Actually, those are in the new core as a new "nephilim" heritage that can be combined with any ancestry and is meant to contain all the planetouched types under one mechanical heading. (This is partly for Wizards copyright reasons, partly because they didn't want to waste the page count on a bunch of duplicate low-level feats that are near-identical for every planetouched type.)
I love it. The standard core ancestries list is huge now, by combining the Core book (standard and goblin), Advanced Players Guide (orcs, ratfolk, tengu, catfolk, kobolds), LO: Character Guide (lizardfolk, leshies, hobgoblins), and an ancestry from LO: Mwangi (gnoll) into two solid books that function as the player side core rulebooks. And then of course are all the fun classes they decided were now core too, like Witch.
Lizardfolk will be in the Player Core 2, because there are just so many ancestries and classes they want as core but don't want a single giant book. As for trees, leshies are less trees and more general small plant spirits, for a tree, you'd either want a wood element geniekin (new from Rage of Elements), a ghoran (closer to sapient flower crops in humanoid form, also tasty), or a conrasu (not really trees but they do have a living tree exoskeleton that serves to hold their cosmic orb and functions as a body). Arboreals, Pathfinder ents, are tree people but are 3pp.
new gnome/goblin option for haha funni shitters to play, enjoy your slop
>new gnome/goblin option for haha funni shitters to play, enjoy your slop
Anon, leshies have been part of Pathfinder for a long time, and were made a playable ancestry several years ago.
>fewer tieflings and aasimar types
Actually, those are in the new core as a new "nephilim" heritage that can be combined with any ancestry and is meant to contain all the planetouched types under one mechanical heading. (This is partly for Wizards copyright reasons, partly because they didn't want to waste the page count on a bunch of duplicate low-level feats that are near-identical for every planetouched type.)
>those are in the new core as a new "nephilim" heritage
Yeah, the preview page for them states it is all planetouched (minus elemental geniekin), and that the entry in the core book only details celestial and fiendish types, but acknowledges ganzis and aphorites. Hopefully, core book 2 has the monitor nephilim rules.
Only in PF2, and PF2 is complete and utter trash, so I couldn't possibly care less.
Pretty much this.
I love it. The standard core ancestries list is huge now, by combining the Core book (standard and goblin), Advanced Players Guide (orcs, ratfolk, tengu, catfolk, kobolds), LO: Character Guide (lizardfolk, leshies, hobgoblins), and an ancestry from LO: Mwangi (gnoll) into two solid books that function as the player side core rulebooks. And then of course are all the fun classes they decided were now core too, like Witch.
Lizardfolk will be in the Player Core 2, because there are just so many ancestries and classes they want as core but don't want a single giant book. As for trees, leshies are less trees and more general small plant spirits, for a tree, you'd either want a wood element geniekin (new from Rage of Elements), a ghoran (closer to sapient flower crops in humanoid form, also tasty), or a conrasu (not really trees but they do have a living tree exoskeleton that serves to hold their cosmic orb and functions as a body). Arboreals, Pathfinder ents, are tree people but are 3pp.
[...] >new gnome/goblin option for haha funni shitters to play, enjoy your slop
Anon, leshies have been part of Pathfinder for a long time, and were made a playable ancestry several years ago.
[...] >those are in the new core as a new "nephilim" heritage
Yeah, the preview page for them states it is all planetouched (minus elemental geniekin), and that the entry in the core book only details celestial and fiendish types, but acknowledges ganzis and aphorites. Hopefully, core book 2 has the monitor nephilim rules.
>unironically referring to races as "ancestries" >doesn't understand the difference between exotic racial options and core races
have a nice day.
How badly do they fug with balance? I know most things that don't run off human resistances and needs tend to screw with many types of campaign, especially pre-built.
