Little Red Goblin Games Racial Guide 3: Nontraditional Races!


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Alright, so we’ve been talking about this one for a while now so it should come as no surprise that we are launching Little Red Goblin Games Racial Guide 3: Nontraditional Races tomorrow evening!

This is a book we probably should have kickstarted it’s so big. We have THIRTY TWO new races, unconnected to other races. That means they are not a new subtype of elf, orcs with the numbers filed off, or another human with an elemental connection. These are new races, hot off the press, and ready to be dropped into your next game! Each race comes not only with lore and racial traits (all of them are balanced as player races) but they each come with additional material. While it’s something of a mixed bag, we wanted to use these extra sections to say something about the race, they can include: racial weapons, racial feats, racial deities, racial animal companions, etc.

Every entry in this book has at least one piece of art (some have more!), done in house, by our fantastic art team! This was truly a team effort with the contributions of 4 in-house designers (Ian Sisson, Christos Gurd, Scott Gladstein, and Caleb Aylsworth) in the book, and 3 of our fantastic contest winners: Eidam (Secret Wizard), Wojciech Gruchała, and Kayley Flanegin! This is probably our largest non-Kickstarter funded project we’ve done to date and is a downright fantastic book.

In addition to the 32 classes we have a MASSIVE prestige classes- the archon. This prestige has low, narratively focused, entry requirements and kind of rolls all the old racial paragon classes into one big racial “cultural hero” kind of class. It’s such a massive class because it not only has options for every race in this book, but also the core races and a selection of a few of our other favorite races (including the Guaiwu from Dragon Tiger Ox!).

That being said, the party starts tomorrow evening. Don’t miss it!


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Awesome but I think you mean 32 races in the third paragraph, not classes, lol~!


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I... did. And that's why we have editors.


Isn't this Racial Guide 4? Thought Races of Darkness was 3. :P

Anyway yeyyy

Paragon sounds super exciting


It is indeed! But yeah, we are just doing the final exports now. Should be up shortly.


Now live!


Neat, will pick this up Thursday.


Any contributor's discount?


if you guys had any idea the blood sweat and tears that made this book happen.


Would it be asking too much to get a list of all the races in the book? I'm filling out my own homebrew setting with fun races actually and something like this came along at the perfect time. I'm intrigued but need a couple days before I can purchase it at best.


Secret Wizard wrote:
Any contributor's discount?

You guys will be receiving a free copy in the next few days.


Little Red Goblin Games wrote:
Secret Wizard wrote:
Any contributor's discount?
You guys will be receiving a free copy in the next few days.

Yay!

(I was just going to ask about that...)


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Purchased it. Loved it. Review this weekend when I have time to write it.


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Got this earlier today. Love it.

I'm gonna say it. This is the Mythic Races of Pathfinder.


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Aleron wrote:
Would it be asking too much to get a list of all the races in the book? I'm filling out my own homebrew setting with fun races actually and something like this came along at the perfect time. I'm intrigued but need a couple days before I can purchase it at best.

Sorry about the delay! I had to get that list compiled for you.

