DWARF ANCESTRY GUIDE - PATHFINDER 2E

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howdy my name is nonat and welcome to my first ever deep dive into an ancestry in pathfinder 2nd edition similar to how i've been doing with the classes this is going to be me going over all of the mechanical gameplay elements of the ancestries i'm personally not fluent enough in pathfinder lore to consider myself a good resource for lore based information so a lot of it would come down to me being like yeah dwarves are your typical dwarves they live in mountains they they hit stuff with hammers and craft things and they whistle while they work it would mostly just be me sort of paraphrasing all the stuff on this page in ways that would be less informational than just what's on the page you know i'll just be like oh you know dwarves are as strong as iron because they're stubborn uh and also they're stubborn and wise and they're tough and honestly there's sadly not enough out there so there is room here on youtube for people to make pathfinder lore videos especially for pathfinder 2e maybe i'll do them someday i just have not had the time and this is going to sound weird history is not my strong suit i don't learn well about like dates events and story i can learn mechanics and gameplay and stuff like that pretty well but i have a hard time telling stories of lore maybe if i had someone else to write the video for me i could absolutely voice it and maybe that'll happen sometime in the future keep an eye out but for now let's go into mechanically what makes a dwarf a dwarf also i love this picture by the way this picture of the regal freaking female dwarf oh my word she's amazing starting off one of the big things that makes dwarves stick out as a starting ancestry is the 10 starting hit points obviously as you grow and level ancestry hit points mean less and less but early game 10 hit points is huge i believe the only other ancestry that gets 10 starting hit points might be half orcs and goblins if they take a certain feat i don't even remember if half works get it i don't think they do but this does sort of come back to bite them they have this amount of hit points because they're so bulky and stocky and that also gives them the lowest bass movement speed in the core rulebook which is 20 feet granted this is only five less than some others 10 less than elves which we'll get to in the next one of these but 20 feet per round can be super hindering they do have some ways to counteract this but we'll get to that when we get to that they boost constitution and wisdom and then anything else they want like any race they get free boosts and they lose charisma so again strictly speaking from a mechanical standpoint technically they don't make great sorcerers but they make great fighters barbarians clerics anything that needs a lot of hit points or any wisdom-based caster they could even make a really good druid they could actually make an incredible melee druid and yes asia says i know with the voluntary flaw system you can make any statin 18 even the flaw i know i know i know but i'm talking from the base statistics because if you do take a voluntary flaw which uh for those of you who aren't aware you can take two minus twos to give one plus two so if you wanted to take a minus two to intelligence and a minus two to dexterity you could give a plus two to your charisma but this still makes you an overall weaker character from the overall standpoint because you have two less stats than everyone else i'm not saying that's a bad or wrong way to play you're more than welcome to do that and play a badass dwarven sorcerer in fact i encourage it i'm just speaking strictly mechanically they start off speaking common and dwarven as you'd expect and they have the humanoid and dwarf traits all dwarves get dark vision which is huge a lot of ancestries tend to have low light vision and then a way to spec into dark vision now if you're a dwarf you can see in the dark and that's fantastic and actually believe it or not there is something missing from this sidebar in the core rulebook if you see right up there in the corner under dwarf all dwarves are actually supposed to begin with a clan dagger of their clan for free and in fact if you ever sell it or lose it you're supposed to be affected by it as other dwarves will think less of you if we look at the dwarven picture we can actually see she has her clan dagger there on her belt even though she looks like she's probably like a noble or maybe a cleric of some kind but she still has the clan dagger so that's something that they forgot to put in the sidebar and was added in the errata i will be going over any changes that the errata makes to the dwarven features now that we're done with the stuff that all dwarves get let's move on to some more specializations with the dwarf heritages for those of you who aren't aware a heritage is sort of a sub-race of your ancestry it just more determines where you come from how you were raised and how that shaped you as a character for example the ancient blooded dwarf manifests some of the resistance of the dwarven heroes of old within them and actually grants a unique reaction if you're going to make a saving throw against a magical effect and you have not rolled yet you can use your reaction to gain plus one to that saving throw it's not a huge bonus but especially early levels just to get this for free when you don't have many other reactions especially if you're a spell caster with almost no reactions that's fantastic being able to get plus one against any magical saving throw really good stuff the death warden dwarf an offspring of a generation of tomb guardians and possibly even necromancers because of this negative aspect of your heritage you actually have a resistance to necromancy effects and if you ever get a success on a