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 $9.99 $7.49

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

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

Product Availability

Hardcover:

Available now

Ships from our warehouse in 11 to 20 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 >>
1,151 to 1,200 of 1,448 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>

Speaking of the art, did anyone else get the feeling there was a bit more reused material than normal? It felt like almost 1/3 of the pictures were taken out of previous products. I don't know if this is standard procedure that I didn't notice before, the result of a larger than normal amount of images, or just random luck of what pages I flipped to, but it certainly stuck out at me.


On artwork...:
If halflings couldn't or wouldn't wear anything on their feet, they would miss out on awesome gear like boots of teleportation. Maybe some of them have tender feet? I personally hate *not* wearing shoes.

As to the art quality... I like it well enough. I admit that what got me to even look into Pathfinder in the first place was the artwork. Specifically images like these:

Orcs at the gates...

Ghost and throne of bones...

Cleric martyrs...

Of course Reynold's iconics (Seelah's not-bikini armor was a huge sell), and stylized though it may be, I love this person's art as well. I LOVE good artwork in my games, but my taste in art may not suit someone else. I recognize that. I would like to see more artwork like what the company started with, but that may not be something they can really control. If an artist doesn't have time or isn't interested in a commission, then they find someone who can/will do it or the art doesn't get done.

So far, I don't think they have really crapped out, even if some of the art has fallen a bit further from the 'standard.'


Foghammer wrote:
** spoiler omitted **

I would agree on every point.


Why Aasimars can fly on their own wings and Tieflings can not?


Pathfinder Rulebook Subscriber

I interpret it as Tieflings retaining the BoF 'their own blood works against them' ensuring that their wings are broken and torn. That said, I really wish they also had actual flying options :(

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

@Bardess
Two theories.
Asthetics

Spoiler:
Since celestials are from 'higher' planes and fiends from 'lower' it was decided to just have the aasimar get wings. Clearly you can 'reskin' the feat for flying tieflings in a home game.

Editing
Spoiler:
One of the (many!) complaints about the (in)Complete Psionic was the padding of racial feats. Extra maenad power, extra half giant power extra dromite power, etc etc when a simple "Extra Racial Power: You can use your racial power an additional 3 times a day." would have done the same job, but then they might have had to have actual content in its place. IT could be that TPTB decided "Let's not pad the book with Tiefling wings, Aasimar wings, Slyph wings, etc. We'll make Aasimar wings, and figure people will reskin as needed."

Scarab Sages

I love the book ... I knew I would.

But PURPLE DROW? Seriously?!!! WTF?!!

I mean, as a freelance artist, I know that sometimes an artist has to make choices in order to make highlights show up. But, in the past 10 years or so, this has become increasingly common to the point that they are actually painted in pruple. Not ebon with highlights, their actual skin tone is entirely purple.

And that has led to players assuming that is a correct skin tone, not just a artist's poor colour choices. Which has in turn - apparently - led publishers to actually writing in PURPLE as part of their physical description. I swear, if I ever see a player at a table with a PURPLE DROW, I will mock them relentlessly, all the while calling them n00bcakes.

If you didn't get a tone of silly-rant out of this, go back and try again. I wouldn't actually troll someone into oblivion for it, but, I would point it out to them.

Dark Archive

Adventure Path Charter Subscriber
Mort the Cleverly Named wrote:
Speaking of the art, did anyone else get the feeling there was a bit more reused material than normal? It felt like almost 1/3 of the pictures were taken out of previous products. I don't know if this is standard procedure that I didn't notice before, the result of a larger than normal amount of images, or just random luck of what pages I flipped to, but it certainly stuck out at me.

I noticed the same thing. It's good art, but I wouldn't want to see the trend continue/expand.


W. Kristoph Nolen wrote:

I love the book ... I knew I would.

But PURPLE DROW? Seriously?!!! WTF?!!

I mean, as a freelance artist, I know that sometimes an artist has to make choices in order to make highlights show up. But, in the past 10 years or so, this has become increasingly common to the point that they are actually painted in pruple. Not ebon with highlights, their actual skin tone is entirely purple.

