I dig the concept of the party meeting a group or being said group that in front of other people put out there forearms an chew on each-other like its some sort of poly abusive relationship
11:10 That's actually a thing in some real world mythologies. There's a story in Japanese mythology about a girl who consumed the flesh of a mermaid (Ningyo, direct translation: human-fish) and lived for 800 years eventually becoming Yao Bikuni (800 year-old Buddhist Priestess). This story is actually referenced in the video game Okami (alongside several other Japanese myths).
The Sharkie type with those abilities while being a Thaumaturge is such bullshit its amazing lol just letting your allies beat the shit out of stuff an be guarded by you while your blowing a deadly load on every foe XD
Oh! Oh! I know why they get dexterity as an ability boost! Fish and other marine species tend to move in very quick bursts to get away from predators or to catch their prey! And a lot of species are super flexible in their side to side movement, many can turn so tightly they can nearly reach the tip of their tail! Dexterity makes a ton of sense! I'm going into marine biology so I'm probably going to explain any fish stuff that inspired this class if you get confused in the video. For constitution flaw, I think you're right in that it was the only thing that made the most sense out of all the options. I'm loving all the fish puns!! There are aquatic creatures that spend time on land! The Brownbanded Bamboo Shark can spend up to 12 hours out of water as long as it's gills don't dry out and they use that ability to hunt in tide pools at night! Look it up it's so cool! Ooo! Shore Gift is likely a reference to Silkies, people who can turn into seals and when they turn into a human form, their seal form becomes a coat/pelt. It's said that if someone picks up the coat, even if it's just to return it to the silkie, the two are married or bound or something like that! Tears of pearls. I think I've heard the story that inspires that trait but I can't remember where it came from. I love this ancestry and I'm super excited to make a bunch of characters!!! Hope i helped you understand the ideas behind some of these traits!
As long as you don't stray too far from large bodies of water, you can get around the awful land speed even without the bathtub wheelchair by picking up the Geomancer Archetype and a few spells with the water trait.
The attribute bonuses make perfect sense. 1). Fish and sea creatures in general are quite dexterous. Their environment rewards it. They can make pinpoint turns and quickly slip between structures at incredible speed. Remember, dexterity is a measure of decision making and body awareness as much as it is eye-hand coordination. As for the attribute flaw, Constitution makes perfect sense as well. They are native to a very specific environment. They would STRUGGLE outside of that narrow environment. Imagine having to go from breathing water, to breathing air and all the microbes etc.. that your fishy "lungs" aren't used to. Furthermore, the change in perceived gravity would wreak havoc on your internals, causing you undue stress on homeostasis. I think they couldn't have chosen more accurately for those 2. Surprisingly, I think charisma might be a questionable choice. Not everyone is enamored by scales and barnacles and all manner of sliminess. Especially if they are out on dry land for an extended period of time and start getting that fishy funk that can be smelled from miles away. I would have chosen Str for the other attribute boost.
Charisma as used in PF/D&D isn't necessarily about being appealing but about being noticeable. A creature with a high charisma, you may love or hate but it's very hard to ignore them. Honestly, 'Presence' would be a better name for the stat.
To me, the best reason I heard for the flaw to Constitution is that they have more cartilage then bones and also explains the bonus to Dexterity as you are more bendy.
I feel the dex works if you assume a merfolk in their natural environment. While there is some land ability they are definitely better for an aquatic campaign and I don't think there is anything wrong with messing with the assumption that an adventure takes place on land. I like the idea of an aquatic party treating a quest on land like a land-based party treats an underwater quest, complete with all the preparations and awareness of difficulties of heading into a hostile terrain.
If you wanted to play an Ariel-like character, you could say they have Shore Gift from a contract as she did, so rather than giving freedom to switch, it just gives legs and you change back if you meet (or don't meet) specific conditions. That solves one of the immediate issues of being a fish out of water without a starting character receiving the full benefits of a 9th level feat and also gives you an inbuilt quest you and the GM (or the player if you are the GM considering this) can work out the parameters of between you.
My merfolk is going to take this feat and quest to find another one of their kind. And once they get a Raise Dead spell, they're going to make a Cannibalism Pact and live forever. It's like a political marriage but worse in every way ❤
"Hey gorgeous! Might I eat your heart and then resurrect you once every 8 years? I'll treat you to my heart in turn 😉" Will definitely use this as a plot point
Thoughts. A homebrew heritage for half merfolk. They have legs, but they require being submerged in water daily or else they will die. The goal for most is to get to that feat that would normally give a full merfolk legs, as they can use that to give themselves a tail.
