I could have swore I wrote about this already on our website, but I don't see it anywhere here. Maybe I just dreamed that. This summer has been a vaguely-defined haze.
ADVANCED RACE GUIDE
(back on topic...
The newest hardcover book for Pathfinder, The Advanced Race Guide, has been out for a couple of weeks now. I have my copy and have gone through it and it's a beaut.
This book builds on Pathfinder's greatest strength - it's wealth of character options. These options, all centered around character race for this book, come in 3 major categories.
Additional Options for the Core Races
In case you were under the impression this book was only
about cool, weird new races, think again. All the core, classic fantasy role-playing races, those you know well from the Pathfinder rulebook have an extensive section devoted to them.
1. All of them get new alternate racial rules, options players have if they are willing to give up one of the traditional features of their chosen race.
For example, the traditional (right out of the Core Rulebook) features of elves are:
- Low-Light Vision
- Elven Immunities
- Elven Magic
- Keen Senses
- Weapon Familiarity
One of the Alternate Racial Rules for Elves is Eternal Grudge, which reads as follows:
"Eternal Grudge: Some elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves with this racial trait receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes. This racial trait replaces elven magic."
A player that chose this option for his Elven character would still have every other trait of Elves as described in the Core Rulebook, but would, as indicated, have to give up something in order to receive the bonuses for Eternal Grudge.
In addition to Eternal Grudge, there are other alternate racial traits for Elves with names like Arcane Focus, Elemental Resistance, Envoy, Lightbringer, Silent Hunter, and Urbanite. There are as many or more for every one of the other core races as well.
2. Racial Archetypes
Racial Archetypes describe not a new class, but an existing class that has, like the alternate racial rules above, slight changes to tweak them to a specific archetype.
For example, a Treesinger isn't a brand-new class. It is still a Druid, but a variation of the basic Druid class available for Elves, dropping a few traditional Druid features for features specific to that archetype. The Treesinger gets animated plant companions instead of animal companions.
Each race gets one or two racial archetypes, all variations on traditional classes, all associated with a particular race. Humans don't just have to play traditional monks. They can play Wanderers. Half-Orcs don't have to just play traditional rogues. They can play Skulking Slayers. Gnomes don't have to play traditional bards. They can play Pranksters.
3. In addition to all this, there are sections for each
- New equipment
Sheriff's Whistle, Star Charts, Billow Capes, Riding Crops, Halfling Jugglesticks, etc.
- New feats
- New magic items
- New spells
Featured and Additional Races.
- This section details a bunch of races, most familiar to Pathfinder players, giving information to make them completely playable for player characters. This includes even alternate racial traits, racial archetypes, racial equipment, feats, and spells, like the core classes above.
Featured Races include:
- Humans of celestial or other good outsider descent
- The "half-living children of vampires birthed by human females."
- Descendants of humans trapped on the Shadow Plane
- Human w/elemental plane of fire ancestry
- Human w/ elemental plane of earth ancestry
- human w/ elemental plane of air ancestry
- Crowlike masters of language and swords
- descendants of humans and fiendish outsiders
- Human w/ elemental plane of water ancestry
Uncommon Races include:
Changelings, Duergar, Gillmen, Gripplis, Kitsunes, Merfolk, Nagaji, Samsarans, Strix, Sulis, Svirfneblin, Vanaras, Vishkanyas, and Wayangs.
Creative GMs and players will possibly find this to be their very favorite part of the book. All the qualities of Pathfinder races are broken down into a simple point system that can be used to create all-new races. Do you have a favorite race from some other game or television series or movie that you've always wanted to play in Pathfinder? Here's how you make it happen.
At the end, they even include details on how all the standard races as well as the featured and uncommon races from this book add up.
We've sold a bunch of these already. Don't let yours be the only Pathfinder campaign in Spokane without the options presented here.