Little Red Goblin Games—Racial Guide 2.5: Halfbreeds & Hybrids (PFRPG) PDF

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Being a bastard never felt so good! In this book we've crammed in 30 new hybrid races! What happens when a aboleth and gillmen have a forbidden romance? How about a dromite and a rust monster? An elf and a dwarf? Well have no fear we've got all you want and some things you never wanted to know about (tiefling x flail snail?)! Also included are rules for making your own hybrids and is rounded our with feat support!

Included:

  • 30 new specific hybrid races (stats, lore, plus starting age and weight/height)
  • Rules for making your own half-breeds.
  • 29 new half-race specific feats
  • Original art from a whole slew of community artists!

Pages Count: 52 (1 cover, 1 "who's who" guide to the cover, 1 credit, 1 OGL, 49 pages of content)
Bookmarked?: Yes
Optimized for: PDF/Print

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4.00/5 (based on 1 rating)

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A very good (though not perfect) supplement for those who enjoy weird races

4/5

Hi all!

I picked this PDF up on a whim, and I’ve got to say that I’m glad I did. It’s a good supplement, and hits on a few things that I feel people expected to see in Paizo’s recent Bastards of Golarion supplement but were disappointed to find were not included.

Overall rating (TL;DR): Racial Guide 2.5 isn’t perfect, but it has a lot of good things inside, and overall I’d recommend it for anyone who enjoys playing uncommon or just plain weird races! I give this supplement 3.5/5 stars.

I’m going to include details here about my rating of this PDF, so if you’re interested in learning more about what’s inside, here you go!

Racial Guide 2.5: Half-Breeds and Hybrids is 52 pages long, with five of those pages being non-content (cover, OGL page, etc.).

The first chapter of the PDF describes how to create new half-races. This is a useful and relatively straightforward system, allowing players and GMs to combine these rules with those detailed in the Advanced Race Guide. They give suggested trade-outs for specific half races, which seem to work well. The short section on humans and breeding is fun if not terribly scientifically sound (“resilience of human genetics”? As a geneticist, this made me cringe, but obviously I’m biased).

Chapter 2 is obviously the meat and potatoes of the book, with 30 new half-breed races fully described and statted out. Overall, this section of the book is well done, though I would have liked to see more art (I think only 2 or 3 of them have any art at all). I’d like to note here that there are several races mentioned in this section that I have never heard of before (probably from Little Red Goblin Games’ own racial supplements) so when I come to a reference to one of these, I won’t be rating that half-breed. The other thing I would like to point out is that these races don’t come with a race point total, which I feel like was a serious missed opportunity for the writers to tie this book in more strongly with Paizo’s Advanced Race Guide.

Alfars (Dwarf/Elf): This is a racial combination that many people feel should have always existed, as it feels like at some point an elf and a dwarf must have fallen in love in a fantasy world, right?
The Good: I like the inclusion of Great Destiny, which fits the flavor text very well.
The Bad: A few minor grammar mistakes,
Overall: I calculate a total of 11 race points on this race, so it’s well-balanced with its parent races. I give this race 5/5 stars.

Barghob (Hobgoblin/Barghest): This combination is tough to do because you’re combining two types (humanoid and outsider) without much mention of how these interact in this specific case. There are several missteps here that make this one suffer overall. I would have liked to see a bit more descriptive text instead of a mostly blank left side of the page.
The Good: The ability score modifiers given here make sense, and I like the chosen spell-like abilities and Stealth bonus.
The Bad: This race’s ability score modifiers don’t actually match up to any specific set of bonuses/penalties from the Advanced Race Guide, so that makes it tough to come up with a total on race points. Mixed blood doesn’t work the way it was intended here because hobgoblins and barghests are different base types, so the description should have been longer and more detailed. Sin eater is an EXTREMELY powerful ability… immunity to all spells with the evil descriptor is just insane, and is not balanced enough by the -4 penalty against good descriptor spells. This could have been better balanced by instead giving spell resistance against evil descriptor spells.
Overall: I can’t even calculate a total of race points on this one because Sin Eater is just too strange… if I had to guess I would give that ability alone a cost of 6 race points, making this a very strong race. 3/5 stars on this one.

