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----
----
-->'''Type:''' Humanoid (human, orc)
----
----
-->'''Type:''' Humanoid (human)
----
----
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-->'''Type:''' Humanoid (human, deep one)
-->'''Type:''' Humanoid (dhampir)
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-->'''Type:''' Outsider (native)
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-->'''Type:''' Construct
-->'''Type:''' Humanoid (astomoi)
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-->'''Type:''' Humanoid (changeling)
-->'''Type:''' Outsider (native)
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[[folder:Aphorite]]
-->'''Type:''' Outsider (Native)
Denizens of Axis that are halfway between axiomites and mortal beings.
[[/folder]]
[[folder:Duskwalker]]
-->'''Type:''' Outsider (Native)
When certain souls are worthy of a second life, Pharasma allows them to directly manifest into new bodies.
[[/folder]]
-->'''Type:''' Outsider (Native)
Denizens of Axis that are halfway between axiomites and mortal beings.
[[/folder]]
[[folder:Duskwalker]]
-->'''Type:''' Outsider (Native)
When certain souls are worthy of a second life, Pharasma allows them to directly manifest into new bodies.
[[/folder]]
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[[folder: Core Races]]
!!Dwarves
!!Dwarves
to:
!!Dwarves
[[folder:Dwarves]]
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!!Elves
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[[folder:Elves]]
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!!Gnomes
to:
[[folder:Gnomes]]
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!!Goblins
to:
[[folder:Goblins]]
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!!Halflings
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[[folder:Halflings]]
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!!Half-Elves
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[[folder:Half-Elves]]
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!!Half-Orcs
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[[folder:Half-Orcs]]
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!!Humans
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[[folder:Humans]]
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[[folder: Featured Races]]
!!Aasimar
!!Aasimar
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!!Aasimar
Races resulting from the intermingling of heritage, whether through interbreeding or magical influence.
[[folder:Aasimar]]
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!!Catfolk (Amurrrun)
A race of anthropomorphic cats.
to:
[[folder:Deep One Hybrids]]
Yes, now you too can play as the degenerate spawn of
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* CatGirl: While they have a Charisma bonus, the official artwork flip-flops between this trope...
* BeastFolk: ...and this one.
* DependingOnTheArtist: As mentioned, catfolk have yet to be consistently represented in artwork. They vary between the cat girl trope, one that is more evocative of the [[Franchise/TheElderScrolls Khajiit]], and one that looks like something out of WesternAnimation/ThunderCats. James Jacobs, the creative lead, prefers the cat-girl look, but fan opinion is mixed. ''Inner Sea Races'' seems to have worked this inconsistency into the species' lore, saying that catfolk can run the whole spectrum mentioned above, "varying wildly between regions or even between families".
!!Dhampirs
* BeastFolk: ...and this one.
* DependingOnTheArtist: As mentioned, catfolk have yet to be consistently represented in artwork. They vary between the cat girl trope, one that is more evocative of the [[Franchise/TheElderScrolls Khajiit]], and one that looks like something out of WesternAnimation/ThunderCats. James Jacobs, the creative lead, prefers the cat-girl look, but fan opinion is mixed. ''Inner Sea Races'' seems to have worked this inconsistency into the species' lore, saying that catfolk can run the whole spectrum mentioned above, "varying wildly between regions or even between families".
!!Dhampirs
to:
* BeastFolk: ...and this one.
* DependingOnTheArtist: As mentioned, catfolk have yet to be consistently represented in artwork. They vary between the cat girl trope, one that is more evocative
* HalfHumanHybrid: The offspring of humans and Deep Ones.
* InTheBlood: Played with. The hybrids' ''bodies'' are condemned to turn into full deep ones... but given how it's stated the transformation actually ''kills them'', it's implied the hybrid and the deep one born from their corpse are two different beings, although the fact that
* {{Metamorphosis}}: Similar to Changelings, they're the larval stage of the deep ones. Deep One hybrids have
* PublicDomainCharacter: The entire race is lifted from the
!!Dhampirs
[[/folder]]
[[folder:Dhampirs]]
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!!Drow
The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.
to:
[[folder:Genie-Kin]]
!!Ifrits
Humanoids who are distantly related to beings from the
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* AlwaysChaoticEvil: [[SubvertedTrope Subverted]]. The ''Advanced Race Guide'' states that ''most'' fit this trope, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the ''Second Darkness'' Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* ScrewYouElves: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
!!Fetchlings
Descendants of humans who traveled to or were trapped in the Plane of Shadow.
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* ScrewYouElves: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
!!Fetchlings
Descendants of humans who traveled to or were trapped in the Plane of Shadow.
to:
* AlwaysChaoticEvil: [[SubvertedTrope Subverted]]. The ''Advanced Race Guide'' states that ''most'' fit this trope, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in {{Expy}}: Of fire genasi.
