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Pathfinder Second Edition General Discussion

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Pathfinder Rulebook Subscriber

I kind of want more ways to bolt a little bit of magic onto martials.

Spellcasting archetypes are fine, but by their nature mostly built around utility.

Been playing some games recently and noticed that a lot of characters in modern games tend to have some narrow but effective magic. Characters who are primarily martial but have one trick, like teleporting short distances, or complimenting their attacks with explosions of fire.

Magic that's too focused for a Wizard archetype to really encompass, but too specific or narrow in scope to really justify playing a Magus instead.

... Basically I'd like to see more pseudo-magical options for classes, and more archetypes that give you a specific set of magical powers. Stuff like the magical Barbarian feats are cool. Stuff like Shadowdancer is neat... though preferably not things that come online so late.


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Squiggit wrote:

I kind of want more ways to bolt a little bit of magic onto martials.

Spellcasting archetypes are fine, but by their nature mostly built around utility.

Been playing some games recently and noticed that a lot of characters in modern games tend to have some narrow but effective magic. Characters who are primarily martial but have one trick, like teleporting short distances, or complimenting their attacks with explosions of fire.

Magic that's too focused for a Wizard archetype to really encompass, but too specific or narrow in scope to really justify playing a Magus instead.

... Basically I'd like to see more pseudo-magical options for classes, and more archetypes that give you a specific set of magical powers. Stuff like the magical Barbarian feats are cool. Stuff like Shadowdancer is neat... though preferably not things that come online so late.

I'm on board with this. There's an archetype that can give about anyone a collection of time-hoppy abilities starting at level 2, and I would love to see more things with that kind of "niche power set that anyone could use"


Pathfinder Lost Omens, Rulebook Subscriber
Squiggit wrote:

I kind of want more ways to bolt a little bit of magic onto martials.

Spellcasting archetypes are fine, but by their nature mostly built around utility.

Been playing some games recently and noticed that a lot of characters in modern games tend to have some narrow but effective magic. Characters who are primarily martial but have one trick, like teleporting short distances, or complimenting their attacks with explosions of fire.

Magic that's too focused for a Wizard archetype to really encompass, but too specific or narrow in scope to really justify playing a Magus instead.

... Basically I'd like to see more pseudo-magical options for classes, and more archetypes that give you a specific set of magical powers. Stuff like the magical Barbarian feats are cool. Stuff like Shadowdancer is neat... though preferably not things that come online so late.

I would absolutely love to see this kind of stuff, reminds me of the kind of abilities you could find in path of war(pf1e) or tome of battles(3.5)


It's more "what will I need in a few months" and I'm not all that hopefull that it will show up in RotE, but a psychokineticist class archetype for the kineticist would be a dream come true. The psychokineticist was always the much, much cooler kineticist to me, as WIS based attacks fit my fantasy of a mentally strong, physically weak elemental blaster just so much better. I would even be fine with another mental stat if WIS is seen as a more powerful KAS. And no, a psychic is not the same at all, even if it is an awesome class.


Pathfinder Rulebook Subscriber

Medium armor with Bulwark.

Make it require 18 str, that is fine. But right now heavy armor is insanely good, particularly in MAD classes because it gives more AC and lets you dump dex.


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After we get a proper "normal" Way for the gunslinger, I'd like to see if a "heavy weapons guy" Way would be feasible and fun. Playing a turret-type character usually doesn't translate well to "fun", but I'd love to lug around a small cannon, ballista or the like.


The way of the Rambo! kkkk


mythic rules & monsters for 2e


belgrath9344 wrote:
mythic rules & monsters for 2e

Mythic rules would be fairly out of place in 2e unless they just increased option availability (maybe the occasional reroll/extra Hero Points) instead of raw math boosters. Layering it on top of the existing math scaling would be rather kludgy/inelegant since to-hit, damage, etc. all scale at different rates from level to level. That's not even accounting for the availability of various utility and CC effects, where things could get messy with upgraded power.

Epic Levels could fit right in, though. They wouldn't disrupt the current system math and instead would just be a continuation of it.


Golurkcanfly wrote:
belgrath9344 wrote:
mythic rules & monsters for 2e

Mythic rules would be fairly out of place in 2e unless they just increased option availability (maybe the occasional reroll/extra Hero Points) instead of raw math boosters. Layering it on top of the existing math scaling would be rather kludgy/inelegant since to-hit, damage, etc. all scale at different rates from level to level. That's not even accounting for the availability of various utility and CC effects, where things could get messy with upgraded power.

Epic Levels could fit right in, though. They wouldn't disrupt the current system math and instead would just be a continuation of it.

