Howl of the Wild AMA


Pathfinder Second Edition General Discussion

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TheSageOfHours wrote:
So I am reading through my copy and the werecreature archety[e says you can't use weapons and stuf while transformed but the art for the archetype and the art for the npc werecreatures all wield weapons, am I missing something?

You gain both an animal shape and a hybrid shape. You cannot use your weapons or items in the animal shape, but can use them in the hybrid shape. All of the art are of the Werecreatures in their hybrid shapes. Does that help?


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Ezekieru wrote:
TheSageOfHours wrote:
So I am reading through my copy and the werecreature archety[e says you can't use weapons and stuf while transformed but the art for the archetype and the art for the npc werecreatures all wield weapons, am I missing something?
You gain both an animal shape and a hybrid shape. You cannot use your weapons or items in the animal shape, but can use them in the hybrid shape. All of the art are of the Werecreatures in their hybrid shapes. Does that help?

Thank you very much!


Which werecreature does a claw attack? Or are they all jaw attacks like the beastkin heritage? Also I heard there's comboing with beastkin, what does that look like?


So another awakened animal question. I watched a video that did a break down on mechanics and one of the 1st level feats is called Tooth and Claw; so could you take a versatile heritage and then gain an animal attack from the feat?

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Swiftpaws the Maned Wolf wrote:
So another awakened animal question. I watched a video that did a break down on mechanics and one of the 1st level feats is called Tooth and Claw; so could you take a versatile heritage and then gain an animal attack from the feat?
Awakened Animals & Versatile Heritage wrote:
If you are an awakened animal with a versatile heritage, you still select one awakened animal heritage to inform your character’s story and cosmetic form, but you do not gain any of its mechanical effects, though you have a land Speed of 20 feet unless you choose to be aquatic, in which case you have a swim Speed of 20 feet. You can take the Late Awakener feat to gain the rest of your heritage’s effects and qualify for feats that require a specific awakened animal heritage.
Tooth and Claw wrote:
You’ve become adept with your born weapons. Choose a second animal attack appropriate to your animal type and heritage. (no prereqs for this feat)

I would expect that to have table variation. You don't *really* have an animal heritage to use here, and you can't take a "second" attack if you don't have a first one, but I don't think this would be an unreasonable ask, so you might be able to talk your GM into it.

But my reading of RAW is no.

Now, depending on your Versatile Heritage, it might be easier to get a Natural Attack from one of *their* level 1 feats.

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WWHsmackdown wrote:
Which werecreature does a claw attack? Or are they all jaw attacks like the beastkin heritage? Also I heard there's comboing with beastkin, what does that look like?

Werebat = Fangs

Werebear = Jaws and Claws
Wereboar = Tusk
Werecrocodile = Jaws
Weremoose = Antler
Wererat = Jaws and Claws
Wereshark = Jaws (heh)
Weretiger = Jaws and Claws
Werewolf = Jaws


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WarDriveWorley wrote:
WWHsmackdown wrote:
Which werecreature does a claw attack? Or are they all jaw attacks like the beastkin heritage? Also I heard there's comboing with beastkin, what does that look like?

Werebat = Fangs

Werebear = Jaws and Claws
Wereboar = Tusk
Werecrocodile = Jaws
Weremoose = Antler
Wererat = Jaws and Claws
Wereshark = Jaws (heh)
Weretiger = Jaws and Claws
Werewolf = Jaws

Werebat you say?


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I thought Werebat would’ve dealt Wood trait bludgeoning damage.

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AestheticDialectic wrote:
Werebat you say?

Why yes I do.

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Tunu40 wrote:
I thought Werebat would’ve dealt Wood trait bludgeoning damage.

You should see their "Corked" feat. Really amps up how far ranged weapons can go.

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WWHsmackdown wrote:
Which werecreature does a claw attack? Or are they all jaw attacks like the beastkin heritage? Also I heard there's comboing with beastkin, what does that look like?

Missed the question on comboing with beastkin.

If you're a Beastkin that takes a werecreature archetype you can use the unarmed attacks from the Beastkin Hybrid form while in Werecreature Hybrid form.

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Can I make an Awakened Giant Earthworm PC and just hand-wavium all of the fuss about hands/feet by just using my long tube shaped body/tail/head to gesture and grab stuff?

