Cartmanbeck's Guide to Pathfinder Races


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Eris, dude had a kid.


Artemis Moonstar wrote:

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.

Speaking of Androids, the Siege Gunner aligns perfectly with their ability bonuses. (:

Silver Crusade RPG Superstar 2014 Top 16

Hi guys!
I would love to work more on this guide but I just haven't been able to find the time at all. I apologize that it's stalled, but... there's honestly just not enough time in the day anymore. If someone wanted to take over and continue the guide, I would be amenable to that. PM me if you're interested.
Tyler

Shadow Lodge

1 person marked this as a favorite.

Hello all! I'm taking the guide over from Tyler. You can find the updating guide here:

Races of Pathfinder

I will be looking over this thread and taking everything you guys say very seriously, so please feel free to comment!

Grand Lodge

Zenith, thank you for doing this. Tyler's guide was one of the best and most helpful written for Pathfinder, and one that I consult all the time.

Tyler, thank you for all your hard work, and for finding a worthy successor!

Hmm


Good job, BZ.

Do monkey goblins next

Shadow Lodge

Monkey goblins are second on my list, after orcs.

To help me, I would love it if all requests are accompanied by your own thoughts on the race! That would help me immensely, and if you are asking for a guide on a race I'm sure you have your own interesting thoughts to add.

Grand Lodge

Hey B.Z.!

To the regular goblin section, I would add my favorite archetype -- winged marauder. It's sky blue for the same reason that other goblin alchemist archetype is. Plus you get an animal companion that you can fly around on, and class skills in everything you need to ride and handle the companion, plus acrobatics. Combine with "bouncy" goblin trait for extra immunity to falls!

Silver Crusade RPG Superstar 2014 Top 16

No problem at all, and I'm glad BZ will be able to take it up in my stead. I've just got a lot of other stuff going on right now that take up my time. I will try to continue to keep the Sorcerer Bloodlines guide up to date, since new bloodlines are added much less frequently (and the list of ones that still need done is essentially empty... I think there might be one left that I need to do.)


Just two quick notes, while glad to see this turn up under new management. (:

Goblins have a Medium variant now, which gets ridiculously fun for the Feral Gnasher Barbarian archetype.
Androids excel (mechanically and thematically) as Siege Gunners, a Gunslinger Archetype from Inner Sea Combat that relies on INT for Grit instead of CHA.

Shadow Lodge

Orc is up.

I'm sure this is to be the easiest of all, as I was able to cannibalize much of cartmanbeck's work on the half-orc. Thoughts and suggestions always welcome.

Grand Lodge

A new race up already? Great work, BZ!

Shadow Lodge

Monkey Goblin is up.

With a big bonus to Dex and a small stature, monkey goblins can take on a variety of roles. Comments welcome!


Broken Zenith wrote:

Orc is up.

I'm sure this is to be the easiest of all, as I was able to cannibalize much of cartmanbeck's work on the half-orc. Thoughts and suggestions always welcome.

Missing the negative light sensitivity on the orc page; though you reference it on the alternate racial traits.

Also I'd love to see changling


Broken Zenith wrote:

Monkey Goblin is up.

With a big bonus to Dex and a small stature, monkey goblins can take on a variety of roles. Comments welcome!

BZ for prez


It should also be noted across all races that the unchained barbarian can work as a full Dex combatant, with weapon finesse + Agile.


Broken Zenith wrote:

Monkey Goblin is up.

With a big bonus to Dex and a small stature, monkey goblins can take on a variety of roles. Comments welcome!

BZ for prez

Quote:

Orc is up.

1. Dirty Fighter is even better than blue. With the Dirty Trick Master feat and things like Whirlwind, or something like that, you could immediately nauseate (!), pin,or daze a large number of creatures.

2. Scarred Witch Doctor isn't that great... you don't get bonus spells per day with high Con, that still relies on your INT, and you still need good INT to someday pass a spellcraft check to learn new spells from scrolls and such.

3. On Keen Scent: You can't really tell where an enemy is by scent unless they are 5 feet away, so it isn't THAT awesome.


I am very glad that this guide is getting updated again.

While it could be a hassle to do, it would also be really helpful if a version of this was available for download (for offline reading and reference). Ideally, maybe something like a pdf containing all of the race pages with bookmarks to the beginning of each race?

