ARG: Favourite Featured / Uncommon Race


Product Discussion


I don't usually make discussions, but there's too much heated talks on single feats or traits. Please leave that aside and lets discuss what new/re-newed races in the book catch our eye.

Please consider the over-all (feats, spells, archetypes, etc...)

I'll start it off:

Drow - I really like the added options, both as a fighter and cleric here. The new feats are quite interesting, and are easy to pick up if you're a fighter with tons of bonus feats. I like the idea of shadowing the battlefield in darkness, then going in and attacking at will, effectively making you invisible (if you use the ability to see in magical darkness that is available to them via Drow magical weapon).

Orc - I'll be honest, whenever I read a new Strength based class I immediately look for the +4 strength and weather or not they get 'reach'. This one loses reach, and the payment for the +4 is not consistent with something like Half-Ogre (3PP). It's good to see a PF legit book providing a +4 Strength though. It's easier to swallow ARG for races with your GM, rather than convince them to let you be a 'monster' or access some of the 3PP material that treads on thin ice.

Goblins - O.k., I need to be fair, there's some great goblin-ness in here. But nothing that adds versatility in other classes. PF went with the feral goblin idea, but I was hoping there'd be a more tamer and upstanding addition in here. Barbarians have the 'Urban' concept, making them more humanized. I was hoping for this to continue with goblins. They don't get a negative to Int or Wis, so I don't see why the concept can't exist. I feel like with Goblins PF knows the crowd it caters to, the crazed Alchemists and such. I find beyond that there isn't much to add for Goblins in the book, not even for a rogue like class, the ones the race would be great for.

Svirfneblin - Wow, I don't even know what to make of this yet. All I know is I really like it, and am kind of excited to see what niches he fits into overall. On paper they look a bit like goblins, but with some extra 'oomf'.

So, some ups and downs for me. Please, let me know what stood out for you as good, bad, impressed and let down about all the other races, or if you have comments on mine. Lets try to stay focused on our overall interests of the content for reach race and not engage in a 'cheese' discussion please.


Grippli - I had to go and make myself a poison arrow tree frog (bogborn vivsectionist alchemist, with discoveries focused on poison and feats focused on archery, and some stealth sprinkled in).


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The elemental races have so pretty nice niches, I loved the archetype for the sylphs, both of them seem very cohesive for that type of character.


I also thought the Sylph was kind of cool, and the Grippli picture is nice.

Does anyone else find that water based races are always fairly weak? The one water race can't live outside of water for more than 24 hours or they die... maybe cool for a Waterworld campaign, but pretty steep. Also, the one with the fish tail is nice, 50ft. Swim, 5ft. on land...

Can you imagine following after the party at the pace of 5ft/round?


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The Sylph Archetypes are cool.

For whatever reason, the Human Sorc Archetype I find to be really awesome, especially the 9th level ability. Take your best shot. Any spell or spell like ability that misses you or does no harm to you (because of a save or resistance) you get to make an immediate demoralize check against the caster of said spell.

It just seems like a fun flavor ability.


Quori wrote:

Also, the one with the fish tail is nice, 50ft. Swim, 5ft. on land...

Can you imagine following after the party at the pace of 5ft/round?

That is what a mount is for.

Or the hour/level merperson spell that lets them Little Mermaid it up to win the love of human boys...


I would agree with a mount if they had legs...

More likely they would be stuck in a cart being dragged by a mule. very demoralizing.

Scarab Sages

I was all set to see awesome Kobolds.

They did a remarkable job on the fluff and the crunch, the feats, the alternate racial traits, the equipment, everything. Except stats.

Ratfolk, follow the typical +2, +2, -2 formula that Gnomes and Halflings do, for smaller races, for a net result of +2.

Goblins are at least +4, -2, -2, a net result of 0.

Freeking Gripli frog people, smaller yet than Kobolds, are still +2, +2, -2.

Svirfneblin are even +2, +2, -2, -4, for a net total of -2.

Wayang, another small race,even described as "gaunt" are still +2, +2, -2 to stats.

