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

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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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Im hoping to make a sea turtle race for the skull&shackles have to wait till the ninth for my copy damn slow amazon!


I am talking about a built in racial ability for the merfolk not a spell or magic item. A feat or anlternat racial trait would have been cool but maybe one day we will see something like that.

A turtle race would be cool but more then likely you might have to use the race building section of this book. But if they do make a playable turtle race I hope it will be a good choice to a ninja;)

I am getting a little worried my shipment hasn't gotten here yet and useally i get them 4-8 days after they sent it but mine is like 4 days late, 5 days if doesn't come today.

The Exchange Contributor, RPG Superstar 2010 Top 16

3 people marked this as a favorite.
jesse day 12 wrote:
Im hoping to make a sea turtle race for the skull&shackles have to wait till the ninth for my copy damn slow amazon!

Teenaged Mutant Pirate Turtles?


1 person marked this as a favorite.

I just got the PDF and will pick up the hardcover just as soon as I can. This is an amazing book and I love it!

I didn't think I'd be very enthused with the core races chapter, being more a fan of the odder races, but man oh man did Paizo prove me wrong. Great work on all of them, with the Saltbeard dwarves standing out the most right now. I do so hope we get to see a Cap'n Axebeard and Clan Saltbeard in the Skull & Shackles AP. Be a great way to do something different with the classic dwarf.

And for humans...blessed Besmara, the Buccaneer archetype? Whoever came up with that one, THANK YOU.

Thanks for the extra information on the kitsune and other Tian nonhuman races. Feats, archetypes, it's all great.

This is a wonderful, wonderful book and I'll be sure to give it a proper review once I actually get my grubby mitts on a copy for myself.

Thank you, Paizo!

RPG Superstar 2015 Top 8

1 person marked this as a favorite.

I posted a review of sorts on my seldom updated gaming blog:

http://deathquaker.blogspot.com/2012/06/pathfinder-rpg-advanced-race-guide. html


2 people marked this as a favorite.
Dennis Baker wrote:
jesse day 12 wrote:
Im hoping to make a sea turtle race for the skull&shackles have to wait till the ninth for my copy damn slow amazon!
Teenaged Mutant Pirate Turtles?

...Cowabunga dude.

Silver Crusade

Pathfinder Adventure Path Subscriber

Wooo hardcover reached the frozen desolation of Poland in 2 weeks!


Hey i dont know if I just over looked it or if this is an absence of rules but... Dragons in the race builder dont have any options for regular types of energy resistance (i noted one or two that didnt have requirements) but yeah... So if Someone wants to play a baby fire dragon they should beable to play a baby fire dragon who doesnt get cooked by the first burning hands they run into. Lil help?


DeathQuaker wrote:

I posted a review of sorts on my seldom updated gaming blog:

http://deathquaker.blogspot.com/2012/06/pathfinder-rpg-advanced-race-guide. html

Great review.

I agree with you on. It is an interesting supplement, although not necessarily a must-have for everyone, and there is some degree of repetition of older material. At least when it comes to the core races.

I was a bit disappointed that the racial Subtypes are only fluff, the stats are not affected.


Dragon78 wrote:
I am talking about a built in racial ability for the merfolk not a spell or magic item. A feat or anlternat racial trait would have been cool but maybe one day we will see something like that.

You missed it, one exists :)

Spoiler:
Strongtail: A few merfolk have broad, strong tails that
are more suited for land travel than the typical merfolk
tail. Merfolk with this racial trait have a land speed of 15
feet and a swim speed of 30 feet.


That don't give them legs it just makes them better off on land then the rest of them.

Dark Archive

wraithstrike wrote:

I read the reviews, and I am sold. This however was a terrible idea from a reveiwer-->"Where the designers do decide to take a risk we get things like the Gillmen, who die if not submerged in water at least once a day."

I am glad such restrictive things are not in the book. Good job, Paizo. :)

wait... wat...


thebwt wrote:
wraithstrike wrote:

I read the reviews, and I am sold. This however was a terrible idea from a reveiwer-->"Where the designers do decide to take a risk we get things like the Gillmen, who die if not submerged in water at least once a day."

I am glad such restrictive things are not in the book. Good job, Paizo. :)

wait... wat...