saving throw against a necromancy success you get a critical save instead this is a little situational it's great against something like ray evan feeblemint which happens to be necromancy and i will admit that a lot of debuff spells are necromancy but not all of them it's a little bit but it's still not bad to have there is really no bad heritage out there and well i won't say that yet the forge dwarf is the first of something we're gonna see a lot of between a lot of different heritages and i call them the temperate heritages effectively there's a lot of different ancestries with heritages that make you better against a certain type of temperature for example the forged wharf gains half their level in resistance to fire damage and they treat all heat effects as one step level lower so if you are in extreme heat you're only in severe heat and if you're only if you're in like severe heat you're only in moderate heat or whatever the next step down is so you can go into a lot worse off areas and be okay the rock dwarf is a lot of fun and is sort of what we think of the first thing at least i think of when thinking about a dwarf you better become as solid as a rock and gain a plus two bonus to fortitude or reflex dc's against attempts to shove or trip you this also applies to spells or effects that would try to knock you prone so already that's a plus two against so many saving throws once you are a little bit more experienced both as a player in a gm you realize how often things attempt to shove trip knock prone with a spell effect anything like that that is super common so being able to just get a plus two bonus to all of those is massive also if you're ever being shoved 10 feet or more you only move half half the distance so something where to push you 15 feet uh it'll only push you five because everything in pathfinder rounds down except for cantrip casting levels that is the only thing that rounds up i've been so confused by that the strong-blooded dwarf is basically super healthy and against toxins he's a vegan and doesn't ingest toxins in his lifestyle that joke is awful you gain poison resistance equal to half your level and any of your successful saves against a poison reduce its stages by two instead of one if poison comes up in your campaign amazing on top of that if you critically succeed against a poison it reduces it by three stages that will just outright remove most poisons uh this will even reduce virulent poisons by two i think the best part of this is that if you normally succeed a saving throw against a virulent poison it reduces it by one stage normally virulent poisons can only be reduced by a critical success if you happen to run into poison this is a phenomenal heritage and moving on to the dwarven ancestry what's that yeah i got a second what's up hey guys um i just got some kind of bad news uh i figured i'd share it with you uh i just found out that about 57 of the people watching this video right now aren't even subscribed 57 can you believe that i just it means so much if they just click the little red button you know it would just help so much but instead yeah anyway i'm sorry i shouldn't i shouldn't let it bring the video down i'm i'm fine let's just get going uh so first level ancestry feats for dwarves is dwarven lore you eagerly absorb the old stories and traditions of your ancestors your gods and your people studying in subjects blah blah blah you become trained in crafting religion and dwarven lore and like anything else if you if you were already trained in one of these things from another source you can pick something else as well i mean this isn't bad this is three skills for one ancestry feat that's pretty good just pretty worth it i bet if you took this with a high intelligence score on a road you could get almost every skill by i know you can get every skill by level three maybe even by level two if you were clever enough there's nothing wrong with this feat it doesn't help you anyway in like combat but crafting religion and dwarven lore is pretty good i do think there's a feat that is just flat out better than this at first level but i'll be getting to that dwarven weapon familiarity is another type of ancestry feat we're going to be running into pretty much every single video like this there are certain weapons that are deemed dwarven weapons or elven weapons and this feat just gives you access and trained proficiency in them no matter what class you are so this can lead to some really cool builds i will say that for the most part these are for flavor if you really want to be a sorcerer with a warhammer you can absolutely build a dwarf pick dwarven weapon familiarity and even though the warhammer is a martial weapon as a sorcerer if you take this feat you will still be trained in it so that's a really cool way to get around some class limitations there are also some dwarven weapons that are specifically dwarven in fact that you can only use them if you are a dwarf and this is one way to get access to them rock runnering just embrace your rock roots even though rocks don't have roots any difficult terrain caused by like rubble or broken up craggy ground does not affect you you can move through it completely normally on top of that if you make an acrobatics check specifically to balance on narrow surfaces made of stone or earth and you aren't flat footed if you succeed at that acrobatics check you automatically critic crit succeed so it's pretty good that part's a little niche but just being able to ignore rough terrain that's made of stone or earth i would say that accounts for probably 50 percent of difficult terrain this won't allow you to get through you know like tangled vines or anything like that but a lot of the time i feel like it's gonna be uneven ground or post-earthquake destruction and as a dwarf you can just skip on through stone cutting