Howl of the Wild AMA


Pathfinder Second Edition General Discussion

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cheezeofjustice wrote:
How about a basic summary of the surki heritages. It would be neat to get a sense of the interesting buggos.

They're pretty involved with multiple evolutions listed, I'm not sure how they work yet.

heritages
Breaker- claw attack
Elytron- no damage from falling
Hardshell- natural medium armor
Lantern- shed light as torch


Brew Bird wrote:
Would anyone with the PDF be willing to say what the werecreature dedication grants?

Pick a creature type. Toughness, weakness to silver and Change Shape ability.


Albatoonoe wrote:
Are there any new familiar options/abilities?

surprisingly no.


Red Griffyn wrote:

Questions:

1.) What and what level are the new wildshape feats.
2.) Which ones from #1 do barbarians get access to.
3.) Are there any new unarmed ranged strike options (ancestry or archetype based).
4.) Do any of the unarmed strike stances require you to be armored?
5.) Can you give any more examples of beast master feats (what levels, best 2-3?)

Feels like you are asking me to copy and paste the whole section here. This is a bit much.


Ravingdork wrote:
Kelseus wrote:
Pronate11 wrote:
What does the winged warrior architype actually do? Do you need wings? does it give you wings?
Winged Warrior as a prerequisite of having permanent wings.
So you don't need to fly; you just need the wings?

Yes. Just wings.


rainzax wrote:
WarDriveWorley wrote:
TheTownsend wrote:
What's the walking speed on the Centaur? And is there any guidance on someone riding you?
30 foot base, one heritage gives +5 move, and yes there is guidance on someone riding you.

Is it as ill-advised as Sprite?

(I remember "everyone loses an action" or some similar dealbreaker...)

Mount ability means that a PC only one size smaller can ride you (instead of standard 2). Level 5 feat allows rider to get all 3 of their actions, but you still lose one.


Mammoth Daddy wrote:
Any new deities?

Not that I have seen so far.

Vigilant Seal

How has your day been so far?

Do Surki seem to cater towards a specific style of play (e.g. halflings or goblins with all of their stealth related feats) or are they a pretty diverse ancestry?

Thanks in advance!


What are some standout feats for the were creature? Imprecise scents feats? Feats for intimidating in your were form? Also is the hybrid form the default or can you pass for human when not using your gifts/curse?

Verdant Wheel

Kelseus wrote:
rainzax wrote:
What is the name of the Devourer of Decay special familiar ability and hex?
creature below 1/2 hp sickened w/in 15ft of familiar. Hex is answered above

I am interested in the Names of these abilities, not what they do!

Thanks for the spoils!

=)


Calliope5431 wrote:
For werecreatures is there any way to transfer your curse to people you bite?

No. There's a feat that lets you (1) upon a critical hit with a natural attack, (2) force a fort save against class/caster DC, and (3) if they fail they're clumsy 2 for a round as their body warps with the curse.


I'm actually shocked no one's asked this yet, but what are the centaur heritages?

Dark Archive

Kelseus wrote:
Red Griffyn wrote:

Questions:

1.) What and what level are the new wildshape feats.
2.) Which ones from #1 do barbarians get access to.
3.) Are there any new unarmed ranged strike options (ancestry or archetype based).
4.) Do any of the unarmed strike stances require you to be armored?
5.) Can you give any more examples of beast master feats (what levels, best 2-3?)
Feels like you are asking me to copy and paste the whole section here. This is a bit much.

I don't think any of those are likely in the same section and I didn't ask that? Synopsis/highlights would be great.

Q1) What level are these (are they L1-L10 range or just high level?)

Q2) there are 3-5 of them...do they auto scale like FP or just stay fixed based on that L8 feat that already exists?

Q3) What is the best one. Trying to see if they added anything to patch 'ranged combat for unarmed people' and if they did is it the standard 20ft 1d4 with nothing else?

Q4) That is a yes or no?

Q5) Synopsis of your 2 favorite is fine, we don't need verbatim rules text just the gist of what they do.


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Hewid G. Sig wrote:

How has your day been so far?

Do Surki seem to cater towards a specific style of play (e.g. halflings or goblins with all of their stealth related feats) or are they a pretty diverse ancestry?

Thanks in advance!

Good, thank you for asking.

They have a good variety of feats. Some are magical others are more melee focused.


TheTownsend wrote:


…I don't know why this post has a smurf avatar…

Because it’s smurfing delicious!


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WWHsmackdown wrote:
What are some standout feats for the were creature? Imprecise scents feats? Feats for intimidating in your were form? Also is the hybrid form the default or can you pass for human when not using your gifts/curse?

they have lots of feats (4 full pages).

