John R. |
Themetricsystem |
I'm not clear if werecreature is an ancestry or an archetype? the preview calls it an archetype and then right after that it's a double-length ancestry
They're saying that the page count for it is twice what is normally provided, likely so that it can handle a variety of different Werecreature types, from what I gather, it's almost like an Archetype that itself has sub-Archetype choices you can/must make regarding how it presents in you.
graystone |
I'm not clear if werecreature is an ancestry or an archetype? the preview calls it an archetype and then right after that it's a double-length ancestry
It could be that it's done like the undead 'ancestries' like ghost or ghoul: instead of a 'you died' requirement in the undead archetypes, you might have a 'bitten by a lycanthrope' one.
Riccardo Olivieri |
1 person marked this as a favorite. |
What could the last Archetype be!?
- Wild Mimic: "The Wild Mimic is a take on the classic Tarzan or, for video game fans, Street Fighter’s Blanca. They have access to skills involving trampling, rending, and pouncing, but also generating electricity, regenerating limbs, and making shockingly loud vocalizations."
- Swarmkeeper: "Keeps a swarm of symbiotic insects on their person."
- Werecreatures: Probably like the undead archetypes from the Book of the Dead.
Perpdepog |
1 person marked this as a favorite. |
Combining animal instinct barbarian with the werecreature archetype sounds pretty good to me. Also I hope the new animal instinct, if they keep it, has all the base animals that the werecreature archetype has
That's something I'm hoping for, some option, spell, feat, or item that lets you expand the number of selectable animals for stuff like the animal instinct or animal transformation spells.
Those and expanded options for animal companions that let us get weirder animals and monsters are my big hopes.
Sanityfaerie |
4 people marked this as a favorite. |
Combining animal instinct barbarian with the werecreature archetype sounds pretty good to me. Also I hope the new animal instinct, if they keep it, has all the base animals that the werecreature archetype has
Ehh... one of the things I find a bit disappointing about PF2 is how thematic picks tend not to stack well. Is what it is, though, and we'll see.
The Gleeful Grognard |
3 people marked this as a favorite. |
Ehh... one of the things I find a bit disappointing about PF2 is how thematic picks tend not to stack well. Is what it is, though, and we'll see.
I would argue that is good design, it means individual thematic features stand out and don't become an arms race. Multiple routes to a theme rather than a character building search for everything that boosts said theme.
Hyper specialisation through stacking synergistic abilities is a part of what made PF1e such a mess balance wise and made many combats boring and formulaic for the most part.
And if they adjusted the balance for each component to be weaker so it doesn't result in a power glut for hyper specialists, then it becomes a noob trap and feat tax (something I hope to see lessened in the new alchemist).
WWHsmackdown |
1 person marked this as a favorite. |
WWHsmackdown wrote:Combining animal instinct barbarian with the werecreature archetype sounds pretty good to me. Also I hope the new animal instinct, if they keep it, has all the base animals that the werecreature archetype hasEhh... one of the things I find a bit disappointing about PF2 is how thematic picks tend not to stack well. Is what it is, though, and we'll see.
I'm ok if things don't stack, I just hope the werecreature archetype will let me do some *different* actions that are still on brand for my instinct animal
Sanityfaerie |
2 people marked this as a favorite. |
I would argue that is good design, it means individual thematic features stand out and don't become an arms race. Multiple routes to a theme rather than a character building search for everything that boosts said theme.
Hyper specialisation through stacking synergistic abilities is a part of what made PF1e such a mess balance wise and made many combats boring and formulaic for the most part.
And if they adjusted the balance for each component to be weaker so it doesn't result in a power glut for hyper specialists, then it becomes a noob trap and feat tax (something I hope to see lessened in the new alchemist).
Oh, it's really clear to me why they did it that way, and I'm not saying they were wrong to do so. It's just that assembling synergies felt so satisfying.
Eh, it's like I said. It is what it is.