Look alright, iunno, what are their gimmicks? Do they make good kindling?
nothing. there is functionally no difference between them and halflings beside some racial feats that MIGHT give them vague plant-based abilities. same for robots and skeletons
[...]
nothing. there is functionally no difference between them and halflings beside some racial feats that MIGHT give them vague plant-based abilities. same for robots and skeletons
>there is functionally no difference between them and halflings beside some racial feats that MIMGHT give them vague plant-based abilities
And once again PF2 showcases how it is the most dogshit of dogshit of d&dogshit. They did the same shit in Starfinder and it was dogshit there too.
Race design in PF2 is atrocious. Yesterday a friend told how they can make weird strange stuff in the system (we were talking about the SF2 that was announced) and put the conrasu (pic related) as an example... and reading their abilites and feats they don't feel weird. At all. They get innate spellcasting, more ac/resitances and natural weapons. That's some of the more generic stuff (to the point I'd say it's ability filler) there is for races, with the only weird stuff they have is healing with the sun. FFS the only way to make them weird and strange is by using the feytouched feats that EVERYONE can get.
FFS the warforged in 5e feel more alien than the supposed stellar shards in a wooden exoskeleton...
yah that exactly my gripe. people always say stuff like "dude you can ACTUALLY play weird races, you don't need to reskin anything!!" but the end result, even mechanically, is the same you could get by reskinning
Agree. I've been playing a very autistic point buy game recently called Anima beyond fantasy that has options for playing as monsters (with some caviats tho), and due to it being point buy and having a lot of options in the manuals, it's very easy to make an actual weird as frick character. For example I'm in a game right now with a player that is playing as a fire elemental that can change forms (think of the living flame from Final fantasy 5/14) and it's pretty cool his character changing his style of fighting in the fly.
Is cool and my go-to system for playing and making reaaaaaally weird and fricky stuff.
>warforged in 5e feel more alien than the supposed stellar shards in a wooden exoskeleton
Warforged get three things that differentiate them from other races in D&D. Watered down construct traits, sleep without sleeping, immunity to aging effects, and a bonus to AC. That is all they get, ever.
Lets compare construct races instead of trying to compare with the weird tree aeons.
Automatons are construct bodies that house the soul gems of once human minds. They get as a base before heritage: They do not get any resistance to poisons or disease like warforged, but are otherwise similar, barring a shorter "long rest" period. They also get lowlight vision. Beyond that your heritage gets you either, a lethal unarmed, a faster quadruped body, a sniper action to reduce range penalties, or a bonus cantrip. For ancestry feats at first level, you get dark vision which can be enhanced to 1/hour see invisibility, armored chassis granting medium armor, an energy beam, either a pincer or claws, or touch telepathy that upgrades to short range telepathy.
After that, your ancestry feats allow a bunch more fun shit that warforged lack entirely, like the ability to perform a Galvatron/Bastion style gun transformation, jump jets, 1/hour dimension doors, or being large size permanently.
And disregardignt he lore built into the feats in favor of just the generic description of the mechanics is always going to look and be boring, its the lore that gives it interest. A power that grant minor AC is boring and gnereic without its lore description that states what the Ac boost is and does to the individual ancestry. From weaving a magical spell, to overlapping your wooden branches, to thicker scales, it could be any number of changes to each ancestry, but at the end of the day they are all just a bonus to AC, and thats fine. Beyond that, all the ancestries get abilities that work with their nature and are thematically appropriate.
>there is functionally no difference between them and halflings beside some racial feats that MIMGHT give them vague plant-based abilities
And once again PF2 showcases how it is the most dogshit of dogshit of d&dogshit. They did the same shit in Starfinder and it was dogshit there too.
With Pathfinder 2e, most of the actual distinction between ancestries is in ancestry feats, which you get a progression of as you level up (and there's a commonly used rule option to get more of them). At 1st level you just get the basic stuff like speed, languages, and vision types, plus a heritage (basically your chosen subrace, this is sometimes completely standalone and sometimes a prereq for some feats).
Basically, it's a low key savage species style progression but baked into the system. For examples, leshies have ancestry feats at level 1 to spit seeds like koroks, at level 5 to ignore some environmental effects, at level 9 to heal by spending time in sunlight, and at level 13 to get a plant form polymorph spell.
