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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.

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Bardez wrote:Can you elaborate?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.
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)

Dragon78 |

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.

Dale McCoy Jr Jon Brazer Enterprises |

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

Caedwyr |
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.

Alex Smith 908 |

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".

Foghammer |

+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.

Dragon78 |

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.

Dragon78 |

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

scary harpy |

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.

Pomkin |
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.

Azure_Zero |

Azure_Zero 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.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
Answer:
Magus: Add +1/4 point to the magus’s arcane pool.
coyote6 |

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.

Ravingdork |

Azure_Zero wrote:That's actually perfect. Bladebound magus's everywhere will rejoice.
Answer:
Magus: Add +1/4 point to the magus’s arcane pool.
Do any of the core races get anything similar for the magus?