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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The Shadow Summoner is one of my favorite class archetypes in the book, although so far I have only gotten about midway through the second chapter.

The feral druid for humans is pretty neat as well...finally you can play Tarzan :P


thebwt wrote:
ThatEvilGuy wrote:

I can't wait to see the shadow caller crunch. Can it be Wednesday yet?

Is their eidolon essentially the same with more options? Dex instead of Str based?

** spoiler omitted **

Is that shadow caller supposed to be distinct from Nidallese casters graduated from the dusk hall....

Very cool, awesome flavor. I definitely can't wait to get my hands on this.

Contributor

Berdache wrote:

So the racial ability of Samsaran called Mystic Past Life.

"You can add spells from another spellcasting class to the spell list of
your current spellcasting class ... The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to."

So as a magus I can learn other arcane casters spells ie Wizard / Witch / Bard / etc spells.

Does that mean I could learn Cure Light Wounds (Bard)?

Yup! Its even sillier in its fun when you remember that Cure Light Wounds is a touch spell!

Granted, its pretty restricted in how much you can heal, but its more than most Magi can do.


The coolest thing about the shadow caller, IMO, is the ability to summon 1d3+1 young umbral dragons at level 17.

Yes, dragons.


Pathfinder Rulebook Subscriber
Cheapy wrote:

The coolest thing about the shadow caller, IMO, is the ability to summon 1d3+1 young umbral dragons at level 17.

Yes, dragons.

Not to mention your Eidolon can BE a umbral dragon (in appearance at least >_>)

It's why Summoner is one of my top 5 favorite classes.

Scarab Sages

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

So when are we finding out what's PFS legal from the book and what isn't?


Berdache wrote:

So the racial ability of Samsaran called Mystic Past Life.

"You can add spells from another spellcasting class to the spell list of
your current spellcasting class ... The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to."

So as a magus I can learn other arcane casters spells ie Wizard / Witch / Bard / etc spells.

Does that mean I could learn Cure Light Wounds (Bard)?

Can someone provide full details on this... Can a Witch access the full wizard spell list? Can you add summoner spells (eg. Dominate Monster as a sixth level spell)?

Contributor

pad300 wrote:
Can someone provide full details on this... Can a Witch access the full wizard spell list? Can you add summoner spells (eg. Dominate Monster as a sixth level spell)?

You pick two 1st level spells from any spell list and add them to another spell list. Nowhere near that level of power.


Alexander Augunas wrote:
pad300 wrote:
Can someone provide full details on this... Can a Witch access the full wizard spell list? Can you add summoner spells (eg. Dominate Monster as a sixth level spell)?
You pick two 1st level spells from any spell list and add them to another spell list. Nowhere near that level of power.

Not sure where you're getting that there's a limit of it being for 1st level spells only.

The example spell is Divine Power, and that sure isn't a 1st level spell...(well maybe for the Summoner it is, because why not! -_-)

The number of spells you can select is set in stone at first level. Later additions to your casting ability modifier will not change the number of spells.

Silver Crusade

Shadows_Of_Fall wrote:
I assumed so but it just doesn't look like it fits. The burned hands, almost purple skin (IIRC) and horns. Especially the horns. It looks natural. But I suppose it could also be showing variety within the Aasimar race.

The thing about aasimar that was criminally overlooked during 3.x was that they have the same wide and wild range of appearance as tieflings. When you could have the blood of any sort of celestial from the infinite upper planes, you have a ton of possibilities to work with.

It looks like aasimar are finally getting their mojo back for the first time since Planescape.

On the guy's hands, I saw them as turning darker and possibly harder to evoke hooves. Guy probably has a hell of a punch.


Ok i am still waiting on this one. due to arrive the 21st... but until then i have one question. Can I make an ooze character? That's all i am asking for. An ooze monk just sounds like the coolest thing since sliced bread!


Truthfully, I wanna know more about half elf options. I'm starting a kingmaker campaign on... Wednesday. Lol. Playing a half elf.

Also, I'm just super curious about the gnome gunslinger. Does it mix with any other archetypes? Anything about it seem really nice?