I think it's weird that they got included because they got popular due to being cute, but the one in the player core preview isn't one of the cute ones.
Eh...
It will be hard to role play as without it being a comedy relief
This thing will look silly as a fighter or a rogue no matter what you do with it
So it will suffer from forever druid or wizard race
Runequest had them since the 1980s.
Runners are the elves related to shrub and bushes. Small, humanoid in form but plants like all other elves. >core race
no, that isn't a human race.
I don’t know much about them but this looks cool, more trees and lizards, fewer tieflings and aasimar types
>fewer tieflings and aasimar types
Actually, those are in the new core as a new "nephilim" heritage that can be combined with any ancestry and is meant to contain all the planetouched types under one mechanical heading. (This is partly for Wizards copyright reasons, partly because they didn't want to waste the page count on a bunch of duplicate low-level feats that are near-identical for every planetouched type.)
I love it. The standard core ancestries list is huge now, by combining the Core book (standard and goblin), Advanced Players Guide (orcs, ratfolk, tengu, catfolk, kobolds), LO: Character Guide (lizardfolk, leshies, hobgoblins), and an ancestry from LO: Mwangi (gnoll) into two solid books that function as the player side core rulebooks. And then of course are all the fun classes they decided were now core too, like Witch.
Lizardfolk will be in the Player Core 2, because there are just so many ancestries and classes they want as core but don't want a single giant book. As for trees, leshies are less trees and more general small plant spirits, for a tree, you'd either want a wood element geniekin (new from Rage of Elements), a ghoran (closer to sapient flower crops in humanoid form, also tasty), or a conrasu (not really trees but they do have a living tree exoskeleton that serves to hold their cosmic orb and functions as a body). Arboreals, Pathfinder ents, are tree people but are 3pp.
>new gnome/goblin option for haha funni shitters to play, enjoy your slop
Anon, leshies have been part of Pathfinder for a long time, and were made a playable ancestry several years ago.
>those are in the new core as a new "nephilim" heritage
Yeah, the preview page for them states it is all planetouched (minus elemental geniekin), and that the entry in the core book only details celestial and fiendish types, but acknowledges ganzis and aphorites. Hopefully, core book 2 has the monitor nephilim rules.
It's nice to give players new customization options.
new gnome/goblin option for haha funni shitters to play, enjoy your slop
Only in PF2, and PF2 is complete and utter trash, so I couldn't possibly care less.
Pretty much this.
>unironically referring to races as "ancestries"
>doesn't understand the difference between exotic racial options and core races
have a nice day.
Well, I like them better as a goofy mascot race than the goblins, at least.
How badly do they fug with balance? I know most things that don't run off human resistances and needs tend to screw with many types of campaign, especially pre-built.
nothing. there is functionally no difference between them and halflings beside some racial feats that MIGHT give them vague plant-based abilities. same for robots and skeletons
Skeletons aren't immune to poison, have darkvision, and unable to drown like their NPC counterparts?
Then you aren't really playing a skeleton.
Race design in PF2 is atrocious. Yesterday a friend told how they can make weird strange stuff in the system (we were talking about the SF2 that was announced) and put the conrasu (pic related) as an example... and reading their abilites and feats they don't feel weird. At all. They get innate spellcasting, more ac/resitances and natural weapons. That's some of the more generic stuff (to the point I'd say it's ability filler) there is for races, with the only weird stuff they have is healing with the sun. FFS the only way to make them weird and strange is by using the feytouched feats that EVERYONE can get.
FFS the warforged in 5e feel more alien than the supposed stellar shards in a wooden exoskeleton...
yah that exactly my gripe. people always say stuff like "dude you can ACTUALLY play weird races, you don't need to reskin anything!!" but the end result, even mechanically, is the same you could get by reskinning
Agree. I've been playing a very autistic point buy game recently called Anima beyond fantasy that has options for playing as monsters (with some caviats tho), and due to it being point buy and having a lot of options in the manuals, it's very easy to make an actual weird as frick character. For example I'm in a game right now with a player that is playing as a fire elemental that can change forms (think of the living flame from Final fantasy 5/14) and it's pretty cool his character changing his style of fighting in the fly.
