Bloodforge (PFRPG) PDF

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If half-elves and half-orcs exist, what if other races could mix? What strange and mysterious crossbreeds would populate a world where you can merge creatures, and races, with magic? Explore all of these potentials, where creatures born from magic and strange unions are unveiled. Expand your potential with any of these unique hybrid races. Compatible with Pathfinder RPG, any game could use this book, which gives massive amounts of options both for players and Gamemasters to expand their world with.

Bloodforge is a 110 page book that includes:

  • 30 different half-breed races that are playable from the start. From the hybrid Lasher, to the halfblood Grendle, there are combinations and races for almost any concept.
  • Alternate racial traits and new favored class options for all of the 30 new races presented in this book!
  • New templates for creating monsters (and perhaps players) who straddle the really monstrous, from half-medusas to half-titans. Included are also different sample half-breed monsters to spice up your next adventure with!
  • Tons of new feats, including Heritage feats that allow you to explore your character’s mixed blood!
  • New prestige classes that explore the strange mixing of blood and flesh and what they mean.
  • New spells tied to the blood that courses through the veins of these strange hybrids.
  • New weapon enhancements & wondrous items that give you new options!
  • Suggestions and tips on how to mutate, hybridize and change other creatures!

This book is available as a full-color PDF with great full-color art!

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An Endzeitgeist.com review of the revised version

5/5

This massive book clocks in at 98 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, leaving us with a massive 93 pages of content, so let's take a look!

So, the first race herein receives +... Wait. Wait a second. My usual in-depth analysis, piece-by-piece approach doesn't work here. This is literally a huge book of races and if I go into that level of detail, we'll be here come next Christmas-season. So, I'll paint a picture in broader strokes than usual, all right? First, if you're not 100% sure what this book is - this is essentially PFRPG's update of 3.0's Bastards and Bloodlines - a book much lauded for its creative race, but also somewhat notorious as one of the many, many ones in the 3.X era that had no idea whatsoever what this "Bahlenz"-thing is.

Speaking of this dreaded concept - the pdf does one thing right from the get-go: It ignores the flawed RP-guidelines established in the ARG in favor of an individual balancing, which I applaud. Each race comes with a short guideline as per name, appearance, demeanor, background and their relations to adventurers, with a handy table explaining the crossbreed-relationships. A massive age table and its corresponding height & weight-table also can be found herein, satisfying that pet-peeve of mine. The pdf begins by establishing the respective crossbreed subtypes featured within its pages, which is similarly helpful.

Another component of the racial design I generally can applaud would be the equilibrium of racial bonuses/penalties - most, though, alas, not all races herein receive a bonus to a physical and a mental attribute and one penalty, resulting in races that are not by their design geared towards specific career paths. It should also be noted that the pd thankfully avoids attribute-bonuses of more than +2 per the base racial traits. Another pet-peeve of mine (and many a DM out there), races that can fly at first level, also are thankfully absent here - instead, a two feat-chain that begins with slow-falling via vestigial wings and ends with proper flight, tied to HD when applicable and thus circumvents this issue. Excellent work there. I do have something I'd like to mention - the pdf always uses the phrase "X can see in the dark out to 60 feet." for Darkvision. Something in me cringes when I read this sentence. It's usually "up to" as a wording convention. Personal nitpick, though, and will not influence the final verdict.

Bastards and Bloodlines also did not have to deal with favored class options - which this massive book thankfully provides for quite a few of the classes, notably often also for Psionic classes, Akashic classes or Path of War classes. The minor hiccups in formatting previously present have been dealt with.

The races generally sport a couple of alternate racial traits for further customization (with e.g. the elf/unicorn-hybrid alicorn also coming with alternate racial traits for evil brethren...)and each race comes with full-color art - which represents one of the most poignant and immediate changes the revised edition featured: The previously at times needlessly cheese-cake artwork (and the couple of truly horror-inducing ones) have been replaced. While not all artworks adhere to the level of awesomeness featured on the cover, the majority of them actually now are amazing, high-quality pieces.

Movement rate-wise, we run the gamut from slow land speed 20 ft. to 45 ft. The respective races now all have their respective speed values for their movement rates properly codified and presented.

Before I go into the races: Please, read the whole review, don't just abort after a few lines. Why? Because I went very nitpicky on this one, showcasing some of the issues the races sport and you might construe that as problematic - however, there are concepts herein that warrant close scrutiny beyond the races and the flaws I'm about to point out. So, please - at least read the conclusion. Thank you.

So let's take a look at the races, shall we? These would be the elitist and proud hybrids of elves and giant eagles, the winged aellar - here, an interesting choice can be observed: Instead of providing Fly as a class skill via a racial trait, the race can opt into it via favored class options, many of which add the skill to the list alongside a bonus - though one that does feel a slight bit odd in the wording: "Gain Fly as a class skill and a +1/2 bonus." is okay wording-wise, but could have been slightly more elegant. On the plus-side, skill-starved fighters instead receive a full +1 bonus per FCO - I applaud that!

Where I get grumpy is with the option to use the fly-skill in lieu of their Reflex save when flying. Skills can easily be buffed through the roof. On the less nitpicky side, I do love how the previously slightly opaque ability to deal additional damage when charging while airborne has been made more precise. Similarly, the cool option to decrease miss-chances due to sight-based obstacles etc. now is as crisp and precise as it should be - kudos for improving it.

Instead of vestigial wings, some aellar receive claws, which, I assume, follow the default damage values for the type and scale up to d6 later - why "assume"? Because the ability does not specify the base damage value, nor whether they are treated as primary or secondary natural weapons - yes, one can assume the default, but from a customer's point of view the information still ought to be here, at one glance. This issue with natural weapons can be extended throughout the pdf, btw. The short fluffy write-up is inspiring and the revised edition, while still not perfect, is significantly improved.

