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

Errata
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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Grand Lodge

Brag, why don't you. With my luck I won't get it until Friday.


Just got a notice that mine was shipping :) Can't wait to see it :)


I got my pdf yesterday, and I'm very happy with what I've read so far. Everything in this book is very well done and flavorful.

One of my favorite new things in the book is the Shadow Caller summoner archetype (in the fletchling section). It edits your summon monster lists with shadow themes and replaces your glowing summoner symbol with a 'your eidolon is your detached shadow' theme. It also gives eidolons some shadow and incorporeal themed evolutions. My current synth summoner has a shadow theme, so this is going to fit him very well.

Also, Kitsunes are now by far the best Enchanter Sorcerers in the game. They get a Sorcerer favored class bonus that adds +1/4 to their enchantment spell DCs. Combine that with their +1 to enchantment DC racial bonus, and they can get up to +6 by level 20 without even using feats. That's kind of crazy, it might even be the one thing in the book I've seen that could be called overpowered, though I guess it is offset by the fact that so many things are simply immune to most enchantment spells by that level.


Less bragging, more spoiling plox.

Dark Archive

It's great.


8 people marked this as a favorite.

Archetypes and Sample Races:
Chapter 1
Dwarf - Exarch (Inquisitor), Foehammer(Fighter), Forgemaster (Cleric), Stonelord (Paladin).
Elves - Ancient Lorekeeper (Oracle), Spell Dancer (Magus), Spellbinder (Wizard), Treesinger (Druid).
Gnomes - Experimental Gunsmith (Gunslinger), Prankster (Bard), Saboteur (Alchemist).
Half-Elves - Bramble Brewer (Alchemist), Bonded Witch (Witch), Wild Caller (Summoner), Wild Shadow (Ranger).
Half-Orcs - Blood God Disciple (Summoner), Hateful Rager (Barbarian), Redeemer (Paladin), Skulking Slayer (Rogue).
Halflings - Community Guardian (Oracle), Filcher (Rogue), Order of the Paw (Cavalier), Underfoot Adept (Monk).
Human - Buccaneer (Gunslinger), Feral Child (Druid), Imperious Bloodline (Sorcerer), Wanderer (Monk).

Chapter 2

Aasimars - Purifier (Oracle), Tranquil Guardian (Paladin).
Catfolk - Cat Burglar (Rogue), Nimble Guardian (Monk).
Dhampirs - Cruoromancer (Wizard), Kinslayer (Inquisitor).
Drow - Cavern Sniper (Fighter), Demonic Apostle (Cleric).
Fetchlings - Dusk Stalker (Ranger), Shadow Caller (Summoner).
Goblins - Feral Gnasher (Barbarian), Fire Bomber (Alchemist).
Hobgoblins - Fell Rider (Cavalier), Ironskin Monk (Monk).
Ifrits - Immolator (Inquisitor), Wishcrafter (Sorcerer).
Kobolds - Bushwhacker (Gunslinger), Kolbold Sorcerer (Sorcerer Bloodline).
Orcs - Dirty Fighter (Fighter), Scarred Witch Doctor (Witch).
Oreads - Shaitan Binder (Summoner), Student of Stone (Monk).
Ratfolk - Gulch Gunner (Gunslinger), Plague Bringer (Alchemist).
Sylphs - Sky Druid (Druid), Wind Listener (Wizard).
Tengus - Shigenjo (Oracle), Swordmaster (Rogue).
Tieflings - Fiend Flayer (Magus), Fiendish Vessel (Cleric).
Undines - Undine Adpet (Druid), Watersinger (Bard).

Chapter 3

Changlings - Dreamweaver (Witch).
Duergar - Gray Disciple (Monk).
Gillmen - Eldritch Raider (Rogue).
Gripplis - Bogborn Alchemist (Alchemist).
Kitsune - Kitsune Trickster (Rogue).
Merfolk - Wave Warden (Ranger).
Nagaji - Naga Aspirant (Druid).
Samsarans - Reincarnated Oracle (Oracle).
Strix - Airborne Ambusher (Fighter).
Sulis - Elemental Knight (Magus).
Svirfneblin - Deep Bomber (Alchemist).
Vanaras - Treetop Monk (Monk).
Vishkanyas - Deadly Courtesan (Rogue).
Wayangs - Shadow Puppeteer (Bard).

