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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Alchemy, and feats, and favored class options, heck yeah.

4/5

I must say this is good. I like cause it offers variance of the system, as well as reprint most of the parts from the APG. Firt things first, though.

Alchemy: There are several alchemical items that make their mark and should give any one who has a character that studies alchemy (not just alchemists) a reason to check it out and pleny of feats and items that everyoen should consider.

-Brewmaster is only for dwarves (but could be amended if you explore the roleplay possibilities) but helps improve your zlchemy skill as well as Profession (brewer), giving an avenue to creating magical foods and drinks.

-Obsession Log is good for Gnomes, with questionable uses for others (it stands to reason from a roleplaying perspective to be beneficial to others, since it could provide insight to craft/profession checks).

-Amazing Tools of Manufacture. All I can is nice. +4 to the Craft Skill the tools are attuned to, but those with 6 ranks in the selected craft skill are able to craft select items in an hour.

-Golden Maple Leaves is a way to reduce the Craft DC for alchemical items and substances by 5 and increase the save DC by 1. A 50 GP dose is good for 3 items, which means it can be used to quickly speed up the time to create as well as the number of items.

Not Alchemy per se, but Book of Marvelous Recipes shoudl be messaged for those who are seeking a useful and unique way to prepare Heroes' Feast. It also prove +4 comptenece bonus to thos trained in Profession Cook.

Feats are good, with some flavorful, some situational, but there are few (if any) that are useless. Most humans with 13 Intelligence and going single class may want to consider Fast Learner, since it allows you to pick two of either +1 skillpoint, +1 hitpoint, or the Alternate Favored Class option. Needless to say, a very powerful option.

Favored Class Options: For the core, you get access to all of the base classes, with some giving bonus spells (at 1 less than highest you're able to currently cast, but hey, free spells). Featured races get seven or so classes to apply options to, while the uncommon get only four so. Neat, but some are hit or miss.

In the end, your mileage may vary, but this is worth getting PDF form and hardcopy.


Worth purchasing.

4/5

I looked through a copy a friend ordered and these were my thoughts.

First, I want to point out the positive. Because it is mostly positive. I think it is one of the better books in the series, far better than either of the Ultimate Books, right there with the APG (and in some ways better). When I got home from my friends, I immediately got online and ordered a copy. It is something I want in my library and on my shelf for my players to access. It is something I want to access. It made me excited about starting a new campaign just to play with the new concepts.

Which is exactly what it should do.

I was very, very skeptical about the whole venture. I was wrong, they pulled it off. The devs seem to have hit the right tone of variety rather than power on what I have read so far, and I really like the added options for each race. It is a book that broadens the world of options, rather than creating “must have” shiny tricks. I read it imagining lots of new ways to approach things I wanted to do that were previously difficult to do. It didn’t seem to “break” things, but rather it seemed to “allow” things that were hard to accomplish before. The choices were actual choices, with sacrifices and trade offs.

On the less positive side...I wish they had clearly separated “advanced” races in the featured and uncommon section. Some races are just, factually better. They aren’t unclear about this in the core race example section. The core races are between 8 and 11, a small variance that doesn’t much bother me. I would call that within the margin of preference.

Aasimar are 15, almost double the lowest core race. Drow are 14, but with some of the weaknesses I am ok with that. However Fetchlings are 17 and Suli are 16.

Tengu and Vishkanyas are 13, and I can live with that considering the drawbacks of the flavor, but Svirfneblin are 24. Three times the lowest core rase.

Three times.

I want the options, I don’t want to reduce the number of options. But I want them labeled appropriately so we don’t have messageboard arguments about cruel GM’s who won’t allow my Svirfneblin with a heart of gold PC. I want the disclaimer to be very clear that certain races are better, and I would have liked some kind of accommodation system to address this. For example removing the first level feat for Suli and Aasimar, and perhaps even making the Svirfneblin a +1 CR.

I don’t worry about this too much at my table, but one of the goals of upping the power level of the core classes from 3.5 to Pathfinder was to make sure the core was still the primary. When you have races that are unquestionably better than the core races, and you don’t have any penalty for playing them over core races, that is a problem.

