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Pathfinder Roleplaying Game: Advanced Race Guide (OGL)

****½ (based on 27 ratings)
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

Note: This product is part of the Pathfinder Roleplaying Game Subscription.

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PDF: Fulfilled immediately. Will be added to your My Downloads Page immediately upon purchase of PDF.

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Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.

PZO1121


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Product Discussion (1,410)
951 to 1,000 of 1,410 << first < prev | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | next > last >>

Reckless wrote:
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".

This seems a bit too good. I'm dealing 150 DPR at level 11 (assuming all 3 attacks hit and I have a flank. I have a +18/+18/+17 to hit). I don't like too good options because I feel guilty using them :(

I'm willing to rescind this once because I just absolutely love the flavour of tengu.

Do my claws count as unarmed strike (because otherwise most unarmed strike feats are useless)? Also does my beak count as unarmed strike?

[EDIT]: I'm hoping it's not my claws counting for unarmed strike (I don't think it is). There is a feat called Feral Combat Training which allows me to use stylistic feats for it.


Anyone know if the seducer ability under the race builder has a typo? It says it requires a race with a wisdom of 15 or higher to cast the charm ability - shouldn't it be charisma?


Spiral_Ninja wrote:
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.

Weeeeell, lucky for me I just got into roleplaying and never really felt the need to pre-order anything prior on Amazon, so this was new to me. Guess being a neophyte is my only excuse. *sigh We learn by doing, no?


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

For the record, it isn't "RPG books" that is a problem. It is the distribution channels. For the entire run of D&D 3.0 and 3.5, into 4th Edition, I got my books from Amazon.

They arrived like clockwork on street release date, every time.

The difference is that WotC (and TSR before them) were in a major book distribution chain (TSR was Random House). I don't think Paizo's distribution is on the same scale.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

FWIW, Fat Goblin Games seems to be doing PDFs on the uncommon races. So far, they've done Catfolk, Ratfolk, Fetchling, Minotaur, and Grippli. They actually have space to go into detail about them, rather than the 4 or 2 pages that they got in the ARG (or didn't, as it was with the Minotaur).

Qadira RPG Superstar 2010 Top 16, Contributor

If you are buying from amazon due to price there are alternate places. For example Miniature Mart has it for a comparable price to Amazon.


Any details on the Kitsune Rogue and Nagaji Druid archetypes? Had my beloved Magus die last night and don't want to wait until wednesday to start making my character :(


Pathfinder Comics Subscriber; Pathfinder Companion, Roleplaying Game Subscriber

dunebugg:
Kitsune Trickster (Rogue)
The kitsune trickster combines her sharpened wit with
minor arcane powers of charm and persuasion. She uses
her talents to spin convincing lies, riddles, and stories. A
trickster has the following class features.

Kitsune’s Guile (Ex): At 1st level, a trickster relies on
her intellect as much as her personality. She adds her
Intelligence modifier on Bluff, Diplomacy, Disguise, and
Sense Motive checks. This ability replaces trapfinding.

Kitsune’s Charm (Sp): At 3rd level, a kitsune trickster can
use charm person once per day as a spell-like ability (caster
level equal to her rogue level – 2). At 6th level, and every three
levels thereafter, the kitsune trickster gains an additional
daily use of this ability. This ability replaces trap sense.

Rogue Talents: The following rogue talents complement
the kitsune trickster archetype: major magic, minor magic
(Core Rulebook); false friend, obfuscate story, steal the story
(see below); charmer, coax information, honeyed words
(Advanced Player’s Guide); convincing lie (Ultimate Combat).
Advanced Talents: The following advanced rogue talents
complement the kitsune trickster archetype: skill mastery,
slippery mind (Core Rulebook); master of disguise (Advanced
Player’s Guide); rumormonger (Ultimate Combat).

-----Rogue Talents------

False Friend (Ex): A rogue with this talent gains a +4
bonus when making Bluff checks to convince someone
she has never met or who doesn’t know her well that they
are previously acquainted or know each other well.

Obfuscate Story (Ex): While another individual attempts
to give an account of an event, the rogue makes an opposed
Diplomacy check to deftly interject comments or statements
over the course of the storytelling that cause the individual
to muddle his ability to recall accurate or specific details. If
the rogue succeeds, her target remains unaware that the
rogue’s interjections caused the confusion. However, if she
fails, the target is allowed a Sense Motive check (DC equal
to the rogue’s failed Diplomacy check) to figure out that she
made deliberate attempts to confuse the story.

