Pathfinder Roleplaying Game: Advanced Race Guide (OGL)

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Pathfinder Roleplaying Game: Advanced Race Guide (OGL)
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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!
  • ... and much, much more!

ISBN-13: 978-1-60125-390-3

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Last Updated - 7/29/2015

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Probably one of my favorites...

5/5

All the new races and traits and feats and racial magic items really helped me flesh out my campaign world. The addition of being able to make your own race made me sing soprano. Excellent, excellent book for those who want to play a race that's completely outta the ordinary. Part of the reason I got this book is because in the core rulebook it says something like this: "only for more experienced GMs, having players play odd races can be rewarding and fun, but you have to be careful" etc. but doesn't give you a glimpse of the races or explain how they might effect a campaign world a certain way. Using this book, you can experience what it would be like to play a rare (and really cool) race. Being an Oread is awesome and probably one of the most exciting and fun experiences in my gaming career.

Awesome product, Paizo!


Too campaign-specific

2/5

The book is focused heavily around the PFRPG "host" campaign, with no clear instructions on how to extrapolate for other campaigns (we use the 3.0 Forgotten Realms setting). So in the end, most of this book is filler and not really very useful. Even the second printing tied the book more closely with the "home team" setting.

What little can be gleaned from the book is helpful, but it's not worth the hardcover price if your campaign is something other than the generic one sponsored by Pathfinder. I wonder why it is, that almost every "host" campaign seems like a patchwork quilt of several others, with most of the interesting stuff left out?


The ARG is how the ACG should of been

5/5

The Race Guide is how the Advanced Class Guide should have been set up- with clear rules and customization options to create your own class. Great book for players and GM's ready to venture out into some custom races.


Hit the sweet spot

5/5

I don't quite know what it is but this is one of my favorite Paizo products to date. Maybe it's the way the book is organized with each race with its own section. Maybe it's the swappable racial traits akin to class archetypes. Maybe it's the artwork, showing two to three examples of each race to demonstrate the variety within each species. Maybe it's the archetypes, favored class bonus options, notes on society and appearance, spells, feats. It just felt like icing on the cake to include a race builder at the end.


Exactly What my Campaign Needed

5/5

please excuse any typos.

so you're supposed to start off easy, right? go by the book, go by the campaign setting they give you. just stick to the six core races, and don't go overboard trying to invent stuff, right? well, I didn't exactly do that. I created a whole world from scratch, messed with the core qualities of numerous races, core races or otherwise, and on top of that, invented a pantheon and mythos which is completely incompatible with Golarion's. this is the first game I will ever GM. to be frank, I'm in trouble.

with that context, this book is a godsend, and I'm glad to have the freedom and ease of use this guide gives me. having a game world populated with multiple monstrous races (most of them completely reimagined), I needed to have a way to make sure the stats reflected the people. it breaks immersion to have a race with traits that quite clearly do not make sense for them. something that always bothered me with the core material is how race was treated: I found it restricted, stereotypical. clearly, the Pathfinder race system needs a little diversity, especially if your campaign isn't actually set in Golarion.

one clear example of the usefulness of this guide for worldbuilding and racial diversity is the Gnome trait "hatred". see, the rules state that the Gnomes have a deep-seated hatred of goblinoid and reptilian races, but in my campaign, Gnomes and Goblins hail from different corners of the universe, and logically, shouldn't even be aware of the other's existence. it simply wouldn't make sense for me to have a gnome character that's trained against a race they've never seen before in their life. thank god this guide has other plausible gnome traits that I can replace that problematic one with one with. not even to mention how the Ifrits, Oreads, Sylphs, and Undines had filled a gaping hole in my mythos. (though I was dissappointed to find that the Kobolds were still utter weaklings)

in another spur of greatness, I can already tell that my players, by now fairly intoxicated on the freedom I've given them, are going to love these new options. I can already see one of them deciding they want to go with one of the very comprehensive and imaginative archetypes, or choosing catfolk or kitsune instead of elf or goblin. the best part is, this book is so easy to figure out, so I am perfectly able to give them this freedom without puzzling over the rules for a month (like I embarrassingly did with the core rulebook).

trust me. if you're the kind of Game Master that doesn't like playing by the rules, and likes to do your own thing lore wise (like create a complete departure from the default setting), then this book is almost a necessity for you. for anyone else who likes the idea of monstrous PCs, you'll love this one.


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Mechalibur wrote:
Are the new half-orc options any good? I love playing them, but occasionally suffer from human-envy.

