Anthropomorphic animal races have been a staple of fantasy gaming for decades, and Pathfinder Player Companion: Blood of the Beast presents all the tools you need to play members of some the Pathfinder Roleplaying Game's most iconic bestial races. Packed full of character options for members of all classes, as well as some that members of other races can adopt, Blood of the Beast is sure to spice up any campaign!
Inside this book, you'll find:
New class archetypes including the tengu jinx witch, the catfolk serendipity shaman, the grippli war painter, and the vanaran fortune-finder.
Exciting new feats to accentuate beast-blooded races' inherent abilities, such as ratfolk's swarming ability and kitsune's shapechanging trickery.
Dozens of new spells, alternate racial traits, and favored class bonuses to customize characters of all stripes.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.
ISBN-13: 978-1-60125-901-1
Other Resources: This product is also available on the following platforms:
When the Advanced Race Guide came out, the number of playable races in Pathfinder suddenly increased substantially. There’s an argument to be made that perhaps it was too much, too fast, with some of the new races competing (stats-wise) more than favourably with the classic Core Rulebook races. I frankly get tired of seeing nagaji bloodragers and kitsune swashbucklers, but I guess that’s neither here nor there. The value in Blood of the Beast is that it grounds these new races into the Golarion campaign setting, adding some information about where they come from and how they’re perceived. For GMs and players interested in a cohesive view of the setting, the promise is an important one. As with all of these Player Companions, of course, there’s plenty of crunchy new options for character building as well. The races covered here are catfolk, gripplis, kitsune, nagaji, ratfolk, tengus, and vanaras.
I really like the concept for the cover art, though the actual execution is a bit too cartoony for my tastes. The inside front cover is a zoomed-out map of the Inner Sea with coloured highlighting showing where the various races covered in the book originate. I think it’s too zoomed-out to be of a lot of real use though. The inside back cover is the cover art minus any text.
After a page for the table of contents, we then get a two-page introduction. There’s a new trait for each race covered in the book. Some of the traits are fine, but some are of the generic “+1 to a skill and it’s a class skill” type that are really just space-fillers and list-lengtheners.
Each of the seven races then get a four-page long entry with a brief overview, some favoured class options, an archetype or two, and often other options like new feats or spells. Although many of these new options are flavoured as tied to a particular race, most don’t actually have being a member of that race as a prerequisite to taking them. I’ll go through each of these entries briefly.
Catfolk get a few new archetypes, including the Prowler at World’s End for bloodragers (giving them medium spirits), the Ravenous Hunter for inquisitors (a specialist demon-fighter with an oracle revelation), and the Serendipity Shaman for shamans (gets some new hexes—one of them, Tweak the Odds, is really good!). There are some new, forgettable feats, and a new natural course for wildsoul vigilantes called “feline.” Of the new spells, bit of luck is really powerful since it can be used before or after the results of a die roll have been revealed (which is rather unusual).
The new favoured class bonuses for gripplis are interesting, and I really like a cool new archetype for mediums called the Fiend Keeper—it specializes in containing an evil spirit. The other archetypes are the Poison Darter for rangers and the odd War Painter for skalds. There are also some new feats and spells, but nothing that jumped out at me.
Kitsune get some alternate racial traits, new advanced versatile performances for bards and skalds, and a new archetype, the Nine-Tailed Heir for sorcerers (great artwork here!). There are some new feats for shapeshifters, a really clever new spell called contagious suggestion, and some new vigilante talents (I like the one called “obscurity”—-it’s basically the opposite of renown).
For Nagaji, there are new naga bloodlines for bloodragers and sorcerers. There’s a new cavalier archetype called First Mother’s Fang, which is a sort of governor/general concept; it’s pretty good in broadening the knowledge skills available to cavaliers, and who doesn’t want to ride around on a giant snake? There’s also some new mesmerist tricks and spells.
I love the new ratfolk archetypes, and might have to give one a try soon. There’s the Opportunist for fighters (a really cool, skills-focused alchemist mix), the Scavenger for investigators (a gadget type of alchemist with a great feel), and the Swarm Monger for druids (which is pretty much what it sounds like). There are several feats, all of which build off the Swarming special ability of ratfolk, and they’re quite good too. The only “meh” thing in the entry is a new psychic discipline, Warp.
Tengus receive several new feats (I like Lovable Scoundrel) and spells, as well as several new archetypes. Courser for swashbucklers makes for a super-mobile character, though they have to give up a lot. The Jinx Witch for witches provides for some interesting abilities to absorb and expend spells (and has some great art). The Red Tongue for skalds provides an odd mix of rogue talents. I think a lot of writers just don’t know what to do with skalds, but I can’t blame them—-I don’t know either.
I will always hold a special place in my heart for vanaras, since that’s the race of my favourite character (Goldcape) in the Curse of the Crimson Throne AP I’ve been running for a couple of years now. The race here gets some new alternate racial traits, including size changing, as well as the usual favored class options. There are then several new Meditation feats, but none of them are worth it. Fighters may be interested in the new advanced weapon training options. There’s one new archetype, the Fortune-Finder for rangers—-it’s frankly just kind of bland. Unchained monks get some new style strikes and ki powers (with freedom of movement particularly great). Last, there’s a new eidolon subtype for unchained summoners called Ancestor, but it’s not particularly interesting.
Pretty much every book in the Player Companion line is going to contain its share of filler mixed with some real gems of creativity. I thought Blood of the Beast is better than many in the proportion of wheat to chaff. I would have like more than just a couple of paragraphs on how each of the races fit into Golarion—-remember, that’s the value-add of the books (along with the art), as all the new rules options will be immediately stripped out and placed on the Archives of Nethys. But all in all, this is a worthwhile book to buy.