Berdache wrote:

So the racial ability of Samsaran called Mystic Past Life.

"You can add spells from another spellcasting class to the spell list of
your current spellcasting class ... The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to."

So as a magus I can learn other arcane casters spells ie Wizard / Witch / Bard / etc spells.

Does that mean I could learn Cure Light Wounds (Bard)?

Bards aren't arcane. They can wear light armor without spell failure, and all spells require a vocal component.


PepticBurrito wrote:
Berdache wrote:

So the racial ability of Samsaran called Mystic Past Life.

"You can add spells from another spellcasting class to the spell list of
your current spellcasting class ... The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to."

So as a magus I can learn other arcane casters spells ie Wizard / Witch / Bard / etc spells.

Does that mean I could learn Cure Light Wounds (Bard)?

Bards aren't arcane. They can wear light armor without spell failure, and all spells require a vocal component.

"A bard casts arcane spells drawn from the bard spell list."

If not arcane, what are they, chopped liver? Erm... Anyways. Yeah. Bard. Totally arcane. Also don't see what armor has to do with it. Magi can wear light armor and cast too. They can even get heavier armor later.


Alexander Augunas wrote:
They kept the three "power levels;" standard, advanced, and monstrous. They did, however, go through and re-evaluate the rp costs somewhat, as the core races have something akin to a spectrum to them (the lowest, I believe, is half-orc with 8 rp and the highest is dwarf with 11 rp. Humans are at 9). Looking through the Featured / Uncommon race breakdown, the most expensive is the drow noble at 41 rp, followed by the svirfneblin at 24 rp, and then the fetchling is king of "races-your-GM-might-actually-consider-letting-you-play" at 17 rp.

Ouch... O_O In the playtest the drow noble was 22 rp and the baseline I used to create similarly powerful versions of other races. What's making it so expensive now? Did they reprice the attribute modifiers or the spell-like abilities?

Wednesday can't come soon enough.

Scarab Sages

Cheapy wrote:
Alexander Augunas wrote:
pad300 wrote:
Can someone provide full details on this... Can a Witch access the full wizard spell list? Can you add summoner spells (eg. Dominate Monster as a sixth level spell)?
You pick two 1st level spells from any spell list and add them to another spell list. Nowhere near that level of power.

Not sure where you're getting that there's a limit of it being for 1st level spells only.

The example spell is Divine Power, and that sure isn't a 1st level spell...(well maybe for the Summoner it is, because why not! -_-)

The number of spells you can select is set in stone at first level. Later additions to your casting ability modifier will not change the number of spells.

Indeed, the ability specifically says "These spells do not have to be spells you can cast as a 1st-level character."

And it's a number of spells equal to 1 + the ability bonus of the ability granting your class bonus spells.

So as I read it, yeah, you could pick dominate monster as a 6th level spell. But you have to do that at 1st level, and you can't actually cast the spell until you get 6th level spells.

Contributor

Xerxes Black wrote:
Ok i am still waiting on this one. due to arrive the 21st... but until then i have one question. Can I make an ooze character? That's all i am asking for. An ooze monk just sounds like the coolest thing since sliced bread!

No. No oozes or Magical Beasts. I think you can do every other creature type, however. As with most things I've said when I'm either A) getting ready for bed or B) just waking up, I'm sure someone will correct me when I'm inevitably wrong.

PepticBurrito wrote:
Berdache wrote:

So the racial ability of Samsaran called Mystic Past Life.

"You can add spells from another spellcasting class to the spell list of
your current spellcasting class ... The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to."

So as a magus I can learn other arcane casters spells ie Wizard / Witch / Bard / etc spells.

Does that mean I could learn Cure Light Wounds (Bard)?

Bards aren't arcane. They can wear light armor without spell failure, and all spells require a vocal component.

100% incorrect. Bards cast arcane spells, as do magi and witches (the latter of which also get Cure Light Wounds).

It is also important to note that in my super watered-down version, I neglected to mention that the spells need to be drawn from the same type of trait (arcane classes or divine classes); that's why there's a huge discussion on whether or not a wizard can get Cure Light Wounds. The quick answer; yes he can, from bard or witch.