Connives (Ratfolk/Halfling): I LOVE this racial combination, as it makes perfect sense that halflings and ratfolk would find themselves alone together in the gutters of big cities and make ugly little babies. I especially enjoy the description of their quick gestation times and the possibility of multiple pregnancies at once.
The Good: Ability score modifiers are spot-on. Carrier is a super crazy awesome ability that fits perfectly with the description of the race.
The Bad: The Mixed Blood ability should reference halflings, not humans. The Scummy ability gives +2 bonuses to three skills, which is worth a lot of race points, so it could use a slight scaling back when combined with the Skulk ability’s bonus to Stealth as well.
Overall: I calculate a total of 15 race points here, which might a tiny bit high. Despite a few hiccups, I love this race. 4/5 stars

Dareogs (Orc/Dwarf): The allusion to rape in the descriptive text made me squirm a little bit, but it’s fairly standard when talking about orcs, so I’ll let it go. This is obviously a slave race, so they’re hitting two warning lights for me in the descriptive text.
The Good: I like the Better World ability, giving these seemingly pathetic creatures a way to rise up against their oppressors.
The Bad: Lockjaw just doesn’t make make thematic sense unless the dareog is biting the opponent’s leg, so I have trouble with it.
Overall: I calculate around 12 race points here, so they’re just fine. Even though I’m not a fan of the descriptive text, this race gets a 4/5 from me.

Davi (Elf/Tiefling): This is a cool combination of races, though I was surprised to not see Elf/Celestial as well.
The Good: The racial ability modifiers make sense (though there theoretically could be a bunch of different combinations that would make sense thanks to alternate racial backgrounds for tieflings). I love the mindslip ability, and I could see this making for an excellent spy-type character.
The Bad: The Elven Blood ability doesn’t work… when can Davi choose to count as outsiders? All the time? Only when it’s good for them? At character creation? The wording definitely needs fixed here. They should also have gotten Infernal or Abyssal as a free language option, in my opinion.
Overall: This is a good race that would definitely be used in my games. 5/5 stars

Deepbrood (Aboleth/Gillmen): This race is another tough one because of the combination of creature types, but the authors have decided to just count them as humanoids, which is smart. This is another slave race, but it makes sense based on the description, so it’s cool.
The Good: The racial ability modifiers are great. I also like the slow land speed but normal swim speed. The Reactant Tentacles ability is flavorful and awesome. I like the inclusion of the alternate racial trait here, though dropping Reactant Tentacles for it seems harsh.
The Bad: The tentacle natural attack description should have specified whether these tentacles can manipulate objects like hands, or if they’re JUST attacks (probably the latter). The mucus could is pretty cool, but 3 hours is a LONG time for it to last. What happens if your allies come in contact with it and then you need to leave the water? I would have said that this would last only 1 hour and can be suppressed by the deepbrood. The aboleth language should have been included instead of “aquatic” (which I assume should say aquan).
Overall: This is a fun race, with only a couple little flaws. 4/5 stars

Egrets (Strix/Tengu): Two birdlike humanoids mating makes all of the sense. A bit more detail on what they look like would have been nice though.
The Good: Good racial modifiers. I like the morale bonus to Ref and Will saves when flying.
The Bad: Powerful Flyer is way overpowered… no penalties at all on Fly checks from encumbrance or armor is too much. I would have said they could wear medium armor and have a medium load without penalties, but heavy load/heavy armor should still have a severe penalty, if not cause flying to fail completely.
Overall: This one is fine, but nothing amazing. 3/5 stars

Fair Orcs (Orc/Elf): This race is another one with allusions to rape and slavery, so that makes me feel squicky inside. They’re stated to be very rare, though, and I can imagine a strange beauty in the offspring of such a union.
The Good: Honestly, not a lot. This one could have used some more thought. The ability score modifiers are kinda fun, I suppose.
The Bad: There’s nothing new here! Tossing Orc Ferocity and Keen senses onto an otherwise featureless race is BORING.
Overall: The authors had a chance to do so much more with this race, but their description severely outstrips their stats., as I’m only seeing at most 6 race points here. 2/5 stars

