Pathfinder Roleplaying Game: Advanced Race Guide (OGL)

4.20/5 (based on 30 ratings)
Pathfinder Roleplaying Game: Advanced Race Guide (OGL)
Show Description For:
Non-Mint

Add Hardcover $44.99

Add PDF $19.99

Non-Mint Unavailable

Facebook Twitter Email

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

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

Product Availability

Hardcover:

Available now

Ships from our warehouse in 3 to 5 business days.

PDF:

Fulfilled immediately.

Non-Mint:

Unavailable

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 store@paizo.com.

PZO1121


See Also:

1 to 5 of 30 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Average product rating:

4.20/5 (based on 30 ratings)

Sign in to create or edit a product review.

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.


1 to 5 of 30 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
1,101 to 1,150 of 1,448 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>

Pathfinder Adventure Path Subscriber

Wow, I REALLY love the Skulking Slayer archetype for the Half-Orc!


Anlerran wrote:
magnuskn wrote:
I'd really like to see more of the common races being played ( other than humans, which always seem like the "to-go" race with many. Strange that. ^^ ).

Too many adventuring groups these days resemble the Tattooine Cantina at chucking-out time...

The ARG wasn't the cheese-fest I feared it would be, but it still feels like 'Pathfinder: Furries Edition!'...

And still nothing to replace Multi-Talented for a single-class half-elf (unless he's an arcane caster)?

I have only picked up on two sides of this: Tattooine Cantina parties, and nothing but Core parties.

My group rarely plays anything outside of humans. Not to say they don't play other races, just rarely. I'm guilty of this as well. This book is going to be awesome for me. I am dying to find something that spices up the old hum-drum human-centric everything.

I try to stay away from things like catfolk because of the "furry" stigma, but truth is, sometimes it's fun to play something that's part animal. That's why there's so much effort put into making lycanthrope templates player friendly.

Grand Lodge

Gorbacz wrote:
Since all three are archetypes, they don't get racial favored options or archetypes.

But they're not really. They're alternate classes which aren't the same thing. As mentioned earlier, the drow DO get an antipaladin favored class reward, but they're the only ones.

True, the antipaladin was originally introduced amongst the listings of the paladin's archetypes in the APG, but it was because he was the only one of these alternate classes at the time. Even then, though, he stood out as "not-just-an-archetype" since 1) he didn't appear alphabetically in the list of archetypes for the paladin in this book and 2) he got his own mention in the table of contents.

When UC came out, Samurai and Ninja got their own layouts similar to all the other classes.

Really the only proof I need that they aren't archetypes is the Knight of the Sepulcher archetype, which is an antipaladin archetype in Ultimate Combat.


Strife2002 wrote:

When UC came out, Samurai and Ninja got their own layouts similar to all the other classes.

They have their own iconics and everything too.

(except the antipaladin, which I don't think was really intended as a PC class anyway)


Jason on Alternate Classes #1

Jason on Alternate Classes #2

TL;DR: They're archetypes.

Grand Lodge

Well fooey. I still point to the Knight of the Sepulcher though.

Just [super] sayain.


d@ncingNumfar wrote:
Wow, I REALLY love the Skulking Slayer archetype for the Half-Orc!

Agreed! The best part is that it's compatible with the Scout archetype, so you can get d8 sneak attacks by charging with your great-axe.


4 people marked this as a favorite.

We have entered the triptastic realm of archetypes of archetypes my friend. It only gets more wild from here.

Shadow Lodge

d@ncingNumfar wrote:
Wow, I REALLY love the Skulking Slayer archetype for the Half-Orc!

Yeah, and at first glance it works quite well with the Scout Archetype too.

Liberty's Edge

I'm really wondering about the Tiefling/Aasimar change as well. Having the base age start at 60 clearly contradicts setting material such as Blood of Fiends (as mentioned above) and also their signature low level big bad Nualia (who would still be in adolescence according to the table in ARG.

I understand that this book is setting neutral, but why such a discrepancy with Golarion setting, which like 90% of your books tie into. I'm just wondering from a developer's POV why that decision was made.

