Cartmanbeck's Guide to Pathfinder Races


Advice

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

Yup, that's in there. But make whole is a second level spell as opposed to cure light wounds, making wands and such much more expensive. Additionally, no healing from channel energy until a 10,000gp item! Its a pain at lower levels, and an inconvenience at best at higher levels.

Top of the page, so:
Races of Pathfinder Guide


One particularly fun trick for Aasimar Oracles involves using their favored class bonus to boost the Bonded Mount (for Nature Oracles) or Primal Companion (for Lunar Oracles). They use your Oracle level as effective druid level, which means you can get an animal companion at an effective higher level than your actual class level. The celestial template is awesome, and depending on interpretation the creature type shift to magical beast would improve your companions BAB and hit points.

You could be riding a magical horse with a full BAB higher than your level, a sentient level of intelligence, and the ability to smite people. It's basically a pet paladin.

Grand Lodge

Pathfinder Adventure, Adventure Path, Rulebook Subscriber
DethBySquirl wrote:

One particularly fun trick for Aasimar Oracles involves using their favored class bonus to boost the Bonded Mount (for Nature Oracles) or Primal Companion (for Lunar Oracles). They use your Oracle level as effective druid level, which means you can get an animal companion at an effective higher level than your actual class level. The celestial template is awesome, and depending on interpretation the creature type shift to magical beast would improve your companions BAB and hit points.

You could be riding a magical horse with a full BAB higher than your level, a sentient level of intelligence, and the ability to smite people. It's basically a pet paladin.

From the FAQ:

Celestial Servant:
Celestial Servant: Does this change my companion creature's HD, saves, skill ranks for changing its creature type?

No. All it does is change the creature's type to "magical beast" (which makes it immune to abilities from other creatures which only affect animals) and give it the abilities of the celestial creature simple template (which does not change anything other than what is exactly specified in the template).


Drat. Still, you'd be able to push your effective druid level higher than your class level, and having a celestial smiting tiger companion or whatever is pretty rad.

Shadow Lodge

Strix are up.

Strix are onyx-skinned humanoids with giant black wings. Their defining ability is their capacity for flight at a whopping 60ft (average) speed.

That marks the last undone race that was on cartmanbeck's list. I still have to go though the thread and see people's comments (as well as look for alternate racial traits and such in the monster codex), but what else do I have to do? What races am I missing?

@ DethBySquirl, Yeah, the Aasimar Oracle's favored class option is probably the best in the game, and probably not through through all the way by the developers.


At a first glance, Ghorans and Triaxians are missing.


Shabti are also missing from the list, from what I can tell.


Wyrwood: No Constitution Score, and Immune to all Fort Saves:

Actually, Wyrwoods aren't immune to all effects that require a Fortitude save:

Creature Types & Subtypes: Construct wrote:

{. . .}

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
{. . .}

So it does help, but some nasty effects can still get you.


Aren't Wyrwood small? Or is there a source that doesn't agree with B4 or ARG?
Your guide lists them as medium.


This means Wyrwood would be not quite as "terrible" as an Impossible Sorcerer? (especially with a 1-level Lore Oracle dip [go Enlightened Philosopher for the Linguistics class skill as you will have the other skills as class already from Sorcerer], and this gets you CLW and divine wand usage without relying as heavily on a slightly lower UMD skill)

(ok so your CHA is not quite as good but it can still get decent starting from a 16 and then playing a skill-monkey later with Evangelist for a Religious Wyrwood where you choose a deity that synergizes with this?... sort of like an ex- "small walking library" of an old Wizard that "found goddess"?)

Other Thread

Also means you can cast Sleep on basic constructs... as it's a Compulsion spell that now works...

For more "fun fluff" add Tattooed (Carved) Sorcerer for a pet Squirrel and bonuses to your favorite school... :D

Shadow Lodge

Updated Wyrwood.

@ UnArcaneElection - True, I've clarified that.

@Mighty Squash - Thanks, I missed that. Added

@ Doki-Chan - Interesting idea, but that -2 Charisma is pretty painful. However, if you go Crossblooded Impossible and Sage, then you can key off of intelligence instead!


Broken Zenith wrote:
@ Doki-Chan - Interesting idea, but that -2 Charisma is pretty painful. However, if you go Crossblooded Impossible and Sage, then you can key off of intelligence instead!