* FantasticRacism: Like many other planar races, they're often looked down on for theirown nature (the ''Second Darkness'' Adventure Path actually shows heritage. This is especially true in Qadira, where genies are seen as servants to be bound -- ''not'' equals to have children with.
* PersonalityPowers: They tend to be both literally and metaphorically hot-headed.
* PlayingWithFire: They can do thishappening)]], but as a spell-like ability.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible fora (second generation or later) drow an ifrit couple to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternatehave ifrit children.
!!Oreads
A Planetouched racetrait, drow, like dhampirs, are left dazzled by daylight.
* ScrewYouElves: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
!!Fetchlings
Descendants of humans who traveled to or were trapped in the Plane of Shadow.distantly descended from earth elementals and Shatian Genies.
* FantasticRacism: Like many other planar races, they're often looked down on for their
* PersonalityPowers: They tend to be both literally and metaphorically hot-headed.
* PlayingWithFire: They can do this
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate
!!Oreads
A Planetouched race
* ScrewYouElves: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
!!Fetchlings
Descendants of humans who traveled to or were trapped in the Plane of Shadow.
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* CastingAShadow: They have in-born shadow magic that lets them LieToTheBeholder and eventually shift into the Plane of Shadow.
* CreepilyLongArms: Artwork of the male and female fetchling show their arms are ''incredibly'' long, reaching past their knees.
* DoNotCallMePaul: Many fetchlings consider the term fetchling an insult and prefer the term "kayal", which means "shadow people". The reason behind this is that the term "fetchling" was given to them by humans who saw them as tools to "fetch" unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
* {{Expy}}: They're conceptually similar to ''D&D''[='=]s shadar-kai and shades in origin, if not in personality.
* HumanSubspecies: Magically changed, but still descended from humans.
* StealthExpert: They're humans who were trapped in the Shadow Plane and developed an affinity to it, eventually becoming another planar-themed human offshoot.
!!Hobgoblins
Larger, tougher, and meaner cousins of goblins.
* CreepilyLongArms: Artwork of the male and female fetchling show their arms are ''incredibly'' long, reaching past their knees.
* DoNotCallMePaul: Many fetchlings consider the term fetchling an insult and prefer the term "kayal", which means "shadow people". The reason behind this is that the term "fetchling" was given to them by humans who saw them as tools to "fetch" unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
* {{Expy}}: They're conceptually similar to ''D&D''[='=]s shadar-kai and shades in origin, if not in personality.
* HumanSubspecies: Magically changed, but still descended from humans.
* StealthExpert: They're humans who were trapped in the Shadow Plane and developed an affinity to it, eventually becoming another planar-themed human offshoot.
!!Hobgoblins
Larger, tougher, and meaner cousins of goblins.
to:
* CastingAShadow: BewareTheQuietOnes: They have in-born shadow magic that lets them LieToTheBeholder tend to be quiet and eventually shift into reserved, but almost unstoppable when provoked.
* DishingOutDirt: And all the variants thereof, depending on racial traits, due to their own heritage from the Plane ofShadow.
* CreepilyLongArms: Artwork of the male and female fetchling show their arms are ''incredibly'' long, reaching past their knees.
* DoNotCallMePaul: Many fetchlings consider the term fetchling an insult and prefer the term "kayal", which means "shadow people". The reason behind this is that the term "fetchling" was given to them by humans who saw them as tools to "fetch" unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
Earth.
* {{Expy}}:They're conceptually similar Of earth genasi, down to ''D&D''[='=]s shadar-kai and shades in origin, if not in personality.
the dwarven ancestry.
*HumanSubspecies: Magically changed, NonHumanHumanoidHybrid: Not quite, but still close. A significant portion of oreads are descended from dwarves instead of humans.
*StealthExpert: They're humans who were trapped in TrueBreedingHybrid: As with other geniekin, it's entirely possible for an oread couple to have oread children, and they maintain self-sustaining populations on the Shadow Plane and developed an affinity to it, eventually becoming another planar-themed human offshoot.
!!Hobgoblins
Larger, tougher, and meaner cousinsPlan of goblins.Earth.
!!Sulis
Sulis are typically descended from the multi-elemental genies known as Jann.
* DishingOutDirt: And all the variants thereof, depending on racial traits, due to their own heritage from the Plane of
* CreepilyLongArms: Artwork of the male and female fetchling show their arms are ''incredibly'' long, reaching past their knees.
