Advanced Races


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Bardez wrote:
twilsemail wrote:
Are there any options in here for undead / "Half-undead" PCs?
Dhampirs race, pg. 96. Make good inquisitors, elvish lifespan, a few neat things.

Can you elaborate?

Liberty's Edge

In the rush to look at all the cool new races people seem to be glossing over the excellent tweaks to the core races. I'll allow the 'new' races in my games over my rotting GM corpse, but the modifications you can make to the core races are very, very, very cool.

One of my favourite Pathfinder supplements to date.


Dumb question time: are there any lupine (wolf-like) sample races?


I might as well ask here as well to improve the likelihood of getting an answer.

What are the costs of the core races?

Dark Archive

ThatEvilGuy wrote:
Bardez wrote:
twilsemail wrote:
Are there any options in here for undead / "Half-undead" PCs?
Dhampirs race, pg. 96. Make good inquisitors, elvish lifespan, a few neat things.
Can you elaborate?

My comment was from fluff/racial archetype. Basically, it takes the form of inquisitor = vampire slayer. No straight up undead PC options that I've seen so far.

Some highlights:

Dhampir Racial Traits:
+2 Dexterity, +2 Charisma, –2 Constitution
Negative Energy Affinity: Though living creature, reacts to positive and negative energy as if it were undead, + harming and - healing

FAVORED CLASS OPTIONS
Inquisitor: Add a +1/2 bonus on Intimidate checks to demoralize humanoids.

RACIAL ARCHETYPES
Kinslayer (Inquisitor)

Judgment (Su): At 1st level, a kinslayer gains the following judgment.
Slayer’s Brand (Su): When using this judgment, the kinslayer gains the ability to brand undead creatures with positive energy.
(this ability levels with the character in Greater Brand)

Undead Sense (Sp): At 2nd level, a kinslayer gains the
ability to use detect undead as a spell-like ability (caster
level equal to the kinslayer’s inquisitor level) at will.

Dhampir Equipment
Heartstake bolts (Vampire must make DC 20 or be helpless for 1 round can then be staked at this time, by the bolt)

Liberty's Edge

Eric Hinkle wrote:
Dumb question time: are there any lupine (wolf-like) sample races?

Fox-like but nothing Wolf-like.

Dark Archive

Umbral Reaver wrote:

I might as well ask here as well to improve the likelihood of getting an answer.

What are the costs of the core races?

They start on page 239.

Dwarf: 11 RP
Elf: 10 RP
Gnome: 10 RP
Half-elf: 10 RP
Half-Orc: 8 RP
Halfling: 9 RP
Human: 9 RP

Liberty's Edge

Umbral Reaver wrote:

I might as well ask here as well to improve the likelihood of getting an answer.

What are the costs of the core races?

Between RP 8 (Half-Orcs) and RP 11 (Dwarves).

Ninja'd and expanded on... :)


I'm stoked for the Ratfolk myself.
That and anything that I can throw at my players to give them an interesting fight.


Any Spirit Folk or anything like it?


No there are no spirit folk unless you count the reincarnated Samsarans from the Dragon empire gazateer.

I remember there are feats for Ratfolk that gives them claw attacks for 1d4, grants them a limited burrow speed, and the ability to count as one size catergory smaller to squize through small places. Alternat racial trait to gain scent but get -2 perception for sight/hearing based checks.

Jon Brazer Enterprises

I made an NPC using options from the Advanced Race Guide; check it out on my website.


Stockvillain wrote:
Looks like the dwarf gal hasn't a beard, so yay for not creeping me out!

thank Cayden for that...


Speaking of dwarves what do they get in this book?


Dragon78 wrote:

No there are no spirit folk unless you count the reincarnated Samsarans from the Dragon empire gazateer.

Ugh they are too different from Spirit Folk...Spirit Folk are nature oriented while Samsarans are more like the 4E Devas

Oh well :(

Thanks for checking!


Nitro-13 wrote:
Speaking of dwarves what do they get in this book?

For archtypes, Forgemaster Cleric Archetype (no idea what it does) and hammer focused fighter, plus 1 more thing I forget.


