Advanced Race Guide #2 - What do you want?


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Manwolf wrote:

Poison Dusk Lizardfolk, loved those guys

New! Improved standard Lizardfolk. Now with tall attacks!

Didn't they already do that in Monster Codex with the dangerous tail feat? That, and the fact that their existing write up (only stat bonuses/nopenalties, +2 natural armor, 3 natural attacks) means they are already fairly powerful.

I am a bit confused. Is this advanced race book more about bringing new material, or just collecting the existing material in one place?

Admittedly, getting the lizardfolk in one place would be fairly nice. They already have a great background, and the semi-race exclusive oracle curse (cold blooded- PFS only allows it for nagaji characters, cause sure, why not; fairly good, it can give you extra move actions) and druid archetype (ancient guardian; mostly flavor, it seems- it allows you to cast calm emotions spontaneously, mostly meant for guardians of the village's eggs).

A bit more on top of that, and lizardfolk would not be far behind most of the non-core races for material.


Pathfinder Rulebook Subscriber

Here's how I'd like the book to look:
.

.

.

INTRODUCTION

CHAPTER 1: ESTABLISHED RACES
<For Each Race>

  • New Racial Rules
    New Alternate Racial Traits
    New Favored Class Options

  • New Racial Archetypes
  • New Racial Rules
    New Racial Equipment
    New Racial Feats
    New Racial Magic Items

CHAPTER 2: NEW RACES
<For Each Race>

  • Racial Rules
    Alternate Racial Traits
    Favored Class Options

  • Racial Archetypes
  • Racial Rules
    Racial Equipment
    Racial Feats
    Racial Magic Items

And of course, as I stated in OP, I would also like to see illustrations comparing all the races similar to this one (http://3.bp.blogspot.com/-decgIL_-zQI/UfmbIF1hKsI/AAAAAAAAAas/sys-CTIsEr4/ s1600/pathfinder_races.png).

As for why I want some races that have been given stats in "Race Builder" section of the ARG or in the Bestiary 4 is because they give only the basics to play that race - no alternate racial traits, favored class options, archetypes, equipment, feats, or magic items.

The Lizardfolk specifically can be confusing. There is a beast called Lizardfolk in the Bestiary 1 that doesn't present rules to play it as a PC. There is a playable race called Lizardfolk that was in the "Race Builder" section of the ARG. In addition there are several third-party resources that present a playable Lizardfolk race.


master_marshmallow wrote:

Really, I am not too keen on adding too many more races since there is already a huge variety plus a race builder.

I think I would be more interested in seeing more expansions for existing races, like an entire book that gave the core races the treatment that the Blood of X line gives.

I also really want to see more racial feats, weapons, and spells to expand on things like weapon familiarity.

Expanding on the background rules for non core races from Ultimate Campaign would be good.

More bastard races like half-dwarves, half-gnomes, and quarterlings might be neat. Or a bastard race template.

I 100% would like to see Dragonborn, but I want to see it be compatible with all the Kobold draconic feats.

Absolutely want to see more stuff for Lizardfolk and Gnolls, crunch related stuff like the SGG releases, but not broken and ridiculous.

I actually did some of this myself.

Mostly this, for me. Expand on what is there already rather than a bunch of new stuff.

That said... half-lycanthropes, half-dopplegangers, and some kind of living construct race would be fun. ;-)
Wouldn't mind some kind of insect race, either.

OH! But my top choice... would be a process to easily REDUCE racial hit dice to zero. This wouldn't just make them suitable for player races, it would also give more flexibility in fitting certain monsters to different CR ranges. For example, the Ogre Mage is CR 8. I can't throw this at a party of level 2s. But if there was a 0HD Ogre Mage, I could add a few class levels of Magus to make it CR 2 (or 3, or 4...) or add even more to make it the original CR 8, or even make it higher without having to work with both racial and class HD.