Sadly you cannot combine Crossblooded and Wildblooded


Broken Zenith wrote:

Updated Wyrwood.

@ UnArcaneElection - True, I've clarified that.

@Mighty Squash - Thanks, I missed that. Added

@ Doki-Chan - Interesting idea, but that -2 Charisma is pretty painful. However, if you go Crossblooded Impossible and Sage, then you can key off of intelligence instead!

By RAW you can't combine Crossblooded and Wildblooded (Which sage is).

It is certainly a reasonable houserule to allow this, however.

Shadow Lodge

Doi, right, I remember that discussion now. Made a note.

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Wow BZ, I'm SUPER impressed at how much content you've gotten up in such a short time! I definitely let the right person take over the guide! Keep it up!


Broken Zenith wrote:

Updated Wyrwood.

@ UnArcaneElection - True, I've clarified that.
{. . .}

It's fixed under Immune to Most Fort Saves but still has the old text under No Constitution Score.

By the way, one of the benefits of being a Wyrwood and doing the Crossblooded Sage/Impossible Bloodline combination (if your GM allows it, which seems entirely reasonable) is that the resulting penalty to your Will Save doesn't hurt much, since you are Immune to Mind-Affecting effects (unless you run up against somebody that has a special ability to make these work on Constructs, such as another Impossible Bloodline Sorcerer). So the only commonly-occurring penalties you suffer for Crossblooded are fewer spells known and somewhat impaired ability to recognize Figments.


Broken Zenith wrote:

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 other side of the coin from Mysterious Stranger is the Siege Gunner, which keys off of Intelligence for grit. (Likewise for the Android.) There's a few other Dex/Int races that should be aware of this as well.

Shadow Lodge

Shabti are up.

Shabti are "immortal facsimiles of death obsessed nobles," human-like outsiders that are made to take the godly judgement for human error. Their traits are interesting from a flavor perspective, but not terribly interesting from a mechanical perspective.

@UnArcaneElection - Good point. I suppose wyrwood can freely take any trade-off that hurts Will or Fortitude.

@ Backlash - Verrrry interesting, I'm going to have to go through all the Intelligence races and make a note of that.


^Wow, that was fast -- you must be doing a marathon or something.

But the Shabti page has a problem: A section of text was copied from the Lizardfolk page (for use as a template, perhaps?) and not removed.

Shadow Lodge

Let's do another, why not?
Triaxians are up.

Triaxians are aliens, lets start with that. They come from a world with long seasons, and their physical and emotional characteristics are determined by the seasons they are born into. For some reason, however, his has limited impact on their racial traits, which prepare them for entry into a range of classes (mostly non-melee).

@ UnArcaneElection - Some of these races are easier than others. If they don't have any feats or archetypes, then it's a pretty simple process. Thanks for letting me know about the Lizardfolk text, I cut it.

Shadow Lodge

Ghoran is up.[/b]

Ghorans are sentient, ambulatory plants with a shell and face of flowers. Their defining characteristic, obviously, is their plant type.

Shadow Lodge

Gnoll is up.

The knoll are a race of hyena-men, lazy, dishonorable, and generally unappealing scavengers. Their few racial traits prepare them for a melee role.


Broken Zenith wrote:

Gnoll is up.

The knoll are a race of hyena-men, lazy, dishonorable, and generally unappealing scavengers. Their few racial traits prepare them for a melee role.

Pack Rager and Bouda are NOT Gnoll specific archetypes, so...

Shadow Lodge

Secret Wizard wrote:
Broken Zenith wrote:

Gnoll is up.

The knoll are a race of hyena-men, lazy, dishonorable, and generally unappealing scavengers. Their few racial traits prepare them for a melee role.

Pack Rager and Bouda are NOT Gnoll specific archetypes, so...

You are right. The monster codex ain't great about differentiating recommended archetypes and exclusive archetypes.


Broken Zenith wrote:

Ghoran is up.[/b]

Ghorans are sentient, ambulatory plants with a shell and face of flowers. Their defining characteristic, obviously, is their plant type.

I am Groot!

* * * * * * * *

Amazing how Paizo came up with this about 2 years before Guardians of the Galaxy . . . .


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Groot was created in 1960. And the Guardians comic run that made him popular was released in 2008.

Shadow Lodge

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Merfolk are up.