They are the ONLY....repeat that ONLY race in the book with the classification of "Greater Weakness" under the ability scores.

ONLY.

Look, I get it...Kobolds are weak, cravenly little creatures that use sneak and hit and run tactics, that have to rely upon groups of buddies to do anything to anyone...I get that.

But this is a player character, for Jeebus sake. Against a "standard" character, +2 +2 -2 stat block, this represents a total difference of 6 points...in a point buy, that is a LOT. a WHOLE lot.

Man, be heroic. Be awesome. Be...something more than a 6 point stat difference starting off.

Easier to play a changeling or something, and just "pretend" to be a kobold.

Or use the race builder to make a "Kobold Leader" or something.

But come on.

TL;DR

Kobold fluff and crunch = perfection
Kobold stat block = play a different race.


Undine. Swap out the SLA for Acid Breath and take the Aquatic Ancestry Feat at 1st level.

What? A playable amphibious race that can breathe acid? Sign me up! :)


Pathfinder Starfinder Society Subscriber
Quori wrote:
I would agree with a mount if they had legs...

Sidesaddle my dear chap, sidesaddle!


Bomanz wrote:

I was all set to see awesome Kobolds.

They did a remarkable job on the fluff and the crunch, the feats, the alternate racial traits, the equipment, everything. Except stats.

They are the ONLY....repeat that ONLY race in the book with the classification of "Greater Weakness" under the ability scores.

ONLY.

Look, I get it...Kobolds are weak, cravenly little creatures that use sneak and hit and run tactics, that have to rely upon groups of buddies to do anything to anyone...I get that.

But this is a player character, for Jeebus sake. Against a "standard" character, +2 +2 -2 stat block, this represents a total difference of 6 points...in a point buy, that is a LOT. a WHOLE lot.

Or use the race builder to make a "Kobold Leader" or something.

But come on.

TL;DR

Kobold fluff and crunch = perfection
Kobold stat block = play a different race.

Like you said. They added the Race builder for a reason. Kobolds have 7 points total. Just give them a better stat array that gives them 10 points.

Call it an "Alpha" Kobold.

Dark Archive

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Bomanz wrote:
I was all set to see awesome Kobolds.

For a PC kobold, I'd go with -2 Str and +2 Dex as the only stat modifiers, add some dragon-themed stuff like +2 to saves vs. sleep, paralysis and energy attacks / environmental effects based on the color of their scales (fire/heat for red, cold for white, electricity for blue and acid for black or green).

That makes them more or less equal to goblins or whatever.

Grand Lodge

Ratfolk!
Gulch gunner, check.
Disease based alchemist, double check.
Huzzah!

Silver Crusade

I like Catfolk, Ratfolk, Kitsune, and Tengu, just for purely visual reasons. I have no idea if any of them are any good mechanically.

I'm not really a fan of "dark" characters most of the time, so I have no interest in the typical darker races (Drow, Tiefling, Dhampir, etc). Not that every PC of those races has to have a dark personality, but the "good side struggling against the inner evil" thing is just as bad a cliche.


Kitsune artwork and favored class. Im having my fun with 19 DC will saves on enchantments from level 1 using a Fey bloodline Kitsune and the fact that the favored class bonus makes save or suck harder to save. Feels like this book made obvious options stronger for that race.


I like the fetchling options. Really makes me want to play a shadow conjurer.

Silver Crusade

Pathfinder Adventure Path Subscriber

Lashunta!

Oh wait.


I agree that the kitsune has some great options now!

Silver Crusade

Pathfinder Adventure Path Subscriber

Now, SRSLY:

Fav Core Race: Humans
Fav Featured Race: Dhampir
Fav Uncommon Race: Kitsune


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I really liked the outsider races, I think they have a lot of potential. It doesn't hurt that they have a better chance of getting past the GM than say Grippli or Tengu. Also, as unlikely as the race/class combo sounds, I saw a lot of potential in an Ifrit monk, what with the selectable morale bonus for immolating things and the spell like ability of burning hands.


