Saber Teeth says "natural or augmented." If I were a GM I would totally allow a character taking this feat at later levels to pay to get their teeth "augmented" with silver attachments or something similar to make them more lethal.
So, when I first watched this I agreed with you about Cat Nap, but after seeing just how often my group takes 10 minutes in a dungeon to eaither treat wounds or refocus I now think Catnap has amazing potential. Bonus points if you're a catfolk cleric who worships a dream deity or maybe a thassilon sloth mage and you can argue that a 10 minute nap should count as an activity that let's you refocus.
The problem is still that the tHP will only last ten minutes, so the odds of being in combat immediately after the nap are slim. (As a DM I would let them last an hour 🤷🏼♂️)
@@satheian That's why I mention that they take them in dungeons. You barricade yourself in a cleared room, take the 10 minutes to treat wounds/nap and then open the door to the next area of the dungeon. Combat.
I know there were some clerics (especially Freedom domain) and rogues who had a free movement ability and I am fairly certain some druid and ranger abilities might allow for ignoring difficult terrain too, but I doubt those work for entangle.
I feel like Cat Nap is suboptimal rather than unplayable. If you don't need to Refocus or Treat Wounds, a Catfolk that takes the feat ALWAYS has an action to spend those 10 minutes on while the rest of the party does other things. Will it always soak up damage? No. But if you're in the final dungeon and you're rushing to get to the bad guy but your Oracle NEEDS to refocus before getting into the next fight, you'll be happy to have taken this feat. I feel like it's very versatile rather than being mathematically optimal like how everyone wishes it would work. I feel like this would be an AUTO-PICK if the temp hit points lasted for an hour.
I know I am late, but I think cat nap is intended to be use WHILE others search a room, like, "hey a want to check this room from top to bottom" and the catfolk goes "ok I take a nap while you do that" also, I would rule that napping more than 10 minutes gives you the Hit Points when you finish napping.
One thing I'd like to ask for. Since I often listen to your videos (great job, btw) while doing other things I don't really understand when you switch from level 1 feats to the next category. It's a minor thing, but maybe you could announce the switch in some way, it would be appreciated to people like me who listen but don't watch (:
This was Insightful, I'm about to play a catfolk in a new campaign. Needed some of this helpful breakdown of feats, I like the stealthy and lucky flavor of these ancestry feats.
Thanks for the video! I've currently only played dnd but one of my dms is wanting to shift their campaign to pathfinder 2e. I play a tabaxi (dnd cat person) in that one so I'm glad to see there's a catfolk race in pathfinder! It's also helpful to a breakdown video. I understand a lot about pathfinder but it's hard to see how everything fits together never playing it before. Glad to find your channel!
I'm playing a Catfolk bard atm and I think it's a bit weird we never really see any more feats along the line of "well met traveler" further up the levels.
Thank you for making a video about catfolk. Looked around for similar content and I didn't find much. A little disappointing that it's mostly just you describing the ancestry feats, but your commentary is interesting at times. Planning to build/play a catfolk swashbuckler who can never die through feats like cheat death and evade doom.
Hearing some of these feats make me wonder what Paizo does with play testing when it comes to these ideas. They definitely need to go back and compare to other races or else, outside of certain builds or wanting a fun character, this one may get passed up.
This past February, I did a project wherein I learned how to draw by drawing (and statting out, in the Sentinel Comics RPG) an original supers character every day for the entire month. The monster month thing reminded me of that, though obviously mine was just a personal project. Went ahead and did a drawing for each of the characters in the PF2E game I'm running currently and, while they didn't quite turn out as well as some of my independent drawings (4 characters in a day is... a lot), they're alright and that's not something I would have been able to do before. It was a positive experience.
I feel Elude trouble is an amazing feat as it will let you reposition after a failed attack from an enemy and it wastes THEIR action economy to chase after you and get closer to an ally to flank WITH them!