Scent at level 4. Level 6 is full of form specific feats (antler rush, echolocation, death roll, etc.). free demoralize when transform (lvl 8).

Default is human form. Only in hybrid/animal if use Change Shape or during full moon.


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rainzax wrote:
Kelseus wrote:
rainzax wrote:
What is the name of the Devourer of Decay special familiar ability and hex?
creature below 1/2 hp sickened w/in 15ft of familiar. Hex is answered above

I am interested in the Names of these abilities, not what they do!

Thanks for the spoils!

=)

ok. scrounger's glee is hex cantrip, Familiar of Parasitic Might


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Dtmahanen wrote:
I'm actually shocked no one's asked this yet, but what are the centaur heritages?

Budding Speaker- cantrip from divine or primal list

Fleetwind- +5 feet speed
Ironhoof- hoof attack
Mottled Coat- bonus to stealth and feint in favored terrain
Ponygait- Medium, +1 ref
Stoutheart- 10 Hp instead of 8, +1 Acro to balance, & Ref DC to trip.


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Red Griffyn wrote:
Kelseus wrote:
Red Griffyn wrote:

Questions:

1.) What and what level are the new wildshape feats.
2.) Which ones from #1 do barbarians get access to.
3.) Are there any new unarmed ranged strike options (ancestry or archetype based).
4.) Do any of the unarmed strike stances require you to be armored?
5.) Can you give any more examples of beast master feats (what levels, best 2-3?)
Feels like you are asking me to copy and paste the whole section here. This is a bit much.

I don't think any of those are likely in the same section and I didn't ask that? Synopsis/highlights would be great.

Q1) What level are these (are they L1-L10 range or just high level?)

Q2) there are 3-5 of them...do they auto scale like FP or just stay fixed based on that L8 feat that already exists?

Q3) What is the best one. Trying to see if they added anything to patch 'ranged combat for unarmed people' and if they did is it the standard 20ft 1d4 with nothing else?

Q4) That is a yes or no?

Q5) Synopsis of your 2 favorite is fine, we don't need verbatim rules text just the gist of what they do.

No new wildshape feats, just feats that you can use while wildshaped. Levels 4-16. Out of 10 feats, Barb can take 4.

No new ranged unarmed I see.

They didn't print unarmed stance feats, just referenced them.


I heard about new Witch Lessons, but the Lesson of the Flock sounded confusing.

Familiar ability and a reaction focus hex that lets your familiar grant Cover?

It seemed like it’s meant to mix with Whisper on Wings so you can trigger the familiar ability, position them; and grant Cover?


I already asked a (the first) question so feel free to disregard but this thread seems to have slowed quite a lot so maybe it's okay?

Just hoping to hear some more awakened animal feats. I've heard they can take a feat to gain any primal cantrip, that they have a chain of feats for fly speed, that they can get a scaling innate summon animal feat, aaand that they can take a feat to make them better at the awaken animal ritual. That's already a lot of spoilers but I want moooore


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How adorable is the art for awakened animals?


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Kelseus wrote:
Benjamin Tait wrote:
So we know of unholy animals (like the Thrunosaurus), what holy animals/beasts are there in here?

Karkadann looks like an ugly unicorn. Creature 7 with Fey and Holy trait.

Alicorn- Flying unicorn Creature 11

Makes sense, the Karkadann and Unicorn come from the same original myth interpreted two different ways. The theories I heard in school was early traders saw african rhinos and told stories about them and they spread from South Africa to North Africa, then across the sea to Europe and the Middle East. An extremely long game of telephone.

Europeans heard the stories of a magical hoofed creature with a resistance to weapons (because of a Rhino's thick hide) and a single sword-like horn and assumed it was like a horse with a straight horn, and made the Unicorn. In the Middle East they heard that story and figured it was a lizard-horse with a curved sword-like horn.

At least that's what I half remember from a class about mythology...

Verdant Wheel

Ponygait lol


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Tunu40 wrote:

I heard about new Witch Lessons, but the Lesson of the Flock sounded confusing.

Familiar ability and a reaction focus hex that lets your familiar grant Cover?

It seemed like it’s meant to mix with Whisper on Wings so you can trigger the familiar ability, position them; and grant Cover?

That is the gist of it. Reaction hex. if ally moves while within 15 feet of you, familiar lands on them and uses their wings as cover until your next turn.


Gaulin wrote:

I already asked a (the first) question so feel free to disregard but this thread seems to have slowed quite a lot so maybe it's okay?

Just hoping to hear some more awakened animal feats. I've heard they can take a feat to gain any primal cantrip, that they have a chain of feats for fly speed, that they can get a scaling innate summon animal feat, aaand that they can take a feat to make them better at the awaken animal ritual. That's already a lot of spoilers but I want moooore

That's most of them.


