Where did I see this? Human NPCs with +2 to ability scores?


Pathfinder First Edition General Discussion


I'm pretty sure this would have been in at least one Adventure Path book. At least one NPC, but I'm sure I have seen several, have +2 to ability scores. Were they Azlanti? I can't remember, but a quick scan through Ruins of Azlanti and Return of the Runelords don't seem to help.

Does anyone remember where I saw this?


Azlanti get +2 to every ability score.
I think its mentioned in the "Inner Sea World Guide"

A few NPC in Rise of the Runelords are Azlanti, so they should be build with this, but I dont think its mentioned there.


You are correct. It's on page 12 of the ISWG! Cheers!


Pureblood Azlanti get the +2 to all stats, but the last of those became a god thousands of years ago.

The characters claim to be Azlanti in more recent times do not get those bonuses, they get the standard floating +2 that other humans get.


Ju-Mo. wrote:
Azlanti get +2 to every ability score....

thus you've uncovered the Real Reason the (game trope) star stone had to fall and wipe them out... "Rocks fall from the skies, everybody dies.", Grumpy AD&D GM

the other question worth a {french accent}'nickel' is are the aboleths behind the film GATTACA?

Scarab Sages

Mysterious Stranger wrote:

Pureblood Azlanti get the +2 to all stats, but the last of those became a god thousands of years ago.

The characters claim to be Azlanti in more recent times do not get those bonuses, they get the standard floating +2 that other humans get.

Sorshen, Belimarius, and any human in the domed city that was stuck in time (Crystilan?) are also pure blood Azlanti.

I'm sure there are others who may have been in stasis or otherwise stuck in time or maybe have been pulled forward THROUGH time who are also pure blood Azlanti.

Seriously, that "Last Azlanti" title for Aroden is completely bogus.

I'd allow a player to play a pure blood Azlanti, but there had better be a darned good roleplaying or character reason for it.


Arkat wrote:


I'd allow a player to play a pure blood Azlanti, but there had better be a darned good roleplaying or character reason for it.

I know very little about the various Paizo settings. I've only ever played in store or home games with generic or custom worlds. Most of my setting experience goes back to 3.x and Faerun.

That aside, from a game balance point, would a race with +2 to each stat, and absolutely no other racial features be balanced, as from a RP perspective?


Sysryke wrote:


That aside, from a game balance point, would a race with +2 to each stat, and absolutely no other racial features be balanced, as from a RP perspective?

You could compare it to the normal human.

+2 to ony ability score, +1 skill rank per level and one bonues feat.

You can trade the +2 to ony ability score and the bonues feat to a +2 on two ability scores.
So you get +2 to 2 ability scores and +1 skill rank per level (which is weaker than +2 IN).

An Azltani gets even more ability scores, so from this point of view he is stronger than a normal human.


An Azltani, without other traits, would be still be stronger than a normal human.

A +2 to str could be mimicked by a weapon focus feat. Also weapon specialization since a strength increase would increase damage as well. And these bonuses are not tied to any specific weapon.

A +2 to dex would give a +1 bonus to AC like the dodge feat. And it could mimic the effects of a weapon focus feat. And a bonus to reflex.

A +2 to con would be like the toughness feat. Also would give a bonus to fort saves.

A +2 to int would cover the loss of +1 skill points per level.

A +2 to wis would increase will saves.

A +2 to charisma... nothing comes to mind.

Oh wait, something comes to mind. The average human has mental ability scores of 10, 12 with their one +2 ability score increase. The average Azltani, with a +2 ability score bonus to all ability scores, would be 12 without any real effort. This means the average Azltani would be capable of learning level 2 spells of any spell casting class. Wizard, Cleric, Sorcerer, you name it.

So no, I don't think an Azltani would balanced with the normal races.


The pureblooded Azlanti is a human variant and gets the bonus feat and skilled racial traits in addition to +2 to all stats. That makes them significantly more powerful than normal humans.


All fair points. I'm more wondering how the Azlanti, with ability score bonuses only, might stack against some of the higher RP player races. Dwarf, Drow, or Aasimar for instances.