* DoNotCallMePaul: Many fetchlings consider the term fetchling an insult and prefer the term "kayal", which means "shadow people". The reason behind this is that the term "fetchling" was given to them by humans who saw them as tools to "fetch" unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
* {{Expy}}:
*
*
!!Hobgoblins
Larger, tougher, and meaner cousins
!!Sulis
Sulis are typically descended from the multi-elemental genies known as Jann.
Changed line(s) 167,178 (click to see context) from:
* BaldOfEvil: Males and females alike, though the evil part is societal rather than inherent.
* EvilChancellor: Their write-up notes that they sometimes take legitimate jobs as advisers or warmasters, but even there, they constantly scheme to pull their employers into more wars and conflicts.
* FantasticRacism: Hobgoblins ''hate'' elves, which they were created to fight -- elves and half-elves are the only captives they always kill out of hand rather than enslave, and they detest magic chiefly because elves commonly practice it.
* NonIndicativeName: The word "Hob" in English pertains to impish creatures; "hobgoblin" therefore, was traditionally an impish goblin, while true goblins were human-sized.
** Since ''Pathfinder'' descends from ''D&D'', which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] and which took a great deal of inspiration from ''Literature/TheLordOfTheRings'', which largely made the same mistake, the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
** However, Hob (usually Old Hob) has also been a nickname or euphemism for the Devil, and ''Pathfinder''[='=]s Hobgoblins were, according to in-universe speculation, a creation of the long-disappeared Devil Canzoriant, who wanted something more robust and obedient for his slave warriors.
* ProudWarriorRace: Their entire society is organized around their military.
* SlaveMooks: Hobgoblins were created from regular goblins by a now long-forgotten faction in order to provide armies of magically-controlled soldiers with whom to attack the then-powerful elven civilization.
* TheSpartanWay: Their childhoods aren't fun.
!!Ifrits
Humanoids who are distantly related to beings from the Plane of Fire, such as the Efriiti Fire Genies.
* EvilChancellor: Their write-up notes that they sometimes take legitimate jobs as advisers or warmasters, but even there, they constantly scheme to pull their employers into more wars and conflicts.
* FantasticRacism: Hobgoblins ''hate'' elves, which they were created to fight -- elves and half-elves are the only captives they always kill out of hand rather than enslave, and they detest magic chiefly because elves commonly practice it.
* NonIndicativeName: The word "Hob" in English pertains to impish creatures; "hobgoblin" therefore, was traditionally an impish goblin, while true goblins were human-sized.
** Since ''Pathfinder'' descends from ''D&D'', which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] and which took a great deal of inspiration from ''Literature/TheLordOfTheRings'', which largely made the same mistake, the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
** However, Hob (usually Old Hob) has also been a nickname or euphemism for the Devil, and ''Pathfinder''[='=]s Hobgoblins were, according to in-universe speculation, a creation of the long-disappeared Devil Canzoriant, who wanted something more robust and obedient for his slave warriors.
* ProudWarriorRace: Their entire society is organized around their military.
* SlaveMooks: Hobgoblins were created from regular goblins by a now long-forgotten faction in order to provide armies of magically-controlled soldiers with whom to attack the then-powerful elven civilization.
* TheSpartanWay: Their childhoods aren't fun.
!!Ifrits
Humanoids who are distantly related to beings from the Plane of Fire, such as the Efriiti Fire Genies.
to:
* BaldOfEvil: Males and females alike, though the evil part is societal rather than inherent.
* EvilChancellor: Their write-up notes that they sometimes take legitimate jobs as advisers or warmasters, but even there, they constantly scheme to pullElementalPowers: Sulis get their employers into more wars and conflicts.
pick of these.
*FantasticRacism: Hobgoblins ''hate'' elves, which they were created to fight -- elves and half-elves are PowerFist: Sulis can sheath their hands (or the only captives they always kill out of hand rather than enslave, and they detest magic chiefly because elves commonly practice it.
* NonIndicativeName: The word "Hob"weapons held in English pertains to impish creatures; "hobgoblin" therefore, was traditionally an impish goblin, while true goblins were human-sized.
** Since ''Pathfinder'' descends from ''D&D'', which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] and which took a great deal of inspiration from ''Literature/TheLordOfTheRings'', which largely made the same mistake, the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
** However, Hob (usually Old Hob) has also been a nickname or euphemism for the Devil, and ''Pathfinder''[='=]s Hobgoblins were, according to in-universe speculation, a creationthem) in any of the long-disappeared Devil Canzoriant, who wanted something more robust and obedient for his slave warriors.
* ProudWarriorRace: Their entire society is organized aroundfour classical elements.
!!Sylphs
One of the Planetouched races, with air elementals and/or djinn in theirmilitary.