Depends on one's point of view,

but I'll say yes

(a list of traits is listed here)


I got my PDF today so I am still reading it, to bad I work tomarrow morning. Also thanks for the answers to my earlier qustions.

Depends on what you would like for example loosing darkvision to gain an extra skill point per level or loosing orc ferocity for Dakvision 90ft.

Shadow Lodge

Pathfinder Rulebook Subscriber
Mechalibur wrote:
Are the new half-orc options any good? I love playing them, but occasionally suffer from human-envy.

As a half-orc fan I would say yes. The barbarian archetype that lets a half0orc barb use favored enemy is lots and lots of fun :-)


The Drunken Dragon wrote:
Is there any Ratfolk art of note?

Page 151-2. Page 151 has a Ratfolk Fighter (?), armored with a crossbow in hand and a sword slung on his back. Rat head, digitigrade legs and tail. In short an upright, bipedal rat. Page 152 has a crouching female Ratfolk Alchemist (judging by what she's holding). Goodlooking art, pretty much how I pictured Ratfolk (my idea of them is from the Garrett P.I. novels of Glenn Cook).


Alexander Augunas wrote:

I'm really torn about this one. I feel like the Archetypes are very hit-or-miss in regards to whether I personally think they should be race specific. For example, each and every dwarf archetype is oozing with dwarfy goodness (again, the Cleric Archetype is the most interesting Cleric Option I've ever seen and it only feels *right* for dwarves).

On the other hand, none of the Half-Elf archetypes scream, "Yeah, only a half-elf could do this" to me. Its further mucked up by the fact that the book never states whether the archetypes are race-exclusive or merely more common to a particular race; there's even an elf option that makes things even more complicated because it says that it is a spell favored by elves, half-elves, and halflings. There are also tons of feats that don't have race as a requirement that are juxtaposed alongside races that do. I need to meditate on this ....

In other news, the catfolk art looks GREAT. At least, if you prefer "catfolk" to "cat-faced humans" like I do.

I LOVE the Forgemaster Cleric!

I'm sure it could work for a non-dwarf though. In fact, it is PERFECT for my human Cleric of Gond that I'm remaking for an old 3.5 Forgotten Realms campaign that's being converted to Pathfinder.

There IS an early quote in the book about the archetypes though...
Page 9 (and repeated for advanced and uncommon races)
"Typically, only members of the section's race can take the listed archetype, bloodline, or order, though such options rarely interact with the racial traits or alternate racial traits of that race."

What that seems to say to me, is, "Hey, we made these cool options for these races... but we also designed them so that those races aren't a mechanical pre-requisite. If you can work it out with your GM and it works for your character and/or gameworld, GO FOR IT!"

As the book also says.... it's a huge toolbox! Have fun with it!


I was little disapointed that not one alternate racial trait for Catfolk replaced cat's luck and there is no magical beast option in the race creation section. Other then that I am really liking the book so far.

Shadow Lodge

What I've been waiting for is the favored class bonuses for Magus and Gunslinger. Anyone want to tackle those? :)

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Dragon78 wrote:
I was little disapointed that not one alternate racial trait for Catfolk replaced cat's luck and there is no magical beast option in the race creation section. Other then that I am really liking the book so far.

It's worth 1 RP, so you could easily just come up with some alternate ability for it. Maybe a 1d3 damage bite attack, which would also be a 1 RP ability.

RPG Superstar 2012 Top 32

The only archetype that I've found (so far, haven't gone through everything) as fairly 'race specific' is the drow Cavern Sniper. As it allows the fighter to imbue their arrows/bolts with the drow SLAs, and gives a few extra uses of them for the purposes of imbuing them.


1 person marked this as a favorite.
Mort the Cleverly Named wrote:
... what is wrong with removing a powerful core feature of a class? Archaeologist removed Bardic Performance, numerous Monk archetypes remove Flurry of Blows, and the vast majority of Rogue archetypes remove Trapfinding. Removing a core feature just opens up interesting design spaces, while giving choices to those who find a certain feature anathema to their character concept. Some people find Mutagen to be an odd feature, and would love the ability to trade it out for some other option, even if it is a bit weaker.

If I were to ever play an alchemist, I would want to try out the "spagyric devices" alternate class feature by Super Genius Games. I love steampunk, but Jekyll/Hyde just doesn't do it for me.

Apologies for the tangent. Really looking forward to this!!


Hi all, I live in the Netherlands so I'm still waiting on my copy :-) I'm very curious if there are any lycanthrope race options or other ways to create a cool werebear PC. I'm not really font on converting a monster to PC, so i hoped this book has some cool shifter options :-) Anyone care to give a little spoiler? Thanks!