  • Arma: Intelligent anthropomorphic weapons who can shift to a weapon form.
  • Aziza: Nomadic, sand-swimming, finned, humanoids with a weak racial hivemind.
  • Behemoths: Tree born warriors who cannot lie, have four arms, and a face in the center of their chest.
  • Chel: A crystaline race with a poor reputation and magic sensing abilities.
  • Congrid: Eel-like humanoids who changed their bodies to be able to move on land thanks to their obsession with genetic engineering.
  • Cuill: Last survivors of their race from disease who can no longer procreate so they live to protect children. They are tall, gaunt, imposing looking, and have a great plate-like facial shield.
  • Dragoul: An evil race that has a constant war between their two genders. They do not have a mind but a led-lined skull that hides a magical mind that performs all their necessary cognitive functions.
  • Flikes: Empathetic midgets on stilt-like legs. Based on Williams syndrome.
  • Ganeshan: Zen elephant-folk with built in ki.
  • Gaoth: Honorable, business/money-obsessed, nomadic, warrior, desert folks, with conical heads and large modified hands for feet.
  • Glicks: A super fast, race that somewhat physically resembles goblins, pigs, and dwarves. They burn calories very fast, that talk with their expressive ears like hands, and live blunt but simple lives.
  • Hasa: Heroic, demon-hating nitrogen breathers with natural mohawks who are under an ancient racial curse that causes them to rhyme.
  • Kapres: Towering (huge sized), spindly, humanoids who responsibly use drugs as an important part of their culture.
  • Koloss: Eerie beetle people from an unknown time and place.
  • Mannequins: Sentient hive-mind swarm creatures who have formed a composite humanoid body by forming stronger bonds to one another.
  • Marionette: Animate marionettes that interact interestingly with wood shaping spells (like warp wood).
  • Melodious: Delicate artisan avians who living in great cloud cities and fight war by strutting about and preening.
  • Mihia: Hyper intelligent, bulb-headed, ego-tripping guys with a transparent skull, natural global positioning, a crazy tongue and some mad cooking skills.
  • Oc'cil: Pattern obsessed humanoid aberrations who see the world as a single ever-evolving organism.
  • Ouphes: Cure, form shifting (several stages of life), plane touched creatures that are called into existence by an event of great magical significance. They have many mutation mechanics.
  • Pon’par’i: Small sized arctic, mercantile, seafaring, wookies with horns
  • Rokososos: A blue, long-necked race who are all genetic clones of each other. They stress individuality and have adaptive biology that can evolve during their own lifetime. They are fantastic at domestic chores.
  • Talli: A small, sleight, somewhat androgynous race with a large genetic memory. They have so much of their parent’s genetic memory they can claim part of their personhood.
  • Tarrasquelings: Cut flesh from a tarrasque that "regrows" into a humanoid.
  • Te-ra: Ancient worm-folk with human heads and arms with an understanding of a great many magical mysteries lost to time.
  • Thaun: Warmongering winged people who conquer and live/die in the military.
  • Thecks: A race of aesthetic duck-billed creatures with four eyes who have discovered the key to ascendance and thus live simply.
  • Ves: All female, savage, two-headed, warrior women.
  • Vexx: A race of ruggedly independent folk with naturally metal skin that walk on their large strong hands and use their dexterous feet for day-to-day tasks.
  • Wayfarers: A group of ex-monsters who were awakened by a spiritual revolution known as “The Way”. They have thick-skinned bodies, hammerhead-like eyestalks, and some pachydermal features.
  • Whyos: An oppressed race of city dwellers who lost their ability to fly. They retain powerful sensory input but their wings are now vestigial.
  • Wugs: Cute, fat, dumb, little thumb like humanoids who can swell in size.


  • :')

    can't wait for my copy.


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    CrinosG wrote:

    Got this earlier today. Love it.

    I'm gonna say it. This is the Mythic Races of Pathfinder.

    Yeah. I had the same kind of vibe.. but this one has a higher % of "Oh I HAVE to play that" than Mythic races did.


    Secret Wizard wrote:

    :')

    can't wait for my copy.

    I JUST sent it out. Check your emails.


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    Thanks!!

    I find the Archon prestige class very exciting, and I really like the Gaoth and the Wugs.

    I was very interested in the Mannequins, but I think it would have been better to only list the ways in which they DO act like a Swarm rather than the ways in which they do not.


    Received!


    Definitely on the to buy list. Those sound like a lot of fun.


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    Question: Would you be opposed if I did a little rundown on how to fit these various races into the Inner Sea setting?


    No harm in that, got a pretty good idea about ganeshan myself.


    Anyone who plays an Ouphe let me know!! :3


    5 people marked this as a favorite.

    Well, since the author favorited my post. I'm taking that as my sign to go right a head and do this.

    Arma: The first Arma were created by the Prophets of Kallistrade in order to act as bodyguards and to protect shipments from bandits. Their typical MO is to lay in wait in weapon form until they are stolen, then when the thieves go to sleep or leave them unattended, they turn back into humanoid form and either kill the bandits or steal back to goods for the Prophets. Since their creation others have learned to create Arma, making them appear in Katapesh, Nex and Geb.

    Aziza: Can be found in the more arid nations of Garund: In particular Osirion, Thuvia and Rahadoum. Their ability to swim in sand allows them to easily evade Gnoll Raiders, The Pure Legion, and wandering Divs and other monsters. They are often sought as guides to travelers.

