Pathfinder Campaign Setting: Inner Sea Races (PFRPG)

3.20/5 (based on 13 ratings)
Pathfinder Campaign Setting: Inner Sea Races (PFRPG)
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Peoples and Powers!

The peoples of the Pathfinder Campaign Setting have raised empires, mastered the greatest secrets of magic, and explored their world and beyond. Now delve into their histories, cultures, and powers with Pathfinder Campaign Setting: Inner Sea Races! Inside this book, you'll find details on all the major races that shape the Inner Sea region, from elves and dwarves to celestial-touched aasimars and subterranean drow, along with new details on a variety of rare and mysterious populations. Dive into this tome of secrets and discover:

  • In-depth discussions of the natures, histories, and cultures of all seven core races—including 12 different human ethnicities—plus races like the maniacal goblins, crow-headed tengu, fiend-blooded tieflings, and more!
  • New feats, spells, magic items, armor, and weapons for characters of all the races commonly found in the Inner Sea region.
  • A summary of the rules for building a character of any featured race, as well as alternate heritages for races with diverse origins.
  • Character traits to help you get the most out of your character's cultural history, beliefs, and backstory.
  • Glimpses of rare races hardly ever seen in the Inner Sea region!

ISBN-13: 978-1-60125-722-2

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3.20/5 (based on 13 ratings)

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Great resource on Golarion races

4/5

Read my full review on Of Dice and Pen.

Overall, Inner Sea Races is a very good and useful book. The first three chapters contain a wealth of information about the various races inhabiting the Inner Sea region, and although some of this information comes from previously published books, much of it has been updated and expanded upon. Importantly, it compiles all this information into one easy-to-reference book. The fourth chapter is the weakest part of the book, but there is still much in the chapter that is useful to people creating characters for the setting. The book is already a frequently referenced source for my own games and is likely to be for many other people’s games as well.


Filler, teamwork feats, repeated material, and teamwork feats.

1/5

I'm kind of iffy on buying fluff. I really don't like material I've seen before. This book is fluff that we've seen before.

The fluff isn't even that good. It's kind of bland, generic, stuff that's repeated elsewhere. There's no depth to it.

When it comes to the crunch it's teamwork feats, teamwork feats, teamwork feats... Almost NINETY PERCENT of the feats are teamwork feats. Teamwork feats start as problematic because you need someone else to take them, they get worse because they've been balanced for class features that are going to take them for free.
They're even WORSE for a race book, because you need a veritable celestial alignment of someone else with the feat AND the right positioning AND with the same build AND the same race as you.

With all the untapped potential for race related feats THATS what gets added in as crunch? You couldn't even think of one non teamwork feat per race?


INNER SEA HUMANS is more like it - Disappointing!

2/5

GOOD:
For people that don´t have the partly sold out Player Companions "xxx of Golarion", this book offers a brief overview of the different races that populate the "Inner Sea" and their history.

BAD:
This book does a very poor job of compiling all the great information from the 32 pages Player Companions into one source.
Humans get by far the most pages, with some other races barely getting mentioned. Also there is 90% flavor and 10% rules in here, of which most are unusable.

UGLY:
This book is not worth $45 or $32 for the pdf.

If you´ll buy the "Elves of Golarion" pdf for $6.99,
"Dwarves of Golarion" pdf for $7.99,
"Gnomes of Golarion" pdf for $7.99,
"Halflings of Golarion" pdf for $7.99 and
"Humans of Golarion" pdf for $7.99, you will get much more flavor and crunch.
The Players Companion: "Humans of Golarion" alone covers about a third of this Hardcover in it´s 32 pages.

I thought this volume would compile the most important parts of the 10 Players Companions (Elves, Dwarves, Gnomes, Orcs, Halflings, Humans, Goblins, Blood of Fiends, Blood of Angels & Kobolds) into one volume, but it doesn´t.


Inferior to i.e. Humans of Golarion

1/5

and thus not worth buying. If you want the crunch, you can find it for free on PF crunch websites.