Chapter 4 Sample Races

Centaur 28RP
Drider 35RP
Gargoyle 36RP
Gnoll 6RP
Lizardfolk 8RP
Ogre 23RP
Gathlain 12RP (Fey with plant wings)
Kasatha 20 RP (Four-armed humanoid)
Trox 28 RP (Large Monstrous Humanoid)
Wyrwood 20RP (Construct)
Wyvaran 17RP (Dragon)


Edit: Added Foehammer it is missing from the list at the beginning of the chapter that i was going off of. Thanks Foghammer!


So... anything for Dragon races(besides Kobolds)?

Shadow Lodge

Well, now that this is out I can say that my only criticism of the book so far is that there are no archetypes for Ninjas, Samurai or Anti-Paladins.

Which is a shame because there is a piece of Fetchling artwork that would make for a darn good Samurai.


Vaelkas wrote:
dunebugg wrote:
For any of those who have already: what kind of new Kitsune feats are there?

They get 2 new feats;

Magical Tail - gain a spell-like ability and grow a tail, you can take it 8 times.
Realistic Likeness - look like someone you have encountered when you use your change shape ability +10 on disguise check.

Enjoy!

Magical Tail sounds quite awesome, and very kitsune in its flavor.

RPG Superstar 2010 Top 32

Anyone else getting a serious Dark Sun vibe from a not-insignificant amount of the artwork?

Also, I enjoyed the nod to lizardfolk at the front of the Race Builder section. I knew they wouldn't be a featured race, so it was nice to see them get some love.


The list above is missing the Foehammer archetype for the dwarf that was mentioned earlier in the thread.

Just noting it for completeness.

Jon Brazer Enterprises

Downloaded!!! Why won't you unzip faster.


Matrixryu wrote:
That's kind of crazy, it might even be the one thing in the book I've seen that could be called overpowered, though I guess it is offset by the fact that so many things are simply immune to most enchantment spells by that level.

It seems like the wyroot weapons in the elf chapter can grant you the ability to refill your entire ki pool or arcane pool after every fight for 1000 gp. That seems a bit much for me. It's honestly a problem with any unlimited ability to drain things by hitting stuff. Even if the GM adds in clauses not present in the ARG (like saying you have to hit a creature of such-and-such CR), you can always hold one captive and unconscious for this purpose, essentially spending CLW charges to get back ki or arcane pool points, which is still a big win.


Please, please tell me that the Gnome's Saboteur Alchemist and/or some of the other race's Alchemist Archetypes totally replace Mutagens! I love the Alchemist, but don't really like the Mutagen ability at all. So far I've been disappointed that neither UM or UC have had any truly Mutagen free Archetypes. Mindchemist came close, but Cognatogen uses the same mechanic as Mutagen....

It's going to be a long wait to the 20th....


pluvia33 wrote:

Please, please tell me that the Gnome's Saboteur Alchemist and/or some of the other race's Alchemist Archetypes totally replace Mutagens! I love the Alchemist, but don't really like the Mutagen ability at all. So far I've been disappointed that neither UM or UC have had any truly Mutagen free Archetypes. Mindchemist came close, but Cognatogen uses the same mechanic as Mutagen....

It's going to be a long wait to the 20th....

Saboteur does replace Mutagen, but you get an ability that is like a mutagen instead (its like a mutagen, but it gives you stealth bonuses instead of combat bonuses, and it gives -2 Strength).


I believe the Plague Bringer archetype replaces Mutagen with a sort of bottled plague ability. You drink it, and creatures that hit you (or are hit by your weapon) have to make saving throws to prevent bad things from happening.


I just got the shipping email


Rogue Eidolon wrote:
Saboteur does replace Mutagen, but you get an ability that is like a mutagen instead (its like a mutagen, but it gives you stealth bonuses instead of combat bonuses, and it gives -2 Strength).
Matrixryu wrote:
I believe the Plague Bringer archetype replaces Mutagen with a sort of bottled plague ability. You drink it, and creatures that hit you (or are hit by your weapon) have to make saving throws to prevent bad things from happening.