So let's move on to the aforementioned alicorn, the first of quite a lot of fey-themed crossbreed races herein - the signature ability here being that the alicorn can transfer damage, diseases and poisons and ability damage to herself. The ability was a horrific clusterf*** before and has been significantly improved. However, it still has no daily cap, just begging an alicorn player to come up with a way to cheese it. I do believe that this may be an oversight, though, for the similarly fixed evil variant that can instead push these upon others now does have a daily cap.

Blinklings, the blink dog/halfling hybrids, on the other hand, are awesome all-around- 3/day reactive concealment as an immediate action? Yes, please! Extending their sight to the ethereal? Utterly unique and cool - and has some neat narrative potential. Seriously, I love this race and its write-up!

The ability that nets a blurring effect while moving has been reigned in and now is balanced versus the core ability - as a nitpick, its referred spell is not italicized, but oh well.

Decataurs, Elf/Centaur-hybrids sport a base speed of 45 ft., which seemed odd to me and they ignore movement and skill-check penalties caused by difficult terrain - which seems excessive to me - why not provide a scaling mechanic here instead of downright immunity? though, to be fair, the provided caveat versus damage-causing terrain helps. On the plus-side, the rest of the race is pretty much the best centaur-like race I've seen in quite a while. I feel obliged to mention that as per the writing of this review, the errata has not been incorporated into this book. Yup, this unfortunately means that the revised edition of this book does not contain the errata's information on hooves vs. feet. Oh, and as pretty much always (with ONE exception) when I review a centaur-ish race, I found myself shaking my head at the lack of notes regarding the handling of ladders and similar obstacles. On the plus-side, going for the 2-legged satyrkin alternate racial traits does alleviate this, so this kinda gets a pass.

The freedom-loving Dreigi, half-giants with an ancient grudge (against fey and chaotic outsiders) are flavor-wise one awesome piece of work, with an inspiring artwork etc. - but their massive scaling bonuses versus aforementioned creatures (+2 to saves, damage and atk, +1 more for every 4 levels), is too much in my book - though that one is easily scaled down, and it should be. Why? Because these guys get two damn awesome signature abilities: For one, their attacks count as cold iron; they may also create 1/day difficult cold-iron caltrop-y terrain. Secondly, they ignore the hardness of magical barriers and add their character level to damage versus them. Yes, this means they have a fighting chance versus walls of force and the like. I love this race and really would enjoy it more, had it not this one critical flaw that otherwise mars a superb example of race design - it's also unnecessary, mind you, since the theme of pro-freedom/anti-enslavement also is reflected in quite a few other racial abilities.

You may have noticed something - no Tanis-syndrome race so far. And indeed, you will not find mopey, angsty half-breeds herein. Take the Grendle, combining the best of parent race and troll, these guys are hardy and charismatic - and heal as if they had rested every hour. Apart from an unnecessary and imho rather OP ability to demoralize foes at +2 as an immediate action after being hit (or first level AoE-demoralize), the grendle is stylish and works very well. Strange, considering the revisions made to the book: The alternate racial traits still feel confused: One mentions "increasing a morale bonus to Str to +4" - a morale bonus thankfully cut in this iteration of the book, thus leading me to believe that we have a remnant of a previous iteration here. The ability the trait references simply does not exist. On the plus-side, gaining swim speed, but requiring 1 hour submersion in water to benefit from their healing each day is a pretty cool alternate racial trait, as is gaining a climb speed, but also fire vulnerability.

Half-Gnolls are glorious - powerful, but lacking any issues (apart from once being called "It", to which some gnoll-aficionados will vehemently object) - scent and claws plus pack hunting - exactly what you'd want and expect! Hunting down fleeing foes is also neat, though an ability that automatically deals bonus damage versus foes suffering from "a condition" should a) be more limited and restricted to the half-gnoll and b) once again, specify the damage type as belonging to the weapon used to execute the attack. Finally, since ranged builds already are pretty adept at the whole damage-dealing, I'd restrict the ability to melee - it's called Born Predator, not "I shoot you from behind my allies." ;) Still, all in all, a great race, though the alternate traits can use some finetuning.

Speaking of finetuning - the half-goblinoids, while melee-centric, all can generally considered pretty cool - though again, the alternate racial traits and what they replace does not always match power-wise: What would you take: A +2 bonus to Perception and taking 20 for 30 ft x 30 ft as a full-round action or +8 (!!!) to Stealth and +4 (!!!) to Escape Artist plus the option to squeeze through tiny-sized areas? Yeah, the fast search is awesome - I like it. But I don't see these two line up - the bonuses of the latter are too pronounced in my book; I'd cut them in half AT LEAST.

Half-hobgoblins still see better in the dark than their parent race (90 feet that pretty sure should be 60 instead...), but apart from that, both they and the half bugbears are pretty damn glorious! Also on the strong, but cool side, half-sahuagin may be slightly too well off on the winner's end-side regarding bonuses, at least for my tastes, but in groups that sport powerful races, the will fit in perfectly. Thankfully, the previously rather ill-conceived 4-arjm option has been purged.

The Hexbreather, heirs to the dreaded hags, have some nice hex-related abilities in the base form and yep, the revised book does fix some minor hiccups, making me generally more than okay with the result. One alternate racial trait also refers to the cursed condition, now properly defined (reference to Path of War Expanded, fyi).

