Why Werecreature is Awesome in Pathfinder 2e Remaster’s Howl of the Wild

Why Werecreature is Awesome in Pathfinder 2e Remaster's Howl of the Wild
Spread The Viralist



Thank you to Paizo for providing to me “Howl of the Wild” for reviewing purposes. This is not a sponsored video and all thoughts and opinions are my own.

If you like this video you can check us out at my twitch channel at https://www.twitch.tv/theebadluckgamer where we have other Pathfinder 2e games as well as some tabletop games you may have never heard of. You can also join us at our Official Discord here: https://discord.gg/AyfqmGjKU6 . We can’t wait to see you there!

Twitter: https://twitter.com/BadLuckGamr

Patreon: https://www.patreon.com/BadLuckGamer

source

Recommended For You

About the Author: BadLuckGamer

47 Comments

  1. Awakened Animal (3 Toed Sloth) <Claw> + Were Shark = (At lvl 2) 20 ft Stride, 20 ft Climb, 25 ft Swim, 1D8 P (Grapple) Jaws, 1D4 S (Agile, Finesse) Claw, Amphibious (Breath air or water).
    Go Ahead and grab Feral Senses at 4, Feeding Frenzy at 6, and You Don't Smell Right at 8 for a nice 60ft scent. At 13 Grab Digger (Awakened Animal) for a 15ft Burrow Speed. General Feat Fleet to give you a little more umph. Go Thaum if you wanna be a Face/ Recall Knowledge, or Monk if you just wanna be a terrifying little Tree Shark.

  2. at 24:17 you state the feat is neutral but it specifically calls out werewolf under prerequisites which means it's NOT neutral and only the werewolf can take it so no weretiger.

  3. The were archtype looks pretty fun definitely gona make a character around d this at some point. Also nice to see you doing the archetypes again I love them

  4. Interesting summary. A few Remarks:
    – Odd that Antler Rush has flourish.
    Normally they don't bother, because you can't do 2 2-Action activities anyway.
    It is a interesting extra cost I guess?
    – Bear Hug is just worse Combat Grab from Fighter. 2 Actions and specific attack
    – Feral Lunge. A single Action charge. Interesting.
    – Cornered Animal is a better version of Quick Reversal, because it lacks Press, but 2 Actions
    – Terrifying Transformation: A few other "Demoralize all" Feats are similarly written, with a custom lockout that is shorter. But only the Intimidation Swashbuckler can remove the Demoralize Cooldown.
    – I wonder – can you smell silver weapons with your scent?
    – Rapid Hybridization: You can just walk around in your Animal Shape, posing as a Animal Companion. The hybrid for is the only one useful as surprise.

  5. Terrifying Transformation feels like it is supposed to run parallel to Feral Mending but they just forgot to add the requirement of the last action having been Changing Shape. Same narrative language, same amount of actions, and what feels like similar power level. As a GM, I would run it the same. You can use this action to basically "add to" the change shape action.

  6. I will be able to make a Werecreature Werecreature. A character with the Werecreature heritage (battlezoo) and the Werecreature architype (Paizo).

  7. I think that as a DM I would give the Animal Fleetness for free with the dedication with a bat and tiger. Maybe others like the moose but I think the gator is fine without out.

  8. Wearbat – I feel like is intended for a build that takes fleet at L3 (you already get toughness with the dedication) + 5ft ancestry movement feet + archetype 10ft movement + monk (for 10ft +5 at L3/7/11/15/19 + stoked flame stance (+5) + bouts of bounding. Just stack all the movement boosters on a high action compression class and can get your 2 attacks even if you stride twice, and then have catfall to soak up any issues. I'd have to spend more time checking which of all of those things can apply to fly speeds or if they're just limited to your ground speed though. Wings of the moon as you said is needed. But this deals with the major issue with unarmed melee combatants (high fly speed to close the distance/gap on flying ranged enemies).

    Wolf – I'm surprised this isn't 1d8 finesse. Wolf stance, the wolf animal companion, are all finesse.

