Mergy |
So much stuff.
Halflings can move at 30 ft. now, it just costs them their +2 to Acrobatics and Climb.
Half-Orcs can get proper ferocity now, or can grab Endurance as a bonus feat at first level, setting them up for Diehard right off the bat.
Elf oracles can advance one revelation really fast: One example is an elf oracle of dark tapestry who can use greater polymorph at level 10 for 15 minutes per day.
Dwarfs got a helmet they can bull rush with. Awesome.
SO MUCH STUFF! :D
The Drunken Dragon |
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The Stone lord Paladin is a nice choice. One of my players really liked that archetype, and i agree. Good feel to it.
A Sylph. Just in general, most of their spells or abilities are incredibly useful, particularly the alternate racial trait that allows them to use gust of wind 1/day.
Ratfolk finally getting scent, even if its not great.
Kobolds have their dragon-blooded feats back after a good long absence
And for the GM, the Dreamweaver witch makes an awesome villain...
Mort the Cleverly Named |
Kitsune Sorcerer's +1/4 DC to Enchantment spells is terrifying. As is the Half-Elf's paragon surge spell and the Samsaran's Mystic Past Life alternate trait.
I can't imagine playing a Vishkanya without the Sleep Venom feat, or Suli without Incremental Elemental Assault. The Sylph's Wings of Air and the Aasimar's Angelic Wings are a godsend for non-casters.
I'm interested in the Skulking Slayer Half-Orc Rogue. It is still a Rogue, but combined with the Scout you could make a nice cleaving skirmisher out of it.
TarkXT |
Not a fan of stone lord, just because smite evil is an awful thing to lose.
It is and then again it isn't. You gain an ability you can use on everyone.
More than that you also gain some really really nice stuff. I dislike losing divine grace (I pretty much ignore any archetype that makes me cut it) but I think it's more than made up for and allows low xharisma paladins to be viable.
Muser |
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A non-charisma dependent paladin for dwarves is pretty rad, although I'd much prefer a racial ability that allows a dwarf to treat his charisma as 2 points higher for class abilities, would serve all kinds of sweet dorfy character machinations well: work chanters in mines, oracles of war, order of the lion beast riders on giant boars, etc.
My fave thing in the whole book is the Ratfolk gunner archetype, though it's mechanically less than stellar. I'd still take it quick-quick. Kills man-things well-good! The human sorcerer bloodline(dick bloodline, basically, perfect for all human supremacists, would-be primarchs and hatemongers) gets a special mention as well.
Now, to answer your question: the dwarf weapons are awesome, hobgoblin archetypes really shine, elf oracles do so as well, orc scarred witch doctors are almost too good with their Con-based casting, Vishkanya courtesans have all kinds of interesting abilities and make for powerful rogues(!)(synegize well with Lion blades, funnily enough) and half-orc hateful ragers' pretty gm-dependant, but otherwise darn scary.
Buddah668 |
I like the alternate racial traits.
Especially the elves Eternal Grudge and Fleet-Footed. Plus most other alternate racial traits that allow them to work in classes usually reserved for other races by our local min/maxers. I just see no reason why all dwarves should be fighters or clerics, elves as wizards or rogues, etc etc etc.
Icyshadow |
I like the alternate racial traits.
Especially the elves Eternal Grudge and Fleet-Footed. Plus most other alternate racial traits that allow them to work in classes usually reserved for other races by our local min/maxers. I just see no reason why all dwarves should be fighters or clerics, elves as wizards or rogues, etc etc etc.
The only complaint I have with the ARG is the race-exclusive nature of the Redeemer (it fits one of my homebrew races perfectly) and the Ironskin Monk (same issue as with the first). Other than that and the whole Catfolk appearance issue, I found the book rather enjoyable.
Deadmanwalking |
2 people marked this as a favorite. |
The only complaint I have with the ARG is the race-exclusive nature of the Redeemer (it fits one of my homebrew races perfectly) and the Ironskin Monk (same issue as with the first). Other than that and the whole Catfolk appearance issue, I found the book rather enjoyable.
The Archetypes are designed explicitly so you can ignore the racial requirements if you desire, and if we're talking about a homebrew race...
mdt |
You can turn any class into a skill monkey class if you're playing human. Fast Learner, Improvisation and Improved Improvisation. For 3 feats, you get 1 HP/1 SP per level (this stacks with toughness and the Skilled racial trait), the ability to make any skill check untrained, and a +4 bonus to any skill you don't have ranks in.
EDIT : Also, non-proficiency penalties with weapons/armor are halved.
Fleshgrinder |
d20pfsrd.com wrote:It is on d20pfsrd.com but the PDF is what $10?Wait...what? It's on the d20pfsrd.com? Where? I plan on getting the book, but my cheap a&& players won't spend a dime on it. So having the info already up would be awesome.
All of the alternate racials for all the core races and the non-core races were recently added from the ARG.
I have yet to find if the "build a race" information has been included.
But you can find the alternate racials and racial class archetypes under each race's page now.
Be wary though, there is a section called "Other races" and one called "Monsters as PCs".
The later is not updated, but the "Other Races" section contains all the updated ARG info for these races and the Dragon Empire races.
Sean H |
A Sylph. Just in general, most of their spells or abilities are incredibly useful, particularly the alternate racial trait that allows them to use gust of wind 1/day.
I was actually looking at Sylphs(I got a race boon for PFS at PaizoCon) and wasn't terribly impressed. The SLAs are decent, but they seem to pretty much be an elf with fewer racial traits. Am I just missing something obvious here?
Carnox |
Love the foehammer and the Forgemaster. Dwarves got a lot of love in this book.
My fav dwarf thingy--for flavor anyway--is:
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces hatred.
I don't think they made a complementary Elven feat. But then again, elves would just lump dwarfs in with orcs and apply bonus liberally.
Phasics |
Tengu, 3 natural attacks without breaking a sweat at level 1
e.g. Barbarian level 1 + Power Attack
STR 18 -> 22 with rage so +6, PA -1atk +2 dmg, BAB +1
+6 attack +8 damage
+6 1d3+8 bite/ +6 1d3+8 claw/ +6 1d3+8 claw
Average damage 9.5 + 9.5 + 9.5 = 28.5dmg :) so he can kill himself twice over in one round on an average day ;)
It also provides both the Fighter and Ranger natural weapon archtypes a base to start from which they've been sorely lacking
Ravingdork |
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Racial Heritage(Grippli) and the Agile Tongue feat are an awesome combination.
Combine it with the Eldritch Heritage (aberrant) line of feats on an acid-casting invisible monk/magus and you have Reptile from Mortal Kombat. :D
Acid spit. Long tongue. Invisibility. Martial arts training. Various other acid attacks and powers.
Garvilin |
There's lotta' things that I like in the ARG. As one of my favorite races is goblin I like one feat in there: Goblin gunslinger (lets an goblin use medium sized guns wiht no penalty). I also like the dwarven and elven options presented in the book too. There are many other things I like but those are some of the top things that I like in the book.
blackbloodtroll |
The Hobgoblin whip feats made me think of this.
Which is awesome.
Now I need to make a Hobgoblin Bard(or Inquisitor).
Ravingdork |
I really like the half-elf options!
Me too! Nothing quite like Racial Heritage (half-elf) and Human Spirit to get THREE skill ranker PER LEVEL above and beyond normal (one for human, one for Human Spirit, and another for favored class).
And that's not even touching things like the Paragon Surge spell to cast any spell you want with a sorcerer!