Get the most out of your heritage with the Pathfinder RPG Advanced Race Guide! Embrace your inner monster by playing one of 30 iconic races from mythology and gaming history, or build an entirely new race of your own. If classic races are more your style, go beyond the stereotypes for elves, dwarves, and the other core races with new options and equipment to help you stand out from the crowd.
The Pathfinder RPG Advanced Race Guide is a bold new companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds on more than 10 years of
system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into
the new millennium.
The 256-page Pathfinder RPG Advanced Race Guide includes:
New rules and options to help you customize all seven of the classic core races, including new racial traits, racial
subtypes, and racial archetypes.
30 exotic races, from mischievous goblins and reptilian kobolds to crow-headed tengus and deadly drow, each with complete rules for use as player characters, plus archetypes, alternate racial traits, and other options for maximum customization.
A complete and balanced system for creating an unlimited number of new races, mixing and matching powers and abilities to form characters and cultures specific to your campaign.
Tons of new race-specific equipment, feats, spells, and magic items for each of the races detailed!
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Any chance for a bit more info on the magical tail feat? Like is there a list of spells you can choose for it or is it just one spell and you get more uses of that spell when you take the feat multiple times?
There are 8 spells to choose from and you get them 2/day each.
Any chance for a bit more info on the magical tail feat? Like is there a list of spells you can choose for it or is it just one spell and you get more uses of that spell when you take the feat multiple times?
There are 8 spells to choose from and you get them 2/day each.
oooh cool, are the spells interesting/worthwhile? Also does the feat allow you to take the same spell twice? effectively gaining it as a 4/day?
Also what do you think of the race creation rules if you've looked them over yet? Did they add any near racial types such as Dragon?
oooh cool, are the spells interesting/worthwhile? Also does the feat allow you to take the same spell twice? effectively gaining it as a 4/day?
Also what do you think of the race creation rules if you've looked them over yet? Did they add any near racial types such as Dragon?
Ok first off I'm not used to posting from my phone at work so that is why all my answers have been short.
You gain a new spell 2/day each time you take it no doubling up on them. So if you take it 8 times you get all the spells (disguise self, charm person, invisibility, etc.).
I have only briefly looked over the race creation rules but dragon, construct, undead, half-construct, half-undead and more are all in there. Everything seems pretty neat but like I said I'm at work and haven't really read it all yet.
Any chance for a bit more info on the magical tail feat? Like is there a list of spells you can choose for it or is it just one spell and you get more uses of that spell when you take the feat multiple times?
There are 8 spells to choose from and you get them 2/day each.
Well you don't get to choose you get a list that progresses in order each time you take the feat.
Could you share some names of the racial archetypes? how many per race? And anything on the elemental plane touched?
There are alot of racial archetypes (74 by my quick count)
3-4 each for the Chapter 1 races
2 each for the Chapter 2 Races
1 each for the Chapter 3 Races
The ones I've found particularly interesting so far have been
The Order of the Paw Cavalier (Dog/wolf riding Halfling)
The Imperious Bloodline Sorcerer (Human with Legendary ruling blood)
and the Bramble Brewer Alchemist (Half-Elf alchemist whose mutagens focus on natural armor and has what is effectively damage dealing tangle foot bags instead of bombs.)
Elemental touched races Undines, Slyphs, Oreads, and Ifriti are all chapter 2 races so they have 2 archetypes each plus about a good half dozen to 10 alternate racial traits as well as 2 or 3 feats, spells and/or equipment pieces.
I've only quickly glanced at the book as it is dense, its going to take awhile to absorb I think.
Could you share some names of the racial archetypes? how many per race? And anything on the elemental plane touched?
There are alot of racial archetypes (74 by my quick count)
3-4 each for the Chapter 1 races
2 each for the Chapter 2 Races
1 each for the Chapter 3 Races
The ones I've found particularly interesting so far have been
The Order of the Paw Cavalier (Dog/wolf riding Halfling)
The Imperious Bloodline Sorcerer (Human with Legendary ruling blood)
and the Bramble Brewer Alchemist (Half-Elf alchemist whose mutagens focus on natural armor and has what is effectively damage dealing tangle foot bags instead of bombs.)
Elemental touched races Undines, Slyphs, Oreads, and Ifriti are all chapter 2 races so they have 2 archetypes each plus about a good half dozen to 10 alternate racial traits as well as 2 or 3 feats, spells and/or equipment pieces.
I've only quickly glanced at the book as it is dense, its going to take awhile to absorb I think.
What class is the Vanara archetype for? Fingers crossed for Cleric.
Sorry to disappoint but its a monk type, clerics are probably the class that got the fewest archetypes.
Which is not really that surprising as they have the fewest archetypes in the core rules anyway probably having so few class features it becomes hard to do swap outs without completely changing the class.
Do they have Magical Beast in the race building section?
I take it the Kitsune tail feat spell powers are in a particular order when get them or do you choose wich spell power you get?
