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RPG Superstar 2015

Pathfinder Roleplaying Game: Advanced Race Guide (OGL)

****½ (based on 28 ratings)
Pathfinder Roleplaying Game: Advanced Race Guide (OGL)
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Non-Mint

Add Hardcover: $39.99

Add PDF: $9.99

Add Non-Mint: $39.99 $29.99

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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.

Product Availability


Hardcover: Ships from our warehouse in 1 to 7 business days.

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

Non-Mint: Ships from our warehouse in 1 to 7 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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 (1,414)
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The Exchange RPG Superstar 2010 Top 16, Contributor

There are some simple guidelines regarding this in the Race building rules (Here.

You change the way you calculate APL when you have advanced races.

Also, if you scroll up from there, they suggest in the very first couple paragraphs that if you add in new more powerful races, you "power up" existing race to put all characters on a level playing field. You could also simple allow players a bonus feat or a higher point buy to even things out.

Liberty's Edge

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

Does anyone know if the Aasimar Purifier's bonus spells were meant to replace the mystery's spells or meant to replace the cure X wounds spells that the oracle no longer automatically gains? d20pfsrd.com says they should replace the mystery's spells, and they come at the proper levels, but if so that archetype seems very underwhelming.

Liberty's Edge

ShadowcatX wrote:
Does anyone know if the Aasimar Purifier's bonus spells were meant to replace the mystery's spells or meant to replace the cure X wounds spells that the oracle no longer automatically gains? d20pfsrd.com says they should replace the mystery's spells, and they come at the proper levels, but if so that archetype seems very underwhelming.

Well, the description in both the ARG AND the PRD does not state that it replaces the mystery spells, something that is explicitly stated for all other Oracle archetypes in the ARG.

I just cannot imagine that this slipped by Paizo's dutiful watchers.

Thus, RAW (and I believe RAI), these bonus spells are in addition to the mystery's spells (likely to replace the missing Cure/Inflict).

Dark Archive Dedicated Voter 2014

Pathfinder Companion, Roleplaying Game Subscriber

The Location Memories revelation for a reincarnated oracle says it gives low-light vision. Samsarans already get it. Is this a mistake?


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

Normally, weapon enhancement bonuses, etc. don't apply to bull rush attempts. However, I'm wondering if the Foehammer's class features might be an exception to that rule, at least in some circumstances.

For example, I don't see how to read the Piledriver description without concluding that the hammer was an integral part of that bull rush or trip attempt, but the class feature doesn't explicitly say so. In this case, those combat maneuvers seem to be more along the lines of knockdown/awesome blow type attacks rather than traditional bull rush or trip attempts.

Similarly, the Sledgehammer feature seems to imply that the Foehammer's weapon is involved in some way with their combat maneuver attempts, at least for bull rush, overrun, sunder and trip, though again it doesn't actually say so.

Am I totally off base here?


Pathfinder Adventure Path, Companion, Roleplaying Game Subscriber
ShadowcatX wrote:
Does anyone know if the Aasimar Purifier's bonus spells were meant to replace the mystery's spells or meant to replace the cure X wounds spells that the oracle no longer automatically gains? d20pfsrd.com says they should replace the mystery's spells, and they come at the proper levels, but if so that archetype seems very underwhelming.

I thought it was meant to replace cure or inflict spells.


1 person marked this as a favorite.

I'm trying to build a Lupin race from the 2nd Edition Savage Coast/Red Steel setting (I thought this might be a cool Mythic Adventure campaign). Seems like they didn't have special qualities so I looked through the ARG and tried to pick dog-like qualities. Thought an interesting one would be "Cornered Fury" which costs 4 RP; once your HP is equal to or less than half and no conscious ally is within 30', you get +2 to melee attacks and AC. This sound like something that might only come up (hopefully) every few sessions, if any.

I was thinking about tweaking it to be like the Lupin character can designate an ally per day (or per combat) to protect, and if this ally goes down, the trait kicks in. Not sure if that would be too "powerful" though, since the original scenario might not occur as frequently. Wanted to get some input. Maybe this should cost more? Thanks!