It would make more sense for cat nap to allow you to recover a spell slot rather than gain increased hit points. And could only be used once per day or something like that.
Sharp eared catfolk are kind of insane. If you're a rogue, investigator, thaumaturge, or wisdom heavy class, you probably have the highest perception in the party. Having that +2 circumstance bonus and a free point out action is powerful anti-stealth tool.
I don’t know about other sources, but there’s one feat to create hazards in a reliable way: Demolition Charge from an Alchemist. A catfolk with Inspirit Hazard could lure enemies past a door filled with alchemical bombs on the other side, for example. It makes the feat a little more useful since your party can prepare the hazard for you.
Big agree about the movements speed. I'm surprised Iruxi aren't faster, too. Spook an iguana and see how quickly it'll go from 0-60 away from you, up a tree, or into a crevasse. haha
I don't think he has had a lot of time to do ANY kind of live stream lately. Hence no Kingmaker gameplay for a couple of weeks now. Life, and all the games he is running or playing, has taken up a LOT of his free time.
If Cat Nap's Temp HP lasted an hour, then a Catfolk would just nap every hour and effectively just have Temp HP throughout the day which would be too good at that point. I also don't see why players can't play with the feat in mind. While everyone else searches the room, your Catfolk identifies items, treats wounds, and then naps at the end. If you walk into a room with no enemies, rather than searching it slowly and thoroughly... just keep going to try to use those Temp HP first. Then double back to search after a combat encounter while your catnap cooldown is going. After you search two or three rooms, cat nap at the end again and then look for the encounter. I also don't see why you have to commit to a full search of a room and just ignore the Temp HP duration. I think it's totally reasonable for players to say, "Ok we spend 5 min searching this room before moving on. Whatever we don't get to we can come back and finish searching later." I would also argue that many dungeon rooms are kind of bland and they are not created equal in terms of how long it takes to search them. Think of the traditional cobblestone dungeon room with an ooze in it. How long does it take to search with no visible furniture or enemies to loot in it.
Yeah, there are quite a few places Cat Nap can come in handy. Before a gladiatorial match, after scouting an enemy encampment and just before engagement, before attempting something dangerous like a feat of acrobatics or disarming a trap, before solo scouting as a bit of insurance... the list goes on. It's only really poor for static room-by-room adventures where you're exploring a dungeon as a group.
If it takes 15-20 minutes to search a room and there is a combat every 3-4 rooms, then reliable luck would be available potentially every combat. And getting advantage on initiative every combat is pretty insane. Granted... at level 17 characters are pretty insane in general. I think that rerolling a bad initiative roll or failed reflex every day is strong value for a level 9 character. Cat's luck on its own is good, but you might not roll a reflex save every day, let alone fail one. You will roll initiative almost every single adventuring day, and you'll roll it multiple times most day.
Dungeon exploration i faster that you think. Even if you search with half speed, you can still cover a great distance in a dungeon. And if you make it,so a room takes 20 minutes to search, you can just sleep while one of the party member searches the room.
I tried to theory craft a build around Wary Skulker and No Evidence by adding in things like Legendary Sneak or Perpetual Scout but the difference between “gaining the effect of” and “performing an action” really muddies the water for me on that one.
My argument for Catnap. MAYBE, just maybe, the catfolk waits until after everyone does their thing before taking their ten minute nap. Doesn't have to be RP'ed. As long as all the time-sensitive stuff is taken care of, the player declares its use, party agrees, then they move ontp the next room. Not to mention it leads to the better feat, focused catnap,, which offers the temp HP AND the benefits of a refocusing activity. And if that's too inconvenient for you, as the DM, then either ban it from your table or give it the minor buff it needs to eliminate the inconvenience.
does catnap combo with risky surgery? the medic can treat they're own wounds while you catnap and then they can risky surgery you damaging your temp HP to give you an extra 2d8 normal HP does that make either feat good? it seems like synergy but I've only started reading pathfinder rules today and never actually played so I'm curious how realistic this actually is?