Bardez wrote:
Umbral Reaver wrote:

I might as well ask here as well to improve the likelihood of getting an answer.

What are the costs of the core races?

They start on page 239.

Dwarf: 11 RP
Elf: 10 RP
Gnome: 10 RP
Half-elf: 10 RP
Half-Orc: 8 RP
Halfling: 9 RP
Human: 9 RP

These seem to be fairly strange values to give to the core races, especially the human costs.

Grand Lodge

Has anyone seen the book on an actual store shelf yet (ala Booksamillion)?


even if it's in a store,
they can't sell it until the 20th

Grand Lodge

So its available NOW in the online store, but not in stores until the 20th? Weird.


Subscribers to the Roleplaying Game line get it now,
everyone else has to wait for it, whether it's the PDF or the book itself


Maccabee wrote:
So its available NOW in the online store, but not in stores until the 20th? Weird.

Those who order it online probably won't get it before 20th. Except subscribers, who are at advantage here but it's part of subscription.

Grand Lodge

Ah I see. Sheesh, I'm tired of waiting already. I'm getting jittery and irrational!


Maccabee wrote:
Ah I see. Sheesh, I'm tired of waiting already. I'm getting jittery and irrational!

I know the feeling, as I waited for the "is shipping email" to get in my e-mail inbox.

There are fragments of the ARG posted in various parts of the forums.


Do any of the races have alternate favored class bonuses for the magus?


Bardez wrote:


They start on page 239.

Dwarf: 11 RP
Elf: 10 RP
Gnome: 10 RP
Half-elf: 10 RP
Half-Orc: 8 RP
Halfling: 9 RP
Human: 9 RP

Interesting. Seems to me some standard races deserve some minor bonuses.

What about:

Goblins
Hobgoblins
Orcs
Kobolds

Anything on them?


Pomkin wrote:
Do any of the races have alternate favored class bonuses for the magus?

Core races do,

the featured and Uncommon races are hit and miss

Silver Crusade

Pathfinder Adventure Path Subscriber

Shocking truth exposed: D&D isn't balanced! Whatever we do now?


Gorbacz wrote:
Shocking truth exposed: D&D isn't balanced! Whatever we do now?

Switch to Pathfinder? XD


FiddlersGreen wrote:
Gorbacz wrote:
Shocking truth exposed: D&D isn't balanced! Whatever we do now?
Switch to Pathfinder? XD

Facepalm doesn't cut it here...

[/headdesk]


Stefan Hill wrote:

In the rush to look at all the cool new races people seem to be glossing over the excellent tweaks to the core races. I'll allow the 'new' races in my games over my rotting GM corpse, but the modifications you can make to the core races are very, very, very cool.

One of my favourite Pathfinder supplements to date.

This is an attitude that has always irritated me as a DM. Whenever I design a world I very rarely if ever have all of the core races in it, and equally rarely do I ever have a lack of non-core races. What is with this number of GMs lavishly loyal to a single paradigm that views goblins and orcs as "too silly" or "too weird", but considers gnomes completely fine.

I just tell my players what races are common and normal in the setting and if they want anything more to ask me. If their special requests happen to give me inspiration regarding how to fit said race into the setting I have more content and a more developed setting, if not I can just tell them "sorry they don't really have a place here".


+1

I'm personally trying to build a set of non-core races for a new setting. This is the perfect tool.

The presentation of "over my rotting...corpse" would be very off-putting to me as a player. When I play under a DM, I look for cooperation, not "this is my game, like it or gtfo." Ten times out of ten, I won't play with that kind of DM.


I completely agree, I as a player am willing to take a no for a no, but really the attitude displayed with the sentence "over my rotting...corpse" is a serious turn off, it seems more about say no for no sake then working together with the players to make the best game possible.


Can anyone tell me if there is alternate racial trait for catfolk that grants claw attacks and how does it work (damage inflicted and which racial trait it replaces)?


You can get claws by a alternate racial trait or by a feat, if you have both they deal 1d6s instead of 1d4s. Catfolk also can get the scent ability ether by loosing low-light vision or with a feat.

Kobolds get some great feats that make them more draconic and a sorcerer bloodline, gunslinger archtype, and tail weapons.