Navarion wrote:

Ouch... O_O In the playtest the drow noble was 22 rp and the baseline I used to create similarly powerful versions of other races. What's making it so expensive now? Did they reprice the attribute modifiers or the spell-like abilities?

Wednesday can't come soon enough.

Its mostly the spell-like abilities, it seems. If I recall correctly, each one is charged separately instead of as one trait, spell-like abilities are very expensive when they do not belong to neat little clusters like gnome magic, especially the constant detect magic ability.

As you guessed, they also spend a lot of RP on ability modifiers; basically, the new system allows you to pick a starting package and then advanced races can spend further RP to alter their modifiers even more.

Owen K. C. Stephens wrote:

Indeed, the ability specifically says "These spells do not have to be spells you can cast as a 1st-level character."

And it's a number of spells equal to 1 + the ability bonus of the ability granting your class bonus spells.

So as I read it, yeah, you could pick dominate monster as a 6th level spell. But you have to do that at 1st level, and you can't actually cast the spell until you get 6th level spells.

I get it, I get it. I'm a horrible person and I shouldn't spoil stuff before bedtime, least I start a massive flame war or something.

So now I'll distract you all with something new. Puppies! More specifically, halflings riding puppies with a new Order of the Paw for cavaliers.


Pathfinder Rulebook Subscriber
Owen K. C. Stephens wrote:
Cheapy wrote:
Alexander Augunas wrote:
pad300 wrote:
Can someone provide full details on this... Can a Witch access the full wizard spell list? Can you add summoner spells (eg. Dominate Monster as a sixth level spell)?
You pick two 1st level spells from any spell list and add them to another spell list. Nowhere near that level of power.

Not sure where you're getting that there's a limit of it being for 1st level spells only.

The example spell is Divine Power, and that sure isn't a 1st level spell...(well maybe for the Summoner it is, because why not! -_-)

The number of spells you can select is set in stone at first level. Later additions to your casting ability modifier will not change the number of spells.

Indeed, the ability specifically says "These spells do not have to be spells you can cast as a 1st-level character."

And it's a number of spells equal to 1 + the ability bonus of the ability granting your class bonus spells.

So as I read it, yeah, you could pick dominate monster as a 6th level spell. But you have to do that at 1st level, and you can't actually cast the spell until you get 6th level spells.

Theoretically I could even choose level 9 spells just to be cool like that. Then again, it's a BIG book filled with all kinds of awesome, and I'm reading it in order-ish so I haven't gotten around to sitting down and *really* reading Samsaran. But that's how it immediately struck me.

And Bards are very clearly an Arcane caster, as stated by a few different sources including the description of their spell casting and the fact that they have more in common with a Wizard or Sorcerer versus a Cleric or Oracle.


Wow... I really love the Mystic Past life, now it's time for spell selection for my samsaran witch and magus :D

Would it be possible to have a little teaser about the vanaras & gillmen? And if there is an ability or a feat that would help to mitigate the Servitor hidrance of the gillmen?


Pathfinder Rulebook Subscriber

@Alexander: I had that before it was cool. I had a...'heroic thieves guild' where the leader and his #2 were both Halflings. The leader rode a dog, was a cavalier and had a dual blade or whatever it's called (the sword with a blade on each end) and his second in command was a bard/cavalier/whatever that inspiring prestige is. Sorry for my lack of memory, very early preparing to see the old man which is a bit of a trip. So distracted/tired/still clinging to my coffee.

Edit: Happy Fathers Day to any fathers here reading this

Anyways, they had both trained specifically under a Halfling master who taught dog-riding Cavaliers. Very very cool to see t now turn up in the ARG. I mean, I know I didn't influence it and it was just chance, but I loved the idea and it's wicked cool to now see it as an official separate archetype. They did such a good job with this book and with giving us the things we wanted or even the things we didn't know we wanted.


Pathfinder Rulebook Subscriber
King Kazma wrote:

Wow... I really love the Mystic Past life, now it's time for spell selection for my samsaran witch and magus :D

Would it be possible to have a little teaser about the vanaras & gillmen? And if there is an ability or a feat that would help to mitigate the Servitor hidrance of the gillmen?