is solid if you're already a perceptive type of uh character you gain a plus two bonus to uh perception checks to notice unusual stonework that sounds a little niche at first but then it goes on to say that you get this bonus to discover traps made of stone or hidden within stone so if there's a trap like wedged between two rocks and a cave you get your bonus to discovering that trap so if you're exploring i mean heck even in a stone building this works because it is still stone as long as you're not in some weird wooden dungeon this is almost always going to come into play now this part you do need to remind your gm of because it's gonna be tough if you aren't using the seek action while you're exploring the gm automatically rolls a secret check for you to notice stonework now because this is automatic and you're not doing it it does effectively take a minus four you don't get your plus two and it inflicts a minus two penalty but it's automatic so it's really good unburdened iron is really good for any heavy armored dwarf it's honestly so good that you're kind of forced into taking it if you want to play like a champion or a fighter dwarf for those of you who aren't aware if you're wearing heavy armor even if you meet the strength requirements it does inflict a speed penalty if you meet the strength requirement it's only a five foot speed penalty but as a dwarf whose speed is already 20 feet you don't want to be moving at 15 feet per round unburdened iron ignores the reduction to your speed from any armor you wear technically what this means is even if you don't have the strength requirement the armor cannot slow you down you'll still take some of the other penalties to uh skill checks and whatnot but it won't reduce your speed keep that in mind casters who take armor proficiency additionally they can ignore one five foot penalty to their speed whether it be from encumbrance or like the tangle foot spell or something like that they can reduce the penalty by five feet however they can only do this to one effect if they happen to be encumbered and tangle foot affected by tangle foot they can only reduce one of those by five feet not both so overall this is just a fantastic feat for dwarves four dwarves dwarves are the only ones who can take it that's not true there's other ways to take i'm rambling vengeful hatred in case you want to deal a little bit of bonus damage to very specific creatures you pick one dwarven ancestral foe of drow durgar giants or orcs and whenever you're fighting them you get plus one damage equal to your number of damage dice on your attack so again at level one that'll be plus one bonus damage against them once you get a striking weapon it's plus two there's a lot of stuff that does this and the problem is that these effects don't stack because they're circumstance bonuses they don't add together what i do like about this is if you ever get critically hit that opponent is counted as a vengeful hatred foe for the next one minute so you get your bonus damage against anyone who critically hit you i really like that it makes this feat a lot more useful otherwise it would be just way too niche unless you knew you would be fighting a ton of orcs or a ton of duragar also the gm can add any creature to this list if you come from an ancestry of dwarves who were at war with these creatures in the apg i wasn't gonna forget the apg you know i wasn't going to we have some more first level feats we have dwarven dodinus which is pretty good honestly normally at the end of your turn you reduce your frightened condition by one with this you reduce your frightened condition by two per turn it's rare to find something that'll inflict multiple points of frightened especially at lower levels but when it comes to it that's really good because otherwise that would take two rounds to get rid of completely and you get rid of all of it in one solid stuff and i for treasure is the one that i was saying is basically better than the dwarven lore skill they both grant crafting and while dwarven lore grants you religion and the lore skill i for treasure grants you trained in crafting and a plus one bonus to all crafting checks made to recall knowledge which can be really common and useful additionally you get the crafters appraisal skill feat which in my opinion is nuts and kind of broken at first level normally in pathfinder 2e in order to identify an item you need to be trained in a type of magical skill associated with that item if the effect on a magical item is from a cult magic you need occultism to be able to identify it if it's an arcane magic item you need arcana with crafters appraisal you can roll crafting to identify any type of magic item straight up that's so good there's nothing else to it it's just good fifth level boulder roll i wish was better and isn't explained well and is not expanded in the errata correct me if i'm wrong about this in the comments for two actions you use the step action to step five feet into a space occupied by a creature of your size or smaller that creature then has two choices the first is to step five feet backwards directly backwards they can't move diagonally or side to side it's directly backwards even if that means off a cliff they step backwards and whatever happens happens when they move there great for positioning the other option is where the feet gets a little questionable they can attempt to make a fortitude saving throw against your athletics dc if they do not critically succeed they take damage equal to your level plus strength modifier which at level five would be about ten nine damage that's just a consistent nine damage for stepping on someone pretty cool but it doesn't explain what happens if they succeed it's i understand i feel like if they fail they move but it's not a basic fortitude saving throw so a crit fail doesn't mean double