
Mort the Cleverly Named |

You realize that making a whole new thread to brag about having the book makes it totally morally incumbent upon you to answer all of our questions, right?
If that doesn't work, how about: Good and kind sir, might you spare a crumb for us huddled masses, and spill some spoilers?
Right now, I'm particularly interested in the racial favorite class bonuses. After hearing about the Kitsune +Enchantment DC, I'm interested if they copied that over for any other races/schools? Or anything else that makes the APG's +CMD things look even sadder. I'd like to start utterly breaking the game as soon as possible.

Rogue Eidolon |

It seems that large now includes having reach.
As for racial favored bonuses, I'm only on the elf so far, but there are some pretty interesting ones--the most powerful so far seems to be the ability to summon an eidolon in one round by spending FC points, but many of the new ones seem to be better than the APG FC bonuses (except the spontaneous caster human bonuses in the APG, which remain massively more powerful than everything else).

Doug Hansen |

Anybody else who has it already notice that the special thanks on the credits page is dedicated to those who played Rise of the Runelords the first time? And that there is reference to the Rise of the Runelords Anniversary edition in the fine print at the bottom of the same page?

Mort the Cleverly Named |

Anybody else who has it already notice that the special thanks on the credits page is dedicated to those who played Rise of the Runelords the first time? And that there is reference to the Rise of the Runelords Anniversary edition in the fine print at the bottom of the same page?
It came up in the other thread. Apparently (or rather, obviously) it is an error, and the pdf was/will be fixed shortly.

![]() |

Doug Hansen wrote:Anybody else who has it already notice that the special thanks on the credits page is dedicated to those who played Rise of the Runelords the first time? And that there is reference to the Rise of the Runelords Anniversary edition in the fine print at the bottom of the same page?It came up in the other thread. Apparently (or rather, obviously) it is an error, and the pdf was/will be fixed shortly.
Moreover, the print copy already has the correct dedication.

Odraude |

Ughbash wrote:Downloaded MUAHAHAHAHAHAHAHA!!!!Have you gotten to the rules for multi-armed characters yet? A lot of us are curious how they ruled that Two-Weapon Fighting works with that...
Honestly, I think you'd have to take the Multiweapon Fighting since in that feat it states it replaces TWF for creatures with three or more arms.

![]() |

cartmanbeck wrote:Honestly, I think you'd have to take the Multiweapon Fighting since in that feat it states it replaces TWF for creatures with three or more arms.Ughbash wrote:Downloaded MUAHAHAHAHAHAHAHA!!!!Have you gotten to the rules for multi-armed characters yet? A lot of us are curious how they ruled that Two-Weapon Fighting works with that...
If that's the case, they'll have to make Multiweapon Fighting a player feat, not just a monster feat.

Odraude |

Odraude wrote:If that's the case, they'll have to make Multiweapon Fighting a player feat, not just a monster feat.cartmanbeck wrote:Honestly, I think you'd have to take the Multiweapon Fighting since in that feat it states it replaces TWF for creatures with three or more arms.Ughbash wrote:Downloaded MUAHAHAHAHAHAHAHA!!!!Have you gotten to the rules for multi-armed characters yet? A lot of us are curious how they ruled that Two-Weapon Fighting works with that...
Exactly what stockvillain said.

![]() |

cartmanbeck wrote:Exactly what stockvillain said.Odraude wrote:If that's the case, they'll have to make Multiweapon Fighting a player feat, not just a monster feat.cartmanbeck wrote:Honestly, I think you'd have to take the Multiweapon Fighting since in that feat it states it replaces TWF for creatures with three or more arms.Ughbash wrote:Downloaded MUAHAHAHAHAHAHAHA!!!!Have you gotten to the rules for multi-armed characters yet? A lot of us are curious how they ruled that Two-Weapon Fighting works with that...
I understand that, but given that they already showed us a four-armed race, I assume that means that there will be at least one playable four-armed race, and in that case you shouldn't need the DM to allow something to make it viable, it should be part of the general rules. I also assume that some stuff that comes out of the Advanced Race Guide will eventually be allowed in PFS (though maybe not a four-armed race).

Vendis |

I understand that, but given that they already showed us a four-armed race, I assume that means that there will be at least one playable four-armed race, and in that case you shouldn't need the DM to allow something to make it viable, it should be part of the general rules. I also assume that some stuff that comes out of the Advanced Race Guide will eventually be allowed in PFS (though maybe not a four-armed race).
There is already a ton of GM-approval wrapped into getting it:
1) Using the ARG in the first place
2) Either selecting the 20 RP (10 more RP than the guideline for standard races) or building a race that has the 4 arms
3) Getting access to the feat
So... yeah, the feat, which has always been open to players who qualify for it, given GM approval, is still based on GM approval.

Azure_Zero |

![]() |

@Ibrahm: The "Wyrwood" are pretty much warforged-equivalent.
On a side note, there are no new races in the book. The ones in the Build-A-Bear section are examples of how the rules work. Several of them are Bestiary conversions [centaur, drider, ogre], the rest are examples of using the rules to create custom races.

Ibrahm |

@Ibrahm: The "Wyrwood" are pretty much warforged-equivalent.
On a side note, there are no new races in the book. The ones in the Build-A-Bear section are examples of how the rules work. Several of them are Bestiary conversions [centaur, drider, ogre], the rest are examples of using the rules to create custom races.
got a link?

