Pathfinder Campaign Setting: Inner Sea Races (PFRPG)

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Pathfinder Campaign Setting: Inner Sea Races (PFRPG)
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Peoples and Powers!

The peoples of the Pathfinder Campaign Setting have raised empires, mastered the greatest secrets of magic, and explored their world and beyond. Now delve into their histories, cultures, and powers with Pathfinder Campaign Setting: Inner Sea Races! Inside this book, you'll find details on all the major races that shape the Inner Sea region, from elves and dwarves to celestial-touched aasimars and subterranean drow, along with new details on a variety of rare and mysterious populations. Dive into this tome of secrets and discover:

  • In-depth discussions of the natures, histories, and cultures of all seven core races—including 12 different human ethnicities—plus races like the maniacal goblins, crow-headed tengu, fiend-blooded tieflings, and more!
  • New feats, spells, magic items, armor, and weapons for characters of all the races commonly found in the Inner Sea region.
  • A summary of the rules for building a character of any featured race, as well as alternate heritages for races with diverse origins.
  • Character traits to help you get the most out of your character's cultural history, beliefs, and backstory.
  • Glimpses of rare races hardly ever seen in the Inner Sea region!

ISBN-13: 978-1-60125-722-2

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

Note: This product is part of the Pathfinder Lost Omens Subscription.

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Great resource on Golarion races

4/5

Read my full review on Of Dice and Pen.

Overall, Inner Sea Races is a very good and useful book. The first three chapters contain a wealth of information about the various races inhabiting the Inner Sea region, and although some of this information comes from previously published books, much of it has been updated and expanded upon. Importantly, it compiles all this information into one easy-to-reference book. The fourth chapter is the weakest part of the book, but there is still much in the chapter that is useful to people creating characters for the setting. The book is already a frequently referenced source for my own games and is likely to be for many other people’s games as well.


Filler, teamwork feats, repeated material, and teamwork feats.

1/5

I'm kind of iffy on buying fluff. I really don't like material I've seen before. This book is fluff that we've seen before.

The fluff isn't even that good. It's kind of bland, generic, stuff that's repeated elsewhere. There's no depth to it.

When it comes to the crunch it's teamwork feats, teamwork feats, teamwork feats... Almost NINETY PERCENT of the feats are teamwork feats. Teamwork feats start as problematic because you need someone else to take them, they get worse because they've been balanced for class features that are going to take them for free.
They're even WORSE for a race book, because you need a veritable celestial alignment of someone else with the feat AND the right positioning AND with the same build AND the same race as you.

With all the untapped potential for race related feats THATS what gets added in as crunch? You couldn't even think of one non teamwork feat per race?


INNER SEA HUMANS is more like it - Disappointing!

2/5

GOOD:
For people that don´t have the partly sold out Player Companions "xxx of Golarion", this book offers a brief overview of the different races that populate the "Inner Sea" and their history.

BAD:
This book does a very poor job of compiling all the great information from the 32 pages Player Companions into one source.
Humans get by far the most pages, with some other races barely getting mentioned. Also there is 90% flavor and 10% rules in here, of which most are unusable.

UGLY:
This book is not worth $45 or $32 for the pdf.

If you´ll buy the "Elves of Golarion" pdf for $6.99,
"Dwarves of Golarion" pdf for $7.99,
"Gnomes of Golarion" pdf for $7.99,
"Halflings of Golarion" pdf for $7.99 and
"Humans of Golarion" pdf for $7.99, you will get much more flavor and crunch.
The Players Companion: "Humans of Golarion" alone covers about a third of this Hardcover in it´s 32 pages.

I thought this volume would compile the most important parts of the 10 Players Companions (Elves, Dwarves, Gnomes, Orcs, Halflings, Humans, Goblins, Blood of Fiends, Blood of Angels & Kobolds) into one volume, but it doesn´t.


Inferior to i.e. Humans of Golarion

1/5

and thus not worth buying. If you want the crunch, you can find it for free on PF crunch websites.

In other respects, all the changed in descriptive flavor (the things upon which role-playing is based) are actually steps backwards from previous products, such as Humans of Golarion.

Which is to say: this product is actually counter-productive. It actively makes the game worse. It indeed contributes to lack of RPing in the hobby, because the focus of the changes became what was fashionable in the current year. But nobody really needs a guide that caters to their own ideology; people who are going to play their own opinions out rather than immerse themselves in a fantasy mindeset can do it without a guide.

