Do you love the cover to the Book of Heroic Races: Advanced Compendium as much as we do? Now you can have it on your computer, your phone, or wherever you desire. Download the Book of Heroic Races: Advanced Compendium wallpaper today.
Work on the Book of Heroic Races: Advanced Compendium started around the time that Paizo released the Technology Guide for the Pathfinder Campaign Setting. Since Paizo added to the PRD some of my authors thought that it could be referred to like any of the books in the Pathfinder Roleplaying Game book line. Alas, Paizo did not allow it so I had to constrain my authors, initially.
When we were ready to release the Advanced Compendium, I used the technological material already written and contacted those that had asked me about it during the book’s roll out if they wanted to develop more material for it. The result of which was included in Appendix 2: Racial Technology.
This really help integrate this book with Starjammer. Starjammer is produced by the people behind d20pfsrd.com and is best described as Pathfinder in Space with Technology. This book integrates rather nicely with that supplement. Here one such option that goes great with that book from the Book of Heroic Races: Advanced Compendium.
Timeworn Reclaimer (Archetype)
In some sense descended from the civilizations responsible for the existence of most technological items, androids are often quite comfortable timeworn technology. Some androids become hunters of technological items, becoming intimately familiar with their workings.
Associated Class: rogue
Associated Race: android
Replaced Abilities: trapfinding, trap sense, evasion, improved uncanny dodge, master strike
Technological Empathy: The timeworn reclaimer adds 1/2 her class level to Craft (mechanical) and Disable Device checks related to technology.
Savant’s Luck: At 2nd level, the timeworn reclaimer reduces the chance for timeworn technological items she uses to glitch by 2% per class level.
Nanite Infusion: Once she reaches 3rd level, by expending a daily use of her nanite surge as a standard action, the timeworn reclaimer can restore 1 charge to a technological item. The number of charges restored by this ability increases by 1 for every level above 3rd, to a maximum of 6 charges at 18th level.
Controlled Glitches: Beginning at 8th level, whenever a timeworn technological item glitches during use by the timeworn reclaimer, she can adjust the result of the d% roll in either direction up to an amount equal to her class level, allowing her some control over the nature of the glitch.
Technological Marvel: A timeworn reclaimer of 20th level can use timeworn technological items without any risk of glitches. Whenever she uses such an item, she can instead force it to glitch and choose the results of that glitch, rather than rolling d% to determine it.
Much like our post on 10 True Things about Catfolk, we have 10 things about elans. Instead of things that are true, we bring to you misconceptions concerning this adjusted race. Submitted for your enjoyment, 10 Elan Misconceptions.
- Elan are not fey. While truly fair in aspect, elan are creatures of pure psionic energy and are not related to the Fey, even if the individual elan’s original form was.
- Elan are not a conspiracy. Since elan are often secretive about their abilities they have acquired a reputation in certain quarters for being a secret cabal of unknown aims. They are not a unified conspiracy, they are a separate race that live among us.
- Elan do not originate from another world or plane of existence. Despite their otherworldly aspect, the elan race originated here and are natives not only of the prime material plane but also of this world.
- Elan are not fallen celestials. Much like the misconception about their connection to the fey, this one is rooted in the appearance of the elan. Elan have no racial connection to any race besides their own. The are self created, not evolved.
- It is often thought that being entities of condensed psionic energy means elans cannot use magic. Nothing could be further from the truth. Oracles, wizards, clerics and other casters are often found within the ranks of most elan communities.
- Elans are often confused with human psions and wilders. It is usually only those familiar with them personally that are aware the elan are an entirely separate race.
- It is believed that all who undergo the rebirth to become an elan emerge perfected, but in reality there is a tiny percentage that suffer a different change. Called “flawed creations” they tend to be more visibly aberrant and unnerving.
- Among the few who are familiar with the elan race an often held held misconception is that elan are mortal like the other races. The fact that they usually only die by violence and otherwise rejuvenate themselves psionically is something the elan keep to themselves out of fear of the jealousy of other races.
- Among the more evil races it is said that consuming the flesh of an elan with give the being eating it psionic power. It is an assumption that is most often found among neothelid cultists and worshipers of the elder gods.
- In some of the more paranoid quarters it is believed that the elans gain their power by devouring the brains of other sentient beings.
Elans are apart of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.
From the seas below to the skies above, from the land to the stars, heroes are all around us, and they come in many different forms. Now you can go beyond the common races and play a member of these 12 imaginative races in your game. Delve into each race’s culture and see the world from their unique point of view. Play a character that you have always dreamed of playing, with all-new specific character options tailored to each race’s flavor. Expand your horizons and your gaming experience with these Advanced Races today!