Yeah, I was thinking the same thing.


One Question.. why are the Oread smurfs-sized?

I pictured them 'average to tall' and find out that they
literally can't break 5 foot. They are SMURFS!


Dennis Baker wrote:
jesse day 12 wrote:
Im hoping to make a sea turtle race for the skull&shackles have to wait till the ninth for my copy damn slow amazon!
Teenaged Mutant Pirate Turtles?

was trying to stay away from that >.< i found a few pic's online that better fit what i was thinking and I'm more thinking oogway from Kung fu panda lmao!

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Kain The Seeker wrote:

One Question.. why are the Oread [redacted]-sized?

I pictured them 'average to tall' and find out that they
literally can't break 5 foot. They are [redacted]!

They're not that short. They're pretty close in height to Dwarves, who share a thematic link to earth/stone.

RPG Superstar 2015 Top 8

1 person marked this as a favorite.
Kain The Seeker wrote:

One Question.. why are the Oread smurfs-sized?

I pictured them 'average to tall' and find out that they
literally can't break 5 foot. They are SMURFS!

This is clearly wrong. Smurfs are only 3 apples high.


They're that tall? I underestimated them.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Thank you, Paizo, for the Order of the Paw cavalier archetype. You made one gamer girl in my group VERY happy.

RPG Superstar 2015 Top 8

6 people marked this as a favorite.

So shortly after I got the Advanced Race Guide, I got the DVD Box set of the complete series of Jem and the Holograms. And now I find myself statting up fantasy versions of Jem's rivals the Misfits as an ifrit, oread, sylph, and undine.

Good lord what has become of me...


3 people marked this as a favorite.

You've become outrageous. Truly truly truly outrageous.

RPG Superstar 2015 Top 8

6 people marked this as a favorite.
Lilith wrote:
You've become outrageous. Truly truly truly outrageous.

Well, since Jem IS excitement AND Jem is adventure (not to mention glamour, glitter, fashion, and fame) it seems only natural all things surrounding Jem should fit into an RPG.

After all, much Like a Dream, it's got Universal Appeal. Where else but a game could you shout "I am a Giant" and have it be literal? You may only think I'm Makin' Mischief, but I'm telling you She's Got the Power.


Well since your stating up the misfits as elemental races what are you going to make the holograms?

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

2 people marked this as a favorite.

Jem's a human illusionist, or a sorcerer with the celestial bloodline and a focus on illusions, of course. :-)

Grand Lodge

Matthew Morris wrote:
Jem's a human illusionist, or a sorcerer with the celestial bloodline and a focus on illusions, of course. :-)

If you give her a familiar, remember to call it Synergy.


DeathQuaker wrote:

So shortly after I got the Advanced Race Guide, I got the DVD Box set of the complete series of Jem and the Holograms. And now I find myself statting up fantasy versions of Jem's rivals the Misfits as an ifrit, oread, sylph, and undine.

Good lord what has become of me...

Ha, that sounds cool! After watching The Country Bears for the second time, I stated them up as werebear bards with ranks in their respective instruments.

RPG Superstar 2015 Top 8

3 people marked this as a favorite.

Warning: the following post features DQ being a huge nerd/geek/dork overthinking an 80s cartoon and how it can be shoehorned into Pathfinder

Dragon78 wrote:
Well since your stating up the misfits as elemental races what are you going to make the holograms?

I've had a lot more trouble coming up with something for them. The elements fit the Misfits kind of obviously to me... Pizzazz has the fiery makeup and the pyrotechnics in the music videos and... the temper. Stormer's got the lightning bolt theme, and the sylph-like delicacy. Roxy's the "hardened one" anyway and... "Rocksie"... get it? Jetta... the ARG notes undines can be descended from ooze mephits, and from the episode where you see her parents, she's clearly descended from slimeballs.

I was thinking maybe Jem/Jerrica would be an aasimar (with Jem a reflection of her celestial heritage and Jerrica a reflection of her human heritage) (Matthew Morris's selection of celestial bloodline also works). And then maybe her sister Kimber would "merely" be human, and be jealous of her sister's "specialness" as a result (I have been watching the cartoon way too much since I got the boxset as you can see).

