Ravingdork |
pH unbalanced |
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So with the awakened animals what are the heritage and what is the rarity
Rarity: Rare
Heritages:
Climbing Animal
Flying Animal
Running Animal
Swimming Animal
You have to pick one of these heritages to decide your basic form even if you take a Versatile Heritage, but even if you take a Versatile Heritage there is a Level 5 Ancestry Feat which gives you the full benefits you would have gotten from your Basic Heritage.
Blave |
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I guess a raccoon would be a climbing animal here? Feels restrictive. I don't know how you'd have an awakened animal race and not immediately assume people are gonna play raccoons
I mean, the Tanuki ancestry is coming in like three-ish months. I doubt there's too many players who would start playing an awakened raccoon before seeing how that turns out.
AestheticDialectic |
AestheticDialectic wrote:I guess a raccoon would be a climbing animal here? Feels restrictive. I don't know how you'd have an awakened animal race and not immediately assume people are gonna play raccoonsI mean, the Tanuki ancestry is coming in like three-ish months. I doubt there's too many players who would start playing an awakened raccoon before seeing how that turns out.
Tanuki are definitely not raccoons. They don't even have grabby hands, the most important feature of raccoons. Tanukis are canids, meaning they're most closely related to dogs, foxes, coyotes and wolves. Raccoons are caniforms, meaning they're more closely related to tanukis than cats for instance, but tanukis are more closely related to dogs than raccoons. Raccoons are mustelids, meaning they're more closely related to badgers, wolverines and red pandas. Tanukis and raccoons vibe very different
The Raven Black |
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Swiftpaws the Maned Wolf wrote:So with the awakened animals what are the heritage and what is the rarityRarity: Rare
Heritages:
Climbing Animal
Flying Animal
Running Animal
Swimming AnimalYou have to pick one of these heritages to decide your basic form even if you take a Versatile Heritage, but even if you take a Versatile Heritage there is a Level 5 Ancestry Feat which gives you the full benefits you would have gotten from your Basic Heritage.
Called it one year ago.
I would likely base Heritages on usual broad environments that map to special movements : ground (no special movement), underground (burrow speed), heights (climb speed), atmosphere (fly speed) and water (swim speed).
Except that we did not get Burrowing Animal it seems.
The Raven Black |
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what is your favorite 9th level Ancestry feat for awakened animals?
What silly character idea does this book give you that you'd like to play?
Haven't read the book yet but, if possible : an Awakened Animal who can turn into a human. Possibly as a werecreature turning into a rabid human when the moon is full.
An Awakened Animal with as many alternate animal forms as possible by RAW, so likely an Animal Barbarian MC Untamed Druid.
An Awakened Rabbit Deer Animal Barbarian sounds like something I want to see too.
Kelseus |
what is your favorite 9th level Ancestry feat for awakened animals?
What silly character idea does this book give you that you'd like to play?
There are only 2, Full Flight (you can fly) and Animal Summoner (summon animal 1/day at spell rank of level/2).
I like the idea of a Minotaur that throws his companions into position. I also think the Crab Barbarian's big claw/little claw attacks are hilarious.
Ravingdork |
Do any of the minotaur or centaur feats require you to be of a certain size?
Some are more limited by size, but none have it as a prerequisite.
There are at least three that let you move allies smaller than you.
Squark |
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I guess a raccoon would be a climbing animal here? Feels restrictive. I don't know how you'd have an awakened animal ancestry and not immediately assume people are gonna play raccoons
Raccoons are amazing climbers. Climbing animal seems the obvious choice. Given that all awakened animals get manual dexterity or an equivalent, what else would you give an awakened raccoon?
That being said, there are some land animals that aren't fast runners or climbers who do feel underepresented. A burrowing ancestry and an armored ancestry would cover a lot of what's missing.
Sanityfaerie |
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I'd suggest that the "armored" should instead be a lvl 1 ancestry feat. There are thnigs that burrow and are armored, for example, or that are armored and also swim.
The problem with burrowing on a heritage is... it seems like burrowing might be a bit too powerful for a lvl 1 feat. Like, yeah, some animals do dig dens... but not anything like as fast as a burrowing speed would suggest.
graystone |
8 people marked this as a favorite. |
I'd suggest that the "armored" should instead be a lvl 1 ancestry feat. There are thnigs that burrow and are armored, for example, or that are armored and also swim.
The problem with burrowing on a heritage is... it seems like burrowing might be a bit too powerful for a lvl 1 feat. Like, yeah, some animals do dig dens... but not anything like as fast as a burrowing speed would suggest.
Instead of a burrow speed to start, give them something like the Dig Quickly Shoony 1st level feat: "Your hands work as effectively as shovels when you need to dig a quick hole." Then give a follow up feat for burrow.
WarDriveWorley |
I'd suggest that the "armored" should instead be a lvl 1 ancestry feat. There are thnigs that burrow and are armored, for example, or that are armored and also swim.
The problem with burrowing on a heritage is... it seems like burrowing might be a bit too powerful for a lvl 1 feat. Like, yeah, some animals do dig dens... but not anything like as fast as a burrowing speed would suggest.
Personally I think it should be both. With the feat making the the armored heritage even more armory (that's a real word!)
Zoken44 |
I do think there should b a burrowing Ancestry, though like others have said, a burrowing speed would be too powerful, for the same reason fly speeds at level 1 are generally not done.
The level 1 shoony feet suggestion is a good idea, building up to the point where you can either eventually develop a burrow speed OR you are able to build basic structures as an activity like beavers or ants.