Do you think the abyssal merfolk males do the thing male angler fish do where they attach the to the female with their mouth and then dissolve into a pair of gonads?
That's like asking if human throw feces cause they're great apes. Some may but would be considered weird as they all are different fish not just anglerfish.
The apprentice sea witch feat says that you can choose fresh or saltwater for create water, not hydrolic push. Personally, I think the giant slugs paid Paizo to design the feat that way
I would have put the attribute flaw to Wisdom. Mermaids aren't known for thinking through their decisions, often falling in love with land lubbers and signing away their voices or lives on a whim. And I would have changed the Dex boost to strength, because merfolk swimming is all core exercise, all the time.
1) the pearl tears things doesn’t say the target spends an action to reach the pearls. It’s says it is slowed. The bit about reaching for the pearls is clearly flavour text. It’s still a useful feat, even if a bit limited (once per day). 2) the Sea Witch feat does not give you aqueous orb or control water. It gives you aqueous orb AND control water.
6:41 The way I was reading that, I think it's just meant to be or the next ONE instance of damage that is one of those types, you gain resistance to that type. As written, I don't think it's meant to grant both, since it says "*the first time* you take acid or fire damage" It's not just Golarion legends - that's an actual, real-world myth. Historically, people believed that merfolk flesh granted health and immortality. 14:36 It does also say that creatures that have travelled with you for a while i.e. your party members, are typically immune, so you don't need to worry about disrupting your own party.
I kind of want to play a Starlit Span Magus Merfolk with heavy armor and a Harmona gun that rides around in a Supramarine Chair. A fish tank if you will. Now I just need to convince my GM to let me have a small fish familiar that can wield an air repeater so I can have a...co-mackerel marine gun. ...I'll see myself out.
The base chassis seems a little uninspired, but some of those ancestry feats are something else! You could do an entire campaign where you are trying to protect a Healing Flesh merfolk from opportunistic hunters and mercs hired by evil interests.
My world has Fish Tank armored transport vehicles for seafolk to use so image a Merfolk in one with compressed water cannon ready to exploit mount rules since technically the Eel from the other race is controlling the machine lol
I think, given the terrible land speed, it would have been appropriate to bring up the aquatic wheelchair when discussing this ancestry as an option for your low level merfolk.
or my method homebrew little mechs an vehicles for them just love the image of a Fish-tank cart car heading into town then a Merfolk pops out to down a Milkshake then plops back in an vrooms away
The optional rule to replace Ancestry Boosts (and potential Flaw) with 2 generic Boosts is an odd one to me. It makes sense for any ancestry with a flaw, because taking the option means you're sacrificing the opportunity to lean into the mixmax set stats that aligns with them. So it keeps the idea that some ancestries will just fit into certain classes better, but not so much better that you ever feel forced to be one of those optimal choices. But there are also ancestries that just get 1 set boost and 1 free one, and this optional rules is basically just saying all of these are now double free boosts. There's nothing to be gained by sticking to their usual array, and that's what feels weird to me.
dig the idea of having pieces of them hanging like an undead but its like that for quick access to fruit by the foots made of flesh the visual of weakening a target then they take a confident stance an slurp up a strand of the forearm an spite the left overs at your party
I hate Constitution flaws because except in a few rare cases, it's basically a screw job for that ancestry. Most ancestries get ability flaws you can just take the hit on and accept you'll have a -1 but in Con? No thank you; I want my character to last more than five minutes. Every other ability flaw, you can work around, usually by simply taking a class that doesn't needthat ability to be high. Con is not one of those. Dexterity makes perfect sense for merfolk; fish are often extremely graceful and speedy and tails are NOT clumsy. As for flaws, I'd go with Int or Wis as they often live in quite insular societies. Also you can't tell me Ariel's dump stat is anything other than Wis. The trouble with ignoring the boosts and flaws to go with the alternate set is that unless all players do so, some people effectively get a higher total because they have a flaw that has very little impact, while any elves and now merfolk have to spend theirs on offsetting their will-get-you-killed flaw. I'd rather all ancestries just had one 'A or B' boost and one Free.
I think I would rather play Azarketi. They can walk on land. GMing an undersea campaign would require a lot of imagination. Fun if you have the time to plan it.
you can just make up something quickly I explained why Fish people can travel land easy is Elegy powered mechs an transport vehicles image having a moving fish tank base image breaking the glass of one of these mechs an a merfolk lunges into your nose desprately to protect a noble
Healing flesh merfolk with a morally grey party: "Dying hurts. Could you stop killing me for my organs and reviving me this often?"
