Pathfinder 2nd Edition Readthrough, The Halfling, Kenderless but at least it's got the generic weapon feats
Disclaimer: I was not a fan of the PF 2e dev diaries, or of the play-test. This does not mean I'm going to do nothing but bash this book, and I legitimately hope to be pleasantly surprised, but keep in mind this read-through is likely to be very biased. A fair bit of it is also for comedic purposes. It is by no means a declaration that people should not play PF 2e, that people are wrong for enjoying it, or anything along those lines
Halfling
Halfling
If this section has something about Kender I'm putting worse
of 2019 on this instead of Shadowrun 6e
Starting off, art is good, even if flower gatherer has been
a tier 3 class for years now. As far as fluff goes....it's fine. It's just
fine. It's your typical halfling stuff, and there really isn't anything here
that is unique in either a good or bad way. I really wish I did have something
to joke about but it's essentially what you expect with a halfling. The only
thing I can comment on is how their short stature, curious nature, boundless
nature, etc. makes them sound suspiciously familiar to two other Ancestries
that came before it.
Anyway, onto the crunch. 6 hp, small size, 25 feet speed
(Take that Dwarf!), with a flaw in Strength, and a bonus in Dexterity, Wisdom,
and +1. So Halfling Archer Cleric is gonna be a thing. Maybe. Anyway, their
vision related ability is not Dark or Low-light, but instead Keen Senses, which
is a +2 to detect hidden creatures within 30' and reduces the DC to target enemies that care Concealed or
Hidden from you for 3 to Concealed and 9 to Hidden, which I guess is a
perception check to be allowed to attack them? Does that mean Miss Chance is
not a thing anymore?
Heritage
-Gutsy Halfling: When making a saving throw against an
emotion effect, a normal success becomes a critical success instead. You know,
Elf just has this as a feat and also gets a +1 to those saves with that Feat,
further confusing me on if Heritages are worth less or more than Ancestry
Feats, and what the actual difference between them is outside of one being a pool
of "You can't combine these abilities". Also apparently gutsiness is
now a hereditary feature.
-Hillock Halfling: Apparently a calm life in the hills leads
to you being used to rest, relaxation, and creature comforts. But the same
token I guess this means that when in the steppe hills surrounded by angry
clans of horseman, I can flee to the hills and expect creature comforts.
Mechanically, overnight healing heals your level in HP, and when anyone uses Medicine
to Treat Your Wounds (The Apocalypse World, I feel it growing), you can eat a
snack to add your level to the amount of HP regained.
-Nomadic Halfling: Instead of anything about being more used
to travel and being on the move, you just get two extra languages and one more
every time you take the multi-lingual feat. Nice if you are the Face, maybe.
-Twilight Halfling: You get Low-light vision so you can be
left out of the no special vision club.
-Wildwood Halfling: You ignore difficult terrain from
foresty terrain. Useful if you know the campaign will take place in an area
with that terrain.
Ancestry Feats
At 1st Level
-Distracting Shadows: This lets you use large creatures as
cover, but only for the purpose of the Hide or Seek actions. The usefulness of
this is questionable unless you are allowed to do it mid-combat and are using
allies for that purpose, otherwise it's out of combat utility seems
questionable.
-Halfling Lore: Not wasting space. It's the same as the
rest.
-Halfling Luck: Once per day as a free action, reroll a
failed skill check or saving throw. I imagine this is just as good in this
edition as it was in the last.
-Halfling Weapon Familiarity: Same as usual, except the
specific weapons are the Sling, Halfling Sling Staff, and the Shortsword, which
is at least a decent range of weapons unlike some (Dwarf, Gnome) ofc depending
on the racial weapons.
-Sure-Feet: Promotes Success on a Balance or Climb check to
critical, and you never count as flat-footed for them. Depending on how often
it comes up I guess this might be useful for a Rogue to use.
-Titan Slinger: When using a Sling and targeting a creature or
Large size or greater, the weapon damage die increases by one step. Worse David
and Goliath ability I've seen in a while.
-Unfettered Halfling: This one is a bit long and complex,
but in short terms, your success on saving throws to not have the grabbed or
restrained conditions put on you. Same for Escape checks. Failures to grapple
you are critical failures, and even if they do grab they need to make another
check with Athletics to successfully do so. In short this is to prevent you
from ever actually using the grapple rules.
-Watchful Halfling: Another long one. Gah. You get +2 to
perception when using Sense Motive to tell if a character is possessed or
enchanted. You also can passively do it through checks the DM rolls for you.
You can also use Aid Another to help break the Enchantment or Possession. In
short a lot of text for what's a very situational ability.
At 5th level
-Cultural Adaptability: You gain the Adopted Ancestry
General feat, which from what I can tell grants you any ancestry feat of your
choice. As I will guess, this is probably really powerful and let you
cherrypick the best of all options. Only 1st level feats but there are plenty
of powerful ones we've already covered.
-Halfing Crit Feat: You know what this is. See Dwarf.
9th level
-Guiding Luck: You can now use Halfling Luck an additional
time for failed Perception checks or attack rolls. As you can imagine, this is
also really powerful and nice for getting additional free rerolls.
-Irrepressible: You get to convert saving throw success
against Emotion effects into Critical Successes. Yes, this was a heritage, but
taking this and that heritage, you get to convert Critical Failures to regular
failures! Take Guiding Luck.
13th Level
-Generic Weapon Feat: Is Generic Weapon Feat. Wat more you
want?
-Ceaseless Shadows: Upgrade to Distracting Shadows, lets you
Take Cover behind medium size creatures and also gives Hide in Plain Sight in
all but name.
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