I guess I need to throw out the Tiefling/Aasimar lines from the age tables. I stick with Human ages. Will Paizo address the ages of Tieflings and Aasimars in the Golarion setting in the future?

Silver Crusade

Pathfinder Adventure Path Subscriber

I guess it's simple enough, use BoF/BoA values for Golarion.

Liberty's Edge

I don't have BoF in front of me, but do they go through the age tables there?

Yeah, it doesn't really effect me that much. I'm just curious about the design philosophy behind it though.

Scarab Sages

Lisa Stevens wrote:
ossian666 wrote:

Boo every book store I went to yesterday tells me they won't have any until July 1st at the earliest.

Sneaky but strategically played Paizo.

That wasn't us. The release date has always been June 20th. Not sure why the book stores are saying the 1st of July, but it is worth looking into from our end. But there is no cunning strategic plan on our part—I really wish the bookstores were selling it TODAY. But alas, when you deal with distribution chains where things are taken out of your hands, you get situations like this. Which, trust me, don't benefit us in the least. I would rather that EVERYBODY was releasing the book on the same exact day. That is what we are shooting for.

-Lisa

Distributors are usually the problem. My local FLGS store preorders all of my Paizo stuff for me and they usually do not get the books until Thursday or Friday after they come out. As a local PFS Coordinator it really makes my life harder because I have a couple of the hardcore players who always ask me about stuff in the books the week after they come out and my response is usually, "Haven't had a chance to look it over yet."


My friend just dropped by and gave me my copy. I had authorized the store owner to give it to him. So far it looks great and gives some wonderful options to play with. I'll probably juggle some and shift things around to fit my homebrew setting. Some of the stuff would be wonderful on the races there.

I may adjust the tables to suit my purposes though and mimic them for my races. As apparently one of my players prefers random age, height and weight.


James Jacobs commented on the age thing for tiefling and aasimar here.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Gorbacz wrote:
Since all three are archetypes, they don't get racial favored options or archetypes.

Yeah, I assumed the same. A Rogue favored class bonus of 1/6th Rogue talent sounds like 1/6th Ninja Trick to me. Which, given the missing "Extra Ninja Trick" feat, is pretty neat.

Liberty's Edge

Vaelkas wrote:
James Jacobs commented on the age thing for tiefling and aasimar here.

Awesome, that's exactly what I wanted know. Thanks!


What are the kobold facored class bonuses? And how do the summoner archetypes look in general?


They range from "oh that's a cool archetype" to "What."

Liberty's Edge

Kobold Favored Race Bonuses

ALC +1/2 bombs/day
BRD +1/2 bard level for purposes of Fascinate Bardic Performance
CAV +5ft spd of mount during charge/withdraw
CLR + channel energy dmg to creatures denied DEX bonus
DRD +1/2 wild empathy bonus
FIG +1/2 dmg to flanking creatures or those denied DEX bonus
GUN +1/4 bonus to AC from nimble class feature
MAG +1/2 concentration check during cast defensively
MNK +1/3 AC bonus
ORE +1/4 armor/natural armor from spells cast on self
RAN +1/4 number of creatures selected with hunter's bond bonus to allies
ROG +1/2 trap sense AC bonus
SOR +1/2 dmg with energy(choose acid,cold, electricity or fire)
SUM +1/4 shield ally bonus(max +2)
WIT +5ft familiar distance with alertness (max +20ft)


Thanks!


Sorry for the repetition but can anyone give details on the following:

Alternative Racial Traits, Favored Class Alternatives, the Paladin Archetype, and any Feats for the Aasimar?

Any Alternative Racial Traits in this book that allows Elves to replace their Weapon Familiarity (and if so what do they do also)?

Many thanks in advance for those that do.


@Berselius

Arcane Focus replaces Weapon Familiarity
+2 to concentration checks when casting defensively

Fleet-Footed replaces Weapon Familiarity & Keen Senses
Gain Run as a bonus feat
+2 to Initiative

Spirit of the Waters replaces Weapon Familiarity & Elven Magic
+4 to Swim checks and able to take 10 on swim
Add Aquan to your bonus languages
Gain Longspear, Trident, & Net weapon Profiencies


a little help please
I'm going to take the Strix as an example

Its abilities modifiers are +2 Dex -2 Charisma, how can you have such modifiers with the creation system?

