Cartmanbeck's Guide to Pathfinder Races


Advice

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Silver Crusade RPG Superstar 2014 Top 16

Alexander Augunas wrote:
cartmanbeck wrote:
Voyd211 wrote:
You forgot to mention the Mysterious Stranger for sulis. Remember, all of their formerly Wis-based class features are now based on Charisma.
Added. I've stopped hyping the Mysterious Stranger quite as much as I used to, because a lot of people think that losing Quick Clear isn't worth the trade-off.
Mysterious Stranger got a LOT better with Rasputin Must Die and Ultimate Equipment. There's a magical gun enhancement that prevents firearms from misfiring ever (nullifying the use for Quick Clear) and three levels in Fighter (Trench Fighter) gives you Gun Training.

Good catch on the Reliable property, I've added that to my guide in several places!


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You don't suggest any PrCs under humans. I'd highly recommend the Nature Warden. A Feral Child Druid can meet all of the criteria without multiclassing, and the Eye for Talent race trait combined with the Huntmaster feat work really well with the Nature Warden's class abilities. Losing Wild Shape still hurts, but Nature Warden doesn't progress that ability anyway.

Also, with the Scion of Humanity race trait, Aasimars also make great Nature Wardens. You could combine Celestial Servant with Huntmaster and the Feral Child Druid archetype to have a pretty powerful companion/terrain-focused character, especially with the Magical Knack trait.

Grand Lodge

Pretty good. Read through all the core races and the PFS legal alternate races.

I only have 2 notes and their both under tiefling.

1) Their paladin favored class ability is probably one of the best. Its twice as good as the halfling/gnome ability for the purpose of healing themselves. Add on greater mercy and fey foundling and your healing ridiculous HP's/lay on hands, when used on you only, which should be most of them.

2) You missed Improved Fiendish Sorcery as a feat. This ability probably makes Variant Tieflings the scariest sorcerer in the entire game. If he is a Rakshasa variant tiefling that takes crossblooded abyssal/infernal with Shadow/Rakshasa and picks up improved fiendish sorcery he can effectively be rocking a 24 Cha at level 1 for the purpose of everything having to do with being a sorcerer! Sure, your limited on bloodlines, but none of those bloodlines are too bad and some even have some synergies together. While probably not as broken as say the scarred witchdoctor, its still pretty broken. DC 18 level 1 spells before spell focus, plus all the other goodies of high Cha for sorcerer abilities.

Silver Crusade RPG Superstar 2014 Top 16

Worldbuilder wrote:

Pretty good. Read through all the core races and the PFS legal alternate races.

I only have 2 notes and their both under tiefling.

1) Their paladin favored class ability is probably one of the best. Its twice as good as the halfling/gnome ability for the purpose of healing themselves. Add on greater mercy and fey foundling and your healing ridiculous HP's/lay on hands, when used on you only, which should be most of them.

2) You missed Improved Fiendish Sorcery as a feat. This ability probably makes Variant Tieflings the scariest sorcerer in the entire game. If he is a Rakshasa variant tiefling that takes crossblooded abyssal/infernal with Shadow/Rakshasa and picks up improved fiendish sorcery he can effectively be rocking a 24 Cha at level 1 for the purpose of everything having to do with being a sorcerer! Sure, your limited on bloodlines, but none of those bloodlines are too bad and some even have some synergies together. While probably not as broken as say the scarred witchdoctor, its still pretty broken. DC 18 level 1 spells before spell focus, plus all the other goodies of high Cha for sorcerer abilities.

Added all of those suggestions! I can't believe I missed such an awesome feat!

Silver Crusade RPG Superstar 2014 Top 16

Restores100HP wrote:

You don't suggest any PrCs under humans. I'd highly recommend the Nature Warden. A Feral Child Druid can meet all of the criteria without multiclassing, and the Eye for Talent race trait combined with the Huntmaster feat work really well with the Nature Warden's class abilities. Losing Wild Shape still hurts, but Nature Warden doesn't progress that ability anyway.