In other respects, all the changed in descriptive flavor (the things upon which role-playing is based) are actually steps backwards from previous products, such as Humans of Golarion.

Which is to say: this product is actually counter-productive. It actively makes the game worse. It indeed contributes to lack of RPing in the hobby, because the focus of the changes became what was fashionable in the current year. But nobody really needs a guide that caters to their own ideology; people who are going to play their own opinions out rather than immerse themselves in a fantasy mindeset can do it without a guide.

They will probably still buy it for confirming their views. I do concede there is some entertainment value in that sense. But for people interested in RPing in a fantasy sense, you are much, much better off simply buying the earlier race guides, which are still available, and giving this one a pass.


Great background and really glad it's not full of crunch

5/5

I had cut down on my Pathfinder purchases a lot because the volume of crunch is, to my mind, becoming pointless. Pathfinder Campaign Setting material is often the main exception to that and this is a great hardback, full of considerable detail on a great many races.

As others have pointed out, humans get a lot of coverage, but it doesn't feel like a bad idea, to me; they make up the substantial majority of playable individuals in Golarion, and have the most variety (on account of being so dominant over the Inner Sea), and as this isn't a bumper book of crunch--which I'd absolutely not have bought, anyway--then to my mind it makes a lot of sense.

Stuff like this is, in my opinion, where Paizo really excels. I get that the crunch-monster needs to be fed, but for many of me that obscures what I really liked about Paizo in the first place, which is that they make really engaging campaign material.


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I just hope there will be some really interesting stuff both fluff and crunch wise for the non-core races that will get some love in this book.


Hayato Ken wrote:

Please, please give halflings a racial trait for low-light vision!

It´s so overdue and would elevate the race greatly!
They urgently need more means to survive and compete with all those other races and freaks like wayangs, goblins, humans, etc.

That would be nice, but you can get low-light vision right now through the Blood of Dragons Trait (a Bloodline Trait from Ultimate Campaign).

I'm really hoping for the inclusion of Lizardfolk. So far all of the allowed reptilian races are serpentine. An expanded version of Grippli would be nice, too.


Pathfinder Adventure Path Subscriber
Gisher wrote:
Hayato Ken wrote:

Please, please give halflings a racial trait for low-light vision!

It´s so overdue and would elevate the race greatly!
They urgently need more means to survive and compete with all those other races and freaks like wayangs, goblins, humans, etc.

That would be nice, but you can get low-light vision right now through the Blood of Dragons Trait (a Bloodline Trait from Ultimate Campaign).

I'm really hoping for the inclusion of Lizardfolk. So far all of the allowed reptilian races are serpentine. An expanded version of Grippli would be nice, too.

Uh have that book but didn´t see the trait.

Still a racial trait is a bit different from a trait and the latter might be seen as power gaming by many.
Melee tactics toolbox had some nice stuff that empowered small characters quite a bit. I really liked that! And it´s also very good design!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Hayato Ken wrote:


Uh have that book but didn´t see the trait.
...

Blood of Dragons is in Ultimate Campaign, Bloodline Race Traits, p62

or in the PRD here:

http://paizo.com/pathfinderRPG/prd/ultimateCampaign/characterBackground/tra its.html


Races that will be in here, at least as of a couple of months ago;)
Human
Elf
Dwarf
Half-Elf
Half-Orc
Halfling
Gnome
Aasimar
Tiefling
Goblin
Kobold
Catfolk
Dhampir
Strix
Fechling
Android

It was mention there would be sections for Aliens, Dragon Empire races, and Genie-kin.

Also there will not be any Monkey Goblins:(

I am sure we will get stuff for
Orc
Drow
Duergar
Svirfneblin
Gillmen
Tengu

I hope we will also get
Ghoran
Changling
Merfolk
Ratfolk
Grippli
Vishkanya


Of course there will be information on aliens - elves are most certainly in this book! :)


I already said there will be elves and aliens. but the aliens(along with dragon empire races and genie-kin) have been put in one section.