Orcs get a fighter and witch archtype, combat feats, some mundane and magical items.

Goblins get a alchemist and barbarian archtype, combat feats, a few spells and a magic item.

Hobgoblins get cavalier and monk arctypes, combat feats, a few magic items and a spell.

Sovereign Court

Is there anything fun for Kitsune; like racial archetypes, feats and alternate racial traits?


There is a feat you can take multiple times to get various spell like abilities(2/day), a rouge archtype, a magic item that acts like a perl of power but for there spell like abilities

The spell like powers that the feat grants are as follows in order in wich you can get them.
1)disguise self
2)charm person
3)misdirection
4)invisibility
5)sugestion
6)displacement
7)confusion
8)dominate person


Dragon78 wrote:

You can get claws by a alternate racial trait or by a feat, if you have both they deal 1d6s instead of 1d4s. Catfolk also can get the scent ability ether by loosing low-light vision or with a feat.

Kobolds get some great feats that make them more draconic and a sorcerer bloodline, gunslinger archtype, and tail weapons.

Orcs get a fighter and witch archtype, combat feats, some mundane and magical items.

Goblins get a alchemist and barbarian archtype, combat feats, a few spells and a magic item.

Hobgoblins get cavalier and monk arctypes, combat feats, a few magic items and a spell.

Thanks.

This is good news.

I wonder how Orcs manage a Witch archtype; they have a penalty to intelligence.

Dark Archive

The Orc witch archetype (scarred witch doctor) uses Con, not Int. pretty sweet!


...and yet the monk archtype for Catfolk doesn't use cha instead of wisdom for there ac/abilities, so I ask what was the point of giving them a monk archtype.

Silver Crusade

Pathfinder Adventure Path Subscriber
Dragon78 wrote:
...and yet the monk archtype for Catfolk doesn't use cha instead of wisdom for there ac/abilities, so I ask what was the point of giving them a monk archtype.

To drive "everything must be optimized!!!!!murragghhbllzzleeeee" folks up the wall ;-)


Azure_Zero wrote:
Pomkin wrote:
Do any of the races have alternate favored class bonuses for the magus?

Core races do,

the featured and Uncommon races are hit and miss

Does the tiefling? The blood of fiends book claims tieflings are perfect magus's, but don't give them a favored class bonus for it. I'm hoping advanced race guide did.


Pomkin wrote:
Azure_Zero wrote:
Pomkin wrote:
Do any of the races have alternate favored class bonuses for the magus?

Core races do,

the featured and Uncommon races are hit and miss
Does the tiefling? The blood of fiends book claims tieflings are perfect magus's, but don't give them a favored class bonus for it. I'm hoping advanced race guide did.

Answer:

Magus: Add +1/4 point to the magus’s arcane pool.


Azure_Zero wrote:


Answer:
Magus: Add +1/4 point to the magus’s arcane pool.

That's actually perfect. Bladebound magus's everywhere will rejoice.


Adventure Path Charter Subscriber
Pomkin wrote:
Does the tiefling? The blood of fiends book claims tieflings are perfect magus's, but don't give them a favored class bonus for it. I'm hoping advanced race guide did.

In addition to the favored class option, they also have a magus archetype -- Fiend Flayer.


Was there anything special in regards to aasimar paladins? We've got a game on hold for a while so our normal GM can sit in the player's seat and would like to see for any possible ideas when it pick back up.


Aasimar have a paladin archetype (Tranquil Guardian)

Favored class
Paladin: Add +1/6 to the morale bonus on saving throws provided by the paladin’s auras.

and a few feats that require Channel Energy


That could really be useful for the party archer which has a bad habit of failing will saves and nearly ventilating my PCs skull.

ETA: May I ask about the general flavor of the archetype? May be worth asking if a slight rebuild may work if it jives with the backstory we've got going.


What did the Strix get?!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Pomkin wrote:
Azure_Zero wrote:


Answer:
Magus: Add +1/4 point to the magus’s arcane pool.
That's actually perfect. Bladebound magus's everywhere will rejoice.

Do any of the core races get anything similar for the magus?

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