Sysryke wrote:
All fair points. I'm more wondering how the Azlanti, with ability score bonuses only, might stack against some of the higher RP player races. Dwarf, Drow, or Aasimar for instances.

possibly on par with the Drow, but ahead of the Aasimar and Dwarf.


+2 with all stats means a 0-point character is the equivalent to a 12-point buy. That makes a character with a 20 point buy equivalent to a 32-point buy.


Sysryke wrote:
All fair points. I'm more wondering how the Azlanti, with ability score bonuses only, might stack against some of the higher RP player races. Dwarf, Drow, or Aasimar for instances.

If you count all races in the span of an AP/campaign nearly equal, Aztlanti are stronger (especially if they get a bonues feat and skilled).

In specific situations this or that race is stronger.
Melee fighting in a cave without light?
Dwarf/Aasimar/Half-orc etc will win because they can see.

Ranged combat in dim light?
Elvs/Half-Elvs will win because they have low-light vision.

Fighting in a small tunnel, without much room to move?
Halflings/Goblins will win, because they are small an can move/attack better/without penalty.

Depending on the situation and the class/build you chose every race has its strong and weak points. So overall races are more or less indentical in their strength if you count the sum of encounters in a campaign.

That said, humans are as strong as a race than dwarf and aasimar throughout a campaign.
Making a stronger human with a lot of extra ability scores is unbalanced/stronger.

If you take point buy its depending on the arrey you are chosing, but it can be more than a 12 points over everyone else.

A normal human Fighter, point buy 20, will take something like:
16(+2)/14/14/10/10/10 for 18/14/14/10/10/10
The Azlanti takes the same arrey for
16(+2)/14(+2)/14(+2)/10(+2)/10(+2)/10(+2) for 18/16/16/12/12/12

For a human to get this arrey they would need to take
16/16/16/12/12/12 without racial modifiers, which equals 36 points.

Depending on the arrey and the original point buy it can be more or less than 16 points, but in every case its much stronger.


As a general rule, I don't actually think they're that much stronger. A lot of this is going to come down to the experience of the player building the Azlanti character, and whether or not they're trying to get as much as they can out of those bonuses.

If you imagine a party of all Humans consisting of a Fighter, Cleric, and Wizard, converting them all to Azlanti would have an uneven impact on their functionality. The Fighter and the Cleric would improve more than the Wizard. The Fighter is already inundated with bonus feats, so they won't miss the feat they would have gotten from being Human nearly as much, while they also have the greatest spread of ability score dependencies. The Wizard, comparatively, gains extremely little from the Strength boost (none of them particularly care about Charisma as even the benefits to the Cleric are relatively minor, so that's a wash).

Additionally, one of the most common optimization tactics is finding ways to shift as many thing as possible onto one ability score. For someone using this kind of build, having a small bonus to all ability scores will generally be much less useful in the long run than having an extra feat and an extra skill rank per level (or any of the alternate features those can be traded away for).

Still, if you try to assess this by any direct measure of equivalency, the Azlanti will always appear more powerful on paper. I also believe this is indeed how things will usually pan out in practice — most people aren't playing at tables that optimize to the degree that a bonus to all ability scores would be useless or bad. If you gave me the option to freely make the choice and I was choosing based on what would contribute more power to my character, I'd take the Azlanti far more often than not.

Scarab Sages

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I played a pure blood Azlanti Oracle of Time in the RotR AP.

Caster Oracles are not very MAD (Multi Attribute Dependent) intensive so the Azlanti superiority was much less noticeable in actual game-play.

Now, if I were playing a pure blood Azlanti Paladin or Monk (notorious MAD intensive classes), its superiority would have been much more apparent, especially at lower levels.