Also, with the Scion of Humanity race trait, Aasimars also make great Nature Wardens. You could combine Celestial Servant with Huntmaster and the Feral Child Druid archetype to have a pretty powerful companion/terrain-focused character, especially with the Magical Knack trait.

Added the Nature Warden as a suggestion under humans! :)


Okay, after reading the Bestiary 4, I recently came to the realization that ALL of the following races are apparently legal to use as PCs without any racial hit dice or level adjustment. Here they are...

Centaur
Trox
Gnoll
Lizardfolk
Drider
Gargoyle
Ogre
Gathlain
Kasatha
Wyrwood
Wyvaran

Yeah, this guide just got a WHOLE lot bigger (also, keep in mind that some of these races are friggin ridiculous in terms of power).


Duskblade wrote:

Okay, after reading the Bestiary 4, I recently came to the realization that ALL of the following races are apparently legal to use as PCs without any racial hit dice or level adjustment. Here they are...

Centaur
Trox
Gnoll
Lizardfolk
Drider
Gargoyle
Ogre
Gathlain
Kasatha
Wyrwood
Wyvaran

Yeah, this guide just got a WHOLE lot bigger (also, keep in mind that some of these races are friggin ridiculous in terms of power).

A lot of these are in the ARG, but aside from just having a stat block entry in there they really have no other options. No archetypes, no racial feats.

Lizardfolk and Gnolls are almost identical mechanically. It's a shame, especially because I was looking at fleshing out some characters in these races to be NPCs in my game.


Really like the guide, lots of good information in here
One thing I noticed was that you rated the 'Arcane training' ability of half-elves as red. I agree that it is almost useless for an arcane caster, but a non-caster can now count as having one level in an arcane class for spell completion items. Wizard is always good, and witch can be used to allow for healing items.


I am hoping for a brief nod to the Bestiary 4 created races in the guide. they don't have feats pr a favored class bonus, but I feel they are worth mentioning.


Hey there Dr. Beck! I'm going to guess that you've been tremendously busy and that's been keeping you from working on this.

How close am I?

Silver Crusade RPG Superstar 2014 Top 16

Hi everyone!

Just a quick update for those of you who've dotted this and been waiting patiently for new material: I'll be getting back to the guide very soon, but for right now the main thing on my plate is RPG Superstar (in which I'm a top 16 finalist!)

Last I can find, this was my current list of planned race updates:

-Ratfolk
-Changelings
-Hobgoblins
-Monkey Goblins
-Skinwalkers
-Orcs
-Duergar
-Lizardfolk
-Lashunta
-Nagaji
-Gathlain
-Kasatha
-Trox
-Wyrwood
-Wyvaran

Thanks for checking out my guide!
Tyler

Silver Crusade RPG Superstar 2014 Top 16

I've finished the Ratfolk section of my guide! Next up will be Changelings.

Ratfolk


A potential Arcane Trickster Ratfolk in my game just died unluckily (Poisoner Rogue and Arcane Crafter Wizard) would say you are petty spot on with your assessment here.

Only thing I'd add (aside from claws being fantastic for a rogue at low level) is the usefulness of a tail-blade when you have a wand and alchemical weapon in your hands!


So, I was looking for a race that had Str/Int to build a Str-based magus, but I was shocked to not find a single race that has that. Lots of Dex/Int races, but not a single Str/Int??


Gherrick wrote:
So, I was looking for a race that had Str/Int to build a Str-based magus, but I was shocked to not find a single race that has that. Lots of Dex/Int races, but not a single Str/Int??

Very few races have a STR bonus at all, and I'm pretty sure one of the variant Tieflings or Dhampir had that combo, but I could be wrong.

You could always play a Dual Talent Human to get the stats you want, or cheese up an Aasimar or Tiefling with the Blood of supplements.


None of the Aasimar, Tiefling or Dhampirs get Str/Int. The Werecroc Skinwalker does, but only while changed.


to be fair though I think magus might be the only class where it is conceivably optimized to have a str/int bonus. The two abilities just arent really used much together. Kinda of the same as a Con/Cha bonus race...just not common


Gherrick wrote:
So, I was looking for a race that had Str/Int to build a Str-based magus, but I was shocked to not find a single race that has that. Lots of Dex/Int races, but not a single Str/Int??