* SlaveMooks: Hobgoblins were created from regular goblins by a now long-forgotten faction in order to provide armies of magically-controlled soldiers with whom to attack the then-powerful elven civilization.
* TheSpartanWay: Their childhoods aren't fun.
!!Ifrits
Humanoids who are distantly related to beings from the Plane of Fire, such as the Efriiti Fire Genies.ancestry.
* EvilChancellor: Their write-up notes that they sometimes take legitimate jobs as advisers or warmasters, but even there, they constantly scheme to pull
*
* NonIndicativeName: The word "Hob"
** Since ''Pathfinder'' descends from ''D&D'', which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] and which took a great deal of inspiration from ''Literature/TheLordOfTheRings'', which largely made the same mistake, the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
** However, Hob (usually Old Hob) has also been a nickname or euphemism for the Devil, and ''Pathfinder''[='=]s Hobgoblins were, according to in-universe speculation, a creation
* ProudWarriorRace: Their entire society is organized around
!!Sylphs
One of the Planetouched races, with air elementals and/or djinn in their
* SlaveMooks: Hobgoblins were created from regular goblins by a now long-forgotten faction in order to provide armies of magically-controlled soldiers with whom to attack the then-powerful elven civilization.
* TheSpartanWay: Their childhoods aren't fun.
!!Ifrits
Humanoids who are distantly related to beings from the Plane of Fire, such as the Efriiti Fire Genies.
Changed line(s) 180,189 (click to see context) from:
* {{Expy}}: Of fire genasi.
* FantasticRacism: Like many other planar races, they're often looked down on for their heritage. This is especially true in Qadira, where genies are seen as servants to be bound -- ''not'' equals to have children with.
* PersonalityPowers: They tend to be both literally and metaphorically hot-headed.
* PlayingWithFire: They can do this as a spell-like ability.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for an ifrit couple to have ifrit children.
!!Kobolds
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/493px_kobold_with_crossbow.jpg]]
Short, profoundly unpleasant reptilian humanoids with delusions of grandeur.
* FantasticRacism: Like many other planar races, they're often looked down on for their heritage. This is especially true in Qadira, where genies are seen as servants to be bound -- ''not'' equals to have children with.
* PersonalityPowers: They tend to be both literally and metaphorically hot-headed.
* PlayingWithFire: They can do this as a spell-like ability.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for an ifrit couple to have ifrit children.
!!Kobolds
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/493px_kobold_with_crossbow.jpg]]
Short, profoundly unpleasant reptilian humanoids with delusions of grandeur.
to:
* {{Expy}}: Of fire genasi.
* FantasticRacism: Like many other planar races, they're often looked down on for their heritage. This is especially true in Qadira, where genies are seen as servants to be bound -- ''not'' equals toBlowYouAway: Descended from Humans and those from the Plane of Air, they have children with.
* PersonalityPowers: They tenda limited connection to be both literally weather and metaphorically hot-headed.
* PlayingWithFire: They can do thisair, including limited use of Feather Fall as a spell-like ability.
* {{Expy}}: Of air genasi.
* StalkerWithoutACrush: Their usual strategy when someone strikes their interest.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible foran ifrit a sylph couple to have ifrit sylph children.
!!Kobolds
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/493px_kobold_with_crossbow.jpg]]
Short, profoundly unpleasant reptilian humanoids with delusions of grandeur.!!Undines
Planetouched creatures descended in part from water elementals and marids (water genies).
* FantasticRacism: Like many other planar races, they're often looked down on for their heritage. This is especially true in Qadira, where genies are seen as servants to be bound -- ''not'' equals to
* PersonalityPowers: They tend
* PlayingWithFire: They can do this
* {{Expy}}: Of air genasi.
* StalkerWithoutACrush: Their usual strategy when someone strikes their interest.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/493px_kobold_with_crossbow.jpg]]
Short, profoundly unpleasant reptilian humanoids with delusions of grandeur.
Planetouched creatures descended in part from water elementals and marids (water genies).
Changed line(s) 191,205 (click to see context) from:
* AbhorrentAdmirer: Kobolds worship true dragons (both metaphorically and literally, depending on the circumstances), which they see as the greatest beings in creation and the only things genuinely superior to themselves; they also proudly claim draconic heritage, which is the source of their claims to being the true masters of the world. The dragons, on their part, find the kobolds as weak and contemptible as everyone else does, and their fawning admiration as anywhere between acutely embarrassing, kind of pathetic or downright insulting, depending on the dragon in question.
* AbsoluteXenophobe: For the most part, other species are to be tormented, killed, avoided, or distracted with flattery until they slip up.
