Updated Ancestry Guide


Advice


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Hi everyone. I've updated my Ancestry Guide for Grand Bazar and Guns and Gears.

Also if you haven't worked it out I've updated my Spell Guide too. There are a lot more really good spells, so if you are getting bored with fireball and wall of force, have a dig through the system.

I must say I have been blown away by how good the content is. I always like how Paizo keeps expanding the game with new options. Only a portion of the new material is generic there are some really good new spells and abilites.

The new Automaton ancestry is really strong and has some great options but there is nothing here that is going to unbalance the game at all.

The Poppet is just full of fun. Ok maybe playing a fire truck or a stuffed toy princess riding a unicorn is not going to fit your game but I'm sure you can find concepts that will.


Just skimming through the spell guide. Should probably note Horizon Thunder Sphere getting half damage on a failure for the 3-action version. I feel that with the way its range and scaling work it's basically on par with Shocking Grasp (slightly behind to start, pulls slightly ahead by the end if Grasp doesn't get the bonus damage).

A note on Sprite is that Fey Skin also gives you some minor regeneration (rest for 10m, get your level in HP back - it's not a ton, but it's something). Though it's hard to compete with Invisible Trickster, which is one of the best innate spell feats any ancestry has access to at any level I feel.


Dubious Scholar wrote:
A note on Sprite is that Fey Skin also gives you some minor regeneration (rest for 10m, get your level in HP back - it's not a ton, but it's something). Though it's hard to compete with Invisible Trickster, which is one of the best innate spell feats any ancestry has access to at any level I feel.

Yes the Sprite has a nice set of abilities.

The thing with self healing is that you still have to somehow get the ability to heal everyone else. So I don't normally rate it particularily highly. The party as a whole needs to get a couple of sources of 10 minute repeatable healing going - and they almost always sort that out by level 2. Not level 13. I mean the special effect is cute, and its not useless. The extra hitpoints are nice. Cold iron vulnerability is only rarely going to hurt.


Guns & Gears actually hid a lot of technology-themed Dwarf ancestry feats in the Dongun Hold & Alkenstar section of Chapter 5, including a feat that nets you a free Clan Pistol at level 1.


Ventnor wrote:
Guns & Gears actually hid a lot of technology-themed Dwarf ancestry feats in the Dongun Hold & Alkenstar section of Chapter 5, including a feat that nets you a free Clan Pistol at level 1.

You are right I have missed those. I don't really feel qualified to comment so much on those yet as I am still to get across the Gunslinger properly.

I will eventually get to them.


Good to have some free updated Ancestry stuff for PF2e out there, Gortle. ;)


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I'm not sure I quite agree on your interpretation of Core Attunement. Nothing in the feat suggests to me that you can change the spells you choose. Still a very good feat, but not as good as you're making it out to be.


Salamileg wrote:
I'm not sure I quite agree on your interpretation of Core Attunement. Nothing in the feat suggests to me that you can change the spells you choose. Still a very good feat, but not as good as you're making it out to be.

I had the same impression.

It would be beyond good ( too good to be true ).


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There's one point I disagree with you: it looks like you consider reactions from the angle of classes that already have valuable reactions. But that's not the case of all classes. Feats like Fortuitous Shift, Empathetic Plea and Skittering Scuttle are among the best Ancestry feats if you don't have a reaction, it's basically free moves or free defenses multiple times per fight.


HumbleGamer wrote:
Salamileg wrote:
I'm not sure I quite agree on your interpretation of Core Attunement. Nothing in the feat suggests to me that you can change the spells you choose. Still a very good feat, but not as good as you're making it out to be.

I had the same impression.

It would be beyond good ( too good to be true ).

You are right I have read something into it that is not necessarily there. But two slots of any arcane spell is still insanely strong.

However once you take Greater Augmentation you can then swap between enhancements it just takes a bit longer. Surely at that point you can actually change those spells. It does take one week, and you have to have access to the spell.

Note that with the Elven feat Otherworldy Acumen you do get to change the spells every day.

As far as I can see these feats are very important for a wave caster, really strong for any spontaneous caster, and still damm good for everyone else.


SuperBidi wrote:
There's one point I disagree with you: it looks like you consider reactions from the angle of classes that already have valuable reactions. But that's not the case of all classes. Feats like Fortuitous Shift, Empathetic Plea and Skittering Scuttle are among the best Ancestry feats if you don't have a reaction, it's basically free moves or free defenses multiple times per fight.

I guess so. I have given 2 of those 4 star and one 3 star ratings.

But I have to compare it to Attack of Opportunity, for casters Lose the Path, for anyone Aid.