Cat Dance would be good to actually buff a Trip: it's not a strike, so it doesn't count for MAP, and a -2 is a solid penalty/buff for you. Dance/Trip/Strike could work, especially with an agile weapon.
When I first read Inspirit Hazard, I imagined it as a callback to scenarios like in "Bad Luck Blackie" (the old Tex Avery cartoon), but the flavor description seems off. Personally the mechanics make sense when taken in this context, but I would've thought the flavor would tie the feat more to luck/misfortune (even if it didn't have such a tag). And having just random bad things potentially happen to an enemy is way too powerful and requires too much GM adjudication.
NoNat: I don't like cat nap because it takes 10-15 minutes just to search a room and it only lasts for ten minutes Also NoNat:I don't feel like once per hour is that much better than once per day. Not being too serious about it it just feels like if you are someone who generally has out of combat things taking quite some time that a once per hour effect would increase in potency.
In my game, once per hour is basically the same as 3-4 times a day as long as you use the ability liberally, instead of hording it. Many of my adventures follow a pattern of exploration -> investigation -> planning -> main encounter. In the first stage, the group is just getting on scene and checking out the area, the second is more in depth information gathering as well as your typical adventuring stuff, the third is once the party IDs the main problem, they concoct a battle plan, and then they fight the boss. There's usually a few encounters, hazards, and a lot of skill checks during the first and second stage. The third stage is usually pretty quick, since while the players are planning, the big bad is also usually preparing as well, and the boss fight might include a chase, hazard, etc before the boss, or just the boss itself. Overall, it ends up taking place over pretty much a full 8 hr in game. Needless to say, 1/hr ends up being a lot more significant than 1/day with this kind of setup
8:50 I completely agree. But, if your PARTY is searching a room for 10-15 minutes the impatient khajiit can be napping and waiting for them to finish so they can wake up and fight. I just think the whole concept of napping in dungeons is kinda dumb in general though and I hate parties attempting to do it (without something like a shelter or mansion spell).
In 5e where a short rest is 1 hour i agree and hate it but in pathfinder where the short rest is only 10 mins its way less immersion breaking to say that the party takes 10 mins to take a break and encounter no threats
@@tmacker14 definitely true, in PF it makes much more sense that you can find a room and "rest" (not "nap") for 10 minutes. Expecting to squat in a room for an hour is much less realistic.
I have a dream: that we finish this series passing for all the ancestries! *Nonat announces monster month* Welp, dream is over, let's pack up boyos. Edit: I'm not hating it btw, i just say that it will take his time away from this and people will like the new stuff more, ergo this series most likely will end in a far distant future (more if it is successful, wich i hope!)
For me personally the Patreon is a bit too expensive yet. I like your content and the homebrew stuff you create sounds cool. but $5+tax is a bit much. And outside of this month it's $10+tax. That's a lot of money for my student ass. Just wanted to let you know. I don't have a solution. I know you work hard on content and need to live to and dropping prices would of course be an issue for you. But I just thought I'd leave the feedback with you anyway. Edit: To 9:15 your point is valid however if you use seeking in exploration mode you can cover like 45m(150feet) per minute if you are very thorough. Unless I misunderstood the seeking rule. So while yes it does take longer it's not as extreme.
I appreciate it! I never *expect* anybody to pledge to the patreon! Especially being a student, I remember that financial pain lol. Just you watching the video and leaving a comment supports the channel so much, so thank you!
