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Howl of the Wild

Special Ancestry Rules

Source Howl of the Wild pg. 9 2.0
Some of the new ancestries presented in this book require unique rules to fully represent their capabilities. Most of these rules are described in the applicable ancestry sections, but are also collected here for reference.

Large PCs

Source Howl of the Wild pg. 9 2.0
Most centaurs and minotaurs, as well as some athamarus and awakened animals, can be Large. Large PCs generally can adventure most places that Medium PCs can, but we've included some reminder text covering important information for playing or GMing for Large characters.

Large PCs occupy a space that is 2 squares long by 2 squares wide by 2 squares high. This means that they can, for example, Strike a creature that is flying 10 feet above the ground (or 15 feet above the ground when using a reach weapon). However, Large PCs do not automatically gain additional reach, though some Large ancestries (such as minotaurs) have ancestry feats that grant them additional reach. A Large PC is also big enough that they provide standard cover instead of lesser cover to Small or smaller creatures.

When moving through an area that is only 5 feet wide, a Large PC can move through the space but treats each square as difficult terrain. Moving through a narrower space that does not obstruct Small creatures requires Large PCs to Squeeze. This is typically relevant only in encounter mode; when shopping in town, a centaur can typically enter a building intended for Medium-sized creatures even if it takes them a little more time to duck through the doorway. When a Large PC moves through hazardous terrain or a similar obstacle that causes damage based on the number of squares the PC moves through, they take damage only once for each 5 feet of movement—a minotaur shouldn't take four times as much damage for crossing a burning field as a human! Large PCs should generally be able to acquire equipment sized for them without having to pay a cost increase; these characters come from cultures that regularly craft appropriately sized gear for them to use.

Tiny PCs

Source Howl of the Wild pg. 9 2.0
Some awakened animals, like an awakened mouse, can be Tiny.

A Tiny PC can enter another creature's space, which is important because their melee Strikes typically have no reach, meaning the PC must enter a creature's space to attack it. Like other Tiny creatures, the PC doesn't automatically receive lesser cover from being in a larger creature's space, but circumstances might allow them to Take Cover. They can purchase weapons, armor, and other items for their size with the same statistics as normal gear, except that melee weapons have a reach of 0 for them (or a reach 5 feet shorter than normal if they have the reach trait). Remember to adjust the Bulk of items and the PC's Bulk limit for Tiny size.

Riding PCs

Source Howl of the Wild pg. 9 2.0
A PC can ride on another PC as long as the second PC is at least two size categories larger than them; this might be a Tiny awakened ferret riding in their elf teammate's backpack, or a halfling on a minotaur's shoulder. However, this requires a tremendous amount of coordination to ensure the smaller PC doesn't get in the way, or that the two PCs don't jostle each other into losing actions. As a result, for most parties, this tactic is less favorable than the smaller PC just using their own mount. If a PC who is at least two sizes smaller rides along with another PC or similar non-minion intelligent creature, roll both their initiatives and use the lower of the two results. The two PCs act in either order on the same initiative count. While traveling in this way, the PCs each gain two actions at the start of their turns, instead of three, since the larger PC spends one action keeping the smaller one balanced on their back, and the smaller PC spends one action maintaining their grip.

Some ancestries specialize in being able to carry smaller riders or have feats to enable this, such as centaurs.

Aquatic PCs

Source Howl of the Wild pg. 9 2.0
Athamarus, merfolk, and some awakened animals can be amphibious or aquatic. If your players are interested in playing an aquatic character in a primarily terrestrial campaign, consider starting them off with assistive devices such as the atmospheric breathing suit, pelagic helmet, or supramarine chair at no additional cost. For a less technological option, you might consider granting a PC feats such as Land Legs or Shore Gift as a bonus feat at level 1, possibly adding certain narrative limitations like “the merfolk PC gains Shore Gift as a bonus feat, but loses its benefits when the moon is full” if they suit your story.

Flying PCs

Source Howl of the Wild pg. 9 2.0
Certain ancestries, such as awakened birds or some surkis, have wings. The presented ancestry rules intend to provide a good combination of story and game balance for most groups. However, some players might have character concepts that don't fit this assumption and might wish to have unbound flight from initial character creation. At the GM's discretion, the GM can grant these PCs a 15-foot fly Speed, replacing any other abilities that involve flying, such as the Take Flight awakened animal feat. However, GMs who allow this option should be aware that a PC who can constantly fly can trivialize many common low- and mid-level challenges, or might consistently outshine or leave other characters behind. The GM should consider this option carefully before allowing it and adjust the game accordingly; for instance, ensuring that some enemies in each encounter have ranged options so they aren't left unable to respond to a PC raining spells or arrows from the safety of the sky.