What are you talking about? Mythic rules is entirely about adding options and being better than a normal character, not just adding numbers. The entire point of having mythic tier is that you are now starting to walk among demigods so weird powers are a feature not a bug.

As for levels beyond 20th, well that is just not as fun. Specially because the only ones who really get anything out of it are martials.


Wyvaren ancestry and half dragon versatile heritage

It sucks that the only playable draconic ancestry are small sized and known for being cowardly and has things like “cringe”

Kobolds are lovable yes I get it, but give us something draconic looking and playable that isn’t just kobolds


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PossibleCabbage wrote:
A First World book a la book of the Dead is the top of my list for something like that, in part because we already have a diagetic name for it- "Masters of the First" (also I adore the Fae.)

Would love playable faerie dragons

If draxie can be playable so can faerie dragons


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Temperans wrote:
Golurkcanfly wrote:
belgrath9344 wrote:
mythic rules & monsters for 2e

Mythic rules would be fairly out of place in 2e unless they just increased option availability (maybe the occasional reroll/extra Hero Points) instead of raw math boosters. Layering it on top of the existing math scaling would be rather kludgy/inelegant since to-hit, damage, etc. all scale at different rates from level to level. That's not even accounting for the availability of various utility and CC effects, where things could get messy with upgraded power.

Epic Levels could fit right in, though. They wouldn't disrupt the current system math and instead would just be a continuation of it.

What are you talking about? Mythic rules is entirely about adding options and being better than a normal character, not just adding numbers. The entire point of having mythic tier is that you are now starting to walk among demigods so weird powers are a feature not a bug.

As for levels beyond 20th, well that is just not as fun. Specially because the only ones who really get anything out of it are martials.

That's why I said Mythic rules would be out of place in 2e unless Paizo just increased the number of options rather than increasing options + math boosters.

Anecdotally speaking, there's always pushback against Mythic rule concepts that don't make characters numerically stronger in addition to extra abilities.


Golurkcanfly wrote:
Temperans wrote:
Golurkcanfly wrote:
belgrath9344 wrote:
mythic rules & monsters for 2e

Mythic rules would be fairly out of place in 2e unless they just increased option availability (maybe the occasional reroll/extra Hero Points) instead of raw math boosters. Layering it on top of the existing math scaling would be rather kludgy/inelegant since to-hit, damage, etc. all scale at different rates from level to level. That's not even accounting for the availability of various utility and CC effects, where things could get messy with upgraded power.

Epic Levels could fit right in, though. They wouldn't disrupt the current system math and instead would just be a continuation of it.

What are you talking about? Mythic rules is entirely about adding options and being better than a normal character, not just adding numbers. The entire point of having mythic tier is that you are now starting to walk among demigods so weird powers are a feature not a bug.

As for levels beyond 20th, well that is just not as fun. Specially because the only ones who really get anything out of it are martials.

That's why I said Mythic rules would be out of place in 2e unless Paizo just increased the number of options rather than increasing options + math boosters.

Anecdotally speaking, there's always pushback against Mythic rule concepts that don't make characters numerically stronger in addition to extra abilities.

That's why I asked, because Pathfinder Mythic is entirely about giving creatures exceptional abilities.

PF1e Mythic Heroes wrote:
Mythic heroes are set apart from their contemporaries, capable of amazing feats of courage in the face of overwhelming odds. In spite of this, they’re still similar in many ways to other adventurers. They have hit points, an Armor Class, and saving throws—in fact, most of their statistics are comparable to non-mythic characters of an equal level. Where mythic characters differ is in the special abilities they gain from mythic paths—collections of similar abilities that they can choose to represent their mythic power. These abilities enhance mythic characters both in and out of battle, allowing them to take part in extraordinary, larger-than-life adventures.


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Temperans wrote:
Golurkcanfly wrote:
Temperans wrote:
Golurkcanfly wrote:
belgrath9344 wrote:
mythic rules & monsters for 2e

Mythic rules would be fairly out of place in 2e unless they just increased option availability (maybe the occasional reroll/extra Hero Points) instead of raw math boosters. Layering it on top of the existing math scaling would be rather kludgy/inelegant since to-hit, damage, etc. all scale at different rates from level to level. That's not even accounting for the availability of various utility and CC effects, where things could get messy with upgraded power.

Epic Levels could fit right in, though. They wouldn't disrupt the current system math and instead would just be a continuation of it.

What are you talking about? Mythic rules is entirely about adding options and being better than a normal character, not just adding numbers. The entire point of having mythic tier is that you are now starting to walk among demigods so weird powers are a feature not a bug.