I'm not talking about Earthworm Jim, I'm talking a fully 6 ft long pinkish Earthworm that can talk and swing some clubs or knives around.

Make em a Bard with the Medic dedication and probably a severe case of impostor syndrome and we're cooking with gas.


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Themetricsystem wrote:

Can I make an Awakened Giant Earthworm PC and just hand-wavium all of the fuss about hands/feet by just using my long tube shaped body/tail/head to gesture and grab stuff?

I'm not talking about Earthworm Jim, I'm talking a fully 6 ft long pinkish Earthworm that can talk and swing some clubs or knives around.

Make em a Bard with the Medic dedication and probably a severe case of impostor syndrome and we're cooking with gas.

Yes. Totally doable and supported by HotW. The only people you need to work it out with are those at your table.

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Ravingdork wrote:
Themetricsystem wrote:

Can I make an Awakened Giant Earthworm PC and just hand-wavium all of the fuss about hands/feet by just using my long tube shaped body/tail/head to gesture and grab stuff?

I'm not talking about Earthworm Jim, I'm talking a fully 6 ft long pinkish Earthworm that can talk and swing some clubs or knives around.

Make em a Bard with the Medic dedication and probably a severe case of impostor syndrome and we're cooking with gas.

Yes. Totally doable and supported by HotW. The only people you need to work it out with are those at your table.

Real question is : can Earthworm not-Jim get a burrowing speed in some way ?


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The Raven Black wrote:
Ravingdork wrote:
Themetricsystem wrote:

Can I make an Awakened Giant Earthworm PC and just hand-wavium all of the fuss about hands/feet by just using my long tube shaped body/tail/head to gesture and grab stuff?

I'm not talking about Earthworm Jim, I'm talking a fully 6 ft long pinkish Earthworm that can talk and swing some clubs or knives around.

Make em a Bard with the Medic dedication and probably a severe case of impostor syndrome and we're cooking with gas.

Yes. Totally doable and supported by HotW. The only people you need to work it out with are those at your table.
Real question is : can Earthworm not-Jim get a burrowing speed in some way ?

If not Jim has either the Running or Climbing heritage


So a question that isn't so much about the book but does tie into creating a character; do female perytons have antlers?


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The Raven Black wrote:
Real question is : can Earthworm not-Jim get a burrowing speed in some way ?

You can get it using the same methods as any other character OR take the Digger ancestry feat at level 13 (which requires either the Running or Climbing Heritage).


How does the lychantrope class mesh with being a beastkin?

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A general question about the Ancestries that are presented: Are they generally described as civilized like the crew of ye'old airshippe who seem to all be high-minded scientist philosophers or do these creatures hail from a more wild culture that befits the theme of the book? As it stands without having hands on the book it almost seems like the spokespeople at the center of things are MORE civilized types than the average joe which runs the "wildness" factor of them into an airborne sandbar as they are at the helm of an extremely sophisticated piece of technology with, as I understand it, some extremely serious academic credentials backing that paints them heavily educated explorers plumbing the depths or the wilderness for discoveries both biological and anthropological.


What I have seen on Youtube is you can use Beastkin unarmed attacks in Were Hybrid Form, and that you lose the Silver Vulnerability, though no mention of that removing the restriction on the Fast Healing feat of being turned off for a round when taking Silver damage.

There might have been more but I don't remember anything else from what I saw.

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Themetricsystem wrote:

A general question about the Ancestries that are presented: Are they generally described as civilized like the crew of ye'old airshippe who seem to all be high-minded scientist philosophers or do these creatures hail from a more wild culture that befits the theme of the book? As it stands without having hands on the book it almost seems like the spokespeople at the center of things are MORE civilized types than the average joe which runs the "wildness" factor of them into an airborne sandbar as they are at the helm of an extremely sophisticated piece of technology with, as I understand it, some extremely serious academic credentials backing that paints them heavily educated explorers plumbing the depths or the wilderness for discoveries both biological and anthropological.

Like all other ancestries ever, they are not born (or awakened) civilized or not, it all depends on where and among who. Being civilized is not an inborn trait. Even inside society individuals in very civilized regions can turn to be very "uncivilized", and vice versa. So yeah.


