
Dragon78 |

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.

Eric Hinkle |
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!

DeathQuaker 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

Orncaex |

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?

Zark |

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.

dunebugg |

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 :)
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.

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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...

Serisan |

wraithstrike wrote:wait... wat...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. :)
Yeah, I was thinking the same thing.

jesse day 12 |
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!

DeathQuaker RPG Superstar 2015 Top 8 |
6 people marked this as a favorite. |

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.

Barong |

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.

DeathQuaker 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
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.
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:
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.)))

Wildebob |
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?

Bardess |
2 people marked this as a favorite. |

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...

Eric Hinkle |

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...

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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. :)

knightnday |
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.

LadyWurm |

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

Joseph Wilson |

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.

Eric Hinkle |

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.

knightnday |

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!

The Far Wanderer |

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...
?

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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.