As for levels beyond 20th, well that is just not as fun. Specially because the only ones who really get anything out of it are martials.

That's why I said Mythic rules would be out of place in 2e unless Paizo just increased the number of options rather than increasing options + math boosters.

Anecdotally speaking, there's always pushback against Mythic rule concepts that don't make characters numerically stronger in addition to extra abilities.

That's why I asked, because Pathfinder Mythic is not about increasing its entirely about getting exceptional abilities above and beyond what any class would ever give.

A rather significant portion of Mythic abilities in 1e are numerical benefits or mechanical upgrades rather than option access, though. There's the various Improved X (Mythic) feats, increased caster level, bonus attacks, etc. Characters don't just have unique access to options, but those options are stronger than what non-Mythic characters can get at the same level. This sorta mucks with the math and expected ability access based on level.

Wayfinders Contributor

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I thought that Draxie were playable Faerie Dragons.


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I would like light and medium armor to have their own inherent advantage when compared to heavy armor. To be clear, the advantage has to be inherent to the armor itself, not require secondary expenses, such as runes. As it currently stands, as someone who can wear heavy armor and stack strength to a decent degree I have little to no reason to wear anything else. Heavy armor should have an inherently better benefit, as it requires more investment in STR and/or proficiency, but the others should have something. Especially medium armor, as that doesn't even get unique runes.


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Heavy armor has the benefit of offering more protection (AC) at the cost of movement speed and requiring strength to avoid the armor check penalties. But it also has the benefit of requiring the least dex to use. But also has the penalty of having the most difficulty to access (if your class doesn't grant it).

Light armor provides less AC, but requires the least strength, least armor check penalty, usually no speed penalty, and is the easiest to access except unarmored defense.

Using heavy or not really depends on if you want to be strength based or dex based, if you have access to it. An archer fighter possibly isn't going to use heavy armor and might use medium instead. Medium can get access to the runes and even some specialization options that medium can't.

I would agree that maybe medium armor needs a little something to stand out more, but that's it.


Depends from you Archer Figher build. I saw many players doing this build with both Dex and Str allowing them to take heavy armor. These players prefer to sacrifice a higher Con to have a little more damage in composite bows and thrust in heavy armors to prevent some eventual ranged attack.

My archer players that choose the way of light armored archer preferred to play with Flurry Rangers to attack maximum as possible or to use tactics of shot and run/fly that Hunted Shot allows.


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Pathfinder Starfinder Roleplaying Game Subscriber

What do I still need?

To not feel completely inept if my characters focus skills have had at least a nominal investment.

To be able to Aid my fellow adventurers WITHOUT being a butt-monkey and making things worse more often than not for most of the early portion of an adventuring career.


Claxon wrote:

Heavy armor has the benefit of offering more protection (AC) at the cost of movement speed and requiring strength to avoid the armor check penalties. But it also has the benefit of requiring the least dex to use. But also has the penalty of having the most difficulty to access (if your class doesn't grant it).

Light armor provides less AC, but requires the least strength, least armor check penalty, usually no speed penalty, and is the easiest to access except unarmored defense.

Using heavy or not really depends on if you want to be strength based or dex based, if you have access to it. An archer fighter possibly isn't going to use heavy armor and might use medium instead. Medium can get access to the runes and even some specialization options that medium can't.

I would agree that maybe medium armor needs a little something to stand out more, but that's it.

That's my point - if I am running a STR-focused build there is no point in me using anything but heavy armor. Same with any build that stacks a decent amount of STR, like many gunslingers, warpriests, magi and so on. The only downside is the speed penalty and even that only matters until the mid game rolls around at the very latest - or never, if you play an elf for example.

I'd like it to be more of a choice, not sort of the equivalent of martial vs advanced weapons.


Karmagator wrote:
Claxon wrote:

Heavy armor has the benefit of offering more protection (AC) at the cost of movement speed and requiring strength to avoid the armor check penalties. But it also has the benefit of requiring the least dex to use. But also has the penalty of having the most difficulty to access (if your class doesn't grant it).

Light armor provides less AC, but requires the least strength, least armor check penalty, usually no speed penalty, and is the easiest to access except unarmored defense.

Using heavy or not really depends on if you want to be strength based or dex based, if you have access to it. An archer fighter possibly isn't going to use heavy armor and might use medium instead. Medium can get access to the runes and even some specialization options that medium can't.

I would agree that maybe medium armor needs a little something to stand out more, but that's it.

That's my point - if I am running a STR-focused build there is no point in me using anything but heavy armor. Same with any build that stacks a decent amount of STR, like many gunslingers, warpriests, magi and so on. The only downside is the speed penalty and even that only matters until the mid game rolls around at the very latest - or never, if you play an elf for example.