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Terevalis Unctio of House Mysti wrote:
How does the lychantrope class mesh with being a beastkin?

If you’re a beastkin, you can use unarmed attacks from your beastkin hybrid shape while you’re in your werecreature hybrid shape. Your beastkin hybrid form and werecreature hybrid form are otherwise considered separate.

There's an archetype feat called Beastkin Resilience that allows you to remove silver vulnerability, but it's only accessible to beastkin werecreatures.

It is mentioned that werecreatures who are raised in beastkin communities tend to have more control over when and where they transform.

Elfteiroh wrote:
Themetricsystem wrote:

A general question about the Ancestries that are presented: Are they generally described as civilized like the crew of ye'old airshippe who seem to all be high-minded scientist philosophers or do these creatures hail from a more wild culture that befits the theme of the book? As it stands without having hands on the book it almost seems like the spokespeople at the center of things are MORE civilized types than the average joe which runs the "wildness" factor of them into an airborne sandbar as they are at the helm of an extremely sophisticated piece of technology with, as I understand it, some extremely serious academic credentials backing that paints them heavily educated explorers plumbing the depths or the wilderness for discoveries both biological and anthropological.

Like all other ancestries ever, they are not born (or awakened) civilized or not, it all depends on where and among who. Being civilized is not an inborn trait. Even inside society individuals in very civilized regions can turn to be very "uncivilized", and vice versa. So yeah.

Elfteiroh is correct. Despite appearing in Howl of the Wild, all the new ancestries cultures are represented in much the same way as any other ancestry, with the potential to be either good or evil, civilized, or not.


Pathfinder Lost Omens, Rulebook Subscriber

I think Merfolk is my new go to when I want to make a sorcerer.


May you share some info about the prism hydra ? (level, specific abilities, ...)

Thank you :)


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Carulio wrote:

May you share some info about the prism hydra ? (level, specific abilities, ...)

Thank you :)

Lvl 16. Each head requires different energy types to cauterize. Immune to area effects. Cauterizing stumps has a nasty damaging reaction.


Carulio wrote:

May you share some info about the prism hydra ? (level, specific abilities, ...)

Thank you :)

The Prismhydra (yes, just one word) is Creature Level 16, has Reactive Strike, Reactive Heads, Hydra Regeneration, and has a variant of Head Growth called Prismatic Head Regrowth.

Basically the default assumption is that the Prismhydra originally had 8 heads, 2 heads each weak to a different damage type (acid, cold, electricity, and fire). You need to hit the head with its particular weakness to cauterize the stump. Other combos and other "more exotic" vulnerabilities are possible. If the heads successfully regrow, all the heads regrown have the same vulnerability, which is one of the vulnerabilities from the stumps they sprouted from.

There's also the creature's biggest ability, Chromatic Explosion. It triggers either from cauterizing a stump (the Prismhydra needs to spend a reaction in response), or when it successfully hits with a fang or spittle Strike. The opponent takes 6d6 damage matching the damage type with the vulnerability that head/stump has (opponent needs to make a basic DC 37 Reflex save).


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Many thanks ! I was waiting this to throw something new (and terrifying) at my players.

Their graves will mention your names ;)

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Carulio wrote:

Many thanks ! I was waiting this to throw something new (and terrifying) at my players.

Their graves will mention your names ;)

We do not advocate burying players.


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Haha, player characters, I mean ^^'


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I see that centaurs include lances in their weapon familiarity feat, but I don't see anything that actually lets them use lances effectively? Is there something I'm missing that lets centaurs be considered mounted for purposes of the Jousting weapon trait?


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I just read the centaur level 1 feat that gives +1 shove and makes successes crit successes instead. Made me think the hardy heritage with this shove feat would make a good Guardian with unkind shove.
Maybe swashbuckler dedication gymnast has some things that can stack on some more benefits to shoving?


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Burrito Al Pastor wrote:
Is there something I'm missing that lets centaurs be considered mounted for purposes of the Jousting weapon trait?

I have not seen anything to that effect yet.


Pathfinder Lost Omens, Rulebook Subscriber

Coral Athamaru reference a strength requirement of 16. That's not a thing anymore right? Should say 3?