    Behemoths: Behemoths are found primarily in the Mwangi Expanse and Mediogalti island. On the later, they are the primary rival to the Monkey Goblins who also inhabit the island. Their dislike of deception also puts them at odds with the Red Mantis, who often have to lie on their missions, but the two groups have a non aggression pact of mutual ignoring one another.

    Chel: In Dwarven myth, Chel were Torag's first attempt at creating a race, forging them from crystal instead of stone, but they grew too haughty and proud, and so Torag ultimately abandoned them. The Chel resent this myth, however no one can deny there is no small amount of disdain between Chel and Dwarves. Nevertheless, the Chell are one of the friendlier of the Darkland races.

    Congrid: Most land based races believe the Congrid are another result of Aboleth experimentation. The Congrid take some offense at that, insisting they did it themselves. Nevertheless the Congrid can be found primarilyin the River Kingdoms, around Absalom, the Shackles, and anywhere else with accessible water ways. They also have a strong rivalry with the Drow, another species known for its genetic tinkering (Although most Congrid laugh at the Drow's "quaint" attempts at the process through fleshwarping).

    Cuills: Cuills existence dates back to before Skyfall, with many Cuills having personally been citizens of either Azlant or Thassilon. As a result, what few Cuills are left can be found primarily in Varisia or on the ruined continent of Azlant living as hermits.

    Dragoul: The Dragoul can be found throughout Avistan, where they are considered a menace not unlike Goblins and Kobolds, luckily their animosity between gender lines makes them rarer than these beasts.

    Flikes: The Flikes are an unfortunate result of Chelish breeding experiments and infernal magic on Halflings in order to create slaves that were more docile, less intelligent and more receptive to commands. However as a result of their empathy they felt the pain and anguish of their fellow slaves and were motivated to rebel, also thanks to the Eagle Knights many were also able to escape to Andoran. Most Flikes worship Milani.

    Ganeshan: The Ganeshan are one of the many tribes of Beast Men native to Vudra. Rare in the Inner Sea, they can be primarily found in Jalmeray.

    Gaoth: Given ther mercenary natures and their adaptation for desert living, its little surprise the Gaoth call Katapesh their home. They often act as the emissaries or agents of the Pactmasters.

    Glicks: Glicks can be found throughout the Inner Sea. Many of them live in Druma, working as farmers and merchants. A few are even follow the Prophecies of Kallistrade.

    Hasa: The demon that cursed the Hasa was no one less than Lamashtu herself. As you can imagine, the largest Hasa population is in Mendev, fighting in the crusades, fighting against the fear caused by their curse to try and help. There are even a few Hasa in the Hellknights, trying to overcome their fear of Devils via constant contact with them (results may vary).

    Kapre: No relation to the plant monster of the same name (Although the Blue Kapre insist its pronounced differently). Kapre, with their strange appearance and recreational drug use, are most at home in Katapesh, where they work as Purveyors of Pesh and other such drugs.

    Koloss: The Koloss are natives to Numeria, and first emerged from the Silver Mount when the Technic League first entered it to plunder its secrets. Believed to be a slave race or perhaps lab animals of whoever owned the ship originally, the Koloss have been enslaved by the Technic League, save for several of them who escaped into the wild, and small colonies still living deeper in the Silver Mount and other Numerian dungeons.

    Mannequins: One of the stranger results of Drow Fleshwarping, Mannequins were an experiment to use fleshwarping on leeches, ants, spiders (normal sized ones) and other tiny insects, the result were intelligent living swarms of creatures which quickly rebelled against the Drow and became their own race. The Mannequins sojourned up to the surface, and now live in remote places in Avistan and Garund.

    Marionettes: Marionettes first began appearing in Ustalav. Believed to be the result of some dark magic, they were initially shunned, but eventually won folk over when it became apparent they were not that dangerous. Marionettes can also be found in Galt, and are among the more dangerous rabble rousers (Since, being immune to decapitation, they can't actually be harmed by final blades).

