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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Pathfinder Rulebook Subscriber
Almost A Hero wrote:

Hi, quick question.

I was under the impression that the Advanced Races Guide was similar to the Advanced Players Guide - i.e. adding more variety to the core game but which could ultimately stand on its own.

I've been reading some threads where the posters are posting races that state that they get abilities from Ultimate Magic or Ultimate Combat.

As someone who's only bought the 'core' set of Pathfinder books (Core Rulebook, GM Guide and Bestiary I), how critical are UC and UM to being able to fully utilise the ARG?

Technically the other Bestiaries and Ultimate Whatever books are part of the core line of products. That said, almost all the races come from the other books and there are references to Gunslinger and Magus. In some cases, that may be the only archetype for certain races (Suli only get a Magus archetype). Also, numerous races get alternate favored class bonuses for those two classes.

However, if you are opposed to spending money for those other 'core' books this should work fine on its own. Though I do have to say that I highly recommend getting those other books as, like every Paizo book I have ever picked up, they are fantastic (Imo at least, others may disagree).


Yep, check out the monk's Weapon and Armor Proficiency. That's where the armor clause is specified.


Ah. Dang you're right. I wonder if Ironskin would stack with any of the archetypes that replace flurry hmm. Anyways thanks for pointing that out Cheapy.


Cheapy wrote:
Lemaire Clément wrote:
Benchak the Nightstalker wrote:
Lemaire Clément wrote:

hello again, is anybody out there able to tell me where each races came from, well I have the first two bestiaries but there are still some I can't find

please?

Bestiary 3, and the Dragon Empires Gazetteer/Primer should cover the rest (I think).

Was there one in particular you were looking for?

well

Fetchling
and chapter 3 race minus Kitsune and Merfolk

yeah I know thats quite a lot

thanks in advance

Fetchling: Bestiary 2

Changelings: Haunting of Harrowstone, AP 43
Duergar: Bestiary 1
Gillmen: Inner Sea World Guide, I think
Gripplies: Bestiary 2
Nagaji: Dragon Empire Gazetteer
Samsarans: Dragon Empire Gazetteer
Strix: Inner Sea World Guide
Sulis: Bestiary 3
Svirfneblin: Bestiary 1
Vanaras: Bestiary 3
Vishkanyas: Bestiary 3
Wayangs: Dragon Empire Gazetteer

I think.

thank you man that will help


Set wrote:

Random art thoughts;

...

The only bit of recycled art (that I recognized as such) I would have preferred not being used was the Halfling from 'Accelerated Drinker.' The art from Big Little Folk 'o Golarion may have been a bit cleaner / simpler style (more comic-book-ish, perhaps, with the sharper outlines), but I liked it better (particular the slinger on p. 22) than Potion Tosser Lad.

The slinger on p.22 is my single most despised piece of art in any Paizo product that I've ever read. However, that's because of mixing an illustration with photoshopped rocks (which for all I know could be hiding an even worse art goof). The lady herself is pretty cool.


The Nagaji later on looks pretty slick too until you notice its photoshop work.

Dark Archive

Anyone tried to make a Warforged or Changeling with this book yet?


Not real hard, but I know making a full construct race is requires 20 build points and half construct requires 7. So I think you'd need to start with the half construct to make it playable.

Lantern Lodge RPG Superstar 2015 Top 16

1 person marked this as FAQ candidate.

So, checking out the elemental races, I noticed that Oreads, according to the Race Building example appendix, used 1 RP for Standard language while Stanadard language is 0 RP; oreads are thus 5 RP compared to the others (6 RP). Is the Standard language cost for Oreads intentional or an oversight?


Whee! Book is here straight out of Paizo's hands. Fast, fast, fast delivery I might add. Now to get distracted for several hours.


Can someone please explain how the text should read when it says something akin to this:

Paladin: Add +1/2 hit points to the Paladin's lay on hands ability (whether using it to heal or harm)

That example comes from the Favoured Class Options in the Elven chapter. It is a common usage that is not explained anywhere for other class features and such.

Does it mean you add 1 for every 2 HP's you heal? So if you do a lay on hands for 30 points you would add another 15?

What about under Magus it says: The Magus gains 1/6 of a new magus arcana. How do you interpret that?


W. Kristoph Nolen wrote:

I love the book ... I knew I would.

But PURPLE DROW? Seriously?!!! WTF?!!

I mean, as a freelance artist, I know that sometimes an artist has to make choices in order to make highlights show up. But, in the past 10 years or so, this has become increasingly common to the point that they are actually painted in pruple. Not ebon with highlights, their actual skin tone is entirely purple.