Evade Doom is absolutely terrible. In order to gain any value from it at all, it needs to save the life of your character. That means that you need 4 points combined of Wounded/Dying/Doomed. How often are players continuing on when someone in the party is at Wounded 3, and not retreating away to safety? If you can clear that hurdle, then you've got to find enemies that hit you with the doomed status. There is one hazard and only THREE monsters in this game that give out the Doomed status. Okay, clear THAT hurdle and then, when you're hit by the Doomed status, you need to roll a 17 or higher. A 20% chance of working. So let's say the odds of pushing on exploring in spite of grave wounds is at 10% per session--it's way less in my experience, but for the sake of argument. Then the odds of encountering a monster or hazard that grants Doomed is about 1%. Then the odds of Evade Doom working is at 20%. Evade Doom is a .02% chance of doing something each session. In other words, you need to play FIVE THOUSAND sessions of pathfinder 2e for the feat to work just once, killing off an average of 4 other PCs in the process when it didn't do shit. And this is if you're determined to get your PCs killed off taking unnecessary risks. And this is also assuming that when you encounter something that can give you doomed, it definitely does. The feat is actually worse than all of this, and competitive for the worst feat in the game.
ILY my dude but I can't find myself caring about these intricate details, I got bored 4 minutes in. I would like to see more videos about how to play, DM, be a player in the game. More focus on how to RP and less on how to combat. The rules can be looked up at any time, but knowing how to roll with them is priceless But wait, I should clarify. I think your in-depth videos about classes are great, I think this is just too specific to be interesting or useful for most people
RANGER. Ranger. RaNgEr. Look I can spell it any way you would like. I do not care if its twelve hours long or twelve minutes, just PLEASE DO THE RANGER.....because I do not think the ranger is bad anymore. AND DAMMIT I WANT YOU TO CONFIRM IT.
Is it supposed to be a guide? Seems to be titled 'catfolk 101' as in, entry level course on how catfolk work. I'd like to have seen a bit more info in the catfolk personalities and such, but I think this was a decent educational video on the rules and abilities of catfolk, hence a 101 🤷🏼♂️
Saber Teeth says "natural or augmented." If I were a GM I would totally allow a character taking this feat at later levels to pay to get their teeth "augmented" with silver attachments or something similar to make them more lethal.
And maybe let any Catfolk use it, even without the feat, just with a penalty.
So, when I first watched this I agreed with you about Cat Nap, but after seeing just how often my group takes 10 minutes in a dungeon to eaither treat wounds or refocus I now think Catnap has amazing potential.
Bonus points if you're a catfolk cleric who worships a dream deity or maybe a thassilon sloth mage and you can argue that a 10 minute nap should count as an activity that let's you refocus.
The problem is still that the tHP will only last ten minutes, so the odds of being in combat immediately after the nap are slim.
(As a DM I would let them last an hour 🤷🏼♂️)
@@satheian That's why I mention that they take them in dungeons. You barricade yourself in a cleared room, take the 10 minutes to treat wounds/nap and then open the door to the next area of the dungeon. Combat.
One of my players considers Entangle to be a mandatory selection in every game. Might need to create some Jungle Catfolk villains...
I know there were some clerics (especially Freedom domain) and rogues who had a free movement ability and I am fairly certain some druid and ranger abilities might allow for ignoring difficult terrain too, but I doubt those work for entangle.
I like to imagine that a catfolk will wiggle a number of times equal to the number of actions used to leap.
Late to this party, but I played a Braggart Swashbuckler, with unsettling gaze(I think that's it...), and cat dance. Super mobile and fun.
i'm currently playing a wit with flexible, it's really a blast.
I feel like Cat Nap is suboptimal rather than unplayable. If you don't need to Refocus or Treat Wounds, a Catfolk that takes the feat ALWAYS has an action to spend those 10 minutes on while the rest of the party does other things. Will it always soak up damage? No. But if you're in the final dungeon and you're rushing to get to the bad guy but your Oracle NEEDS to refocus before getting into the next fight, you'll be happy to have taken this feat. I feel like it's very versatile rather than being mathematically optimal like how everyone wishes it would work. I feel like this would be an AUTO-PICK if the temp hit points lasted for an hour.
I know I am late, but I think cat nap is intended to be use WHILE others search a room, like, "hey a want to check this room from top to bottom" and the catfolk goes "ok I take a nap while you do that" also, I would rule that napping more than 10 minutes gives you the Hit Points when you finish napping.