Ofc some classes get a lot better and a few just a little.
For the Wizard, in comparision with a normal human wizard, he has more HP (+1 per HD, because he has more Con), +1 AC (Dex), +1 Fort/Ref/Wil (Con/Dex/Wis), +1 INI (Dex)

+1 HP/HD = the Feat Toughness.
+1 AC = Feat Dodge
+1 to each saving throw = 1,5 Feats (+2 is a feat and +1 is half a feat)
+1 INI = 1/4 feat

So its about 3,75 feats more, thats a lot.
Not only that, ability scores are better than feats, because he can take more abiity DMG or Drain until he goes down AND they push all his skills.

Maybe his strong points didnt get that much stronger, but he has less weaknesses. Which also makes you stronger.

And strength. Most people forget the carrying capacity.
In mid and late game nobody cares, but in early game, I have had a few min/maxer who dumped Str down to 7 (point buy).
Until you remind them, that they have to carry cloths, their spell book, rations, rope, maybe a dagger and/or a crossbow and so on.

+2 to Str just gives you the leasure to worry less about it and if you play point buy, to even dump it down to 8 (so 10 after +2), so you can buff you Int or Dex even more, cause you can use more points.


Mysterious Stranger wrote:
+2 with all stats means a 0-point character is the equivalent to a 12-point buy. That makes a character with a 20 point buy equivalent to a 32-point buy.

I was talking about Race building Points (RP), but thanks for that look. It still helps with perspective.


Thanks for the replies folks. I appreciate the analysis. My take away is that, like any human, the appeal of the Azlanti is in their versatility. The trade off though is a lack of nearly any racial mechanics with flavor. I generally prefer the perks of extra senses, racial feats, Natural attacks, spell like abilities, or other flavor elements. I tend to play specific/high concept characters, so for me (and my groups), other races are more useful in practice.


Saying that how powerful something comes down to the experience of the players goes for anything. Using that as a justification for something not being overpowered not really a valid defense. Any character run by a player with good system mastery and tactics will always be more powerful than any character run by a rank beginner.

Even a S.A.D. class will benefit from the +2 across the board. The +2 bonus to all stats helps minimize the negatives of dumping other stats. Assuming a 20 point buy for an Oracle. I max out CHA at 20 (including +2 for being human), put 14 into DEX, 16 into CON and dump STR, INT and WIS to 7. If I am a pureblood Azlanti my CHA stays the same, my DEX and CON are now higher, and I have 9 for all other Stats. All my saves went up by 1, as did my AC. I get an extra HP and skill point per level. All my skills except CHA based skills get a +1 bonus including skills that I don’t have points in. My chance to hit and damage goes up by 1. The increase in my chance to hit also includes spells that require an attack roll. My carrying capacity has also increased. My initiative goes up by 1. My CMD is increased by 2.


Mysterious Stranger wrote:

Saying that how powerful something comes down to the experience of the players goes for anything. Using that as a justification for something not being overpowered not really a valid defense. Any character run by a player with good system mastery and tactics will always be more powerful than any character run by a rank beginner.

Even a S.A.D. class will benefit from the +2 across the board. The +2 bonus to all stats helps minimize the negatives of dumping other stats. Assuming a 20 point buy for an Oracle. I max out CHA at 20 (including +2 for being human), put 14 into DEX, 16 into CON and dump STR, INT and WIS to 7. If I am a pureblood Azlanti my CHA stays the same, my DEX and CON are now higher, and I have 9 for all other Stats. All my saves went up by 1, as did my AC. I get an extra HP and skill point per level. All my skills except CHA based skills get a +1 bonus including skills that I don’t have points in. My chance to hit and damage goes up by 1. The increase in my chance to hit also includes spells that require an attack roll. My carrying capacity has also increased. My initiative goes up by 1. My CMD is increased by 2.

This is disregarding the fact that system mastery can literally directly interact with how valuable investment into more than one ability score is. If you're playing the Oracle you mentioned, you could be getting CHA to all mind-affecting Will saves and replacing your Dexterity to AC. If you're willing to take a 2 level dip into Paladin as has become quite popular, you could instead be getting CHA to all saves (though would still, of course, benefit from the additional boost of Azlanti since it isn't like Divine Grace replaces the base ability score bonus). When there are so many ways to apply boosts in one ability score (especially Charisma) to other things, the value of being able to obtain a small bonus to everything becomes less significant, relatively speaking.