Fakelings (Doppleganger/Human): I like the idea of part-doppleganger offspring being dropped off to unknowingly infiltrate a settlement, and the description of what happens to them when they’re old is pretty sweet.
The Good: A change-able ability score modifier? Really cool idea! Changing subtypes? Wow, also really cool idea! The bonus to Disguise makes perfect sense as well.
The Bad: I’m worried that changing both the ability bonus and the character’s subtype is overpowered, but otherwise this is a great race.
Overall: Seriously, whoever wrote this one up, great job. I love the adaptability of the race and all of the abilities make sense. I have no idea how to calculate racial points here, but this is probably my favorite half-race yet. 5/5 stars!

Fangborn (Elf/Vampire): This race is obviously meant to be a half-vampire vampire-hunter (wonder where they got that idea?? LOL) and it works well at that role.
The Good: Bloodborne Frenzy is cool, giving the race a minor rage-like power that isn’t a morale bonus, so it will actually stack with Barbarian rage. The Vampire Senses ability is also very flavorful and cool.
The Bad: Not much, actually. This one is well-done, though having negative energy affinity might have been a good inclusion.
Overall: My first thought when I saw Blood Bound was “OP!!” but then I realized that you’ve got to be bleeding to get the fast healing, so it really just ends up being a minor resistance to bleed damage in the end. It also only works on the first round that you BEGIN bleeding, so actually it’s probably a bit underpowered. This is a well-written race that I would probably make use of. 4/5 stars

Galvani (Human/Thunderbird): I have no idea what a thunderbird is, so I can’t rate this one.

Half-Gnoll (Gnoll/Human): This one was an obvious choise, and would fit well in Katapesh or similar parts of non-Golarion worlds.
The Good: Pack Hunter makes thematic sense, and since it’s just a +1 damage bonus isn’t OP. The chuckle ability is brilliant, and would be awesome on an Intimidate or debuff build. I also like the Drifter ability allowing them to make Kn. (local) checks untrained with a +2 bonus. The Manic and Savage alternate racial traits are also both excellent.
The Bad: I’m not a huge fan of the wording on Team Player, but otherwise this one’s flawless.
Overall: Seriously great job on writing up this race. I absolutely love it! 5/5 stars!

Half-Trolls (Human/Troll): I really liked the description of this race until I saw that they essentially have no discernable gender… this means they can’t reproduce! Oh well.
The Good: Limited Regeneration is a good ability and isn’t a overpowered as a true fast healing would be. Fire Vulnerability is super painful for the character but makes perfect sense. The bonus to identify giants is also excellent.
The Bad: I’m not a fan of the Genderless ability, because this would (as far as science is concerned) mean that they must be sterile. I suppose magic trumps all, but I have trouble with this race existing as a race of its own if there are no genders.
Overall: This is a good one, with only minor issues. 4/5 stars

Hellwrit (Tiefling/Flail Snail): I… what? A snail… mixing with a Tiefling? What? I just… what? LOL
The Good: The racial ability modifiers fit the description well. Getting IUS as a bonus feat is a cool choice. Abjurant Force is really flavorful and a strong ability without being overpowered. Optimistic is also cool.
The Bad: This is another time when Mixed Blood just doesn’t work… if they’re outsiders, they can’t also count as magical beasts.
Overall: Though I have trouble with this race conceptually, if you can get past that it’s well-written and has fun abilities. I’ll give this one a 4/5 stars rating

Honegs (Elf/Mercane[Platonic]): No idea what Mercane are, so I can’t rate this one.

Humanzee (Human/Chimpanzee): Nope. Just nope. We’ve already got a monkey-based humanoid race in Pathfinder (the Vanara) and having a race that’s half humanoid and half unintelligent animal just brings up too many questions that shouldn’t be answered. 0/5 stars. Period.