The Kholo/Gnoll has a similar ability.
I dig the concept of the party meeting a group or being said group that in front of other people put out there forearms an chew on each-other like its some sort of poly abusive relationship
All I’m gonna say is two words “Merfolk Thaumaturge” the Ariel Build
I made a Sharkie who will guard its territory with extrame screw you energy
the buzz-saw axe just makes it take much worse
Wait, why Tham- *remembers the shipwreck collection* Your a genius
Imagine a dragon downing your merfolk and eating them at the very end of the fight, then regaining ALL OF ITS HIT POINTS cuz of that feat
what about a Merfolk Dragon
11:10 That's actually a thing in some real world mythologies. There's a story in Japanese mythology about a girl who consumed the flesh of a mermaid (Ningyo, direct translation: human-fish) and lived for 800 years eventually becoming Yao Bikuni (800 year-old Buddhist Priestess). This story is actually referenced in the video game Okami (alongside several other Japanese myths).
The level 17 feats are simply a choice between "F U in particular" or "F you and your whole ship".
The Sharkie type with those abilities while being a Thaumaturge is such bullshit its amazing lol just letting your allies beat the shit out of stuff an be guarded by you while your blowing a deadly load on every foe XD
Oh! Oh! I know why they get dexterity as an ability boost! Fish and other marine species tend to move in very quick bursts to get away from predators or to catch their prey! And a lot of species are super flexible in their side to side movement, many can turn so tightly they can nearly reach the tip of their tail! Dexterity makes a ton of sense!
I'm going into marine biology so I'm probably going to explain any fish stuff that inspired this class if you get confused in the video.
For constitution flaw, I think you're right in that it was the only thing that made the most sense out of all the options.
I'm loving all the fish puns!!
There are aquatic creatures that spend time on land! The Brownbanded Bamboo Shark can spend up to 12 hours out of water as long as it's gills don't dry out and they use that ability to hunt in tide pools at night! Look it up it's so cool!
Ooo! Shore Gift is likely a reference to Silkies, people who can turn into seals and when they turn into a human form, their seal form becomes a coat/pelt. It's said that if someone picks up the coat, even if it's just to return it to the silkie, the two are married or bound or something like that!
Tears of pearls. I think I've heard the story that inspires that trait but I can't remember where it came from.
I love this ancestry and I'm super excited to make a bunch of characters!!! Hope i helped you understand the ideas behind some of these traits!
You forgot to mention that the "Tears into Pearls" thing has Sustain.
You can keep doing it round after round, multiple turns of Slow 1 and/or Slow 2
As long as you don't stray too far from large bodies of water, you can get around the awful land speed even without the bathtub wheelchair by picking up the Geomancer Archetype and a few spells with the water trait.
Also just give them a Homebrew bike or car thing to vroom around in hehe
You missed, 'Let's get Kraken!'
Oh well, he got all the rest of the puns
The attribute bonuses make perfect sense. 1). Fish and sea creatures in general are quite dexterous. Their environment rewards it. They can make pinpoint turns and quickly slip between structures at incredible speed. Remember, dexterity is a measure of decision making and body awareness as much as it is eye-hand coordination. As for the attribute flaw, Constitution makes perfect sense as well. They are native to a very specific environment. They would STRUGGLE outside of that narrow environment. Imagine having to go from breathing water, to breathing air and all the microbes etc.. that your fishy "lungs" aren't used to. Furthermore, the change in perceived gravity would wreak havoc on your internals, causing you undue stress on homeostasis. I think they couldn't have chosen more accurately for those 2. Surprisingly, I think charisma might be a questionable choice. Not everyone is enamored by scales and barnacles and all manner of sliminess. Especially if they are out on dry land for an extended period of time and start getting that fishy funk that can be smelled from miles away. I would have chosen Str for the other attribute boost.
Charisma as used in PF/D&D isn't necessarily about being appealing but about being noticeable. A creature with a high charisma, you may love or hate but it's very hard to ignore them. Honestly, 'Presence' would be a better name for the stat.
Healing flesh brings a whole new meaning to abilities designed “for flavor”
To me, the best reason I heard for the flaw to Constitution is that they have more cartilage then bones and also explains the bonus to Dexterity as you are more bendy.
Go back and reread Siren Song. It has a specific clause that makes your party immune to it.
5:36 Peak comedy right there. Really gotta know both fandoms to get that. I'm loving how to impact this episode is with jokes.
I was tolerating the puns, but the out of context "... Inner tube. (Earthbound music)" made me laugh out loud.