Is cool and my go-to system for playing and making reaaaaaally weird and fricky stuff.
>warforged in 5e feel more alien than the supposed stellar shards in a wooden exoskeleton
Warforged get three things that differentiate them from other races in D&D. Watered down construct traits, sleep without sleeping, immunity to aging effects, and a bonus to AC. That is all they get, ever.
Lets compare construct races instead of trying to compare with the weird tree aeons.
Automatons are construct bodies that house the soul gems of once human minds. They get as a base before heritage: They do not get any resistance to poisons or disease like warforged, but are otherwise similar, barring a shorter "long rest" period. They also get lowlight vision. Beyond that your heritage gets you either, a lethal unarmed, a faster quadruped body, a sniper action to reduce range penalties, or a bonus cantrip. For ancestry feats at first level, you get dark vision which can be enhanced to 1/hour see invisibility, armored chassis granting medium armor, an energy beam, either a pincer or claws, or touch telepathy that upgrades to short range telepathy.
After that, your ancestry feats allow a bunch more fun shit that warforged lack entirely, like the ability to perform a Galvatron/Bastion style gun transformation, jump jets, 1/hour dimension doors, or being large size permanently.
And disregardignt he lore built into the feats in favor of just the generic description of the mechanics is always going to look and be boring, its the lore that gives it interest. A power that grant minor AC is boring and gnereic without its lore description that states what the Ac boost is and does to the individual ancestry. From weaving a magical spell, to overlapping your wooden branches, to thicker scales, it could be any number of changes to each ancestry, but at the end of the day they are all just a bonus to AC, and thats fine. Beyond that, all the ancestries get abilities that work with their nature and are thematically appropriate.
>there is functionally no difference between them and halflings beside some racial feats that MIMGHT give them vague plant-based abilities
And once again PF2 showcases how it is the most dogshit of dogshit of d&dogshit. They did the same shit in Starfinder and it was dogshit there too.
With Pathfinder 2e, most of the actual distinction between ancestries is in ancestry feats, which you get a progression of as you level up (and there's a commonly used rule option to get more of them). At 1st level you just get the basic stuff like speed, languages, and vision types, plus a heritage (basically your chosen subrace, this is sometimes completely standalone and sometimes a prereq for some feats).
Basically, it's a low key savage species style progression but baked into the system. For examples, leshies have ancestry feats at level 1 to spit seeds like koroks, at level 5 to ignore some environmental effects, at level 9 to heal by spending time in sunlight, and at level 13 to get a plant form polymorph spell.
>spit seeds like koroks
Anon, that's racist.
I love plants so das aight.
Look alright, iunno, what are their gimmicks? Do they make good kindling?
I think it's weird that they got included because they got popular due to being cute, but the one in the player core preview isn't one of the cute ones.
Plants are cool, though I wish we got more non-tree-based plant-people in fantasy.
but I wanted the other little plant dudes
Eh...
It will be hard to role play as without it being a comedy relief
This thing will look silly as a fighter or a rogue no matter what you do with it
So it will suffer from forever druid or wizard race
I have no feelings for pathfinder one way or the other.
But I like plant people.
I do not get the appeal of plant people. I just can't enjoy them.
>how do you feel
Why don't you ask people what they THINK about a topic instead? Why is this homosexual vacobulary so prevalent on the internet?
How does it make you feel, you fricking obnoxious, narcissistic homosexual?
You seem rather arrogant for someone who can't spell very well.
Chicks dig plants.
Runequest had them since the 1980s.
Runners are the elves related to shrub and bushes. Small, humanoid in form but plants like all other elves.
>core race
no, that isn't a human race.
Look like they would be fun to paint, looking forward to models.
I admire the restraint of anons in this thread who did not go for the obvious.
however,
Cute characters are for women and “women”.
Then why not pick the fungal demons?