Silver Crusade

Pathfinder Adventure Path Subscriber

PREEMPTIVE STRIKE!

Mikaze: there's a Redemeer Half-Orc Paladin archetype. It doesn't shoot Beams of Good from eyes, but still it's something that should scratch your itch.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber
Ravenmantle wrote:
NOOO! I finally get a shipping email and Advanced Race Guide is not in the package! *curses 2-package shipments*

Ditto. :-(

Silver Crusade

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

I like many things about this book.

Like that many.

But what I really like is that the Credits page lists the Warehouse, CustServ and Website teams of Paizo by name.


The Forgemaster is quickly becoming one of my favorite archetypes in the game. I heard Jason Nelson was the freelancer that wrote that one, so congrats man! (And the developers on it too!)


Gorbacz wrote:

PREEMPTIVE STRIKE!

Mikaze: there's a Redemeer Half-Orc Paladin archetype. It doesn't shoot Beams of Good from eyes, but still it's something that should scratch your itch.

Just to wet Mikaze's pants some more:

Quote:

Redeemer (Paladin)

As most half-orcs are outcasts, a half-orc paladin
recognizes that often those who are monstrous are not
necessarily evil and that sometimes even those who
are evil became that way because of circumstances
and misfortune. Some half-orc paladins take up these
misunderstood creatures as their cause, standing up
for the monstrous creatures and, when possible, leading
them to the light. These paladins are called redeemers.


Fredrik wrote:
Mort the Cleverly Named wrote:
... what is wrong with removing a powerful core feature of a class? Archaeologist removed Bardic Performance, numerous Monk archetypes remove Flurry of Blows, and the vast majority of Rogue archetypes remove Trapfinding. Removing a core feature just opens up interesting design spaces, while giving choices to those who find a certain feature anathema to their character concept. Some people find Mutagen to be an odd feature, and would love the ability to trade it out for some other option, even if it is a bit weaker.

If I were to ever play an alchemist, I would want to try out the "spagyric devices" alternate class feature by Super Genius Games. I love steampunk, but Jekyll/Hyde just doesn't do it for me.

Apologies for the tangent. Really looking forward to this!!

The spagyric devices are awesome :)

Dark Archive

Any chance that the any of races in this book will become PFS legal?


Don't hold your breath Chris. I can't tell you it's impossible. Just unlikely.


3 people marked this as a favorite.
Chris Ballard wrote:
Any chance that the any of races in this book will become PFS legal?

Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, and Humans are.

Still no word on halflings.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Chris Ballard wrote:
Any chance that the any of races in this book will become PFS legal?

Well some of us are fighting for it, it's an uphill battle.

(I now return you to the regular people gloating they have it in the thread. :-))


Can someone give a description of the elf archetype Seplldancer? Thanks.


atheral wrote:


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.

Thanks for your kindness.

Now, I download my PDF. Awesome Book! Nice amphibian!


5 people marked this as a favorite.
Gorbacz wrote:

I like many things about this book.

Like that many.

But what I really like is that the Credits page lists the Warehouse, CustServ and Website teams of Paizo by name.

This is a new thing! It's incredibly exciting :)


Is the Spelldancer then the Pathfinder take on the D and D spellsinger?

Grand Lodge

Saint Bernard wrote:
Can someone give a description of the elf archetype Seplldancer? Thanks.

Spell Dancer (Magus):

The strong emphasis on wizards within elven culture inf luences how even non-wizard elves see themselves. Many elven magi do not consider themselves masters of a blend of martial and magical talents, but rather a sub-category of wizards who study the effect of physical movement and techniques upon spellcasting ability. They believe their ability to cast spells while fighting is an outgrowth of the concept of the “spell dance,” which itself is just another kind of wizardry.

There is the description.


Maestr0 wrote:
Saint Bernard wrote:
Can someone give a description of the elf archetype Seplldancer? Thanks.

** spoiler omitted **

There is the description.

Thank you, it even more wets my anticipation for the book to arrive.


Have they made changelings more doppelganger and eberrony at all, or are they the same hag inspired pathfinder version? Any shapeshift racial ability added?


2 people marked this as a favorite.

No, they did not tempt lawsuits by infringing upon WotC's closed content with the changelings.


Quintin Crusher wrote:
Have they made changelings more doppelganger and eberrony at all, or are they the same hag inspired pathfinder version? Any shapeshift racial ability added?