Azure_Zero |

WYRWOOD
The original wyrwoods were created centuries ago to
serve a wizard as spies and emotionless apprentices.
The wizard’s downfall came about when he granted
them free will, which in addition to their cold, calculating
intelligence heralded the birth of a strange new race.
The wyrwoods murdered their former master and stole the
secrets of their own creation, which they jealously guard and
rigorously control.
Type
Construct 20 RP
Size
Small 0 RP
Base Speed
Normal 0 RP
Ability Score Modifiers
Standard (+2 Dex, +2 Int, –2 Cha) 0 RP
Languages
Standard 0 RP
Racial Traits
Senses Racial Traits
Darkvision 60 ft. — RP
Low-light vision — RP
Total 20 RP

Doug Hansen |

Mort the Cleverly Named wrote:Moreover, the print copy already has the correct dedication.Doug Hansen wrote:Anybody else who has it already notice that the special thanks on the credits page is dedicated to those who played Rise of the Runelords the first time? And that there is reference to the Rise of the Runelords Anniversary edition in the fine print at the bottom of the same page?It came up in the other thread. Apparently (or rather, obviously) it is an error, and the pdf was/will be fixed shortly.
I'm glad to hear the print copy is correct--and stunned that somebody has it in their possession already!!

Ravennus |

There is now a Dragon type, which costs 10 RP.
They get Darkvision, Low-light, and are immune to sleep and paralysis.
BTW, regarding the multi-limbed trait.... first off, it's available in 2 flavours.
The default is is actually only 3 arms, and costs 4 RP.
Four arms cost you ANOTHER 4 RP (so 8 RP total).
But no more than 4 arms, though there is another separate trait which gives you smaller grasping arms that give Improved Grapple for 'free' and allow you to maintain a grapple without counting as grappled and allowing you to do whatever with your normal limbs.
Also, another big thing about the Multi-Limbed trait..... it's considered a MONSTROUS trait, which normally isn't even allowed to be taken by standard (1-10 RP) and advanced (11-20 RP) races.
I'm still wrapping my head around it, but it seems that even if you kept your build cost down to 10 or so, you would still be considered to be monstrous power level... and thus you would be +3 ECL at lvls 1-5, +2 ECL at lvls 6-10, and +1 ECL at lvls 11-15... all just because you took a Monstrous racial trait.
With the racial builder, the intent seemed to be to keep the more rediculous racial traits out of players hands, no matter the RP build cost.
For example, you can get Fast Healing (very expensive), but I couldn't find Regeneration anywhere... so no stating up a PC 0-lvl Troll anytime soon.
The book is fantastic though. The amount of material they add for the core races alone is amazing, and well worth the price. They also finally bring all the other assorted 0-lvl Bestiary races into PC playable territory.
A lot of the new Archetypes could even be taken without race restrictions, with GM permission. I personally love the Forgemaster Cleric (Dwarven), which fits perfectly for a new Cleric I'm making.
One thing bugs me, however.... the Half-Construct type is still way too restrictive with the no-resurrect clause.
I was hoping to be able to stat up some balanced PF Warforged, but it doesn't look like it'll happen afterall. *sadface*

![]() |

twilsemail wrote:I'm glad to hear the print copy is correct--and stunned that somebody has it in their possession already!!Mort the Cleverly Named wrote:Moreover, the print copy already has the correct dedication.Doug Hansen wrote:Anybody else who has it already notice that the special thanks on the credits page is dedicated to those who played Rise of the Runelords the first time? And that there is reference to the Rise of the Runelords Anniversary edition in the fine print at the bottom of the same page?It came up in the other thread. Apparently (or rather, obviously) it is an error, and the pdf was/will be fixed shortly.
While we *did* start sending books out yesterday, I think twilsemail was just passing on what we said in the other thread.

Dragon78 |

Tieflings- they get alternate racial traits for natural attacks, prehensile tail, vestigle wings, natural armor plus one energy resistance 5 instead of three. Feats that grant +2 natural armor, improved darkvision/see in darkness, extra resistances
Grippli- racial traits for poisonous skin, glider, skill bonuses, and good at jumping. Feat that grants a tongue attack ability to take small objects.
Tengu- racial traits for claw attacks, glide, exotic weapon prof. Feats for bite(1d6+bleed on crit), save bonuses vs disease and injested poison, limited use wings, change into a giant raven, andchange into human.

gbonehead Owner - House of Books and Games LLC |

ericthecleric wrote:subscribers can download the PDFs when the books are shipped.Yes we can, and while I have only had a cursory look through the book, I must say I like what I have seen.
Yep! Best reason ever to be a subscriber. Can't wait to get home and take a look at this month's booty (The ARG, S&S#3, Lost Kingdoms, the map folio, the map pack, and Nightglass).
Personally, I'm looking forward to Lost Kingdoms the most, but the more I hear of the ARG stuff, the cooler it sounds.

![]() |

I'm just glad that aasimar got a little lovin'. Some feats to become even more angelic [shiny, metallic skin & wings!], swapping out energy resistance for SR, increase to caster level when casting good spells [favored sorcerer ability]. The Celestial Shield is a snazzy shield with no spell failure or armor check penalty.
One thing about the fuzzy races, though; both pictures of the catfolk make them out to be snow leopard folk. Almost want to see Linni fighting alongside them.