Thank you both. I wonder why it seems so difficult to replace Mutagen with something completely different. Regardless, I look forward to reading the full Archetypes and everything else in this book.


pluvia33 wrote:
Thank you both. I wonder why it seems so difficult to replace Mutagen with something completely different.

Because it's a defining, very powerful core feature/mechanic for the class with a detailed level progression?

Contributor

Just got mine today.

There's a very nice picture of a female dwarf in the dwarf section. The racial examples are thankfully clothed and geared and it looks like the race is always the opposite gender of what it was first presented as (female dwarf, female halfling, female elf, male human, male half-elf, male gnome, etc.).

Anything that was first presented in the Advanced Player's Guide has been reprinted; namely Favored Class Bonuses and Racial Traits. There's also a section called "Racial Subtypes" for the Core Races, but for those of you who remember Forgotten Realms (aka Shield Dwarf, Hill Dwarf, etc.) its NOTHING like that. Racial Subtypes are more like racial themes, in my opinion.

And oh man, I've only gotten through the Dwarves, but they get one of the COOLEST cleric archetypes I've ever seen! If you've ever played Warhammer Fantasy Battle, you *may* know what to expect.


MarioMD wrote:
Because it's a defining, very powerful core feature/mechanic for the class with a detailed level progression?

I do not believe this to be true. Any Alchemist that emphasizes his bombs has little need for it, as he is very likely to hit touch AC anyway and a penalty to Wisdom can be painful. Certainly, for the "Mr Hyde" types it is a defining, powerful feature, but in my experience those are fewer in number than the bomb tossers.

Beyond that, what is wrong with removing a powerful core feature of a class? Archaeologist removed Bardic Performance, numerous Monk archetypes remove Flurry of Blows, and the vast majority of Rogue archetypes remove Trapfinding. Removing a core feature just opens up interesting design spaces, while giving choices to those who find a certain feature anathema to their character concept. Some people find Mutagen to be an odd feature, and would love the ability to trade it out for some other option, even if it is a bit weaker.


First off thank you to all of the subscribers, this is the 3rd or 4th book that you guys spoiled for me and the other non-subscribers and I love each and everyone of you for it.

second looking at the list of archetypes would anyone be willing willing to give a spoiler or two on the Sword master, Experimental Gunsmith, Wanderer, and/or Dusk Stalker?


SquishyPoetFromBeyondTheStars wrote:

First off thank you to all of the subscribers, this is the 3rd or 4th book that you guys spoiled for me and the other non-subscribers and I love each and everyone of you for it.

second looking at the list of archetypes would anyone be willing willing to give a spoiler or two on the Sword master, Experimental Gunsmith, Wanderer, and/or Dusk Stalker?

The Experimental Gunsmith puts weird gadgets on their guns to gain effects like increased capacity or no recoil, sometimes at the cost of additional misfire chance. The Wanderer is hard to track, locate, or detect, and shares wisdom with allies to increase their skill. I haven't gotten to the other two yet--only finished the core races.


Rogue Eidolon wrote:
SquishyPoetFromBeyondTheStars wrote:

First off thank you to all of the subscribers, this is the 3rd or 4th book that you guys spoiled for me and the other non-subscribers and I love each and everyone of you for it.

second looking at the list of archetypes would anyone be willing willing to give a spoiler or two on the Sword master, Experimental Gunsmith, Wanderer, and/or Dusk Stalker?

The Experimental Gunsmith puts weird gadgets on their guns to gain effects like increased capacity or no recoil, sometimes at the cost of additional misfire chance. The Wanderer is hard to track, locate, or detect, and shares wisdom with allies to increase their skill. I haven't gotten to the other two yet--only finished the core races.

Awesome the Experimental Gunsmith will fit into my homebrewed world so perfectly.

Thanks Rogue Eidolon you've officially sold me 100% on this book.

Liberty's Edge

can anyone tell me about the Spell Dancer?


Mort the Cleverly Named wrote:
MarioMD wrote:
Because it's a defining, very powerful core feature/mechanic for the class with a detailed level progression?
I do not believe this to be true. Any Alchemist that emphasizes his bombs has little need for it, as he is very likely to hit touch AC anyway and a penalty to Wisdom can be painful. Certainly, for the "Mr Hyde" types it is a defining, powerful feature, but in my experience those are fewer in number than the bomb tossers.