The half-nymph Houri are a gorgeous example (literally) of this book's tricks - no issues, functional, versatile and unique signature abilities (debuff-beauty 1/day or friend to all animals...) -oh, and the new artwork rocks. The same can be said about the Kestrel - good, positive halfling/harpy-hybrids that use their powers for good- generally speaking, at least. The Kijin are the elf/oni crossbreeds and hit two rough spots for me - one, they have a per-encounter ability. You all know how much I love those. Secondly, they essentially cover the same niche as Rite Publishing's wyrd - and the wyrd benefit from a much more detailed and for me, compelling, cultural background courtesy of the expanded room within they can operate - full pdf versus couple of pages. I don't consider them perfect either, but in direct comparison, the wyrd are superior by a long shot. The same applies for the direct comparison of Rite's take on the lurker versus the one herein, though again, I consider both to fall slightly short of what they could be.

Nevertheless, this pdf does manage an utterly admirable job at rendering the respective halfbreeds distinct and culturally unique - to the point where some of the brief fluff-write-ups actually captivated me enough to make me consider playing the half-breeds - and that coming from a guy who went out of 3.X with a distinct oversaturation regarding fiendish/celestial creatures and half-dragons as well as a distinct dislike for mopey halfbreeds. So yeah, this pdf can be considered inspired in that regard - from the roper/dwarf bio-weapons created by the phrenic hegemony to the love-conquers-all children of merfolk and men to the inspired and monstrous ornibus, suffused with the essences of howlers, the halfbreeds manage to avoid thematic redundancy.

And, if the above exercises in racial nitpickery were not ample clue for you - over all, they tend to be *almost* awesome - during my analysis, I regularly found myself enjoying myself and getting ready to write a recommendation for a race, only to have some ability overextend what I consider viable. It should be noted, however, that the revised version does eliminate a couple of the big issues.

Generally, about 1 ability among the racial traits, more often among the alternate racial traits, can be considered too strong and in need of nerfing - or its balancing versus its replacement feels like it is wonky, but there are similarly races that work well. To give you an example - both the ornibus and the half-satyr pipers can be considered generally well-crafted. Similarly, the ophidian halfbreeds rana now have a scaling trick that lets them expend their psionic focus for better disarming...and they increase their AC in each round where they manifested something, providing a nice, built-in flux. And yes, if that and the examples above were not clue enough for you - there is yet another thing I need to address regarding the races - and it's a HUGE plus!

Know how the ARG-races tend to feel somewhat sameish? How many races are just a recombination of the same tools, again and again? Not so here - every race herein has at least one unique trick that sets it apart - a racial signature ability, if you wish. I *love* this general idea, if not always the execution of them. - the half-gargoyles may e.g. use their wings to take 1/2 damage of an adjacent ally - think of it as a limited, immediate action-based shield other and yes, the wording has been improved in the revised edition. It is an ability like this that really sets the race apart and makes it feel distinct - also in a mechanical way.

I have mentioned the tentacle-faced obvious heir to the half-illithids, haven't I? Yeah. The woodborn, which are just the race for anyone who ever wanted to tackle playing Pinocchio? Yeah, awesome. Even better - an alternate racial trait that nets you an assassin vine symbiote that deals more damage on a grapple just oozes style and its wording has been similarly improved.

Part II of my review can be found here in the product discussion. See you there!


A pretty awesome book about Hybrids and Halfbreeds

4/5

My review is organized based on each chapter. The total PDF page count is 101 with 98 being content.
Chapter 1: Introduction

Some words from the authors and an introduction to the new subtypes introduced in the book.
Chapter 2: Specific Half Breeds

Includes explanations of the format, a multi-page entry on each race, alternate racial traits, and various charts detailing “at a glance” information.

Positives:
-How the races feel legitimate. They are not balls of stats thrown together; a lot of care was put into making each race believable and unique
-Well Organized. It’s easy to find what you want
-The majority of the races are well balanced to the Paizo races.
-There is art of each race
-Favored class options!

Negatives:
-A few races are a little too strong. This is most obvious in the Dreige entry which has too many strong and useful racial traits. EX

Quote:

benefit from a +2 bonus

on attack rolls, damage rolls, and saving throws made
against fey and outsiders with the chaotic and/or evil
subtypes. This bonus increases by +1 every 4 character
levels.

A few of the other races are also quite strong.

-Any other negatives I found are nitpicks that shouldn’t be mentioned in the review

Chapter 3: Making More Crossbreeds

TEMPLATES. Umm err excuse me. I love templates. This section has several CR raising templates that can be used to create new and interesting encounters. Some favorites include “Bipedal” which can be used to turn a simple Polar Bear into the mighty VOLIBEAR! Other fun templates are included too.

Positives:
-10 new templates, though 4 of those are Half-Elemental templates.
-They do a good job are realizing several monster concepts that the bestiaries and templates don’t cover

Negatives
-Nothing actually wrong here.

Chapter 4: Using the Blood

This section includes feats, 4 Prestige Classes, spells, and magic items.

Positives:
-Most of the feats are actually worth taking and work well to expand your characters ability to interact with the world outside of numerical boosts
-They can help you feel more crossblooded
-Includes a super cool feat called “Mixed Blood” that gives you a subtype and add-on such as dark vision. This useful for characters who only want to role play a distant relationship, want to try out some of this book’s material without using a new race, or who want to play a mad scientist who splices the traits from various creatures !
-The Prestige Classes have really cool themes. Two are 5 levels PrC that, depending on the build, will offer a lot of cool stuff to a half blood character. All the PrCs interact with the player and parties type and subtype, which usually includes Humanoids, to produce awesome effects.
-14 new spells. All of them fulfill different niches and many offer bonuses depending on the race casting them. A standout is “Strength in numbers” that gets progressively more powerful the more allies you have and works great for Kobolds or other small menaces.
-Magic Items include some cool weapon enchants that are priced as +1s and +2s, which is usually a negative for me, but in this case I think the opportunity cost is appropriate for the benefit. Various wondrous items offering boosts to skills that don’t yet have magical boosts or augmenting features found in this book.

