Inner Sea Races: Rules for Every Race

Thursday, September 24, 2015


Illustration by Mattias Fahlberg

In previous previews of Pathfinder Campaign Setting: Inner Sea Races we've highlighted the cultures, heritages, art, and secrets you'll find in this massive hardcover. But what we haven't said much about are the rules—and there certainly are a ton of them. A whole chapter, in fact, heaped with new feats, spells, magic items, alternate racial traits, and plenty more! Regardless of your race, you'll find new tricks and tools that are perfect for your character and that make your rooting in the Inner Sea's lore more meaningful than ever before.

For example, check these out:

Child of Two Fates

You have learned to make the most of your torn existence.

Prerequisites: Knowledge (local) 5 ranks, half-elf.

Benefit: Once per day, you can select a teamwork feat that a human or elf ally within 30 feet possesses. You can ignore any race, ethnicity, or racial trait prerequisites, but you must still meet any other prerequisites for that feat to gain this benefit. You're treated as if you possess that feat for up to 1 minute, as long as you stay within 30 feet of the ally whose teamwork feat you have chosen to emulate.

Champion's Bout (Shoanti)

School enchantment (compulsion) [mind-affecting]; Level bard 3, cleric 3, mesmerist 3

Casting Time 1 round

Components V, S

Range medium (100 ft. + 10 ft./level)

Targets two creatures

Duration 1 round/level

Saving Throw Will negates (see text); Spell Resistance yes (see text)

You allow two chosen champions to fight without interference. The two creatures must be willing in order for the spell to work. After you cast this spell, any creature attempting to aid or hinder either of the two targets in any way must succeed at a Will save or lose its action instead (spell resistance applies). A creature that fails its Will save against champion's bout cannot attempt to interfere again. If a creature successfully interferes with the bout, the spell ends immediately.

Duplicitous (Kitsune)

Many kitsune prefer to avoid the attention they often attract from human neighbors and attempt to convince all around them that they are human. They gain a +2 racial bonus on Bluff and Disguise checks. This racial trait replaces kitsune magic.

And there's plenty more where those came from. Pathfinder Campaign Setting: Inner Sea Races hits store shelves next week! Have you figured out where you're getting your copy?

F. Wesley Schneider
Editor-in-Chief

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Tags: Golarion Mattias Fahlberg Pathfinder Campaign Setting

Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber

I just skimmed that chapter (I'm a subscriber, got my copy earlier this week) but I'm curious was there any thought about marking which items were in other books and which were new? (and I haven't checked but are there any cases where something has the same name but wording has changed?)

I think I missed some of the new items in the midst of other items which had been in other books.

I do like the model of keeping all the crunch in one compact section. Looking forward to reading over the other chapters more fully.


Wait, incarnations? As in new options for the reincarnation spell? If so, thank the gods!

Also, yay Ekujae Elves! Hopefully I'll see some stuff for Ekujae Half-Elves (aka Wildborn) as well!

Paizo Employee Creative Director

1 person marked this as a favorite.
Rycaut wrote:

I just skimmed that chapter (I'm a subscriber, got my copy earlier this week) but I'm curious was there any thought about marking which items were in other books and which were new? (and I haven't checked but are there any cases where something has the same name but wording has changed?)

I think I missed some of the new items in the midst of other items which had been in other books.

I do like the model of keeping all the crunch in one compact section. Looking forward to reading over the other chapters more fully.

As far as I know, all the rules elements in this book (including the items) are new. (I'm sure someone will be quick to correct me if I'm wrong.)


I have organized a group of 11 highly trained operatives and we will be performing a heist at our earliest opportunity, if that answers your question Mr. FWS.


Is it just me or does Child of Two Fates seem kind of horrible.

A feat that once per day lets you have some teamwork feat for only 1 minute.
*If there is even someone around with a teamwork feat.
*If the other person is a human or an elf.
*If you meet the non-race pre-requisites for that feat, which will almost never be a factor since you have to be a half-elf to take the feat and thus already qualify for race requirements of a human or elf.

What's really sad is that this is one of the feats from the book they are apparently proud of... Why? Why would you ever take this feat rather than just take an actual teamwork feat in tandem with one of your fellow players?


Melkiador wrote:
Why? Why would you ever take this feat rather than just take an actual teamwork feat in tandem with one of your fellow players?

They might be an Inquisitor or a Hunter, who has a lot of teamwork feats regardless of the party, some of which might be much more situational but very useful in those situations.


Pathfinder Companion Subscriber; Pathfinder Roleplaying Game Superscriber
James Jacobs wrote:
Rycaut wrote:

I just skimmed that chapter (I'm a subscriber, got my copy earlier this week) but I'm curious was there any thought about marking which items were in other books and which were new? (and I haven't checked but are there any cases where something has the same name but wording has changed?)

I think I missed some of the new items in the midst of other items which had been in other books.

I do like the model of keeping all the crunch in one compact section. Looking forward to reading over the other chapters more fully.

As far as I know, all the rules elements in this book (including the items) are new. (I'm sure someone will be quick to correct me if I'm wrong.)

I was mostly thinking about the section on the races (with crunch) much of that was reprinted (the basic mechanical details for each race) but some elements may (I think) be new - just hard to tell which ones are (alternative racial traits etc). Overall a very good new book which I'm looking forward to reading and using in my campaigns.

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