Love how the Merfolk get the dumb Hydration thing, but the Athamaru(actual fish people) are fine
Even better that Gillmen in 1e were the Dehydration race and merfolk were fine, but now it swapped.
Athamaru do have it thou my Gunslinger Prince is so boned up there XD
but no worries he has Retainers to throw him in water
Wasn't expecting Nonat to do Kraken week.
english: fluent
puns: liquid
dammit its not goop so sad
I feel the dex works if you assume a merfolk in their natural environment. While there is some land ability they are definitely better for an aquatic campaign and I don't think there is anything wrong with messing with the assumption that an adventure takes place on land. I like the idea of an aquatic party treating a quest on land like a land-based party treats an underwater quest, complete with all the preparations and awareness of difficulties of heading into a hostile terrain.
If you wanted to play an Ariel-like character, you could say they have Shore Gift from a contract as she did, so rather than giving freedom to switch, it just gives legs and you change back if you meet (or don't meet) specific conditions. That solves one of the immediate issues of being a fish out of water without a starting character receiving the full benefits of a 9th level feat and also gives you an inbuilt quest you and the GM (or the player if you are the GM considering this) can work out the parameters of between you.
My merfolk is going to take this feat and quest to find another one of their kind. And once they get a Raise Dead spell, they're going to make a Cannibalism Pact and live forever.
It's like a political marriage but worse in every way ❤
"Hey gorgeous! Might I eat your heart and then resurrect you once every 8 years? I'll treat you to my heart in turn 😉"
Will definitely use this as a plot point
Thoughts. A homebrew heritage for half merfolk. They have legs, but they require being submerged in water daily or else they will die. The goal for most is to get to that feat that would normally give a full merfolk legs, as they can use that to give themselves a tail.
Do you think the abyssal merfolk males do the thing male angler fish do where they attach the to the female with their mouth and then dissolve into a pair of gonads?
That's like asking if human throw feces cause they're great apes. Some may but would be considered weird as they all are different fish not just anglerfish.
The apprentice sea witch feat says that you can choose fresh or saltwater for create water, not hydrolic push. Personally, I think the giant slugs paid Paizo to design the feat that way
summoner so pet carry's me every place
I would have put the attribute flaw to Wisdom. Mermaids aren't known for thinking through their decisions, often falling in love with land lubbers and signing away their voices or lives on a whim. And I would have changed the Dex boost to strength, because merfolk swimming is all core exercise, all the time.
40k Mentioned
*FOR THE EMPEROR!!!!!*
Real.
seeing nonat kraken so many puns at the start made me do a double take while I was eating my lunch
Was it calamari?
1) the pearl tears things doesn’t say the target spends an action to reach the pearls. It’s says it is slowed. The bit about reaching for the pearls is clearly flavour text. It’s still a useful feat, even if a bit limited (once per day).
2) the Sea Witch feat does not give you aqueous orb or control water. It gives you aqueous orb AND control water.
Very much enjoying these videos. All the races is a wonderful thing from Paizo.
The talk about Fleet + Strong Tail makes me want to make a Merfolk Monk.
This came out at the exact same time as Ginny Di's "I wanna play a mermaid in DND, so I made my own Merfolk race" video. Kismet
I played a merfolk in my very first PF1 campaign. I'm super excited to see the concepts return in PF2!
You do have the Aquatic Wheelchair. It takes care of your water issues. And it was errataed to give you a decent land speed.
Healing Flesh is what Right Side Blood should have been, damnit.
6:41 The way I was reading that, I think it's just meant to be or the next ONE instance of damage that is one of those types, you gain resistance to that type. As written, I don't think it's meant to grant both, since it says "*the first time* you take acid or fire damage"
It's not just Golarion legends - that's an actual, real-world myth. Historically, people believed that merfolk flesh granted health and immortality.
14:36 It does also say that creatures that have travelled with you for a while i.e. your party members, are typically immune, so you don't need to worry about disrupting your own party.
Woah. Kraken happening in nonat as well??
I love the ancestry feats powerful and thematic
First kraken at it
I kind of want to play a Starlit Span Magus Merfolk with heavy armor and a Harmona gun that rides around in a Supramarine Chair. A fish tank if you will. Now I just need to convince my GM to let me have a small fish familiar that can wield an air repeater so I can have a...co-mackerel marine gun.
...I'll see myself out.
2:04 me, a monsterfucker with good taste in merfolk
Really love the abyssal merfolk, deepsea merfolk have always been an underused concept
The Azarketi in me is laughing as they might be confused for a Merfolk with Howl of the Wild.