    Melodius: The Melodius can be found living in colonies in the Mwangi Expanse, Jalmeray, and the Five Kings Mountain. They are distantly related to the Syrinx, the owl headed slavers native to Arcadia, but the two races couldn't be more different.

    Miha: The Miha's natural independent streak make them a perfect match for both Andoran and Galt. They can also sometimes be found in Nex.

    Oc'cli: The Oc'cli can be found in Nex, Jalmeray, and the Mwangi expanse, usually living as primitive nomads. Some believe they may be the remnants of an ancient culture in the Expanse, or an experiment performed by Nex. No one can be sure.

    Ouphes: The Ouphes were drawn to Golarion by two major events: The first was the creation of the Mana Wastes, making them most prolific in that area despite the lack of magic and abundance of dangerous native creatures. The second event was the death of Aroden, specifically the formation of the eye of Abedengo. When the eye formed, it scattered Motes across The Shackles, Rahadoum and the Sodden Lands, as well as on several passing ships that were near the storm when it hit. Out of these places, the Ouphe are most prolific in the Shackles, and having an Ouphe as part of the crew is considered good luck.

    Pon'Par'i: The Pon'Par'i can be primarily found living in the crown of the world, primarily on the border of the Realm of the Mammoth Lords, Land of the Linnorm Kings, and Irrisen. They also have some contact with traders from the Dragon Empires, although not always good (Some Tian Xia nobles fancy the Pon'Par'i as pets, so they sometimes get taken back to the Dragon Empire as slaves).

    Rokososos: The Rokososos were a creation of Nex as a gift to the Princes of Vudra. As a result they can be found in Nex, Jalmeray, and even occasionally in the Mana Wastes or even Geb. Their identical genetics and natural adaptivity is not a bug, but a built in feature.

    Talli can be found in Varisia and sometimes on Islands in the steaming sea. Its believed they may be the result of Thassilonian magic, attempting to create a fast breeding scholar race that could store knowledge for the Runelords. If that was the intent it failed, because most Talli remember little about Thassilon.

    Tarrasquelings: The Tarrasquelings, being born of the Tarrasque, naturally have their highest population in the Barrier mountains around the Ruins of Kho, however they have since spread to various mountain ranges throughout the Inner sea. Some take their presence as a sign that the Tarrasque's resting place may be near, but in truth its the other way around: They are there because they themselves are looking for the Tarrasque. As descendants of the Tarrasque, the Tarrasque naturally worship Rovagug (Although most of them are not evil, rather chaotic neutral), whom the affectionately refer to as "Grandpa Rova". Despite this putting them at odds with most other races, the Tarrasquelings are, by and large, not evil, and are generally a friendly (if wild and unpredictable) folk.

    Te-ra: The Te-ra are natives to Castrovel, and may be distant relatives to the Formians. Many of them do serve as advisors to Formian Queens. On Golarion, the Te-ra originated in Kyonin, brought over with the Elves to help deal with Treerazer. Like the Elves, they remain aloof and secretive, although some have gone off to Druma and Lastwall, where reactions to the strange worm like creatures varies.

    Thauns: Thauns are distant cousin to the Strix, and can be found primarily in the mountains of Taldor as opposed to Cheliax. The Thauns lack the inherent hatred that the Strix have for humans, and many Thauns serve as soldiers in the Taldan military.

    Thecks: The Theck are another Beast Man race native to Vudra. Vanishingly rare, with most of them having Ascended long ago, they are almost unheard of in the Inner Sea.

    Ves: The Ves are natives to the Mwangi expanse and Casmaron. Although most dismiss these tales of two headed female warriors as the idle talk of crazed Pathfinders suffering from Mindfire contracted in the swamp, they are quite real.

    Vexx: Vexx are native to the Five King mountains, and are believed to be, like the Chell, another failed creation of Torag. This time made out of metal, and thus cold hearted with no ability to be a family. The Vexx take less offense to this than the Chell do, but still don't care much for Dwarves.

    Wayfarers: The Wayfarers can be found throughout Garund, in particular they live in Rahadoum, seemingly in stark defiance of the Laws of Man. While the Pure Legion has succeeded in wiping out or driving off other monstrous humanoids with deep religious beliefs, the Wayfarers have dug their heels (or whatever they have that is equivalent) and stubbornly refused to budge.