* BreathWeapon: A very rare variety of kobolds, the dragonbreath kobolds, are capable of using the breath weapon associated with the breed of chromatic dragon that their scale color matches -- corrosive gas for green-scaled kobolds, fire for red-scaled ones, acid for black ones, frost for white ones and bolts of electricity for blue ones.
* CombatPragmatist: Since one-on-one melee combat usually turns out badly for kobolds, they love to use ambushes, traps, skirmish tactics, and the advantage of numbers.
* CrouchingMoronHiddenBadass: ''[[AllThereInTheManual Kobolds of Golarion]]'' states that while kobolds are weak, they should never be underestimated. There are [[ZergRush a lot of them]], [[VillainTeamUp they work marvelously well together]], they're the ultimate {{Trap Master}}s, and [[ArsonMurderAndJaywalking they taste too terrible]] [[TooSpicyForYogSothoth for Darklands predators to eat them.]]
* DraconicHumanoid: While they are reptilian humanoids, they boast about how they are more related to dragons, and they physically do bear some resemblance to their greater kin -- most notably, their scale colors match those of chromatic dragons, and some very rare kobolds can use draconic {{Breath Weapon}}s. The immensely proud and powerful dragons find these links to such weak, cowardly creatures profoundly embarrassing.
* DirtyCoward: Their hat. Although with proper characterization, they can be promoted to LovableCoward since they're more pathetic than obnoxious.
* EvilCounterpart: They often come across as this to the dwarves. Both species traditionally live in extensive underground settlements, are dedicated and untiring workers who consider a life spent toiling productively to be a life well-spent, and are often noted to be extremely skilled at creating things out of stone and metal. They both lean towards predominantly lawful alignments, and are often depicted as actively at odds with each other over living space and mining grounds.
* LongLived: Well not as LongLived as the elves, their lifespans are still quite long by the standards of most humanoids. Kobold life expectancy is usually 30 -- 40 years due to their tough lives, but some can live up to 140 years if they survive.
* SmallNameBigEgo: They like to play up their draconic heritage in order to compensate for their obvious inferiority to their actual dragon ancestors. It's a big sore point.
* TooSpicyForYogSothoth: An entirely literal example: apparently they taste too terrible for even the predators in the Darklands to eat them.
* TrapMaster: Their specialty. Kobold lairs are almost always riddled with numerous, creative and deadly traps, and they have several racial bonuses and archetypes to help with trapmaking.
!!Orcs
Ancestral enemies of the dwarves, they were driven to the surface before the advancing dwarves in their Quest for the Sky, and have been a scourge on the surface ever since. On Golarion, most live in the hold of Belkizen.
* AbsoluteXenophobe: For the most part, other species are to be tormented, killed, avoided, or distracted with flattery until they slip up.
* BreathWeapon: A very rare variety of kobolds, the dragonbreath kobolds, are capable of using the breath weapon associated with the breed of chromatic dragon that their scale color matches -- corrosive gas for green-scaled kobolds, fire for red-scaled ones, acid for black ones, frost for white ones and bolts of electricity for blue ones.
* CombatPragmatist: Since one-on-one melee combat usually turns out badly for kobolds, they love to use ambushes, traps, skirmish tactics, and the advantage of numbers.
* CrouchingMoronHiddenBadass: ''[[AllThereInTheManual Kobolds of Golarion]]'' states that while kobolds are weak, they should never be underestimated. There are [[ZergRush a lot of them]], [[VillainTeamUp they work marvelously well together]], they're the ultimate {{Trap Master}}s, and [[ArsonMurderAndJaywalking they taste too terrible]] [[TooSpicyForYogSothoth for Darklands predators to eat them.]]
* DraconicHumanoid: While they are reptilian humanoids, they boast about how they are more related to dragons, and they physically do bear some resemblance to their greater kin -- most notably, their scale colors match those of chromatic dragons, and some very rare kobolds can use draconic {{Breath Weapon}}s. The immensely proud and powerful dragons find these links to such weak, cowardly creatures profoundly embarrassing.
* DirtyCoward: Their hat. Although with proper characterization, they can be promoted to LovableCoward since they're more pathetic than obnoxious.
* EvilCounterpart: They often come across as this to the dwarves. Both species traditionally live in extensive underground settlements, are dedicated and untiring workers who consider a life spent toiling productively to be a life well-spent, and are often noted to be extremely skilled at creating things out of stone and metal. They both lean towards predominantly lawful alignments, and are often depicted as actively at odds with each other over living space and mining grounds.
* LongLived: Well not as LongLived as the elves, their lifespans are still quite long by the standards of most humanoids. Kobold life expectancy is usually 30 -- 40 years due to their tough lives, but some can live up to 140 years if they survive.
* SmallNameBigEgo: They like to play up their draconic heritage in order to compensate for their obvious inferiority to their actual dragon ancestors. It's a big sore point.