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Set wrote:

Aasimars are overpowered, not the other way around, IMO. And the extra heritages, particularly in a setting that was explicitly trying to avoid the Greyhawk/Realms-ish trend of 'an elf for everything', just made things worse.

Most of the other PC races end up around a +2. It might be, like humans, half elves and half orcs, a single +2, or like dwarves, elves, halflings, tieflings, catfolk, dhampir, fetchlings, nagaji, wayangs, etc. a +2/+2/-2, but it still ends up with +2 when the math is done.

Races that break away from that, like aasimar, (original) suli and hobgoblins, tend to be a tad overly good (although they updated suli in the Advanced Race Guide to a more standard +2/+2/-2 format). Races that have less than that, like goblins, kobolds and orcs, tend to be a bit weak, and, in the case of races with multiple negative stats, like orcs, especially, puts, IMO, too much of a limit on their viable class options. (And, to the shock of no one, the 'good races' are usually going to be mechanically superior to the 'evil races' because nothing says 'big damn hero' like being the big bully in the playground, smacking around the little guys.)

Gating off some of the aasimar 'good stuff' (such as resistances or SLAs) behind a heritage feat might put them on a more even footing with races like humans, elves, etc.

I've tried to solve that in my home game by applying a draconic reduction to the aasimar racial traits, so that they end up with a 10 RP build, including a -2 to Con in most cases (something which the 3e conversion of the 2e race seems to have skipped over). "In most cases" because I am a fan of differentiating different racial heritages, so I've kept the variations (although they have racial ability score adjustments which are different from those in the Blood of Angels book). And I re-did the tiefling (basic and variants) in a similar fashion.

While I'm not a fan of non-humans having a completely free menu when it comes to racial ability score adjustments, I am open to there being a couple of variations. For example, my elves can choose between Dex +2, Int +2, Con -2, or Dex +2, Int +2, Wis -2. Similarly, my dwarves can choose between Con +2, Wis +2, Cha -2, or Con +2, Wis +2, and Dex -2. I simply got tired of the fact that elves were at a disadvantage when it came to melee builds and dwarves when it came to being diplomats/face builds. I might do something similar with gnomes and halflings if a player decides to try one out as a PC.


Dragon78 wrote:

I already said there will be elves and aliens. but the aliens(along with dragon empire races and genie-kin) have been put in one section.

I meant that with a joking tone. Maybe I need to find better ways of conveying that.


Also let me clarify that aliens, dragon empire races, and genie-kin each get there own section not that they were all put into one section:)

Dark Archive

Bellona wrote:
While I'm not a fan of non-humans having a completely free menu when it comes to racial ability score adjustments, I am open to there being a couple of variations. For example, my elves can choose between Dex +2, Int +2, Con -2, or Dex +2, Int +2, Wis -2. Similarly, my dwarves can choose between Con +2, Wis +2, Cha -2, or Con +2, Wis +2, and Dex -2. I simply got tired of the fact that elves were at a disadvantage when it came to melee builds and dwarves when it came to being diplomats/face builds. I might do something similar with gnomes and halflings if a player decides to try one out as a PC.

I love variety, so that totally works for me, and I do something similar.


It would be nice to have more then one race with a dex penalty for there racial mods.


I... I don't wanna pay any more mooo-huuu-huuu-neeee~!

Q.Q

(... but I'm gonna.)


Fingers crossed for an elf subrace that's a little more friendly to melee classes. Wild elves anyone?

Silver Crusade Contributor

Kudaku wrote:
Fingers crossed for an elf subrace that's a little more friendly to melee classes. Wild elves anyone?

Why aren't elves friendly to melee classes? The Con penalty is a little bothersome, but it is for anyone. Meanwhile, the Dex bonus lets them get some use out of Armor Training or mithril, and between the finessable/martialized elven weapons or just upping Strength, they've always done fine for me.

Anyway, just curious. :)


Kalindlara wrote:
Kudaku wrote:
Fingers crossed for an elf subrace that's a little more friendly to melee classes. Wild elves anyone?