Steal the Story (Ex): After muddling another’s account
using obfuscate story, the rogue may make another
opposed Diplomacy check to alter the details further in
order to discredit, insult, or humiliate the target. If the
check succeeds, the target takes a penalty on Diplomacy
and Intimidate checks against anyone who heard the altered
story. This penalty is equal to the rogue’s Intelligence,
Wisdom, or Charisma bonus (whichever is highest), and
lasts until the target is able to repair his reputation or
discredit the rogue. The rogue must have the obfuscate
story talent to select this talent.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

The Nagaji druid is a bit...much.


Cheapy wrote:
The Nagaji druid is a bit...much.

Is it overly powerful?? If yes what makes it so?

@Azure, thanks :)


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

They get most of the best low level wizard and cleric spells. Including Divine Power and Mirror Image.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules Subscriber
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!

Sadly no, from what I can see. Alluria has a humanoid ooze race that might help you out though. Purple Duck Games put out a support product too, providing alternate racial features and monk favored class options.

Cheliax

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Pawns, Roleplaying Game, Tales Subscriber

So far I'm loving the book but I am having a few issues with a few things.

The Dwarf Forgemaster:
(Cleric Archetype) looks very cool, but I'm wondering if this is a typo or need errata.

Runeforger (Su): A forgemaster may inscribe mystical
runes upon a suit of armor, shield, or weapon as full-round
action, using this ability a number of times per day equal
to 3 + her Intelligence modifier. These runes last 1 round
per cleric level, but inscribing the same rune twice on an
item increases this duration to 1 minute per level, three
times to 10 minutes per level, and four times to 1 hour per
level. Erase affects runes as magical writing. A forgemaster
learns forgemaster’s blessing at 1st level and may learn one
additional rune at 2nd level and every 2 levels thereafter.
Only one type of rune marked with an asterisk (*) may be
placed on an item at any given time. This ability replaces
channel energy

And for the Kobold.:

Gliding Wings: Some kobolds are born with wings that,
while too weak for actual f lying, do allow them to fall at
a very slow and safe pace. A kobold with wings can use
them to glide. It can make a DC 15 Fly check to fall safely
from any height without taking falling damage, as if using
feather fall. When falling safely, it may make an additional
DC 15 Fly check to glide, moving 5 feet laterally for every 20
feet it falls. This racial trait replaces crafty.

Pretty cool.But then.

Draconic Glide
You possess draconic defenses and wings that allow
you to glide.
Prerequisites: Draconic Aspect, kobold.
Benefit: You gain a +2 bonus against sleep and
paralysis effects. You grow a pair of wings that you can
use to fall and glide at a safe pace. You can make
a DC 15 Fly check to fall safely from any
height without taking falling damage, as
if using feather fall. When falling safely,
you may make an additional DC 15 Fly check
to glide, moving 5 feet laterally for every 20
feet you fall.
Special: If you have the gliding wings
racial trait, instead of the above abilities,
your base speed increases to 30 feet.

What base speed increases to 30. The Kobold has a base land speed of 30 already.

And then on top of that.

Draconic Paragon
You can shrug off sleep and paralysis effects as well as any
dragon, and your draconic aspects improve.
Prerequisites: Draconic Aspect, either Draconic Breath
or Draconic Glide, character level 10th, kobold.
Benefit: You gain an additional +2 bonus against sleep
and paralysis effects. You can use your breath weapon twice
per day and your breath weapon damage increases to 4d6
points of energy damage. Your wings from the Draconic
Glide feat grow stronger, granting you a fly speed of 20 feet
(average maneuverability)
.

I see how the two work together for awesomesause but what is the base speed of 30?

Just seems a little confusing to me.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

The Dwarf Forgemaster's Intelligence based ability was a balancing factor. You'll note that it replaces Channel Energy, an ability that is based off of Charisma, even though Wisdom is the spellcasting ability of clerics. Same deal. At least, what's what I figure Jason was thinking.

Cheliax

Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Pawns, Roleplaying Game, Tales Subscriber
Cheapy wrote:
The Dwarf Forgemaster's Intelligence based ability was a balancing factor. You'll note that it replaces Channel Energy, an ability that is based off of Charisma, even though Wisdom is the spellcasting ability of clerics. Same deal. At least, what's what I figure Jason was thinking.