* TooSpicyForYogSothoth: An entirely literal example: apparently they taste too terrible for even the predators in the Darklands to eat them.
* TrapMaster: Their specialty. Kobold lairs are almost always riddled with numerous, creative and deadly traps, and they have several racial bonuses and archetypes to help with trapmaking.
!!Orcs
Ancestral enemies of the dwarves, they were driven to the surface before the advancing dwarves in their Quest for the Sky, and have been a scourge on the surface ever since. On Golarion, most live in the hold of Belkizen.
to:
* AbhorrentAdmirer: Kobolds worship true dragons (both metaphorically and literally, depending on the circumstances), which they see as the greatest beings in creation and the only things genuinely superior to themselves; they also proudly claim draconic heritage, which is the source of their claims to being the true masters of the world. The dragons, on their part, find the kobolds as weak and contemptible as everyone else does, and their fawning admiration as anywhere between acutely embarrassing, kind of pathetic or downright insulting, depending on the dragon in question.
{{Expy}}: Of water genasi.
*AbsoluteXenophobe: For the most part, other species are to be tormented, killed, avoided, or distracted with flattery until they slip up.
* BreathWeapon: A very rare variety of kobolds, the dragonbreath kobolds, are capable of using the breath weapon associated with the breed of chromatic dragon that their scale color matches -- corrosive gas for green-scaled kobolds, fire for red-scaled ones, acid for black ones, frost for white ones and bolts of electricity for blue ones.
* CombatPragmatist: Since one-on-one melee combat usually turns out badly for kobolds, they love to use ambushes, traps, skirmish tactics, and the advantage of numbers.
* CrouchingMoronHiddenBadass: ''[[AllThereInTheManual Kobolds of Golarion]]'' states that while kobolds are weak, they should never be underestimated. There are [[ZergRush a lot of them]], [[VillainTeamUp they work marvelously well together]],FishPeople: How they're the ultimate {{Trap Master}}s, and [[ArsonMurderAndJaywalking they taste too terrible]] [[TooSpicyForYogSothoth for Darklands predators to eat them.]]
* DraconicHumanoid: While they are reptilian humanoids, they boast about how they are more related to dragons, and they physically do bear some resemblance to their greater kin -- most notably, their scale colors match those of chromatic dragons, and some very rare kobolds can use draconic {{Breath Weapon}}s. The immensely proud and powerful dragons find these links to such weak, cowardly creatures profoundly embarrassing.
* DirtyCoward: Their hat. Although with proper characterization, they can be promoted to LovableCoward since they're more pathetic than obnoxious.
* EvilCounterpart: They often come across as thisusually portrayed, which contrasts considerably compared to the dwarves. Both species traditionally live in extensive underground settlements, are dedicated and untiring workers who consider a life spent toiling productively to be a life well-spent, and are often noted to be extremely skilled at creating things out of stone and metal. They both lean towards predominantly lawful alignments, and are often depicted as actively at odds with each other over living space and mining grounds.elemental plane-touched races but harkens back to some early depictions of water genasi from Planescape. Despite this, they can't all actually breathe underwater.
*LongLived: Well not as LongLived as the elves, their lifespans are still quite long by the standards of most humanoids. Kobold life expectancy is usually 30 -- 40 years due to their tough lives, but some can live up to 140 years if they survive.
* SmallNameBigEgo:MakingASplash: They like can use Hydraulic Push as a spell-like ability and are descended from creatures native to play up their draconic heritage in order to compensate for their obvious inferiority to their actual dragon ancestors. It's a big sore point.
the Plane of Water.
*TooSpicyForYogSothoth: An TrueBreedingHybrid: As with other geniekin, it's entirely literal example: apparently they taste too terrible possible for even the predators in the Darklands an undine couple to eat them.
* TrapMaster: Their specialty. Kobold lairs are almost always riddled with numerous, creative and deadly traps,have undine children, and they have several racial bonuses maintain self-sustaining populations on the Plan of Water that are large and archetypes common enough for people to help with trapmaking.
!!Orcs
Ancestral enemiessuspect them to be making a bid for becoming one of the dwarves, they were driven to the surface before the advancing dwarves plane's major powers in their Quest for the Sky, own right.
[[/folder]]
[[folder:Skinwalkers]]
To lycanthropes as tieflings are to fiends andhave been a scourge on the surface ever since. On Golarion, most live in the hold of Belkizen. aasimar are to celestials.
*
* BreathWeapon: A very rare variety of kobolds, the dragonbreath kobolds, are capable of using the breath weapon associated with the breed of chromatic dragon that their scale color matches -- corrosive gas for green-scaled kobolds, fire for red-scaled ones, acid for black ones, frost for white ones and bolts of electricity for blue ones.