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Dubious Scholar wrote:
How adorable is the art for awakened animals?

There's a pretty cute sea turtle on page 25, otherwise they're fine.


Kelseus wrote:
That is the gist of it. Reaction hex. if ally moves while within 15 feet of you, familiar lands on them and uses their wings as cover until your next turn.

Does the familiar also need to be close-by, or can it falcon dive like…from another plane of existence, lol.

Jokes aside, that’s a super beautiful hex (even if it might not be good coz…using a reaction to protect someone means no reaction for your familiar). Maybe if we get could an option for a Celestial familiar in the future, this would be a super cool roleplay moment.

Really hope we get more thematic utility/non-offensive familiar combat stuff like this in the future.

Thank your for spoiling us!


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Can we get any more info on the Ankylosaurus Animal instinct for Barbarians?

Does it seem possible/plausible for an Awakened Animal to be a Dinosaur?

Can Werecreatures cast spells or use impulses? Or does it have the usual Battle Form restrictions?

Any dinosaur options for Werecreatures?

I just remember trying to build a character, possibly with Lizardfolk or possibly with Beastkin heritage to try and create an Ankylosaurus person and it sounds like there might be new options that could better replicate that now.


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Ryuujin-sama wrote:


Does it seem possible/plausible for an Awakened Animal to be a Dinosaur?

Awakened Animal is sort of a "be whatever you want if the GM is fine with it and use the abilities and sizes presented here that match best" thing.


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Tunu40 wrote:
Kelseus wrote:
That is the gist of it. Reaction hex. if ally moves while within 15 feet of you, familiar lands on them and uses their wings as cover until your next turn.

Does the familiar also need to be close-by, or can it falcon dive like…from another plane of existence, lol.

Jokes aside, that’s a super beautiful hex (even if it might not be good coz…using a reaction to protect someone means no reaction for your familiar). Maybe if we get could an option for a Celestial familiar in the future, this would be a super cool roleplay moment.

Really hope we get more thematic utility/non-offensive familiar combat stuff like this in the future.

Thank your for spoiling us!

The familiar can fly up to 30 feet as part of the reaction.


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Ryuujin-sama wrote:

Can we get any more info on the Ankylosaurus Animal instinct for Barbarians?

Does it seem possible/plausible for an Awakened Animal to be a Dinosaur?

Can Werecreatures cast spells or use impulses? Or does it have the usual Battle Form restrictions?

Any dinosaur options for Werecreatures?

I just remember trying to build a character, possibly with Lizardfolk or possibly with Beastkin heritage to try and create an Ankylosaurus person and it sounds like there might be new options that could better replicate that now.

Ankylosaurus gets tail attack 1d10B Razing (extra damage to objects)

Nothing says you can't be an awakened dino. It even says that you can be a snake or giant bee.

Werecreature is silent regarding using spells in animal/hybrid forms. I would say no/yes respectively.

No Werecreature Dinos.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
rainzax wrote:
Ponygait lol

I don't get it. *scratches head*

Verdant Wheel

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I love silly compound words.

That is a silly compound word.


I am patiently waiting for my pdf, book and Herolab to make chatacters. So many great options!!


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It looks like a ranger with a wolf companion and the werewolf archetype might mesh better than an animal instinct barb with beast master. God, I love this system


Is there a natural spell feat?


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dirkdragonslayer wrote:
Kelseus wrote:
Benjamin Tait wrote:
So we know of unholy animals (like the Thrunosaurus), what holy animals/beasts are there in here?

Karkadann looks like an ugly unicorn. Creature 7 with Fey and Holy trait.

Alicorn- Flying unicorn Creature 11

Makes sense, the Karkadann and Unicorn come from the same original myth interpreted two different ways. The theories I heard in school was early traders saw african rhinos and told stories about them and they spread from South Africa to North Africa, then across the sea to Europe and the Middle East. An extremely long game of telephone.

Europeans heard the stories of a magical hoofed creature with a resistance to weapons (because of a Rhino's thick hide) and a single sword-like horn and assumed it was like a horse with a straight horn, and made the Unicorn. In the Middle East they heard that story and figured it was a lizard-horse with a curved sword-like horn.

At least that's what I half remember from a class about mythology...

Unicorns are more likely inspired by the Indian rhinoceros (fittingly named Rhinoceros unicornis) since they're said to be from India in Greek writings. The same is true of the karkadann, which is of Persian, not North African origin.

Verdant Wheel

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WWHsmackdown wrote:
It looks like a ranger with a wolf companion and the werewolf archetype might mesh better than an animal instinct barb with beast master. God, I love this system

Share the Edge!