More importantly are athamru, aquatic awakened animals, and merfolk actually flatfooted fighting underwater without the underwater marauder feat?

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Bluemagetim wrote:

Coral Athamaru reference a strength requirement of 16. That's not a thing anymore right? Should say 3?

More importantly are athamru, aquatic awakened animals, and merfolk actually flatfooted fighting underwater without the underwater marauder feat?

Not if they have a Swim Speed


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WarDriveWorley wrote:
Bluemagetim wrote:

Coral Athamaru reference a strength requirement of 16. That's not a thing anymore right? Should say 3?

More importantly are athamru, aquatic awakened animals, and merfolk actually flatfooted fighting underwater without the underwater marauder feat?

Not if they have a Swim Speed

Thanks I knew I must have been missing something.


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Bluemagetim wrote:

Coral Athamaru reference a strength requirement of 16. That's not a thing anymore right? Should say 3

Good catch. 100% missed that.


I do like the new dinos but am sad at the 9th level feat options for the awakened animals.


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Bluemagetim wrote:

I just read the centaur level 1 feat that gives +1 shove and makes successes crit successes instead. Made me think the hardy heritage with this shove feat would make a good Guardian with unkind shove.

Maybe swashbuckler dedication gymnast has some things that can stack on some more benefits to shoving?

Guardians unkind shove with the centaur feat practiced brawn actually does seem like a good combo giving extra value to shove. Since all successes are crit successes any shove that is success or up does double str in damage and pushes 10ft with option to move that same 10ft.

Gymnast ends up being redundant because they both the centaur feat and gymnast give +1 circumstance bonus to shove. Hmm maube a centaur gymnast swashbuckler that archtypes to pick up guardians unkind shove?
Lol I have no idea what a centaur tumbling looks like though.


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Terevalis Unctio of House Mysti wrote:
I do like the new dinos but am sad at the 9th level feat options for the awakened animals.

Yeah...At least the level 5 options are pretty good.

I just took another one of those at 9, and I don't really feel like I'm missing out on much.


Poor little bunny, poor little wabbit.

Grand Archive

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Note that errata for this book released today!


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Bluemagetim wrote:

Guardians unkind shove with the centaur feat practiced brawn actually does seem like a good combo giving extra value to shove. Since all successes are crit successes any shove that is success or up does double str in damage and pushes 10ft with option to move that same 10ft.

Gymnast ends up being redundant because they both the centaur feat and gymnast give +1 circumstance bonus to shove. Hmm maube a centaur gymnast swashbuckler that archtypes to pick up guardians unkind shove?
Lol I have no idea what a centaur tumbling looks like though.

Gymnast is very much not redundant if you've hit level 10 and have access to Derring-Do. Past that... remaster swashbuckler is likely to reshuffle this stuff to a degree, though I've no idea how.

Brutal Bully from the barbarian side lets you add a bit of damage to your shove while raging, for what that's worth. At the same time... I can't help but think that the archetype that combos with Centaur shove optimization best is snarecrafter.


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Sanityfaerie wrote:
Bluemagetim wrote:

Guardians unkind shove with the centaur feat practiced brawn actually does seem like a good combo giving extra value to shove. Since all successes are crit successes any shove that is success or up does double str in damage and pushes 10ft with option to move that same 10ft.

Gymnast ends up being redundant because they both the centaur feat and gymnast give +1 circumstance bonus to shove. Hmm maube a centaur gymnast swashbuckler that archtypes to pick up guardians unkind shove?
Lol I have no idea what a centaur tumbling looks like though.

Gymnast is very much not redundant if you've hit level 10 and have access to Derring-Do. Past that... remaster swashbuckler is likely to reshuffle this stuff to a degree, though I've no idea how.

Brutal Bully from the barbarian side lets you add a bit of damage to your shove while raging, for what that's worth. At the same time... I can't help but think that the archetype that combos with Centaur shove optimization best is snarecrafter.

Oh nice I guess it means gymnast can be delayed a bit till those later levels.

Is the brutal bully a redundant effect with unkind shove when shoving?
snarecrafter, that might be better with one character setting the snares and the centaur pushing foes into them right?


Bluemagetim wrote:

Oh nice I guess it means gymnast can be delayed a bit till those later levels.

