Pathfinder Feybound Spoilers


Pathfinder Second Edition General Discussion

1 to 50 of 94 << first < prev | 1 | 2 | next > last >>

2 people marked this as a favorite.

The newest Pathfinder book Feybound has been released (in PDF form) to subscribers.

Willing to answer spoiler questions.

Also a place for general discussion.

Just started perusing myself, first think I saw that was exciting was having a Tooth Fairy familiar!


1 person marked this as a favorite.
Kelseus wrote:

The newest Pathfinder book Feybound has been released (in PDF form) to subscribers.

Willing to answer spoiler questions.

Also a place for general discussion.

Just started perusing myself, first think I saw that was exciting was having a Tooth Fairy familiar!

I would think christopher walken is getting a bit old to be a familiar but I am sure he would be a blast regardless.

Cognates

Anything notable wrt to new class options? You don't need to transcribe them all obviously, but I'm wondering what's in there outside of the bard muse mentioned in marketting. I'm especially curious about psychic, since the memory magic struck me as a good fit.


BotBrain wrote:
Anything notable wrt to new class options? You don't need to transcribe them all obviously, but I'm wondering what's in there outside of the bard muse mentioned in marketting. I'm especially curious about psychic, since the memory magic struck me as a good fit.

The only one I saw was the addition of Trickster Bard Muse. Does mostly waht it says on the tin.

Cognates

Aw that's a bit of a letdown. I was hoping for a smidgen more, but alas.

Dark Archive

Regarding the Eldest, do they have full "deity" writeups in the book, or is it more just a quick look like they got in Divine Mysteries?

In the former case, do they have Boons and Curses associated with them like the Core deities, and if so are there any standouts that you find particularly cool and/or weird?

Thanks much for the post!


2 people marked this as a favorite.
LoreMonger13 wrote:

Regarding the Eldest, do they have full "deity" writeups in the book, or is it more just a quick look like they got in Divine Mysteries?

In the former case, do they have Boons and Curses associated with them like the Core deities, and if so are there any standouts that you find particularly cool and/or weird?

Thanks much for the post!

One-page write-ups with art, lore, and the things you need for a Cleric, but not enough space for individualized boons and curses.

However! We do get several fey bargains that you can make with any powerful fey (no feat or archetype neede), rolling boon, edicts, anathema, and curse all into one package. Follow the edicts and anathema and after a little while, receive the boon. Violate them (or manage to anger your patron directly somehow), and get the curse instead. There are oaths of delight, fealty, hospitality, and the wilds.

Fealty is some very serious business, putting permanent requirements on your character in exchange for one of the most powerful single-time benefits I've seen.

Dark Archive

QuidEst wrote:
LoreMonger13 wrote:

Regarding the Eldest, do they have full "deity" writeups in the book, or is it more just a quick look like they got in Divine Mysteries?

In the former case, do they have Boons and Curses associated with them like the Core deities, and if so are there any standouts that you find particularly cool and/or weird?

Thanks much for the post!

One-page write-ups with art, lore, and the things you need for a Cleric, but not enough space for individualized boons and curses.

However! We do get several fey bargains that you can make with any powerful fey (no feat or archetype neede), rolling boon, edicts, anathema, and curse all into one package. Follow the edicts and anathema and after a little while, receive the boon. Violate them (or manage to anger your patron directly somehow), and get the curse instead. There are oaths of delight, fealty, hospitality, and the wilds.

Bit of a shame that they don't get individual boons/curses, but appreciate that there's at least something there. Would've been wild to not have something for that, with Fey being right up there with Devils as far as entities most likely to make such pacts with.


LoreMonger13 wrote:
QuidEst wrote:
LoreMonger13 wrote:

Regarding the Eldest, do they have full "deity" writeups in the book, or is it more just a quick look like they got in Divine Mysteries?

In the former case, do they have Boons and Curses associated with them like the Core deities, and if so are there any standouts that you find particularly cool and/or weird?

Thanks much for the post!

One-page write-ups with art, lore, and the things you need for a Cleric, but not enough space for individualized boons and curses.

However! We do get several fey bargains that you can make with any powerful fey (no feat or archetype neede), rolling boon, edicts, anathema, and curse all into one package. Follow the edicts and anathema and after a little while, receive the boon. Violate them (or manage to anger your patron directly somehow), and get the curse instead. There are oaths of delight, fealty, hospitality, and the wilds.

