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====Advanced Player's Guide==== *'''[[Catfolk]]''' **8 HP, Medium sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score, -2 Wisdom ***The felines have returned to the play space, and the [[Furry|furries rejoiced.]] Lithe, wild, somewhat matriarchal, and always like to satiate their curiosity, the amurrans of Golarion are still out and about the place. Their feats focus heavily on improving their movement and manipulating rolls to avoid worst-case scenarios, including the ability to use their reaction to instantly revive a comrade from being knocked out at Level 13. Your pick of the heritage litter includes: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Clawed Catfolk''': Your family always had deadly claws, capable of gouging out eyes and leaving nasty wounds. You gain a 1d6 claw strike. *'''Flexible Catfolk''': Introduced in ''Lost Omens Ancestry Guide''. You have the catlike trait of squeezing out of tight spots. As long as you don't need to squeeze, you don't count tight spots as difficult terrain. You also gain a bonus to slip out of binds. *'''Hunting Catfolk''': You're a natural predator. Stalking your prey comes easy to you. You have a 30ft ''imprecise scent'' using your sense of smell. You also have +2 to any Survival check made to Track your prey that you've smelt before. *'''Jungle Catfolk''': Your kin is closer to panthers and jaguars than just the regular, ol' pussy-cat. You ignore difficult undergrowth terrain, and treat greater difficult undergrowth terrain as just difficult terrain. *'''Liminal Catfolk''': Introduced in ''Lost Omens Ancestry Guide''. You might be related to the Cheshire Cat. You know Detect Magic as an innate spell and have an easier time identifying certain beings from beyond the material plane. *'''Nine Lives Catfolk''': Great misfortune always seemed to evade or be mitigated with your family, being able to come back from any life-threatening disaster. Whenever you would be KO'd by a critical hit, you only go down to Dying 1, instead of Dying 2. *'''Sharp-Eared Catfolk''': Introduced in ''Lost Omens Ancestry Guide''. You can pick up noises far more easily, helping you pick out hidden creatures a little faster. *'''Winter Catfolk''': A thick coat of fur guards you from the cold, granting you cold damage resistance equal to half your level, and you treat every cold environmental effect as one step less extreme than normal. Not too thick, else heat might be an issue for you... </div></div> *'''[[Kobold]]s''' **6 HP, Small sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score, -2 Constitution ***Everyone's favorite scrappy, overconfident, dragon-loving cannon-fodder returns in the APG. While the intervening years between first and second edition hasn't altered them too much society-wise, they have changed quite a bit appearance-wise. They have wider, flatter heads, more pronounced horns, and a thicker frame, giving them a more reptilian appearance fitting for their dragon-descended claims. Feat-wise, they have a rather short list, but there are some quite useful effects focusing on their innate ability to breathe the elements like their dragon patron, excel in their trap-making abilities, or...to a take a page out of the [[5E]] Kobold playbook and cry, whine, and cringe to negate critical damage or Feint... At least that last bit is optional and they don't have sun sensitivity, unlike their brethren from the [[Wizards of the Coast| coast]]. Their heritages are the following: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Cavern Kobold''': Your family's home was as tight and compact as the egg you hatched from. You can move half your Speed whenever you successfully Climb rock walls and other stone terrain, and your full speed if you crit-succeed the check. You also crit-success all successful Squeeze checks. *'''Draconic Sycophant''': Introduced in the ''Lost Omens Ancestry Guide''. You are a skilled climber. You get the Combat Climber skill feat (You can fight while climbing and don't count as being flat-footed). In particular, you can use your tail for climbing and wield weapons with both hands. In addition, any time you pass an Athletics check for climbing, you count it as a critical success. *'''Dragonscaled Kobold''': While all kobolds have scale colors equal to their draconic exemplar, your scales are far closer to them in color and elemental protection. You gain resistance equal to half your level of your draconic exemplar's damage type, and you double the resistance against dragon's Breath Weapon strikes. *'''Spellscale Kobold''': You can tap into your latent draconic magics. You gain an arcane cantrip. *'''Strongjaw Kobold''': You have a vicious set of chompers, coming from your mother, father, or both! You gain a 1d6 jaw attack. *'''Tunnelflood Kobold''': Introduced in ''Lost Omens Ancestry Guide''. Your warren was frequently flooded. You gain a swim speed. *'''Venomtail Kobold''': Your tail is tipped with a spur, filled with a deadly venom. You can, once a day, spend one action coat any piercing or slashing weapon with it to deal persistent poison damage equal to your level against your opponent, should you land your next blow. </div></div> *'''[[Orc]]s''' **10 HP, Medium sized, +2 Strength, +2 free boost to any ability score ***The green-skinned boys are back in town! Ferocious, brutish, and undying, the orcs come swinging with a vicious, full-sized feat list. The APG sidesteps a lot of their more "violent" tendencies of pillaging and "conception" of half-orcs, preferring to focus on their glory-seeking, honesty and unbreakable loyalty to those they see as equals or treat them nicely. They are a society looking to surpass their shitty upbringings, wanting to move on from their long history of conflict.... by way of conflict. Their feat list focuses a lot on resisting magic, improving their deadly strength, or finding new and exciting ways to ''refuse to die''. This also helps half-orcs tremendously, who started with a comparatively small list of feats they could take, in comparison to half-elves. One of the few niceties orcs have ever given to their illegitimate kin. Their list of heritages have: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Badlands Orc''': Your homeland was as equally as harsh and inhospitable as you are. You can Hustle without tiring for twice as long than normal, and you gain environmental heat resistance, dropping it down one level. *'''Battle-Ready Orc''': Introduced in the ''Lost Omens Ancestry Guide''. Your countenance is particularly frightening. You are trained in Intimidation and have the Intimidating Glare