And that has led to players assuming that is a correct skin tone, not just a artist's poor colour choices. Which has in turn - apparently - led publishers to actually writing in PURPLE as part of their physical description. I swear, if I ever see a player at a table with a PURPLE DROW, I will mock them relentlessly, all the while calling them n00bcakes.

If you didn't get a tone of silly-rant out of this, go back and try again. I wouldn't actually troll someone into oblivion for it, but, I would point it out to them.

Purple Drow are as silly as Black skinned Drow. Everyone knows true Drow are deep grey.


Scott Walsh wrote:

Can someone please explain how the text should read when it says something akin to this:

Paladin: Add +1/2 hit points to the Paladin's lay on hands ability (whether using it to heal or harm)

That example comes from the Favoured Class Options in the Elven chapter. It is a common usage that is not explained anywhere for other class features and such.

Does it mean you add 1 for every 2 HP's you heal? So if you do a lay on hands for 30 points you would add another 15?

What about under Magus it says: The Magus gains 1/6 of a new magus arcana. How do you interpret that?

Yep, it's +1 per X levels, where X is the denominator.

They explain it under the Favored Class Options heading on page 9. It's the last paragraph before the RACIAL ARCHETYPES bit.


Cheapy wrote:
Scott Walsh wrote:

Can someone please explain how the text should read when it says something akin to this:

Paladin: Add +1/2 hit points to the Paladin's lay on hands ability (whether using it to heal or harm)

That example comes from the Favoured Class Options in the Elven chapter. It is a common usage that is not explained anywhere for other class features and such.

Does it mean you add 1 for every 2 HP's you heal? So if you do a lay on hands for 30 points you would add another 15?

What about under Magus it says: The Magus gains 1/6 of a new magus arcana. How do you interpret that?

Yep, it's +1 per X levels, where X is the denominator.

They explain it under the Favored Class Options heading on page 9. It's the last paragraph before the RACIAL ARCHETYPES bit.

So for example then it is as I said, +1 for every 2 hps healed or damage dealt? Just want to be sure.


No, it's +1 for every two levels that you chose that particular favored class option.


Yep, what Fredrik said.

The Exchange Contributor, RPG Superstar 2010 Top 16

Scott Walsh wrote:

Can someone please explain how the text should read when it says something akin to this:

Paladin: Add +1/2 hit points to the Paladin's lay on hands ability (whether using it to heal or harm)

After two levels, you heal one extra hit point of damage every time you use lay on hands. After 4 levels you heal two extra points...

Quote:
What about under Magus it says: The Magus gains 1/6 of a new magus arcana. How do you interpret that?

After six levels taking this, they can select a new arcana.


Yep, what Dennis Baker said.


Fredrik wrote:
No, it's +1 for every two levels that you chose that particular favored class option.

Ok pardon me if I sound really stupid, but You only Get lay on hands once, so you cannot choose it again. So how does that work when you can only choose it once?

Edit... nevermind I saw Dennis Baker's answer.

Liberty's Edge

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

Scott,
These work instead of the +1 hp or +1 skillpoint you'd get for favoured class. So each level in your favoured class, you can either: gain a hit point, gain a skill point or gain part of these abilities.

So after 2 levels of paladin, to use you example, you could have 2 hp more, 2 skill point more, 1 hp and 1 skill point more, heal 1 extra point of damage with lay on hands or some other combination depending on what you choose.


Paul Watson wrote:

Scott,

These work instead of the +1 hp or +1 skillpoint you'd get for favoured class. So each level in your favoured class, you can either: gain a hit point, gain a skill point or gain part of these abilities.

So after 2 levels of paladin, to use you example, you could have 2 hp more, 2 skill point more, 1 hp and 1 skill point more, heal 1 extra point of damage with lay on hands or some other combination depending on what you choose.

Thanks Paul, that really helps


Just picked it up at the local comic shop. Love it! ♥


I've had this book a few days and I'm trying to find a way to compare core races with class levels to other races with racial points and traits.

Any way to figure this out?


What was the archetypes for Hobgoblin, wasn't there a Barbarian or Cavalier one, that used Fear to Inspire?

And what is that Half-Orc Witch Archetype like? I heard it uses CON isntead of INT for spells/hexes.
The one thing that scares me about that the most is the huge number of Polymorph spells from low level, that give Size bonuses to CON, e.g. another stackable source of DC stat min/maxing.

Contributor

Quandary wrote:

What was the archetypes for Hobgoblin, wasn't there a Barbarian or Cavalier one, that used Fear to Inspire?