I don’t want the options removed, but I also don’t want a world where GM fiat is the line between everyone being a “rare” race.

But at the end of the day, I ordered it as soon as I got home. Which is about as good an endorsement as I can make.


A must have for every gamer

5/5

The Advanced Race Guide is divided into four chapters: Chapter 1 pertains to the Core Races and has several options for each of the seven core races; Chapter 2 pertains to Featured Races and includes descriptions and options for sixteen of the more popular non-core races in the Bestiaries; Chapter 3 pertains to the fourteen Uncommon Races, which include races from the Dragon Empires Gazetteer, as well as others that lend themselves to great storytelling; and lastly Chapter 4 is the Race Builder and includes an impressive array of overwhelming options to build or modify your own races.

Chapter 1: Core Races includes dwarves, elves, halflings, gnomes, half-elves, half-orcs and humans. Each race includes new racial traits that can be swapped for standard ones to crate a more unique version your chosen race, a couple of new racial class archetypes that do an amazingly good job of capturing the flavor of each race, new racial subtypes that make a lot of sense, racial equipment, racial feats, racial spells, and even racial magic items. There is a LOT of good stuff in here. My favorite race is the dwarf, naturally, and I have to admit, Paizo did a fantastic job with new options.

Chapter 2: Featured Races include Aasimirs, Catfolk, Dhampirs, Drow, Fetchlings, Goblins, Hobgoblins, Ifrits, Kobolds, Orcs, Oreads, Ratfolk, Sylph, Tengu, Tieflings, and Undines. WOW!! I was impressed with the Catfolk and Ratfolk especially. I never cared for them before but the flavor of these races begs to be played over and over. I am about to start paying an Undine in the Skull and Shackles AP and those options have really impressed me and given me some great ideas. After reading these races I would allow them in any of my games as a core race. While some may have some overpowered abilities they are compensated quite well.

Chapter 3: Uncommon Races include Changelings, Duergar, Gillmen, Gripplis (that was a bold move), Kitsume, Merfolk, Nagaji, Samsarins, Strix, Suli, Svirfneblin, Vanaras, Vishkanyas, and Wayangs. The races from Dragon Empires Gazeteer are all included. There are fewer options for all of these, but honestly from what they have I can come up with some great stuff.

By the way, this book makes me want to create a new game world just for Catfolk, Ratfolk, Tengu, Gripplis and Kitsune, with the Nagaji as the evil henchmen to the naga overlords. Seriously, until now I never realized how great an idea that is! Forget "normal" fantasy I want to try out that world!

Chapter 4: Race Builder is great for the number crunchers out there. There are just about every monster/race option ever printed in any Paizo book presented here as options to make your own race. And surprisingly, it is easy to do!

This book has breathed new life into the boring, stale, core races that have been played to death for 30 years. The ARG brings new stories to the table with a slew of great new races to choose from.

But best of all, this book inspires and forces you to want to play. That is what a good rule book is supposed to do after all.


Race options rule!

5/5

I have been wanting a player option book like this one for a long time, a book that gave you many interesting options for the standard races and all the other not so standard. This book did right what all those 3.0/3.5 books failed to do give options to play all the 0HD races such Goblins, Drow, Merfolk, etc. and a system to make your own race or make a monster race more player friendly. So if you have a player who wishes to play a race that similar to a Minator, or a cyclopes, etc. This book is a great tool for both players and GMs a like.


Unimaginative

2/5

You will buy this book. The expanded rules on the core races make this something you're going to want to have. All the rules-and a good bit of the fluff-from the Core and APG and reprinted here along with new racial feats, alternative racial traits and alternative class abilities. This is a book that is going to see some serious use during character creation.

Ok that's the good, let's move to the bad. Most of the artwork is ugly. Almost all of the characters pictured look like they dumped stated cha. This holds true even for the races that have a bonus to cha. Additionally, a couple races-most notably the Aasimars and Merfolk-just have flat out bad art. All of the artwork, except for chapter introductions, are static poses. While I understand this for each races portrait couldn't the other artwork have shown more dynamic scenes?