* CombatPragmatist: Since one-on-one melee combat usually turns out badly for kobolds, they love to use ambushes, traps, skirmish tactics, and the advantage of numbers.
* CrouchingMoronHiddenBadass: ''[[AllThereInTheManual Kobolds of Golarion]]'' states that while kobolds are weak, they should never be underestimated. There are [[ZergRush a lot of them]], [[VillainTeamUp they work marvelously well together]],
* DraconicHumanoid: While they are reptilian humanoids, they boast about how they are more related to dragons, and they physically do bear some resemblance to their greater kin -- most notably, their scale colors match those of chromatic dragons, and some very rare kobolds can use draconic {{Breath Weapon}}s. The immensely proud and powerful dragons find these links to such weak, cowardly creatures profoundly embarrassing.
* DirtyCoward: Their hat. Although with proper characterization, they can be promoted to LovableCoward since they're more pathetic than obnoxious.
* EvilCounterpart: They often come across as this
*
* SmallNameBigEgo:
*
* TrapMaster: Their specialty. Kobold lairs are almost always riddled with numerous, creative and deadly traps,
!!Orcs
Ancestral enemies
[[/folder]]
[[folder:Skinwalkers]]
To lycanthropes as tieflings are to fiends and
Changed line(s) 207,219 (click to see context) from:
* AlwaysChaoticEvil: Being pretty much the TropeCodifier, they usually suffer from this, mostly due to having evil gods and {{Demon Lords|And Archdevils}} as patrons.
* ArchEnemy: Dwarves; their oldest and most hated enemy, the dwarves have shattered orc empires both above and below ground.
* AnAxeToGrind: The greataxe is a favoured weapon among orcs, and synergizes well with their brute strength.
* BloodKnight: Their culture revolves around combat.
* DayHurtsDarkAdjustedEyes: Of course, there's an alternate racial trait to avert this, like others, described as the result of an Orc staring into the sun for long periods rather than "be defeated" by it.
* {{Determinator}}: Similar case to half-orcs, but don't need an additional feat to keep fighting.
* DumbMuscle: They receive the second highest strength bonus out of any race in the game, surpassed only by the trox. They also receive penalties to ''all'' mental scores.
* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* ProudWarriorRace: Of {{Blood Knight}}s, though they tend to view things like honor and loyalty as getting in the way of brute force.
* WorthyOpponent: They see humans as this, partly because they see them as being [[HumansAreBastards just as bloodthirsty]] as they are.
!!Oreads
A Planetouched race distantly descended from earth elementals and Shatian Genies.
* ArchEnemy: Dwarves; their oldest and most hated enemy, the dwarves have shattered orc empires both above and below ground.
* AnAxeToGrind: The greataxe is a favoured weapon among orcs, and synergizes well with their brute strength.
* BloodKnight: Their culture revolves around combat.
* DayHurtsDarkAdjustedEyes: Of course, there's an alternate racial trait to avert this, like others, described as the result of an Orc staring into the sun for long periods rather than "be defeated" by it.
* {{Determinator}}: Similar case to half-orcs, but don't need an additional feat to keep fighting.
* DumbMuscle: They receive the second highest strength bonus out of any race in the game, surpassed only by the trox. They also receive penalties to ''all'' mental scores.
* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* ProudWarriorRace: Of {{Blood Knight}}s, though they tend to view things like honor and loyalty as getting in the way of brute force.
* WorthyOpponent: They see humans as this, partly because they see them as being [[HumansAreBastards just as bloodthirsty]] as they are.
!!Oreads
A Planetouched race distantly descended from earth elementals and Shatian Genies.
to:
* AlwaysChaoticEvil: Being pretty much OurWerebeastsAreDifferent: Skinwalkers come in many variants, such as the TropeCodifier, werebear-blooded coldborn, the wereboar-blooded ragebred, the werecrocodile-blooded scalehearts, and the wereshark-blooded seascarred.
* OurWerewolvesAreDifferent: Played with. Skinwalkers aren't lycanthropes per se since they aren't sired by lycanthropes, but rather have one somewhere in their family tree.
* SkinWalker: To the point where skinwalkers are usuallysuffer from this, mostly due connected to having evil gods and {{Demon Lords|And Archdevils}} as patrons.
[[EagleLand Arcadia]].
*ArchEnemy: Dwarves; their oldest and most hated enemy, the dwarves have shattered orc empires both above and below ground.
* AnAxeToGrind: The greataxe is a favoured weapon among orcs, and synergizes well with their brute strength.
* BloodKnight:SlidingScaleOfAnthropomorphism: Their culture revolves around combat.