And that has led to players assuming that is a correct skin tone, not just a artist's poor colour choices. Which has in turn - apparently - led publishers to actually writing in PURPLE as part of their physical description. I swear, if I ever see a player at a table with a PURPLE DROW, I will mock them relentlessly, all the while calling them n00bcakes.

If you didn't get a tone of silly-rant out of this, go back and try again. I wouldn't actually troll someone into oblivion for it, but, I would point it out to them.

I like purple elves better, but then, I prefer the WoW elf-dichotomy much better than the norm. Night elves are one of my favorite fantasy races, even if the writing for them is leagues beneath what it could be. Drow are too alien... too 'eeeebil.' For me anyway. Could be the whole "half the species is kept in bondage and traded like children's toys" that puts me off.

Of course Drizzt clones don't help, either.


What is the book is good stuff, but I was a bit disappointed there were not any trapfinding archetypes, unless I messed them.

Something like the Divine Disarmer: a halfling based Inquisitor archetype would have been cool.

Shadow Lodge

Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

Does anyone know if a thread has started for errata and stuff for ARG yet and if so have the link handy?


I like the purple myself. Gets rids of the kind of uncomfortable connotations that good elves = white, bad elves = black, that comes from the original depictions.


MMCJawa wrote:
I like the purple myself. Gets rids of the kind of uncomfortable connotations that good elves = white, bad elves = black, that comes from the original depictions.

Purple/black is better than black/black?

Honestly, I've always preferred EQ's Dark Elves to DnD's. Drow worshiping the god of hate always seemed far more intimidating than the self destructive spider worshipers.

Plus the dudes had some awesome facial hair.


MMCJawa wrote:
I like the purple myself. Gets rids of the kind of uncomfortable connotations that good elves = white, bad elves = black, that comes from the original depictions.

That stupidity is something that was unfortunately greatly reinforced in D&D 4E with an epic destiny for Drow whose final reward was being reborn as a white-skinned elf (seriously? Others become gods and you finally manage to "redeem" the skin colour you were born with? I never had problems with their black skin, which could be because my first contact with D&D Drow was in Baldur's Gate II. :D Having some moron claim that a Drow's skin colour comes from the blackness of their heart oozing through the skin instantly makes you take their side.

I don't like the purple/blue skin Drow with white eyes either. Don't get me wrong, WarCraft Night Elves were awesome before WoW ruined them, but that's because they are Night Elves, not Drow. Completely different mythology, possible dark troll ancestry etc.
I would really love to see more good artworks with black skin and red eyes and with decent adventuring equipment instead of bondage gear. :(

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Navarion wrote:
I would really love to see more good artworks with black skin and red eyes and with decent adventuring equipment instead of bondage gear. :(

Personally one of the things I liked about (3e) Elistraee and Vhelronn (however you spell his name) was that they gave other options for drow than 'hopelessly evil bastards' and 'lone scimitar weilding renegades'.

(Plus, I like the contrast of black and silver.)

Golarion Drow have been black through purple/blue since Second Darkness.

SD spoiler

Spoiler:
It also seems to be that it's not just being evil that can make an elf become drow, but also contact with demonic forces. And since they aren't native to Golarion, I like the idea that it's the world and the demonic influence that make them drow.


I would like to ask a few things

1. Is there a link to the homebrew races for the ARG because my other thread went unanswered?

2. Is there a way that someone from Paizo could try and make a video or maybe step by step QnA for the ARG?

3. Is there a way to create your own racial traits and if there isn't has anyone else decided to try and do so? It would really help us GM's out who are trying to create more awesome races and are pretty limited.


Can't you slap on feats that the race can't change and effectively make a race from feats?

I mean, I can't do a lot of my cool things that my races from the play test could do in a heart beat but I'm honestly struggling with recreating most if not all of my races based on the new ARG rules...


Also, is there a way that you can purchase a feat for a race without it needing the pre reqs? If so, then most of my problems should be able to be done by effectively using that feat thing. If I can ignore Lunges pre reqs of BAB +6 if I spend an extra 2 rp to make it 4 I'd be perfectly content.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

Patrick McGrath wrote:

What is the book is good stuff, but I was a bit disappointed there were not any trapfinding archetypes, unless I messed them.