I'd like it to be more of a choice, not sort of the equivalent of martial vs advanced weapons.

I suppose that this is one area where systems that model armor as something that grants damage resistance while also making you easier to hit have an advantage. You can clearly see the advantage/disadvantage math, you sacrifice good AC to tank more damage (making it more likely you have to tank damage). Armor as it stands in PF2 really isn't terribly different than it was in older editions. Heavy is best unless you need Dex, then use light. And medium really fills no niche.


Pathfinder Starfinder Roleplaying Game Subscriber
Hilary Moon Murphy wrote:
I thought that Draxie were playable Faerie Dragons.

They come 'close', but they don't really hit the mark for me?


Wei Ji the Learner wrote:
Hilary Moon Murphy wrote:
I thought that Draxie were playable Faerie Dragons.
They come 'close', but they don't really hit the mark for me?

What are they lacking? Or, alternately, what do they have that they shouldn't?


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Pathfinder Starfinder Roleplaying Game Subscriber
Sanityfaerie wrote:
Wei Ji the Learner wrote:
Hilary Moon Murphy wrote:
I thought that Draxie were playable Faerie Dragons.
They come 'close', but they don't really hit the mark for me?
What are they lacking? Or, alternately, what do they have that they shouldn't?

The amount of 'concessions' for 'play balance' means they can't fly under their own power for half/most of their adventuring career -- and for OrgPlay it's even worse.

EDIT: It's like a sprite pretending to be a faerie dragon rather than an actual one.

EDIT2: PF2 is deathly allergic to flying characters (that aren't casters using a Fly spell)


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I mean, I find the optional rule in the Ancestry Guide for Flying PCs works fine:

Quote:
At the GM’s discretion, the GM can grant these PCs a 15-foot fly Speed, replacing any other abilities that involve flying, such as the strix’s Wings ancestral trait. In this case, any feat that upgrades the PC’s flying capabilities, such as the strix’s Fledgling Flight and Juvenile Flight feats, might instead upgrade this Speed by an additional 5 feet. However, GMs who allow this option should be aware that a PC who can constantly fly can trivialize many low- and mid-level challenges, consistently outshining or leaving other characters behind; the GM should consider this option very carefully before allowing it and adjust the game accordingly.

Works fine. Like if your sprite PC wants to fly to "get things off the shelf" or "to roleplay" it's a different thing than "if you consistently want to be able to shoot magic/arrows from outside of danger using an option that other PCs don't get."


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I had an air kineticist constantly trivializing encounters during the playtest due to his unlimited flight capabilities.

"Works fine" can be highly subjective.


I've seen homebrew that involves giving them basically a 'hover' type effect/constant slow fall which is slightly closer to flavour for me [they can't fly super high], but still powerful in that it means that ground hazards and falls aren't a concern. Would have to compare with existing heritages.


Level 7/8 flight encounters almost every fight is already possible with Animal Feature spell at level 7.
The main problem of kineticist flight ability during playtest is that it can use it in exploration mode to overcome land barriers (like walls and cliffs) too easy due its virtually infinity duration. And after lvl 14th due being able to do this for entire party. It's more an exploration problem than a fight problem.

The variant rule suggested in Ancestry Guide works fine if the GM prepare the things to this. Already considering that players could overcome barriers and holes, shortcut some ways and so on. For fights probably just select monsters and NPCs with at last long-range weapons to be able to fight back.


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Pathfinder Starfinder Roleplaying Game Subscriber

So far as I know the Ancestry Guide Flight Rule is *not* available for Organized Play, which is the bulk of my PF2 play experience.


Sprites in general are arguably the best ancestry at getting flight, because they can activate a fly speed for a minute once per hour at level 9. (Strix get unlimited flight at 13, which is the earliest you can obtain that, though)

But yes, in general flight is limited for PCs for quite a while. And I get why they did that as a blanket thing because flying bypasses so many kinds of skill checks. In particular for Society play... although really I think it's the in-combat use of flight that's probably more problematic at low levels (due to how lots of lower level creatures simply cannot threaten a flying target, for much the same reasons PCs can struggle against flyers early on)

Of course, Swim and Climb speeds are fairly accessible from early levels, though they're a lot more narrow.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

A 3 free boost 1 flaw option for ancestries.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories, PF Special Edition, Starfinder Society Subscriber
nothinglord wrote:
A 3 free boost 1 flaw option for ancestries.

That was my instant errata to the errata that had 2 boost 1 optional flaw, since 3 boost 1 flaw matches CRB2.0 net boosts, and if you are going to give free assignment with the errata I do not think that should be less powerful.