    Whyos: After Halflings, Whyos are the go to slave race for Cheliax and most other slave holding cultures in Golarion. Its little surprise that Milani the Everbloom has adopted them as their patron deity.

    Wugs: The largest Wug population in the Inner Sea can be found in the Sodden lands, where the Wugs, like the Lizardfolk and Boggard, thrive. Unlike those races, the Wugs are relatively friendly and receptive of visitors to their lands. Wugs live in relative peace with their neighbors (Wug flesh is notoriously rubbery and tough to chew, making them unappealing targets for cannibals, they rarely keep any treasure of real value, making them beneath the notice of Scavengers, and even the Lizard folk don't perceive them as a threat). Of all the Sodden Land races, only the Boggard bother the Wugs, considering them a living insult to their race (The fact they are distant genetic cousins doesn't help). However, despite their soft and silly natures, the Wugs are surprisingly effective at defending themselves. Wugs can also be found in Varisia and the River Kingdoms.


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    Aww yeah! I've been waiting for this! Awesomesauce. I can't wait for work to be done so I can go home and see a copy of this.


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    @CrinosG: The part about Ouphes is now officially canon.


    Thank you.

    Some of these were easier to come up with stuff for than others. The Ouphes were one of the easier ones because the Inner Sea already has some major magical events that could have brought them in.

    It occurs to me they could have also been spread out by the worldwound opening, or by the magic undoubtedly slung around during the shining crusade. But I'm happy with how it turned out.


    CrinosG wrote:

    Thank you.

    Some of these were easier to come up with stuff for than others. The Ouphes were one of the easier ones because the Inner Sea already has some major magical events that could have brought them in.

    It occurs to me they could have also been spread out by the worldwound opening, or by the magic undoubtedly slung around during the shining crusade. But I'm happy with how it turned out.

    I have to say. You just made our morning ;-)

    That was fantastic and if inner sea wasn't IP protected- I would 100% make those cannon options :-)


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    Thank you, its always a pleasure to help.


    Im happy you nailed the gganeshan so perfectly. I do plan on throwing alt racial traits that emphasize psychic magic and dreamscarreds akashic mysteries on the boards once those two are published.


    Btw for those that haven't realized it yet, Arma make a great player race if you know you cannot attend all your games. Gotta work the weekend? Well your arma this session decided to stay in weapon form and get wielded by the ranger.


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    I actually really like the Arma because I'm a fan of the Anime Soul Eater (Which is an anime which involves people who can turn into weapons: the main character is a young girl who wields a boy who turns into a scythe, and the other protagonists include a loudmouth ninja whose partner is a female ninja who turns into a variety of ninja weapons, and an Super OCD kid who is the son of death himself who wields two girls who turns into revolvers).

    And I noticed that there is no restriction on what type of weapon you can become, so you can totally turn into a gun Arma. Although multiple weapons would probably require a class archetype.


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    Totally mentioned that when i saw then, blackstar fo' life!


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    Hello.

    I have a few questions for those who have purchased this:

    1. What is your favorite race from this book and why?

    2. What race from this book did you roll and why?

    3. Follow up to question 2. What class did you make that character.

    I am considering buying this book, but wanted some opinions first. Based on the post describing the races, I am most interested in the Pon'Par'i, followed by the Congrid, the Ganeshan, and the Marionette.

    Have any of you guys rolled a character of one of these races? If so did you like it?

    Answering these questions would help me make my decision.

    Thanks in advance.


    I would definitely buy this if it had a POD option. I don't buy PDFs, particularly when they are priced the same as a regular paperback book.


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    I bought this a couple weeks ago and forgot to rave about it much. As for the questions:

    1. My favourite race ended up being the first race in the book, the Arma. Just a fantastic idea there and exactly what I was seeking for my homebrew setting. It's got a sort of soul eater vibe for me which helps and overall the race itself is just so cool.

    For the other two, I can't say yet. I haven't had it that long. If I was going to build an Arma myself, I would definitely lean toward a Kensai Magus I feel, though.

    Frankly, there is a ton of material I haven't had a chance to read all through but I pretty much felt the product paid for itself after the first race. Take that for what you will. :)

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