Why aren't elves friendly to melee classes? The Con penalty is a little bothersome, but it is for anyone. Meanwhile, the Dex bonus lets them get some use out of Armor Training or mithril, and between the finessable/martialized elven weapons or just upping Strength, they've always done fine for me.

Anyway, just curious. :)

First of all let me say that the boost in Dex is great! However, the constitution penalty makes you more fragile than most other races and the intelligence bonus is only really attractive to medium BAB classes such as the magus, the alchemist and the investigator. There's a big trope for elf fighter-types and there's ample support for it in the rules with the curve blade or the elven branched spear, but the constitution penalty makes going into the thick of things less than appealing.

The elf racial traits tend to push magic pretty hard, with things like Elven Magic, Arcane Focus, Dreamspeaker, Envoy, and Lightbringer. Conversely martial elves get Eternal Grudge, which is handy if you're doing a dwarf or orc-heavy campaign but otherwise a little underwhelming.

I see more half-elves with Ancestral Arms do the elven warrior thing than actual elves, which makes me a little sad.

Silver Crusade Contributor

Kudaku wrote:
Kalindlara wrote:
Kudaku wrote:
Fingers crossed for an elf subrace that's a little more friendly to melee classes. Wild elves anyone?

Why aren't elves friendly to melee classes? The Con penalty is a little bothersome, but it is for anyone. Meanwhile, the Dex bonus lets them get some use out of Armor Training or mithril, and between the finessable/martialized elven weapons or just upping Strength, they've always done fine for me.

Anyway, just curious. :)

First of all let me say that the boost in Dex is great! However, the constitution penalty makes you more fragile than most other races and the intelligence bonus is only really attractive to medium BAB classes such as the magus, the alchemist and the investigator. There's a big trope for elf fighter-types and there's ample support for it in the rules with the curve blade or the elven branched spear, but the constitution penalty makes going into the thick of things less than appealing.

The elf racial traits tend to push magic pretty hard, with things like Elven Magic, Arcane Focus, Dreamspeaker, Envoy, and Lightbringer. Conversely martial elves get Eternal Grudge, which is handy if you're doing a dwarf or orc-heavy campaign but otherwise a little underwhelming.

I see more half-elves with Ancestral Arms do the elven warrior thing than actual elves, which makes me a little sad.

I see. I still wouldn't call them "unfriendly" (I've tried to play a gnome barbarian!), but that's just me being picky. :)

They have the race trait Warrior of Old, though! Which... is for initiative. sigh

Let me just say, then, that I hope elves get more melee support in this book. :)


I'd love to see more on Orcs and Hobgoblins. Don't know what it is, but those two races are among my favs.

Everyone loves a good villain, and those raves can easily produce some of the best.


Kalindlara wrote:

I see. I still wouldn't call them "unfriendly" (I've tried to play a gnome barbarian!), but that's just me being picky. :)

They have the race trait Warrior of Old, though! Which... is for initiative. sigh

Let me just say, then, that I hope elves get more melee support in this book. :)

That's an entirely fair point, "unfriendly" might have been too strong a word. Either way, really looking forward to picking this up when it comes out! :)


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The only core race information I'm really hoping for is more concrete information of the Elves of the Spire.

Really hoping their is some changeling love in here though ;)


I hope we finally get some info and stats for Sea Elves.

Silver Crusade Contributor

Dragon78 wrote:
I hope we finally get some info and stats for Sea Elves.

Technically, the Inner Sea World Guide has stats for aquatic elves under the Elves entry. :)


Dragon78 wrote:
I hope we finally get some info and stats for Sea Elves.

I agree.


The Inner Sea World guide only mentions them, it doesn't give there stats or talk about there culture, appearance, etc. Heck there isn't even any rules in the Advanced Races Guide to make Aquatic Elves under the elves entry.

Silver Crusade Contributor

Dragon78 wrote:
The Inner Sea World guide only mentions them, it doesn't give there stats or talk about there culture, appearance, etc. Heck there isn't even any rules in the Advanced Races Guide to make Aquatic Elves under the elves entry.