The new races are unimaginative. Among the "new" races are: half-angles, half-vampires, half-shadows, half-fire elementals, half-earth elementals, half-water elementals, half-air elementals, half-demons, half-hags and half-nagas. The ARG may give these races other names, such as changelings, but a good portion of the book is expressly humans crossed with something else.

The remaining races are nothing much to write home about. Many of the races are what should be expected of an expanded races book. Drow, Goblins, Hobgoblins, Orcs and Kobolds all appear. Some interesting ideas from other Paizo products, such a the Tengu and Kitsune also show up. 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. Further, a number of race throughout the book suffer from a truly poor selection of stat adjustments. To give one example the half-hag (changeling) gets +2 Wisdom, +2 Charisma, -2 Constitution. It seems that, under Pathfinder rules, half-hags make poor witches (witches being intelligence based casters).

As I said, most players will likely buy this book for the expanded base class options. Compared with the large selection of imaginative races in Complete Book of Humanoids for AD&D 2nd the Advanced Race Guide falls badly short.


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Dark Archive

Drow needs to be included to make that $$$. I suppose half-dragons or something similar would make $$$ as well.

I would like a PC viable lizardman as well.

I also think more races should be viable for PFS as well, although it should not be the ones included in the boons this year in order to make them more special. Next Gen Con can have more different races also.


Would anyone know if this will have reprinted material from the
Pathfinder Companion: Elves of Golarion,Pathfinder Companion: Humans of Golarion, etc,etc....

Dark Archive

Chris Wojcik wrote:

Would anyone know if this will have reprinted material from the

Pathfinder Companion: Elves of Golarion,Pathfinder Companion: Humans of Golarion, etc,etc....

I don't believe so, since that information was mostly Golarion specific and this is meant to be generic to be used with any campaign world.


Can't wait to see this as a polished product.


I can't wait to see what they put in the book from the wish list thread.

Grand Lodge

Pathfinder Adventure, Adventure Path Subscriber
Knight_Druid wrote:
I would love to see a race that is half-cyclops. Perhaps this race use to be slaves to a cycloptian race on a different plane, and have just recently gained freedom through some calamitous revolt. Or catpeople of some sort works too! Regardless I'm looking forward to this book as well. It's nice that Paizo listens to it's player base and tries to implement these wishes as best as possible.

Half-cyclops? what, it has one and half eyes?

Doesn't sound very good to me.

andrew

Shadow Lodge

Any ETA for the playtest?


Are we going to see iconic characters for the following races (?):

Aasimar, Dhampir, Drow, Duergar, Fetchling, Grippli, Ifrit, Kitsune, Nagaji, Oread, Samsaran, Strix, Sylph, Svirfneblin, Tengu, Tiefling, Undine, Wayang


Berselius wrote:

Are we going to see iconic characters for the following races (?):

Aasimar, Dhampir, Drow, Duergar, Fetchling, Grippli, Ifrit, Kitsune, Nagaji, Oread, Samsaran, Strix, Sylph, Svirfneblin, Tengu, Tiefling, Undine, Wayang

Probably not until some more new classes are introduced, since an iconic is based on the class and not the race. Now, if this had come out before Ulitmate Combat, maybe we could have seen an iconic Gunslinger who happened to be a Tiefling or an iconic Ninja who happened to be a Kitsune.


I would like to see included in the entry for goblinoid races the fact that they are all trained in stealth, regardless of class as per the goblinoid subtype entry in the glossary.

RPG Superstar 2009 Top 32

1 person marked this as a favorite.

Not to be a dick but here is what I would like to see ... the folks at Paizo take their time with the Advanced Race Guide.

It is very disappointing to see so many two and three reviews for Ultimate Magic and Ultimate Combat. I am one of the disappointed three star Ultimate Magic hardcover owners. Which in turn has made me gun-shy about purchasing Ultimate Combat.

I understand there is the need to keep money coming in every month to pay the bills. But I am also a consumer who is speaking with their wallet. If you don't produce products at a certain quality level, you don't get my money.