And what is that Half-Orc Witch Archetype like? I heard it uses CON isntead of INT for spells/hexes.
The one thing that scares me about that the most is the huge number of Polymorph spells from low level, that give Size bonuses to CON, e.g. another stackable source of DC stat min/maxing.

Until you get to Giant Shape at 6th+ level, there aren't any Polymorph forms that you'll be able to assume and still cast most spells.

I don't have the book in front of me, but I think the Witch archetype you're thinking of is for orcs, not half-orcs.


Mort the Cleverly Named wrote:


"Not important at all." The book reprints some material from APG and Golarion-specific sources, but nothing has jumped out as requiring UC or UM (except perhaps a small number of Magus and Gunslinger archetypes). There may also be references to UM or UC feats or spells, though I haven't noticed any specifically. If it does come up, you can check the PRD or d20pfsrd for any material that needs referencing. But again, the vast majority of the book can be used as-is in combination with the core rules and APG, without even acknowledging the existence of UC or UM.

Cool, thanks.


Quandary wrote:

What was the archetypes for Hobgoblin, wasn't there a Barbarian or Cavalier one, that used Fear to Inspire?

And what is that Half-Orc Witch Archetype like? I heard it uses CON isntead of INT for spells/hexes.
The one thing that scares me about that the most is the huge number of Polymorph spells from low level, that give Size bonuses to CON, e.g. another stackable source of DC stat min/maxing.

Hobgoblin Archetype:
The fell rider is indeed a cavalier archetype. At 4th level he can get 1/2 his level on Intimidate checks, and can demoralize an opponent his mount has trampled or charged, as a free action once per round (if he's mounted; replaces expert trainer).

At 5th level, his enemies get a penalty on fear saves within 60 feet; and at 14th level, he can make his mount rear up and spread terror amongst his foes (save vs. fear or shaken/frightened, depending on HD). Those abilities replace banner and greater banner.

As far as the half-orc archetype goes . . . I only saw summoner, barbarian, paladin, and rogue archetypes.


The archetype in question, that utilizes Con instead of Int, would be the Scarred Witch Doctor for Orcs.

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

Just got this book...oh god...its so awesome. I see they've recycled a bit of artwork, but I don't fault this because theres SO much new stuff in there it really doesn't matter. Plus the artwork they did recycle was among my favorites (like that satanic-looking tiefling from Blood of Fiends wearing what looks like Sarenraen robes...). Good stuff so far, especially the Kitsune and the Changeling stuff. Sow Thoughts is a scary, scary spell to give to a BBEG...muahahahahaha, and its level 1


As for no tiefling wings.
consider this of the base evil outsiders that can produce tieflings down the line, how many of them have wings.

thats base creatures mind you

demon, devil, rakshasa,div,kyton etc....

Grand Lodge

Cheapy wrote:

Kevin_video, no. Stop being ridiculous. Dwarves should not have a level adjustment.

I swear that this build-your-own-race thing is going to do a fair amount of harm. Already there are a ton of erroneous beliefs based off of it. I guess that's what happens when you retroactively try to fit a line to the data.

I wasn't being seriously. I was being scornfully sarcastic. Mostly because I know DMs who'll look at this book, see the RP stuff, and consider it their bible. More so, it'll be the DMs who are insufferable and do what they can to make a player's life absolute Hell. These are the people who caused me to give up and gaming, and essentially humanity as well.

Matthew Morris wrote:

@Bardess

Two theories.
Asthetics
Spoiler:
Since celestials are from 'higher' planes and fiends from 'lower' it was decided to just have the aasimar get wings. Clearly you can 'reskin' the feat for flying tieflings in a home game.

Editing

Spoiler:
One of the (many!) complaints about the (in)Complete Psionic was the padding of racial feats. Extra maenad power, extra half giant power extra dromite power, etc etc when a simple "Extra Racial Power: You can use your racial power an additional 3 times a day." would have done the same job, but then they might have had to have actual content in its place. IT could be that TPTB decided "Let's not pad the book with Tiefling wings, Aasimar wings, Slyph wings, etc. We'll make Aasimar wings, and figure people will reskin as needed."

Yeah, you really don't want to do that. You'd be amazed at how many DMs absolutely loathe reskinning because they're lazy, and are such hardcore rules lawyers that the very existence of doing something like that is "overpowering the PC." You know because "Well if they were intended to have that feat, I wouldn't have to make it. OBVIOUSLY, the people who made this book thought making such a feat would make you too overpowered. Denied!"

Quandary wrote:
Quote:
BTW, since dwarves cost more RP than a human does, and almost as much as a tiefling, does this mean that they're up there for level adjustment characters? That we should go by the chart of them being more than 10 RP so they should be considered a +1?