My optimization advice is still a badly formatted so I don't talk about it, but getting a strong commonly useful reaction is key.


Gortle wrote:
SuperBidi wrote:
There's one point I disagree with you: it looks like you consider reactions from the angle of classes that already have valuable reactions. But that's not the case of all classes. Feats like Fortuitous Shift, Empathetic Plea and Skittering Scuttle are among the best Ancestry feats if you don't have a reaction, it's basically free moves or free defenses multiple times per fight.

I guess so. I have given 2 of those 4 star and one 3 star ratings.

But I have to compare it to Attack of Opportunity, for casters Lose the Path, for anyone Aid.

My optimization advice is still a badly formatted so I don't talk about it, but getting a strong commonly useful reaction is key.

Yes, that's why I meant: You compare these feats to other reactions as if everyone was having access to reactions. Also, these reactions are either dependent on class features (AoO) which are a level of magnitude over Ancestry feats, limited resources (Lose the Path) or very GM dependent (the only Aid reaction widely available is PF1 melee Aid) and costly (not everyone has an action available to help allies).

My archer Rogue has absolutely no good Reaction available in the whole game (outside some convoluted Dedications I haven't even thought of). I've been able to shut down a mook coming to me with a critical success to Empathetic Plea: it has put the game to a stop while the GM was checking that I was not cheating.
Fortuitous Shift is the reason why all my casters are Gnomes if they can be. It's one of the best personal defensive reaction in the game, it's equivalent to Shield Block... without a shield.
Skittering Scuttle is less accessible at first glance. But for a Magus, taking the Scuttle + Independent Familiar combo for a free move every round is just massive on a class who struggles so much to launch its 3-action routine. I can see GMs saying no to RAW considering how it's out of line.

I won't insist more (as it's your guide), but I really think these feats are just not in the same ballpark than other Ancestry feats. They are core to many builds (as you said, most of PF2 build optimization is getting a strong reaction and a strong third action).


SuperBidi wrote:
Gortle wrote:
SuperBidi wrote:
There's one point I disagree with you: it looks like you consider reactions from the angle of classes that already have valuable reactions. But that's not the case of all classes. Feats like Fortuitous Shift, Empathetic Plea and Skittering Scuttle are among the best Ancestry feats if you don't have a reaction, it's basically free moves or free defenses multiple times per fight.

I guess so. I have given 2 of those 4 star and one 3 star ratings.

But I have to compare it to Attack of Opportunity, for casters Lose the Path, for anyone Aid.

My optimization advice is still a badly formatted so I don't talk about it, but getting a strong commonly useful reaction is key.

Yes, that's why I meant: You compare these feats to other reactions as if everyone was having access to reactions. Also, these reactions are either dependent on class features (AoO) which are a level of magnitude over Ancestry feats, limited resources (Lose the Path) or very GM dependent (the only Aid reaction widely available is PF1 melee Aid) and costly (not everyone has an action available to help allies).

My archer Rogue has absolutely no good Reaction available in the whole game (outside some convoluted Dedications I haven't even thought of). I've been able to shut down a mook coming to me with a critical success to Empathetic Plea: it has put the game to a stop while the GM was checking that I was not cheating.
Fortuitous Shift is the reason why all my casters are Gnomes if they can be. It's one of the best personal defensive reaction in the game, it's equivalent to Shield Block... without a shield.
Skittering Scuttle is less accessible at first glance. But for a Magus, taking the Scuttle + Independent Familiar combo for a free move every round is just massive on a class who struggles so much to launch its 3-action routine. I can see GMs saying no to RAW considering how it's out of line.

I won't insist more (as it's your guide), but I really think these feats are just not...

Nimble Doge is not terrible for a while as it keeps your hands free. I get that you may want another level 1 feat.

I don't really understand why people limit themselves to archer as a rogue. AFAICT a rogue can do both very well. It is not as if there is a large number of really strong archery feats you are compelled to take.

Anyway back to Skittering Scuttle. Your free move combo has talked me into it. No its not unbalanced in the slightest. It is fairly easy to do with a mount.


SuperBidi wrote:
Fortuitous Shift is the reason why all my casters are Gnomes if they can be. It's one of the best personal defensive reaction in the game, it's equivalent to Shield Block... without a shield.

The reason I play Gnomes is for Razzle Dazzle.


Gortle wrote:
Nimble Doge is not terrible for a while as it keeps your hands free. I get that you may want another level 1 feat.