They will probably still buy it for confirming their views. I do concede there is some entertainment value in that sense. But for people interested in RPing in a fantasy sense, you are much, much better off simply buying the earlier race guides, which are still available, and giving this one a pass.


Great background and really glad it's not full of crunch

5/5

I had cut down on my Pathfinder purchases a lot because the volume of crunch is, to my mind, becoming pointless. Pathfinder Campaign Setting material is often the main exception to that and this is a great hardback, full of considerable detail on a great many races.

As others have pointed out, humans get a lot of coverage, but it doesn't feel like a bad idea, to me; they make up the substantial majority of playable individuals in Golarion, and have the most variety (on account of being so dominant over the Inner Sea), and as this isn't a bumper book of crunch--which I'd absolutely not have bought, anyway--then to my mind it makes a lot of sense.

Stuff like this is, in my opinion, where Paizo really excels. I get that the crunch-monster needs to be fed, but for many of me that obscures what I really liked about Paizo in the first place, which is that they make really engaging campaign material.


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Grand Lodge

Adventure Path Charter Subscriber
Dragon78 wrote:
So Skeld, what races have you read there sections and anything interesting that comes to mind about them?

Between answering questions, working, and being Mr. Mom, i haven't had much of a chance to read. BUT, I'm digging into the Human section (especially certain ethnicities, like Ulfen) and Half-elven section first because those tend to be the races I'm most interested in.

-Skeld


Do they show any art in the alien section and if so what?

What are the alternate racial traits for the Tengu, Strix, Goblin, Nagaji, Samsaran, and Wayang?

Paizo Employee Creative Director

5 people marked this as a favorite.
CorvusMask wrote:
Skeld wrote:


Dragon78 wrote:
What does the catfolk art look like?

** spoiler omitted **

-Skeld

Huh, interesting, so they DID decide to go with "Both catgirl and cat humanoid versions exist" to avoid annoying anyone? xD Kinda hard to tell for sure without seeing the art though

No... it's just the curse of getting catfolk art to standardize appearances appropriately continues to vex us. :(

Paizo Employee Creative Director

Berselius wrote:
So let me get this straight, only two feats for half-orcs, one feat for Aasimars, and no feats for Dhampirs? Also we get no starting ages or age categories? On top of that most of the feats in this disappointing book are TEAMWORK FEATS? Ugh, this, this is just downright disappointing!

That content was the province of Advanced Race Guide, and we chose not to use pages of this book, which was always intended to be more strongly weighted toward flavor (a sort of inversion of Advanced Race Guide), to reprint material we've already printed and supported in Advanced Race Guide.

Paizo Employee Creative Director

2 people marked this as a favorite.
Kalindlara wrote:

** spoiler omitted **

I am overwhelmed...

You're welcome. ;P


Does "Mostly Human" for Geniekin do something similar to "Scion of Humanity" for Aasimar?

Liberty's Edge

4 people marked this as a favorite.

The REALLY BIG THING about this book is the second changeling alternate racial trait. That one blew my mind. Finally!

I'm also REALLY happy that pretty much every race gets at least one new alternate racial trait. Alternate racial traits are one of the best ways to customize races, so getting more of them was amazing. And especially when even D-list races (which I play more often than not) are treated to them. The one thing I really wanted that was missing was a way to get rid of the dhampir's negative energy affinity, but such is life (or undeath, as it were).

The feats section is a big disappointment, with a grand total of nine non-teamwork feats. I don't know what they were thinking, giving such a huge push to teamwork feats all of a sudden.

At the end of the day, I think I won't be using this book much past the six pages of race traits and eight pages of alternate racial traits. I don't regret buying it, because I'm still willing to pay forty-five bucks for Witchborn changelings, but, eh. Dept of expectation management had done a good job letting me know in advance that this would focus on core races and fluff, so I can't really mark this book down for wanting more non-core races and crunch, but that's the book I'm really waiting for.

I do find it funny that even after so much debate about catfolk appearance, we still have both looks. I suppose it's a good thing; if they picked just one, whichever one they picked, they'd make people on the other side sad. It's not like lots of other races don't have different heritages. An agathion-blooded aasimar doesn't look anything like a peri-blooded one. I don't see why we can't have two catfolk variants. Also, I'm glad the catfolk race name isn't something cheesy like "meowi". :b

Dark Archive

James Jacobs wrote:
CorvusMask wrote:
Skeld wrote:


Dragon78 wrote:
What does the catfolk art look like?