Something like the Divine Disarmer: a halfling based Inquisitor archetype would have been cool.

Sounds like a KQ pitch to me :-)

Scarab Sages

Games Workshop has had blue/purple/whatever color Chaos tainted them with Dark Elves forever. I, personally, have no issue with it. Makes for more interesting painting options.

I have barely looked through the book, but (So far) the only issues that bum me out is such 'new' races as Gillmen and Oreads have proper write-ups, yet classic 'alternative PCs' from back-in-the-day (Lizardmen, Gnolls) get a footnote entry as example races.

Oh, and Kobolds still aren't up to speed.Really, their stats just suck...


2 people marked this as a favorite.

Kind of wish they had just gone with a 0 hd option for lizardfolk and Gnolls, back when they released the first bestiary.


Kobold stats are supposed to suck.

Scarab Sages

MMCJawa wrote:
Kind of wish they had just gone with a 0 hd option for lizardfolk and Gnolls, back when they released the first bestiary.

Exactly

Scarab Sages

lordzack wrote:
Kobold stats are supposed to suck.

Yes, we know, they suck. However, 6 pts in negative and 2 positive?

Ugh... A +2 to one mental stat (Wis or Cha) wouldn't have killed the Devs...


Uriel393 wrote:
lordzack wrote:
Kobold stats are supposed to suck.

Yes, we know, they suck. However, 6 pts in negative and 2 positive?

Ugh... A +2 to one mental stat (Wis or Cha) wouldn't have killed the Devs...

The fact that they did that probably has to do with the fact that kobolds are a monster race, instead of a PC race.


1 person marked this as a favorite.

I believe the frustration of Uriel393 comes from the idea that there are in fact some people that like the idea of playing some of these lesser appreciated monster races, and would appreciate it if they seemed more viable. I mean, gnomes and half-orcs work right?

Contributor

lordzack wrote:
Uriel393 wrote:
lordzack wrote:
Kobold stats are supposed to suck.

Yes, we know, they suck. However, 6 pts in negative and 2 positive?

Ugh... A +2 to one mental stat (Wis or Cha) wouldn't have killed the Devs...
The fact that they did that probably has to do with the fact that kobolds are a monster race, instead of a PC race.

Also they probably didn't want the core rulebook line to contradict itself by drastically changing the base starting package. And having options that are obviously more powerful is, well, lame.

After all, this is what the Race Building section is for. Beef up your kobolds!

Scarab Sages

Alexander Augunas wrote:
After all, this is what the Race Cooking section is for. Beef up your kobolds!

So that's what I was doing wrong... {secures lid on slow-cooking kobolds, heads to store for oxtail and beef stock}


Alexander Augunas wrote:
lordzack wrote:
Uriel393 wrote:
lordzack wrote:
Kobold stats are supposed to suck.

Yes, we know, they suck. However, 6 pts in negative and 2 positive?

Ugh... A +2 to one mental stat (Wis or Cha) wouldn't have killed the Devs...
The fact that they did that probably has to do with the fact that kobolds are a monster race, instead of a PC race.

Also they probably didn't want the core rulebook line to contradict itself by drastically changing the base starting package. And having options that are obviously more powerful is, well, lame.

After all, this is what the Race Building section is for. Beef up your kobolds!

I think this is pretty well best said here.

I know no one wants to here the Rule Zero line, but putting together a book like this cannot be done without making some races look really, really bad without contradicting the pre-existing rules. I'm sure the developers know you want to be able play certain races, but they still have to work within the rules. As a very occasional freelance designer, I can say with absolutely certainty that you sometimes have to make design choices you don't like because you have to work with the framework that's already been established.

EDIT: Unrelated to the rest of this post, I would seriously like to know the pricing on the Dwarves' 'never slow down' movement ability. I cannot seem to locate it within the book, and it's certainly not included in their cost breakdown. I'd be inclined to put that at a 2 RP ability, but I can't find any example to back that idea up (and all we need is the dwarves' getting tossed another 2 RP to make people complain about it).