Imperial Elves (Fey/Elf): This combination makes perfect sense, and the description makes sense. I like that they’re ageless creatures, so you could imagine an Imperial Elf rising to become the ruler of any given society over thousands of years, especially a society of elves.
The Good: I like the Ageless feature, but it’s the only feature that is unique to them, so there could have been more interesting things done here.
The Bad: The penalty to Charisma doesn’t make sense to me based on the description. I would have given them a penalty to Int instead. Mixed blood doesn’t work as written, just like in a few other of these races. Elven Immunities and Fey Magic are too similar to standard elf abilities… they could have used something more unique.
Overall: The lack of uniqueness in this race’s abilities can be overlooked… this is a pretty good entry overall. 3/5 stars

Luxa (Elf/Merane [Hateful]): Again, don’t know what Mercane are.

Molemen (Buggane/Dwarf): Oh man, I love this. What Dwarf would mess around with one of these things? The picture on this page is excellent as well.
The Good:Good ability modifiers, great choice including a burrow speed and a core attack, blindness is really tough but a fair option. All three alternate racial traits are also excellent.
The Bad: I’ve got nothing. This one is flavorful and well-written. (I found a single spelling error in the Claws entry, but that doesn’t reduce the score).
Overall: Great job on this one! 5/5 stars!

Mules (Human/Dwarf): Mules? Really? I absolutely hate this name for this race. It’s way too derogatory. It’s also another slave race, which I’ve voiced my concerns about previously.
The Good: Good racial modifiers, good choice on the speed, and hardy makes sense. I like the mechanical bonus from Manual Labor but would have preferred it not be tied to slavery.
The Bad: Dull and Manual Labor abilities are just too tied to the enslavement of this race. Boo!
Overall: Can’t give this one a very high score… it’s just too tied to enslavement and leaves no room for character development in my opinion. 2/5 stars

Nacritoi (Oread/Rakshasa): Another backstory tied to slavery! However, at least this race has escaped their tormenters. I like the idea of earth genie and rakshasa traits coming together.
The Good: Good choices on the ability score modifiers. Having them count as a type of tiefling makes sense, though I would have liked to see them also counted as oreads. I like slipshape, though an at-will ability might be too much power. The other racial abilities seem good, as well.
The Bad: Slipshape is probably too powerful. 3 times per day would be a good limit.
Overall: This is a well-written race with just a hint of overpowered-ness. 3.5/5 stars

[Continued on the discussion forum]


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Aw yisss!


When i envisioned the deepbroop(aboleth/gillman), the words "forbidden romance" weren't what i was picturing.

Silver Crusade

is so happy

Can't wait to see the reactions to some of these combinations. This is an extremely wild and varied mix. :D


Mikaze wrote:

is so happy

Can't wait to see the reactions to some of these combinations. This is an extremely wild and varied mix. :D

your's hads some very pretty art i think. :)

Silver Crusade RPG Superstar 2014 Top 16

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[Continuation of my review in the Product Reviews section]

Otium (Angel/Devil): This one is another forced-mating situation, and there are just too many of those in this book. Including favored class options was a good move.
The Good: I like the Duality ability, though the wording could be a bit tighter. The Manifestations ability is also really cool. I LOVE the art that came with this one!
The Bad: Mixed blood really doesn’t work on this one… there are way too many abilities that rely on outsiders of specific alignment subtypes (of which these guys count as both). Duality doesn’t help this, since it only affects their alignment, not their subtypes.
Overall: This one’s alright, and I appreciate the favored class options, but I can’t give it a high score because of the issues with alignment subtypes. 3/5 stars

Pale Elves (Drow/Elf): This one makes me cringe from the start since Drow ARE Elves already. But I know what the author intended, so I’ll let it slide.
The Good: I love the Wraithborn ability, giving low-level characters a chance to harm ghosts (though this probably should have been limited to melee attacks). Wraithsight and Flicker of Memories are both cool abilities full of flavor.
The Bad: Sensitive Skin is very cool but there needs to be a specific drawback caused by not taking the “30 minutes to recover” after being in sunlight.
Overall: Great race, flavorful and fun, I would use it! 4/5 stars