One thing I'd like to ask for. Since I often listen to your videos (great job, btw) while doing other things I don't really understand when you switch from level 1 feats to the next category. It's a minor thing, but maybe you could announce the switch in some way, it would be appreciated to people like me who listen but don't watch (:
This was Insightful, I'm about to play a catfolk in a new campaign. Needed some of this helpful breakdown of feats, I like the stealthy and lucky flavor of these ancestry feats.
Thanks for the video! I've currently only played dnd but one of my dms is wanting to shift their campaign to pathfinder 2e. I play a tabaxi (dnd cat person) in that one so I'm glad to see there's a catfolk race in pathfinder!
It's also helpful to a breakdown video. I understand a lot about pathfinder but it's hard to see how everything fits together never playing it before. Glad to find your channel!
rerolling initiative is fantastic if you're a full caster tbh
I'm playing a Catfolk bard atm and I think it's a bit weird we never really see any more feats along the line of "well met traveler" further up the levels.
Thank you for making a video about catfolk. Looked around for similar content and I didn't find much. A little disappointing that it's mostly just you describing the ancestry feats, but your commentary is interesting at times.
Planning to build/play a catfolk swashbuckler who can never die through feats like cheat death and evade doom.
Hearing some of these feats make me wonder what Paizo does with play testing when it comes to these ideas. They definitely need to go back and compare to other races or else, outside of certain builds or wanting a fun character, this one may get passed up.
The monster month is a really cool idea. I hope the higher ones and the more complexe ones also get some flavour text and background text.
can't wait for the kitsune one !
half the video is just trying to explain how Hybrid form works =p
Next one the Tengu could be cool. Love these one
This past February, I did a project wherein I learned how to draw by drawing (and statting out, in the Sentinel Comics RPG) an original supers character every day for the entire month. The monster month thing reminded me of that, though obviously mine was just a personal project. Went ahead and did a drawing for each of the characters in the PF2E game I'm running currently and, while they didn't quite turn out as well as some of my independent drawings (4 characters in a day is... a lot), they're alright and that's not something I would have been able to do before. It was a positive experience.
Sometimes you just need those heavy push projects to keep the creative juices flowing and get some unique material out of it!
16:29 you only get the 1d4 persistent damage on a CRITICAL HIT FOR A LEVEL 9 FEAT
Love your nail polish!
I totally agree on cat nap, it would never cross my mind to take it.
My kobold player will love having more friends to play with too!
4:04 cats can also track its prey by smell so it's checks out.
Another reason I think they have charisma is because most cats are know for there personalities, I.E. charisma.
I think adding a short rest behavior (like searching a room, doing medicine checks) is a good ability
I feel Elude trouble is an amazing feat as it will let you reposition after a failed attack from an enemy and it wastes THEIR action economy to chase after you and get closer to an ally to flank WITH them!
It would make more sense for cat nap to allow you to recover a spell slot rather than gain increased hit points. And could only be used once per day or something like that.
Everyone searches while you nap - perfect cat trait.
cat nap is quite fine if you have others in your party like the monk that relies on fokus. it lets you have some benefit from their chilling around to
I am truly happy of your bot's notifications.
Sharp eared catfolk are kind of insane. If you're a rogue, investigator, thaumaturge, or wisdom heavy class, you probably have the highest perception in the party. Having that +2 circumstance bonus and a free point out action is powerful anti-stealth tool.
Oh no Truck-Kun is back
I don’t know about other sources, but there’s one feat to create hazards in a reliable way: Demolition Charge from an Alchemist.
A catfolk with Inspirit Hazard could lure enemies past a door filled with alchemical bombs on the other side, for example.
It makes the feat a little more useful since your party can prepare the hazard for you.
I'm playing a catfolk swashbuckler. Imagine Jack Sparrow if he was a cat.