Book of Heroic Races: Advanced Compendium is the essential guide for playing untold numbers of characters. This 254-page supplement features:
- Racial Traits to play 12 different races, plus 60 Alternate Racial Traits and 49 Character Traits to customize your character for your desired unique play experience
- 125 New Character Class Options, including archetypes, sorcerer and bloodrager bloodlines, oracle mysteries and shaman spirits, cavalier orders, cleric domains and subdomains, rogue talents, alchemist discoveries, familiars and animal companions, time thief temporal talents, soulknife blade skills, and much more
- 93 New Feats, including martial arts styles, metamagic feats, combat feats, and feats to enhance your chosen racial traits
- 84 New Magic Items, Mundane Items, and Technological Items
- 61 New Spells and Psionic Powers
- 23 New Deities and Philosophies, reflecting the unique viewpoints and values of each race
- Details for crafting your unique adventurer, as well as suggestions for GMs on how to incorporate each of these races into your campaign world
Be Heroic With These Advanced Races Today!
I asked some of our authors to write 10 True Things about their race. And with the impending release of the Book of Heroic Races: Advanced Compendium for the Pathfinder Roleplaying Game, we thought we’d share them with you. Today we are sharing catfolk. We hope you enjoy them.
10 True Things About Catfolk
- Catfolk tend to be quite superstitious, and pick up even more such behavior from people of other races and cultures with whom they associate.
- Matriarchs lead catfolk clans, and their followers demonstrate nearly unswerving loyalty to their mistresses.
- Humans, dwarves, and elves can’t speak fully fluent Catfolk because they don’t have tails – but kitsune, lizardfolk, and tieflings can.
- Clan matriarchs mate with several of the most desirable males among their warriors and diplomats to ensure that their offspring are of the strongest possible stock.
- An unarmed catfolk with extensive hand-to-hand combat training is easily the equal of a fully armed and armored human. Their claws give them a distinct edge in battle.
- Catfolk look very disfavorably upon thieves, and this is probably why they don’t like tengu very much.
- A rare few catfolk sorcerers are descended from a kind of feline fey called the grymalkin. They use their power over shadows, innate understanding of illusions, and breath-stealing magic to fight foes.
- Some catfolk collect gods like children collect marbles.
- Tree-dwelling catfolk clans produce elite warriors who can walk on branches and leaves as easily as a human can walk down a dirt road.
- Catfolk priestesses of Sekhmet make a potent type of magical wine which enhances their healing abilities.
Tuesday February 14th—Valentine’s Day—sees the launch of the Book of Heroic Races: Advanced Compendium. This has been a work in progress for over two years. So what exactly is inside it?
Well each race has about 16 pages of material, describing the race, their culture, their view on the world, how others of their kind interact, their religions, and of course plenty of Pathfinder gaming stats. Like what? Well we start off with the Racial Traits, follow that up with alternate racial traits, character traits, a veritable horde of archetypes and other class options, mundane equipment specific to their race, and spells and magic item commonly created by members of that race. We finish off each individual section with ideas for you to integrate this race into your game and NPCs so you can us this race in your game right away. As a bonus we threw in favored class options for this race for over 40 different classes. Sure every class in the core rule book is covered here but so are the classes from the Advanced Player’s Guide to the Advanced Class Guide as well as Ultimate Psionics and the Time Thief thrown in for good measure.
You want more? Well how about some racial technology for those that want to play a Pathfinder in Spaaaaaace.
So what races are covered in this book? Glad you asked. We have:
Continuing our series of witch hexes that you can only take with a certain patron, we focus this week on the Trickery patron. These witches are special. While they are still full spellcasters, they have an element of the “sneaky bastard” as my wife calls, giving them a rogue-like flare. Trust in useless objects is a favorite of mine. So few abilities lower a creature’s armor class that it really makes this hex a must have.
The inspiration for covered in horrors comes from the movie Young Sherlock Holmes. It may be a bad movie, but I’ve drawn so many ideas from it, it deserves credit where credit is due. In the movie, the cult makes people hallucinate that something terrible has covered their bodies and the only way if getting rid of it is to take such drastic action that you do not realize you are harming yourself. Here, this is just such an effort.
Confusing Friends and Foes (Su): The witch curses a creature to have trouble telling friends from enemies. The creature must attempt a Will save each round for a number of rounds equal to the witch’s Intelligence modifier. On a failed save, the creature believes those it normally considers its allies to be its enemies and those normally its enemies to be its friends. The duration of this hex can be extended with the cackle hex.
Trust in Useless Objects (Su): The witch touches a creature’s armor or shield. The creature wearing the armor or holding the shield reduces the bonus the object grants to the creature’s Armor Class by a number of points equal to the witch’s level (to a minimum bonus of 0). This reduction in Armor Class bonus lasts for a number of rounds equal to the witch’s Intelligence modifier. This hex can be extended with the cackle hex.
Major Hex: Covered in Horrors (Su): The witch makes a creature within 30 feet believe itself to be covered in snakes, spiders, or something else equally terrifying. A creature that fails a Will save is overcome with fear and is paralyzed for a number of rounds equal to 3 + the witch’s Intelligence modifier. If the creature fails the save, it must attempt a second save. If the second save fails, the creature can move just enough to attack itself, believing it is attacking the horrors covering its body, dealing its melee attack damage upon itself. Each round, the creature may attempt new saving throws to end the effect. The duration of this hex may be extended with the cackle hex. Once a creature has been targeted by the covered in horrors hex, it cannot be targeted by it again for 24 hours.