Negatives:
-Some feats skirt the edge of what I consider allowable. One feat can be taken by certain subtypes to grant permanent fast healing.
-Personally I think some of these new and awesome spells are on too many spell lists. A lot of these spells are on literally all the spell lists, except Shaman and Bloodrager. Some of these spells fit Shaman quite well and should be transferred over.

Overall
I like the book a lot. For the most part everything is fun, cool, thematic, and balanced to the point I would allow it in the games I GM. A few things standing out as too good, a few cases where editing is needed, and some classes being overlooked on the spells section are what drop this down to a 4/5.


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Ariakon wrote:

I have a question about the Sthein. What is their movement rate...30ft? The Alternate Form Ability says:

"Alternate form (Su): As a full-round action a sthein may
switch between her serpent form and a fully humanoid
form. In humanoid form a sthein has the same facial
features and coloration but develops two normal legs in
place of her long tail. A humanoid sthein is Medium-size
and has a base speed of 30 feet. She retains all her normal
abilities in this form but cannot make bite attacks."

Does that mean the Sthein has a 30ft movement rate in both their Serpent and Humanoid forms? I was also wondering if the Sthein in Serpent form would have the Legless quality(i.e. Legless: have no legs, and cannot be tripped)?

Thanks in Advance; and I have to say this is one of my favorite Race Books for Pathfinder!

Sthein have a base speed of 30 ft. in both forms, yes. You can find it in the errata, here ^_^

As far as the legless trait...eeehhhh. I don't really want to go there? Even if you can't "trip" them, you can foul them up and make movement difficult or dangerous with something close enough to tripping for me to call it the same mechanic.


Ariakon wrote:
Thanks in Advance; and I have to say this is one of my favorite Race Books for Pathfinder!

Thanks! As one of the authors of this book, I have to say we can't say enough howb much we appreciate these comments! You've made my day, personally, so thank you!


The favored class option for Piper bards is +1/4 level for performance purposes. Does this include performances' effects only, or does a Piper bard gain performances at an earlier level too?


Prince of knives...

Thanks for the fast reply and the link to the errata!

Akadzjian...

Yes this is an Awesome Race book! My group is trying to launch our next campaign and whether it is Giantslayer or Mummy's Mask we will be using at least a Half Dozen races from this book! I think Bloodforge's greatest strength is there are races for just about any campaign setting, terrain, or Adventure Path. ^_^


Bardess wrote:
The favored class option for Piper bards is +1/4 level for performance purposes. Does this include performances' effects only, or does a Piper bard gain performances at an earlier level too?

Just for calculating the effects. Acquiring them early might be cool but I'm not really comfy doing, mostly for future-proofing purposes.


FYI: With some luck, this might hit site next week. A patron asked me to move this one to the front of my review-queue. :)


Endzeitgeist wrote:
FYI: With some luck, this might hit site next week. A patron asked me to move this one to the front of my review-queue. :)

Oh wow. Alright, I'll keep my eye open for that. I know whatever the end verdict is that it'll be fair.


[Nail-biting intensifies]


My bet based on past Endz reviews is that he will find a few of the races overtuned, as I did.

Most of the PrCs he will probably find acceptable, but he will probably have problems with unlimited kinsong.

He will probably have the same favorite feat as me, since that feat is pure awesome.

Spells he may complain of which classes got access, but will like racial components of spells.

I think he's gonna mostly like it, but ding a few things and be forced to reduce to a 4/5.


Did a print version of this ever come out?


James0235 wrote:
Did a print version of this ever come out?

Not yet. In addition to still holding our breath to see End's review - which may encourage some final changes to get the book up to snuff - our esteemed layout person is currently finishing out Lords of the Night for release.


Sorry for the injury-based delay - I had 3/4th done when I broke my arm and prolonged writing still hurts (hence also the amount of shorter reviews) - still, finally got it done. :)


We ended up agreeing on just about everything and I called it a few posts up too :)

I had a little leniency on this books grammatical errors and overtuned crunch since it was a much more experimental release than others without a longstanding public playtest.

I'm glad they waited for your review before doing a print release and I know we're going to get a better product because of you Endz.

Cheers!


Endzeitgeist wrote:
Sorry for the injury-based delay - I had 3/4th done when I broke my arm and prolonged writing still hurts (hence also the amount of shorter reviews) - still, finally got it done. :)

Hey man, it's not a problem. I'm grateful for the review, especially considering the sheer size of the thing! Matt & I will cuss-and-discuss, get final changes made, and get the print copy arranged along with updating the PDF (wee product support weeee).

I did want to engage ya on Bloodsong Adept. It's been my personal experience - and that of the admittedly small sample I took during the design process - that bardic music is not a meaningfully limited resource, with bards going to bed at the end of each adventuring day with quite a bit of it left over. Lingering Performance gets used to extend that in campaigns that end up being music-intensive.

When Bloodsong got written, I saw - and made - it as an alternative to Lingering Performance, limiting your targets in exchange for not having to track your rounds. Obviously, per the review, you're not a fan, but can you elaborate on where you see the problem appearing and why?

Thanks muchly, my friend!


In my group we have never seen a Bard run out of rounds past level 7. Even for longer and more arduous days.