    Antler Rush – is a 6th level sudden charge. That's not great

    Cornered Animal – Its double shot but on a melee strike (which is acknowledged as being a trap feat)?. Its not great. Its going to be a DPR decrease. Sweep will only apply to the second attack since it doesn't have the wording carve out that swipe does.

    Feral Mending – its cool on flavour. But its lay on hands at L8 and limited to once per hour and you roll the dice instead of just getting 6 hp every spell rank? Not great.

    Terrifying Transformation – Feels like it was an action compression attempt to transform + demoralize. Technically now you can prevent people from being immune for the 10 minute to demoralize via a L5 reincarnation feat (reincarnated ridiculer).

    Touch of Lunacy – could be interesting on a fighter chassis as another crit passive ability.

    Scarred hide – is okay… way too high level a feat IMO. You can get this for bludgeoning/piercing of heritages or L2 dedications.

    Except for a few feats, this is really undertuned IMO. With the new grafting items, you can just have 1D8 unarmed weapons. So you really need more here. Most of these feats are higher level versions of things others can do with L1-L4 feats but are restricted to one of your forms. Some of the L10+ feats are nice, but so are everyone's L10+ feats.

    Although I don't agree with your assessments, I really appreciate the video/content and you sharing from the book!

  9. It's interesting how the specific creature feats are mostly just adapted from the Animal Companions' advanced maneuvers. I like that, mostly, but I do think that some should have a better action (like the werebear). Double Slice, with an option to grapple if both Strikes hit, for instance. Prerequisite of a successful Jaws Strike to balance it (meaning both Strikes & the Grapple would be MAP -4 bc agile).

    Also, 31:00, I have this problem with the level 10 aoe intimidation feats of Rogue, Fighter, Barbarian, and Swashbuckler!! They have their own cooldowns, despite using Demoralize. That SUGGESTS that the usage doesn't trigger Demoralize's innate cooldown, but NONE of these feats actually SAY that. Very frustrating pattern.

  10. While I am stokes there are finally lycanthropy options in this game, I am honestly disappointed there aren't any Werewolf-specific ones. Like, it seems strange as I know for a fact that Werewolves can have their own unique abilities. Even having something like a +2 circumstance bonus to Seek creatures or to Survival to track would be nice, since they are meant to be better hunters. Also, I do agree that Werewolves should have claws. They did the same thing with all wolves and the Animal Instinct for Barbarian, and it still baffles me.

  11. Bear Hug is just a worse Combat Grab. It's effectively got a version of the Press mechanic that's far more restrictive than regular Press—first action must be 1) a Strike with claws, *and* 2) it had to succeed—and it's 2 actions instead of 1.

    Death Roll is similar to some wrestler feats, but releasing grip on regular failure seems extra punishing.

  12. The one thing that I am slightly disappointed with on this is that it seems like it kinda has anti-synergy RAW with Animal instinct Barbarian. Since the animal instinct barbarian has separate claws/fang attacks than these. But like… the two together would be very thematic.

  13. bear hug is actually a worse combat grab as it requires you to successfully strike once and then spend 2 action and hit again to get the grab going

  14. I do believe that a tiger is faster than a wold, not to mention they can jump around 30 feet. Or in Paizo terms, that would be fly 30 feet since they have to start on the ground and end on the ground.

  15. You know, Force of Nature, combined with Undying Beast means you can just get up in a fight against an enemy without silver weapons. You just get back up.

  16. "Fearful Symmetry" is just a reference to Blake's poem "The Tyger". Either just for fun or because the poem where they got the idea for a weretiger feat for being both scary and beautiful.

  17. The wereshark sounds like a fun trope on land with the 10 ft. walking speed. Like, he charges into battle, but his charge is like slow mo. I wonder how they solved that for the merfolk…

  18. another "critical" point in the writing of this Archetype, is that there is a way to get rid of the silver weakness, but a lot of high level feats states that "nthis happens unless is silver damage", but what if you get rid of the silver weakness? does it count or not? ofc it shouldn't, but this way it's on the GM not on the game itself

  19. Honestly, healing 5 at the end feels like the deserved cherry on top of this archetype. Looking forword to test this at some point in time.

Comments are closed.