damage a success doesn't mean normal damage but it also doesn't say what happens to your step i suppose it implies that a successful fortitude saving throw stops your step but they still take the damage and a critical success stops your step and doesn't take the damage and then i guess a fail and a critical fail are the same because there's no critical failure explained here the confusing part is on the success if they roll a normal successful saving throw do they still block your step and take the damage or do they get pushed because they did not critically succeed it is not well explained also in order to take this feat you do need to have taken rock runner at first level dwarven weapon cunning again another type of feat we're going to see coming up a lot the prerequisite is always your ancestry's weapon familiarity and it just gives you the weapon crit specialization effect for that weapon weapons defy the darkness in my opinion is one of the coolest dwarf feats using ancient dwarven methods developed to fight enemies wielding magical darkness you've owned your dark vision and sworn not to use such magic yourself you gain greater dark vision at level 5 which means you can see clearly even through magical darkness so long as its level is not above yours so if someone cast a fourth level darkness spell you could see clearly through it but if they upcast it to sixth level and you're level five you can't see through it however this comes with a penalty of sorts in that you cannot use any items or cast any spells or any ability whatsoever if it has the darkness trait so it's a really powerful feat that limits you and i love that i wish there were more feats like that that was a really good bonus but came with a penalty i love that i love this feat i almost guarantee i would take it on a dwarf dwarven reinforcement is really fun and can be useful if you happen to have a shield by spending one hour working on an item which at least me as a gm if you didn't have any daily preparations to make i would allow you to do that during your daily preparations while you know casters are preparing spells and alchemist is preparing stuff i would allow this during daily preparations and you can give it a plus one bonus to its hardness for 24 hours if you're a master in crafting it's plus two if you're legendary it's plus three you can even spend an hour to reinforce a portion of a structure this is a really cool feat and i enjoy it basically being able to upgrade the damage your shield reduces by one two or three every day that's awesome this just straight upgrades your shield every day and it's fantastic sheltering slab is pretty simple as long as you are next to a vertical stone wall within one space so adjacent to your square you cannot become flat-footed from being flanked you can still become flat-footed if you're knocked prone or inflicted with something that specifically makes you flat-footed but as long as you're next to a wall even against the corner it counts you can't be flanked you can still have people on either side of you but you're not flat-footed against them just a solid defensive feat choice mountains stoutness is explained so poorly they actually fixed it in the errata so first off this is basically the toughness feat almost verbatim you increase your maximum hit points by your level so this would probably be taken at level nine so nine extra hit points and rather than saying decrease the dc of recovery checks when you have the dying condition they changed it to the dc of your recovery checks is equal to nine plus your dying value which makes a lot more sense because when you're dying each stack of dying increases the dc of your recovery check so this is just explained way better additionally with this feat if you also have toughness the hit points do stack so if you take this at level 9 and you have the toughness general feat you gain 9 hit points from both of them which is massive and the dc of your recovery checks is improved all the way to six plus your dying value so stacking the two of these is so powerful that you get a 75 success chance when you're dying one really cool just really stout is a mountain stonewalker is amazing it actually leads into a better feat later on you grant you gain the meld into stone third level divine innate spell once per day now what's fascinating about this and this applies to the future one as well meld into stone is only an arcane and primal spell it's not even on the divine spell list so it's fascinating that they gain this as a divine innate spell i'm guessing it's something to do with the dwarven lore and their love of stones being involved in their religion and i really love that basically meld into stone allows you to literally sink into solid stone and hide there out of sight you can hear but you cannot see and you can actually cast spells from inside the stone so long as you don't need to be able to see to cast them on top of that when you take this feat you can use your stone cunning dwarf ancestry feat to locate uh traps and such that would require legendary proficiency even though you're only level 9 and in addition you don't take the two penalty if you're not actively seeking anymore so you just get to roll a flat the gm rolls a flat check for you even if you don't state that you're seeking for stone laden traps good stuff echoes in stone is just really awesome uh you spend an action and you must be standing on stone or earth and you basically just gain 20-foot tremor sense that's it it's just really cool you are so in tune with the stone that you can tell when p where people are within 20 feet of you just really cool returning throw is great unnecessary and awesome uh basically if you make a two action attack with a thrown weapon it functions as though it has returning it doesn't even need to have the returning rune on it you just