Underdeveloped, underperforming and luke warm products are not what Paizo needs, what Paizo is known for, or what Pathfinder players and followers want. It was a problem at Wizards of the Coast with 3.5, and I would hate to see it happen so early on in Paizo's Pathfinder line.

To the folks at Paizo perhaps take a couple big steps back and take a good third and forth look at the Advanced Race Guide as it continues to develop. Maybe even bring in an outside consultant to review and give feedback on the project. Sometimes those on the inside are too close to the project to see the big picture, to see what is missing, underdeveloped, or needs more polishing on a product. Another suggestion would be to read through the Advanced Race Guide Messageboard posts from players (your consumers).

Don't get me wrong I love the Pathfinder game system and play it two to four times per month. But three underperforming products in a row starts to leave players (consumers) hesitating and wondering whether to invest more money in Paizo products.


kid america wrote:

Not to be a dick but here is what I would like to see ... the folks at Paizo take their time with the Advanced Race Guide.

It is very disappointing to see so many two and three reviews for Ultimate Magic and Ultimate Combat. I am one of the disappointed three star Ultimate Magic hardcover owners. Which in turn has made me gun-shy about purchasing Ultimate Combat.

I understand there is the need to keep money coming in every month to pay the bills. But I am also a consumer who is speaking with their wallet. If you don't produce products at a certain quality level, you don't get my money.

Underdeveloped, underperforming and luke warm products are not what Paizo needs, what Paizo is known for, or what Pathfinder players and followers want. It was a problem at Wizards of the Coast with 3.5, and I would hate to see it happen so early on in Paizo's Pathfinder line.

To the folks at Paizo perhaps take a couple big steps back and take a good third and forth look at the Advanced Race Guide as it continues to develop. Maybe even bring in an outside consultant to review and give feedback on the project. Sometimes those on the inside are too close to the project to see the big picture, to see what is missing, underdeveloped, or needs more polishing on a product. Another suggestion would be to read through the Advanced Race Guide Messageboard posts from players (your consumers).

Don't get me wrong I love the Pathfinder game system and play it two to four times per month. But three underperforming products in a row starts to leave players (consumers) hesitating and wondering whether to invest more money in Paizo products.

I thought that the last few books were great for a number of different perspectives. There were options for both the player AND the GM. A large number of negative reviews only centered on the player perspective which is a lackluster way to approach it.


Any news as to when we might see a playtest availible for the race creation rules? I'd love to have them as early as possible so we the players and GMs can start running rampant with them and report back on what works and what doesn't. After all I think thats what made magus come out complete gold was the fact that we had it early and got to fine tune and give you feedback.

Of all the things that could be playtested. I think this is the #1 that customers are looking forward to and that needs to be put through its paces before it hits the printers.

Look forward to any news the fantastic people at Paizo can give us!

Contributor

Elias Darrowphayne wrote:
Any news as to when we might see a playtest availible for the race creation rules?

Soon!


Lord Fyre wrote:
Cat Girls?

I've always thought of this as a better cat-people race for DnD.

RPG Superstar 2009 Top 32

Dark_Mistress wrote:
Azure_Zero wrote:
Dark_Mistress wrote:
Sean K Reynolds wrote:
Terry Van D!@+ wrote:
Erik Mona wrote:

You should read the description. Every playable race in the entire game will be in this book.

Plus new ones you can make from scratch.

Erik, can you settle a question for me? Is the dhampyr going to have abilities that it does not already have as a result of the previously printed material? I'm holding up a decision based on this for our next campaign. Thanks.
Every race in the book includes new material. It's not just the stats you already have from the monster book presented in Core Rulebook format.
Is it April yet?
Impatient are we, well I also hate waiting. But if the product is to be done right, it needs time bake into the best possible ARG
It's my prerogative as a female... so is it April now? :)

Nope.

Still not April.
/sigh


Something I would like to see is a race similar to Shifters. I thoroughly enjoyed playing them in 3.5 Eberron and have made one of my first shifter characters in multiple fantasy tabletop game settings that had a "fuzzy race". I know Paizo would be hard pressed to get the rights to shifters, but who knows, maybe with the rumored "Create-a-Race" rules I can finally play a "shifter" in Pathfinder.