** spoiler omitted **

-Skeld

Huh, interesting, so they DID decide to go with "Both catgirl and cat humanoid versions exist" to avoid annoying anyone? xD Kinda hard to tell for sure without seeing the art though
No... it's just the curse of getting catfolk art to standardize appearances appropriately continues to vex us. :(

Since generally describing catfolk seems to be leading to wide variations maybe it would be best to refrence a specific style of catfolk already in existence from anime or other works? Something like Merle, Naria and Eria from the vision of escaflowne?

Designer

2 people marked this as a favorite.
Samy wrote:

The REALLY BIG THING about this book is the second changeling alternate racial trait. That one blew my mind. Finally!

I'm also REALLY happy that pretty much every race gets at least one new alternate racial trait. Alternate racial traits are one of the best ways to customize races, so getting more of them was amazing. And especially when even D-list races (which I play more often than not) are treated to them. The one thing I really wanted that was missing was a way to get rid of the dhampir's negative energy affinity, but such is life (or undeath, as it were).

The feats section is a big disappointment, with a grand total of nine non-teamwork feats. I don't know what they were thinking, giving such a huge push to teamwork feats all of a sudden.

At the end of the day, I think I won't be using this book much past the six pages of race traits and either pages of alternate racial traits. I don't regret buying it, because I'm still willing to pay forty-five bucks for Witchborn changelings, but, eh. Dept of expectation management had done a good job letting me know in advance that this would focus on core races and fluff, so I can't really mark this book down for wanting more non-core races and crunch, but that's the book I'm really waiting for.

I am delighted how much you enjoyed the Witchborn changeling alternate racial trait, and I'm glad you think it was worth the whole pricetag, but between you and me, if that's all you wanted, you could just make that adjustment anyway. The selling point for me is the stellar job that the authors and developers did on the world lore sections, particularly Jessica Price, who also coordinated my efforts to assist. It's packed with so much cool stuff in that regard.

Liberty's Edge

1 person marked this as a favorite.
Mark Seifter wrote:
I am delighted how much you enjoyed the Witchborn changeling alternate racial trait, and I'm glad you think it was worth the whole pricetag, but between you and me, if that's all you wanted, you could just make that adjustment anyway.

If I was the DM, sure. More often than not, when I'm a player, custom adjusting racial modifiers has been a no-no, while alternate racial traits have been AOK.

Grand Lodge

Adventure Path Charter Subscriber
Samy wrote:
The feats section is a big disappointment, with a grand total of nine non-teamwork feats. I don't know what they were thinking, giving such a huge push to teamwork feats all of a sudden.

In my mind, if you want racial options, alternate racial traits are much better than feats for customization.

Teamwork feats are a good way for GMs to build an encounter out of a group of homogenous creatures with a common theme, say a Tiefling cult that work together on a regular basis. So I think the inclusion of so many Teamwork feats is reflective of giving GMs more option than it is giving players more options.

-Skeld

Liberty's Edge

The Golux wrote:
Does "Mostly Human" for Geniekin do something similar to "Scion of Humanity" for Aasimar?

Yes. There's also a similar "Pass for Human" for tieflings.

Liberty's Edge

Skeld wrote:
In my mind, if you want racial options, alternate racial traits are much better than feats for customization.

Very true, which is why it's been baffling to see alternate racial traits all but forgotten in recent products, and which is why I was so extremely elated to see them show up here!

Quote:
Teamwork feats are a good way for GMs to build an encounter out of a group of homogenous creatures with a common theme

Interesting point. DM book, focus on DM options. I guess I can see the logic.

Liberty's Edge

4 people marked this as a favorite.

OH. MY. GOD.

My opinion about the number one book in this thing just changed.

Page 193 FINALLY resolves one of my biggest game issues!

No longer does a mwangi aasimar with 3-11 Int have to spend a skill point to pick up their native language!! FINALLY nonhuman races can pick up their regional language instead of Taldane!!

Now if Bestiary 5 gives us Tiny elementals that can be used as familiars from level 1, my Pathfinder is ready, finished, done. ;)

Paizo Employee Creative Director

8 people marked this as a favorite.
Samy wrote:

OH. MY. GOD.

My opinion about the number one book in this thing just changed.

Page 193 FINALLY resolves one of my biggest game issues!

No longer does a mwangi aasimar with 3-11 Int have to spend a skill point to pick up their native language!! FINALLY nonhuman races can pick up their regional language instead of Taldane!!

Now if Bestiary 5 gives us Tiny elementals that can be used as familiars from level 1, my Pathfinder is ready, finished, done. ;)

This is something I've been pushing to get into print for years... I'm glad we finally found a home for it.