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Core:

Dwarves are my normal go-to. In this, they are still awesomesauce.

However, Half-Orcs snuck up to awesomesauce, too.

I also like the Gnomes much better now, too.

Featured:

Tengu, Oreads and Orcs... oh my!

All three came out of nowhere to punch me with win. Oreads were my surprise winners.

Ratfolk, Catfolk, Goblins and Kobolds I also like. Tieflings also if you add Blood of Fiends, and I hope Blood of Night and Blood of Angels does the same.

Uncommon:

Gripplis won this one, but Strix and Duergar are close behind.


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I second the surprise-excitement over Oreads. I've never before been a fan of "my mom hooked up with a elemental" races, but those look great. Never thought I'd want to play a summoner with a race that took a penalty to Cha, but Shaitan Binder looks like fun and then some.

Kitsune and Varana also surprised me by catching my eye.

RPG Superstar 2015 Top 8

I have always liked ratfolk and vanara, and was happy to have the race guide provide some good options for the, and some great illustrations. The gulchgunner is a pretty cool gunslinger archetype for ratfolk, and I like their tail blade. I would have liked to see a feat that gave rat folk a prehinsile tail, however.

There were also a couple of races that surprised me with their coolness.

Orcs are very cool indeed. I especially like the scarred witch (or whatever its called) archetype. They use masks instead of familiars, and have constitution as a primary spell casting/hex stat.

The fetchling shadow summoner is always very very cool, and makes it totally worth running around in daylight being dazzeled.

I was not particularly impressed with the material for the core races, but liked the extra feats and items that were listed for dwarves. A dwarven fighter can go total cleaverama, and the long axe and long hammer are a good addition for the stocky giant slayers.


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I was surprised by how much I like ARG Sylph. I was entirely not taken by them as a bestiary race, but the ARG has won me over to their playability. The other three I-can't-believe-they-aren't-genasi also fared well in this book and are doing a much better job of standing on their own feet as races now, and leaving the unflattering genasi comparisons behind them.

The ARG also increased my like for Ratfolk, while cementing my dislike of Catfolk and Nagaji (as both seem a little mechanically good - the Nagaji, mostly, because of their archetype).

Kitsune have been my favourite since the Dragon Empires books came out, and still are - even if I've yet to be in a game where I've been allowed to play one.


I like ratfolk, but they aren't really stated to how I think their flavor is. I would have gone with:

+2 CON, +2 INT, -2 STR (rats aren't exactly renowned for being dextrous, compared to say squirrels... but they surely survive in ugly conditions, and they laugh at most "rat poison", not to mention doing things like eating plastic insulation, the damned little SOB's).

Drop either rodent empathy or craft(alchemy) for healthy (+4 to save vs poison & disease)

Shadow Lodge

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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

My next character will be a Sylph Sky Druid -- I love the way the Sylph's turned out.

I'm also rather partial to Kitsune, but I knew that before the ARG.

I think the race that surprised me the most was the Fetchlings. I didn't much care for them before, but now I would definitely consider playing one.

Liberty's Edge

I was glad that Catfolk had some alternate racial traits that I might actually want to use in a game =p


John Mangrum wrote:
Quori wrote:
I would agree with a mount if they had legs...
Sidesaddle my dear chap, sidesaddle!

I stand corrected. *bow*

Contributor

Mighty Squash wrote:
Kitsune have been my favourite since the Dragon Empires books came out, and still are - even if I've yet to be in a game where I've been allowed to play one.

That's why I GM. I get to play ALL the kitsune!

RPG Superstar 2015 Top 8

Kitsune are definitely cool. I especially like the tail mechanic, which is in line with the folklore. Kitsune with many tails are supposed to be magically powerful.

I didn't like the rogue tricks though. Too many circumstial tricks regarding a particular, rarely made kind of bluff check. It's bad design in the same way that the witch hex smell children was bad design. Note that folklore has never limited the bluff abilities of Kitsune, nor the olfactory capabilities of witches.

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