RE-EDIT: OK, don't know how I missed that under slow speed more than once. That said, I'd still like to see it priced as a separate ability, to be put on other, non-Medium sized races.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Matthew Morris wrote:
I don't know if anyone else thought of Archangel, but you could make a pretty interesting fighter now.

First think that came to my mind


hello again, is anybody out there able to tell me where each races came from, well I have the first two bestiaries but there are still some I can't find

please?

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Lemaire Clément wrote:

hello again, is anybody out there able to tell me where each races came from, well I have the first two bestiaries but there are still some I can't find

please?

Bestiary 3, and the Dragon Empires Gazetteer/Primer should cover the rest (I think).

Was there one in particular you were looking for?


Don't forget the Changeling. She is from Pathfinder Adventure Path #43: Carrion Crown - Haunting of Harrowstone

The Exchange Contributor, RPG Superstar 2010 Top 16

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

Glad to hear.

I'll have to check out how it works with scouts, I wish I could claim the synergy was deliberate :D


Quote:
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?

1) Tielfings don't have level adjustments, they're just like Humans in terms of being a 'PC race'.

2) *NO* race has a level adustment. The concept doesn't exist in PRPG.
The racebuilding section goes into how to deal with mixing low and high RP races within the same game (when you are aiming for parity between them), and basically it comes down to giving more 'bonus abilities' to the lower RP races to bring them up to par, basically making 'super humans, halflings, etc'.

Dark Archive

1 person marked this as FAQ candidate. 1 person marked this as a favorite.

[boilerplate disclaimer text]Haven't read the entire thread, so apologies if this has been mentioned already...[/disclaimer]

The Kobold alternate racial trait Gliding Wings on p. 133 replaces Crafty. The Draconic Glide feat on p. 136 assumes that it replaced the Fast movement trait instead.

Draconic Breath feat on p. 136 mentions that Kobold sorcerers with the appropriate bloodlines can use their Cha modifier instead of their Con modifier to determine the number of times per day they can use the breath weapon, but the feat text says that the breath weapon is only usable once / day.

.

I'm only up to Orcs, so far, but I'm *loving* some of the new alternate racial favored class bonuses. The Orc Druid bonus (+1/2 to natural attack damage for your animal companion), the Elven Summoner bonus (-1 round to summon eidolon, to a minimum of 1 round), the Dwarf Monk bonus (-1 hardness to metal, clay or stone items struck with unarmed attacks), the Half-Elf Alchemist bonus (+1 ft./level splash radius to bombs), etc. sound fun.

Silver Crusade

Matthew Morris wrote:


Personally one of the things I liked about (3e) Elistraee and Vhelronn (however you spell his name) was that they gave other options for drow than 'hopelessly evil bastards' and 'lone scimitar weilding renegades'.

This is something a number of the race entries were really hurting for lacking IMO. In fact, the lead-in to the second chapter pretty much offerse "lone renegade" as the only idea to work with for those races. It's not a big deal where the individual race entries offer a range of possibilities, and many of them do, but when they don't...


Matthew Morris wrote:
Patrick McGrath wrote:

What is the book is good stuff, but I was a bit disappointed there were not any trapfinding archetypes, unless I messed them.

Something like the Divine Disarmer: a halfling based Inquisitor archetype would have been cool.

Sounds like a KQ pitch to me :-)

KQ?

Dark Archive

Set wrote:

[boilerplate disclaimer text]Haven't read the entire thread, so apologies if this has been mentioned already...[/disclaimer]

The Kobold alternate racial trait Gliding Wings on p. 133 replaces Crafty. The Draconic Glide feat on p. 136 assumes that it replaced the Fast movement trait instead.

Draconic Breath feat on p. 136 mentions that Kobold sorcerers with the appropriate bloodlines can use their Cha modifier instead of their Con modifier to determine the number of times per day they can use the breath weapon, but the feat text says that the breath weapon is only usable once / day.

.