Puss in Boots? 😂😂
Puss in boots
So puss in boots
@@RedsByrd just not nearly as sober
My first character is a catfolk Swashbuckler
Looking forward to monster month as well as the rest of the video!
Big agree about the movements speed. I'm surprised Iruxi aren't faster, too. Spook an iguana and see how quickly it'll go from 0-60 away from you, up a tree, or into a crevasse. haha
Also, I am very interested in playing an Amurren Gunslinger when Guns & Gears drops! Luck & Gunpowder. Perfect.
Fun video, enjoyed this one
Not sure why it stood out just now, but Nonat seems to have Catfolk incisors of his own.
Bit attack much? :)
I'm surprise you have yet to do a reading of the mawangi expanse live stream yet.
I don't think he has had a lot of time to do ANY kind of live stream lately. Hence no Kingmaker gameplay for a couple of weeks now. Life, and all the games he is running or playing, has taken up a LOT of his free time.
@@JacksonOwex true.
If Cat Nap's Temp HP lasted an hour, then a Catfolk would just nap every hour and effectively just have Temp HP throughout the day which would be too good at that point.
I also don't see why players can't play with the feat in mind. While everyone else searches the room, your Catfolk identifies items, treats wounds, and then naps at the end. If you walk into a room with no enemies, rather than searching it slowly and thoroughly... just keep going to try to use those Temp HP first. Then double back to search after a combat encounter while your catnap cooldown is going. After you search two or three rooms, cat nap at the end again and then look for the encounter.
I also don't see why you have to commit to a full search of a room and just ignore the Temp HP duration. I think it's totally reasonable for players to say, "Ok we spend 5 min searching this room before moving on. Whatever we don't get to we can come back and finish searching later."
I would also argue that many dungeon rooms are kind of bland and they are not created equal in terms of how long it takes to search them. Think of the traditional cobblestone dungeon room with an ooze in it. How long does it take to search with no visible furniture or enemies to loot in it.
Yeah, there are quite a few places Cat Nap can come in handy. Before a gladiatorial match, after scouting an enemy encampment and just before engagement, before attempting something dangerous like a feat of acrobatics or disarming a trap, before solo scouting as a bit of insurance... the list goes on. It's only really poor for static room-by-room adventures where you're exploring a dungeon as a group.
If it takes 15-20 minutes to search a room and there is a combat every 3-4 rooms, then reliable luck would be available potentially every combat. And getting advantage on initiative every combat is pretty insane. Granted... at level 17 characters are pretty insane in general. I think that rerolling a bad initiative roll or failed reflex every day is strong value for a level 9 character. Cat's luck on its own is good, but you might not roll a reflex save every day, let alone fail one. You will roll initiative almost every single adventuring day, and you'll roll it multiple times most day.
Prideful Hunter feat, crouching tiger hidden attack
Dungeon exploration i faster that you think.
Even if you search with half speed, you can still cover a great distance in a dungeon. And if you make it,so a room takes 20 minutes to search, you can just sleep while one of the party member searches the room.
Yas! Kobolds! They're my favorite :3
I tried to theory craft a build around Wary Skulker and No Evidence by adding in things like Legendary Sneak or Perpetual Scout but the difference between “gaining the effect of” and “performing an action” really muddies the water for me on that one.
My argument for Catnap. MAYBE, just maybe, the catfolk waits until after everyone does their thing before taking their ten minute nap. Doesn't have to be RP'ed. As long as all the time-sensitive stuff is taken care of, the player declares its use, party agrees, then they move ontp the next room. Not to mention it leads to the better feat, focused catnap,, which offers the temp HP AND the benefits of a refocusing activity. And if that's too inconvenient for you, as the DM, then either ban it from your table or give it the minor buff it needs to eliminate the inconvenience.
does catnap combo with risky surgery? the medic can treat they're own wounds while you catnap and then they can risky surgery you damaging your temp HP to give you an extra 2d8 normal HP
does that make either feat good?
it seems like synergy but I've only started reading pathfinder rules today and never actually played so I'm curious how realistic this actually is?