@Insain: Yeah, we did. :) When I saw your post, I thought "Damn, I'm predictable..." ;P I'm glad my review can help making the book better!

@Jade: Bloodsong Adept is not broken for vanilla core bards, I concede as much. However, PFRPG is a highly modular system and infinite abilities just beg to be exploited sooner or later - with the constant stream of archetypes and feats, the option to expend rounds of bardic performance for certain effects (e.g. in 101 Bard Feats) and the numerous connections between crunch-types (feats + class abilities interaction is pretty much standard), this can be broken due to said content assuming a choice between uses of a limited resource. If you take the limit away, you can end up with full uses of ability x, retain 1 round and still have full benefits of the performances.

If only for futureproofing, retaining a limit on a limited resource instead of making it unlimited is ultimately a smart choice, even if you do not allow feats or archetypes that allow for the expenditure of bardic performance for other effects.
New types of performances are created on a pretty regular basis in archetypes etc., after all. I don't object to the concept, but to the lack of a limiting factor - double rounds, decrease round expenditure - there are a lot of easy ways to put a liberal cap on the feat.
Just my 2 cents, of course!

Also: Kudos to you and DSP (and any 3pp who bothers with it!) for product support/updates! As always, there'll be an update once the revised edition hits sites.


Well after I read the entire set of essay back and forth in your Path of War reviews comment section I had a much better grasp of the mindset you use when you review and the audience you know you're writing for. If I use a similar mindset when looking over material then a lot of the same stuff sticks out.

Also I'm guess you wont post a review onto the Paizo site till the book is finalized?


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See, that makes me happy - it means I at least partially managed to achieve a modicum of consistency and fixed criteria. :)

My reviews always show up first on endzeitgeist.com, then are submitted to Nerdtrek and GMS magazine and the day after that (or Mondays, in the case of Fridays), I post them on Paizo, OBS, etc. So yeah, today, the review will hit this site.


Part II of my review:

That being said, this pdf does manage an utterly admirable job at rendering the respective halfbreeds distinct and culturally unique - to the point where some of the brief fluff-write-ups actually captivated me enough to make me consider playing the half-breeds - and that coming from a guy who went out of 3.X with a distinct oversaturation regarding fiendish/celestial creatures and half-dragons as well as a distinct dislike for mopey halfbreeds. So yeah, this pdf can be considered inspired in that regard - from the roper/dwarf bio-weapons created by the phrenic hegemony to the love-conquers-all children of merfolk and men to the inspired and monstrous ornibus, suffused with the essences of howlers, the halfbreeds manage to avoid redundancy. And, if the above exercises in racial nitpickery were not ample clue for you - over all, they tend to be *almost* awesome - during my analysis, I regularly found myself enjoying myself and getting ready to write a recommendation for a race, only to have some ability overextend what I consider viable. Generally, about 1 ability among the racial traits, more often among the alternate racial traits, can be considered too strong and in need of nerfing - or its balancing versus its replacement feels like it is wonky. That being said - both the ornibus and the half-satyr pipers, for example, can be considered generally well-crafted - provided you can see past the numerous small violations of rules-semantics that make the RAI apparent, but are slightly less polished than what one would like to see. If you e.g. nerf down the +10 bonus to disarm for the Rana-race that can be received per expenditure of the psionic focus, we'll actually have a great, interesting race. (Rana are btw. Ophidian/Lizardfolk hybrids that usually grow up with the less intelligent lizardfolk and thus develop interesting mannerisms...)And yes, if that and the examples above were not clue enough for you - there is yet another thing I need to address regarding the races - and it's a HUGE plus!

Know how the ARG-races tend to feel somewhat sameish? How many races are just a recombination of the same tools, again and again? Not so here - every race herein has at least one unique trick that sets it apart - a racial signature ability, if you wish. I *love* this general idea, if not always the execution of them. - the half-gargoyles may e.g. use their wings to take 1/2 damage of an adjacent ally - think of it as a limited, immediate action-based shield other - interesting, though the wording could be more concise. Still, it is an ability like this that really sets the race apart and makes it feel distinct - also in a mechanical way. I have mentioned the tentacle-faced obvious heir to the half-illithids, haven't I? Yeah. The woodborn, which are just the race for anyone who ever wanted to tackle playing Pinocchio? Yeah, awesome. Even better - an alternate racial trait that nets you an assassin vine symbiote that deals more damage on a grapple just oozes style. Alas, it should have a slightly more precise wording: "This vine assists them during grapples, dealing 1d6+Strength modifier damage to other creatures in the grapple every round the woodborn maintains a grapple." - so does this mean that allied creatures in the creature/aiding also receive the damage? Why not go with a more standard wording for the damage? Winterwolf/Hellhound/Worg/humanoid half-breeds also deserve two thumbs up regarding their ability-suites.