Is the brutal bully a redundant effect with unkind shove when shoving?
snarecrafter, that might be better with one character setting the snares and the centaur pushing foes into them right?

Looking at it, Unkind Shove is strictly better than Brutal Bully if all you care about is shoving, which... fair. I'm not actually sure if they stack, but at that point Brutal Bully probably isn't worth the extra hassle unless you started out as a barbarian for whatever reason.

For snarecrafter, it depends a bit.

Snarecrafter allows for both prepping the battlefield and dropping snares mid-fight. For prepping the battlefield, it doesn't really matter who the snarecrafter is. For dropping snares mid-fight... well, dropping a snare mid-battle is going to cost you a full three actions, right up until you hit level 12 (ranger) or 14 (archetype). Also, you pretty much have to drop it next to yourself. So, for various reasons, this probably works a bit better if someone else is doing the snare-setting. Also, the snare-dropper probably wants to either be a ranger (for more snare-based goodness) or be a class that's good at deriving benefits from the parts of their turn that aren't their base 3 actions (Summoners, Kineticists, and Champions come to mind, but I'm sure there are others.)

Depending on how centaur-riding works, it might be worthwhile to have the snarecrafter on the centaur's back.


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Sanityfaerie wrote:
Bluemagetim wrote:

Oh nice I guess it means gymnast can be delayed a bit till those later levels.

Is the brutal bully a redundant effect with unkind shove when shoving?
snarecrafter, that might be better with one character setting the snares and the centaur pushing foes into them right?

Looking at it, Unkind Shove is strictly better than Brutal Bully if all you care about is shoving, which... fair. I'm not actually sure if they stack, but at that point Brutal Bully probably isn't worth the extra hassle unless you started out as a barbarian for whatever reason.

For snarecrafter, it depends a bit.

Snarecrafter allows for both prepping the battlefield and dropping snares mid-fight. For prepping the battlefield, it doesn't really matter who the snarecrafter is. For dropping snares mid-fight... well, dropping a snare mid-battle is going to cost you a full three actions, right up until you hit level 12 (ranger) or 14 (archetype). Also, you pretty much have to drop it next to yourself. So, for various reasons, this probably works a bit better if someone else is doing the snare-setting. Also, the snare-dropper probably wants to either be a ranger (for more snare-based goodness) or be a class that's good at deriving benefits from the parts of their turn that aren't their base 3 actions (Summoners, Kineticists, and Champions come to mind, but I'm sure there are others.)

Depending on how centaur-riding works, it might be worthwhile to have the snarecrafter on the centaur's back.

maybe a guardian can be a good snarecrafter if they get intercept foe.

They set the trap, stride off as a reaction to an ally then set up to push that foe into the trap. Maybe taunting can come into play somehow here.


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...and now I'm imagining a situation with a Guardian/Champion duo where one is a centaur and the other is their rider. Which to set as which would depend on what their reaction feats were exactly, but....


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Sanityfaerie wrote:
...and now I'm imagining a situation with a Guardian/Champion duo where one is a centaur and the other is their rider. Which to set as which would depend on what their reaction feats were exactly, but....

Wow that creates some interesting reactions interactions.

Intercept foe moves the duo to an ally taking damage. Even if the attack hits despite the +2 the paladin can retributive strike giving resistance to the third ally and taking a strike on the foe?


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Gisher wrote:
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.

Sorry -- I think there is a message board problem for the search function. I searched for posts on this subject and didn't find any. I have seen this issue in other threads too.


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Bluemagetim wrote:
Sanityfaerie wrote:
...and now I'm imagining a situation with a Guardian/Champion duo where one is a centaur and the other is their rider. Which to set as which would depend on what their reaction feats were exactly, but....

Wow that creates some interesting reactions interactions.

Intercept foe moves the duo to an ally taking damage. Even if the attack hits despite the +2 the paladin can retributive strike giving resistance to the third ally and taking a strike on the foe?

Yep. Also works well with one of them dipping into rogue for Gang Up, though it might take a bit to get to lvl 12.

...though, if anything, a centaur monk could be even more entertaining. Centaur monk with a flurry ranger rider?

What are the rules for centaur-riders, anyway? I mean, that is a thing, right?

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