(It SHOULD have been in the Inner Sea World Guide, frankly... on page 11 with the information about human ethnic languages... but better late than never, I guess?)


Samy, since you're so enthusiastic about it, or anyone else if they know faster, does Witchborn trade out any other racial traits or just modify ability scores?


Alternate racial traits are nice especially for changing abilities you don't care much for though few such traits actually alter racial mods or add abilities as powerful as a feat. But racial feats open doors like turning Drow into Drow Noble, giving Dhampir some actual vampire powers(bat form, spider climb, gaseous form, etc.), improving energy resistance maybe even granting energy immunity for the some like the Ifrit. It can give wings to aasimar, grant scent, claws, or darkvision for Catfolk, maybe even granting merfolk the ability to change into humans(until they get wet).

Silver Crusade Contributor

The Golux wrote:
Samy, since you're so enthusiastic about it, or anyone else if they know faster, does Witchborn trade out any other racial traits or just modify ability scores?

Only the ability scores, and nothing more.


So what are the changeling's alternate ability score mods?


1 person marked this as a favorite.

I've only skimmed through it so far (waiting for the hardcover to arrive to properly read it), but I did find it amusing that the text for catfolk calls out how variable they can be, and says you can get full on Kajit style catfolk in one family, and their neighbors across the street could be anime esq catgirls with completely different morphology.

Liberty's Edge

Dragon78 wrote:
So what are the changeling's alternate ability score mods?

Spoiler:
+2 Int +2 Cha

instead of
+2 Wis +2 Cha

the -2 Con is not mentioned at all, so presumably it remains the same. Wonder why the +2 Cha was not handled the same way.

Contributor

Samy wrote:
Dragon78 wrote:
So what are the changeling's alternate ability score mods?
** spoiler omitted **

Seems like the alternate racial trait modifies the ability score bonuses, not the modifiers.


Maybe there is an actual in world story about why catfolk can vary so much in appearance.

Does the warehouse still ship during the weekend?

Paizo Employee Developer

Dragon78 wrote:

...

Does the warehouse still ship during the weekend?

The warehouse almost never ships during the weekend.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

But, if you wire me 1000 USD I will try to convince them to work overtime. Trust me, I'm good at this. I once managed to get an entire airport up and running when my flight was late and had to land in the middle of Saturday night!


I didn't think so but it was worth asking just in case.

So what are all the human ethnicities listed?

What does the book say about aquatic elves?

Are there any types of dwarves mentioned other then the standard and the Duergar?


Pathfinder Adventure Path Subscriber

The dwarves had have an ale to much and fell under the table.


Would anyone with the pdf/book mind sharing what is new for the Garundi ethnicity?

Contributor

Adam Daigle wrote:
Dragon78 wrote:

...

Does the warehouse still ship during the weekend?

The warehouse almost never ships during the weekend.

The only time I can remember Paizo Staff shipping on the weekends was during the first Great Golem sale. The one that utterly overwhelmed the warehouse for, like, three months. I still remember Mika's desperate texts for help....


1 person marked this as a favorite.

Skimmed through the pdf...I like it but...

Did we really need all of those new teamwork feats? I know this is in the GM friendly campaign line...but even as a GM I rarely use them ( and most of those times it is because the npc is a cavalier or a inquisitor). Also Inner Sea Gods had a lot of player friendly options.

Other than that it is a fantastic book and can not wait to really read through it and post a review.

Dark Archive

What is in it for Drow Characters?

Thx to anyone answering especially to Skeld.


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

I'm curious if the chapter openers going forward are going to be the same as they are in this book. I really really liked the in character chapter openers the hardcovers have had that coincided with the artwork. It really helped bring the setting and the iconics to life. I will admit I was disappointed those snippets of fiction are missing here.

Scarab Sages

1 person marked this as a favorite.

Can someone please tell me what Ulfen weapon training is and what it replaces?
Thanks


redpandamage wrote:

Can someone please tell me what Ulfen weapon training is and what it replaces?

Thanks

+1 on this.

Grand Lodge

Adventure Path Charter Subscriber
Black Dow wrote:
redpandamage wrote:

Can someone please tell me what Ulfen weapon training is and what it replaces?

Thanks
+1 on this.

It's a regional trait, not a racial trait. It's doesn't replace anything; it counts as one of your two character traits taken at character generation.

It grants a +1 trait bonus to attacks* made with certain weapons generally associated with Ulfens.