So far I've had the opposite experience, (more mutagens than bombs) but I'd say it seems if you're an alchemist ignoring either one it would just be a failure to utilize your full tool set, since they both have limited number of uses, right?

Mort the Cleverly Named wrote:
Beyond that, what is wrong with removing a powerful core feature of a class? Archaeologist removed Bardic Performance, numerous Monk archetypes remove Flurry of Blows, and the vast majority of Rogue archetypes remove Trapfinding. Removing a core feature just opens up interesting design spaces, while giving choices to those who find a certain feature anathema to their character concept. Some people find Mutagen to be an odd feature, and would love the ability to trade it out for some other option, even if it is a bit weaker.

I do not disagree with anything you've said. However, I do think that removing a core feature that affects the balance of a class is rare, difficult to do, and usually err on the side of less powerful than the standard options. Am I wrong?


Paladinosaur wrote:
can anyone tell me about the Spell Dancer?

They trade out the ability to enhance a weapon with arcane pool for some mobility. They also lose medium and heavy armor for some dodge bonuses, but not as good as what the kensai gets in that department (and since they trade out the same thing, you can't have both).


1 person marked this as a favorite.

I got the ARG,
and it has some really nice stuff.

I'm not listing everything

Elf:
Racial traits
Arcane Focus:
Darkvision:
Dreamspeaker:
Elemental Resistance:
Envoy: Elves
Eternal Grudge:
Fleet-Footed:
Lightbringer:
Silent Hunter:
Spirit of the Waters:
Urbanite:
Woodcraft:

Feats
Attuned to the Wild
Elven Battle Training (Combat)
Guardian of the Wild
Mage of the Wild
Spirit of the Wild

Half-Elf:
Racial traits
Ancestral Arms:
Drow-Blooded:
Drow Magic:
Dual Minded:
Sociable:
Wary:
Water Child:

Feats
Discerning Eye
Elven Spirit
Exile’s Path
Half-Drow Paragon
Human Spirit
Multitalented Mastery
Neither Elf nor Human
Seen and Unseen
Shared Manipulation

Human:
Racial traits
Adoptive Parentage:
Dual Talent:
Eye for Talent:
Focused Study:
Heart of the Mountains:
Heart of the Sea:
Heart of the Snows:
Heart of the Sun:
Heroic:
Silver Tongued:

Feats
Bestow Luck
Critical Versatility (Combat)
Dauntless Destiny
Defiant Luck
Fast Learner
Fearless Curiosity
Heroic Will
Huntmaster
Improved Improvisation
Improvisation
Inexplicable Luck
Intimidating Confidence
Martial Mastery (Combat)
Martial Versatility (Combat)
Surge of Success

and yes there are spells in the book

Liberty's Edge

I still feel like slow should be -2 with encumbrance removed from it and have it as a separate option.

Dark Archive

Oh my god, the Grippli artwork is amazing. If that had been in the bestiary I probably would have played one by now :p

Dark Archive

Also, where were the Samsarans originally printed?

Contributor

xn0o0cl3 wrote:
Also, where were the Samsarans originally printed?

Dragon Empires Gazetteer/Primer.


1 person marked this as a favorite.
xn0o0cl3 wrote:
Also, where were the Samsarans originally printed?

Samsarans, Kitsune, Nagaji, and Wayangs were originally printed in the Dragon Empires Gazetteer and the Dragon Empires Primer.

(Tengu were also in those books, though of course they had previously appeared in the first Bestiary)

EDIT: Gninja'ed by the ultimate Gninja!!!


Alexander Augunas wrote:

The racial examples are thankfully clothed and geared and it looks like the race is always the opposite gender of what it was first presented as (female dwarf, female halfling, female elf, male human, male half-elf, male gnome, etc.).

No half-orc picture :(? And can anyone tell me what new things the half-orc got?


New Half-Orc traits:
Acute Darkvision:
Beastmaster:
Bestial:
Cavewight:
Chain Fighter:
City-Raised:
Forest Walker:
Gatecrasher:
Rock Climber:
Sacred Tattoo:
Scavenger:
Shaman’s Apprentice:
Skilled:
Toothy:

there are 4 archetypes
and a good number of feats


Barong wrote:
Alexander Augunas wrote:

The racial examples are thankfully clothed and geared and it looks like the race is always the opposite gender of what it was first presented as (female dwarf, female halfling, female elf, male human, male half-elf, male gnome, etc.).