Nope, they are following the original folklore of Hags


Maestr0 wrote:
Saint Bernard wrote:
Can someone give a description of the elf archetype Seplldancer? Thanks.

** spoiler omitted **

There is the description.

Thanks!


I am waiting for the Dhampir Kinslayer Inquisitor Archetype. I like the sound of it.


I'm very curious if there are any lycanthrope race options or other ways to create a cool werebear PC. I'm not really font on converting a monster to PC, so i hoped this book has some cool shifter options :-) Anyone care to give a little spoiler? Thanks!

Same question :-) anyone who can help?


Crimlock NL wrote:

I'm very curious if there are any lycanthrope race options or other ways to create a cool werebear PC. I'm not really font on converting a monster to PC, so i hoped this book has some cool shifter options :-) Anyone care to give a little spoiler? Thanks!

Same question :-) anyone who can help?

Sorry, but no lycanthrope race options are in the book.

Liberty's Edge

Rogue Eidolon wrote:
It seems like the wyroot weapons in the elf chapter can grant you the ability to refill your entire ki pool or arcane pool after every fight for 1000 gp. That seems a bit much for me. It's honestly a problem with any unlimited ability to drain things by hitting stuff. Even if the GM adds in clauses not present in the ARG (like saying you have to hit a creature of such-and-such CR), you can always hold one captive and unconscious for this purpose, essentially spending CLW charges to get back ki or arcane pool points, which is still a big win.

I don't see it. You have to crit to use the ability, which means you're doing normal damage 9 times out of 10 - that's a pretty terrible tradeoff in terms of damage you have to heal versus points you're getting back. I certainly wouldn't be interested in wasting a dozen or more charges off of a CLW wand just to get one ki or arcane point back.


Crimlock NL wrote:

I'm very curious if there are any lycanthrope race options or other ways to create a cool werebear PC. I'm not really font on converting a monster to PC, so i hoped this book has some cool shifter options :-) Anyone care to give a little spoiler? Thanks!

Same question :-) anyone who can help?

The playtest document had a Change Shape trait that was 6 RP; I'd say there is something similar here and could probably be tweaked ever so slightly to do what you want.


Shisumo wrote:
Rogue Eidolon wrote:
Matrixryu wrote:
That's kind of crazy, it might even be the one thing in the book I've seen that could be called overpowered, though I guess it is offset by the fact that so many things are simply immune to most enchantment spells by that level.
It seems like the wyroot weapons in the elf chapter can grant you the ability to refill your entire ki pool or arcane pool after every fight for 1000 gp. That seems a bit much for me. It's honestly a problem with any unlimited ability to drain things by hitting stuff. Even if the GM adds in clauses not present in the ARG (like saying you have to hit a creature of such-and-such CR), you can always hold one captive and unconscious for this purpose, essentially spending CLW charges to get back ki or arcane pool points, which is still a big win.
I don't see it. You have to crit to use the ability, which means you're doing normal damage 9 times out of 10 - that's a pretty terrible tradeoff in terms of damage you have to heal versus points you're getting back. I certainly wouldn't be interested in wasting a dozen or more charges off of a CLW wand just to get one ki or arcane point back.

Well remember, that's *if* they added a clause restricting the CR, and even then it isn't so cut and dry.

I'll spoiler the rest since it gets into analysis and most people probably prefer more previews of this great book!

Wyroot Discussion:
Let's take my PFS magus as an example character. Like many magi, he's a Dervish Dancer. He has 7 Strength. Remember, the wyroot weapon shouldn't be your main weapon (you want to crit, after all)--it's a secondary weapon you use to refill your pool. So let's consider the institution of a CR requirement, necessitating using CLW wands to gain the points back. Let's say I buy a size small wyroot terbutje (it's the only wooden 19-20/x2 weapon I can find) for 1000 gold. That's 1d6-2 damage (I have 7 Strength). So I do 1 nonlethal one third of the time and the other two thirds I do on average 2.5 lethal damage (so in total, I strike for 1/3 of a nonlethal damage and 5/3 of a lethal damage each blow). This means I need to mix up my blows to include some attacks that are entirely nonlethal (2 nonlethal on average for those) a bit under half the time in order to even out the damage. On average, I strike nine times for damage for every time I get my point. Let's say six of those are attempts to do lethal, and three nonlethal. That means, on average, I did 10 points of lethal damage and 8 points of nonlethal damage (in reality, I can decide on lethal and nonlethal strikes as I go along, so it might be even better matched). Each CLW charge heals on average 5.5 lethal and also 5.5 nonlethal. So it's about 30 gold pieces under this method to recharge and ki point or arcane pool points. That's pretty darn low. You should also be able to spend less than that unless you really splurged by first striking for only nonlethal to all enemies you just beat that are still alive--for every 18 hit points the enemy had, on average, you'll net another point without needing to heal.