Can anyone confirm if NotNat lives inside an Amazon fulfillment center? There’s way too much truck activity orherwise
Pride Hunter is meant to go with Silent Step in my opinion
Cat Dance would be good to actually buff a Trip: it's not a strike, so it doesn't count for MAP, and a -2 is a solid penalty/buff for you. Dance/Trip/Strike could work, especially with an agile weapon.
Would Sense for Trouble not be good for a Swashbuckler to get penache as soon as possible?
Could you make a guide for Orc?
I could see playing a cat folk archer rogue that hides behind companions I kind a like that idea
What's the difference between catfolk and tabaxi? Are they just pathfinders version of tabaxi? Or is there an actual difference between them?
Is there a way to give catfolk a special "sprint" power so they can be explosively fast but only once or at a cost?
maybe an athletics check, once per short rest? it'd be difficult to balance.
When I first read Inspirit Hazard, I imagined it as a callback to scenarios like in "Bad Luck Blackie" (the old Tex Avery cartoon), but the flavor description seems off. Personally the mechanics make sense when taken in this context, but I would've thought the flavor would tie the feat more to luck/misfortune (even if it didn't have such a tag). And having just random bad things potentially happen to an enemy is way too powerful and requires too much GM adjudication.
You going to publish your 20 kobolds for 3pp?
HEs on fire
Monster Month? 👀
August: Monster Month
October 31: Monster Mash -- suggested encounter setups for patrons using August patron bestiary content?
I have homebrewed Cat Nap to be 1 hour instead of 10 minuts of duration
Khajeet has wares vibes for this ancestry
NoNat: I don't like cat nap because it takes 10-15 minutes just to search a room and it only lasts for ten minutes
Also NoNat:I don't feel like once per hour is that much better than once per day.
Not being too serious about it it just feels like if you are someone who generally has out of combat things taking quite some time that a once per hour effect would increase in potency.
In my game, once per hour is basically the same as 3-4 times a day as long as you use the ability liberally, instead of hording it. Many of my adventures follow a pattern of exploration -> investigation -> planning -> main encounter.
In the first stage, the group is just getting on scene and checking out the area, the second is more in depth information gathering as well as your typical adventuring stuff, the third is once the party IDs the main problem, they concoct a battle plan, and then they fight the boss.
There's usually a few encounters, hazards, and a lot of skill checks during the first and second stage. The third stage is usually pretty quick, since while the players are planning, the big bad is also usually preparing as well, and the boss fight might include a chase, hazard, etc before the boss, or just the boss itself. Overall, it ends up taking place over pretty much a full 8 hr in game.
Needless to say, 1/hr ends up being a lot more significant than 1/day with this kind of setup
Amurrun appreciation post
Amurrun = "Ah-muh-ROON" not "Ah-MOR-un" btw. great video
I now realize that I've never heard anyone else say the name lol, do I've always gone off my own pronunciation. Thank you!
more rules stuff *happy*
still no misadventures of Sinclair and chatticus(the MC ofc) *cries*
8:50
I completely agree. But, if your PARTY is searching a room for 10-15 minutes the impatient khajiit can be napping and waiting for them to finish so they can wake up and fight.
I just think the whole concept of napping in dungeons is kinda dumb in general though and I hate parties attempting to do it (without something like a shelter or mansion spell).
In 5e where a short rest is 1 hour i agree and hate it but in pathfinder where the short rest is only 10 mins its way less immersion breaking to say that the party takes 10 mins to take a break and encounter no threats
@@tmacker14 definitely true, in PF it makes much more sense that you can find a room and "rest" (not "nap") for 10 minutes. Expecting to squat in a room for an hour is much less realistic.
I am playing a Catfolk Swashbuckler and beginning to think I did things wrong but meh
The best part of inspirit hazard is it can work on haunts
Miau
10 Lives? More like 2 Lives if you're lucky. Or 1.2 lives going by the probability.
I have a dream: that we finish this series passing for all the ancestries!
