:
Garfaulk Sharpstone wrote:
I would love to have Heavy Armor be able to take more enchantments, or take enchantments easier, or something along those lines, to help it stay competitive with high Dex builds

Or in that same vein special materials carrying more value for the armor. That'd be a nice buff to special materials which to me always provided more presence than just "it's magic".

It also makes more sense, given more use of the material should garner a proportional benefit.

That's how it was in PF1 and was usually pretty worthwhile. Heavier armor used a lot more of the material and was super expensive, but usually worth. (Adamantine Plate was no joke).

I guess I should say in a more balanced way or in a more organic way.

I feel like the only truly sought after two were mithril with a distant second being Adamantine. outside Druid with their armor restrictions, it was often a "side bonus" to most main melee types and mandatory for light armor specialists to grab their mithril chain shirts or mithril chain mail as quickly as possible.

If all the materials played a role and had more pronounced effects outside of a direct scaling (i.e. Drop an armor weight degree) that might be better. Or at least an additional benefit of going Heavy as opposed to the same benefit as light or a negligible one (adamantine the DR was necessary if only to edge out Mithril Full Plate with a dex belt).

In Fantasy typically the substance matters more than the actual magic of the thing itself, particularly in LotR and ASoIaF. It'd be cool if mithril was more than an adjective.


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Pathfinder Roleplaying Game Subscriber
Midnightoker wrote:
ChibiNyan wrote:
Midnightoker wrote:
Garfaulk Sharpstone wrote:
I would love to have Heavy Armor be able to take more enchantments, or take enchantments easier, or something along those lines, to help it stay competitive with high Dex builds

Or in that same vein special materials carrying more value for the armor. That'd be a nice buff to special materials which to me always provided more presence than just "it's magic".

It also makes more sense, given more use of the material should garner a proportional benefit.

That's how it was in PF1 and was usually pretty worthwhile. Heavier armor used a lot more of the material and was super expensive, but usually worth. (Adamantine Plate was no joke).

I guess I should say in a more balanced way or in a more organic way.

I feel like the only truly sought after two were mithril with a distant second being Adamantine. outside Druid with their armor restrictions, it was often a "side bonus" to most main melee types and mandatory for light armor specialists to grab their mithril chain shirts or mithril chain mail as quickly as possible.

If all the materials played a role and had more pronounced effects outside of a direct scaling (i.e. Drop an armor weight degree) that might be better. Or at least an additional benefit of going Heavy as opposed to the same benefit as light or a negligible one (adamantine the DR was necessary if only to edge out Mithril Full Plate with a dex belt).

In Fantasy typically the substance matters more than the actual magic of the thing itself, particularly in LotR and ASoIaF. It'd be cool if mithril was more than an adjective.

"Steel, Living"

Shields made of that will be AWESOME.
Will repair themselves, AND damage weapons struck by it? :O


Pathfinder Roleplaying Game Subscriber
Paizo Blog wrote:
Beyond what this means for half-elves and half-orcs, using an ancestry feat to unlock a more diverse heritage gives us a lot of options for the future. For instance, aasimars, tieflings, and other planar scions come from a wide variety of ancestries in Golarion, instead of just defaulting to human. In Pathfinder First Edition, there's a sidebar to that effect, but it provides no mechanical adjustments for non-human planar scions beyond their size category. The playtest treatment would allow you to build a character whose ancestry really reflects their combined heritage. And if your setting has half-elves and half-orcs where the other parent isn't human, say half-orc/half-dwarf characters, you can just allow the half-orc feat for dwarf characters and the rest of the work is already taken care of. This also opens up a lot of design space (in the form of feats) to explore what otherworldly parentage might mean, giving you different options based on what type of outsider has influenced your heritage, similar to the popular subcategories of aasimar and tieflings (pitborn, musetouched, and so on). Having a solar in the family might grant access to entirely different feats than if your ancestors were blessed by a hound archon.

I'm personally really excited about the potential for planetouched and template race heritages. Not just tieflings, but stuff like balanced half-dragons and the like. I do wish (if and when it's released) that it remains an Ancestry-neutral heritage, instead of having to adapt it. You could even have ancestry feats to become increasingly demonic as you gain in power. A Half-Dragon Heritage where you can gain natural armor, breath weapons, resistance. A powerful Aasimar that's practically a living angel, without being an 18th level paladin (as cool as that feat is).

Blog Source: Born of Two Worlds.

Liberty's Edge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

And now I envision a class or maybe a PF2 archetype that allows you to spend Class Feats to get Ancestry feats


Speaking of materials, I remember we were getting ORICHALCUM this edition! Hell yeah!

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