Yes in two ways. You can be a river folk who has a unique natural.oil which let's them live put PF water OR be (essentially) a normal Azlanti human by removing all the aquatic things.

Also, love the name (Summer Wars, no?)

Scarab Sages

King Kazma wrote:
Would it be possible to have a little teaser about the vanaras & gillmen? And if there is an ability or a feat that would help to mitigate the Servitor hidrance of the gillmen?

As written, typical gillmen have Enchantment Resistance, which combines +2 to saves vs non-aboleth enchantments with a -2 penalty to saves vs aboleth enchantments.

That can be replaced with Slimehunter, which is just a +2 to saves vs aboleth enchantments.

Contributor

King Kazma wrote:

Wow... I really love the Mystic Past life, now it's time for spell selection for my samsaran witch and magus :D

Would it be possible to have a little teaser about the vanaras & gillmen? And if there is an ability or a feat that would help to mitigate the Servitor hidrance of the gillmen?

It should be noted that Core-Line Gillman do not have the Servitor racial trait; none of that "randomly possessed by aboleths" stuff.

Vanara have a monk archetype that focuses on their racial climb speed somewhat. There is a racial trait that removes said climb speed, but I can't remember for the life of me what it gives you in return. I do recall a separate racial trait that makes the vanara more baboon-life; it trades away the tail for a different bonus (I *think* it is an Intimidate bonus, but I don't have the book in front of me if someone else wants to clarify).

I do remember a fun little feat where you can use your tail to hang in a space if you have something you can grab on to and you get bonuses against being moved out of said space where you're quite literally hanging around. I need to look into whether or not that feat would stack with a Stalwart Defender's defensive stance, because it has the potential of being a pretty hilarious build.


@ Shadows of Fall: Thanks! I loved the movie and the character, I was thrilled to find that nobody hadn't take it yet =D

@ Shadows of Fall, Owen & Alexander: Thanks, I really like the gillmen but always thought that the servitor trait was too much... It always discouraged my players, I guess they are more afraid of what the DM can do with them when they receive the Aboleth's call...

And last but not least Happy Fathers Day!


Pathfinder Rulebook Subscriber
King Kazma wrote:

@ Shadows of Fall: Thanks! I loved the movie and the character, I was thrilled to find that nobody hadn't take it yet =D

@ Shadows of Fall, Owen & Alexander: Thanks, I really like the gillmen but always thought that the servitor trait was too much... It always discouraged my players, I guess they are more afraid of what the DM can do with them when they receive the Aboleth's call...

And last but not least Happy Fathers Day!

Yeah. Not a huge fan of the Throwback where you lose all the aquatic aspects, but the River Folk one is quite interesting since it allows you to keep all of Gillmen without dying outside of water. I actually readily encourage my players to try new races. 2 featured or 1 uncommon race at a time.

That said, there are two exceptions. If my players do a good job RPing or can make a decent argument for it, I'll allow them to play better races. Any race that can look human or disguise themselves to be human usually gets a green light, elemental races are welcomed and Duergar are fine. Well...I also do some custom races (like the sample dragon race). So my players can choose a new race from whatever is around. If they are in a unique city with Warforged, they can choose one. Makes things fun and interesting and enhances the rp factor in my opinion.


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Oh yea, Amazon canceled my order due to lack of availability. I ordered the bloody thing months before. Terrific, just terrific.

Contributor

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ThatEvilGuy wrote:


Very cool, awesome flavor. I definitely can't wait to get my hands on this.

You've made a freelancer very happy, just saying. :D

Liberty's Edge

Rasputin17 wrote:
Oh yea, Amazon canceled my order due to lack of availability. I ordered the bloody thing months before. Terrific, just terrific.

Yeah my feelings exactly. I bet it's so they can charge list price.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
Todd Stewart wrote:
ThatEvilGuy wrote:


Very cool, awesome flavor. I definitely can't wait to get my hands on this.
You've made a freelancer very happy, just saying. :D

I love love love this book. It is literally the single greatest D&D or Pathfinder purchase I have ever made. The actual product even far exceeds all the hype and excitement.