I'm stuck on Aja, Shana, and Raya though, at least if I'm sticking to the theme of making everyone a little different. I do need to read the uncommon race descriptions more carefully. But nothing quite pops as obviously, at least if I want to make everyone a different race.

Aja's athletic, mechanically inclined, and blunt. I'd say perhaps an acrobatic dwarf, but she seems too graceful for dwarf still. She's got the starry theme on her face and blue hair, so something to consider there.

Shana's quiet, introspective, is good at keeping things together, and a fashion designer. So a creative race, maybe with a Wisdom bonus (maybe the one with the past lives thing).

Raya's shy but can be scary when angry. And... a really good drummer. Don't know as much about her otherwise.

Matthew Morris wrote:
Jem's a human illusionist, or a sorcerer with the celestial bloodline and a focus on illusions, of course. :-)

Although she certainly could also be an illusionist, I would have Jem's illusions be sourced by this wondrous item I wrote up awhile ago:

Spoiler:

EARRINGS OF OUTRAGEOUS ILLUSION
Aura strong illusion; CL 11th
Slot headband; Price 200,000 gp; Weight -

Description
These unique, delicate star-shaped earrings are made of ruby and seem to sparkle even when the light does not hit them.

The wearer of these earrings can speak a command phrase to conjure amazing illusions. She can disguise herself and her allies (as the spell veil) or create illusionary objects and creatures (as the spell persistent image). The illusions cannot exist more than 120 feet from the wearer at all times (if the illusion is stationary and the wearer moves, the illusion disappears as soon as the wearer is more than 120 feet away from it). The wearer can have one veil and one persistent image effect active at the same time, but she cannot have more than one of each kind of illusion. The images and disguises last, without need for concentration, until the wearer dismisses them with another command phrase.

These earrings are possessed by an intelligence who calls herself "Synergy" (Ego 16). Synergy is Neutral Good and has the following statistics: Intelligence 16, Wisdom 16, and Charisma 10. She has 5 ranks each in Bluff, Knowledge (Architecture and Engineering), and Sense Motive. She has normal senses, which extend out to 120 feet, and she can read all languages. She can speak, and often whispers advice in the ears of her wearer. In addition to being able to activate the earrings' ordinary abilities at will, she can cast magic aura upon the earrings, usually to hide their magical qualities. As long as she gets along with her bearer, Synergy does not interfere with the wearer's use of the earrings, but if she wishes she is able to activate and deactivate the earrings' illusions without her wearer's consent. Synergy sometimes projects an image of "herself" in order to speak to her wearer and her allies in a more relatable form; this form is an illusion of a human-like female whose hair, eyes, and clothes are all purple.

(((Note in the cartoon, Synergy's illusions go out to 600 feet or so, according to the writer's bible, but I think I picked 120 feet according to the sense restrictions on the item ego. That is something that could be reviewed.)))


2 people marked this as FAQ candidate.

Sorry if this has already come up before, but I've noticed that the +2 Str/-2 Dex size bonuses that come with the large racial size trait are not factored into the large example creatures given in the book.

For example, the centaur (pg 218), the drider (pg 221), and the ogre (pg 229) are all large but none of them are given the +2 Str/-2 Dex for their size. They get the bonuses from their racial stat traits, but there's nothing listed for their size.

Am I misunderstanding the example entries or overlooking some explanation? If I make a humanoid (giant) race, do I factor in those size stat modifiers, or not?


It's already considered to be included in their ability score modifiers, just like small characters don't get a +2 to Dex and -2 to Str on top of their racial modifiers.


That occured to me, too, lordzack, but the small size trait description in the ARG does NOT list any alterations to abilities, large does.


Actually... I guess I'm wrong. It seems that a Centaur would have a total +6 to Strength from their race. Which is somewhat strange, since Bestiary Centaurs have only 15 Strength.

The Exchange Contributor, RPG Superstar 2010 Top 16

The critters you make using the ARG race rules are only approximations of bestiary races.


Yeah, but why would they have the Centaur have Advanced Strength, if they don't need it to get the same Strength as the creature they're trying to replicate?


I just wonder why they would bother explicitly stating that any humanoid creature that is given the "large" trait gets +2 Str/-2 Dex, when that simply isn't the case in their own examples. Either that's the rule to use, or it isn't.