OmNefarious wrote:
Something I would like to see is a race similar to Shifters. I thoroughly enjoyed playing them in 3.5 Eberron and have made one of my first shifter characters in multiple fantasy tabletop game settings that had a "fuzzy race". I know Paizo would be hard pressed to get the rights to shifters, but who knows, maybe with the rumored "Create-a-Race" rules I can finally play a "shifter" in Pathfinder.

If by "shifter" you mean "shapeshifter," the kitsune race from the Dragon Empires Gazeteer is supposed to be a shapeshifting race.


No OmNefarious means a race that is descended from Lycanthropes. They were an exclusive race next to the Warforged and Changling in the Ebberon Campaign Setting.

It provided folks an lycanthrope type option without delving into the LA problems.


yeah that's what I meant. Golden, they were pretty much half-lycanthropes and depending on their tribe/bloodline they gained different stats and abilities. Some grew claws or long fangs, others gained wings, or some became better at tracking by gaining the scent ability. Their "shift" was like a Barbarian's rage ability where they looked even more feral during their shift.

Being able to play a Shifter Ranger who could gain the scent ability would be fantastic.


2 people marked this as a favorite.

like the thundercats???


Less Thundercats, more Sabertooth.
http://en.wikipedia.org/wiki/World_of_Eberron#Shifters


less sabertooth more thundercats...

or more feral just less dead, not a fan of sabertooth....


Steelfiredragon wrote:

less sabertooth more thundercats...

or more feral just less dead, not a fan of sabertooth....

I would like to see them like the Hani feline race from CJ Cherryh's The Pride of Chanur and it's sequels.


More like the new Thundercats but all of them have tails not just a some of them. I wonder what kind of cat or cats they based on. It would be cool to choose wich one, so it gives you some kind of trait/ability/bonus based on the type of cat.


I don't think I'll ever understand the all-pervasive compulsion for catfolk... I do understand peoples' love of their pet cats and all that entails. I just don't understand the payoff for roleplaying a humanoid that has a cat's face. The vast majority of catfolk I've seen created over the years seem to focus on things like improved agility and heightened senses. These two groups of bonuses are easily acquired without also mandating that one be descended from felines. So... what else motivates so many people so strongly to want to play a catfolk? Is it the furry ears? The fluffy tail? The whiskers? What? I'm also surprised that we don't see even a tiny fraction of a demand for dogfolk - aren't they just as popular and beloved a pet as cats?

Can anyone actually explain this gamer fetish for catfolk? Please? All I've ever gotten in response in the past are people claiming I hate cats (I don't) or that I'm trolling (I'm not).


Spiralbound wrote:

I don't think I'll ever understand the all-pervasive compulsion for catfolk... I do understand peoples' love of their pet cats and all that entails. I just don't understand the payoff for roleplaying a humanoid that has a cat's face. The vast majority of catfolk I've seen created over the years seem to focus on things like improved agility and heightened senses. These two groups of bonuses are easily acquired without also mandating that one be descended from felines. So... what else motivates so many people so strongly to want to play a catfolk? Is it the furry ears? The fluffy tail? The whiskers? What? I'm also surprised that we don't see even a tiny fraction of a demand for dogfolk - aren't they just as popular and beloved a pet as cats?

Can anyone actually explain this gamer fetish for catfolk? Please? All I've ever gotten in response in the past are people claiming I hate cats (I don't) or that I'm trolling (I'm not).

I have to agree. I am in a LARP where mostly the ladies LOVE to play Cat peole, we call them Kalatani. I will admit they look good, but generally those ladies look good no matter what race they are playing.

I think alot of it has to do with the characteristics that cat lovers attribute to cats.

In my Larp, I had an encounter with a bunch of he cat people and I threw a ball of yarn at them.


Advanced Race Guide product description wrote:
Additionally, the Advanced Race Guide offers meaty sections on a dozen “spotlight” races that make interesting and exciting player character options, such as goblins, aasimar, tieflings, dhampyrs, drow, the elemental races from Bestiary 2, and several others.