Now this pdf does have more to offer than just a metric ton of half-breed races - namely templates - for bi/quadrupedal creatures, half-doppelgängers/medusas, half-elementals (!!!), half-rakshasas and also so-called titanblooded creatures - the templates are pretty solid all-around, with ample cool ideas and tools for mad scientists/transmuters to play with - nothing greivous to complain about here. The book furthermore offers a distinct array of feats, most of which have the [heritage]-descriptor. The feats run a wide gamut: We have for example one that substitutes a mental attribute for con - which would make me yell - however, it is restricted to bonus hp, not all the saves - which does, surprisingly, work for me. The presence of the Feral Fighter-feat feels a bit odd - it nets you claws or a bite as appropriate for your creature type. Why don't some of these races use this instead of the at times redundant or unnecessary-seeming amounts of natural weapons some receive - that would also put players agenda higher on the list. On the broken-side of thing, we can list e.g. bloodsong adept -which allows you to use bardic performance only affecting your type/subtype, but does not expend rounds of bardic performance. Urgh. Enter a party with the same race and we have unlimited bardic performance-rounds. Yeah. not gonna happen in my game and even feels cheap for NPCs - this one is hardcore broken and should imho get a serious nerfing bashing. On the okay-side, there are multiple SP-granting feats and some that e.g. net grab to add to bites and tentacle attacks - not a fan of the latter, but that is personal taste. Now on the other side, there is the Mixed Blood-feat, which is made of awesome and win - with a table of one whole page (!!!), it allows you to represent just about any odd bloodline/creature-type combinations - wanna go for a lawfully-infused orcish heritage? You can do that. This feat's concept is just great - and it's well-balanced to boot! Impressive one!

There also are 4 racially-themed PrCs - the brief run-down of them would be as follows:

The Bloodsong Heritor is the herald of his people - a solid, good bardic PrC with neat mechanics and not much but exceedingly minor nitpicks to complain about - were its prerequisite not aforementioned utterly broken unlimited performance feat, I'd be even more impressed - especially since the class does net more performance rounds and nice, unique performances that also include the expenditure of multiple rounds for interrupt-style effects while still maintaining the performance. Think of it as a less complex, much more limited and racially-themed take on what Interjection Games' Composition magic does. The Kith Hunter is an okay slayer-type 5-level PrC. Seen better, seen worse. The Kithlord can be considered a solid racial champion PrC with commander-style tricks/auras and even teleports at higher levels - okay, though I'd be wary of this PrC in a uni-race group - mostly great for NPC-adversaries, imho. The 5-level mongrel has the most choices among the PrCs, offering quite an ability-array to choose from and some rather unique bonuses - including ways of getting rid of ability damage by leeching off magic - nice one.

The book also sports a small selection of new spells, which can generally be considered among the more powerful examples available - they are not bad, mind you, but the option to e.g. have earthskin and stoneskin overlap may not fit well with some groups. That being said, spells that provide minor bonuses versus e.g. kobolds and goblins will not break anyone's game. The spells are solid.

Finally, the book provides new magical items, including 4 new special abilities, one of which nets you a standard action in a surprise round for just the equivalent of +1 - which seems too cheap, considering how pricey in terms of feat/ability-investment the like usually is. A +1 enhancement that bypasses the DRs of elementals and constructs essentially renders golems utterly useless at +1 enchantment - ridiculously OP and should be torn to smithereens. On the plus-side, conjuring forth a red blade of flame via bracers is pretty cool and the traveler's backpack will be a favorite for most wilderness adventures. So, all in all, solid section with some winners and some that obviously require significant nerfing.

Conclusion:

Editing and formatting are not on par with what Dreamscarred press usually delivers. If you're picky about proper rules-semantics, you'll find a lot to nitpick, which I tried to showcase in my excessive and nasty picking apart of sentences in the first section of the review. Layout adheres to Dreamscarred Press' two-column full-color standard and the pdf has copious full-color artworks - as mentioned above, ranging from gorgeous to horrifying. The pdf comes fully bookmarked for your convenience.

You may have gotten a wrong impression from this review - I actually like this book.

No, really. I was honestly positively surprised by this pdf.

The signature abilities provided for the races, the unique, non-redundant fluff and the overall balancing of the races is great. No, really, I mean it. Alas, this book is also the very definition of flawed - almost every race had either a wording hiccup or one ability that just went beyond what would be considered balanced in all but high-powered tables. Essentially, I could play "look for the bit that's too strong" with a huge array of races I otherwise loved - races that feel more organic and viable than they have any right to, provided the limited room they each have. SO let me state this again:

This is a good book. The thing is, it could have easily been an OMG-HOW-AWESOME-IS-THAT-book. Literally all races and quite a bunch of the non-racial supplemental material borders on the awesome, only to swerve on the finishing line and get an unnecessary bent. The rules-language per se makes RAI clear in most cases, but also allows for copious misinterpretation due to being a tad bit less precise than it could be. Matt Medeiros, Jade Ripley and Andreas Rönnqvist have ultimately crafted a massive racial book that can be considered a nice addition to a given campaign - and one a moderately system-savvy DM can render utterly awesome by ironing out the rough patches. This book has all the potential you could ask for. At the same time, though, it has several supplemental components in dire need of nerfing, some races that obviously could have used some streamlining and is marred by craftsmanship that, while not bad in the traditional sense, does exhibit some flaws and deviations from the target goal.

What I'm trying to say is: I can see people hating and loving this book. If you tend to get hung up on peculiarities of rules-language, then this will provide some frustration for you. Same goes for groups seeking for a book to drop in as is - while that can be done, I'd only recommend it unsupervised for high-powered games. On the plus-side, the races do feel iconic, they can be cleaned of the problematic bits and a capable DM can adjust them with relative ease to a lower power-level. Oh, and they, and that cannot be under-emphasized, do not suffer from the sucky bloat of skill-enhancer racial traits (Get +2 to Skill A and B) that hound so many races since the ARG, instead providing something unique.

How to rate this, then? Well, honestly, I should probably go with 3 stars for this - the flaws are numerous and pronounced and then there's the inclusion of some broken pieces among the supplemental materials that are OP by any standard applied. However, at the same time, this book is much more inspired that I ever had hoped it would be. Both in its design and its concepts. And there are MANY awesome ideas, both in the fluff- and crunch-departments to be found. The downright brilliant mixed blood, the non-sucky blinkling...and so many more do not deserve a mediocre rating. And ultimately, I enjoyed this book too much for that, in spite of its flaws. Hence, my final verdict will clock in at 3.5 stars, rounded up to 4, with an explicit caveat emptor for anyone picky about rules-language. DMs willing to do some tinkering will find a nice treasure-trove here - one that needs polish, yes, but one that can, eventually, be brought to shine.