Atheral's description implies that there is a list of spells you can take and you can pick among them each time you choose the feat. But I suppose we'll see.
The Magic Tail feat is indeed from a list but you must take them in order, sorry about any confusion with that. Catfolk get Cat Burglar (Rogue) and Nimble Guardian (Monk). Kolbolds get Bushwhacker (Gunslinger) and Kolbold Sorcerer Bloodline.
Do they have Magical Beast in the race building section?
I take it the Kitsune tail feat spell powers are in a particular order when get them or do you choose wich spell power you get?
Atheral's description implies that there is a list of spells you can take and you can pick among them each time you choose the feat. But I suppose we'll see.
Actually Dragon78 was right pretty much its a list of spells that has a set progression each time you take the feat you move to the next spell in the list directly no skipping around.
I'll try and hit the other couple of questions as well..
Catfolk get a rogue archetype(surprise surprise) and a monk.
I haven't looked at the race builder section at all yet so just glancing at the table of contents it doesn't have magical beast listed but it might be in the details somewhere.
and as for Kobolds they get a gunslinger archetype and a sorcerer bloodline a bunch of interesting equipment (tail weapons) a couple of alternate traits and feats to make them a bit more dragon like, and a new spell that improves traps.
Well, I now want to play a dwarf for the first time in pretty much ever :-)
Awesome! What inspired you?
Both the Foehammer and the Stonelord archetypes are fantastic. I enjoy the fact that they are both flavorful and mechanically useful :-) I've been on the fence for playing a dwarf for a while and this pushed me over the edge, so thanks :-)
Would anyone like to be awesome and tell me if Samsarans got anything particularly neat? Also...
Kieviel wrote:
Both the Foehammer and the Stonelord archetypes are fantastic. I enjoy the fact that they are both flavorful and mechanically useful
I am intrigued, and would love to hear more about these. Well, I'd like to hear more about everything in general, but "Foehammer" is just so utterly dwarfy, I can't help but be extra intrigued. Random guess: Ranger archetype based on the hammering of foes?
I was waiting for this... the remaining week and one day will be torturous.
I'll just have to focus on other things... like Skyrim DLC... oh wait, June 26th... Well, I could go see Brave at the theater! No, that's the 22nd. I could uh...
Ah crap, this is going to suck.
EDIT: Foehammer! So close to FOGHAMMER. And yet so reminiscent of Halo: CE.
Would anyone like to be awesome and tell me if Samsarans got anything particularly neat? Also...
Kieviel wrote:
Both the Foehammer and the Stonelord archetypes are fantastic. I enjoy the fact that they are both flavorful and mechanically useful
I am intrigued, and would love to hear more about these. Well, I'd like to hear more about everything in general, but "Foehammer" is just so utterly dwarfy, I can't help but be extra intrigued. Random guess: Ranger archetype based on the hammering of foes?
The Foehammer is actually a Fighter archetype that centers around being awesome with hammers. And only hammers. Weapon focus for hammers, beating up the ground to trip people and make the floor difficult terrain, tripping after bull rushing (automatically after 15th lvl) and other fun surprises.
The Stonelord (SL) is a Paladin archetype that slowly turns the dwarf to stone. The SL gets dmg reduction, nat AC, a difefrent version of Smite Evil called "Stone Strike", the "Defensive Stance" ability from the Stalwart Defender and more fun surprises.
That's all I got in me for now, gotta get ready for work. Enjoy all :-)
Thank you much for the updates. It's going to potentially be a long week depending on when my order ships.
Don't suppose you could give us some Ratfolk info, or anything really. I'm not picky.
-Kcinlive
Ratfolk got a Gunslinger Archetype, and a neat variant alchemist called a Plague Bringer who uses diseases like a normal alchemist would use poison.
They also get a small assortment of feats that make them a bit more "ratty" Things that help in close quarters and such.
Mort the Cleverly Named wrote:
Oh Great People Who Already Have the PDF:
Would anyone like to be awesome and tell me if Samsarans got anything particularly neat?
Samsarans get a couple of neat tricks..I may actually make a Samsaran Cleric for the Skulls and Shackles game I'm playing in now that my alchemist met an untimely demise.
they get a trait that allows them to pull spells from other classes spell lists if they have a high enough attribute but it must be of kind so a cleric could pull from the oracle or druids list but not from the wizard's.
They also have a feat available that lets them damage themselves to heal others on a point for point basis
The Magic Tail feat is indeed from a list but you must take them in order, sorry about any confusion with that. Catfolk get Cat Burglar (Rogue) and Nimble Guardian (Monk). Kolbolds get Bushwhacker (Gunslinger) and Kolbold Sorcerer Bloodline.
Merfolk- no manner of acquiring legs that I see but they can take a trait that gives them a land speed of 15 using their tail
Dhampir-Traits and feats to make them more or less vampire ) like as desired( Drink blood to empower yourself, or give up spell like abilities to be able to walk in light and be healed by positive energy and similar things) Archetype include a true Blood Mage (called a Curomancer) and a Blade like Vampire Hunter(Kin Slayer Inquisitor).