I think the best fix for the wyroot material would be to disallow it from refilling your pool but instead have the weapon allow you to spend its point in lieu of your own during battle (and only when you actually wield the wyroot weapon). This would give you at most 1 extra ki or arcane pool point per battle for each capacity of the wyroot weapon. Admittedly you could still buy a bunch of them, but it's a step in the right direction and it does make there be a point to having a three capacity weapon for 4000 gold rather than buying 4 one capacity weapons for the same price.


Quote:

Typically, only members of the section’s

race can take the listed archetype, bloodline, or order,
though such options rarely interact with the racial traits
or alternate racial traits of that race.

Contributor

Chris Lambertz wrote:
Gorbacz wrote:

I like many things about this book.

Like that many.

But what I really like is that the Credits page lists the Warehouse, CustServ and Website teams of Paizo by name.

This is a new thing! It's incredibly exciting :)

I know, right!? ^_^


Will the Spelldancer archetype stack with either the Bladebound or Spire Defender archetypes?


Saint Bernard wrote:
Will the Spelldancer archetype stack with either the Bladebound or Spire Defender archetypes?

It works with the Spire Defender archetype.

The Bladebound compatibility is a bit trickier, as they both modify aspects of the arcane pool class feature. They modify different aspects of the class feature though. I believe that this technically means, by utter following of the rules of archetypes, that they are not compatible. I have a hunch that they should be able to be combined since one modifies the number of points you get, and the other replaces the ability to temporarily enchant your weapon, but I'll let a developer handle that question.


I really have to thank and congratulate you fine folks at Paizo for doing such a wonderful job on the Advanced Race Guide.

The more I read my PDF, the more I love the book.
Honestly, I was probably the least looking forward to the section on the core races (Boring, I thought) but it's quickly becoming one of my favorite parts!
They really captured the flavor of the core races with a ton of new options... and even better, designed many of them (archetypes, equipment, spells) so that you could easily expand them for use with other races if your GM was ok with it.

The Race Creation rules are just a cherry on top of an already very tasty cake!

Also, special thanks go out to those responsible with shipping the book and processing the orders.
My credit card on file was expired, and even though I updated it as soon as I found out... I fully expected my shipment to be really delayed because of it.
But it wasn't! Thanks!

I'm very much enjoying my PDF

Silver Crusade

Pathfinder Adventure Path Subscriber

Post your reviews folks! Mine's up already.

Dark Archive

Liz Courts wrote:
Chris Lambertz wrote:
Gorbacz wrote:

I like many things about this book.

Like that many.

But what I really like is that the Credits page lists the Warehouse, CustServ and Website teams of Paizo by name.

This is a new thing! It's incredibly exciting :)
I know, right!? ^_^

Are the individuals who participated in the playtest mentioned?


Cheapy wrote:
Saint Bernard wrote:
Will the Spelldancer archetype stack with either the Bladebound or Spire Defender archetypes?

It works with the Spire Defender archetype.

The Bladebound compatibility is a bit trickier, as they both modify aspects of the arcane pool class feature. They modify different aspects of the class feature though. I believe that this technically means, by utter following of the rules of archetypes, that they are not compatible. I have a hunch that they should be able to be combined since one modifies the number of points you get, and the other replaces the ability to temporarily enchant your weapon, but I'll let a developer handle that question.

I can see the trickly part, until I have my copy in hand and really analyze it I won't be sure. Thank you for taking the time to answer.

Silver Crusade

So what about that nagaji druid archetype? If I had to assume anything, does it allow the druid to turn into a naga via wild-shape??

The Exchange Contributor, RPG Superstar 2008 Top 6

Dragon78 wrote:
Any thing that lets Merfolk get legs (unless they get wet;))?

There's a spell and a magic item to give merfolk feet.

The Exchange Contributor, RPG Superstar 2008 Top 6

the Haunted Jester wrote:
Are the individuals who participated in the playtest mentioned?

If that's the KulbaCon workshop, yes.

Scarab Sages

Pathfinder Maps Subscriber

I was not that excited about this book. Got the hardcover today and I am very happy with it. Thank you Paizo, another home run in my opinion.

Contributor

Volkspanzer wrote:
So what about that nagaji druid archetype? If I had to assume anything, does it allow the druid to turn into a naga via wild-shape??

Something like that, yes.

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