Try the male Lashunta, those guys are +Str/+Int. They also are butt ugly.


A Human with Dual Talent can have Strength and Intelligence bonuses. Sorry, I know, it's quite mundane.

Silver Crusade RPG Superstar 2014 Top 16

I went ahead and added lashunta to the guide, since it was super easy and I hadn't really ever looked at them before:

Lashunta


Something that I would find useful in these write-ups are lists of all the weapons that Weapon Familiarity unlocks for a given race as that can have a big effect on the usefulness of a given race. For example in the elf article there's no mention of Elven Curved Blade though it is superior to most 2hders as a generic weapon. There is also a lot of dwarven weapons but the guide only mentions battleaxe.


Hey there Cartmanback. Thanks for making this Guide. I'm a fairly new GM to Pathfinder and have been using your guide extensively to help my players and the creation of my own characters, but I had a question:

Kobolds are awesome, of course, but the snare setter seems weaker then you make them out to be. While Ranger Traps are an awesome concept, their perception DC's seem to be weak. The saves are on par with most spell save DC's, but perception scales way faster. I was wondering, do you or anyone else on this forum know of a way to boost the perception DC for ranger traps or overcome this problem. I'd like to run this character concept in a campaign, but I'm having trouble seeing the viability if the monsters can usually detect the trap before its sprung.

Thanks again for all your hard work!

Silver Crusade RPG Superstar 2014 Top 16

Contagion wrote:

Hey there Cartmanback. Thanks for making this Guide. I'm a fairly new GM to Pathfinder and have been using your guide extensively to help my players and the creation of my own characters, but I had a question:

Kobolds are awesome, of course, but the snare setter seems weaker then you make them out to be. While Ranger Traps are an awesome concept, their perception DC's seem to be weak. The saves are on par with most spell save DC's, but perception scales way faster. I was wondering, do you or anyone else on this forum know of a way to boost the perception DC for ranger traps or overcome this problem. I'd like to run this character concept in a campaign, but I'm having trouble seeing the viability if the monsters can usually detect the trap before its sprung.

Thanks again for all your hard work!

You know, I honestly never really thought of that... you're totally right, Perception does scale significantly faster than saves. I don't think there's any way to increase these, so my best suggestion would be to combine them with some sort of spellcasting to make the trap invisible or something of that nature. I'll have to take a few minutes to note this in my guide. Thanks!


cartmanbeck wrote:
Contagion wrote:

Hey there Cartmanback. Thanks for making this Guide. I'm a fairly new GM to Pathfinder and have been using your guide extensively to help my players and the creation of my own characters, but I had a question:

Kobolds are awesome, of course, but the snare setter seems weaker then you make them out to be. While Ranger Traps are an awesome concept, their perception DC's seem to be weak. The saves are on par with most spell save DC's, but perception scales way faster. I was wondering, do you or anyone else on this forum know of a way to boost the perception DC for ranger traps or overcome this problem. I'd like to run this character concept in a campaign, but I'm having trouble seeing the viability if the monsters can usually detect the trap before its sprung.

Thanks again for all your hard work!

You know, I honestly never really thought of that... you're totally right, Perception does scale significantly faster than saves. I don't think there's any way to increase these, so my best suggestion would be to combine them with some sort of spellcasting to make the trap invisible or something of that nature. I'll have to take a few minutes to note this in my guide. Thanks!

No problem. Sorry if that makes the archetype look a lot less cool. I also figured spells might be the best way to handle the problem, or some house rules. Some Obscuring Mist or Silent Image could probably fix that right up. But it would require some multiclassing. :)


A bit on half-elves - I saw multitalented was rated relatively highly for multiclass builds, but isn't single classing (or prestiging for hybrids like arcane archers) usually the better choice, with 1-2 level dips being the most frequent multiclass builds? It always seemed like a pretty poor feature when I looked at it. Can you give me a few examples where it contributes a lot to the build?