Shadow Lodge

CrescentCrux wrote:
Broken Zenith wrote:

Orc is up.

I'm sure this is to be the easiest of all, as I was able to cannibalize much of cartmanbeck's work on the half-orc. Thoughts and suggestions always welcome.

Missing the negative light sensitivity on the orc page; though you reference it on the alternate racial traits.

Also I'd love to see changling

Thanks, added light sensitivity.

I was planning on doing hobgoblin next, but if you can shed any light on the changeling I'd be able to prioritize it.


Kasatha and Lashunta should be updated to include their archetypes

Shadow Lodge

Secret Wizard wrote:
Broken Zenith wrote:

Monkey Goblin is up.

With a big bonus to Dex and a small stature, monkey goblins can take on a variety of roles. Comments welcome!

BZ for prez

Quote:

Orc is up.

1. Dirty Fighter is even better than blue. With the Dirty Trick Master feat and things like Whirlwind, or something like that, you could immediately nauseate (!), pin,or daze a large number of creatures.

2. Scarred Witch Doctor isn't that great... you don't get bonus spells per day with high Con, that still relies on your INT, and you still need good INT to someday pass a spellcraft check to learn new spells from scrolls and such.

3. On Keen Scent: You can't really tell where an enemy is by scent unless they are 5 feet away, so it isn't THAT awesome.

Good points, adjusted a few things.

Shadow Lodge

Hobgoblins are up.

This race is really buoyed by a +2 to Dex and Con, arguably the most multi-use ability scores in the game. Who doesn't benefit from these two?

I've decided that it's not too helpful to write an entire paragraph for each class's suitability. Instead, I'll be writing a paragraph describing the race's options for classes, pointing out the obvious and making note of the interesting bits. The hobgoblin doesn't need 5 sentences to explain why he's a good candidate for a fighter (Dex and Con, as well as a possible AC buff), and then another 5 sentences to explain why he's a good candidate for a barbarian (essentially the same thing). If people disagree, as always, let me know.


I think you have seriously misvalued Unfit, since it comes with a free martial weapon proficiency.

It can grant proficiency with a) Scimitars (to the likes of Bards, Investigators and such who might want to Dervish Dance); b) Kukris or Starknives for Rogues as level ups for daggers; c) Falchions or Longbows and such for Oracles, Clerics, and so on.

Pit Boss isn't too bad either, many Weapon Finesse builds use it, particularly Magus.


Orc Racial favored class bonuses: on the gunslinger the text refers to spells for your familiar. Either the text is wrong or more likely the class name is wrong.

Shadow Lodge

@ Secret Wizard: I completely missed the proficiency of Unfit, that's great. I upgraded Pit Boss a little, but I have a tough time increasing it further.

@ WagnerSika: Thanks, I fixed it to witch.

Shadow Lodge

Changelings are up

Genetically Changeling are the offsprings of hags and humanoids. Mechanically, Changelings are a whole lot of situational bonuses wrapped up in un-synergetic abilities. Still, if you can unwrap the enigma, they can really work.


I guess it went unnoticed in my previous post, but Kasatha and Lashunta should be updated to include their archetypes (Bow Nomad and Qabarat Outrider respectively).

Also i think that the Moster Codex introduced a lot of new options for the other races like not yet covered in the guide.

Shadow Lodge

Entryhazard wrote:

I guess it went unnoticed in my previous post, but Kasatha and Lashunta should be updated to include their archetypes (Bow Nomad and Qabarat Outrider respectively).

Also i think that the Moster Codex introduced a lot of new options for the other races like not yet covered in the guide.

I'm focusing right now on the races that don't have guides at all first, but if you let me know your thoughts on those archetypes then I can prioritize them.


Honestly, there's little of note.

The only racial exclusive archetypes are: Winged Marauder for Goblins, which is awesome though it requires a vulture since bats can't carry you due to low Strength, but can make for a really sweet air raider; for Kobolds, Dragon Yapper is alright but nothing to call home, and Bomb trapper or whatever the Alchemist one is called is alright but also not mindblowing (punz); for Lizardfolk, Community Guardian makes for a really cool support Druid though!