That's what I was thinking as well, just a bummer to limit it that much when giving up Chanel Energy is already a huge drawback IMO.


Pathfinder Roleplaying Game Subscriber

Maybe the Kobold speed increases BY 30 feet lol. 60 feet a round. Would be enough to make them an awesome and more than viable race.


Shadows_Of_Fall wrote:
Maybe the Kobold speed increases BY 30 feet lol. 60 feet a round. Would be enough to make them an awesome and more than viable race.

The Kobold Flash. Does he/she wear red? ;)

Andoran

I truly apologize if this has been answered already, but I'd really rather not comb through 969 previous posts. :) So here it goes:

If I purchase this book, is there any reason to buy Elves/Dwarves/Gnomes/Humans/Halflings/Orcs/Goblins of Golarion? I have two of them and was planning on tracking down the rest, but of course I won't if this book covers everything that was already included in them.


bigkilla wrote:
That's what I was thinking as well, just a bummer to limit it that much when giving up Chanel Energy is already a huge drawback IMO.

Pfft. I've got a strength based Charisma 5 dwarf (with max ranks in bluff and diplomacy). Does this ONLY replace Channel Energy? Because if so I might need to hassle my GM into letting me get it (it's flavourful!). At the moment that's just a dead class feature for me.

Qadira RPG Superstar 2010 Top 16, Contributor

Quote:
is there any reason to buy Elves/Dwarves/Gnomes/Humans/Halflings/Orcs/Goblins of Golarion?

The Race Guide is setting neutral and mostly filled with crunchy rules bits. The culture sections are somewhat Golarion friendly, but more generic.

The Companions are Golarion specific and mostly filled with interesting bits about how races get along in Golarion and what their culture is like. Companions are 32 pages which is a lot more than the Race Guide offers. As an example, the halfling prestige class didn't make it into the Race Guide.

There is some overlap, but it's nowhere near 100%. If you aren't very interested in the culture parts of the Companion books then they are less compelling.


Colin Credric wrote:

I truly apologize if this has been answered already, but I'd really rather not comb through 969 previous posts. :) So here it goes:

If I purchase this book, is there any reason to buy Elves/Dwarves/Gnomes/Humans/Halflings/Orcs/Goblins of Golarion? I have two of them and was planning on tracking down the rest, but of course I won't if this book covers everything that was already included in them.

This book and Those books serve different purposes.

Advanced Race Guide is for character sheet construction. Water Elves are built on a character sheet like this. Humans have access to these specific archetypes. You want to make a 10 armed monster with a grapple of YUP, well, look through these tools and see what you like.

XXXX of Golarion is for Race identity in Golarion. Elves eat their wheaties, Humans sleep in buildings.


The day I get a copy of the book; I shall manage to create the Zora race; with full intention of adding them to my pathfinder game


Quote:
I've got a strength based Charisma 5 dwarf (with max ranks in bluff and diplomacy).

So in a nutshell you play a strong/tough dwarf with a personality akin to a piece of sandpaper and the appearance of a walrus cadaver. Does your GM have the NPCs who meet your "dwarf" recoil in utter horror or do they get a chance to run away in terror beforehand?

Anyone know if there are any Alternative Racial Traits, Favored Class Alternatives, or Racial Feats for the Aasimar? If so, what are they? Also what Alternative Racial Traits do the Elves possess in this book that allows them to replace their Weapon Familiarity?


Berselius wrote:
So in a nutshell you play a strong/tough dwarf with a personality akin to a piece of sandpaper and the appearance of a walrus cadaver.

Wow. I've never had someone actually attack my ability to roleplay correctly before. I'd like to think you would have taken more then just 2 stats to condemn the character though.

Berselius wrote:
Does your GM have the NPCs who meet your "dwarf" recoil in utter horror or do they get a chance to run away in terror beforehand?

He has a very patchy beard (it's just abysmal really, but he does do his best to grow it because damnit dwarves are suppose to have beards). He also smells a bit, and so he does his best to cover it up with cologne. He either puts too much on or not enough so that after an hour's work he's not the most pleasant person to smell (he does do his best to fix that before dinner).

I'm going to be honest, he can be a real so and so at times. But he makes a concerted effort to be nice to people, and while it doesn't always work, once people get to know him they eventually warm up to him (playing in Jade Regent where I have a -3 to my starting relationship score with every single NPC).