Nimble Dodge is not terrible, but it's worse than Empathetic Plea (if you have Diplomacy) or Fortuitous Shift. When you start comparing class feats to Ancestry feats, you need to put 5 stars after the Ancestry feats (like you did for Natural Ambition and Multitalented).

Gortle wrote:
I don't really understand why people limit themselves to archer as a rogue. AFAICT a rogue can do both very well. It is not as if there is a large number of really strong archery feats you are compelled to take.

I started my Rogue as a melee Rogue, and switched to the bow after first level. I really gained a lot of damage output. As soon as you move away from Thief and Ruffian, you realize that the bow is often the highest damaging option.

Gortle wrote:
Anyway back to Skittering Scuttle. Your free move combo has talked me into it. No its not unbalanced in the slightest. It is fairly easy to do with a mount.

I personally think that competing with a Mount is being imbalanced :-)

Also, Mounts ask for a truckload of feats (2 minimum, 4 if you don't want your mount to be a liability) while this combo can work only on Ancestries+General feats. I really think this will be forbidden by many GMs.

Gortle wrote:
SuperBidi wrote:
Fortuitous Shift is the reason why all my casters are Gnomes if they can be. It's one of the best personal defensive reaction in the game, it's equivalent to Shield Block... without a shield.
The reason I play Gnomes is for Razzle Dazzle.

I disagree about your 5 stars on Razzle Dazzle, but I understand it. In my opinion it's too circumstancial, but it's clearly a nice feat.


SuperBidi wrote:
I started my Rogue as a melee Rogue, and switched to the bow after first level. I really gained a lot of damage output. As soon as you move away from Thief and Ruffian, you realize that the bow is often the highest damaging option.

Interesting, do you rely on your team for flat-footed or what is your approach on that front?


Onkonk wrote:
SuperBidi wrote:
I started my Rogue as a melee Rogue, and switched to the bow after first level. I really gained a lot of damage output. As soon as you move away from Thief and Ruffian, you realize that the bow is often the highest damaging option.
Interesting, do you rely on your team for flat-footed or what is your approach on that front?

At low level, Strike + Electric Arc gives me more damage output than trying to get Flat-Footed. Also, I don't hesitate to go to melee range, the Bow is a D6 Deadly D10 weapon so better than the Rapier.

After level 4, I use Dread Striker (I play a Scoundrel with Sorcerer Dedication so high on Intimidate with Fear to complement at level 6+).


SuperBidi wrote:
I disagree about your 5 stars on Razzle Dazzle, but I understand it. In my opinion it's too circumstancial, but it's clearly a nice feat.

Perhaps it is a littel irrational it is only for particular builds. I just like the way it can turn spells that are not very good into great options. Perhaps an overeaction to some incapacitaiton tags.

Anyway thanks for your comments.


Super minor thing, but the Forge-Blessed Dwarf heritage lets you cast the first-level spell once per week, rather than once per day. Still has some potential utility, but significantly more limited overall in many campaigns.

(My apologies if this isn't the most recent thread for this guide; I wasn't able to locate a more recent one.)


Joyd wrote:

Super minor thing, but the Forge-Blessed Dwarf heritage lets you cast the first-level spell once per week, rather than once per day. Still has some potential utility, but significantly more limited overall in many campaigns.

(My apologies if this isn't the most recent thread for this guide; I wasn't able to locate a more recent one.)

Wow it is really 2 years ago.

Thanks for the correction.


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Hi Everyone. Just letting you know I have updated my Ancestry Guide for the Remaster and Howl of the Wild.
Unfortunately Howl of the Wild isn't in Nethys yet so I can't link through to it like I normally do. I'll fix that when they update.

There are a lot of changes.

Large Ancestries and defined rules for using large characters in smaller spaces. Squeeze has guidelines now!

Flight (in a series or errata) has largely been standardised to cost a heritage and all 3 ancestry feats to get full permanent flight at level 9.

Minotaurs are exceptional as strong melee characters and maybe Rogues

Merfolk are a bit disappointing power wise, but great from a roleplaying point of view. Speed 5 is a tough ask, and they don't really get any decent compensation for it. Probably best as a caster or leader type.

Awakened Animals are really diverse. Excellent grappling abilities, special senses, and even able to become a size large flyer.

Centaurs are fast, and a classic part of fantasy genre.


Gortle wrote:


Minotaurs are exceptional as strong melee characters and maybe Rogues

Awakened Animals are really diverse. Excellent grappling abilities, special senses, and even able to become a size large flyer.

These two links make me request access for some reason. The others worked just fine.


The document is shared to everyone. Some of the links went to the editable copy. The top link works. But you can't edit old posts on this forum.

Slowly adding in Howl of the Wild links.

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