I really don't understand why this book got such good reviews. I was very hesitant to buy this one from the start. Both because past experiences with cramming in far too many things into one book have led to, well predictable results and the very, very thin theme of the focus here.
This is probably the first product I outright want my monies back. But probably worst of all is that this book probably kills any possibility that the few races involved here I actually do want a Player's Guide for are likely to never get a good one now.
It's pretty much as I feared, far, far, far too little on anything I'm interested in, except I'm struggling to actually find a single thing I find interesting, good, or something I'd use. Just too forced, and the actual goal seems to be to make sure a few snowflake things get in the game rather than focusing on each of the races, and it shows which of the race options where favored and which got options because they had to get something.
Blood of the Beast does just what a Player Companion should, in my opinion, do: it provides a large number of options that would be interesting to incorporate into a character or build a character around.
I was ready for this book to be average. I was wrong. SO MANY OPTIONS! Feats, Traits, Archetypes, Spells. This book really delivers on the mechanical side.
The artwork, layout, and flavor text are all great too, especially the in the Nagaji and Kitsune sections.
Anyone know when the print version becomes available at retailers like Books-A-Million?
Street date is November 16, however book distributors usually do new releases on Tuesdays whereas paizo sets its street dates for Wednesdays, so it may not be until November 22 that it shows up in bookstores (more info on the dates thing here). Amazon and Books-A-Million both seemed to have delayed it a further week to November 29, possibly to ensure they have enough stock at hand before starting to ship it out (based on checking each of their websites for what date they listed for the book).
Ah I see. I remembered seeing it listed on Amazon as November 29 but at Books-A-Million sometimes it shows release dates as the first day of the month and it is actually still showing the temporary cover that this book had become we got the actual cover. So I was confused.
But thank you for the info! I greatly appreciate it!
Ah I see. I remembered seeing it listed on Amazon as November 29 but at Books-A-Million sometimes it shows release dates as the first day of the month and it is actually still showing the temporary cover that this book had become we got the actual cover. So I was confused.
But thank you for the info! I greatly appreciate it!
I can't speak for. Books-A-Million, but you basically can't trust Amazon's pre-order info as accurate when it comes to RPG books. Always go to the publisher if at all possible. Amazon's release dates for RPG books are often vague guesses based a few factors.
I've been coming to this page and a forum I frequent at least four times a day since last Thursday looking for tidbits. So far, all quiet on the Western Front. Theoretically, we could still see some shipped out in the next two hours, but it looks like we will have to wait until Wednesday. I do promise I'll post as soon as I get it, but I tend to get it 1-2 days later than most.
I got my PDF about 2pm (central) today. I'm surprised there hasn't been any discussion.
I haven't been looking forward to this one very much. Tengu and Ratfolk playable races are making an appearance in my next campaign, but most the other stuff is this book is uninteresting to me. Except Kitsune. Kitsume make me want to eyeroll so hard that it'll register on Richter scales three states away.
Regardless, I'll answer questions if you guys have any. :)
So every other bloodline spell? That's kinda interesting. If you take the Nine-Tailed Scion trait from the older player's companion, you could also replace the bloodline feats the sorcerer gets, getting you five bonus tails by level 11. Eih. Nowhere near as good as the Oracle Curse giving them a new tail every other level. And, of course, the spell-like abilities from the tails still aren't modified by the Fey Bloodline, Spell Focus, etc...
Anything you want to spoil regarding Shapechanging Savage or Startling Shapechange?
Anything you want to spoil regarding Shapechanging Savage or Startling Shapechange?
Spoiler:
Shapechanging Savage - Changing shape allows you to feint an opponent.
Startling Shapechange - Changing shape allows you to use Dazzling Display as a free action.
Human Guise - You also count as human for the purposes of feats, class abilities, etc. (I accidently left this one out earlier.)
Could I just double check - human guise is a feat for kitsune, not an alternate racial trait? Meaning my 7th level PFS character could still potentially take it if it is sanctioned?
The other 2 feats look like they will work incredibly well with Swift Kitsune Shapechanger, albeit at a substantial feat cost...
Except Kitsune. Kitsune make me want to eyeroll so hard that it'll register on Richter scales three states away.
Regardless, I'll answer questions if you guys have any. :)
-Skeld
In the interest of improving my writing, what didn't you like about the section?
Nothing against your writing. I loathe Kitsune (and Catfolk). It's a deep personal hatred. If I had access to a wish spell, I'd wish them out of existance.
But hey, some people like that stuff so I'll answer questions.
Except Kitsune. Kitsune make me want to eyeroll so hard that it'll register on Richter scales three states away.
Regardless, I'll answer questions if you guys have any. :)
-Skeld
In the interest of improving my writing, what didn't you like about the section?
Nothing against your writing. I loathe Kitsune (and Catfolk). It's a deep personal hatred. If I had access to a wish spell, I'd wish them out of existance.
But hey, some people like that stuff so I'll answer questions.
-Skeld
I'll have to make sure that I ascend to godhood first so I can make sure to prevent such a reckless use of a wish spell. Don't worry—I'll refund your wish by instead making sure that your product shipments always arrive in the first batch. ;-)
Except Kitsune. Kitsune make me want to eyeroll so hard that it'll register on Richter scales three states away.
Regardless, I'll answer questions if you guys have any. :)
-Skeld
In the interest of improving my writing, what didn't you like about the section?
Nothing against your writing. I loathe Kitsune (and Catfolk). It's a deep personal hatred. If I had access to a wish spell, I'd wish them out of existance.
But hey, some people like that stuff so I'll answer questions.
-Skeld
I'll have to make sure that I ascend to godhood first so I can make sure to prevent such a reckless use of a wish spell. Don't worry—I'll refund your wish by instead making sure that your product shipments always arrive in the first batch. ;-)