Attempts to compress the value of having a +2 in all ability scores by comparing that to the cost in feats to obtain them are useful, but doing so without the acknowledgement that all feats are not (and created nowhere near) equal will lead to strange conclusions. Dodge and Toughness, last I checked, were not topping many people's lists of the strongest feats to take. You can stack up every benefit provided by being Azlanti for a Wizard to a +1 to the DC of Stinking Cloud, and it wouldn't be insane to argue that Spell Focus is better than the lot of it (also enabling faster access to Augment Summoning if you're taking conjuration like in the example I just provided).

What is the value of having the final piece of your build come online two levels sooner than it otherwise would have? Is that better or worse than a handful of miscellaneous defensive and utility bonuses? The answers to these questions will vary, but the bottom line is that any given character is already specialized at being good at what is most important to them. This is not to downplay the value of getting all the benefits of the Azlanti boost. I think they're crazy, and would certainly pounce at the chance if a GM told me that this was a viable options at character creation. There is no build that won't gain some amount of benefit from receiving the racial ability score boosts of Azlanti, but there are certainly cases where they will be largely insignificant or poorly-weighted against alternatives.


System master can allow an experienced knowledgeable player to dominate the game no matter what character he plays. If I have enough system mastery, I can play a chained rogue with a lesser point buy and be more powerful than a wizard with a higher point buy played by a beginning player. That is the reason I do not buy the defense of the something not being overpowered because it requires some system mastery.


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They're just different degrees of overpowered. (Ab)use and knowledge of Pathfinder 1e mechanics is a continuum. The ability score bonuses to Azlanti will, in many cases, allow the creation of more effective characters, especially in scenarios where players either aren't aware of certain optimization methods, or aren't using them.

Allowing a player to create a pureblood Azlanti character over a core race will be much less impactful than allowing or not allowing things that are already much more prevalent and accepted at a wide variety of tables, like allowing vs. not allowing Stinking Cloud, Teleport, Phantasmal Web, Grease, Emergency Force Sphere, and any number of other "modest" powerful spells and abilities that don't completely deconstruct the world like a painter Wizard, but are far more significant than a character gaining an extra hit point per level and being 5% more likely to make their saving throws and most skill checks.


LunarVale. You sound convinced that a race with +2 bonus to all ability scores is balanced with the other base races. I'm not sure why we are still having this conversation. I'll still talk if you want to keep talking though.

I still think you're wrong. The effects of such a bonus across the board is still worth having many feats. Even SAD classes benefit from these effects. Everyone benefits from more hits points, better saves, and better AC. Wizards use strength as a bonus to deliver touch spells unless they have weapon finesse. Monsters sometimes target the more frail characters, so having buffs is always handy. Wizards do well to have magic belts that boost dexterity and constitution.

Perhaps instead of trying to claim a race is balanced because the worst possible characters of a race aren't much better than other bad combinations, you should consider it from the opposite direction and consider balance from the best possible characters of a race being much better than other good combinations.


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I do understand where you're coming from based on the substance of my posts, but it would be more accurate to characterize my thesis statement as, "The difference in power between a character making optimal use of the increased ability scores from pureblooded Azlanti vs. the power of any given core race is significantly lower than the difference in power created organically by simply playing the game 'normally' due to circumstances that are generally considered acceptable despite creating far greater disparity."

You could argue that, "No one is asking for this comparison," but I feel like advice under the circumstances is best characterized by further trying to give an impression of the degree of the unfair advantage, which is going to result in subjective interpretation and disagreement, but should also be possible to reach a range of general consensus over given time and debate.

If one envisions two 1st Level characters who are otherwise identical, and then one of them is given a single CL 1 Potion of Cure Light Wounds, there is no debate that one of those characters has an objective advantage over the other, but I doubt many people would spend a great deal of time trying to convince others that this difference will be impactful or meaningful over the course of each character's adventuring career, given that the item will long be forgotten before reaching 3rd Level.

