Dennis Baker RPG Superstar 2010 Top 16, Contributor |
There are some simple guidelines regarding this in the Race building rules (Here.
You change the way you calculate APL when you have advanced races.
Also, if you scroll up from there, they suggest in the very first couple paragraphs that if you add in new more powerful races, you "power up" existing race to put all characters on a level playing field. You could also simple allow players a bonus feat or a higher point buy to even things out.
ShadowcatX |
2 people marked this as FAQ candidate. 2 people marked this as a favorite. |
Does anyone know if the Aasimar Purifier's bonus spells were meant to replace the mystery's spells or meant to replace the cure X wounds spells that the oracle no longer automatically gains? d20pfsrd.com says they should replace the mystery's spells, and they come at the proper levels, but if so that archetype seems very underwhelming.
The black raven |
1 person marked this as a favorite. |
Does anyone know if the Aasimar Purifier's bonus spells were meant to replace the mystery's spells or meant to replace the cure X wounds spells that the oracle no longer automatically gains? d20pfsrd.com says they should replace the mystery's spells, and they come at the proper levels, but if so that archetype seems very underwhelming.
Well, the description in both the ARG AND the PRD does not state that it replaces the mystery spells, something that is explicitly stated for all other Oracle archetypes in the ARG.
I just cannot imagine that this slipped by Paizo's dutiful watchers.
Thus, RAW (and I believe RAI), these bonus spells are in addition to the mystery's spells (likely to replace the missing Cure/Inflict).
Starfury |
Normally, weapon enhancement bonuses, etc. don't apply to bull rush attempts. However, I'm wondering if the Foehammer's class features might be an exception to that rule, at least in some circumstances.
For example, I don't see how to read the Piledriver description without concluding that the hammer was an integral part of that bull rush or trip attempt, but the class feature doesn't explicitly say so. In this case, those combat maneuvers seem to be more along the lines of knockdown/awesome blow type attacks rather than traditional bull rush or trip attempts.
Similarly, the Sledgehammer feature seems to imply that the Foehammer's weapon is involved in some way with their combat maneuver attempts, at least for bull rush, overrun, sunder and trip, though again it doesn't actually say so.
Am I totally off base here?
d@ncingNumfar |
Does anyone know if the Aasimar Purifier's bonus spells were meant to replace the mystery's spells or meant to replace the cure X wounds spells that the oracle no longer automatically gains? d20pfsrd.com says they should replace the mystery's spells, and they come at the proper levels, but if so that archetype seems very underwhelming.
I thought it was meant to replace cure or inflict spells.
menschi |
1 person marked this as a favorite. |
I'm trying to build a Lupin race from the 2nd Edition Savage Coast/Red Steel setting (I thought this might be a cool Mythic Adventure campaign). Seems like they didn't have special qualities so I looked through the ARG and tried to pick dog-like qualities. Thought an interesting one would be "Cornered Fury" which costs 4 RP; once your HP is equal to or less than half and no conscious ally is within 30', you get +2 to melee attacks and AC. This sound like something that might only come up (hopefully) every few sessions, if any.
I was thinking about tweaking it to be like the Lupin character can designate an ally per day (or per combat) to protect, and if this ally goes down, the trait kicks in. Not sure if that would be too "powerful" though, since the original scenario might not occur as frequently. Wanted to get some input. Maybe this should cost more? Thanks!
Liz Courts Webstore Gninja Minion |
Are there any additional 3rd party support with new race building options available?
Do a search for "Advanced Race Guide" in products, or follow this link. :)
Also, what section of the forums so would be the correct place to post new race designs as solicit feedback?
If you're converting something from somewhere else, go to the Conversions forums, otherwise the Homebrew forums will work.
Luthorne |
I gave this product a glowing review, which is why it pains me to even ask this question.
But I'm wondering, will the upcoming Inner Sea Races hardcover make this book obsolete as Inner Sea Gods did the AP deity articles?