Bit of a shame that they don't get individual boons/curses, but appreciate that there's at least something there. Would've been wild to not have something for that, with Fey being right up there with Devils as far as entities most likely to make such pacts with.

Added a bit on the most interesting one above. I think that what they did go with is more... accessible, thematic, and likely to see use. The Eldest just choosing to bless or curse someone without an agreement in place feels a bit out of character. I think if I were to homebrew something, it would actually be a custom oath for each of them, rather than the deities' set of escalating boons and banes.


I've heard going around elsewhere about Unicorn Rider and Starlit Dancer archetypes. Any others, or just those two?

How comprehensive is the roster of Nymph heritages?

Any fun Fadrim options stand out?


I want to know about nymphs too! Particularly Lampads or, if they're not called that, mountain/cave nymphs. Do they have any particular feat lines?

(I ask because I wanted to mash them together with terra dragonbloods for homebrew earth ancestry stuff beyond what's in the Oread heritage)

Do nymphs get any unarmed attack abilities?

And how much of a focus is there on beauty and prettiness? I was very disappointed in how heavily the Battlezoo nymphs leaned into that, and I was hoping Paizo would take a different tack. A little is fine, as long as it's not all-consuming and built into every character.

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Holy moly did the pech get a glow-up!


Is there a bestiary, and how beefy is it? Any particularly notable new fey, or any of your fave older fey from Legacy or PF1 show up?


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

There's about 80 pages of bestiary. Booted Tom and Green Knight are nice. The Ujdavipr looks interesting.


3 people marked this as a favorite.
ornathopter wrote:

I want to know about nymphs too! Particularly Lampads or, if they're not called that, mountain/cave nymphs. Do they have any particular feat lines?

(I ask because I wanted to mash them together with terra dragonbloods for homebrew earth ancestry stuff beyond what's in the Oread heritage)

Do nymphs get any unarmed attack abilities?

And how much of a focus is there on beauty and prettiness? I was very disappointed in how heavily the Battlezoo nymphs leaned into that, and I was hoping Paizo would take a different tack. A little is fine, as long as it's not all-consuming and built into every character.

The heritages are interesting- you still pick one even if you take a versatile heritage, although you only get any traits and qualify for feats that require it. The heritages all have one fifth-level feat, but influence other feats like what animals you can talk with.

Lampads get a limited stone-shaping ability from their heritage, and their feat is the only unarmed attack ability- Vicious Swing, but it's only once every ten minutes, only with unarmed attacks (fists by default for the ancestry), and always uses d6s for the bonus damage. I'd probably go for the 1/day 1st rank primal spell for the feat at that level- Interposing Earth would be thematic, useful regardless of rank even at high levels, and not dependent on DC.

The focus on beauty is much more restrained: there are three feats that mention it, all at different levels and all with alternative options. Additionally, only the first one is focused on diplomacy. One is intimidation-based, and the third is Mask of Terror with a dazzle rider on a crit-fail. Nothing in the nymph ancestry or heritage is directly tied to beauty, and only one of the six "You Might..."/"Others Probably..." sections mentions it.


1 person marked this as a favorite.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

Yeah, I like having a framework for fey bargains more than I'd want a set of boons/banes for the Eldest. Fey are really transactional, and what we've got suits them better.

I do like the familiar options - household spirits (unique ability to automatically succeed on Aid on Crafting, Medicine, or Society and crit success if you're master in the skill), sprites (glowy), and tooth fairies (has a combat ability! can try and pull someone's tooth out 1/10 minutes). Fun and flavourful.


4 people marked this as a favorite.
Perpdepog wrote:
Is there a bestiary, and how beefy is it? Any particularly notable new fey, or any of your fave older fey from Legacy or PF1 show up?

I really liked the wide variety of fey covering different themes, folklore, and fairytales.

Favorite returning entry: bogeymen and their line are remastered here, and no longer tucked away in an AP. Very useful for character backstories.

Favorite new entry: marraines are the fairy godmothers arranging for mistreated step-children to attend balls and the enchantresses disguised as old women cursing rude nobility. They're very keen on picking out the futures and happily-ever-afters that they want, and take accepting any help as implicit agreement to having one's affairs managed indefinitely.