Pathfinder Rulebook Subscriber
Derek Vande Brake wrote:

That said... half-lycanthropes, half-dopplegangers, and some kind of living construct race would be fun. ;-)

Wouldn't mind some kind of insect race, either.

A Formian playable race would be sweet! You could have an alternate racial traits that causes you to somehow lose connection to the hive mind!

I'd like to see an archetype for the centaur, to replace the horse section with a deer section like the WarCraft's Dryad (http://vignette1.wikia.nocookie.net/fantasyraces/images/4/41/DryadWW.jpg/r evision/latest?cb=20120915133406).

I'd also like to see Lycanpyre/Werepyre as a playable race (http://orig01.deviantart.net/79ec/f/2007/263/8/f/my_first_werepyre_by_faru mir.jpg).


Pathfinder Rulebook Subscriber

Updated wish-list:

CHAPTER 1: ESTABLISHED RACES
<For Each Race>

  • New Racial Rules
    New Alternate Racial Traits
    New Favored Class Options
  • New Racial Archetypes
  • New Racial Rules
    New Racial Equipment
    New Racial Feats
    New Racial Magic Items

CHAPTER 2: NEW RACES
<For Each Race>

  • Racial Rules
    Alternate Racial Traits
    Favored Class Options
  • Racial Archetypes
  • Racial Rules
    Racial Equipment
    Racial Feats
    Racial Magic Items

New Races
Anubis (Egyptian Mythology)
Agathion (B2)
Batfolk
Centaur (ARG)
Cthulu-like race
Dogfolk
Dracotaur
Dragonkin
Dragonborn (Elder Scrolls)
Drider (ARG)
Dryad
Elementals
Ethereal (WarCraft)
Faun
Felitaur
Formian (B4)
Gargoyle (ARG)
Gathlain (ACG/B4)
Gnoll (ARG)
Goron (Zelda)
Ghoran
Half-Dwarves
Harpie
Kasatha (ACG/B4)
Lamia
Lashunta
Lizardfolk (ARG)
Minotaur
Mudokon (Abe's Odyssey)
Nagaji (B4)
Nekojin (Cat-people)
Ogre (ARG)
Plant Race
Protoss (StarCraft)
Raggamoffyn (Symbyote-like Race)
Saytr
Skinwalker
Slime People
Stitched-together race (Nightmare Before Christmas)
Syrinx
Trox (ACG/B4)
Wargar (spiderkin)
Werepyre/Lycanpyre
Wyrwood (ACG/B4)
Wyvaran (ACG/B4)

New Features

Centaur ART - Make half-deer instead of half-horse
Formain ART - Remove link to hivemind
Lizardfolk ART or Archetype - Poison Dusk Lizardfolk

Process to easily reduce racial hit dice of beasts in Bestiaries to zero

Improved race builder.

An option to sell attributes.

Support for tieflings, sylphs, undines, oreads, and ifrits who don't want to be sorcerers.

More subtypes to get represented by races (ie. undead, dragon, fey, monstrous humanoid).


Pathfinder Rulebook Subscriber

Here is a Poll


I want to see:

More Dwarf subraces like Duergar, such as with elemental themes behind them. We already have Stonelord Paladins, how about Fire Dwarfs?

I want Ogres and Half-Ogres.

Minotaurs would be nice. If you are see a theme with my last two suggestions you are correct. I wish we had more large races as official (not 3rd party) races in an ARG.


lemeres wrote:
Manwolf wrote:

Poison Dusk Lizardfolk, loved those guys

New! Improved standard Lizardfolk. Now with tall attacks!

Didn't they already do that in Monster Codex with the dangerous tail feat? That, and the fact that their existing write up (only stat bonuses/nopenalties, +2 natural armor, 3 natural attacks) means they are already fairly powerful.

I am a bit confused. Is this advanced race book more about bringing new material, or just collecting the existing material in one place?