I'm trying to detail some races that aren't detailed at the end of the book and I must say that it's quite complex for some

So I would gladly use a hand to help me

(and sorry for my english, I'm french)


You are correct that there is no way it actually works, but if you drop the second half of mixed weakness it does work. That is the closest I come to fix on that with the Strix.


Well, glad I didn't have a session in on my PFS character yet so I could replace the bonus feat AND skilled to create an even better Diplomancer. :-p

Spoiler:
Focused Study: All humans are skillful, but some,
rather than being generalists, tend to specialize in a
handful of skills. At 1st, 8th, and 16th level, such humans
gain Skill Focus in a skill of their choice as a bonus feat.
This racial trait replaces the bonus feat trait.

Silver Tongued: Human are often adept at subtle
manipulation and putting even sworn foes at ease. Humans
with this trait gain a +2 bonus on Diplomacy and Bluff
checks. In addition, when they use Diplomacy to shift a
creature’s attitude, they can shift up to three steps up rather
than just two. This racial trait replaces skilled.


Berselius wrote:

Sorry for the repetition but can anyone give details on the following:

Alternative Racial Traits, Favored Class Alternatives, the Paladin Archetype, and any Feats for the Aasimar?

Any Alternative Racial Traits in this book that allows Elves to replace their Weapon Familiarity (and if so what do they do also)?

Many thanks in advance for those that do.

I'm enjoying this new toy too much to be systematic, so this will be incomplete, but I have an aasimar character and looked at that section some.

Spoiler:
The most interesting alternate racial trait to me was Scion of Humanity: the Celestial bonus language is replaced by *also* counting as a humanoid (human) for any effect related to race -- still an outsider (native) too -- and passing for human without using Disguise.

The only Favored Class Option that jumped out at me was the summoner's +1/2 DR/evil to the eidolon.

The Tranquil Guardian is mostly based around the Touch of Serenity feat feat from the APG (which they get as a bonus feat), so if that doesn't tickle your fancy, then the archetype probably won't either.

OMG there are some great feats!!

Angelic Blood: Underwhelming to me, but totally worth it for what it gives access to.
-> Angel Wings: Wings and a fly speed!!
and
-> Angelic Flesh: Metallic skin is hard to hide, but it has its benefits (depending on the metal). You're a bronze-skinned Taldan, and that isn't just a metaphor? Fire resistance 5 and +2 to saves vs. fire effects, baby.
-> -> Metallic Wings: Two wing attacks... I'm sure that there's a build out there that can make good use of secondary natural attacks; I just don't know what it is.

Celestial Servant: Your animal companion, familiar, or mount class feature is now a magical beast with the celestial template. This is quite awesome: darkvision, DR, energy resistance, SR, and smite evil.

Channel Force: Push or pull a creature if it fails its save against your channel energy damage, but you can only target one.
-> Improved Channel Force: affects a line or cone.
-> -> Greater Channel Force: comes full circle and affects the usual radius.

Heavenly Radiance: get 1 more use of daylight per day, and the option to use a different SLA in its place. The higher-level you are when you take the feat, the better your options, like searing light at 5th or sunbeam at 9th.


1 person marked this as a favorite.

Just got a chance to look at a copy. There seems to be some pretty interesting things in here. I do especially like the Aasimar and Sylph stuff.

However, there was a lot of disappointment in this book for me. I was hoping to find some good options for the Tiefling Cleric I am currently playing- but sadly there was nothing at all useful for me (not even a Tiefling Cleric spell :/ ). And while there are a lot of neat ideas in the race builder, the point costs still are still a joke to the point that they are a worthless feature.

Skill Bonus (Climb): +2 racial bonus to Climb checks. Costs 2 RP.
Movement Type (Climb): +8 racial bonus to Climb checks and a 20 foot Climb speed. Costs 1 RP.

Wat... That doesn't make any sense.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Merkatz wrote:


Skill Bonus (Climb): +2 racial bonus to Climb checks. Costs 2 RP.
Movement Type (Climb): +8 racial bonus to Climb checks and a 20 foot Climb speed. Costs 1 RP.