Personally, I doubt it. From what's been said, Inner Sea Races is more likely to obsolete books such as Dwarves of Golarion, Elves of Golarion, Orcs of Golarions, Gnomes of Golarion, and so on and so forth. I believe they've also said that it will primarily focus on the major races of the Inner Seas over the less commmon, more 'exotic' races...and will definitely be focusing on the Inner Sea over other areas, such as Tian Xia, Vudra, and other such. Plus, of course, it's very much going to be tackling it from the angle of Golarion, as opposed to a setting-neutral book like this. I think for people who primarily play in Golarion, it may well tend to be more useful than this book, simply because this one, due to being relatively divorced from Golarion's setting, can't really go into as much detail into the various ethnicities, histories, cultures, and other such of said races, but this book will still likely be helpful from a more crunch-oriented perspective. Of course, I could be wrong, but I'm under the impression that Inner Sea Races will be quite different from the Advanced Class Guide...and considering the size of the Advanced Class Guide, a book big enough to include almost everything in it like Inner Sea Gods did with the deity articles, as well as significantly expand upon it, would be quite the monumental feat!
Dustin Ashe |
Personally, I doubt it. From what's been said, Inner Sea Races is more likely to obsolete books such as Dwarves of Golarion, Elves of Golarion, Orcs of Golarions, Gnomes of Golarion, and so on and so forth. I believe they've also said that it will primarily focus on the major races of the Inner Seas over the less commmon, more 'exotic' races...and will definitely be focusing on the Inner Sea over other areas, such as Tian Xia, Vudra, and other such. Plus, of course, it's very much going to be tackling it from the angle of Golarion, as opposed to a setting-neutral book like this. I think for people who primarily play in Golarion, it may well tend to be more useful than this book, simply because this one, due to being relatively divorced from Golarion's setting, can't really go into as much detail into the various ethnicities, histories, cultures, and other such of said races, but this book will still likely be helpful from a more crunch-oriented perspective. Of course, I could be wrong, but I'm under the impression that Inner Sea Races will be quite different from the Advanced Class Guide...and considering the size of the Advanced Class Guide, a book big enough to include almost everything in it like Inner Sea Gods did with the deity articles, as well as significantly expand upon it, would be quite the monumental feat!
Good points. I already have the PDF, now I'm buying the hardcover. I guess I didn't need much convincing, did I?
ElricRyuu |
1 person marked this as FAQ candidate. |
I'm preparing to play a new campaign and I have built a Fletchling Shadow Caller Summoner and I plan to multi class him into an Illusion(Shadow) School Wizard but I had a question relating to summon monster. When my character would use summon monster using a Wizard Spell does he have the Shadow Template on them restricting the monsters I would summon or not?
Tim Emrick |
I have a question about the Shigenjo archetype for tengu oracles. The Class Skills paragraph states that the mystery's additional class skills are replaced with Knowledge (nature), Knowledge (religion), Knowledge (planes), and Survival. However, Knowledge (religion) and Knowledge (planes) are already class skills for ALL oracles. What two additional class skills should they receive? (I would suggest that one of them be Knowledge [arcana].)
RickSummon |
The defensive racial trait Exalted Resistance on p. 223 of the Advanced Race Guide grants spell resistance 6 + character level against evil spells and costs 3 RP. However, on the same page, the Lesser Spell Resistance trait grants SR 6 + character level in general and costs only 2 RP. There's also Greater Spell Resistance for 3 RP which is 11 + character level. Why would anyone want to take Exalted Resistance?
David knott 242 |
The defensive racial trait Exalted Resistance on p. 223 of the Advanced Race Guide grants spell resistance 6 + character level against evil spells and costs 3 RP. However, on the same page, the Lesser Spell Resistance trait grants SR 6 + character level in general and costs only 2 RP. There's also Greater Spell Resistance for 3 RP which is 11 + character level. Why would anyone want to take Exalted Resistance?
If you want your (presumably non-evil) allies to heal or buff you in combat, Exalted Resistance would be much less of a hassle since you don't have to voluntarily lower it against any evil spellcasters you may be facing.
