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.
The original intent of the book was to pick up some of the older content in the older books and update it to Pathfinder RPG's current rules... but be it a miscommunication or a change in the outline or whatever, that ended up not being the case. As a result, as far as I know, all of the new rules mechanics in the book are indeed new, and as such, the rules mechanics and options in the older 32 page race books were not reprinted.
Somehow, I'm sure we'll all live with the change. :-)
Oh by the way the best thing in this book by far is a Golarion specific
reincarnation chart.
Which they just previewed in a blog.
As a giant fan of reincarnation, that was one of my favorite things in the book. ^_^
Oh I hadn't noticed the reincarnation table yet! That's fantastic. My group frequently uses reincarnation, especially at the lower levels, and especially especially for favorite NPCs who happen to die. We'll be using this new table next week, in fact!
Cool! Glad folks dig the reincarnation table. That was a last minute addition by me to fill some empty space on the page—another thing (like the fix to regional languages for non-humans) I've been looking for a long time for a place to get into print.
Cool! Glad folks dig the reincarnation table. That was a last minute addition by me to fill some empty space on the page—another thing (like the fix to regional languages for non-humans) I've been looking for a long time for a place to get into print.
It is a thing that I wished TSR/WotC would have done for Greyhawk, or FR, or Eberron, etc.
it's a hardcover campaign setting book...its not in the rules line or considered vital for running a game in the pathfinder campaign setting (like the hardcover Inner Sea book)
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The spell Fleshwarping Swarm (page 220) has an unexpected detail. It functions as per Summon Swarm, but creatures that fail their Fortitude save against the swarm's Distraction ability also take some penalties for an hour per caster level.
The unexpected detail is that this penalty can apply to Undead, which historically do not even have to attempt a Fortitude save against Distraction.
Chet : Undead are unaffected by things requiring a Fort save. Or did I wrongly understand the problem ?
The spell specifically says that living or undead that fail their saves against the swarm's distraction ability suffer the additional penalty. It's... weird.
EErrr....wait a minute...the PDF price is $31.99 ???
That's got to be a mistake :(
It's the same 30% off that most Paizo PDFs are.
I thought it said something like $15.99 just a few days ago....
Given It doesn't really seem to even touch on any of the races I'm interested in....I may just pass.
That's way to steep for a PDF.
That is an industry standard price for a PDF.
The Core Rules PDFs are discounted because they're the core rules assumed for the Pathfinder Roleplaying Game. The Inner Sea World Guide is the core setting material assumed for the Inner Sea campaign setting. Both Inner Sea Gods and Inner Sea Races use the standard pricing adjustment because they're not core setting material and they're not core rules.
At any rate, I started subscribing to the Campaign Setting line to get the PDF free with this product. There might still be some time for you to do the same.
The original intent of the book was to pick up some of the older content in the older books and update it to Pathfinder RPG's current rules... but be it a miscommunication or a change in the outline or whatever, that ended up not being the case. As a result, as far as I know, all of the new rules mechanics in the book are indeed new, and as such, the rules mechanics and options in the older 32 page race books were not reprinted.
Somehow, I'm sure we'll all live with the change. :-)
To be honest, I was kinda looking forward to not having to buy all old race books x'D I do love the new stuff but still
(also, I was hoping reprinting might mean new chance for those two cut items I've mentioned twice, but I guess that wouldn't have been reprinting anyway :'D)
Anyway, wait, where was new reincarnation chart previewed?
Do they describe the cultures of the humans outside their home regions? For example, how Taldans outside Taldor differ from their cousins, Chelaxians outside of Cheliax , Varisians in Ustalav(who are very much more settled than the Varisians in Varisia), etc?
Do they describe the cultures of the humans outside their home regions? For example, how Taldans outside Taldor differ from their cousins, Chelaxians outside of Cheliax , Varisians in Ustalav(who are very much more settled than the Varisians in Varisia), etc?
They touch upon it, but not in great detail.
There is also no guidance for humans of two (or more) ethnicities - such as the child of a Garundi father and Cheliaxian mother.
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Elicoor wrote:
Chet : Undead are unaffected by things requiring a Fort save. Or did I wrongly understand the problem ?
Yep. That is the problem. The spell lists an affect that Undead receive if they fail a save that they are not allowed to make. I am hoping a designer / editor will explain the intent.
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Well I was a little disappointed in the fact they left out a very important race that has more impact with many cities and trade than even orcs. GNOLLS! and what of lizard men and there varients (gecko, chameleon, monitor, ect...), and even ogerkin?
Well I was a little disappointed in the fact they left out a very important race that has more impact with many cities and trade than even orcs. GNOLLS! and what of lizard men and there varients (gecko, chameleon, monitor, ect...), and even ogerkin?
