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
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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