Admittedly, getting the lizardfolk in one place would be fairly nice. They already have a great background, and the semi-race exclusive oracle curse (cold blooded- PFS only allows it for nagaji characters, cause sure, why not; fairly good, it can give you extra move actions) and druid archetype (ancient guardian; mostly flavor, it seems- it allows you to cast calm emotions spontaneously, mostly meant for guardians of the village's eggs).

A bit more on top of that, and lizardfolk would not be far behind most of the non-core races for material.

Don't have the Monster Codex, guess I'll have to check it out and see


Pathfinder Rulebook Subscriber

So far Lizardfolk is in the lead, with Minotaurs a close second. Gnoll is third with Plant Race, and Ogre and Half-Dwarf tied for fourth.

Mudokon, Goron, and Felitaur are at the bottom.


Go Lizardfolk, go!

Shadow Lodge

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

FYI, the Inner Sea Monster Codex which came out last month covers:

Centaurs
Charau-Ka
Cyclops
Derro
Gillmen
Girtablilu
Minotaurs
Ogrekin
Strix
Urdefhan

It's the Golarion version of the Monster Codex, so not quite as player-centric as the Advanced Race Guide, but lots of good stuff.

EDIT: My favorites in there are a Centaur-only Cavalier Archetype, and the Cyclops-focused Oracle curses and archetype.


Grond wrote:

I want to see:

More Dwarf subraces like Duergar, such as with elemental themes behind them. We already have Stonelord Paladins, how about Fire Dwarfs?

From what I recall, the Azer was considered to be a Fire Dwarf back in 3.5e D&D, but I am not sure if they are like that in Pathfinder as well.

Silver Crusade Contributor

Icyshadow wrote:
Grond wrote:

I want to see:

More Dwarf subraces like Duergar, such as with elemental themes behind them. We already have Stonelord Paladins, how about Fire Dwarfs?

From what I recall, the Azer was considered to be a Fire Dwarf back in 3.5e D&D, but I am not sure if they are like that in Pathfinder as well.

Azer were monsters in 3.5. There was a "fire dwarf" subrace in Dragon Magic, though...


I never said the Azer were playable as a race, but they were the closest thing to Fire Dwarves the setting had.

Silver Crusade Contributor

Icyshadow wrote:
I never said the Azer were playable as a race, but they were the closest thing to Fire Dwarves the setting had.

I see. Fair enough; no offense meant. ^_^

I rechecked the 3.5 Monster Manual. Much like in Pathfinder, they were "dwarf-like", but not dwarven - they couldn't even learn Dwarven without Speak Language. (Also, to my surprise, they were given an "Azer Characters" section... meaning they were actually more of a player race in 3.5.)


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No offense taken. They tried to make a lot of creatures to be playable, but the base "playing a monster" rules in 3.5e were rather broken, to be honest.


1 person marked this as a favorite.

I want a version of kobolds that is really a viable pc race.


I would love an Advanced Races Guide 2 but I would like for it to focus all non-core 0HD races in the game to date. If they have to have the core races then they should have the same page count as the rest of the races.


Non-humanoid races. Stuff like centaurs and drivers do t count.


Echo Vining wrote:
Darigaaz the Igniter wrote:

dogfolk so the other players I game with can stop griping that there isn't one.

Dragonkin race that's not just a human with a draconic head and scales. I want teeth, claws, wings (even if they don't allow full flight for a while), tail, breath weapon (preferably usable more than 1/day).

Half-dwarves. Because they really should be a thing.

Not official Paizo, but...

For dogfolk, Monte Cook's Arcana Evolved had the sibeccai, which someone did a Pathfinder conversion of.

Similarly, AE had the dracha for a kind of dragonfolk, also converted here.

For half-dwarves, Dark Sun had that, called them mul. The Dark Sun people made a 3.5 conversion for the setting that includes them.

I did the AE race conversions you posted. I also did a series of blog posts on 'Easy Hybrid Races' about 1.5 years ago.


There actually is a half lycanthrope race, in Blood of the Moon. It's called the skinwalker.

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