I'm really curious about the Selkie. The folklore is so interesting, the usual narrative lends itself much more to a narrative encounter than pure combat, though there's some mention of other selkies, usually the males, causing storms and terrorizing ships. The first edition version was a little…off from that, but the art they showed on the Paizo Live looked great! It'd be neat if there was some guidance on playing the offspring of one, whether though Fadrim or maybe Beastkin; in the legends, a selkie's human children are described as being relatively normal except for webbed fingers.


2 people marked this as a favorite.
TheTownsend wrote:
I'm really curious about the Selkie. The folklore is so interesting, the usual narrative lends itself much more to a narrative encounter than pure combat, though there's some mention of other selkies, usually the males, causing storms and terrorizing ships. The first edition version was a little…off from that, but the art they showed on the Paizo Live looked great! It'd be neat if there was some guidance on playing the offspring of one, whether though Fadrim or maybe Beastkin; in the legends, a selkie's human children are described as being relatively normal except for webbed fingers.

The art is incredible, yeah. Lots of sorrowful abilities, and they get shifts in stats if their sealskin coat is ever destroyed for lower accuracy and higher damage. They seem set up mechanically to alert player characters to their true nature even while in human form with a wide aura causing (mostly) minor emotional effects while outside their home waters. Makes it a nice, easy hook option for narrative.

Definitely no storm-causing; they're a common level 5 creature.

Let's go take a look at PF1 selkies... Okay, yeah, no. The PF2 selkies no longer sound like they are being statted up by somebody personally offended that the selkie they thought they had trapped got away. No more "They're really good at lying so they can drag people under the water and drown 'em!"

PF2 selkies are drawn to move between the water and the land, living in both. Losing either is heartbreaking to them, but losing the water is much more of a risk because their coat can be taken while they're transformed into a human. The sidebar is about captive selkies.

Envoy's Alliance

Pathfinder Rulebook Subscriber

Any Witch options?

Or any info on the Satyrs?


1 person marked this as a favorite.
Zoken44 wrote:

Any Witch options?

Or any info on the Satyrs?

Trickster Muse is the only class-specific option. Witches will also potentially be happy with the new specific familiars: House Spirit gives a large suite of aid options (Crafting, Medicine, and Society) for a low cost, Sprite is good value on commonly useful abilities if your GM lets Witch use APG's Improved Familiar feat, and Tooth Fairy has an offensive ability that uses your spell DC. There are also plenty of spells and rituals, including a new permanent-on-crit-fail curse. Druid probably benefits the most from the rituals, since they're unsurprisingly heavy on Nature.

The new ancestry is faun. Satyrs are mentioned in the book, but since they're already covered in Monster Core, there's not much reason to go over them further in Feybound. As for fauns, I'm fond of the faun heritage with a d8 horns attack, and my favorite level 1 feat for them is one that allows using Performance to Subsist in natural environments.


how many feat does sprite have now

hope for some better option

Liberty's Edge

4 people marked this as a favorite.
QuidEst wrote:
Favorite new entry: marraines are the fairy godmothers arranging for mistreated step-children to attend balls and the enchantresses disguised as old women cursing rude nobility. They're very keen on picking out the futures and happily-ever-afters that they want, and take accepting any help as implicit agreement to having one's affairs managed indefinitely.

Marraine is French for godmother.


TheTownsend wrote:

I've heard going around elsewhere about Unicorn Rider and Starlit Dancer archetypes. Any others, or just those two?

How comprehensive is the roster of Nymph heritages?

Any fun Fadrim options stand out?

its the Stellar Dancer.

The only other one is Wild Hunter level 8 dedication. you can set an ally as your hunting partner, they share the feat benefits. Other feats are generally benefit for hunting (tracking, stealth, etc.)

I like the Nymphs. You have to have a bonded item with you and it takes 24 hours to replace. Unless you are 100% knocked out and robbed, you shouldn't have any issues with it unless the GM is specifically targeting it.

Warrior lineage gives good weapon familiarities. Level 13 feat gives 1 action 40 ft teleport 1/hour.