The rest of the archetypes are not exclusive - Pack Rager is free for anyone; Bouda is free for anyone.


Are you fixing mistakes that are on some of the already done races?

Shadow Lodge

Chess Pwn wrote:
Are you fixing mistakes that are on some of the already done races?

If you point them out to me, then definitely.

Shadow Lodge

Lizardfolk are up. Am I missing the archetypes, optional racial traits, and feats? I don't see any on the srd.

Lizardfolk are big, reptilian humanoids who live in tribes and shun civilization. The Lizardfolk's simple and powerful traits ideally suit him for a melee character, perhaps more so than any other race.


Broken Zenith wrote:

Lizardfolk are up. Am I missing the archetypes, optional racial traits, and feats? I don't see any on the srd.

Lizardfolk are big, reptilian humanoids who live in tribes and shun civilization. The Lizardfolk's simple and powerful traits ideally suit him for a melee character, perhaps more so than any other race.

Monster Codex has a ton of stuff and a possible extra racial:

1. Community Guardian druid archetype. Very good for support, not so good for summoning or animal handling.

2. Feats to use a tail attack. Great for natural attack builds, particularly rangers, slayers, alchemists, bloodragers, and such.

3. Hold Breath is added as a racial trait. All NPC blocks have it, and there's a feat to make hold breath into full aquatic breathing, so it's assumed it was meant to be one of their racials.

Shadow Lodge

Secret Wizard wrote:
Broken Zenith wrote:

Lizardfolk are up. Am I missing the archetypes, optional racial traits, and feats? I don't see any on the srd.

Lizardfolk are big, reptilian humanoids who live in tribes and shun civilization. The Lizardfolk's simple and powerful traits ideally suit him for a melee character, perhaps more so than any other race.

Monster Codex has a ton of stuff and a possible extra racial:

1. Community Guardian druid archetype. Very good for support, not so good for summoning or animal handling.

2. Feats to use a tail attack. Great for natural attack builds, particularly rangers, slayers, alchemists, bloodragers, and such.

3. Hold Breath is added as a racial trait. All NPC blocks have it, and there's a feat to make hold breath into full aquatic breathing, so it's assumed it was meant to be one of their racials.

Any of that online or the SRD?


Broken Zenith wrote:
Any of that online or the SRD?

On the prd there is


http://www.archivesofnethys.com/ArchetypeDisplay.aspx?FixedName=Druid%20Anc ient%20Guardian

http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Dangerous%20Tail

http://www.archivesofnethys.com/FeatDisplay.aspx?ItemName=Swift%20Swimmer

Here is a Lizardfolk statblock from Monster Codex with the Hold Breath racial trait included:

http://www.archivesofnethys.com/MonsterDisplay.aspx?ItemName=Lizardfolk%20V anguard

Shadow Lodge

Thanks guys, I'll add those right away.

Edit: Added


Just finished looking over Orc.

Although I have no documentary proof, I suspect that bonus spells for Scarred Witch Doctor not being switched over to Con along with all other class abilities was simply an oversight.

For Eldritch Knight, if you aren't absolutely desperate to get Spell Critical as fast as humanly (Orcly?) possible, it would actually be better to get **6** levels of Scarred Witch Doctor (instead of just 5) before going into Eldritch Knight -- the only things this hurts are delaying Spell Critical and the Eldritch Knight Bonus Feats by 1 level and having 1 more level that gives you a couple of less hit points; in exchange, your BAB is just as good (regardless of Fractional BAB, unless you dipped in something else that gives Fractional BAB), and you get another Hex, along with 1 more level of progression on any Hexes whose effect depends upon level. (And if you do want to rush entry into Eldritch Knight, consider making your first 6 levels -- or 5 if you'e REALLY in a hurry -- be Scarred Witch Doctor VMC Oracle of Battle, taking Skill at Arms as your Revelation at 3rd Level -- no martial class levels required.)