While "dhampyr" is a valid way to spell it, the Bestiary 2 spells that race "dhampir." I'm guessing this is maybe a temporary product description, but the spelling difference should probably still be corrected.

Also, I just created a level 3 dhampir inquisitor of Sarenrae for a local game. (His light sensitivity means he perceives Sarenrae's presence all the more acutely.) I'm looking forward to seeing the new dhampir options.


the best way to explain it, may be to play something comepletely different.

its also the likely reason some play non evil drow.( note I said non evil and not good aligned)


Spiralbound wrote:

I don't think I'll ever understand the all-pervasive compulsion for catfolk... I do understand peoples' love of their pet cats and all that entails. I just don't understand the payoff for roleplaying a humanoid that has a cat's face. The vast majority of catfolk I've seen created over the years seem to focus on things like improved agility and heightened senses. These two groups of bonuses are easily acquired without also mandating that one be descended from felines. So... what else motivates so many people so strongly to want to play a catfolk? Is it the furry ears? The fluffy tail? The whiskers? What? I'm also surprised that we don't see even a tiny fraction of a demand for dogfolk - aren't they just as popular and beloved a pet as cats?

Can anyone actually explain this gamer fetish for catfolk? Please? All I've ever gotten in response in the past are people claiming I hate cats (I don't) or that I'm trolling (I'm not).

As far as Shifters are concerned they arent all derived from cats. Some are, but others can trace their lycanthrope heritage to werewolves and wereboars, as well as bats and some other critters.

I think in 4E the primary shifter traits were longtooth (wolf) and razorclaw (cat).

Playing catpeople is a way of playing a "monstrous" race without having to be something seen as a "bad guy". That or someone somewhere in the internet would say we are all closet furries.


Spiralbound wrote:

I don't think I'll ever understand the all-pervasive compulsion for catfolk... I do understand peoples' love of their pet cats and all that entails. I just don't understand the payoff for roleplaying a humanoid that has a cat's face. The vast majority of catfolk I've seen created over the years seem to focus on things like improved agility and heightened senses. These two groups of bonuses are easily acquired without also mandating that one be descended from felines. So... what else motivates so many people so strongly to want to play a catfolk? Is it the furry ears? The fluffy tail? The whiskers? What? I'm also surprised that we don't see even a tiny fraction of a demand for dogfolk - aren't they just as popular and beloved a pet as cats?

Can anyone actually explain this gamer fetish for catfolk? Please? All I've ever gotten in response in the past are people claiming I hate cats (I don't) or that I'm trolling (I'm not).

As a comparison:

I've never understood the appeal of Tolkien-influenced elves (not the short elves from fairy tales, but the immortal elitist developers of magic and archery) at all. I just can't see myself ever playing a two-century old pointed-eared snob. And as you can see (or rather, read), this frustration with the popularity of elves has metastasized into a bile-covered revulsion. Understand that I don't hate elves in general, just how D&D's archetypal elves are presented and flavored.

The same can't be said for halfings. I've always f@+@ing hated halflings beginning from the first time I read The Hobbit.

Returning to the original question:
Like Mournblade94 said, those of us that like catfolk are drawn to the race because in many ways, we easily identify with cats and their behavior. Others just want new races to replace races they actively dislike.


OmNefarious wrote:
Playing catpeople is a way of playing a "monstrous" race without having to be something seen as a "bad guy". That or someone somewhere in the internet would say we are all closet furries.

About 83% of people are closet furries because of Disney, if you define a 'furry' in the loosest of terms :).

Regardless of whether or not this book specifically has cat people in it (I think I read somewhere that it will because of the Bestiary 3, but I could be wrong), the build-a-race section will probably work wonders, if it is done properly.

Now all I need is an official Prestige Class and Archetype building guide so I can feel more confident about my creations, and I will be content. After all, there's guides for building monsters (Bestiary) and guides for building spells (Ultimate Magic) and guides for building NPCs and Worlds (GameMastery Guide), so why not have a guide for building archetypes and prestige classes? We'll call it ... the GameMastery Guide II!