25speedforseaweedleshy wrote:

how many feat does sprite have now

hope for some better option

level 1- 7; new Darklands Light (murxie gets firefly light ability) and Sprite Lore

level 5- 6; new Draxie Dust (50/50 either rank 1 charm or sleep) and Prompt Pratfall (1 action, Stride and trip creature upto 3 sizes larger using performance)
level 9- 4
level 13- 3; new Fickle Form (change to small if tiny, or medium or tiny if small) Luminous Flash (dazzle creatures)
level 17- 2; call sprite swarm (become a swarm of sprites) ultimate prank (swap spots with another creature if targeted by Strike).


QuidEst wrote:
Zoken44 wrote:


Or any info on the Satyrs?
The new ancestry is faun. Satyrs are mentioned in the book, but since they're already covered in Monster Core, there's not much reason to go over them further in Feybound. As for fauns, I'm fond of the faun heritage with a d8 horns attack, and my favorite level 1 feat for them is one that allows using Performance to Subsist in natural environments.

I think their best feat (arguably one of the best in the book) is Entrancing Magic which gives them a charm innate spell that auto scales with level.


What does Stellar Dancer do?

Dark Archive

1 person marked this as a favorite.

Captain TTRPG has a video spoiling all the ancestries. I'm in love with the gremlin. Ready to play one for my next character.

Verdant Wheel

Kelseus wrote:
Prompt Pratfall (1 action, Stride and trip creature upto 3 sizes larger using performance)

!


4 people marked this as a favorite.

One item in the book I'm delighted by is the Tea Fancy:

Quote:

These tiny edible treats not only delight the taste buds, but alter the body in strange and magnificent ways. Upon eating the fancies, you transform into a well-dressed Tiny animal for 10 minutes with the effects of pest form, except you can talk while in this form and can’t Dismiss the effect. To determine what kind of animal you’re transformed into, roll 1d6;

1: A cat wearing a tuxedo and a top hat,
2: A dodo bird with a very large blue ribbon,
3: A hedgehog with tiny red boots and white gloves,
4: A dog wearing a deerstalker hat and an ulster coat,
5: A frog wearing a powdered white wig and a matching white jabot,
6: A goose wearing a wide-brimmed sun hat adorned with many flowers.

I'm not sure about 5, but tiny cookies that turn you into the Cat in the Hat, the dodo from Alice in Wonderland, Sonic the Hedgehog, Wishbone Sherlock Holmes, or Mother Goose are a great little item.


1 person marked this as a favorite.
ornathopter wrote:
What does Stellar Dancer do?

Get a stance that allows you to use Perform to tumble through or escape. Gives you "zenith" which lasts until your next turn and gives you + to damage equal to weapon dice. Other feats mostly just give you zenith (can't use them if already in zenith, so once per round).

Best feat is level 10. Req- in stance, As a free action your next manipulate or concentrate action doesn't trigger reactions.


Do all the Gremlins have Cold Iron weakness, with maybe a fest to lessen or remove it later on? I’m kinda hoping they get the Poppet fire treatment instead of not totally skipping out on one the most iconic weaknesses Gremlins are known for in my opinion.


2 people marked this as a favorite.
Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Gorgo Primus wrote:
Do all the Gremlins have Cold Iron weakness, with maybe a fest to lessen or remove it later on? I’m kinda hoping they get the Poppet fire treatment instead of not totally skipping out on one the most iconic weaknesses Gremlins are known for in my opinion.

Absolutely none of the PC fey options have their monster statblock version's weakness to cold iron. (I wouldn't call it the "most iconic [weakness] Gremlins are known for" TBH - gremlins are just a likely option for a low-level encounter that's going to be a particular PC's first introduction to weaknesses.)

Like, I get why maybe the Paizo team wouldn't want to suddenly have four (or five!) different Ancestry options that are weak to cold iron, but I was kinda expecting that at least some of them would have the Standard Fey Weakness, y'know?


1 person marked this as a favorite.
NoxiousMiasma wrote:
Gorgo Primus wrote:
Do all the Gremlins have Cold Iron weakness, with maybe a fest to lessen or remove it later on? I’m kinda hoping they get the Poppet fire treatment instead of not totally skipping out on one the most iconic weaknesses Gremlins are known for in my opinion.