have to spend an additional action throwing it and it'll always come back to you fantastic and stone bones is a really cool reaction if you are ever critically hit you can make a flat dc 17 check and if you succeed it is just a normal hit so on top of an enemy critically hitting you you get a 20 chance to make that crit a normal strike which is just really cool i love the ability to say no you don't critically hit me like how often can you say that dwarven weapon expertise uh again is gonna pop up for most ancestries uh effectively now with any of the dwarven weapons you were trained with with your original feat if your proficiency goes up in any kind of weapon these ones go up as well even if you only get to master with simple weapons you can still get to master with these weapons so long as you took this feat telluric power is cool and unfortunate you will never want to take this and vengeful hatred at the first level together because they are both circumstance bonuses with the same effect they both add bonus damage equal to your number of weapon damage dice to your attacks and because they're both circumstance bonuses they do not stack and telluric power obviously being a level 13 feet is way better because you gain this bonus damage if you're ever fighting on stone or earth which again is gonna be like 90 of the time unless you're fighting on like a nice wood floor because even if you're fighting on like marble i would still count marble as a stone you know it's still huge it's still mined so this basically just gives you a permanent circumstance bonus to damage roles as a dwarf which is really really good and unfortunately makes bonuses from things like the duelist and martial archetypes kind of moot and what i love i didn't even realize we were missing this but in the advanced players guide they added 17th level ancestry feats i've never played a campaign up to 17th level so i didn't even know that most if not all ancestries in the core rulebook stopped at 13th level you still gain an ancestry feed at 17th level but you would have just had to take a lower level one now in the apg we actually have official 17th level ancestry feats so we are looking at stonegate which is the upgrade to stone walker which was a lot one that allowed you to meld into stone instead you can now cast pass wall as a seventh level divine spell once per day however they can only be used on earth or stone what past wall does is it makes a 20 foot deep path through a wall normally it's only 10 feet at fifth level but because it's up cast at 7th level with this feet it can be up to 20 feet deep additionally anybody who walks past it doesn't see the tunnel it all looks completely normal unless they have some way to disprove it and actually prove that it exists and you can even set a password on it so people could come up to it in like knock three times on the wall next to it and then the tunnel would appear for them this is such a cool final feat for dwarves and if you're really going into that like i am a dwarf i am one with the mountain it is so cool to have this just ability to be like mountain open before me and then you step through such a cool final way to end off the ancestry feats and that ladies and gentlemen is dwarves in pathfinder 2e i did not expect this to go for over 35 minutes i even in the video where i teased these i expected yeah i can cover like two of ancestry's per video no we're sticking to one these are so much more deep especially with the apg i didn't realize how many feats the apg added that it's you know like at least two per level and a whole new level of feats it's really really cool so i hope you guys enjoyed it let me know in the comments if you are playing a dwarf if you plan to play a dwarf why you love them why you hate them be sure to drop a like and please subscribe to the channel if you're uh watching because like i said in the gag at the beginning only fif uh only 43 percent of people are actually subscribed so it would really mean a lot if you'd sub we are on our way to that 3 000 mark i think we're a little over 400 away so it'd be really cool if we could hit that by the end of the month i know it's a really tough goal six days 400 subscribers but i think we can do it so thank you guys so much if you're interested there are links in the description to my patreon my twitter and most importantly my discord in the discord we have so many people it's been blowing up lately we're up to 180 members in the discord i personally invite all of you to join in come talk to some really cool people we talk about pathfinder d movies comics video games whatever we just have a really good time i want to give a huge shout out to my patrons for supporting what i do you guys are incredible and i cannot thank you enough i'm really excited because tomorrow starts our patron campaign on saturdays super excited to be able to play with the four uh 50 patrons i'm really excited for that to start so thank you all so very much for watching i hope you have a wonderful rest of your day and until next time no nat ones
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Channel: Nonat1s
Views: 19,183
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Keywords: Pathfinder, Pathfinder 2e, Pathfinder Second Edition, Advanced Player's Guide, Pathfinder 2e APG, Nonat1s, Pathfinder 2e Nonat1s, Pathfinder 2e Level 1, Pathfinder 2e new features, Pathfinder 2e New Ancestries, Gamemastery Guide, Pathfinder 2e Resolve Points, Pathfinder Core Rulebook, Pathfinder 2e Dwarf, Pathfinder 2e Dwarves, Pathfinder 2e Ancestry Guide, Pathfinder 2e Dwarf Feats, Pathfinder 2e Dwarf Heritages, 2e Dwarf, 2e Dwarf Heritage, Pathfinder Dwarf
Id: jVOFhVdv434
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Length: 29min 42sec (1782 seconds)
Published: Fri Sep 25 2020
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