Last week Sean shared a list of the featured races appearing in the Advanced Race Guide. He’s a softie, intoxicated with a dose of holiday cheer, and was hopped up on the sugary goodness that is Andrew Vallas’s mom’s delicious baklava. (She sends a care package with enough for everyone in the Paizo offices just in time for Christmas and it is marvelous. Phenomenal even...but I digress.)
This week, you get me. I’m not nearly as charitable, I’m a bit of a humbug, and all my baklava is long gone, so I’m going to make you work for the next preview. As Sean explained last week, Chapter 3 of the Advanced Race Guide provides information about 14 uncommon races. Below you’ll find the first letter of the name of each of those races. Let’s see how long it takes you to correctly guess them all.
Isn't there an epic battle between Derro and Duergar for the "D" spot?
Yeah, as Iziak stated, Derro are not currently a "playable" race. And to Impuritygaming, there are no Darkfolk in Pathfinder, at least not as an actual creature in any of the Bestiaries or Books, and certainly not as a playable race.
Edit: I see what you mean. Dark Creeper, Dark Slayer, & Dark Stalker. Which are three different creatures with no actual Dark Folk race, so yeah, the answer is still a more than likely no.
Years later, we would all look back and realize that that was when the thousand post flamewar about how many hit dice Galactus has began.
It's a really simple formula, Galactus' HD = Mass of last planet eaten divided by diameter + 1HD for each sentient creature on planet devoured.
In the case of Earth that would be 7.5472 X 10 to the 20th power + 7 billion HD.(that's just counting humans eaten)
Galactus has taken every feat 10 times.
Galactus: I'm using Power Power Power Power Power Power Power Power Power(9) Attack on this roll.
Galactus' GM: That's Power Power Power Power Power Power Power Power Power Power(10) Attack?
Galactus: No, that's too many. I don't want to miss my attack roll after all, lol.
DARK CREEPER RACIAL TRAITS +2 Dexterity, +2 Charisma, -2 to One Ability Score: Dark folk are agile and bewitching, but maleable, suited to their caste roles.
Small: Dark folk are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Dark creeper have a base speed of 30 feet.
See in Darkness: Dark folk can see perfectly in darkness of any kind, including that created by the deeper darkness spell.
Light Blindness: Dark folk are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.
Bold-Footed: Dark folk recivce a +2 racial bonus on Climb and Stealth checks.
Dark Folk Magic: Dark folk add +1 to the caster level of spells that they cast with the darkness descriptor. Dark folk with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—darkness and detect magic. The caster level for these effects is equal to the dark folk's level. The DC for these spells is equal to 10 + the spell's level + the dark folk's Charisma modifier.
Death Throes: When a dark folk is slain, its body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A DC (10 + 1/2 Hit Dice + Con Modifier) Reflex save halves this damage. A dark folk's gear and treasure are unaffected by this explosion. This save is Constitution-based.
Keen Senses: Dark folk receive a +2 racial bonus on Perception checks.
Languages: Dark folk begin play speaking Common and Dark Folk. Dark folk with high Intelligence scores can choose from the following: Drow, Dwarven, Terran, and Undercommon.
I don't see Gillmen and Strix as anymore Golorian specific than the Catfolk, Oread, Dhampir, or Kitsune. If that was the case none of the Dragon Empire races would be there or the Suli, or really any of the Elemental races as they appeared in Legacy of Fire first.
I agree, Gillmen and Strix both work quite well in a wide variety of campaign settings. Personally, in some ways I prefer Strix over Avariel. The only reason I'm iffy on Gillmen is that I don't tend to play aquatic campaigns, and they don't fare too well in deserts or high in the mountains. They're a great option for people who enjoy campaigns set in watery environs though.
Personally, I just hope that they do a better job with Chapter 4 than they did in the playtest, they need far more options and far fewer restrictions. It was very obvious that they were just going through the existing races and pricing the abilities, rather than considering what NEW races people might want to price out, such as diminutive races, serpentine races, etc. How did they ever miss those as options in the first pass?