Grippli- Includes things such as a racial trait to have poisonous skin, and a feat that gives them a tongue attack. Their racial archetype is an Alchemist whose mutagen gives you a swim speed and the amphibious trait.
Gnomes-I haven't found any thing in the book yet that changes the attribute mods for any race so no, most of the Gnome materiel enhances their magic or gives them the abilities to tinker with clockwork and other mechanical things (actually a racial subtype called a Gear Gnome).
I thought it was interesting that Asamir can get functional wings, buts Teiflings can't even though in 3.5 they could (or I wonder if that was the issue?)
Aasimar and Tieflings- Pretty much all of their new stuff is becoming more of what they are Aasimars can get Angelic/Celestial features, Teiflings can get Fiendish ones. The Archetypes for each reflect that Aasimars get an oracle and paladin, Teiflings get a Wizard that mutilates himself to summon things and an Fiendish Cleric.
Changelings get just a couple of new possible origins their big things is the Dreamweaver Archetype that was on the blog.
So for the race building thing, did they keep the 10 point base thing for all the core races?
No, some of the abilities are revalued so they don't all come out to 10. Dwarves are 11 pts, elves and gnomes and half elves 10, halflings and humans 9, and half orcs 8. (Although I still think some of the gnome abilities are undervalued, which I felt was true during the playtest as well.
The "standard" race RP allotment still caps at 10. I get a sense this is a guideline.
Sketchpad, there's some neat sample races in the race builder like 4 armed desert raider and wood fairy things.
Don't have time myself to look up the other stuff but I'm sure someone else will pipe in or you'll get your pdf soon.
Generally I'm pretty pleased with the book -- I was worried too much old stuff would be rehashed but there's really a lot of cool stuff in here. Wish tieflings had more options, but I have a thing for tieflings, so I'm biased. And I'm guessing they didn't want to overlap with that Pathfinder companion book that came out about them recently (although that's not setting neutral, sadly for me). I also wish some more of the feedback had been taken into account when assigning points values to the various racial abilities in the race builder, but OTOH there's a lot of new abilities that weren't in the playtest and they largely look pretty good and well thought out.
Dwarves are 11 pts, elves and gnomes and half elves 10, halflings and humans 9, and half orcs 8. (Although I still think some of the gnome abilities are undervalued, which I felt was true during the playtest as well.
Still sounds wrong to me.
Humans are way better than a 9, IMO. Half orcs... yeah, I can see them being an 8.
Too late to argue this now, I know, but... [/sigh] Of that list, I think Half-orc and Elf are the only ones I fully agree with.
And I'm guessing they didn't want to overlap with that Pathfinder companion book that came out about them recently (although that's not setting neutral, sadly for me).
Wait, you mean 'Blood of Fiends'? I thought that was setting neutral! I was planning to get that and 'Blood of Angels' soon. They're not setting neutral?
Anyone know what the Orcs and Half-Orcs got in the book?
Blood of Fiends and Blood of Angels are both part of the Pathfinder Player Companion line which is specific to the Pathfinder campaign setting. That said, there's no reason the game mechanics featured in the books can't be used in other campaign settings.
And I'm guessing they didn't want to overlap with that Pathfinder companion book that came out about them recently (although that's not setting neutral, sadly for me).
Wait, you mean 'Blood of Fiends'? I thought that was setting neutral! I was planning to get that and 'Blood of Angels' soon. They're not setting neutral?
Only the hardcover rulebook line is setting neutral. All of the Player Companions are written with the Pathfinder Campaign Setting in mind.
Wait, you mean 'Blood of Fiends'? I thought that was setting neutral! I was planning to get that and 'Blood of Angels' soon. They're not setting neutral?
Blood of Fiends (and, in all likelihood, Blood of Angels) is close enough to neutral to still be very useful for a non-Golarion game. The flavor is mostly limited to a line like "this type of Tiefling is common in the Worldwound" or "Tieflings are more accepted in this country than that one." It is honestly a very small part of the book, and easily ignored. If you are into Tieflings I'd strongly recommend it, regardless of preferred setting.
Also, thanks to people giving out little spoilers! It is very much appreciated.
Regretting not being a subcriber :( Now I have to figure out how to wait until the 20th T_T And what's worse, the Guild Wars 2 beta just ended so I have that to wait for/not play too. Darnit, why does Paizo have to make more stupidly amazing products which I simply can't wait for!?
On that note, does any especially kind and generous owner wish to give a brief list of the racial archetypes? Or anything that interests them so people like me can get a good preview of what to expect?
I think in some ways it's almost worse being a subscriber from a waiting standpoint. Will it show up today? Maybe later this afternoon, or what if it's tomorrow? You'll wear out your pointy finger F5ing all day.
This is probably the only time a company finds it wildly complimentary that we are giving it the F5 finger.