Such awesome and amazing flavor. The descriptions are awesome and each race has so much flavor, so many options that each race and every character feels very unique and interesting. Every race has tons of variety and options and feats.

Actually, I LOVE the feats and stuff. The feat chains allowing races to change is awesome. Hobgoblins grow more...commander-ish, Drow become nobles, Dhampir become more Vampiric, Aasimar become more angelic, Tieflings become more demonic. God so much awesome packed into such a great book. I would have easily paid $60+ for this much great product.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber
Rasputin17 wrote:
Oh yea, Amazon canceled my order due to lack of availability. I ordered the bloody thing months before. Terrific, just terrific.

Yeah, me too. *sigh*, I think it'd be worth it to buy it from paizo for the full price. It'll get here quicker AND at least Paizo's more reliable...apparently. I just hope they don't do this to RotRL later this month. Ah well...c'mon 6-14 business days...

Liberty's Edge

I have *no* problem waiting for Amazon to get a shipment. I don't subscribe to the RPG line because I don't really care about the PDF's, and Amazon sells the core RPG books for very little. (sometimes I compare it to the Video Game habit I had before Pathfinder which was significantly more for less entertainment value). Why did Amazon have to cancel this preorder though? I seriously think it was so that they could charge 33 or so for a book that they didn't realize retailed for 40...


The Drunken Dragon wrote:
Rasputin17 wrote:
Oh yea, Amazon canceled my order due to lack of availability. I ordered the bloody thing months before. Terrific, just terrific.
Yeah, me too. *sigh*, I think it'd be worth it to buy it from paizo for the full price. It'll get here quicker AND at least Paizo's more reliable...apparently. I just hope they don't do this to RotRL later this month. Ah well...c'mon 6-14 business days...

I did just order it from booksamillion.com. They're still selling it for $25. Only trouble is it's set to ship July 3, and I wouldn't be surprised either if they decided to cancel on me as well, but it's a hope. I can't afford to not be frugal these days.


thomrenault wrote:
Rasputin17 wrote:
Oh yea, Amazon canceled my order due to lack of availability. I ordered the bloody thing months before. Terrific, just terrific.
Yeah my feelings exactly. I bet it's so they can charge list price.

Same here. Cost them a sale. I'm getting the PDF as soon as it's available.


Me too. I'm getting the PDF as soon as it's available.

Any traits that give gnome spontaneous casters more spells known?

Any Gnome options giving them a bonus to dex or without the penalty to str?


I don't recall seeing too many options that changed around the stats of races. The only one I remember was humans.

Contributor

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Rasputin17 wrote:
The Drunken Dragon wrote:
Rasputin17 wrote:
Oh yea, Amazon canceled my order due to lack of availability. I ordered the bloody thing months before. Terrific, just terrific.
Yeah, me too. *sigh*, I think it'd be worth it to buy it from paizo for the full price. It'll get here quicker AND at least Paizo's more reliable...apparently. I just hope they don't do this to RotRL later this month. Ah well...c'mon 6-14 business days...
I did just order it from booksamillion.com. They're still selling it for $25. Only trouble is it's set to ship July 3, and I wouldn't be surprised either if they decided to cancel on me as well, but it's a hope. I can't afford to not be frugal these days.

I find that sites like Amazon are good if you need an extra copy for around the table after the book's been out a while, but when you're looking to fill your own bookcase with a new book, its best to buy from Paizo. They're quicker, the shipping quality is much better, and you are putting the money directly in the pockets of the people who deserve it. Plus, in my opinion, the Subscriber perks are completely worth it if you have an e-reader, tablet, or laptop; I never realized how incomplete my life was without the Lite PDFs until I got my first one with this book. When the extra cash falls my way, I'm planning on filling that out as well.


Anything in it that a gnome alchemist might be interested in?