Absolutely none of the PC fey options have their monster statblock version's weakness to cold iron. (I wouldn't call it the "most iconic [weakness] Gremlins are known for" TBH - gremlins are just a likely option for a low-level encounter that's going to be a particular PC's first introduction to weaknesses.)

Like, I get why maybe the Paizo team wouldn't want to suddenly have four (or five!) different Ancestry options that are weak to cold iron, but I was kinda expecting that at least some of them would have the Standard Fey Weakness, y'know?

We've got several playable cold iron weaknesses introduced here.

Gremlins get theirs as a tradeoff on a level 9 feat that gives them Toughness that stacks with Toughness and comes with recovery check improvements.

Sprites still have Fey Skin at 13th.

And, if that's not enough and you want cold iron weakness out of the gate, the fadrim versatile heritage comes with cold iron weakness as part of the starting package.


What does the Wild Hunter Dedication do!?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
ElementalofCuteness wrote:
What does the Wild Hunter Dedication do!?

It's a Ranger/Slayer type. Start by defeating part of the Wild Hunt, gain a language, darkvision and Additional Lore. You can also select another person (hunting partner) to share the language and darkvision with. The hunting partner gets different benefits as you go up in feats.

Stance to bypass concealment, get Crit specialization with a bow, and some entanglement. (Partner gets some benefits)

Pursuit leaves your prey frightened and fatigued.

Armor benefits using beast hides and trees, including an illusion to impersonate them.

Herald the hunt - free action attack with Initiative and they're off-guard to your partner.

A weapon made of crystal or wood, gets free shifting rune and can be changed into a walking stick etc. If destroyed, it comes back the next day.

Invisibility when concealed, partner also gets it.

Upgrade Pursuit to add Drained or Doomed.

Free Search to identify anyone tracking you (includes Investigation, Hunt Prey, etc).

Intimidating glance - Frighten, speed reduction, and Stun

Expand the pack - 3 extra hunting partners (4 total)

Envoy's Alliance

Pathfinder Rulebook Subscriber

Kinda disappointed that there's no Witch Support. I mean a fae book is kind of the perfect place to put some Witch patrons.


2 people marked this as a favorite.
Zoken44 wrote:
Kinda disappointed that there's no Witch Support. I mean a fae book is kind of the perfect place to put some Witch patrons.

I think it's because Rival Academies already covered "Witches and fey" just last year. We got lessons for memory and vows, along with a specific fey patron. I think pretty much every category of fey at least has a very thematic lesson, if not an ideal patron.


Gorgo Primus wrote:
Do all the Gremlins have Cold Iron weakness, with maybe a fest to lessen or remove it later on? I’m kinda hoping they get the Poppet fire treatment instead of not totally skipping out on one the most iconic weaknesses Gremlins are known for in my opinion.

I did spot that Gremlins and Sprites can gain a cold iron weakness from ancestry feats in exchange for other benefits (including their level in hp), but you can't start out with one.


Is there a Maenad heritage for Nymphs? Would love to play a Pirate one.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

There are Oceanid and Naiad (rivers/lakes) nymphs


ornathopter wrote:

One item in the book I'm delighted by is the Tea Fancy:

Quote:

These tiny edible treats not only delight the taste buds, but alter the body in strange and magnificent ways. Upon eating the fancies, you transform into a well-dressed Tiny animal for 10 minutes with the effects of pest form, except you can talk while in this form and can’t Dismiss the effect. To determine what kind of animal you’re transformed into, roll 1d6;

1: A cat wearing a tuxedo and a top hat,
2: A dodo bird with a very large blue ribbon,
3: A hedgehog with tiny red boots and white gloves,
4: A dog wearing a deerstalker hat and an ulster coat,
5: A frog wearing a powdered white wig and a matching white jabot,
6: A goose wearing a wide-brimmed sun hat adorned with many flowers.
I'm not sure about 5, but tiny cookies that turn you into the Cat in the Hat, the dodo from Alice in Wonderland, Sonic the Hedgehog, Wishbone Sherlock Holmes, or Mother Goose are a great little item.

I adore this item so much; I have to get this book now!

And my guess is Mr. Toad from The Wind in the Willows.


2 people marked this as a favorite.
pixierose wrote:
Is there a Maenad heritage for Nymphs? Would love to play a Pirate one.