Wat... That doesn't make any sense.

Seriously wrong. I'd up the Climb speed cost to 4 RP.


Climb costs 2 RP, not 1. Skill Bonus is a generalist bonus that...

1. Stacks with everything.
2. Can be placed on highly desirable skills (Perception, UMD, etc)
3. Is not linked to a specific individual thing.

Climb is specialized. Skill bonus is not. Comparing them is silly, at best. Moreover, you have to consider concept adherence just as much as mechanical advantage when looking at these things.


Well, you are kind of right about the cost being 2 instead of 1. The Movement Racial Trait section lists Climb Movement as 2- but the Gripplis and Vanaras examples list the cost as being 1. Yay, editing!

Still, even if we assume it is 2, the point still stands. +2 bonus to a single skill is no where near as good as a +8 to a skill on top of SPECIAL MOVEMENT. Even in comparison to highly desirable skills. Go ask your players what they would rather have a +2 bonus to Perception or the to quickly climb anything.


Merkatz wrote:

Well, you are kind of right about the cost being 2 instead of 1. The Movement Racial Trait section lists Climb Movement as 2- but the Gripplis and Vanaras examples list the cost as being 1. Yay, editing!

Still, even if we assume it is 2, the point still stands. +2 bonus to a single skill is no where near as good as a +8 to a skill on top of SPECIAL MOVEMENT. Even in comparison to highly desirable skills. Go ask your players what they would rather have a +2 bonus to Perception or the to quickly climb anything.

I'm not disputing that there is a power level difference. What I am saying is that they are very different traits with very different conceptual flavor. I could build any number of ridiculously overpowered races if I was allowed to completely ignore concept. The playtest showed that.

Until a player could tell me why a race should have that and have it be a coherent reason, I would disallow it. After all, that whole chapter is homebrew GM fiat anyway.


Just got done reading my copy and I'm going through it again.

I love this book.

Grand Lodge

Just picked up this book earlier today and have been obsessing over it since. One thing that occurs to me is that many a DM will not allow the custom races. It would be sad to see all this amazing content lost on them and ultimately robs me of the opportunity to use it. I think a 9th level spell that allows the caster to customize a targets race would be great and it would allow for slightly more use of these awesome additions.


Honestly, custom races should not be a player tool at all except in a very strange campaign. It's a rule-of-thumb GM tool for designing new races for homebrew settings.


1 person marked this as a favorite.

Serisan: I understand that you can't ignore fluff. I also understand that if you go out of your way to abuse the system you can make overpowered races on a budget. Keeping things balanced and costed for all possible combinations is impossible. But that's not the point.

The point is that RPs are supposed to be there for a reason. They are supposed to give a decent guideline for measuring the strength of different abilities so that a GM can make sure races are roughly balanced the way he wants. But if RPs fail to at least be a decent measurement on a one to one basis, for even the most similar of traits, how is the system useful?

Here's another example:

Water Child (4 RP)- +4 bonus to swim, can take 10 on swim, can select Aquan as a bonus language

Movement: Swim (2 RP)- +8 bonus to swim, 30 foot swim speed (so can take 10 or even take the run action)

This is a very clear cut example. They both fill a very similar niche: races that have a strong affinity with water. These two traits are tiers of that affinity, with Movement: Swim being clearly on top- yet it is the cheaper of the two. This 4 RP trait is always better than a similar 2 RP trait. Why? What does this do other than diminish the worth of the RP system?

You see, I like all the flavors and options posted in the guide, and I will use them. Its just that when I make a new race, I am going to completely ignore RP costs and just pick what fits the concept. But, now I have to rely on my own judgments for measuring relative power without any worthwhile tool to do so.

That was my point.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

2 people marked this as a favorite.

Re: Aasimar

Metalic skin. Oh yes I now really want to play an Aasimar Sorcerer.
Metalic Wings. I don't know if anyone else thought of Archangel, but you could make a pretty interesting fighter now.

Silver Crusade

1 person marked this as a favorite.
Matthew Morris wrote:

Re: Aasimar

Metalic skin. Oh yes I now really want to play an Aasimar Sorcerer.
Metalic Wings. I don't know if anyone else thought of Archangel, but you could make a pretty interesting fighter now.