No half-orc picture :(? And can anyone tell me what new things the half-orc got?

Umm.. he said 'etc...'

Liberty's Edge

Mikaze wrote:

waitan

longan

wantan

I just thought I'd mention that the Redeemer archetype might well have been written specifically with you in mind...


What sort of favored class options to Tiefling and Damphire get?


Vaelkas wrote:
** spoiler omitted **...

Awesome! Thanks :)

RPG Superstar 2009 Top 32

I was unable to find information about "balancing" more powerful races against the Core Races.


The Female Orc in the orc section is probly the first time i ever thought an Orc was beautiful.. i feel a bit ashamed really...

Contributor

2 people marked this as a favorite.
Mojorat wrote:
The Female Orc in the orc section is probly the first time i ever thought an Orc was beautiful.. i feel a bit ashamed really...

Orcs have a different kind of beauty...no shame in it. :)


Lord Fyre wrote:
I was unable to find information about "balancing" more powerful races against the Core Races.

Personally, I think the best way to do it is to use the new race creator to either give new abilities to the core races or take away abilities from the powerful races until the characters are even.

Contributor

Lord Fyre wrote:
I was unable to find information about "balancing" more powerful races against the Core Races.

The powerful races in the book are broken down by race build points starting on page 239—you could reduce the available race points and remove abilities from those powerful races to match the standard races.

Contributor

I'm really torn about this one. I feel like the Archetypes are very hit-or-miss in regards to whether I personally think they should be race specific. For example, each and every dwarf archetype is oozing with dwarfy goodness (again, the Cleric Archetype is the most interesting Cleric Option I've ever seen and it only feels *right* for dwarves).

On the other hand, none of the Half-Elf archetypes scream, "Yeah, only a half-elf could do this" to me. Its further mucked up by the fact that the book never states whether the archetypes are race-exclusive or merely more common to a particular race; there's even an elf option that makes things even more complicated because it says that it is a spell favored by elves, half-elves, and halflings. There are also tons of feats that don't have race as a requirement that are juxtaposed alongside races that do. I need to meditate on this ....

In other news, the catfolk art looks GREAT. At least, if you prefer "catfolk" to "cat-faced humans" like I do.

RPG Superstar 2009 Top 32

Liz Courts wrote:
Lord Fyre wrote:
I was unable to find information about "balancing" more powerful races against the Core Races.
The powerful races in the book are broken down by race build points starting on page 239—you could reduce the available race points and remove abilities from those powerful races to match the standard races.

Hmmmm ... Not happy with this option. (Which was STILL not offered in the Book.)

I have found it on Page 219. But that will cause arguements if one player is allowed a more powerful race then the others.

Shadow Lodge

Lord Fyre wrote:
Liz Courts wrote:
Lord Fyre wrote:
I was unable to find information about "balancing" more powerful races against the Core Races.
The powerful races in the book are broken down by race build points starting on page 239—you could reduce the available race points and remove abilities from those powerful races to match the standard races.

Hmmmm ... Not happy with this option. (Which was STILL not offered in the Book.)

I have found it on Page 219. But that will cause arguements if one player is allowed a more powerful race then the others.

Well, you can always give the race with less points a few extra to even it out with DM approval of option choices so that the base race flavor remains intact.

My DM and I have been discussing this option since the playtest and we're looking foward to seeing how well it works.


Lord Fyre wrote:
Liz Courts wrote:
Lord Fyre wrote:
I was unable to find information about "balancing" more powerful races against the Core Races.
The powerful races in the book are broken down by race build points starting on page 239—you could reduce the available race points and remove abilities from those powerful races to match the standard races.

Hmmmm ... Not happy with this option. (Which was STILL not offered in the Book.)

I have found it on Page 219. But that will cause arguements if one player is allowed a more powerful race then the others.

May I suggest the novel solution of not allowing that past the core races?

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

Is there any Ratfolk art of note?


Are the new half-orc options any good? I love playing them, but occasionally suffer from human-envy.

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