Pikos (Stymphalides/Tengu): A metal bird humanoid? Sweet! I love the descriptive text for this race.
The Good: Ability scores work. Fire resistance is perfect. Drilling Beak is a really strange but flavorful ability that seems to work (since it ignores hardness, not DR, it shouldn’t be overpowered). I also really like Razor Feathers, and can imagine a Pikos Rogue slowly going bald as he uses his feathers as weapons.
The Bad: Drilling Beak is strange, and having them qualify for Feral Combat Training with it without needing Improved Unarmed Strike doesn’t really do anything (since the feat only works with other feats that require IUS).
Overall: This is a fun one, and I like the flavor text and the abilities as well. 4/5 stars

Rust Caste Dromite (Rust Monster/Dromite) Really? Another forced-mating situation? Too much of that, guys! I’m not really familiar with Dromites, so I’ll bow out of this one.

Scintilla (Protean/Human): I also don’t know much about Proteans, so I’ll skip this one as well.

Tohrlings (Kobold/Goblin): I was looking forward to this one! Kobolds and Goblins are two of my favorite races, and these guys don’t disappoint! I love the background text, the idea of them all being fraternal twins, and the fact that they are Large size!
The Good: Large size! These guys can be the enforcers of both kobold and goblin tribes, and I love the imagery that this creates… where will they sleep? Kobold and goblin houses can’t have been designed for these guys! The natural attack and natural armor abilities make sense, I love that they don’t have a stealth penalty despite their size, and +4 Charisma when dealing with either goblins or kobolds for Leadership is just awesome. The Born of Fire trait is also excellent.
The Bad: Seriously, nothing. These guys rock!
Overall: I’m absolutely floored by this race. They get my highest possible score: 6/5 stars!!!!!!

Ular (Human/Nagaji): This seems like an excellent diplomancer race, and the physical description of them is really deep and image-provoking.
The Good: Ability scores are good, I like the Infiltrator ability, and Forked Tongue is really great as well.
The Bad: Not a lot to complain about. This seems like a great combination of human and nagaji racial traits.
Overall: Great job on this one, guys! 5/5 stars!

Vembrances (Halfling/Zuvembie): No clue what a Zuvembie is, so I’ll skip this one.

Ziphryn (Halfling/Flumph): This one made me laugh out loud when I saw it. The incredibly detailed description of what they look like is just awesome.
The Good: Great ability score modifiers, darkvision from secondary eyes is really fun and flavorful (if their main eyes get blinded can they still see from the secondary ones?). The Zeiph “wings” are just too cool.
The Bad: The bonus to Acrobatics seems really high but since it’s only for jumping it’s probably fine.
Overall: Great job on this one, guys! 5/5 stars!

Chapter 3: I wish I had the time or effort to go through all of these feats, but I don’t. There are 5 pages of feats, and most of them seem really good to me, but I’m not going to go into each one.

Chapter 4: This is all tables, and it’s useful but takes up a lot of space. Could have been shrunken down or included on the individual race pages instead.


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Just going to point out to Cartmanbeck that the Mule race as a human/dwarf race has existed since Dark Sun in second edition. The flavor that I got from your review (sterile and slave race) was always part of that races lineage in the older editions, including the Dragon update for 3.5.


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to address some of cartmenbecks concern regarding the sin eater racial ability, if you look at number of evil spells that can target evil creatures(since they count as evil for the purposes of effects), most of which are buffs (that they can't benefit from now, thanks to their immunity), and the fact they are are treated as evil for spells with with the good descriptor for which they even receive a -4 penalty to boot, I'd say the ability is far from overpowered and is more of a useful plothook to work with a seeker of redemption (good aligned character), overcoming adversity (neutral character), and embracer of evil (evil character). My editors had the same knee jerk reaction, but after I asked them to go over the spells in question, they saw it wasn't a vast benefit after all. being able to be a good/neutral aligned member of a class with an evil requirement is also a perk.