*Nonat announces monster month*
Welp, dream is over, let's pack up boyos.
Edit: I'm not hating it btw, i just say that it will take his time away from this and people will like the new stuff more, ergo this series most likely will end in a far distant future (more if it is successful, wich i hope!)
And I thought "I" was a pessimist!!!
@@JacksonOwex finally a worthy opponent! Our grunts of disappointment will be legendary.
For me personally the Patreon is a bit too expensive yet. I like your content and the homebrew stuff you create sounds cool. but $5+tax is a bit much. And outside of this month it's $10+tax. That's a lot of money for my student ass. Just wanted to let you know. I don't have a solution. I know you work hard on content and need to live to and dropping prices would of course be an issue for you. But I just thought I'd leave the feedback with you anyway.
Edit: To 9:15 your point is valid however if you use seeking in exploration mode you can cover like 45m(150feet) per minute if you are very thorough. Unless I misunderstood the seeking rule. So while yes it does take longer it's not as extreme.
I appreciate it! I never *expect* anybody to pledge to the patreon! Especially being a student, I remember that financial pain lol. Just you watching the video and leaving a comment supports the channel so much, so thank you!
Evade Doom is absolutely terrible. In order to gain any value from it at all, it needs to save the life of your character. That means that you need 4 points combined of Wounded/Dying/Doomed. How often are players continuing on when someone in the party is at Wounded 3, and not retreating away to safety? If you can clear that hurdle, then you've got to find enemies that hit you with the doomed status. There is one hazard and only THREE monsters in this game that give out the Doomed status. Okay, clear THAT hurdle and then, when you're hit by the Doomed status, you need to roll a 17 or higher. A 20% chance of working. So let's say the odds of pushing on exploring in spite of grave wounds is at 10% per session--it's way less in my experience, but for the sake of argument. Then the odds of encountering a monster or hazard that grants Doomed is about 1%. Then the odds of Evade Doom working is at 20%.
Evade Doom is a .02% chance of doing something each session. In other words, you need to play FIVE THOUSAND sessions of pathfinder 2e for the feat to work just once, killing off an average of 4 other PCs in the process when it didn't do shit. And this is if you're determined to get your PCs killed off taking unnecessary risks. And this is also assuming that when you encounter something that can give you doomed, it definitely does. The feat is actually worse than all of this, and competitive for the worst feat in the game.
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May be Catnap should heal, or restore something else....
ILY my dude but I can't find myself caring about these intricate details, I got bored 4 minutes in. I would like to see more videos about how to play, DM, be a player in the game. More focus on how to RP and less on how to combat. The rules can be looked up at any time, but knowing how to roll with them is priceless
But wait, I should clarify. I think your in-depth videos about classes are great, I think this is just too specific to be interesting or useful for most people
ohhhhh hyyyype! and first comment?!
glad to see you back doin these... cant wait to spend the next time im drivin listening to you like a podcast lol
RANGER. Ranger. RaNgEr. Look I can spell it any way you would like. I do not care if its twelve hours long or twelve minutes, just PLEASE DO THE RANGER.....because I do not think the ranger is bad anymore. AND DAMMIT I WANT YOU TO CONFIRM IT.
Catfolk should get feats. The should get Paws instead
Meanwhile, dnd 5e tabaxi over here looking so bland and bare bones that they don't even have their own language. They just come with Common.
Not going to lie, Mechanically, I am actually not too impressed with catfolk.
Why feats in pathfinders so useless
How is this a "guide?" All you do is read off everything the Catfolk has, with a little bit of commentary.
Is it supposed to be a guide?
Seems to be titled 'catfolk 101' as in, entry level course on how catfolk work.
I'd like to have seen a bit more info in the catfolk personalities and such, but I think this was a decent educational video on the rules and abilities of catfolk, hence a 101 🤷🏼♂️