-Skeld

*Book's not in front of me, but I think that's it.


Is there anything for the Elves of the Mordant Spire ?


Skeld wrote:
Black Dow wrote:
redpandamage wrote:

Can someone please tell me what Ulfen weapon training is and what it replaces?

Thanks
+1 on this.

It's a regional trait, not a racial trait. It's doesn't replace anything; it counts as one of your two character traits taken at character generation.

It grants a +1 trait bonus to attacks* made with certain weapons generally associated with Ulfens.

-Skeld

*Book's not in front of me, but I think that's it.

Cheers Skeld - sounds a keeper for my Ulfen to be :)

Grand Lodge

Adventure Path Charter Subscriber
Skeld wrote:
Black Dow wrote:
redpandamage wrote:

Can someone please tell me what Ulfen weapon training is and what it replaces?

Thanks
+1 on this.

It's a regional trait, not a racial trait. It's doesn't replace anything; it counts as one of your two character traits taken at character generation.

It grants a +1 trait bonus to attacks* made with certain weapons generally associated with Ulfens.

-Skeld

*Book's not in front of me, but I think that's it.

This is what happens when I post without first looking it up.

The bonus applies to damage rolls, not attacks. It still only applies to certain weapons that you'd associate with Ulfens/Vikings.

-Skeld


Any info on the Garundi material? Feats, traits, and the like?


3 people marked this as a favorite.

Just wanted to thank Skeld, Kalindlara, and the others for all the snippets you all are posting. :)


Pathfinder Adventure Path, Rulebook Subscriber
Skeld wrote:
Skeld wrote:
Black Dow wrote:
redpandamage wrote:

Can someone please tell me what Ulfen weapon training is and what it replaces?

Thanks
+1 on this.

It's a regional trait, not a racial trait. It's doesn't replace anything; it counts as one of your two character traits taken at character generation.

It grants a +1 trait bonus to attacks* made with certain weapons generally associated with Ulfens.

-Skeld

*Book's not in front of me, but I think that's it.

This is what happens when I post without first looking it up.

The bonus applies to damage rolls, not attacks. It still only applies to certain weapons that you'd associate with Ulfens/Vikings.

-Skeld

So if you take this trait & Weapon Focus [one of those viking weapons], you essentianly start with a +1 weapon! Nice!

Liberty's Edge Assistant Developer

MMCJawa wrote:
I've only skimmed through it so far (waiting for the hardcover to arrive to properly read it), but I did find it amusing that the text for catfolk calls out how variable they can be, and says you can get full on Kajit style catfolk in one family, and their neighbors across the street could be anime esq catgirls with completely different morphology.

Huh... I don't remember writing that

Paizo Employee Creative Director

7 people marked this as a favorite.
Crystal Frasier wrote:
MMCJawa wrote:
I've only skimmed through it so far (waiting for the hardcover to arrive to properly read it), but I did find it amusing that the text for catfolk calls out how variable they can be, and says you can get full on Kajit style catfolk in one family, and their neighbors across the street could be anime esq catgirls with completely different morphology.
Huh... I don't remember writing that

I'm pretty sure that was text we ended up putting in during development because we kinda gave up a little on getting the art to standardize.

Contributor

6 people marked this as a favorite.
James Jacobs wrote:
Crystal Frasier wrote:
MMCJawa wrote:
I've only skimmed through it so far (waiting for the hardcover to arrive to properly read it), but I did find it amusing that the text for catfolk calls out how variable they can be, and says you can get full on Kajit style catfolk in one family, and their neighbors across the street could be anime esq catgirls with completely different morphology.
Huh... I don't remember writing that
I'm pretty sure that was text we ended up putting in during development because we kinda gave up a little on getting the art to standardize.

If its any consolation, it seems like a nice compromise for all of the people out there who prefer one depiction over another.


5 people marked this as a favorite.

For the record, my daughter and I prefer the Bestiary 3 art :-)


For the record I prefer the B3 art as well.


I seem to recall some discussion of Changelings being (while always female at birth) more likely than many races to be transgender or something to that effect, is that mentioned in their section in here?


Dragon78 wrote:
For the record I prefer the B3 art as well.

I will also go on the record that I prefer the B3 art as well.


John Kretzer wrote:
Dragon78 wrote:
For the record I prefer the B3 art as well.
I will also go on the record that I prefer the B3 art as well.

I think the B3 art is a much better match for their abilities and personality than the art in the ARG, particularly.


So has anyone gotten there PDF today?

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