Merfolk are an aquatic race of half man, half fish creatures. They have broad, strong abilities that are somewhat marred by a slow move speed.


In regards of Merfolk, it might be noted that the Oracle Metal (Dance of the Blades) & Flame (Cinder Dance) mysteries both include ways of increasing your movement speed by +10, so that might reflect your rating of the class. The Spirit Guide archetype allows for picking up a further +10 with the Flame Spirit (Cinder Dance Hex) at L3.

Shadow Lodge

Pounce wrote:
In regards of Merfolk, it might be noted that the Oracle Metal (Dance of the Blades) & Flame (Cinder Dance) mysteries both include ways of increasing your movement speed by +10, so that might reflect your rating of the class. The Spirit Guide archetype allows for picking up a further +10 with the Flame Spirit (Cinder Dance Hex) at L3.

Thanks, added. I'm sure there are other ways that I've missed as well!


ZanThrax wrote:
Groot was created in 1960. And the Guardians comic run that made him popular was released in 2008.

Okay, that makes sense.

* * * * * * * *

Another way for Merfolk to gain speed: Dip in Bloodrager (as long as you did not take the Blood Conduit, Bloodrider, or Steelblood archetypes). Bloodragers do not have to be non-Lawful, so this works for a Paladin.

One thing that I think is going to be difficult to pull off, though: How is a Merfolk supposed to ride on any Animal that isn't large enough to accommodate a howdah?

Also, Dance of the Blades is listed for Oracle's Battle Mystery, but not in there -- it is actually in the Metal Mystery.

Shadow Lodge

UnArcaneElection wrote:
ZanThrax wrote:
Groot was created in 1960. And the Guardians comic run that made him popular was released in 2008.

Okay, that makes sense.

* * * * * * * *

Another way for Merfolk to gain speed: Dip in Bloodrager (as long as you did not take the Blood Conduit, Bloodrider, or Steelblood archetypes). Bloodragers do not have to be non-Lawful, so this works for a Paladin.

One thing that I think is going to be difficult to pull off, though: How is a Merfolk supposed to ride on any Animal that isn't large enough to accommodate a howdah?

Also, Dance of the Blades is listed for Oracle's Battle Mystery, but not in there -- it is actually in the Metal Mystery.

Thanks, updated. As to Merfolk riding animals - straps? No idea, but this seems deep within GM fiat territory. There's nothing explicit in the rules about needing legs as far as I can see, but I can definitely picture arguments in both directions.


UnArcaneElection wrote:


One thing that I think is going to be difficult to pull off, though: How is a Merfolk supposed to ride on any Animal that isn't large enough to accommodate a howdah?

The same way women used to ride, side saddles.


Side saddles don't seem at all suited to mounted combat, IMO.

Thanks for pointing out the speed boosts though. I may allow Merfolk after all the next time I run a true hodge-podge-race campaign.

Sovereign Court

Broken Zenith wrote:

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

Re:Naga Aspirant's wild shape vs. vanilla druid wild shape.

Aspirant's bond: Only gives an additional spell each level from a limited spell list (up to 4th). However, there are some wizard spells on the list, like greater invisibility so it depends on the build. At higher levels the loss of spontaneous casting is just not worth it.

Aspirant's Enlightenment: Not worth getting a +4 bonus to saves against Nagas while losing a +4 save to Fey spell-like abilities/supernatural abilities along with certain spells like warp wood.

Naga Shape: Not really worth it, since you lose your limbs, you can only cast verbal spells without a metamagic or the Natural spell feat.

Augmented Form:Wow, major suckage. Lets see, give up venom immunity, a thousand faces, and timeless body for some other options? Other than maybe Charming gaze, none are really that great for what you lose. You could get back the poison immunity at 13th level if you take venomous bite at 9th but why trade it any ways.

True Naga:Give up unlimited wild shape to become a Naga??? Pass.

Looking over what you give up, it is not worth it as an archetype, except maybe as an evil NPC.

Looking over the Nagaji entry, there does not seem to be any of the ACG classes listed. Here is my 2cp.
Arcanist - Red
Bloodrager - Sky blue, even has a bloodline that fits the race.
Brawler - Green/Blue. The loss of Int is augmented by Brawlers Cunning.
Hunter - Green
Investigator - Red
Shaman - Orange
Skald - Blue
Slayer - Green/Blue (if you play a more charismatic type)
Swashbuckler - Blue (maybe even sky blue)
Warpriest - Green/blue


^BZ hasn't gotten around to doing ACG for anybody yet.