Posted here, submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

Endzeitgeist out.


1 person marked this as a favorite.

Is this available in print? Or will it be??
Thanks!


Is this available in print? Or will it be??
Thanks!

Publisher, Dreamscarred Press

Not yet - it is getting a hefty revision (some mechanical, but quite a bit in presentation) - and then a print release will be available.


Am I correct in guessing that the upcoming revision is the reason you haven't yet added it to the srd?


137ben wrote:
Am I correct in guessing that the upcoming revision is the reason you haven't yet added it to the srd?

d20pfsrd is an entirely community-driven site. Volunteers have to spend their time painstakingly creating the HTML that you know and love. It's hugely time-consuming and not generally the highest-priority task. While there may be someone working on the HTML creation, it's not a given.

I'm not saying this to tell you it's not going to happen - I have no way of knowing - but to let you (and anyone else reading this) know that every page on that site is lovingly crafted by volunteers and fans. Y'know, the sorts that volunteer and stuff to voluntarily give up their time and effort in a voluntary fashion. So very appreciated, those volunteers.

So hey. You like praise, right? <Grin>


Any word on the print release? I'm just wondering when to buy so I get the revised version.

Also,does this book have the half-elf/half-bugbear of Bastards and Bloodlines? That was my favorite race from that book.


Barong wrote:

Any word on the print release? I'm just wondering when to buy so I get the revised version.

Also,does this book have the half-elf/half-bugbear of Bastards and Bloodlines? That was my favorite race from that book.

The great and terrible Layout Person is tackling the print layout even now. There's a lotta editing to do on this one - new art, errata, human sacri-I MEAN THE NEW COVER. You know, the usual.

The half-bugbear is not elf-specific, but I do believe it is elf-enabled.


Any chance some of those spells can get added to appropriate classes like the Shaman?


Insain Dragoon wrote:
Any chance some of those spells can get added to appropriate classes like the Shaman?

I vaguely remember this getting brought up before, but I kinda missed it in the errata and frankly at this point it's tooooo laaaaaaaaaate. Sorry >.>


Prince of Knives wrote:
Axial wrote:
Can some post the names of the thirty species and one-sentence descriptions of what they are?

I got'cha covered.

<list>

I know I'm nitpicking a post that is nearly a year old, but...that was only 26 races.

You missed the Dreigi, as you noted in your very next post.
You are also missing half-goblins, half-hobgoblins, and half-bugbears.


Are there still plans for a print version or has that been abandoned?


James0235 wrote:
Are there still plans for a print version or has that been abandoned?

Not abandoned, just...unavoidably delayed. The Great and Terrible Layout, Dread Her Gaze, had some things to handle on the life end of things that took precedence, which caused this to get kicked back to Jeremy...who's 9001% busy. I'll update ya as I can. I do appreciate everyone's patience thus far.


Thanks for the update. I will order a print version of this and Lords of Night as soon as they are available.


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Part II of my review of the revised version:

Winterwolf/Hellhound/Worg/humanoid half-breeds also deserve two thumbs up regarding their ability-suites.

Now this pdf does have more to offer than just a metric ton of half-breed races - namely templates - for bi/quadruped creatures, half-doppelgängers/medusas, half-elementals (!!!), half-rakshasas and also so-called titanblooded creatures - the templates are pretty solid all-around, with ample cool ideas and tools for mad scientists/transmuters to play with - nothing grievous to complain about here.

The book furthermore offers a distinct array of feats, most of which have the [heritage]-descriptor. The feats run a wide gamut: We have for example one that substitutes a mental attribute (Wis or Cha) for Con - which would make me yell - however, it is restricted to bonus hp, not all the saves - which does, surprisingly, work for me. The presence of the Feral Fighter-feat feels a bit odd - it nets you claws or a bite as appropriate for your creature type. Why don't some of these races use this instead of the at times redundant or unnecessary-seeming amounts of natural weapons some receive? That would also put players agenda higher on the list. Bloodsong adept has thankfulyl been nerfed to now feature a cap -the feat allows you to use bardic performance only affecting your type/subtype, basically providing+1/2 your bardic performances additional performances as bloodsong performances that only affect your race. On the okay-side, there are multiple SP-granting feats and some that e.g. net grab to add to bites and tentacle attacks - not a fan of the latter, but that is personal taste.

Now on the other side, there is Mixed Blood, previously a feat, now a trait, which covers almost two pages and presents a wide variety of odd bloodlines/unlocked types. The re-evaluation here was well-made indeed, considering the ease by which it now can work in conjunction with various builds.

There also are 4 racially-themed PrCs - the brief run-down of them would be as follows:

The Bloodsong Heritor is the herald of his people - a solid, good bardic PrC with neat mechanics and not much to complain about - previously, its main issue did lie in the broken feat upon which it was built - now, it works and represents a nice PrC with unique performances that also include the expenditure of multiple rounds for interrupt-style effects while still maintaining the performance. Think of it as a less complex, much more limited and racially-themed take on what Interjection Games' Composition magic does.