I'm only up to Orcs, so far, but I'm *loving* some of the new alternate racial favored class bonuses. The Orc Druid bonus (+1/2 to natural attack damage for your animal companion), the Elven Summoner bonus (-1 round to summon eidolon, to a minimum of 1 round), the Dwarf Monk bonus (-1 hardness to metal, clay or stone items struck with unarmed attacks), the Half-Elf Alchemist bonus (+1 ft./level splash radius to bombs), etc. sound fun.

Yeah, I had brought up the Kobold issues earlier. Just seems like there is some poor editing of things cut from the book which left other parts hanging in the wind.


Patrick McGrath wrote:
Matthew Morris wrote:
Patrick McGrath wrote:

What is the book is good stuff, but I was a bit disappointed there were not any trapfinding archetypes, unless I messed them.

Something like the Divine Disarmer: a halfling based Inquisitor archetype would have been cool.

Sounds like a KQ pitch to me :-)
KQ?

Kobold Quarterly

EDIT: Also I am really liking the Ironskin Monk Archetype for Hobgoblins (and that picture of the hobgoblin is sweet). Take a level in fighter and you have a monk in plate mail!

RPG Superstar Season 9 Top 16

Vaelkas wrote:


EDIT: Also I am really liking the Ironskin Monk Archetype for Hobgoblins (and that picture of the hobgoblin is sweet). Take a level in fighter and you have a monk in plate mail!

Tell me more, tell me more (like does he have a car?)

Dark Archive

1 person marked this as a favorite.

Random art thoughts;

*Loving* the new hobgoblin look on p. 121 and especially p. 122! Such an improvement!

Also loving the horned dark-handed Aasimar on p. 87 and both of the Fetchling pictures!

The Ifrit on p. 129 remains one of the coolest (hottest?) pictures. Very nice.

The female Orc on p. 140 is funky. Those tusks she's wearing look awesome!

The Oread Summoner on p. 148 is very cool. More Summoner-friendly art, I'm seeing (that, the half-orc summoner on p. 54, or the Fetchling using a summoning spell on p. 112).

Both of the Ratfolk are excellent. I love that the little guy with the crossbow is chewing a bit of grass! Such an odd detail!

The Tiefling on p. 172 is very hot, yanno, for a red-skinned devil-spawned chick with horns and hooves and a gigantic holy symbol of Sarenrae totally covering her jumblies...

Very interesting take on the Undines. I like the female better, but still, both are neat.

The Kitsune on p. 192 is in a very dynamic action pose, and that's cooler than having her just sort of standing there.

The Ogre in platemail on 229 is scary. Yikes.

The human spellcaster on p. 240 is distinctive, and I love the (hobgoblin?) pirate on 244 and the tengu with the awesome hat on 246. I have no idea what the dude on 247 is, but he looks badass!

The only bit of recycled art (that I recognized as such) I would have preferred not being used was the Halfling from 'Accelerated Drinker.' The art from Big Little Folk 'o Golarion may have been a bit cleaner / simpler style (more comic-book-ish, perhaps, with the sharper outlines), but I liked it better (particular the slinger on p. 22) than Potion Tosser Lad.

I loved that the dwarf with the war-boar from Seeker of Secrets made it to the Dwarf cover page. Outside of WAR's Harsk pictures, that's one of my favorite dwarven pictures. (Indeed, given how awesome the art in Seeker of Secrets was, I'm surprised that the little guy from p. 59 didn't score the Gnome cover page!)

Silver Crusade

Set wrote:

Random art thoughts;

I'm seeing a lot of my favorites turning up in that list.

As far as others, page 79 in particular makes some old desires for certain area setting books flare up again.

Grand Lodge

doc the grey wrote:
Does anyone know if a thread has started for errata and stuff for ARG yet and if so have the link handy?

Ta-da..


Petty Alchemy wrote:
Vaelkas wrote:


EDIT: Also I am really liking the Ironskin Monk Archetype for Hobgoblins (and that picture of the hobgoblin is sweet). Take a level in fighter and you have a monk in plate mail!
Tell me more, tell me more (like does he have a car?)