If you aren't expecting to be able to go to high enough total level to complete Eldritch Knight (for instance, PFS or some Adventure Paths such as Council of Thieves), you could consider just sticking with Scarred Witch Doctor (single-classed all the way). With your massive Strength adjustment, you will only start to fall behind a 3/4 BAB non-Orc character who has no positive Strength adjustment (as will be the case for a lot of Witches) at level 11, thus making a Reach Witch build (arcane equivalent of Reach Cleric) viable even without using Eldritch Knight, and you'll have better (and more) Hexes. Not saying Eldritch Knight is bad -- Scarred Witch Doctor is probably still the best arcane casting entry into it -- but it restricts the Hexes that you can make good, and needs high total levels to become really good.

Half-Orcs qualify for Pass for Human, but full-blooded Orcs don't.

Keen Scent is good for Half-Orcs, but perversely is not so good for full-Blooded Orcs, due to the Wisdom 13 requirement combined with the -2 penalty that full-Blooded Orcs take to Wisdom. (Go figure . . .)

* * * * * * * *

Edit: Just finished looking over Changeling.

Everything in Other Racial Traits from Gaze Blindness through Wind Breaker(*) is 3rd party (Jon Brazer Enterprises), and should be labeled as such if included at all.

(*)And yes, it doesn't look much like a jacket.

Shadow Lodge

Thanks UnArcaneElection, added and adjusted accordingly.

Shadow Lodge

Duergar are up.

Duegar are essentially evil dwarves, the drow version of the dwarf. They are similar to the dwarf in many way, but gain some interesting magical abilities to augment their dark and twisted nature. However, their options are fairly limited in terms of effective classes.


^Just read Duergar. The link you gave above works, but the link in the guide itself is broken (has an extra character in it that isn't supposed to be part of the URL).

Shadow Lodge

UnArcaneElection wrote:

^Just read Duergar. The link you gave above works, but the link in the guide itself is broken (has an extra character in it that isn't supposed to be part of the URL).

Fixed it, thanks.


Also just noticed: according to Paizo PRD entry for Duergar, it needs an additional 'r'.

Also, let me (belatedly) say: Awesome that you have taken this over. Lot of additional content in a short time (in addition to maintaining the Guide to the Guides).

Shadow Lodge

Nagaji are up. I could use some thoughts on the Naga Aspirant's wild shape vs. vanilla druid wild shape.

Nagaji are an unusual race, humanoid snakes who were created by the Naga. Although they lack a cohesive, definitive ability, their small bonuses come together to make competent melee characters or dabblers.

Re: Duergar - Doh! Fixed though. And thanks!


Just read Nagaji. I think you're right about Naga Aspirant's Wildshape -- it doesn't scale fast enough with level. If it gave another upgrade every **2** levels (like normal Wildshape), we'd be talking, but an upgrade very **4** levels is just too slow.

In the sub-entry for Monk, change "free feat slow" to "free feat slot". (Although if you are Variant Multiclassing, maybe the former is actually more appropriate.)

Shadow Lodge

Gathlain are up.

Gathlain are a strange fey creature with ivy like wings. Their defining trait is their ability to fly.


Broken Zenith wrote:

Duergar are up.

Duegar are essentially evil dwarves, the drow version of the dwarf. They are similar to the dwarf in many way, but gain some interesting magical abilities to augment their dark and twisted nature. However, their options are fairly limited in terms of effective classes.

Should really give a look at Monster Codex.

They received an amazing new feat that boosts enhancements to natural armour by TWO and a few new racial traits.

Shadow Lodge

Secret Wizard wrote:
Broken Zenith wrote:

Duergar are up.

Duegar are essentially evil dwarves, the drow version of the dwarf. They are similar to the dwarf in many way, but gain some interesting magical abilities to augment their dark and twisted nature. However, their options are fairly limited in terms of effective classes.

Should really give a look at Monster Codex.

They received an amazing new feat that boosts enhancements to natural armour by TWO and a few new racial traits.

Thanks Secret Wizard, those are some awesome addition. Added. I'll go through the Monster Codex when I've finished the last few races, but feel free to point anything else out.

Shadow Lodge

Wyrwood are up. This was mostly a dissection of what it means to play a construct. In general you get amazing immunities, but are unable to benefit from much of the healing and group buffs of your team. If played right, you can become an excellent tank.

Wyrwood are a race created by wizards to handle their dirty work. As constructs, they are imparted with a range of unique bonuses and penalties!


The Wyrwood can heal with Make Whole and the like I think

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