The Kith Hunter is an okay slayer-type 5-level PrC. Seen better, seen worse. The Kithlord can be considered a solid racial champion PrC with commander-style tricks/auras and even teleports at higher levels - okay, though I'd be wary of this PrC in a uni-race group - mostly great for NPC-adversaries. Also has per-encounter tricks, if that bugs you. The 5-level mongrel has the most choices among the PrCs, offering quite an ability-array to choose from and some rather unique bonuses - including ways of getting rid of ability damage by leeching off magic - nice one.

The book also sports a small selection of new spells, which can generally be considered among the more powerful examples available - they are not bad, mind you, but the option to e.g. have earthskin and stoneskin overlap may not fit well with some groups. That being said, spells that provide minor bonuses versus e.g. kobolds and goblins will not break anyone's game. The spells are solid.

Finally, the book provides new magical items, including 4 new special abilities, one of which nets you a standard action in a surprise round for just the equivalent of +1...though you remain flat-footed. A +1 enhancement that bypasses the DRs of elementals and constructs essentially renders golems utterly useless at +1 enchantment - ridiculously OP and should be torn to smithereens. On the plus-side, conjuring forth a red blade of flame via bracers is pretty cool and the traveler's backpack will be a favorite for most wilderness adventures. So, all in all, solid section with some winners and some that obviously require significant nerfing.

Conclusion:

Editing and formatting in the revised iteration of this book have improved and taken care of the most glaring of issues. There are some minor deviations still here, but nothing too glaring. Layout adheres to Dreamscarred Press' two-column full-color standard and the pdf has copious full-color artworks - the revised edition's artworks are pretty amazing for the most part and render this a beautiful book. The pdf comes fully bookmarked for your convenience and the file comes witha second, more printer-friendly iteration.

You may have gotten a wrong impression from this review - I actually like this book.

No, really. I was honestly positively surprised by this pdf.

The signature abilities provided for the races, the unique, non-redundant fluff and the overall balancing of the races is great. No, really, I mean it. Alas, even in the revised iteration, this book is also the very definition of flawed - almost every race had either a wording hiccup or one ability that just went beyond what would be considered balanced in all but high-powered tables. Essentially, I could play "look for the bit that's too strong" with a huge array of races I otherwise loved - races that feel more organic and viable than they have any right to, provided the limited room they each have. So let me state this again:

This is a good book; in the revised version, it is a good to very good book.

The thing is, it could have easily been an OMG-HOW-AWESOME-IS-THAT-book. Perhaps I expected too much from the revised version of this tome. Matt Medeiros, Jade Ripley and Andreas Rönnqvist have ultimately crafted a massive racial book that has been streamlined and improved SIGNIFICATLY since its previous iteration. It is, as a whole, vastly superior to the previous version of bloodforge (still available as per the writing of this review as a .zip included among the downloads).

I can see people hating and loving this book. The rules-language of the revised version has significantly improved, and similarly the big, really bad hiccups are all cleared up; the issues that remain are the small ones. I'd still only recommend it unsupervised for high-powered games, but the chance that a GM can say "yes" to this book as a whole has increased by approximately +40%, at least as far as I'm concerned. The races do feel iconic, they can be cleaned of the problematic bits and a capable DM can adjust them with relative ease to a lower power-level, if such is required. Oh, and they, and that cannot be under-emphasized, do not suffer from the sucky bloat of skill-enhancer racial traits (Get +2 to Skill A and B) that hound so many races since the ARG, instead providing something unique.

How to rate this, then? See, this is where I was frankly disappointed on a high level: When I saw the new cover, heard about the changes made, I was stoked and downright excited to see the final book, hoping I'd be able to praise it to the high heavens. I hereby do praise it - it represents a SIGNIFICANT improvement in both balance and aesthetic quality as well as rules-language precision. This does net the book +1 star, rating-wise. There still are some hiccups in the details here, though - and some aspects still need nerfing as far as I'm concerned. Hence, my final verdict will clock in at 4.5 stars for the revised edition. Whether you round up or down is contingent on how picky you are regarding wording and, more importantly, the power-level of your game: High-powered groups will want to definitely round up, while gritty groups may want to round down. As a person, I will round down, but as a reviewer, I do have my in dubio pro reo policy, which means my official verdict will round up.

Updated everywhere to reflect the changes made.

Endzeitgeist out.

Dreamscarred Press

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Thanks for the updated review, End!

Dark Archive

Will there be a print version available here soon?


The only print version I know of are on the dreamscarred press site and buying it off of Amazon. I just got mine off of Amazon as I don't really care for also ah PDF form as it is ah slim book so I can take it with me easily. Its ah good book but Endzeitgeist is right that the races are on ah bit of the powerful side. But that is no problem for me as I run ah high power game anyway and have modified my 6 core races to be more powerful at the start go anyway.... Sheese I have like page after page of homebrewed stuff I created that I have printed out to hand to my player for them to read or to send them in PDF form if needed for them to read at there home if they want to....


So, the one I have for age categories, the Grendle has one *, while the Houri and Spring child have two *. Yet there's no reference to what the single * is for. What up with that?


Artemis Moonstar wrote:
So, the one I have for age categories, the Grendle has one *, while the Houri and Spring child have two *. Yet there's no reference to what the single * is for. What up with that?

As far as I can tell it's a typo or error that we never caught. It's possible that I meant to write in a reference to them having some unusual visual quality in their aging, influenced by their regeneration, but I honestly cannot remember. Ignore it, my friend, and please accept my apologies.


Does the Thrallspawn's acidic spittle work on objects? Can one conceivably spit at, say, a locked door and have the acid intensify over time until it's dissolved? (I'm aware this makes little actual sense for one globule of fluoroantimonic phlegm, but I have a GM who runs very "mechanics first.).... Mostly I just want to know if the acid effects objects and intensifies over time.

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