I view that by his nature he can a really horrible person. But over the years he's done his best to be nicer to people (+4 to diplomacy) and so when he does make an effort he's not outright rude to them.

The idea that stats and stats only determine your character's nature is a false one IMO. My dwarf will succeed on more diplomacy rolls then you're average fighter (CHA 10 and has no ranks in it because he only gets 2+Int mod and it's not even a class skill). He's easily overlooked at first (or otherwise stands out for the wrong reasons) but given half a chance and you'll discover he's not a complete jerk.


Is there a list of the Races in the book?


1 person marked this as a favorite.

Suz, since different races get more or less space depending on what chapter they're in, here's a summary of the table of contents. Please keep in mind that it really doesn't do this book justice; for example, the aasimars' feats were really interesting to me, and could add a lot of flavor to a character of mine. And that's just one section of one race in one chapter.

Chapter 1 (Core Races): Dwarves, Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, Humans. Each one has sub-sections for Racial Traits, Alternate Racial Rules, Racial Archetypes, and New Racial Rules.

Chapter 2 (Featured Races): Aasimars, Catfolk, Dhampirs, Drow, Fetchlings, Goblins, Hobgoblins, Ifrits, Kobolds, Orcs, Oreads, Ratfolk, Sylphs, Tengus, Tieflings, Undines.

Chapter 3 (Uncommon Races): Changelings, Duergar, Gillmen, Gripplis, Kitsune, Merfolk, Nagaji, Samsarans, Strix, Sulis, Svirfneblin, Vanaras, Vishkanyas, Wayangs.

Chapter 4 (Race Builder): Race Examples; Creating a New Race; Step 1: Concept; Step 2: Racial Qualities; Step 3: Racial Traits; Core Race Examples; Expanded Race Examples.

Appendix 1: Age
Appendix 2: Height and Weight
Appendix 3: Spells


1 person marked this as a favorite.
Suz wrote:
Is there a list of the Races in the book?

See post #496 (defaults to being almost at the bottom of page 10)

RPG Superstar 2009 Top 32, 2010 Top 8

bigkilla wrote:

So far I'm loving the book but I am having a few issues with a few things.

** spoiler omitted **

** spoiler omitted **...

If I were to guess...

Spoiler:

Gliding Wings/Draconic glide Seperate they work as advertised. Add them together, you get a fly speed of 20'
Draconic Paragon, add to Draconic glide, you get a fly speed 20'. If you have all three, you go 30'

Was the intent.


I do love what they did with the kitsune and their tail feats. I think I am going to have to re-do my kitsune wizard/monk to a sorcerer/monk.

Grand Lodge

LeDuc wrote:
The day I get a copy of the book; I shall manage to create the Zora race; with full intention of adding them to my pathfinder game

I spent 6 years both while in college and afterwards creating a total conversion from 3.5 into a Legend of Zelda rpg. Races included Hylian, Zora, Goron, Kokiri, Deku, Gerudo, and Shiekah. Coins became rupees. Etc., etc..


Can anyone give a brief rundown of what's in there for the Gillmen ?

Anything that helps with the pesky dry skin ?


Pathfinder Roleplaying Game Subscriber
nighttree wrote:

Can anyone give a brief rundown of what's in there for the Gillmen ?

Anything that helps with the pesky dry skin ?

I would love to :)

Gillmen Traits:

Riverfolk: Some gillmen groups live in colonies along vast riverways, and have adapted to living on land for much longer periods. Gillmen with this trait have a thin coating of natural oil that keeps their skin from cracking even without water. However, this natural oil also makes such gillmen
particularly susceptible to f lames, and they gain vulnerability to fire. This racial trait replaces water dependent.

Slimehunter: Gillmen with this trait are from lineages that have fought against aboleths since the aberrations rescued their human ancestors. They receive a +2 racial bonus on saving throws against aboleth spells, spelllike abilities, and supernatural abilities. This racial trait replaces enchantment resistance.

Throwback: Some gillmen are throwbacks to their land-dwelling human ancestors. Gillmen with this racial trait do not have the amphibious trait, have the human subtype instead of the aquatic subtype, have no swim speed or bonuses to the Swim skill, cannot breathe water, and do not have the water dependent racial trait.

Gillmen Favored Class Options:

Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.

Rogue: The rogue gains 1/6 of a new rogue talent.

Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.

Eldritch Raider (Rogue):

Eldritch Raider (Rogue)
An eldritch raider is a rogue who seeks to unravel the mysteries of the destruction of the gillmen’s homeland. They explore old ruins that date back to the days of the old human empire and track down relics and lore from its glory days. An eldritch raider has the following class features.

Class Skills: An eldritch raider adds Knowledge (arcana), Knowledge (history), and Spellcraft to her list of class skills and removes Disguise, Perform, and Sleight of Hand from her list of class skills.

Skill Ranks per Level: 6 + Int modifier.

Detect Magic (Sp): At 2nd level, an eldritch raider gains the ability to use detect magic at will. The eldritch raider treats her rogue level as her caster level for this ability. This ability counts as the minor magic rogue talent for purposes of qualifying for other rogue talents. This ability replaces the rogue talent rogues gained at 2nd level.

Eldritch Intuition (Ex): At 3rd level, an eldritch raider gains an intuitive sense that allows her to more easily activate sorcerer and wizard spell completion and spell trigger items. She gains a +1 bonus on Use Magic Device checks for this purpose. This bonus increases to +2 at 6th level, +3 at 9th level, +4 at 12th level, +5 at 15th level, and +6 at 18th level. This ability replaces the trap sense class feature.

New Talents: An eldritch raider has access to the following new advanced talents when selecting rogue advanced talents.

Major Eldritch Magic (Sp): The eldritch raider gains the ability to cast a 3rd-level spell from the sorcerer/wizard spell list two times per day as a spell-like ability. The caster level for this ability is equal to her rogue level. The save DC for this spell is 13 + her Intelligence modifier. The eldritch raider must have an Intelligence of at least 13 to select this talent. The eldritch raider must have the major magic, minor eldritch magic, and minor magic rogue talents before choosing this talent.

Minor Eldritch Magic (Sp): The eldritch raider gains the ability to cast a 2nd-level spell from the sorcerer/wizard spell list two times per day as a spell-like ability. The caster level for this ability is equal to her rogue level. The save DC for this spell is 12 + her Intelligence modifier. The eldritch raider must have an Intelligence of at least 12 to select this talent. The eldritch raider must have the major magic and minor magic rogue talents before choosing this talent.

Rogue Talents: The following rogue talents complement the eldritch raider archetype: major magic, minor magic, quick disable, trap spotter (Core Rulebook); fast picks (Advanced Player’s Guide); black market connections, esoteric scholar, ninja trick (slow metabolism, wall
climber) (Ultimate Combat).

Advanced Talents: The following advanced rogue talents complement the eldritch raider archetype: dispelling attack, improved evasion, slippery mind (Core Rulebook); major eldritch magic, minor eldritch magic (Advanced Race Guide); thoughtful re-examination (Advanced Player’s Guide); familiar, hard to fool (Ultimate Combat).

Qadira

Has anyone figured out how to do the SLA for custom races? Like how many points it costs per level for X number of days? Looking for a point cost on doing a 9th level spell 3/day and my total came to 27 RP. Somehow I think that's incredibly high considering the drow noble only cost 6 RP for all of theirs. I'm sure I'm reading something wrong.

Also, am I the only one who noticed that there's no fast healing or regen abilities? So we can play a bugbear but not a troll?


Is anyone willing to give a sneak peak at what the Dhampir and/or Tiefling get in this book?


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
kevin_video wrote:
Has anyone figured out how to do the SLA for custom races? Like how many points it costs per level for X number of days? Looking for a point cost on doing a 9th level spell 3/day and my total came to 27 RP. Somehow I think that's incredibly high considering the drow noble only cost 6 RP for all of theirs. I'm sure I'm reading something wrong.

I believe that the point cost for a 9th level spell is "No."


kevin_video wrote:

Has anyone figured out how to do the SLA for custom races? Like how many points it costs per level for X number of days? Looking for a point cost on doing a 9th level spell 3/day and my total came to 27 RP. Somehow I think that's incredibly high considering the drow noble only cost 6 RP for all of theirs. I'm sure I'm reading something wrong.

Also, am I the only one who noticed that there's no fast healing or regen abilities? So we can play a bugbear but not a troll?

