Prerequisite:This Race


Advanced Race Guide Playtest


I don't care if they keep the name but I 100% agree the race based requirements need to go.

Scarab Sages Reaper Miniatures

I had tried to delete this thread almost immediately after making it and failed, reposting original:

I'm actually pretty happy with the flexibility of the system as presented - but one thing strikes me as out of place. (I'm not going to talk about the point costing, there's enough threads on that topic ATM)

Given that I want to use this system to make homebrew races for a homebrew game world, The sheer number of abilities that have as a pre-requisite "[racial subtype]" confound me. I might want a race that has the innate magical abilities of a gnome, (and thus the Gnome Magic ability) but isn't Gnomish.

To be honest, I would prefer it be called something other than Gnome Magic, Elf Immunities, Duergar Immunities etc., becuase I'm not creating Gnomes, Elves, or Duergar. I get what those names represent, but perhaps Elf Immunities should be Enchantment Resistant, Gnome Magic as Innate Magic, and Duergar Immunities as ... I dunno, something not tied to them being a race I'm not building.

Elemental resistance requires it being an outsider of an elemental plane, so I can't add it to a race of beings that live in harsh arctic conditions, without making them outsiders.

Yes, there's always the option that I could ignore the pre-req in a home game, but I have to admit that I would prefer to see a system that let me flavor races how I want, without being forced to adhere to Golarion's pre-conceived notions of what races should be allowed Gnome Magic...


Sorry that would have been my post causing it. I can delete them if you like.

Scarab Sages Reaper Miniatures

seekerofshadowlight wrote:
Sorry that would have been my post causing it. I can delete them if you like.

There was already a thread on this topic, I'm not sure the protocol...

Liberty's Edge

Bryan Stiltz wrote:

I had tried to delete this thread almost immediately after making it and failed, reposting original:

I'm actually pretty happy with the flexibility of the system as presented - but one thing strikes me as out of place. (I'm not going to talk about the point costing, there's enough threads on that topic ATM)

Given that I want to use this system to make homebrew races for a homebrew game world, The sheer number of abilities that have as a pre-requisite "[racial subtype]" confound me. I might want a race that has the innate magical abilities of a gnome, (and thus the Gnome Magic ability) but isn't Gnomish.

To be honest, I would prefer it be called something other than Gnome Magic, Elf Immunities, Duergar Immunities etc., becuase I'm not creating Gnomes, Elves, or Duergar. I get what those names represent, but perhaps Elf Immunities should be Enchantment Resistant, Gnome Magic as Innate Magic, and Duergar Immunities as ... I dunno, something not tied to them being a race I'm not building.

Elemental resistance requires it being an outsider of an elemental plane, so I can't add it to a race of beings that live in harsh arctic conditions, without making them outsiders.

Yes, there's always the option that I could ignore the pre-req in a home game, but I have to admit that I would prefer to see a system that let me flavor races how I want, without being forced to adhere to Golarion's pre-conceived notions of what races should be allowed Gnome Magic...

You're also forgetting the fact that as an example race Dhampir breaks the rules. Despite being their own humanoid sub type, they also gain elven immunities.

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