Pathfinder Comics Subscriber; Pathfinder Pawns, Roleplaying Game Subscriber

Are there any additional 3rd party support with new race building options available?

Also, what section of the forums so would be the correct place to post new race designs as solicit feedback?

Paizo Employee Webstore Gninja Minion , Star Voter 2013, Star Voter 2014

George Velez wrote:
Are there any additional 3rd party support with new race building options available?

Do a search for "Advanced Race Guide" in products, or follow this link. :)

George Velez wrote:
Also, what section of the forums so would be the correct place to post new race designs as solicit feedback?

If you're converting something from somewhere else, go to the Conversions forums, otherwise the Homebrew forums will work.

Dark Archive Dedicated Voter 2014

Pathfinder Companion, Roleplaying Game Subscriber

Does the Fast Learner feat allow a character to select the same benefit twice at an individual level?


I gave this product a glowing review, which is why it pains me to even ask this question.

But I'm wondering, will the upcoming Inner Sea Races hardcover make this book obsolete as Inner Sea Gods did the AP deity articles?


Dustin Ashe wrote:

I gave this product a glowing review, which is why it pains me to even ask this question.

But I'm wondering, will the upcoming Inner Sea Races hardcover make this book obsolete as Inner Sea Gods did the AP deity articles?

Personally, I doubt it. From what's been said, Inner Sea Races is more likely to obsolete books such as Dwarves of Golarion, Elves of Golarion, Orcs of Golarions, Gnomes of Golarion, and so on and so forth. I believe they've also said that it will primarily focus on the major races of the Inner Seas over the less commmon, more 'exotic' races...and will definitely be focusing on the Inner Sea over other areas, such as Tian Xia, Vudra, and other such. Plus, of course, it's very much going to be tackling it from the angle of Golarion, as opposed to a setting-neutral book like this. I think for people who primarily play in Golarion, it may well tend to be more useful than this book, simply because this one, due to being relatively divorced from Golarion's setting, can't really go into as much detail into the various ethnicities, histories, cultures, and other such of said races, but this book will still likely be helpful from a more crunch-oriented perspective. Of course, I could be wrong, but I'm under the impression that Inner Sea Races will be quite different from the Advanced Class Guide...and considering the size of the Advanced Class Guide, a book big enough to include almost everything in it like Inner Sea Gods did with the deity articles, as well as significantly expand upon it, would be quite the monumental feat!


Luthorne wrote:
Personally, I doubt it. From what's been said, Inner Sea Races is more likely to obsolete books such as Dwarves of Golarion, Elves of Golarion, Orcs of Golarions, Gnomes of Golarion, and so on and so forth. I believe they've also said that it will primarily focus on the major races of the Inner Seas over the less commmon, more 'exotic' races...and will definitely be focusing on the Inner Sea over other areas, such as Tian Xia, Vudra, and other such. Plus, of course, it's very much going to be tackling it from the angle of Golarion, as opposed to a setting-neutral book like this. I think for people who primarily play in Golarion, it may well tend to be more useful than this book, simply because this one, due to being relatively divorced from Golarion's setting, can't really go into as much detail into the various ethnicities, histories, cultures, and other such of said races, but this book will still likely be helpful from a more crunch-oriented perspective. Of course, I could be wrong, but I'm under the impression that Inner Sea Races will be quite different from the Advanced Class Guide...and considering the size of the Advanced Class Guide, a book big enough to include almost everything in it like Inner Sea Gods did with the deity articles, as well as significantly expand upon it, would be quite the monumental feat!

Good points. I already have the PDF, now I'm buying the hardcover. I guess I didn't need much convincing, did I?


For the alternate Duergar racial trait "Dwarf traits", giving up Duergar Immunities lets you choose dwarf racial traits that replace the hardy dwarf racial trait. That doesn't include the hardy trait itself, does it?

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