(re-posting this from the Store Blog comments section)

Was it intentional to change Dreamspeaker's benefits from those listed in the elf's racial variants in the APG? In the APG the +1 bonus was to divination spells and sleep effects, whereas here it is a +1 bonus to divine spells and spells that produce sleep effects.

Divination spells get a huge boost, becoming divine spells of any sort, and sleep effects get a nerf, becoming spells that produce sleep effects (no spell-like/supernatural sleep effects here). All in all, it seems a net gain, though.

APG Dreamspeaker::

Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, elves with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces the elven immunities racial trait.

ARG Playtest Dreamspeaker::

Dreamspeaker (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 bonus to the saving throw DCs of divine spells and spells that produce sleep effects that they cast. In addition, if a member of this race has a Charisma of 15 or higher, it may use dream once per day as a spell-like ability (with a caster level equal to the individual’s character level).

Also, Weapon Familiarity seems better than the standard version. Auto-proficiency with racial weapons, not just treating them as martial weapons.

And, is it assumed that Charisma is the default ability for the Spell-like Ability ability?

Prehensile tail has a typo. the second 'cannot' should be 'can.'

Still reading.

I love the concept, and will have a lot of fun playing with it.


W Canepa wrote:
Stuff about Dreamspeaker

Considering how you can't spell "divination" without "divin" and using a divination spell is called 'divining,' I'd be willing to bet at least one vestigial organ that the Advanced Race Guide version of dreamspeak is a typo.

I think it goes either or for Weapon familiarity. Elves have the same thing where they're auto-proficient with specific martial weapons and then treat a specific exotic weapon as martial. In short, it's free proficiency if it's martial and if you pick an exotic weapon (basically a weapon you'd normally need a feat for), it's now martial.

Charisma is always the default stat for Spell-like abilities unless noted otherwise (like the Spell Expertise feat).

Liberty's Edge

Although they're probably copyright-protected, I'd love to see Draconians make an appearance in Pathfinder. Dragonlance was always my favorite setting and after reading Kang's Doom Brigade's storyline I was hooked by the idea of playing one in a campaign.

Probably just wishful thinking, but still worth a shot.


Zahariel wrote:

Although they're probably copyright-protected, I'd love to see Draconians make an appearance in Pathfinder. Dragonlance was always my favorite setting and after reading Kang's Doom Brigade's storyline I was hooked by the idea of playing one in a campaign.

Probably just wishful thinking, but still worth a shot.

You certainly could not call them Draconians. But I do not think that creating a race of Dragon Warriors can be copyrighted. I remember a cool Dragon article from the 80's before dragon lance came out, where you cast spells on a Dragon's Tooth, plant it in the ground and a Dragon Warrior formed.


Mournblade94 wrote:
You certainly could not call them Draconians. But I do not think that creating a race of Dragon Warriors can be copyrighted. I remember a cool Dragon article from the 80's before dragon lance came out, where you cast spells on a Dragon's Tooth, plant it in the ground and a Dragon Warrior formed.

Considering that the concept of planting a dragon's tooth into the ground and warriors popping out is directly from Greek mythology and is therefore a trope "Older Than Writing," you are in deed correct in that it cannot be copyrighted :).

Lantern Lodge

Enevhar Aldarion wrote:
Steelfiredragon wrote:

less sabertooth more thundercats...

or more feral just less dead, not a fan of sabertooth....

I would like to see them like the Hani feline race from CJ Cherryh's The Pride of Chanur and it's sequels.

+2! awesome series


Celebrating here!

This is exactly the book I've been waiting for since APG.


Yes this one interest me more than ultimate combat and ultimate magic did. Also I like the race creation point system and can't wait to see wat the guys at Paizo do with the finished product.

Silver Crusade

Golden-Esque wrote:
Mournblade94 wrote:
You certainly could not call them Draconians. But I do not think that creating a race of Dragon Warriors can be copyrighted. I remember a cool Dragon article from the 80's before dragon lance came out, where you cast spells on a Dragon's Tooth, plant it in the ground and a Dragon Warrior formed.
Considering that the concept of planting a dragon's tooth into the ground and warriors popping out is directly from Greek mythology and is therefore a trope "Older Than Writing," you are in deed correct in that it cannot be copyrighted :).