Sounds like a perfect excuse to revisit your golden-skinned Egyptian aasimar character, eh? :)

If that was you that had that character. If I'm remembering wrong, awkward.

Grand Lodge

Wow. Talk about a lack of love for the vishkanya. It's practically a single page if you removed the Bestiary stuff for what the race itself gives you. Three favored options, a rogue archetype, two alternate racial traits, a feat, one piece of equipment, and a spell. I was hoping for something a lot more elaborate than that. Something like alternate ability scores, or different racial traits to replace the skills you gained, or at least something to replace your resistance to poison. Maybe even alternate equipment instead of what you get. I'm a rather underwhelmed by this. I probably wouldn't care so much if it weren't for the fact that I've got players who are VERY interested in this race, and already got one playing this race now.

BTW, since dwarves cost more RP than a human does, and almost as much as a tiefling, does this mean that they're up there for level adjustment characters? That we should go by the chart of them being more than 10 RP so they should be considered a +1?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Mikaze wrote:
Matthew Morris wrote:

Re: Aasimar

Metalic skin. Oh yes I now really want to play an Aasimar Sorcerer.
Metalic Wings. I don't know if anyone else thought of Archangel, but you could make a pretty interesting fighter now.

Sounds like a perfect excuse to revisit your golden-skinned Egyptian aasimar character, eh? :)

If that was you that had that character. If I'm remembering wrong, awkward.

Yup that was me. :-)

Lantern Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Am I correct in my review of the material, that it does not actually say how Racial Points affect CR for creatures which are built using more than standard RP amount used for other races?

For example, if I wanted to make a lizardfolk sorcerer (8 RP), and a drider (35 RP), is it still safe to say I could simply use their own base creature CR with the addition of PC levels, and if so, what about new critter races, such as the Trox (28 RP, unique - no CR in a bestiary to compare)?

Lastly, who did the freelance on the catfolk? :D Very helpful on my front. ;)

Looks great in PDF - I am excited to have mine come in the mail soon. Thank you, Paizo! Lisa, another round of successes - additional XP for everyone! ;) :P
-will


Kevin_video, no. Stop being ridiculous. Dwarves should not have a level adjustment.

I swear that this build-your-own-race thing is going to do a fair amount of harm. Already there are a ton of erroneous beliefs based off of it. I guess that's what happens when you retroactively try to fit a line to the data.

Silver Crusade

Matthew Morris wrote:


Yup that was me. :-)

Ace. And by the way, that pair of PCs is near the top of my "Other Folks' Characters I Wish I Could Hear More About list. :)

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

1 person marked this as a favorite.

Tiyet

Spoiler:
Well originally the idea came from reading Hamanauptra and thinking it would be interesting if the royal lines were descended from celestials, so the idea came of a pair of nobles, a paladin and a sorcerer, both aasimar. When I was trying to write them they both were tall, beautiful, golden skin and bald (she wore a wig, so she had the hairstyle from the mummy) Before the depression hit, I was making the Paladin very much the noble jerk, so when he sacrificed himself to save everyone else it would be the jerk with a heart (and skin) of gold trope. Problem was keeping with Egyptian history, I made them brother and sister and husband and wife. It was too alien a mindset for me to hold, so the paladin fell by the wayside, while Tiyet ended up in the 'characters I'd like to play' box. Ideally I'd go whole hog with the Celstial bloodline and now the metal skin trait. And it was weird writing characters that referred to each other as "Brother-husband," and "sister-wife."

Silver Crusade

Matthew Morris wrote:

Tiyet

** spoiler omitted **

Ha, thanks! :D

Spoiler:
Love the Hamunaptra. And honestly the idea of those characters is golden, really.

I hear ya on the difficulties of being a bit squicked out by your own characters though. I've run into that here and there, with PCs and NPCs. That weird feeling of trying to get into character while keeping some aspects at arm's length. Heh. Those ancient Pharaohnic dynasties! ;)


Picked up the book last night. All in all, I'm thoroughly impressed with the artwork and the amount of content in the book. If I had one complaint it would be that most of the art surrounding the smaller races (dwarf, gnome, halfling) was pretty unimpressive. Granted that puts it on par with the fantasy art in the rest of the industry, but one of the things I was most impressed with by Pathfinder when I first picked up the CRB was that they actually gave distinction and definition to these races.