Know what advanced race makes a surprisingly good witch: androids. Their Dex and Int bonus are what witches rely on heavily, without costing them hit points like elves do. And their nanite surge is great when using a hex that requires a touch attack. Download the Book of Heroic Races: Advanced Androids for Pathfinder at DriveThruRPG/RPGNow, Paizo.com, and d20PFSRD.
I wasn’t planning on writing another Starfinder post at this point, but honestly, the news lately have been … rather eventful … and not all that great. So I figured I’d give everyone a bit of a break for a few moments while you read about about a group of bad guys your character can thwart.
So if I wrote a Starfinder setting, what kind of setting would I write. I talked previously about how there will be an evil undead faction that helped defeat the good the various good planet nations. Today, I am going to share with you another faction that the good planets. But if the last group are your dalek’s that want to exterminate all life, how is this group different. The best way to reference them is with Joss Whedon’s Dr Horrible Sing-Along-Blog: The Evil League of Evil. While obviously this will not be their final name, its flavor is something you will undoubtedly recognize in some theoretical future version. These are everything from leaders of street gangs to CEOs to interstellar corporations that own people’s souls (literally) to evil repressive tyrants. So yes, these are your space nazis, those that make deals with demons, baby eaters and so forth that you can kill without feeling bad about.
This group has no single racial identity. They range from humans, elves, dwarves, androids, orcs, hobgoblins, seedlings, to all the alien races, a sentient horse, and many kinds of intelligent monsters. Their soul unifying desire is power. Whether that power is used to make them a ungodly amounts of money, satisfy their demonic patron, to create their army of automata that follow their every whim, or just have lots of people to whom they can cause pain without repercussions. This group is by far the least unified and frequently succumbs to its own infighting, since one warlord want something a rival CEO has and will stop its war effort just to claim the object of that desire.
This works great in a game because unlike the never-ending tide of undead, these can be small groups of bad guys that you fight that can have little to no effect on your resistance efforts. So if you take out Evil Mike of Mike’s ArcanoSpaceRaiders (for example), Glenstar Corp, who’s territory border’s Evil Mike’s, won’t retaliate right away since you solved a problem for them. Or even better for them, if you do not liberate the whole of his territory right away, Glenstar can capture it, increasing their stature. You may have just made an ally. A very evil ally, but an ally nonetheless.
Last week and this week we are showing off what is inside of the Book of Heroic Races: Advanced Androids for Pathfinder. Last week, we saw the racial traits, one of the archetypes, and some of the feats that androids can take. Today we are sharing with you the interior artwork.
Combined with the cover arcane spellcaster and homunculus on the cover, we included an android priestess, ninja, magus, and archer. We hope you enjoy the artwork.
Book of Heroic Races: Advanced Androids is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.
Being a race of circuitry, androids have electricity flowing their entire bodies. So the androids racial feats makes more better able to handle electricity damage than most other races. As you can see from these feats, androids can use electricity to their advantage, regardless of the situation.
Your body can conduct and diffuse even sudden bursts of electricity.
Prerequisite: Con 15, Toughness, android.
Benefit: You gain electricity resistance 5.
Improved Conductive Body
Electricity energizes your nanites, accelerating your body’s self-repair routines.
Prerequisite: Con 15, Conductive Body, Toughness, android.
Benefit: Whenever you take electricity damage that exceeds your electricity resistance, you gain fast healing 1 for a number of rounds equal to your Constitution modifier.
Magitech Spell (Metamagic)
You can infuse your spells with crackling energy from your circuitry.
Prerequisite: Elemental Focus (electricity) APG, android.
Benefit: A magitech spell deals 1d6 points of electricity damage per spell level, in addition to any damage it normally deals. A successful Reflex save (whether or not the spell normally allows a save) reduces this extra damage by half.
A magitech spell uses up a spell slot two levels higher than the spell’s actual level.
You can bolster your unarmed strikes with bursts of electricity from your circuitry.
Prerequisites: Con 13, Wis 13, Elemental Fist APG, Improved Unarmed Strike, android, base attack bonus +8.
Benefit: Your unarmed strikes deal an additional +2 electricity damage at all times. When you use the Elemental Fist feat to deal electricity damage with an unarmed strike, you add an additional 1d10 electricity damage on a successful critical hit.
Special: A monk of 6th level or higher can choose Overcharged Strike as one of his bonus feats. So long as he possesses the Elemental Fist feat, the monk need not meet this feat’s other prerequisites to select it as a bonus feat.
Book of Heroic Races: Advanced Androids is part of the Book of Heroic Races: Advanced Compendium. Download the Book of Heroic Races: Advanced Compendium now at the JBE Shop. You can also find it at DriveThruRPG/RPGNow, d20PFSRD, and Paizo.com.