1) Tielfings don't have level adjustments, they're just like Humans in terms of being a 'PC race'.

2) *NO* race has a level adustment. The concept doesn't exist in PRPG.
The racebuilding section goes into how to deal with mixing low and high RP races within the same game (when you are aiming for parity between them), and basically it comes down to giving more 'bonus abilities' to the lower RP races to bring them up to par, basically making 'super humans, halflings, etc'.

Sorry, spoke out of turn. What I'm talking about is from Council of Thieves. Quote: "Since tieflings are slightly more powerful than the base races, check with your GM before you create a tiefling character. The difference in power is slight enough that some GMs won’t mind letting you play a tiefling, but the following requirements can help to mitigate the disparity between the races—your GM may require one of the following from you (or a similar restriction) if you play a tiefling. Work with your GM to find a solution that pleases your entire group.

XP Debt: Before you gain actual XP to progress in level, you must “work off” an XP debt equal to half what you normally need to reach 2nd level. This puts you slightly behind other characters in the party, who will reach higher levels more quickly than your character, but as you gain levels, this gap narrows.
NPC Class: Your GM might require you to begin a tiefling character as a commoner, expert, adept, or warrior at 1st level."
I consider an "XP Debt" the same as a "Level Adjustment". Much as I do the chart on page 219. It's just easier to figure out for balance.


2 people marked this as a favorite.

Just got my Advanced Race Guide today.

Haven't had a chance to look through it in detail yet, but I really don't like the illustrations for catfolk in it. Much prefer the catfolk illustration in the Bestiary 3. I hope we see more catfolk in the Bestiary 3 style in later publications.


Wolf Munroe wrote:

Just got my Advanced Race Guide today.

Haven't had a chance to look through it in detail yet, but I really don't like the illustrations for catfolk in it. Much prefer the catfolk illustration in the Bestiary 3. I hope we see more catfolk in the Bestiary 3 style in later publications.

I'm the opposite. I don't think the catgirl or catboi look works with the game. Maybe if I was playing 'Slayers'.

Lantern Lodge

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
Wolf Munroe wrote:

Just got my Advanced Race Guide today.

Haven't had a chance to look through it in detail yet, but I really don't like the illustrations for catfolk in it. Much prefer the catfolk illustration in the Bestiary 3. I hope we see more catfolk in the Bestiary 3 style in later publications.

I disagree, and thought the new catfolk art was quite good, as well as the material related to them. I think they did a great job, and I think I actually prefer this style over Bestiary 3's example.


I prefer the art from the Bestiary 3 and wish they could have used both styles in this book at least. But they did get some interesting stuff for them in this book. Still wish that there monk archtype used there cha instead of there wisdom for there monk related abilities.

While the blood draining feats were interesting for the Dhampir, wish they got some feats for turning into a bat, wolf, gasious form and other vampire like abilities. Also for a race that is healed by negative energy and harmed by positive, I wouldn't find it that unbalancing if there was a way to get them fast healing 1.

The Feats for the Drow to turn them into a Drow noble are among some of the most powerful feats I have ever seen.

Love the feats for Tengu to give human form, giant Raven form, and to make there beak more dangerous.

The Ratfolk feat to give them claws is awesome.

The various Aasimar and Tiefling feats were great. Can't wait to see the Blood of Angels book.

Love the feat for Kitsune to get many spell like abilities and extra tails. Still would like some more shapeshifting feats though.

Would love a variant for Merfolk that got them legs unless they got wet like the movie Splash or the TV show H20 just add water.

The elemtal races got some great stuff particularly the Sylph and Undine.

Wish the more unusual races got more space but maybe someday they will.

Still would have liked the magical beast type for the race creation section. There are probably some abilities that I wish were in here as well but haven't gotten a chance to really look at it yet.


I dislike both versions of the Catfolk artwork. The one in the Bestiary is too cartoony, and if I want to play an antropomorphic snow leopard, I'll use the appropriate template.

This is what I imagine when I think of Catfolk, minus the hair. (Oh sweet godtopus, the hair!)


1 person marked this as a favorite.
Fabius Maximus wrote:

I dislike both versions of the Catfolk artwork. The one in the Bestiary is too cartoony, and if I want to play an antropomorphic snow leopard, I'll use the appropriate template.

This is what I imagine when I think of Catfolk, minus the hair. (Oh sweet godtopus, the hair!)

There is a sickness that makes animals lose their fur, and whatever its name is your idea of catfolk would look like having it.O_o


Navarion wrote:
Fabius Maximus wrote:

I dislike both versions of the Catfolk artwork. The one in the Bestiary is too cartoony, and if I want to play an antropomorphic snow leopard, I'll use the appropriate template.