The heritages are Asterid, Dryad, Hesperid, Lampad, Naiad, and Oceanid.


Perpdepog wrote:
ornathopter wrote:

One item in the book I'm delighted by is the Tea Fancy:

Quote:

These tiny edible treats not only delight the taste buds, but alter the body in strange and magnificent ways. Upon eating the fancies, you transform into a well-dressed Tiny animal for 10 minutes with the effects of pest form, except you can talk while in this form and can’t Dismiss the effect. To determine what kind of animal you’re transformed into, roll 1d6;

1: A cat wearing a tuxedo and a top hat,
2: A dodo bird with a very large blue ribbon,
3: A hedgehog with tiny red boots and white gloves,
4: A dog wearing a deerstalker hat and an ulster coat,
5: A frog wearing a powdered white wig and a matching white jabot,
6: A goose wearing a wide-brimmed sun hat adorned with many flowers.
I'm not sure about 5, but tiny cookies that turn you into the Cat in the Hat, the dodo from Alice in Wonderland, Sonic the Hedgehog, Wishbone Sherlock Holmes, or Mother Goose are a great little item.

I adore this item so much; I have to get this book now!

And my guess is Mr. Toad from The Wind in the Willows.

He doesn't wear a wig or have a jabot, though, usually he has a bow tie and maybe a flat cap.


1 person marked this as a favorite.
ornathopter wrote:
Perpdepog wrote:
ornathopter wrote:

One item in the book I'm delighted by is the Tea Fancy:

Quote:

These tiny edible treats not only delight the taste buds, but alter the body in strange and magnificent ways. Upon eating the fancies, you transform into a well-dressed Tiny animal for 10 minutes with the effects of pest form, except you can talk while in this form and can’t Dismiss the effect. To determine what kind of animal you’re transformed into, roll 1d6;

1: A cat wearing a tuxedo and a top hat,
2: A dodo bird with a very large blue ribbon,
3: A hedgehog with tiny red boots and white gloves,
4: A dog wearing a deerstalker hat and an ulster coat,
5: A frog wearing a powdered white wig and a matching white jabot,
6: A goose wearing a wide-brimmed sun hat adorned with many flowers.
I'm not sure about 5, but tiny cookies that turn you into the Cat in the Hat, the dodo from Alice in Wonderland, Sonic the Hedgehog, Wishbone Sherlock Holmes, or Mother Goose are a great little item.

I adore this item so much; I have to get this book now!

And my guess is Mr. Toad from The Wind in the Willows.

He doesn't wear a wig or have a jabot, though, usually he has a bow tie and maybe a flat cap.

If I were to guess, I think it's a reference to the Frog Footmen in Alice in Wonderland.


ornathopter wrote:
pixierose wrote:
Is there a Maenad heritage for Nymphs? Would love to play a Pirate one.
The heritages are Asterid, Dryad, Hesperid, Lampad, Naiad, and Oceanid.

The Lampad ability is cool and has some fun utility, but I'm really surprised they don't get the Light cantrip. That's kind of their whole thing in both the monster statblock and mythology -- the name derives from the Greek for "torch." I get that it sort of steps on the Asterid's glowy toes, but still, they're supposed to live underground, and the poor things only get low-light vision!


2 people marked this as a favorite.
TheTownsend wrote:
ornathopter wrote:
pixierose wrote:
Is there a Maenad heritage for Nymphs? Would love to play a Pirate one.
The heritages are Asterid, Dryad, Hesperid, Lampad, Naiad, and Oceanid.
The Lampad ability is cool and has some fun utility, but I'm really surprised they don't get the Light cantrip. That's kind of their whole thing in both the monster statblock and mythology -- the name derives from the Greek for "torch." I get that it sort of steps on the Asterid's glowy toes, but still, they're supposed to live underground, and the poor things only get low-light vision!

I would say a lampad would do fine with non-special vision, but they absolutely should be all about carrying that torch one way or another. The only real original lore about them is that they carry torches to light the way for Hecate or Persephone through the underworld.