skill feat (You can scare folks with just your eyes alone). *'''Deep Orc''': Your red eyes and calloused hands are proof that the cavernous depths have fostered your family. You gain two skill feats, one that grants +1 to Survival checks while you are underground, the other letting you fight while climbing easier. *'''Grave Orc''': Introduced in ''Lost Omens Ancestry Guide''. You were exposed to necromantic energies that didn't quite kill you, even though it should have. You gain resistance to negative energy damage and a bonus to saves against necromancy. *'''Hold-Scarred Orc''': Your family has a longstanding tradition of ritually scarring or tattooing themselves. You gain 12 base HP from your ancestry, not 10, and you gain a general feat that increases the Dying value threshold to 5, instead of 4. *'''Rainfall Orc''': Growing up in the flooding rain forests have given you a literally sink-or-swim mentality. You have a +2 bonus to Athletics checks requiring you to Swim or Climb, and a +1 bonus to saving throws against diseases. *'''Winter Orc''': Introduced in ''Lost Omens Ancestry Guide''. Another generic winter-theme. You gain resistance to cold damage and treat cold weather as one degree lesser. </div></div> *'''[[Ratfolk]]''' **6 HP, Small sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Strength ***Diligent, communal, and insightful, the ratfolk return, continuing to fight against the stereotypes and discriminatory actions of the other natives of Golarion, hoping to break the not-[[Skaven]] or other monstrous outlooks most have of them. With their large families and discerning natures, they prefer to keep to themselves. As a nod to [[Starfinder]], Paizo has officially [[Retcon| retconned]] the ratfolk into [[Ysoki]], even given them their ability to store small objects into their cheek pouches as a feat! Speaking of which, their racial feats aren't all that useful, mostly focusing on their hoarding tendencies, navigation, minor improvements to their crafting skills, or just improving their cheek pouch storage size. Their heritages are: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Deep Rat''': Your family dug their homes deeper than any other rat you know. You gain darkvision. *'''Desert Rat''': Arid lands and desert sandscapes meant nothing to your kin or you. You can scamper on all-fours, increasing your movement Speed to 30ft, as well as treating environmental hazards based on heat as one degree less severe. Though cold weather is one degree more... *'''Longsnout Rat''': Your sniffer is longer and stronger than most other rats. You gain a 30ft radius to your sense of smell to find creatures, and a +2 circumstance bonus to any Seek check. *'''Sewer Rat''': Surviving on garbage came natural to your family, giving you an iron stomach and hardy blood. You gain an immunity to the filth fever disease, as well as the ability to recover quicker from successful poison or disease saving throws, decreasing their Stage by 2 instead of 1 on a success, and 3 instead of 2 on a crit-success. *'''Shadow Rat''': Your dark fur and dour attitude frightens the local fauna. You become Trained in Intimidation, and you can Coerce animals. You can also Demoralize any animal without a penalty for not sharing their language. However, all animals treat you with disrespect in kind, decreasing their default attitude towards you down one stage. This can be a little problematic for any nature-based campaign, as you piss off every species of wild beast within the immediate area into attacking you just by ''existing''. *'''Snow Rat''': Introduced in ''Lost Omens Ancestry Guide''. You are a very fluffy rodent. You get a resistance to cold damage and treat cold weather as one step less dangerous. *'''Tunnel Rat''': Introduced in ''Lost Omens Ancestry Guide''. You're quite used to tight places. You have the Quick Squeeze skill feat (You can move and squeeze through a tight space at the same time) and any tight spots that don't require you to squeeze don't count as difficult terrain. </div></div> *'''[[Tengu]]''' **6 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score ***Your default ability is having a d6 pecking attack. ***The tengu caw there way back into player hands, picking up a lot of new tricks, based around their youkai origins. While they still are scavengers of ill-repute like in first edition, some have became natural "jinx-eaters", able to absorb misfortune, perfect for guiding ships and other mercantile-based trades. Others follow their old, sword-based martial talents, a much easier feat to accomplish thanks to their much more practical stat line for such a calling. Sure, their ancestry feat list isn't too long, but it does have many practical abilities. Such as screwing over any fortune/misfortune effect, growing wings with a fly speed, or even assuming a human-based disguised form that can later evolve into a ''giant [[oni]] monstrosity with Enlarge and Fly as innate spells.'' The tengu are definitely one of the biggest winners of the edition shift so far! Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Dogtooth Tengu''': Your beak also has sharp teeth inside it. Your peck attack has the Deadly d8 feature, making crits more dangerous. *'''Jinxed Tengu''': Curses mean nothing to your family at this point. Any curse or misfortune effect you succeed in turns into a crit-success. And whenever you would suffer the Doomed status, you can make a DC17 flat check to try to reduce the status value by 1. *'''Mountainkeeper Tengu''': Your family has a keen link to the spirits of the realm, thanks to their generations of ascetism and spirituality. You gain the Disrupt Undead cantrip as an innate primal spell, and any other spell you would gain from your heritage or ancestry can be cast as either divine or primal. *'''Skyborn Tengu''': Something about you has gifted you with a lighter frame or even entire (unusable) wings! You take no falling damage, no matter how far you fall. *'''Stormtossed Tengu''': You have a hankering for storm-chasing, or storms had a hankering for you, ever since you were a chick. You gain electricity damage resistance equal to half your Level and you can target any creature concealed by rain or fog without a flat check. *'''Taloned Tengu''': In addition to the tengu standard of their strong beaks, your family always had strong claws! You gain a 1d4 claw strike. *'''Wavediver Tengu''': Introduced in ''Lost Omens Ancestry Guide''. Your particular family is adept at dealing with the waves. You gain a swim speed. You have a special feat that makes getting wet less of an issue. </div></div>
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