Of course, any spell resistance less than 11 + level is of little use given that most spells from level appropriate foes would penetrate it easily.
Chris Lambertz Community & Digital Content Director |
RainyDayNinja RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16 |
Gorbacz wrote:I swear, this week Paizo forums feels like Blizzard forums when a World of Warcraft patch hits.Wailing, gnashing of teeth, tearing of hair and ripping of cloth by the same usual suspects?
SM
I'm wearing my sackcloth and ashes right now, and everybody in the office is giving me weird looks.
David knott 242 |
When I heard about this errata, I was eager to show it to my fellow players (as I am playing a 19-year-old aasimar raised by humans, while two of the other players are playing young adult 60+ year old aasimars and tieflings.
When I actually saw the errata, though, I realized that if anything the ages of aasimars, dhampirs, and tieflings are actually more screwed up than ever. As somebody pointed out in another thread, it is now actually possible to play a dhampir who dies of old age before he is ready to begin play.
Dale McCoy Jr President, Jon Brazer Enterprises |
kevin_video |
Am I wrong in believing that the Dual Talent human was missed for correcting what you replace the extra +2 with? A human is worth 9 RP. Skilled is 4 RP and the bonus feat is 4 RP. The +2 to any one stat is worth 0 RP. Can someone explain to be how having any two stats gain a +2 racial bonus is worth 8 points? I mean, the Advanced stats are only worth 4 each. I would think this would be worth 3 RP, tops. If you want to replace the Skilled or bonus feat, that's fine, but both? Really?
Brew Bird |
When I heard about this errata, I was eager to show it to my fellow players (as I am playing a 19-year-old aasimar raised by humans, while two of the other players are playing young adult 60+ year old aasimars and tieflings.
When I actually saw the errata, though, I realized that if anything the ages of aasimars, dhampirs, and tieflings are actually more screwed up than ever. As somebody pointed out in another thread, it is now actually possible to play a dhampir who dies of old age before he is ready to begin play.
Is there any designer who can chime in and tell us what the age categories are actually supposed to be? Right now, the Aasimar and Tiefling don't make sense, and the Dhampir contradicts the existing fluff (Elven lifespans are mentioned in both ARG and Bestiary 2)
Kudaku |
A human is worth 9 RP. Skilled is 4 RP and the bonus feat is 4 RP. The +2 to any one stat is worth 0 RP. Can someone explain to be how having any two stats gain a +2 racial bonus is worth 8 points? I mean, the Advanced stats are only worth 4 each. I would think this would be worth 3 RP, tops. If you want to replace the Skilled or bonus feat, that's fine, but both? Really?
Actually, the dual talent human switches from using the Human Heritage (0 RP) option to the Flexible (2 RP) option. So you're effectively "losing" 6 RP.
Then again, if you take the dual talent option and put the extra +2 in Intelligence, the skill ranks balance out. You're essentially trading one bonus feat for +1 to all intelligence-based checks, int-based spell save DCs and so on. That's a terrific trade for a slightly MAD INT-based caster, like a magus or a investigator.
The fact that the extra +2 INT from Flexible is priced at 2 RP but +1 skill rank per level is priced at 4 RP (same as Advanced Int for an additional +2) is probably a bigger issue.
kevin_video |
kevin_video wrote:A human is worth 9 RP. Skilled is 4 RP and the bonus feat is 4 RP. The +2 to any one stat is worth 0 RP. Can someone explain to be how having any two stats gain a +2 racial bonus is worth 8 points? I mean, the Advanced stats are only worth 4 each. I would think this would be worth 3 RP, tops. If you want to replace the Skilled or bonus feat, that's fine, but both? Really?Actually, the dual talent human switches from using the Human Heritage (0 RP) option to the Flexible (2 RP) option. So you're effectively "losing" 6 RP.
Then again, if you take the dual talent option and put the extra +2 in Intelligence, the skill ranks balance out. You're essentially trading one bonus feat for +1 to all intelligence-based checks, int-based spell save DCs and so on. That's a terrific trade for a slightly MAD INT-based caster, like a magus or a investigator.