BZ, you going back through and doing ACG for everybody after you get done adding all the remaining races (if any remain to be done)?

Shadow Lodge

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Gillmen are up.

Gillmen are gilled human who were once, essentially, from Atlantis. They function just fine on land - as long as they get their daily dose of submersion.

Yeah, I'll probably go through and do all the ACG classes and Unchained classes after I finish the remaining races. Remaining races first! However, feel free to do as Kegdrainer did and make suggestions!


Major props to both BZ and Cartmanbeck for the handover and smooth transition of this guide.

Later on,

Ghorrin Redblade


Rogue is already hurting enough (although not as bad after Unchained) that the decrease in skill ranks per level really hurts -- I would mark Eldritch Raider down to orange for that and all the reasons you already put in there.

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Kegdrainer wrote:
Broken Zenith wrote:

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

Re:Naga Aspirant's wild shape vs. vanilla druid wild shape.

Aspirant's bond: Only gives an additional spell each level from a limited spell list (up to 4th). However, there are some wizard spells on the list, like greater invisibility so it depends on the build. At higher levels the loss of spontaneous casting is just not worth it.

Aspirant's Enlightenment: Not worth getting a +4 bonus to saves against Nagas while losing a +4 save to Fey spell-like abilities/supernatural abilities along with certain spells like warp wood.

Naga Shape: Not really worth it, since you lose your limbs, you can only cast verbal spells without a metamagic or the Natural spell feat.

Augmented Form:Wow, major suckage. Lets see, give up venom immunity, a thousand faces, and timeless body for some other options? Other than maybe Charming gaze, none are really that great for what you lose. You could get back the poison immunity at 13th level if you take venomous bite at 9th but why trade it any ways.

True Naga:Give up unlimited wild shape to become a Naga??? Pass.

Looking over what you give up, it is not worth it as an archetype, except maybe as an evil NPC.

Looking over the Nagaji entry, there does not seem to be any of the ACG classes listed. Here is my 2cp.
Arcanist - Red
Bloodrager - Sky blue, even has a bloodline that fits the race.
Brawler - Green/Blue. The loss of Int is augmented by Brawlers Cunning.
Hunter - Green
Investigator - Red
Shaman - Orange
Skald - Blue
Slayer - Green/Blue (if you play a more charismatic type)
Swashbuckler - Blue (maybe even sky blue)
Warpriest - Green/blue

While I concur with your rating of the Naga Aspirant as a whole (it really is mostly worse than a standard Druid) I am playing one in PFS and have found that having those few wizard spells makes a HUGE difference in combat. I'm playing him as a grappler build (took a single level dip in Maneuver Master Monk) and he's a beast.

However, in general, the Naga Aspirant is worse than the standard Druid.

Sovereign Court

Agreed. For PFS, it would work since you do not get to use the higher level summons like Summon Natures Ally VI. What level are you playing and what spells are you using?

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I've got him to level 4 Naga Aspirant/ level 1 monk at this point. I've found having mage armor on my list has been invaluable, as well as see invisibility.

Shadow Lodge

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Sirvinib...Svirlirni...Svirfneblin are up!

Svirfneblin are the underdark version of gnomes. Gray skinned and stern, these creatures lack the joviality of their cousins above the ground. They gain really excellent defensive traits, with strong SR, +2 bonus to AC, and +2 to all saves, and a handful of very useful 1/day spells, but their weak ability score distribution limits their class choices.


Svirfneblin are good, but no way are they **24 RP** good. Shows that the Race Points system is broken (and while we're at it, Svirfneblin magic should be worth **more** than 2 RP, but brokenness of the system elsewhere throws off the total the other way).

Something that needs to be added to the guide page: Sage Sorcerer for Svirfneblin sounds about right at Green rating, but Empyreal Sorcerer (Wisdom-dependent) sounds even better -- Bright Blue or at least Blue. The only thing that would keep Empyreal from being Bright Blue might be lack of clarity in the wording of the 9th level Sacred Cistern ability, which makes it unclear whether this also keys off Wisdom (like the other Sorcerer abilities modified by the Empyreal Bloodline Arcana), or off Charisma (like a Cleric, who is also Wisdom-dependent for most things but Charisma-dependent for Channeling).