Archpaladin Zousha |
I tell you what, I've been WAITING for something like the Wild Mimic for a character concept I like to call "The Gorilla Prince," a Pitborn Nephilim from Usaro who has rebelled against the dark legacy of Angazhan within him, striving to become a true hero of the Mwangi Expanse!
Karmagator |
3 people marked this as a favorite. |
It is indeed a mistake, playable werecreatures are an archetype, not an ancestry.
Karmagator |
1 person marked this as a favorite. |
Here's hoping it's not as underwhelming as the undead archetypes
Yeah, I really hope that too. Thankfully it is inherently more practical in any case. Not being obviously "kill on sight" for the vast majority of people and not having to deal with negative healing helps a lot.
My biggest worry is that the dedication will have a bunch of useless unarmed attacks that never get better or require an excessive price to "upgrade". Again. Experience has taught me to expect the usual d4 agile/finesse claws and d6 non-finesse jaws. But hey, let's hope it's not that!
Gobhaggo |
gesalt wrote:Here's hoping it's not as underwhelming as the undead archetypesYeah, I really hope that too. Thankfully it is inherently more practical in any case. Not being obviously "kill on sight" for the vast majority of people and not having to deal with negative healing helps a lot.
My biggest worry is that the dedication will have a bunch of useless unarmed attacks that never get better or require an excessive price to "upgrade". Again. Experience has taught me to expect the usual d4 agile/finesse claws and d6 non-finesse jaws. But hey, let's hope it's not that!
Hopefully it gets Monk's/MArtist powerful fist.
The Raven Black |
1 person marked this as a favorite. |
I admit, swarmkeeper makes me at least somewhat hopeful.
It's an archetype, so I suspect the impact will be somewhat limited... but it's a step in the right direction to getting us our Horde and Swarm eidolons, right?
I am still holding hope for a swarm ancestry. Preferably a swarm of coins.
PossibleCabbage |
1 person marked this as a favorite. |
I love the swarmkeeper's description. I just hope it's distinct enough from D&D 5e's Swarmkeeper Ranger... if they're trying to distinguish themselves from their competitors, seems an odd choice.
I mean, a big difference is that you don have to be a swarmkeeper ranger, you could be a swarmkeeper wizard or a swarmkeeper monk or a swarmkeeper swashbuckler since it's an archetype rather than a subclass.
Squark |
If I was a GM looking for ways to make Spiders interesting and varied enemies over the course of low to mid levels, is this a book that has material to help me? Or is it more beasts than vermin?
There are no new spiders (A number of other invertebrates like bees, moths, starfish, and lobsters, but no spiders), but the creature adjustments at the beginning of the bestiary could be applied to existing spiders to make giant diving apiders, a mutant two-headed spider, etc.
There might also be a spider themed spell or item in the book as well.
Squark |
1 person marked this as a favorite. |
Are there lots of templates to add to animals? like more than 10? or are there only a couple? I was kinda hoping there would be similar ones to the ones we have for animal companions, but for NPCs instead of minions.
The new templates are Amphibious, Frostbound, Miniature, Sandbound, Twinned, and Winged.
Unicore |
Unicore wrote:Are there lots of templates to add to animals? like more than 10? or are there only a couple? I was kinda hoping there would be similar ones to the ones we have for animal companions, but for NPCs instead of minions.The new templates are Amphibious, Frostbound, Miniature, Sandbound, Twinned, and Winged.
Thanks! That is really cool, but it is also way more about having different creatures appear in different environs than it is about trying to create meaningful variations in creatures that might appear in a similar location. I probably wont wait until I can finally pick up the book before proceeding with my project. I really appreciate everyones responses though!
magnuskn |
Oh, wow, the Echo Receptors implant is stupidly powerful. I see zero reason to not get this 100% on every character. Echolocation was for a good reason one of the most powerful spells in 1E and to get this for a reasonable price permanently on a character, and even without any outward stuff like bat ears or the like (at least from the lack of any such description in the ability text), is pretty damn good.
Grafts are pretty much bioware from Shadowrun. Very cool concept.