Culture, true.

But go to the page on Elves and read through all the text, please. :)


I see that but it doesn't say what racial traits swim and aquatic/amphibious replace plus you would think they would get different racial mods and some different racial/cultural abilities that fit there environment and culture. Maybe this book will cover that and actually give some information on them.


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Elrawien Lantherion wrote:
Will the skinwalkers be in it?
Ashram wrote:
I was wondering about the skinwalkers as well, since they also gain variable statistics.
Dragon78 wrote:
I hope the skinwalkers will be in there.

There is at least one skinwalker article in the upcoming Wayfinder #13 (free!), due out around this year's PaizoCon. Hopefully that'll help fill the niche/scratch the itch until Inner Sea Races rolls out.

Paizo Employee Creative Director

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Dragon78 wrote:
I see that but it doesn't say what racial traits swim and aquatic/amphibious replace plus you would think they would get different racial mods and some different racial/cultural abilities that fit there environment and culture. Maybe this book will cover that and actually give some information on them.

What's in there about aquatic elves is indeed all there is, mechanically, for the baseline aquatic elf. They have the same stat mods and all that as regular elves, just with the differences listed on that page.

That said, I do agree that we've fallen down again and again and again in providing info for the aquatic elves. There'll be a LITTLE bit about them in this book... not a lot, a little.

As a general rule, we aren't interested in giving drastically different stat modifiers within a race's different ethnicities.


So they no longer have that water dependency limitation like they had in the older editions of D&D?

Paizo Employee Creative Director

Dragon78 wrote:
So they no longer have that water dependency limitation like they had in the older editions of D&D?

Nope. And in fact, in Pathfinder, they never did. They have the amphibious quality.

Project Manager

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nighttree wrote:

The only core race information I'm really hoping for is more concrete information of the Elves of the Spire.

Really hoping their is some changeling love in here though ;)

The changeling section is sitting on my desk right now, post-discussion-with-Wes, waiting to get its extra love. :-)

Dark Archive Vendor - Fantasiapelit Tampere

GIVE IT TO MEEE


James Jacobs wrote:
As a general rule, we aren't interested in giving drastically different stat modifiers within a race's different ethnicities.

Does this mean aasimar and tieflings won't get their 6 different ability modifier spreads? Or will they fall out of the "generally" category and be the exception?

Jessica Price wrote:
The changeling section is sitting on my desk right now, post-discussion-with-Wes, waiting to get its extra love. :-)

Great news to hear :) It's definitely one of those unique Pathfinder races you can't find in any other fantasy games at this point.


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Happy to hear that the Changling will get some love.


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A race variant system for changelings based on hag lineage like the aasimar/tiefling/dhampir variants would be awesome! There's a bit of support for this already (hulking changeling etc), but the more the merrier. It'd be nice if changelings from different hags were a little more distinguished from one another.

Paizo Employee Creative Director

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John Lynch 106 wrote:
James Jacobs wrote:
As a general rule, we aren't interested in giving drastically different stat modifiers within a race's different ethnicities.
Does this mean aasimar and tieflings won't get their 6 different ability modifier spreads? Or will they fall out of the "generally" category and be the exception?

Aasimars and tieflings are, in my opinion, not one race but several. It never made sense to me why a tiefling with demonic blood would be functionally the same as one with devil blood. Furthermore, by spreading out into different specific races, we put a unique Pathfinder spin on these concepts and that helps us step away from the versions created by TSR, which is also good.

Put another way, the various tieflings and aasimars are NOT ethnicities, but are in fact separate races. There's not going to be enough room in the book to devote all the info we did to them in their 32 page books, so the main tiefling and aasimar sections will indeed mostly talk generally about them without getting into the specifics, but as of the time I'm writing this, the plan is to have all their mechanical variants in the book.

Paizo Employee Creative Director

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Kudaku wrote:
A race variant system for changelings based on hag lineage like the aasimar/tiefling/dhampir variants would be awesome! There's a bit of support for this already (hulking changeling etc), but the more the merrier. It'd be nice if changelings from different hags were a little more distinguished from one another.