AestheticDialectic |
1 person marked this as a favorite. |
Sanityfaerie wrote:Personally I think it should be both. With the feat making the the armored heritage even more armory (that's a real word!)I'd suggest that the "armored" should instead be a lvl 1 ancestry feat. There are thnigs that burrow and are armored, for example, or that are armored and also swim.
The problem with burrowing on a heritage is... it seems like burrowing might be a bit too powerful for a lvl 1 feat. Like, yeah, some animals do dig dens... but not anything like as fast as a burrowing speed would suggest.
Well... Technically you're not wrong that armory is a word :)
pH unbalanced |
Interesting; didn't think there would be lore specific to awakened animals, and arcana is interesting, surprised it wasn't survival.
What are the attributes that awakened animals get?
CON, WIS, Free
INT flaw
HenshinFanatic |
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Swiftpaws the Maned Wolf wrote:Interesting; didn't think there would be lore specific to awakened animals, and arcana is interesting, surprised it wasn't survival.
What are the attributes that awakened animals get?
CON, WIS, Free
INT flaw
Or the ever popular alternative of: Free, Free.
Ravingdork |
I was surprised to hear Minotaur has a charisma penalty (and that it's the first double physical boost in 2e), I figured Large size would be balanced on a dexterity flaw.
That said, what are the Centaur's attributes?
Boosts: Strength, Wisdom, Free
Flaw: Charismagraystone |
TheTownsend wrote:I was surprised to hear Minotaur has a charisma penalty (and that it's the first double physical boost in 2e), I figured Large size would be balanced on a dexterity flaw.
That said, what are the Centaur's attributes?Boosts: Strength, Wisdom, Free
Flaw: Charisma
Nice, thanks! :)
Ashanderai |
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Can anyone reveal some of the new base animal companions? :)
I've only really seen people list off the new 'advanced' ones like the flying mounts.(Specifically if you can confirm whether there's a toad/frog animal companion)
Antelope
ElkFlying Squirrel
Giraffe
Kangaroo
Mole
Mongoose
Salamander
Shotalashu (Uncommon)
ADVANCED COMPANIONS
Giant Eel (Uncommon)
Giant Frog
Giant Wasp (Uncommon)
Griffon
Hippocampus
Hippogriff
Orca
Riding Tarantula
Roc (Uncommon)
Umbrella Mushroom (Uncommon)
TheTownsend |
3 people marked this as a favorite. |
Kind of off-topic and also an extremely nerdy and pedantic thing for me to be excited out, having learned all the Attribute Boosts/Flaws of these Ancestries from various sources—I've been keeping a graph of the flaws and bonuses for all 2e ancestries and this book levels out the Flaws across 5 of 6 stats!
As of this book's release there are 5 Ancestries with a flaw to Strength (gnome halfling grippli ratfolk sprite)
5 flaws to Constitution (elf kobold anadi shoony MERFOLK)
5 flaws to Intelliegence (leshy lizardfolk skeleton ATHAMARU AWAKENED ANIMAL)
5 flaws to Wisdom (goblin azarketi catfolk gnoll hobgoblin)
And 5 flaws to Charisma (dwarf android conrasu CENTAUR MINOTAUR)
With only Dexterity (poppet alone) standing apart.
This will almost certainly get thrown out with Player Core 2 and Tian Xia Character Guide, but I find it deeply satisfying here and now.
Ezekieru |
Another awakened animal question; do you still get to choose an animal attack if you take a versatile heritage?
If you pick a versatile heritage, you also pick an Awakened
Animal heritage for story/cosmetic purposes, but you do not get any of their mechanical benefits. For Speeds, you get a land Speed of 20 feet unless you choose to be Aquatic (sub choice of the Swimming Animal heritage), in which case you have a Swim Speed of 20 feet instead.You can pick up the Late Awakener feat at Level 5, which unlocks all of your Awakened Animal heritage's mechanical benefits and let you qualify for feats that need your Awakened Animal heritage as a prerequisite.
graystone |
Another awakened animal question; do you still get to choose an animal attack if you take a versatile heritage?
Heritages give you the attacks, so you'd get none if you take a versatile heritage.
I've read that Clawdancer apparently has some sort of stance-swapping built in, how does that exactly work? Do you have feats that change your stance afterwards or maybe feats that make you drop stance and others that make you enter one as part of using them?
You have feats that allow you to do something and then enter a stance and feats that you use a reaction/attack then swap stances.
Ezekieru |
I've read that Clawdancer apparently has some sort of stance-swapping built in, how does that exactly work? Do you have feats that change your stance afterwards or maybe feats that make you drop stance and others that make you enter one as part of using them?
There's a feat at level 4, Claw Snag, which lets you, as part of the reaction ability, switch into Claw Stance if you aren't already, and make a Claw Strike against a creature attempting to Escape you from being grappled/restrained.
There's two feats at level 6, Hindquarter Kick and Spinning Stand, which switches stances. HK is one action, have to start in Claw Stance, and you then switch to Talon Stance and make two Talon Strikes. SS is one-to-two actions, where you must be prone, and then you switch to Talon Stance if you aren't already in it, make a Talon Strike, and then Stand. You don't take the -2 circumstance penalty to attacks with these Strikes from being prone. And if you use 2 actions instead of one, you can make 2 talon attacks, each against a different enemy.
There's a feat at level 8, Feline Dance. It's an Uncommon feat with an Access entry for Catfolk. Trigger is when you roll a Reflex save, and you can only do it once per hour. For the reaction, you roll twice and take the better result. And then you can switch stances.
And then there's the level 12 feat, Claw and Talon Flow. A one-action ability, it lets you make a Claw or Talon Strike, and then switch to the other stance.