The base chassis seems a little uninspired, but some of those ancestry feats are something else! You could do an entire campaign where you are trying to protect a Healing Flesh merfolk from opportunistic hunters and mercs hired by evil interests.
My world has Fish Tank armored transport vehicles for seafolk to use so image a Merfolk in one with compressed water cannon ready to exploit mount rules since technically the Eel from the other race is controlling the machine lol
FEESH
I feel like you've made references to Warhammer 40k before but the Carcaradon space marine reference was unexpected. I
Wait, if your Master Athletics Keneticist wants to swim, why aren't the rest using "Follow the Expert"?
lvl 17 merfolk be like:
Come on sailors hear my music
echoing through sea alcoves
Looks like you aren't on Ginny Di's playlist. Did you tag her and pointy hat or do whatever to ask to join?
The freakin' eye twitch got me xD
I think, given the terrible land speed, it would have been appropriate to bring up the aquatic wheelchair when discussing this ancestry as an option for your low level merfolk.
or my method homebrew little mechs an vehicles for them just love the image of a Fish-tank cart car heading into town then a Merfolk pops out to down a Milkshake then plops back in an vrooms away
That land speed makes it a hard sell, which is a shame because I really wanted one or more of my players to choose merfolk.
I defenitieoy might use one of these guys as NPC for player quest.
Bro looked up charcaradon and the Marines were the first thing to show up, lmao
Hell yeah I just watched Runesmiths video and now on to yours. I support all this.
Also: What if my Barbarian is into tentacles? Asking for a friend
Rather my Druid child be into them but sure
The optional rule to replace Ancestry Boosts (and potential Flaw) with 2 generic Boosts is an odd one to me. It makes sense for any ancestry with a flaw, because taking the option means you're sacrificing the opportunity to lean into the mixmax set stats that aligns with them. So it keeps the idea that some ancestries will just fit into certain classes better, but not so much better that you ever feel forced to be one of those optimal choices.
But there are also ancestries that just get 1 set boost and 1 free one, and this optional rules is basically just saying all of these are now double free boosts. There's nothing to be gained by sticking to their usual array, and that's what feels weird to me.
Gonna make me a Half Orc Mermaid
Obligatory comment to feed the algorithm and support Nonat1.
This is kracked
anyone else want ancestries to get remastered after this?
Only fan I hear is my own. Carry on.
Don't underestimate 5 feet land speed.
It's 15 feet of movement with a full charge. 😂
Mer-Plesiosaur.
I need a friend to make a merfolk that is a knight mounted on a centaur
Birthday Video
Are you gonna kraken more joke before the end of the week Nonats?
So what would happen if a merfolk with healing flesh ate themselves?
dig the idea of having pieces of them hanging like an undead but its like that for quick access to fruit by the foots made of flesh
the visual of weakening a target then they take a confident stance an slurp up a strand of the forearm an spite the left overs at your party
This video is a little bit fishy.
The Hat sent me.
Nag him into a collab teehee
How can they have 5 ft speed if they don't have feet?
Pogo beotch
I don't understand. Merfolk get the same number of feats as every other ancestry 👀
I just see one the Merfolk Bards picking you up with a Trident an throwing you into an abyss
Holy f*ck this has to be the worst humor I've ever listened to... take my Like!
I hate Constitution flaws because except in a few rare cases, it's basically a screw job for that ancestry. Most ancestries get ability flaws you can just take the hit on and accept you'll have a -1 but in Con? No thank you; I want my character to last more than five minutes. Every other ability flaw, you can work around, usually by simply taking a class that doesn't needthat ability to be high. Con is not one of those. Dexterity makes perfect sense for merfolk; fish are often extremely graceful and speedy and tails are NOT clumsy. As for flaws, I'd go with Int or Wis as they often live in quite insular societies. Also you can't tell me Ariel's dump stat is anything other than Wis. The trouble with ignoring the boosts and flaws to go with the alternate set is that unless all players do so, some people effectively get a higher total because they have a flaw that has very little impact, while any elves and now merfolk have to spend theirs on offsetting their will-get-you-killed flaw. I'd rather all ancestries just had one 'A or B' boost and one Free.
Answer cheat
:0
I'll say what I said in 1e: Strong Tail is for cowards.
I think I would rather play Azarketi. They can walk on land. GMing an undersea campaign would require a lot of imagination. Fun if you have the time to plan it.
you can just make up something quickly I explained why Fish people can travel land easy is Elegy powered mechs an transport vehicles image having a moving fish tank base
image breaking the glass of one of these mechs an a merfolk lunges into your nose desprately to protect a noble