2 people marked this as a favorite.
Robert Little wrote:
Anyone know where the Pure Strain spell listed in the Imperious bloodline bonus spells is located?

It seems to have been removed. Judging by the name, maybe it was a 6th-level spell to transform half-blood humans (half-elves, half-orcs, aasimar, tieflings, dhampirs etc.) into fullblooded humans? If this is the case, maybe it would have been too similar to Half-blood Extraction (half-orc 5th-level spell), and so it was ruled out. Too bad, I would have liked it.

Actually... I'd have liked it so much that I made this.

IMPROVED HALF-BLOOD EXTRACTION
School transmutation (polymorph); Level alchemist 6, cleric 6, druid 6, sorcerer/wizard 6, witch 6
Casting Time 1 hour
Components V, S, M/DF (oils and poisons worth 4,000 gp)
Range touch
Target willing half-blood touched
Duration instantaneous
Saving Throw none; Spell Resistance no
You transform the target half-blood into a pure-blood. You choose which “half” to purge (for example, an half-elf could become a full-blooded elf or a full-blooded human, while a dhampir could become an human or a vampire). The target loses all of its half-blood racial traits and gains the pure-blood racial traits of its new race. It may lose or not any feats, traits, spells etc. specific of its previous race.

We can put it in the imperious bloodline spell list in place of the other till Paizo doesn't give another substitute XP...


Bardess wrote:
Robert Little wrote:
Anyone know where the Pure Strain spell listed in the Imperious bloodline bonus spells is located?

It seems to have been removed. Judging by the name, maybe it was a 6th-level spell to transform half-blood humans (half-elves, half-orcs, aasimar, tieflings, dhampirs etc.) into fullblooded humans? If this is the case, maybe it would have been too similar to Half-blood Extraction (half-orc 5th-level spell), and so it was ruled out. Too bad, I would have liked it.

Actually... I'd have liked it so much that I made this.

IMPROVED HALF-BLOOD EXTRACTION
School transmutation (polymorph); Level alchemist 6, cleric 6, druid 6, sorcerer/wizard 6, witch 6
Casting Time 1 hour
Components V, S, M/DF (oils and poisons worth 4,000 gp)
Range touch
Target willing half-blood touched
Duration instantaneous
Saving Throw none; Spell Resistance no
You transform the target half-blood into a pure-blood. You choose which “half” to purge (for example, an half-elf could become a full-blooded elf or a full-blooded human, while a dhampir could become an human or a vampire). The target loses all of its half-blood racial traits and gains the pure-blood racial traits of its new race. It may lose or not any feats, traits, spells etc. specific of its previous race.

We can put it in the imperious bloodline spell list in place of the other till Paizo doesn't give another substitute XP...

I really do like that spell, it's a great idea. The lives of the 'half' races just got that much more distressing...

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Bardess wrote:
Robert Little wrote:
Anyone know where the Pure Strain spell listed in the Imperious bloodline bonus spells is located?

It seems to have been removed. Judging by the name, maybe it was a 6th-level spell to transform half-blood humans (half-elves, half-orcs, aasimar, tieflings, dhampirs etc.) into fullblooded humans? If this is the case, maybe it would have been too similar to Half-blood Extraction (half-orc 5th-level spell), and so it was ruled out. Too bad, I would have liked it.

Actually... I'd have liked it so much that I made this.

IMPROVED HALF-BLOOD EXTRACTION
School transmutation (polymorph); Level alchemist 6, cleric 6, druid 6, sorcerer/wizard 6, witch 6
Casting Time 1 hour
Components V, S, M/DF (oils and poisons worth 4,000 gp)
Range touch
Target willing half-blood touched
Duration instantaneous
Saving Throw none; Spell Resistance no
You transform the target half-blood into a pure-blood. You choose which “half” to purge (for example, an half-elf could become a full-blooded elf or a full-blooded human, while a dhampir could become an human or a vampire). The target loses all of its half-blood racial traits and gains the pure-blood racial traits of its new race. It may lose or not any feats, traits, spells etc. specific of its previous race.

We can put it in the imperious bloodline spell list in place of the other till Paizo doesn't give another substitute XP...