Edit: Empyreal also gets devalued if you actually managed to get all the way to level 20, because Rules As Written, the Celestial/Empyreal capstone gives you unlimited uses of the Celestial Bloodline's Wings of Heaven ability, which the Empyreal Bloodline trades out for Sacred Cistern.

Also add Oracle as Red (none of the archetypes get rid of Charisma dependence), despite the good Favored Class Bonus.

Shadow Lodge

UnArcaneElection wrote:

Svirfneblin are good, but no way are they **24 RP** good. Shows that the Race Points system is broken (and while we're at it, Svirfneblin magic should be worth **more** than 2 RP, but brokenness of the system elsewhere throws off the total the other way).

Something that needs to be added to the guide page: Sage Sorcerer for Svirfneblin sounds about right at Green rating, but Empyreal Sorcerer (Wisdom-dependent) sounds even better -- Bright Blue or at least Blue. The only thing that would keep Empyreal from being Bright Blue might be lack of clarity in the wording of the 9th level Sacred Cistern ability, which makes it unclear whether this also keys off Wisdom (like the other Sorcerer abilities modified by the Empyreal Bloodline Arcana), or off Charisma (like a Cleric, who is also Wisdom-dependent for most things but Charisma-dependent for Channeling).

Edit: Empyreal also gets devalued if you actually managed to get all the way to level 20, because Rules As Written, the Celestial/Empyreal capstone gives you unlimited uses of the Celestial Bloodline's Wings of Heaven ability, which the Empyreal Bloodline trades out for Sacred Cistern.

Also add Oracle as Red (none of the archetypes get rid of Charisma dependence), despite the good Favored Class Bonus.

Totally agree with you on all counts. Forgot to add the Oracle, and I've been forgetting to add Empyreal! Added both.


^Empyreal Sorcerer is added to the top of the classes section, but still missed in the bottom (where it just says "except for the Sage Sorcerer").

* * * * * * * *

By the way, is Cartmanbeck still doing Magic in the Blood (Sorcerer Bloodlines)?

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I havent' handed off the Sorcerer Bloodlines guide to anyone yet, as there is a lot less backlogged work to do on it (really just like... two new bloodlines I need to write up, I think?) so I should be able to get that one updated myself in a relatively short time. I'll make myself a deadline for it of next Sunday (the 28th) so that it gets done. If I have time, I'll also update it to include what you get from Variant Multiclassing with each bloodline as well (which is very similar to the Eldritch Heritage feat line, but you get things a bit quicker).

TL;DR: Yes, I'm still in charge of that one. :)

EDIT: Added a To-Do list to the Sorcerer bloodlines page, looks like I'm currently missing the Ghoul and Nanite bloodlines, and I'd perhaps like to do Bloodrager bloodlines as well at some point. Are there any other Paizo-published bloodlines that I'm missing?


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Cool. Fortunately, the list of Bloodrager Bloodlines is currently a lot shorter than for Sorcerer Bloodlines, although I wish that instead of making separate Bloodlines that they had gone through the Sorcerer Bloodlines and put in Bloodrager options (that could also be used by martial-minded other classes using Eldritch Heritage (or eventually VMC; however, note that VMC Bloodrager currently doesn't exist).

Shadow Lodge

Vanara is up.

Vanara are furry monkey humans who live in the forest. Agile and with a climb speed and tail, they play pretty much as you'd expect.


Impressive speed. Just noticed the ToDo list down at the bottom of the main page (I was thrown off by the different way the page looks than on pathfindercommunity.net). Hadn't realized the number of races was so high -- I think that d20pfsrd.com may actually have all of them, but for sure some of them are not linked from the "Other Races" page, so it's easy to forget about them (especially since many of them seem not to have been fleshed out very much in official material).

Shadow Lodge

UnArcaneElection wrote:

Impressive speed. Just noticed the ToDo list down at the bottom of the main page (I was thrown off by the different way the page looks than on pathfindercommunity.net). Hadn't realized the number of races was so high -- I think that d20pfsrd.com may actually have all of them, but for sure some of them are not linked from the "Other Races" page, so it's easy to forget about them (especially since many of them seem not to have been fleshed out very much in official material).

Thanks! Only a few left at this point though!

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