The gnomes, outside of having blue hair, ignore everything in their description that make them unique. The first halfling in the book wears shoes, which just seems odd to ignore the most distinguishable aspect of the race. And the only picture of a female dwarf I've seen in Pathfinder looks like Dolph Lundgren.

Sorry, I don't mean this as a rant, and it is certainly nitpicking, but I suppose I was expecting a follow up to the absolutely superb art of of the CRB.

I guess it's sort of a pet peeve of mine when the art for a race ignores it's own description (see also Samsaran)


Pathfinder Rulebook Subscriber
Mikaze wrote:
Matthew Morris wrote:

Tiyet

** spoiler omitted **

Ha, thanks! :D

** spoiler omitted **

I had the same problem:

I'm running into a bit of the same problem as I DM this campaign I'm doing. Fact is, in many (if not most) ancient societies, those...'more than family' issues came up often. I consider my group mature enough to be able to handle it but I still sat them all down and made it quite clear that the negative repercussions didn't exist in the world of my campaign (although it was still looked down upon).

Problem was for me my main villain for the first big arc was tying to create a super Tiefling with the help of a dark cult so he would have a super powerful heir who he could then switch bodies with. The basic idea was that he did experiments on himself and family then tried to tie it all together into a child to be his heir and his next body.
I just had a bit of a problem actually writing that villain, but hopefully it should give the PC's a chance to really fundamentally oppose him as well as a chance to start using a Tiefling with some tweak from the race builder :D


Pathfinder Rulebook Subscriber
MarioMD wrote:

Picked up the book last night. All in all, I'm thoroughly impressed with the artwork and the amount of content in the book. If I had one complaint it would be that most of the art surrounding the smaller races (dwarf, gnome, halfling) was pretty unimpressive. Granted that puts it on par with the fantasy art in the rest of the industry, but one of the things I was most impressed with by Pathfinder when I first picked up the CRB was that they actually gave distinction and definition to these races.

The gnomes, outside of having blue hair, ignore everything in their description that make them unique. The first halfling in the book wears shoes, which just seems odd to ignore the most distinguishable aspect of the race. And the only picture of a female dwarf I've seen in Pathfinder looks like Dolph Lundgren.

Sorry, I don't mean this as a rant, and it is certainly nitpicking, but I suppose I was expecting a follow up to the absolutely superb art of of the CRB.

I guess it's sort of a pet peeve of mine when the art for a race ignores it's own description (see also Samsaran)

I don't know what you're talking about. Most of the races seemed to be totally in line with their descriptions. And occasionally Halflings simply have to wear shoes. Mine did when he was going into battle. Don't want to step on a broken sword or anything.


I loved the art for the experimental gunsmith.


Shadows_Of_Fall wrote:


I don't know what you're talking about. Most of the races seemed to be totally in line with their descriptions. And occasionally Halflings simply have to wear shoes. Mine did when he was going into battle. Don't want to step on a broken sword or anything.

Samsarans have "dark hair", was the point I was making at the end. Not a big deal, but it does seem to be an oversight on the part of the artist.

Gnomes hair fall across a wide range of vibrant colors, as well as their skin tones. And their facial features are "highly mutable", and many have "overly large mouths and eyes". And the women wear "elaborate and eccentric" hairstyles. In they book they're all white with blue hair in all three pictures. None of these are "bad" per-say, but they do a pretty poor job of expressing the wildness of the little fey.

Don't have a problem with a halfling wearing shoes if needed, but the book is clear that is not their preference and the picture hardly presents any present danger to his feets.

Again, I loved most of the art, but I was disappointed with those sections.

EDIT: @Cheapy: I also liked the experimental gunsmith. Wish the other two showed some variety though...

EDIT: Incomplete sentence

1 to 50 of 1,448 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Roleplaying Game: Advanced Race Guide (OGL) All Messageboards

Want to post a reply? Sign in.