Envoy's Alliance

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Pathfinder Rulebook Subscriber

WOuld that be an awakened Wolf ranger with a wolf companion and the were wolf archetype? Moon Moon Moon?

More serious question: What are you impressions on the evolution ancestry feats for the Surkis? How do they work?


Terevalis Unctio of House Mysti wrote:
Is there a natural spell feat?

Nope.


Zoken44 wrote:

WOuld that be an awakened Wolf ranger with a wolf companion and the were wolf archetype? Moon Moon Moon?

More serious question: What are you impressions on the evolution ancestry feats for the Surkis? How do they work?

Each heritage make two evolutions available. There is a level 9 ancestry feat that allows you to gain one (you can take it twice).

Some are better than others. Breaker gives some upgrades to your claw attack. Elytron gives you Fly once per day or an affect that causes sickened as long as it is sustained. A bit underwhelming as a whole for a level 9 or 13 feat (although I find level 9 ancestry feats generally to be underwhelming).

Envoy's Alliance

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Pathfinder Rulebook Subscriber

Okay How silly is the following character idea?

Awakened animal Wolf, with the beast kin (wolf) verstile heritage, and werewolf archetype, and either a ranger with a Wolf companion or a Summoner with a beast (wolf flavored) eidolon or a Animal instinct barbarian?

Is it too silly? Is there something you would add to silly it up more?


Pathfinder Starfinder Society Subscriber
Dtmahanen wrote:
I'm actually shocked no one's asked this yet, but what are the centaur heritages?

I am shocked at the lack of answer since you posted the question. Anyway:

Budding Speaker: One divine or primal cantrip
Fleetwind: Speed +5 feet
Ironhoof: Hoof attack
Mottle-Coat: Camouflage
Ponygait: Size Medium, +1 Reflex
Stoutheart: 10 hp, improved balance

Liberty's Edge

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Pathfinder Rulebook Subscriber
Zoken44 wrote:

Okay How silly is the following character idea?

Awakened animal Wolf, with the beast kin (wolf) verstile heritage, and werewolf archetype, and either a ranger with a Wolf companion or a Summoner with a beast (wolf flavored) eidolon or a Animal instinct barbarian?

Is it too silly? Is there something you would add to silly it up more?

Not silly at all, but one of my players wants to play a Ranger with a flying squirrel animal companion (new option) and the Werecreature (weremoose) archetype for full Moose and Squirrel shenanigans and I support this idea so take my approval with a grain of moon salt.

Envoy's Alliance

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Pathfinder Rulebook Subscriber

MOOSE AND SQUIRREL! That is birlliant, but you must make them have a long standing conflict (that they are unaware of) with a pair of Malthusian rogues


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WarDriveWorley wrote:
Not silly at all, but one of my players wants to play a Ranger with a flying squirrel animal companion (new option) and the Werecreature (weremoose) archetype for full Moose and Squirrel shenanigans and I support this idea so take my approval with a grain of moon salt.

I feel like if they had another player to work with they could just run that as straight-up "a pair of awakened animals".

Zoken44 wrote:

Okay How silly is the following character idea?

Awakened animal Wolf, with the beast kin (wolf) verstile heritage, and werewolf archetype, and either a ranger with a Wolf companion or a Summoner with a beast (wolf flavored) eidolon or a Animal instinct barbarian?

Is it too silly? Is there something you would add to silly it up more?

Honestly, for increased silliness, I'd run the barbarian version, but have it be a bunch of different animals.

"I'm so confused!"


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David knott 242 wrote:
Dtmahanen wrote:
I'm actually shocked no one's asked this yet, but what are the centaur heritages?

I am shocked at the lack of answer since you posted the question.

...

Kelseus did answer this question. Yesterday.

Liberty's Edge

1 person marked this as a favorite.
Zoken44 wrote:

Okay How silly is the following character idea?

Awakened animal Wolf, with the beast kin (wolf) verstile heritage, and werewolf archetype, and either a ranger with a Wolf companion or a Summoner with a beast (wolf flavored) eidolon or a Animal instinct barbarian?

Is it too silly? Is there something you would add to silly it up more?

Need to find a way to add some kind of wolf-like familiar.


2 people marked this as a favorite.
The Raven Black wrote:
Zoken44 wrote:

Okay How silly is the following character idea?

Awakened animal Wolf, with the beast kin (wolf) verstile heritage, and werewolf archetype, and either a ranger with a Wolf companion or a Summoner with a beast (wolf flavored) eidolon or a Animal instinct barbarian?

Is it too silly? Is there something you would add to silly it up more?

Need to find a way to add some kind of wolf-like familiar.

Perhaps using Old Friend to have the ghost of a wolf pup pet who died too young?

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