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nothinglord wrote:
A 3 free boost 1 flaw option for ancestries.

I need not that.


Howl of the Wild scratches Centaurs and Minotaurs off my list. If that Darklands panel yields a book with playable Sekmin in it, then that’s a massive bite taken out of the Ancestries I’ve been championing! Not much left beyond that: Wyvarans have been mentioned by Erik Mona recently and Wyrwoods are part of the inevitable Arcadia visit, so I’m down to truly obscure causes like Kuru and Lashunta to cheerlead for.


I would like trolls, boggards, sea devils, and gargoyles for reasons. I'd be content if Battlezoo addressed them. My guess, is I might have to handle sea devils myself if they turn out to be wrapped in the OGL issues. I'm actually sitting on drafts of the other three for reasons.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
Ravingdork wrote:

I had an air kineticist constantly trivializing encounters during the playtest due to his unlimited flight capabilities.

"Works fine" can be highly subjective.

N. Robin Crossby wrote:
Flying creatures create enormous headaches for the GM. (A dragon can make pretty big memory maps, from 10,000 feet.)-- Hârnmaster Gold Players Edition, 2003


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Ancestry options for playing giants, ogres, and/or trolls, as well as bugbears.
Some kind of Shaman class - Cleric, Druid, Oracle and Witch don't really fit what I'd like (maybe a Charisma-based spontaneous Primal caster?). Also some kind of spontaneous gish, more similar to a Magus than to a Summoner.
A class similar to Bard, but with no spellcasting. Also a Scholar, something like an Investigator but with flavor more like a non-magical Wizard. (Basically some things that resemble the classes from Adventures in Middle-Earth).


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Pathfinder Starfinder Roleplaying Game Subscriber

The ability for martial classes to take 'utility' spells without an archetype dedication or Ancestry Feat.


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Trick Magic Item already do this.


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Pathfinder Starfinder Roleplaying Game Subscriber

Internal to character not dependent on outside resources.

Sorry for lack of even more focus there.


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Im a little confused on how that would look.

You don’t want to use consumables. But you also don’t seem to want to use feat slots. Or would skill feat slots be acceptable?

Oh I see, it’s archetype dedication you object to. So would a theoretical class feat that is available to any class but not gated by a dedication acceptable?


Wei Ji the Learner wrote:

Internal to character not dependent on outside resources.

Sorry for lack of even more focus there.

So maybe Pervasive Magic (but this requires that your GM allows it usually changing how magic are available around the world).


A Hypnotic Pattern spell that is worth casting in combat. That is not what we currently have.


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A new trait for spears that mimic the utility of a Boar Spear

Basically, a Boar Spear has a crossbar near the tip to not only prevent the spear from digging too deep, but also to allow the wielder to push the target and maintain a safe distance. This was used to hunt boars, literally, hence the name, and boars that were stabbed could try to rush toward the attacker, hence why a crossbar was added to prevent that.

In Pathfinder, I could imagine a trait that allows the wielder and the target to make opposed Strength checks if the wielder succesfully make a reaction attack instead someone closing in. If it works, the target just cannot move further.


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JiCi wrote:

A new trait for spears that mimic the utility of a Boar Spear

Basically, a Boar Spear has a crossbar near the tip to not only prevent the spear from digging too deep, but also to allow the wielder to push the target and maintain a safe distance. This was used to hunt boars, literally, hence the name, and boars that were stabbed could try to rush toward the attacker, hence why a crossbar was added to prevent that.

In Pathfinder, I could imagine a trait that allows the wielder and the target to make opposed Strength checks if the wielder succesfully make a reaction attack instead someone closing in. If it works, the target just cannot move further.

Opposed ability score checks don't exist in PF2. It's your check against some DC, always.


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That sounds like a spear with the Brace and Shove traits to me.


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A Wyvaran, which is coming soon.

A Numeria setting book.

A Technology guide.

The Inquisitor, Bloodrager (Can be an archetype), and a shifter class.

Edit: Forgot the Wayang and Samsaran ancestries. I want those.


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Syntax_error wrote:

A Wyvaran, which is coming soon.

A Numeria setting book.

A Technology guide.

The Inquisitor, Bloodrager (Can be an archetype), and a shifter class.

Edit: Forgot the Wayang and Samsaran ancestries. I want those.

Samsaran and Wayang are confirmed for the Tian Xia books, alongside Tanuki and three unknown Ancestries!


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I'll say that I wouldn't be shocked to see a wyvaran in Howl of the Wild. I'm not ready to predict that it *will* happen that way, but it wouldn't surprise me if it *did*.

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