Well first off the rules only support giving up to a 4th level spell as a spell-like ability with the advanced trait (Spell-Like Ability, Greater pg. 231). So unless you bend the rules a bit you couldn't do a 9th level spell, but if you do then yes a 9th level spell 3/day would be 27RP. As for the drow noble I have them listed as:

Drow Noble:
spell-like ability, lesser 1RP (Divine Favor)
spell-like ability, greater 6RP (Dispel Magic, Suggestion)
spell-like ability, constant 3RP (Detect Magic)
spell-like ability, at will 16RP (Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, and Levitate)

Those all seem to add up right to me and can be found on pg. 242. Fast healing is under Defense Racial Traits pg. 224 and costs 6RP and can be taken multiple times but increases by 1RP each time. Hope that helps.

Qadira

Vaelkas wrote:

Well first off the rules only support giving up to a 4th level spell as a spell-like ability with the advanced trait (Spell-Like Ability, Greater pg. 231). So unless you bend the rules a bit you couldn't do a 9th level spell, but if you do then yes a 9th level spell 3/day would be 27RP. As for the drow noble I have them listed as:

** spoiler omitted **
Those all seem to add up right to me and can be found on pg. 242. Fast healing is under Defense Racial Traits pg. 224 and costs 6RP and can be taken multiple times but increases by 1RP each time. Hope that helps.

Okay, I must have missed the Defense Racial Traits. 6RP sounds right for that.

The reason I'm looking at 9th level spells is I'm trying to make a homebrew race that mimics Dante's Devil Trigger ability, but so far I've only found a 9th level spell that'll do that.


Well it's your game and if that it's what works for you then do it (as long as you're the GM otherwise get permission first). Just realize that the system might not balance out so well with the higher level spells. Its not like James Jacobs and all the other designers are going to come to your house and make you do it "the right way" whatever that is.

Qadira

Vaelkas wrote:
Well it's your game and if that it's what works for you then do it (as long as you're the GM otherwise get permission first). Just realize that the system might not balance out so well with the higher level spells. Its not like James Jacobs and all the other designers are going to come to your house and make you do it "the right way" whatever that is.

I am the GM, but at that cost the race will be 57 RP, and the spell only lasts rounds per level. It's looking less worth it for the player as it's a LA +4 essentially and they'll have nothing to show for it.


kevin_video wrote:
Vaelkas wrote:
Well it's your game and if that it's what works for you then do it (as long as you're the GM otherwise get permission first). Just realize that the system might not balance out so well with the higher level spells. Its not like James Jacobs and all the other designers are going to come to your house and make you do it "the right way" whatever that is.
I am the GM, but at that cost the race will be 57 RP, and the spell only lasts rounds per level. It's looking less worth it for the player as it's a LA +4 essentially and they'll have nothing to show for it.

I'm not familiar with the ability you're referring to (never played Dante's Inferno), but at that expense it might be better to make access to that ability part of a feat chain. That way, you could spread its cost / power out over time or rewrite it so it doesn't deserve the 9th level spell slot.

To give an example, the drow does this in the new book; there is a feat chain that gives you the spell-like abilities of the Drow Noble over many levels.

I am sure I would be of more help if I was more familiar with the spell you're looking to use and the ability you're trying to mimic, I'm afraid. Sorry!

Qadira

Alexander Augunas wrote:

I'm not familiar with the ability you're referring to (never played Dante's Inferno), but at that expense it might be better to make access to that ability part of a feat chain. That way, you could spread its cost / power out over time or rewrite it so it doesn't deserve the 9th level spell slot.

To give an example, the drow does this in the new book; there is a feat chain that gives you the spell-like abilities of the Drow Noble over many levels.

I am sure I would be of more help if I was more familiar with the spell you're looking to use and the ability you're trying to mimic, I'm afraid. Sorry!

I should have been more specific. I forget that there's more than one Dante. It's Devil May Cry and his Devil Trigger. Basically he becomes a half-fiend for a while and makes his attacks and weapons better. There's a 3.5 spell that's lvl 9 that does just that. The spell in question is Greater Visage of the Deity.


What about Divine Power?


Cheapy wrote:
The Nagaji druid is a bit...much.

So as a spellcaster, or regular wildshaper, the Nagaji druid doesn't seem too bad. I'm quite disappointed though that the "Naga" form is so.. underpowered? in comparison.