I'm not sure we'll have room to expand that much on them. We'll see... but the focus of this book is more on the flavor and world context of the races rather than the rules mechanics. It's kinda the reverse of "Advanced Race Guide" in that way. Inner Sea Gods is a good sample of what I mean by a book weighted toward flavor rather than mechanics... and I suspect this book will be a bit more weighted in that way even than Inner Sea Gods.


I hope Catfolk will get some love even if they are not technically an Inner Sea race.


James Jacobs wrote:
Kudaku wrote:
A race variant system for changelings based on hag lineage like the aasimar/tiefling/dhampir variants would be awesome! There's a bit of support for this already (hulking changeling etc), but the more the merrier. It'd be nice if changelings from different hags were a little more distinguished from one another.
I'm not sure we'll have room to expand that much on them. We'll see... but the focus of this book is more on the flavor and world context of the races rather than the rules mechanics. It's kinda the reverse of "Advanced Race Guide" in that way. Inner Sea Gods is a good sample of what I mean by a book weighted toward flavor rather than mechanics... and I suspect this book will be a bit more weighted in that way even than Inner Sea Gods.

I see! Inner Sea Gods is probably my favorite Golarion book to date, I'm really looking forward to seeing what you have in store for us this time. :)

What I typically look out for when reading Inner Sea books is when flavor and mechanics meshes well together, ie I can create and play something that's both thematically fitting and also works well as a character mechanically. An example of this is an angelkin paladin, or the Blessed Hammer feat for a cleric of Torag. The reason I mention changelings is because the background of the race, 'the flavor', is absolute dynamite for creating an awesome witch! Unfortunately, the the race mechanics are not very attractive for a witch at all. This particular topic might be a little bit of a pet peeve for me though. Ever since I read the Changeling writeup in the ARG I thought it was a little odd that a race described as "frail, but clever and comely" gets a bonus in wisdom but not intelligence. So I'm hoping that the Inner Sea Races gives you a chance to tweak that particular detail! :)

Liberty's Edge

James Jacobs wrote:
various tieflings and aasimars ... as of the time I'm writing this, the plan is to have all their mechanical variants in the book.

YES!! YES!! YES!! YES!!

THANK YOU


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Pathfinder Adventure Path, Rulebook Subscriber
Jessica Price wrote:
nighttree wrote:

The only core race information I'm really hoping for is more concrete information of the Elves of the Spire.

Really hoping their is some changeling love in here though ;)

The changeling section is sitting on my desk right now, post-discussion-with-Wes, waiting to get its extra love. :-)

.....eeeeeEEEEEEEEEEEE--!!!

*dogs in neighborhood begin howling*

Paizo Employee Creative Director

Dragon78 wrote:
I hope Catfolk will get some love even if they are not technically an Inner Sea race.

Not a lot. Because, as you note, they're not an Inner Sea race.


But does that mean there is something in the book for them?

Paizo Employee Creative Director

Dragon78 wrote:
But does that mean there is something in the book for them?

Maybe a paragraph. Butt ONE of the words in that paragraph is a brand new proper noun that has not yet been published.


Is it "Catfolk-nip"?


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I would love it if it turned out kobolds were vulnerable to becoming addicted to ginger.


Please...PLEASE tell me Kuru are supported in this book. I soooo want more options for my Kuru character...pretty please James *looks at u with puppy dog eyes*


I hope that proper noun is the actual name that catfolk call themselves:)

Paizo Employee Creative Director

Duskblade wrote:
Please...PLEASE tell me Kuru are supported in this book. I soooo want more options for my Kuru character...pretty please James *looks at u with puppy dog eyes*

Sorry. Kuru are not really intended to be PCs first of all... and on top of that I'm pretty sure they're way too obscure for much of a mention in this book.

Project Manager

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Dragon78 wrote:
I hope Catfolk will get some love even if they are not technically an Inner Sea race.

Catfolk have also gotten some new details, including the little-known name by which they call their people. :-)

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