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From what I've heard, this is a tome of madness. I want it.


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Steven "Troll" O'Neal wrote:
From what I've heard, this is a tome of madness. I want it.

I only have one thing to say


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Thanks for the fantastic review cartmanbeck! We really appreciate it!

To addressed the forced coupling aspect, there are a number of races that this occurs with because of the prevalence of the trope in the lore of hybrids and is particularly the case with the more vicious races.

Yes, the half-troll would indeed be sterile (as many real-world hybrids are).

The mules are actually unrelated to the "muls" from Dark Sun. Though they both share the slave-labor aspect on occasion, the focus of the mules is on their downtrodden personality (Imagine playing Eeyore the donkey). Their personality is unrelated to their circumstances. Mules actually draw inspiration from a "suboid" worker population from the planet Ix in the expanded Dune universe (they were designed to work, think simple thoughts, and enjoy it). While mules are not always "slave labor", they have an industrious personality that causes them to find a greater deal of fulfillment in menial tasks. We actually saw this as the more amusing races to play. Imagine the "thick" mule worker who's hammer-blow turns to violent ways but keeps a solemn expression the whole time? Or imagine the mule bard who does nothing but sing depressing poetry (if you want to be silly)? How about the artificer (if you have a class like that in your game) who can work for weeks on end and churns out magic items with so little emotional attachment that he becomes more machine than mortal? Or even the one who defies the odds and rises up like Ned Ludd and leads a luddite revolution?

Also, the source for the creatures:

  • Thunderbird is listed in Bestiary 2.
  • Mercane is listed in Bestiary 2.
  • Proteans are listed in Bestiary 2.
  • Zuvembie are listed in Bestiary 3.

  • Silver Crusade

    2 people marked this as a favorite.

    @christos gurd: I really did squee when I saw it. I absolutely love the "shovel drop" fighting style Deanna Roberds came up with.:D

    Finally getting some free time cleared out to take in the whole thing. There's a lot to have fun with here. gg everyone. :)

    @cartmanbeck: This shouldn't be taken as an official answer for Little Red Goblin Games, but one of the things that got clipped for word count was some elaboration on how the two pairs of eyes worked together. If the primary gnome eyes are blinded, the secondary flumph eyes can pick up some of the slack, but they've degraded to the point that they can't offer fully functional sight by themselves. A ziphryn with only the antennae-eyes could see with darkvision, but only up to 30 feet without the primary eyes to overlay with the visual input from the secondary set.

    Likewise, a ziphryn who loses their antennae would lose their darkvision and those Perception bonuses and is seen by most of their race as an even greater handicap than losing the use of their humanoid eyes, esepcially since they play into their body language.

    That's for "standard" ziphryns though. Alternate racial traits can change that up a bit! ;)

    Also, thanks!


    4 people marked this as a favorite.

    @Mikaze, that's exactly how I felt when I read your race! I practically begged to do the artwork for them <3


    Anyone got a top 5 list of their favorites?


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    I did want to say for the Pikos' drilling beak ability, it allows them to grab feral combat training at 1st level in order to do things like use flurry of blows with their beak (or increase its damage with the monk's class feature). The pikos' name is derived from the latin picus, which is for woodpecker.

    As far as the Davi's elven blood goes, the intent of the effect was allowing you to count as though you were an elf despite being a native outsider when it would be advantageous. A change in the ordering of the words obscured the meaning somewhat, but it is supposed to be a "whenever" deal.

    Some of the races we had derived from monsters have abilities inspired by their monstrous parent. We kept them balanced for player characters, to give you something cool to use, not so good that the other players want to bludgeon you with the Core Rulebook.


    Caleb Aylsworth wrote:

    =

    Some of the races we had derived from monsters have abilities inspired by their monstrous parent. We kept them balanced for player characters, to give you something cool to use, not so good that the other players want to bludgeon you with the Core Rulebook.

    heh my mucus cloud for the deepbrood fell into this category, it wasnt meant as a freebie bypass for water breathing but something to use on occasion(with real consequences for choosing to use it).

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