+4Str/Con, -2 Dex, +2 NA, +10 speed, +1 Size, 1d6 Bite (doesn't say what size the bite damage is based on, however. Is it 1d6 at large? Or is that medium?) You get a couple neat abilities to choose from at 9,13, and 17, but nothing that will compare it to a regular druid.
Comparatively, Beast Shape II is Large, +4Str, -2 Dex, +4 NA. Takes on all attacks of the form. Beast Shape III kicks in at 8.
Also, I'm not sure on how it is "similar to Shapechange", unless it's simply referencing the duration and cast time.

If I'm completely oblivious and am missing something that makes up for the Naga form having only 1 attack with small damage die, please tell me :(

Edit: oh, it replaces wild shape advancement beyond 6? Even less stellar :(

Qadira

Serisan wrote:
What about Divine Power?

Doesn't give you the ability to fly or resist elemental damage.


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kevin_video wrote:
Serisan wrote:
What about Divine Power?
Doesn't give you the ability to fly or resist elemental damage.

Well, what I would do is something like this:

The race itself has an "inner demon" or whatever ability where they can transform into a fiendish state. The ability itself gives them something like 2 claw attacks and fire resistance 5. If you want the ability to be at-will, I'd price it at 2 RP (the cost of those two abilities). If you want it to be 1/day or rounds per day, I'd price it at 1 RP because its not too powerful and its restricted in use.

Then, I would start adding feats to modify the ability. It could look something like this:

Feat #1
Benefits: While unleashing your inner demon, your fire resistance increases by 5 and your claws and any weapons you wield are treated as flaming weapons.

Feat #2
Prerequisites: Feat #1
Benefit: While unleashing your inner demon, you surge with power, granting you the effects of a divine power spell for as long as you remain in this state. You also grow a pair of wings, granting you a 20 foot fly speed (clumsy).

Feat #3a
Prerequisites: Feat #2, Feat #1
Benefit: Your flight speed while your inner demon is unleashed increases to equal your base speed and your maneuverability improves to average.

Feat #3b
Prerequisites: Feat #2, Feat #1
Benefit: Your body becomes rugged and tough while your inner demon is unleashed, granting you a +1 natural armor bonus to your AC and granting you damage reduction 1/cold iron. This damage reduction improves by 1 for every 5 character levels that you possess. In addition, your fire resistance improves to 15.

Etc., etc.. This way, players who want to emphasize the transformation can, while players who want to play your race without having a +4 LA slapped on them can as well.

If the sheer amount of feats bothers you, make some archetypes that grant them as bonus feats as sort of an "explore your heritage" option. Good choices here are Sorcerer, Fighter, and especially Monk.


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber

Homebrew, ho!


Pathfinder Adventure Path, Campaign Setting, Companion, Roleplaying Game Subscriber
dunebugg wrote:
Cheapy wrote:
The Nagaji druid is a bit...much.

So as a spellcaster, or regular wildshaper, the Nagaji druid doesn't seem too bad. I'm quite disappointed though that the "Naga" form is so.. underpowered? in comparison.

+4Str/Con, -2 Dex, +2 NA, +10 speed, +1 Size, 1d6 Bite (doesn't say what size the bite damage is based on, however. Is it 1d6 at large? Or is that medium?) You get a couple neat abilities to choose from at 9,13, and 17, but nothing that will compare it to a regular druid.
Comparatively, Beast Shape II is Large, +4Str, -2 Dex, +4 NA. Takes on all attacks of the form. Beast Shape III kicks in at 8.
Also, I'm not sure on how it is "similar to Shapechange", unless it's simply referencing the duration and cast time.

If I'm completely oblivious and am missing something that makes up for the Naga form having only 1 attack with small damage die, please tell me :(

Edit: oh, it replaces wild shape advancement beyond 6? Even less stellar :(

I'm not entirely certain they don't get wild shape advancement past level 6. They explicitly get the normal wild shape at level 4, just like any other druid. They just have the option of becoming a true naga. At least, I can't imagine that they'd gain normal wild shape (explicitly so!) and then lose it completely at 6th level.

In any case, at 9th level, they can get an AoE heightened charm person gaze attack.


1000th commenter so far! Where do I get my present? :P


Zalakhiel wrote:
1000th commenter so far! Where do I get my present? :P

You can get it sometime after midnight tonight, I suspect.

Though if it was made available in the next 12 hours, I promise to buy two PDFs plus a hardcover.

Come on. You know that's tempting. :D


I havent gotten that far in the book. Do they get to become a specific type of naga (spirit etc.)?

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