The Shaman wrote:
A bit on half-elves - I saw multitalented was rated relatively highly for multiclass builds, but isn't single classing (or prestiging for hybrids like arcane archers) usually the better choice, with 1-2 level dips being the most frequent multiclass builds? It always seemed like a pretty poor feature when I looked at it. Can you give me a few examples where it contributes a lot to the build?

You could play a full BAB character or something like a Fighter/Rogue and benefit from it. I've played a (Human) Fighter/Barbarian who would have been pretty effective as a Half-Elf (possibly more so). I've also seen a Fighter/Dervish Dancer who was very effective (and a Half-Elf). You probably should aim to take at least 5 levels in your second class to make it worth it.


Are changelings still in the on-deck circle?

Love the work you've done on this, thanks.

Ghorrin

Sovereign Court

I think you might want to take another look at immortal spark.

This depends on whether a DM lets people do middle-aged characters, but it's a cheap +1 to all mental stats with no drawbacks to physical as long as you cast a 24-hour spell once a day. If you're doing a variant bloodline with unimpressive skills / sla, you might want to use this.


dOt

Silver Crusade RPG Superstar 2014 Top 16

Redblade8 wrote:

Are changelings still in the on-deck circle?

Love the work you've done on this, thanks.

Ghorrin

They're definitely on the list for sooner rather than later, the only question is when will I actually have the time. I'll try to attack some more of the guide later this week.

RPG Superstar Season 9 Top 16

On Skinwalkers, you seem to be under the impression that the bestial form bestows a -4 penalty to a skinwalker's Charisma score. That's not true. They take a penalty on Charisma checks, not to their Charisma score.

Quote:
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

Reread that as "a skinwalker takes a -4 penalty on Charisma checks and Charisma-based skill checks." The game makes a distinction between ability checks and skill checks, which is the reasoning behind the text. It makes little sense why bestial form would bestow a penalty to your Charisma score, anyway. If it affected a your ability scores, they would have listed that under your ability score bonuses. Also, what would be the point of the skinwalkers that get Charisma bonuses on their bestial form? It makes little sense thematically, too.

So, this shouldn't have any effect on a sorcerer's spellcasting, just how they interact with other humanoids.


I miss you, Cartmanbeck! Where's the next edition?

Silver Crusade RPG Superstar 2014 Top 16

Cyrad wrote:

On Skinwalkers, you seem to be under the impression that the bestial form bestows a -4 penalty to a skinwalker's Charisma score. That's not true. They take a penalty on Charisma checks, not to their Charisma score.

Quote:
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

Reread that as "a skinwalker takes a -4 penalty on Charisma checks and Charisma-based skill checks." The game makes a distinction between ability checks and skill checks, which is the reasoning behind the text. It makes little sense why bestial form would bestow a penalty to your Charisma score, anyway. If it affected a your ability scores, they would have listed that under your ability score bonuses. Also, what would be the point of the skinwalkers that get Charisma bonuses on their bestial form? It makes little sense thematically, too.

So, this shouldn't have any effect on a sorcerer's spellcasting, just how they interact with other humanoids.

Ah, fair point. The wording is a bit misleading, though. I could see a GM reading it the way I had done so, and then you'd still be a fairly screwed Sorcerer. I'll make a note of that, though.

@Secret Wizard: My wife will be having our first baby in about a month, so I'll have a lot of time at home for about two weeks at that point. If I can't get to it before then, that'll be the time to update things a bit. :)

Silver Crusade RPG Superstar 2014 Top 16

Actually, let me ask you all this:

Which would you rather I focus on? More races for the guide with the format exactly the same, or adding the Advanced Class Guide classes to the current races? I'd like to do both eventually, of course, but would like to focus on one for now.

The Exchange

I vote for more races to the guide personally. There are some options people have been waiting months to hear your opinion on for quite some time.

Also congrats on your first born.


Congrats on the lil' monster!

My vote is for more races, eagerly awaiting Monkey Goblins and Hobgobbos.

Silver Crusade RPG Superstar 2014 Top 16

Alrighty then. I took a bit of free time today at work and added some more info on Skinwalkers.