TheMountain wrote:
ornathopter wrote:
Perpdepog wrote:
ornathopter wrote:

One item in the book I'm delighted by is the Tea Fancy:

Quote:

These tiny edible treats not only delight the taste buds, but alter the body in strange and magnificent ways. Upon eating the fancies, you transform into a well-dressed Tiny animal for 10 minutes with the effects of pest form, except you can talk while in this form and can’t Dismiss the effect. To determine what kind of animal you’re transformed into, roll 1d6;

1: A cat wearing a tuxedo and a top hat,
2: A dodo bird with a very large blue ribbon,
3: A hedgehog with tiny red boots and white gloves,
4: A dog wearing a deerstalker hat and an ulster coat,
5: A frog wearing a powdered white wig and a matching white jabot,
6: A goose wearing a wide-brimmed sun hat adorned with many flowers.
I'm not sure about 5, but tiny cookies that turn you into the Cat in the Hat, the dodo from Alice in Wonderland, Sonic the Hedgehog, Wishbone Sherlock Holmes, or Mother Goose are a great little item.

I adore this item so much; I have to get this book now!

And my guess is Mr. Toad from The Wind in the Willows.

He doesn't wear a wig or have a jabot, though, usually he has a bow tie and maybe a flat cap.
If I were to guess, I think it's a reference to the Frog Footmen in Alice in Wonderland.

That's a good guess.


QuidEst wrote:
NoxiousMiasma wrote:
Gorgo Primus wrote:
Do all the Gremlins have Cold Iron weakness, with maybe a fest to lessen or remove it later on? I’m kinda hoping they get the Poppet fire treatment instead of not totally skipping out on one the most iconic weaknesses Gremlins are known for in my opinion.

Absolutely none of the PC fey options have their monster statblock version's weakness to cold iron. (I wouldn't call it the "most iconic [weakness] Gremlins are known for" TBH - gremlins are just a likely option for a low-level encounter that's going to be a particular PC's first introduction to weaknesses.)

Like, I get why maybe the Paizo team wouldn't want to suddenly have four (or five!) different Ancestry options that are weak to cold iron, but I was kinda expecting that at least some of them would have the Standard Fey Weakness, y'know?

We've got several playable cold iron weaknesses introduced here.

Gremlins get theirs as a tradeoff on a level 9 feat that gives them Toughness that stacks with Toughness and comes with recovery check improvements.

Sprites still have Fey Skin at 13th.

And, if that's not enough and you want cold iron weakness out of the gate, the fadrim versatile heritage comes with cold iron weakness as part of the starting package.

If Fadrim is their name for a versatile ‘I’m related to/touched by Fey’ heritage option, then I don’t think it’d make sense thematically or mechanically to take it while also outright one of the new Fey ancestries. Correct me if I’m wrong but I imagine the (in my opinion good) trend of several useful feats being locked to actual heritages has continued and you’d be missing out on a lot of options unless Gremlins et al get several more pages each than the usual.

I mean it’s good to know you can get Cold Iron weakness as a Gremlin eventually, but it is still sad to me that it’s not til you’re all the way to 9.

Last question of mine as a non-subscriber: Did Sprites get back their ability to take a feat to hover to reach doorknobs and the like despite being tiny (that the errata removed), or did they update the Tiny PCs sidebar to let everyone tiny do it, or is it just one of those ‘at this point unless there’s a compelling gameplay reason everyone should just assume they find a way to do it whenever’ things? Honestly I’m hoping for something akin to the second of those cause taking a feat to open doors or get a book off a low shelf felt bad, but it being implied to be left up in the air as to if you could now felt nearly the same to me.

Thanks for the answers!

Liberty's Edge

Gorgo Primus wrote:

Last question of mine as a non-subscriber: Did Sprites get back their ability to take a feat to hover to reach doorknobs and the like despite being tiny (that the errata removed), or did they update the Tiny PCs sidebar to let everyone tiny do it, or is it just one of those ‘at this point unless there’s a compelling gameplay reason everyone should just assume they find a way to do it whenever’ things? Honestly I’m hoping for something akin to the second of those cause taking a feat to open doors or get a book off a low shelf felt bad, but it being implied to be left up in the air as to if you could now felt nearly the same to me.

Thanks for the answers!

I see nothing in the current Tiny PCs part of the Sprite description on AoN saying they cannot reach objects that a Small or Medium creature can.

It is only their Melee Strikes that have no Reach.

1 to 50 of 94 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Pathfinder Feybound Spoilers All Messageboards

Want to post a reply? Sign in.