I'd forgotten all about that. How about Spartoi ("sown" per the Wikipedia entry) as the race of dragon-men.


Okay, most folks don't like this idea, but some do, myself included. I like races and classes that go hand and hand. If I wanna play this Ninja, I make up a race that goes with the back story, and this class. I want a perfect story, with all the draw backs, so if I can get something in the future that gives my players guide lines for the home-made characters, that would be sweet. Maybe a few examples of races geared for classes along with their back stories. I just wanna have a rule I can reference to back me up when my players go CRRRASEY. Yeah, that was supposed to be, "gay", no offense.


-I hope the race building section gives options for the Aberration, Dragon, and Magical Beast types

-That there will be lots of racial feats

-That there will be racial favored class bonuses

-A lot of new racial traits

-Maybe some racial magic items, spells, or weapons/tools


I'm just hoping they allow goblins a way to function as wizards or alchemists while still being illiterate. I like the flavour it gives the race, but does mean they need a work around - even if it costs them their first level feat.

Silver Crusade

Pathfinder Adventure Path Subscriber
mighty_squash wrote:
I'm just hoping they allow goblins a way to function as wizards or alchemists while still being illiterate. I like the flavour it gives the race, but does mean they need a work around - even if it costs them their first level feat.

Goblins of Golarion states that goblin alchemists are perfectly fine, their formula books are pictures only, no text.

Wizards are kinda shafted, tho :)


Dragon78 wrote:

-I hope the race building section gives options for the Aberration, Dragon, and Magical Beast types

-That there will be lots of racial feats

-That there will be racial favored class bonuses

-A lot of new racial traits

-Maybe some racial magic items, spells, or weapons/tools

Using Ultimate Magic and Ultimate Combat as a guide, combined with the fact that Ultimate Equipment is due our in Q3 of the same year, I'd highly doubt that we'd get racial magic items / weapons / tools.

I'd honestly be a little surprised if we didn't get racial Cleric domains for the base races, sort of like what Forgotten Realms did (i.e. Human domain, Goblin Domain, etc.). Heck, you could even go about making a lot of the subraces into subdomains, i.e. Human could have Tiefling and Aasimar as subdomains, Drow could be an Elf subdomain, etc.

Favored Class bonuses all but have to be in this book, in my opinion. There aren't any options for Magus / Gunslinger in their respective books and one of the major factors that makes core races a little bit better than monstrous races are the various favored class bonuses that the core races receive. Racial Feats are all but a given, in my opinion. There are some in the APG, UM, and UC, so it would make sense for them to add a bunch of options in the Core book.

I personally think that a lot of the Bestiary Races (I'm looking at you, Elemental Races) need a slew of alternate traits in order to be playable. Since not every Sylph wants to be a Sorcerer ....


A trait for Dhampirs to have a bite attack would be nice and some other vampire related abilities through traits, alternate racial abilities, and feats.

Loved the alternate racial abilities in the APG as well. Hope to see them for the not so standard races like Aasimar, Catfolk, Sylph, Grippli,etc.

Paizo Employee Chief Technical Officer

I've updated the product description, removing the reference to the "upcoming" playtest.


Can't wait to see the art for this but that will be awhile before that happens.

But of course this makes me even more exited for the Beastairy 3.


Pathfinder Adventure Path, Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Dragon78 wrote:

-I hope the race building section gives options for the Aberration, Dragon, and Magical Beast types

-That there will be lots of racial feats

-That there will be racial favored class bonuses

-A lot of new racial traits

-Maybe some racial magic items, spells, or weapons/tools

I like all of that, but I have a bigger over-arching desire: I would like your racial choice to matter beyond low-levels, mechanically speaking. I would like to see racial powers develop, rather than be set at first level. Racial feat trees would be an acceptable solution, but they should really reflect something of the racial mechanics already there, not be a feat anyone could take that just happens to have to word "orc" or "elf" thrown in requirements section. I'm looking at you, APG bard feats...

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