Skinwalkers

Silver Crusade RPG Superstar 2014 Top 16

I will go ahead and say that there are clear and obvious choices on which races are good at each of the new Advanced Class Guide classes just based on which classes they are "made from". Peri-blooded Aasimar will make the best Arcanists. Tengu will make great Hunters. Gillmen will make incredible Bloodragers.

These things are mostly based simply on the ability score bonuses, as there aren't going to be any specific racial powers that influence their abilities, for the most part, unless that ability comes directly from another one of the base classes. Ragebred skinwalkers, for example, are going to be excellent Bloodragers because they're excellent Barbarians.

The Exchange

True. Though if you hold off on doing ACG stuff until after you've added all the races you plan to add, you'll probably finish up in time for the Golarion specific ACG stuff that will be coming out later this year.

Silver Crusade RPG Superstar 2014 Top 16

Skinwalkers are finally FINISHED! Check them out and let me know if you see any mistakes or have any suggestions!

Skinwalkers


Might i ask for some gnoll?

No I am not a troll

I just see a black hole

where there is a race called Gnoll

Which could be full

If paizo had a soul D:


Monkey friggin goblins.


As of the Advanced Class Guide there's a Magnus archetype that's a spontaneous caster with it's spells revolving around CHA instead of INT.
http://www.d20pfsrd.com/classes/base-classes/magus/archetypes/paizo---magus -archetypes/eldritch-scion
Angel-blooded Aasimar's get a bonus to STR and CHA, so this might give Aasimar magnus' a much better build.


Pathfinder Lost Omens, Rulebook Subscriber
cartmanbeck wrote:

I will go ahead and say that there are clear and obvious choices on which races are good at each of the new Advanced Class Guide classes just based on which classes they are "made from". Peri-blooded Aasimar will make the best Arcanists. Tengu will make great Hunters. Gillmen will make incredible Bloodragers.

These things are mostly based simply on the ability score bonuses, as there aren't going to be any specific racial powers that influence their abilities, for the most part, unless that ability comes directly from another one of the base classes. Ragebred skinwalkers, for example, are going to be excellent Bloodragers because they're excellent Barbarians.

There are a handful of absurdly good Favored Class Bonuses for core races in the ACG for new classes.

For example, right off the top of my head, the Half-Elf Investigator bonus, to add +1/4 levels to Inspiration rolls is leaps and bounds ahead of anything else you could grab - especially in combination with Inspired Weapons and Combat Inspiration.


I like to play Lizardfolk, but they lose their Hold Breath ability if your using the 8 RP version from the Advanced Race Guild. However, if you play a Barbarian(Sea Reaver),you get it back.

Grand Lodge

partyrico wrote:

Really like the guide, lots of good information in here

One thing I noticed was that you rated the 'Arcane training' ability of half-elves as red. I agree that it is almost useless for an arcane caster, but a non-caster can now count as having one level in an arcane class for spell completion items. Wizard is always good, and witch can be used to allow for healing items.

I have to agree. I thought that it might be especially good for classes like monks, who can then operate most of the good cheap wands.

Hmm


Giving up all your favoured class bonuses is a pretty high price to pay. I'd sooner keep the favoured class bonuses, use them for skill points, and use the skill points on UMD.


the ratfolk could use a smidge of an update since the release of the monster codex.

otherwise love the work


I feel a special mention in the Android section needs to be made about the Nanite Bloodline Sorcerer.

Not only is it bloody awesome, but the 3rd level ability gives you extra nanite surges. Couple this with Extra Surge, Rapid Repair, and Rapic Recovery. Not to mention the trait Nanite Revival is prett decent.

Played an Android Nanite Sorcerer in a home game. It worked out very well as a switch-hitting controller. May not have been munchkin-level charisma throughout the game, but optimizing for the surges and making use of the Android's strengths (with the feats and bloodline) wound up with a different style of play that worked out well.

Now, this is all hinges on whether your guide is for pure PFS only or not.

Liberty's Edge

Sorry to mention this, your probably very busy but...your missing the gillman. They have not been covered, and the guide is kind of stalled right now. They are also not in the list of things for an update. Maybe it just that you never got round to finishing the guide but... Please finish it soon.

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