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:
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.
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?
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.
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
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.
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?
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?
Intersex, at least, though that bit ended up being cut
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?
It is not.
I wouldn't even know what "more likely than many races to be transgender" means.
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?
It is not.
I wouldn't even know what "more likely than many races to be transgender" means.
It would mean that members of that races are - compared to members of other races - more likely to identify as a different gender than they were assigned at birth. They would also be more likely to seek ways to present as a different gender than their assigned one.
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?
It is not.
I wouldn't even know what "more likely than many races to be transgender" means.
Partially it's me tripping over myself trying not to use inappropriate terminology and being inelegant at it, but Kalindlara has the right idea.
A couple of the skinwalker heritages (ragebred and scaleheart) had their ability scores changed. I haven't checked their lists of gained abilities.
They didn't explicitly fix my main problem. Most skinwalkers made bad spellcasters, as the mental ability score increases were usually temporary. That said, there's no more per-day limit on bestial form, so maybe skinwalkers who stay in bestial form overnight can prepare spells with the improved score. I may have to seek a ruling on that for PFS...
I don't get Skinwalkers, do they get the straight up +2, +2, -2 but they only work when in a more bestial form or do they get even better bonuses when transformed?
i have honestly never seen the book as it sold out in my area fairly quickly and hasn't come back in stock.
:-)
I don't get Skinwalkers, do they get the straight up +2, +2, -2 but they only work when in a more bestial form or do they get even better bonuses when transformed?
i have honestly never seen the book as it sold out in my area fairly quickly and hasn't come back in stock.
:-)
Each skinwalker gets a +2 and a -2. While in bestial form, they get an additional +2. (For default skinwalkers, it's any physical, while the variants have a specific score.)
Hobgoblins are my favorite villain race. What kind of stuff do they get in this book?
Hobgoblinry:
Race trait: Inciter (bonuses on Bluff and Diplomacy checks to incite betrayal)
Alternate Racial Trait: Authoritative (bonus to Diplomacy/Intimidate, both class skills, replaces sneaky)
A couple of the skinwalker heritages (ragebred and scaleheart) had their ability scores changed. I haven't checked their lists of gained abilities.
They didn't explicitly fix my main problem. Most skinwalkers made bad spellcasters, as the mental ability score increases were usually temporary. That said, there's no more per-day limit on bestial form, so maybe skinwalkers who stay in bestial form overnight can prepare spells with the improved score. I may have to seek a ruling on that for PFS...
yeah you'd think since the bestial form is a physical transformation, it would usually affect the physical abilities...
(that said I'm not entirely comfortable with Con changing either; I've played a barbarian and never enjoyed remembering two different fort saves and max HP totals)
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.
I think this is a difference between the RPG line and the Campaign Setting line. The rulebooks have the iconic art and fiction snippets, the Campaign Settings (this book and Inner Sea Gods) just have the art (and contents, in this case). Inner Sea World Guide had fiction bits, but that's a bit older, so maybe it's a new approach?
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.
That's...disappointing. I'm glad catfolk were added later to the game so we didn't get cute anime lizard folk, kobolds, orcs, rat folk, etc.
Personal preference. The Falcata was kind of hyped as the 'Taldor weapon' complete with being known for its own fighting style. So I'd have liked the 'ethnic weapon' to be one. :P
I'm hoping to have my character planned out for a new game soon. Could someone provide any specifics on the new traits and feat available for the Garundi Humans?
Skeld very kindly shared that the traits were "Effortless Aid" and "Zealous," and that the feat was "High Magic Focus." Could someone provide further clarification?
Is there anything further in the Garundi section that caught the eye?