This is what I imagine when I think of Catfolk, minus the hair. (Oh sweet godtopus, the hair!)

There is a sickness that makes animals lose their fur, and whatever its name is your idea of catfolk would look like having it.O_o

I rather meant the "mane", or whatever you want to call it, that Perlman wears in that picture.


Better mane than mange, amirite?


Fabius Maximus wrote:
I rather meant the "mane", or whatever you want to call it, that Perlman wears in that picture.

That's what I'm talking about. He has barely any fur. Without the mane he would be almost completely hairless.:D

Contributor

1 person marked this as a favorite.

Love this book... I'm going to be GMing the Skulls & Shackles for my group soon, and I'm going to open up options for races from the Advanced Race Guide... Should be fun.

One thing I wanted but didn't get was a favored class of Monk for the Catfolk... Seems a natural, and there is even a very cool piece of artwork to support my "want"... Ranger is a given, and rogue is the same, but I think a catfolk monk would rock!

Liberty's Edge

So far I';m finding the book a mixed bag so to speak. I like some of the material and dilsike other part.s Kind of dissapointed in that constructs and half-constructs have no soul and can't be raised or resurrected. What's the point of offering them as an option if once the charatcer dies he remains dead short of a wish. Some of the art was not too my liking too.


1 person marked this as a favorite.
Fabius Maximus wrote:
This is what I imagine when I think of Catfolk, minus the hair. (Oh sweet godtopus, the hair!)

Well, it was the 80s.


Rhyss Grey wrote:
Quandary wrote:
What was the archetypes for Hobgoblin, wasn't there a Barbarian or Cavalier one, that used Fear to Inspire?

Hobgoblin Archetype:

The fell rider is indeed a cavalier archetype. At 4th level he can get 1/2 his level on Intimidate checks, and can demoralize an opponent his mount has trampled or charged, as a free action once per round (if he's mounted; replaces expert trainer).
At 5th level, his enemies get a penalty on fear saves within 60 feet; and at 14th level, he can make his mount rear up and spread terror amongst his foes (save vs. fear or shaken/frightened, depending on HD). Those abilities replace banner and greater banner.

Sounds cool... and Samurai compatable :-)

Alexander Augunas wrote:
Quandary wrote:

And what is that Half-Orc Witch Archetype like? I heard it uses CON isntead of INT for spells/hexes.

The one thing that scares me about that the most is the huge number of Polymorph spells from low level, that give Size bonuses to CON, e.g. another stackable source of DC stat min/maxing.
Until you get to Giant Shape at 6th+ level, there aren't any Polymorph forms that you'll be able to assume and still cast most spells.

Yeah, I was misremembering how early Size bonuses to CON are available, they concentrate on STR/DEX early on.

But the first one seems to be Elemental Shape I as a 4th level Wizard spell.
Casting shouldn't be a problem in either Elemental or Draconic Forms (or Giant, as you mention), and of course Hexes can be used regardless of form.

Scarab Sages

I picked up my hard copy at my FLGS (Ottawa, Canada) on Friday -- they'd just arrived that afternoon :-) -- but the great irony is RL hasn't allowed me the time to look it over all weekend! :-( lol

Nonetheless, I've had a few peeks and I really like what I've seen so far.

Bravo Paizo!

Shadow Lodge

Pathfinder Lost Omens, Maps, Rulebook Subscriber

Picked up ours today at the regular Pathfinder game hosted at our FLGS. At first glance it looks fun. I'll probably have to wait until later in the week to look at it in detail, though - I've still got some prep work to do for running City of Strangers II tomorrow night (at a different FLGS).


I read the reviews, and I am sold. This however was a terrible idea from a reveiwer-->"Where the designers do decide to take a risk we get things like the Gillmen, who die if not submerged in water at least once a day."

I am glad such restrictive things are not in the book. Good job, Paizo. :)


That reviewer has a lot of their facts wrong, unfortunately.


Dragon78 wrote:
Would love a variant for Merfolk that got them legs unless they got wet like the movie Splash or the TV show H20 just add water.

Hmm... wasn't this exectly what the 'Fins to Feet' spell does?

The Exchange Contributor, RPG Superstar 2008 Top 6

Midnight_Angel wrote:
Dragon78 wrote:
Would love a variant for Merfolk that got them legs unless they got wet like the movie Splash or the TV show H20 just add water.

Hmm... wasn't this exectly what the 'Fins to Feet' spell does?

Yes, borrowed rather directly from the Splash and the Little Mermaid :) And the magic item for longer term use of course. I probably should have provided a permanency cost, though.

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