Yep, that's not too far off from what the spell did. I think it also got rid of "half-" templates from anything. I presume it got nicked because of the similarity to the half-orc spell and/or because de-templating things would be more obnoxious than the spell effect was worth. :)


If you used it on an orc, did they become a half-orc? Because the other half of orcs is half-orc as well.


1 person marked this as a favorite.

OK, a player has sent me in to ask: with the cat/bird/fox/etc folk in the ARG, is there a definitive "dog" folk race? Other than gnolls, they could not think of any and I cannot recall any that are Golarion specific.

edited to add: I should specify: dog-like races that are appropriate for players to take as a race.


Domesticated Kitsune?


All the new race options and race details are nice, and I like how they're presented.

Unfortunately, this book suffers from more flaws than good parts. Mainly as follows:

1. You will never need this book outside of a PDF. It has no real in-play value.

2. Some of the races don't appear to have been rebalanced at all, or are very poorly balanced.

3. The race creation system is as bad as before, just with a few more options. It still has abilities tied to race types, very few "drawback" abilities, and it just looks like a mess.

All told, not a terrible product, but not a good one really.

2/5 Stars


1 person marked this as a favorite.
LadyWurm wrote:


1. You will never need this book outside of a PDF. It has no real in-play value.

While you never will NEED a table copy... It's very nice to own. I just got mine today. Is very pretty.


LadyWurm wrote:


2. Some of the races don't appear to have been rebalanced at all, or are very poorly balanced.

This was never an intent of the book, just as the bestiary races were never written to be "balanced" with the core races. I don't see holding something against a book, when said book was never supposed to do that thing to begin with.


1 person marked this as a favorite.

No dog humanoids, although I think there have been hints that something like the Cynocephali exist in Golarion, and one of the Paizo bigwigs has suggested that such a creature is likely to get statted up one of these days.


MMCJawa wrote:
No dog humanoids, although I think there have been hints that something like the Cynocephali exist in Golarion, and one of the Paizo bigwigs has suggested that such a creature is likely to get statted up one of these days.

Ooh, I think I'd like to see that. Especially if they decided to give them a small nation of their own and go with the whole 'Kingdom of Macumeran' or whatever the heck its name was from those old medieval books.

Grand Lodge

The DR selections in the book are less than stellar. What if I want to give it DR/slashing, DR/piercing, or combine the two? I only get to choose from DR/magic, DR/alignment, and DR for undead if they're already undead?


Eric Hinkle wrote:
MMCJawa wrote:
No dog humanoids, although I think there have been hints that something like the Cynocephali exist in Golarion, and one of the Paizo bigwigs has suggested that such a creature is likely to get statted up one of these days.
Ooh, I think I'd like to see that. Especially if they decided to give them a small nation of their own and go with the whole 'Kingdom of Macumeran' or whatever the heck its name was from those old medieval books.

Ah nifty. We'll wait patiently for that then, as well as muck about with the race builder stuff in the meantime. Thanks!


2 people marked this as a favorite.
Pathfinder Maps, Pathfinder Accessories, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Cheapy wrote:
Domesticated Kitsune?

No, no, no, domesticated werewolves. But you'll need a big newspaper made of silver ...


I've a question about Boots of Escape (p38):

I can't help but compare these with Dimension Stride Boots out of the 3.5 Magic Item Compendium which, at 2000gp to purchase, came I'm significantly cheaper than the aforementioned Boots of Escape at 8000gp and which allowed the user to teleport multiple times a day and without regard to a particular contingency, unlike the Boots of Escape.

So, here's the thing - are the old Dimension Stride boots hideously broken? Because as I read the Boots of Escape entry I can't help but think they're incredibly pricy for what they do.

Unless... the person grappled etc while wearing them can transfer himself to any spot as an immediate action, rather than having to expend a standard action, as per usual magic item activation. Then they become useful and worth the cash...

?

The Exchange Contributor, RPG Superstar 2010 Top 16

When writing the Magic Item Compendium, the designers at Wizards changed some of the base assumptions about item pricing (From what I recall they say as much in the intro). The result was a lot of items were priced radically differently from previous 3.5 products. My guess is that the dimension stride boots was one of those items.

Pathfinder RPG prices items much more in-line with the original 3.5 pricing system and the prices of items in the ARG reflects that.

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