The fact that the extra +2 INT from Flexible is priced at 2 RP but +1 skill rank per level is priced at 4 RP (same as Advanced Int for an additional +2) is probably a bigger issue.
I said 3 RP because Flexible is supposed to be +2 to two stationary stats (ie. +2 Wis, +2 Cha for the aasimar). This is +2 to any two stats period. So it's actually even more flexible. I could see someone arguing 4 RP, even. But what's the difference between any +2 to Int being worth more? A human wizard with +2 Int. That no longer makes it 0 RP. An elf wizard with +2 Dex, -2 Con, +2 Int. No longer 0? A tiefling wizard or magus with +2 Dex, +2 Int, -2 Cha. Is that now more than 0 RP? You can make a mountain out of a mole hill easily. The thing is it's not assumed that every character ever is going to be an Int-based caster. Otherwise, you'd have to have to make an additional note in brackets saying "0 RP, unless playing an Int-based caster, then it's 4 RP." This would make every Int-based caster 13-17 RP.
poundpuppy30 |
So for those who already have the 500 gp mask do we sell it back and buy the 8000 gp mask?
What about the Aasimar 1/2 being changed to 1/6 affects and those Aasimar who used phylactery of positive channeling to get protective channeling at an early stay lose that? Do they get to change the feat they used for free since it's an errata or do they have to pay for rebuild?
What about those who created the Aasimar combo, so they can have a Mystic Theurge early? I didn't see a change for that, so was there an errata for it some where else?
kevin_video |
Okay, I have to ask. Just how many RP is poison immunity? The duergar resistances is 4 RP. Among that, you have immunity to three things, which includes poison and phantasms, as well as a bonus to saves against spells and SLA. However, the poor dwarf is only 3 RP. Slightly unbalanced, don't you think? Regardless, this makes it look like poison immunity is a mere 1 RP. One for each immunity, and one for the resistances.
Rysky |
Can someone please explain to me why the naga aspirant's augmented form costs venom immunity, a thousand faces, and timeless body, but the animal shaman archetypes pay for three bonus feats, which are gained at the exact same levels as the augments to the naga form, with only venom immunity?
*looks over Naga Aspirant and Serpent Shaman*
Because "Combat Expertise, Improved Feint, Skill Focus (Bluff), Stealthy, or Strike Back" aren't really that good compared to the augments? Plus you still have to meet the prerequisites.
GreySector RPG Superstar 2013 Top 8 |
Elemental Breath: This vial at first seems to be empty, but when it’s opened, a rush of wind issues forth from within. When elemental breath is inhaled (as drinking a potion) by an air-breathing creature, that creature does not need to breath air for 10 rounds. A vial of elemental breath must be inhaled on the round it was opened to gain this effect. If it is not, the item is wasted.
"breath" should be "breathe". "...that creature does not need to breathe air for 10 rounds."
Berselius |
Errata: The Kinslayer's "Slayer’s Brand" judgement does positive energy damage to it's undead targets yet some of the Archetype's greater brand abilities (specifically the Holy Brand and Silver Brand) say that the ability can be used on evil subtype creatures as well as lycanthropes, NEITHER OF WHICH are harmed by positive energy like undead unless specifically stated. This needs to be clarified.
T'Challa |
PRD Listing errors/Omission: In the Example Race section of the Reference Document, Kobolds have two omissions/mistakes. The +2 racial bonus to perception is missing, which should bring the total to 7 RP if Craft-Trapmaking and Profession-Miner are separate 2 RP abilities. Languages are Xenophobic, not standard.
Jen Page Media Specialist, SmiteWorks USA (Fantasy Grounds) |
1 person marked this as a favorite. |
Hey, guys. This is now available for purchase from Fantasy Grounds or on Steam. Sync your account first to get it a discount equivalent to the PDF Price ($9.99)
Pathfinder Roleplaying Game: Advanced Race Guide
Publisher: Paizo Inc.
System: Pathfinder RPG and D&D 3.5/ OGL
Type: Companion Rulebook
Get it on Steam