Pretender wrote:
Anything in it that a gnome alchemist might be interested in?
Only if you are interested in this
Quote:

Saboteur (Alchemist)

The saboteur is an alchemist who specializes in
destroying the plans, materials, and allies of his enemies.
A saboteur has focused his alchemical research toward
new ways to conceal his presence, sow confusion, and
blow up large structures.

and an item that basically fixes mundane crafting.

Silver Crusade

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Pathfinder Adventure Path Subscriber

Preordering RPG books from Amazon is usually a recpie for disaster.


Pathfinder Rulebook Subscriber
Gorbacz wrote:
Preordering RPG books from Amazon is usually a recpie for disaster.

I've found amazon preorders in general to be somewhat disastrous


I find it amusing that this discussion about Amazon being bad happens every single time a new hardcover book by Paizo comes out. You'd think there's some sort pattern going on.

Silver Crusade

Pathfinder Adventure Path Subscriber

Yeah, the pattern of people not learning that attempts to be smart and save 10 bucks on a book by pre-ordering from Amazon ends with them having their pre-orders borked and having to buy a PDF from Paizo just to have the book ASAP :)


Out of interest are there any interesting things you can replace sword training and gifted linguist with for tengu?


Cheapy wrote:


and an item that basically fixes mundane crafting.

Whats broken with mundane crafting, (i'm new to pathfinder) and whats the item that fixes it?


Gorbacz wrote:
Yeah, the pattern of people not learning that attempts to be smart and save 10 bucks on a book by pre-ordering from Amazon ends with them having their pre-orders borked and having to buy a PDF from Paizo just to have the book ASAP :)

I'd seen mention of this happening before to other people. This is the first time it happened to us. And we're Prime customers, too! What a stupid business policy.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
John Lynch 106 wrote:
Out of interest are there any interesting things you can replace sword training and gifted linguist with for tengu?

You can replace gifted linguist with Carrion Sense (gives you Scent ability but only on dead/badly wounded creatures) or Glide (feather fall with DC15 fly check, some additional rules for lateral movement). You can replace sword training with claws (boring) or Exotic Weapon Training (3+Int bonus eastern weapon porficiencies.)(way better than claws)


I would take 3 attacks at full bab at first level over some extra weapon profs. Maybe that's just me.


Cheapy wrote:
I would take 3 attacks at full bab at first level over some extra weapon profs. Maybe that's just me.

Is it actually all primary? Because I had just built a Ranger 2/Rogue 9 to get that working.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Pretender wrote:
Cheapy wrote:


and an item that basically fixes mundane crafting.
Whats broken with mundane crafting, (i'm new to pathfinder) and whats the item that fixes it?

I believe he refers to the Amazing Tools of Manufacture, which for 12,000 gp, make it so you only have to spend an hour a day on crafting with sufficient levels in the craft skill, at a slightly elevated cost of raw materials (half instead of a third.) You also craft 200gp worth of stuff in that hour, which is waaaayyyyyyy faster than normal. Essentially, a craftsman can crank out mithral chain shirts at one a day, working only an hour a day, and assuming the market's good for selling, make up the 12,000 gp cost of this item in 22 days, or, with Master Craftsman, crank out another set of these tools every 3 days for profit after the first week. Essentially, it is a 2K a day profit machine.

I don't know about it "fixing" the craft skill, either, because the item makes it so you only make one roll, at the end of crafting the item, and then fails to explain what happens if you fail the roll. Is all the time you spent wasted? how much of the material? etc.... the normal crafting skill delineates this, and by extrapolating, I would assume the answers are yes and half if you fail by 5 or more.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
John Lynch 106 wrote:
Cheapy wrote:
I would take 3 attacks at full bab at first level over some extra weapon profs. Maybe that's just me.
Is it actually all primary? Because I had just built a Ranger 2/Rogue 9 to get that working.

yes, they are primary, and for some unknown reason count as improved unarmed strike for feat prerequisite reasons.

EDIT: With a high stength they become less boring, especially for a Fighter type. (Or high Dex working along the Finesse/Pirrahna Strike route)

EDIT the second: The Tengu, not the claws, are considered to have Improved Unarmed Strike regarding prerequisites, I see. That makes more sense and makes the claw option even more interesting. I rescind my "boring".

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