Nope, no car :p

The Ironskin monk is, as the name says, a monk based on shrugging off attacks. Rather than focusing on mobility, they focus on ... tanking, almost. It replaces the Wisdom to AC and the AC bonus, but unfortunately (for the platemail idea at least) still loses Flurry of Blows and Fast Movement if he wears armor.


Hi, quick question.

I was under the impression that the Advanced Races Guide was similar to the Advanced Players Guide - i.e. adding more variety to the core game but which could ultimately stand on its own.

I've been reading some threads where the posters are posting races that state that they get abilities from Ultimate Magic or Ultimate Combat.

As someone who's only bought the 'core' set of Pathfinder books (Core Rulebook, GM Guide and Bestiary I), how critical are UC and UM to being able to fully utilise the ARG?


Almost A Hero wrote:
As someone who's only bought the 'core' set of Pathfinder books (Core Rulebook, GM Guide and Bestiary I), how critical are UC and UM to being able to fully utilise the ARG?

"Not important at all." The book reprints some material from APG and Golarion-specific sources, but nothing has jumped out as requiring UC or UM (except perhaps a small number of Magus and Gunslinger archetypes). There may also be references to UM or UC feats or spells, though I haven't noticed any specifically. If it does come up, you can check the PRD or d20pfsrd for any material that needs referencing. But again, the vast majority of the book can be used as-is in combination with the core rules and APG, without even acknowledging the existence of UC or UM.


Benchak the Nightstalker wrote:
Lemaire Clément wrote:

hello again, is anybody out there able to tell me where each races came from, well I have the first two bestiaries but there are still some I can't find

please?

Bestiary 3, and the Dragon Empires Gazetteer/Primer should cover the rest (I think).

Was there one in particular you were looking for?

well

Fetchling
and chapter 3 race minus Kitsune and Merfolk

yeah I know thats quite a lot

thanks in advance


Lemaire Clément wrote:
Benchak the Nightstalker wrote:
Lemaire Clément wrote:

hello again, is anybody out there able to tell me where each races came from, well I have the first two bestiaries but there are still some I can't find

please?

Bestiary 3, and the Dragon Empires Gazetteer/Primer should cover the rest (I think).

Was there one in particular you were looking for?

well

Fetchling
and chapter 3 race minus Kitsune and Merfolk

yeah I know thats quite a lot

thanks in advance

Fetchling: Bestiary 2

Changelings: Haunting of Harrowstone, AP 43
Duergar: Bestiary 1
Gillmen: Inner Sea World Guide, I think
Gripplies: Bestiary 2
Nagaji: Dragon Empire Gazetteer
Samsarans: Dragon Empire Gazetteer
Strix: Inner Sea World Guide
Sulis: Bestiary 3
Svirfneblin: Bestiary 1
Vanaras: Bestiary 3
Vishkanyas: Bestiary 3
Wayangs: Dragon Empire Gazetteer

I think.


Cheapy wrote:
Petty Alchemy wrote:
Vaelkas wrote:


EDIT: Also I am really liking the Ironskin Monk Archetype for Hobgoblins (and that picture of the hobgoblin is sweet). Take a level in fighter and you have a monk in plate mail!
Tell me more, tell me more (like does he have a car?)

Nope, no car :p

The Ironskin monk is, as the name says, a monk based on shrugging off attacks. Rather than focusing on mobility, they focus on ... tanking, almost. It replaces the Wisdom to AC and the AC bonus, but unfortunately (for the platemail idea at least) still loses Flurry of Blows and Fast Movement if he wears armor.

Actually the only thing he should lose from the armor would be Resilience (Evasion for Fort saves). Tough as Nails replaces Fast Movement so no worries there. I don't see any thing in flurry of blows that says you lose it in armor, am I missing something?

Flurry of Blows:
PRD wrote:

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

EDIT: Added the bit about Tough as Nails.

1,151 to 1,200 of 1,448 << first < prev | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Roleplaying Game: Advanced Race Guide (OGL) All Messageboards

Want to post a reply? Sign in.