1) Gnolls aren't 0-Hit Dice races. Inner Sea Races follows the same coverage rules as the Advanced Race Guide.
2) Although its not Golarion specific, gnolls were covered heavily in last year's Monster Codex. With that said, the Monster Codex's information is the assumption for how gnolls act in Golarion.
Do skinwalkers have a languages? In Blood of the Moon, Skinwalkers don't have a language entry in their racial traits. It is easy to assume that they speak Common as their only free language, but do they get any bonus language for a high Int score?
Do skinwalkers have a languages? In Blood of the Moon, Skinwalkers don't have a language entry in their racial traits. It is easy to assume that they speak Common as their only free language, but do they get any bonus language for a high Int score?
Thanks in advance.
No they still get common plus bonus lang. based on int.
Well, as an European, I can tell you that you're most likely not the last to have it in hand physically.
Mine was apparently shipped on 9/11, but I only have the PDF as of today.
Which is good as they should of never been a lvl adjustment race to begin with. (Of course if it was up to me they would of been a core race cause gnolls are awesome)
At least they aren't broken as hell like humans ^-^
*Facepalm* I just love it when players demand races as pcs that npc populace would generally rather see dead. I hope the GM actual role-plays those scenarios/encounters.
Humans, broken?! Are you certain you aren't thinking of tieflings and aasimars?
I am really looking forward to the in-depth human ethnicity information in this...
*Facepalm* I just love it when players demand races as pcs that npc populace would generally rather see dead. I hope the GM actual role-plays those scenarios/encounters.
Humans, broken?! Are you certain you aren't thinking of tieflings and aasimars?
You do realize that is part of the appeal, right? xD
And there is reason why humans make for best builds for almost all of the classes ;)
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Grond wrote:
Am I the only subscriber that has not received this yet? It said it was shipped on Sept 17th but it has not been delivered yet.
It's a crap shoot. Mine was shipped last Tuesday, I think, and I just got it today. Except for two items (two classic flip mats) shipped in two separate packages a day or so before the books and card decks which I haven't seen yet.
*Facepalm* I just love it when players demand races as pcs that npc populace would generally rather see dead. I hope the GM actual role-plays those scenarios/encounters.
Humans, broken?! Are you certain you aren't thinking of tieflings and aasimars?
I am really looking forward to the in-depth human ethnicity information in this...
Not my fault most NPC populaces then are racist...speciesist?...But gnolls are a 'civilized' part of certain regions like Katapesh. So it's not like you would NEVER find one walking down a street. I have 3 in Pathfinder alone that I enjoy playing and they fit so well in to the party and story.
As far as mechanical brokenness of the human race? I've barked up that tree on other threads, tl;dr it's part of what Corvus said...among other things....racial heritage...*eye twitching*...best FC bonuses...
As far as Tieflings and Aasimars in the long game/campaign/ap are well balanced in comparison to a human. As long as I've played I've only seen one player in our group make a really powerful Tiefling, and she did it so the other people at the table would take her seriously. But even then what made her character terrifying could of been done with a human.
Under 20 ARG RPs the human race is king of the builds,book support and the cheese.
Lord Fyre wrote:
And, you are incorrect. The eight Core Race should have bee KOBOLDS because they are awesome!
No! They should take the place of Halflings! Cause they are certainly cuter. ^-^ /jk
I do like Kobolds as well though, defiantly a top ten race in my book.
A permanent bonus would be much more useful though, what with the penalty on social rolls wen transformed and the advantage for charisma-based spellcasting.
As is, the benefits are kind of circumstiancial.
In theory, since the transformation has no listed duration as of Inner Sea Races... if you stay transformed for more than 24 hours, you might be able to treat the bonus as permanent. ^_^
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I'd like to repeat this request from two weeks ago:
Zaister wrote:
Can we please get a lite version of the PDF, similar to Inner Sea Gods and the Inner Sea World Guide?
There is an issue with this PDF (as was with, for example, the non-lite Inner Sea World Guide PDF) that, when viewed on Mac OS X or iOS, the background pattern is displaced to the bottom left which makes for weird looking pages. Here's a link to see how this looks on my iPad. All pages look like that, and it's the same with the non-lite Inner Sea World Guide PDF.
I'm having a problem with this passage from page 183:
"Strix are neither particularly prolific nor long-lived, which keeps their numbers low. A strix couple might have only two children, and many pairings remain childless, ensuring they cherish every member of their society. Such makes each death all the more devastating."
That's not "low numbers," that's "rapid extinction spiral" leading to "why are there still strix at all?"
Rapid extinction spiral how? That seems to describe many Western modern humans. Among Western modern humans, a couple might have "only" two children, and many pairings remain childless. I'm not seeing much of a rapid extinction spiral.