This difference is obviously much more substantial than that; I am not trying to characterize the difference in power between a CRB race and Azlanti as being that minor. I am saying, though, that I think allowing two different players to bring a Barbarian and a Wizard into the same party is already far more egregious mark against intra-party balance than any that will be caused by the existence of one or more Azlanti. There simply is not that much to optimize about the bonuses provided by the Azlanti as hard as one tries.

If I think about characters who would gain the most benefit from being Azlanti, using the racial bonus to its utmost, in general my mind goes to certain Monk setups, frontline Clerics and Druids, and frontline Shamans (or Spirit Guide Oracles) that want to make use of their Charisma-based (Wisdom-based) features (especially Lore as a Wandering Spirit). Certainly, Cleric, Druid, Shaman, and Spirit Guide Oracle are not classes/archetypes in need of any help, though assuming the option is one that it offered to players across the board, Azlanti will still provide the greatest comparative benefit to a martial over a caster (even though most casters would still be quite happy to take the option), since martials are almost invariably dependent on finding ways to nurture a greater spread of higher ability scores (the same logic and circumstances under which it can be shown that reducing Point Buy has a lower impact on most full casters than the impact on most martials).

A strong, well-built character already has a mechanism for obtaining a racial boost to the ability scores that they care the most about simply by selecting the race that will boost those ability scores. By extending that logic, you could compare it to the value of a mechanic that already exists; spending gold to buy belts and headbands. Everyone will prioritize their single most important physical and/or mental ability score first (obviously). Eventually, with enormous amounts of gold available in middle and high levels, players may go about seeking out belts and headbands that also apply to their less relevant ability scores (especially with boosting saving throws in mind), but many times these will still get neglected even when both the gold and the item(s) are present and available simply because they're comparatively a very inefficient way to spend wealth until very late. If it was so desirable to obtain these increases to less used ability scores, I would expect Belts and Headbands of Physical/Mental Perfection to be far more popular pieces of equipment than what experience shows me people value them at. You can literally see the degree and comparative value/urgency players place on upgrading secondary ability scores through this same lens.

Compared to the next best racial option for a particular build, Azlanti sacrifice all other racial abilities for a +2 racial ability score bonus to the four or five less valued ability scores (from the creating player's perspective). This is definitely still desirable from a power optimization standpoint, but it isn't going to split the game apart mechanically. It really depends on how important maintaining intra-party parity is to the GM and to the table in the first place...but if it was really that important, I would say that a table that cares deeply should be examining many other assumptions of the game first, and would likely possess the analysis skills required to draw their own subjective conclusions. At that point, it would be far easier to choose a different game system altogether that actually values parity.


I'm not going to be nearly as erudite or eloquent as LunarVale; but as one of those who did "ask for the comparison", I feel I should chime back in.

I've read all the posts, and perhaps my own word choices contributed to confusion. In one of his earlier posts, LV, characterized the Azlanti as a mechanically superior choice, that many players would likely choose. However, the follow up to that analysis was at least in part in response to my hypothetical. Obviously Azlanti is superior to a bog standard human. For the sake of these comparisons, DROP the feat and extra skill point racial features. Only looking at the six +2s to the ability scores, measure those against other races.

It has been rightly and obviously conceded that on paper the (nerfed) Azlanti is going to be superior to another character, especially through the lens of point but values. My original query was about Race Points though. When you stack a more exotic (11 to 20 RP) race's features against the six +2s, where does that come out? Obviously flavor and play style are all subjective, but what about the actual RP values?


Based on a quick read through of the race builder rules, a race with +2 to each ability score, and nothing else, would be somewhere between 18 to 24 RP. Inarguably "advanced", not certainly "monstrous".

2 RP for Flexible ability bonuses, the 4rp a pop for each Advanced trait for the other four stats. (18 RP)

If you feel that Flexible doesn't apply; 0rp for human heritage, the 4 RP x5 for the leftovers (20rp)

If you want to argue against the Human heritage because of the choice component, then 4rp for each of the six advanced traits (24 RP)

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