* DayHurtsDarkAdjustedEyes: Of course, there's an alternate racial trait to avert this, like others, described as the result of an Orc staring into the sun for long periods ratherBestial form is less than "be defeated" that of a true lycanthrope's hybrid form, roughly coming off as LittleBitBeastly to BorderlinePettingZooPerson.
[[/folder]]
[[folder:Tieflings]]
The flip side of aasimars, tieflings are touched byit.
* {{Determinator}}: Similar case to half-orcs, but don't need an additional feat to keep fighting.
* DumbMuscle: They receive the second highest strength bonus out of any race in the game, surpassed only by the trox. They also receive penalties to ''all'' mental scores.
* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* ProudWarriorRace: Of {{Blood Knight}}s, though they tend to view things like honor and loyalty as getting in the way of brute force.
* WorthyOpponent: They see humans as this, partly because they see them as being [[HumansAreBastards just as bloodthirsty]] as they are.
!!Oreads
A Planetouched race distantlyfiendish origins, whether directly descended from earth elementals and Shatian Genies.a demon, the result of a DealWithTheDevil, or simply tainted by unholy energy in the womb. For unknown reasons, the rate of tiefling births has increased at a steady pace since the death of Aroden.
* OurWerewolvesAreDifferent: Played with. Skinwalkers aren't lycanthropes per se since they aren't sired by lycanthropes, but rather have one somewhere in their family tree.
* SkinWalker: To the point where skinwalkers are usually
*
* AnAxeToGrind: The greataxe is a favoured weapon among orcs, and synergizes well with their brute strength.
* BloodKnight:
* DayHurtsDarkAdjustedEyes: Of course, there's an alternate racial trait to avert this, like others, described as the result of an Orc staring into the sun for long periods rather
[[/folder]]
[[folder:Tieflings]]
The flip side of aasimars, tieflings are touched by
* {{Determinator}}: Similar case to half-orcs, but don't need an additional feat to keep fighting.
* DumbMuscle: They receive the second highest strength bonus out of any race in the game, surpassed only by the trox. They also receive penalties to ''all'' mental scores.
* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* ProudWarriorRace: Of {{Blood Knight}}s, though they tend to view things like honor and loyalty as getting in the way of brute force.
* WorthyOpponent: They see humans as this, partly because they see them as being [[HumansAreBastards just as bloodthirsty]] as they are.
!!Oreads
A Planetouched race distantly
Changed line(s) 221,228 (click to see context) from:
* BewareTheQuietOnes: They tend to be quiet and reserved, but almost unstoppable when provoked.
* DishingOutDirt: And all the variants thereof, depending on racial traits, due to their own heritage from the Plane of Earth.
* {{Expy}}: Of earth genasi, down to the dwarven ancestry.
* NonHumanHumanoidHybrid: Not quite, but close. A significant portion of oreads are descended from dwarves instead of humans.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for an oread couple to have oread children, and they maintain self-sustaining populations on the Plan of Earth.
!!Ratfolk
Child-sized, quick-witted anthropomorphic rats.
* DishingOutDirt: And all the variants thereof, depending on racial traits, due to their own heritage from the Plane of Earth.
* {{Expy}}: Of earth genasi, down to the dwarven ancestry.
* NonHumanHumanoidHybrid: Not quite, but close. A significant portion of oreads are descended from dwarves instead of humans.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for an oread couple to have oread children, and they maintain self-sustaining populations on the Plan of Earth.
!!Ratfolk
Child-sized, quick-witted anthropomorphic rats.
to:
* BewareTheQuietOnes: They tend to be quiet and reserved, but almost unstoppable when provoked.
BeastMan: Rakshasa-descended tieflings, known as beastbrood, often develop traits such as fur, fangs or animal eyes. Many end up looking like CatFolk, as most rakshasas resemble tigers themselves.
*DishingOutDirt: And all the variants thereof, depending on CastingAShadow: One of their racial traits, due powers is to create magical darkness.
* DarkIsNotEvil: Despite their unsettling nature and darkness-related powers, they have no innate tie to theirown heritage from ancestors' evil and are free to choose their path in life.
* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on thePlane of Earth.
* {{Expy}}: Of earth genasi, downway out, to the dwarven point that they're often referred to as the motherless.
* FantasticRacism: Tieflings get this worse than just about every other race in the game. Even in openly {{Hell}}-aligned Cheliax they get looked down on; the locals see their deals with devils as purely professional, so a hybrid being born is treated like someone being indiscrete with the maid (by both sides).
* HornedHumanoid: Most tieflings, especially those with demonic, infernal or div heritage, sport horns as an outward sign of their ancestry.
*NonHumanHumanoidHybrid: Not quite, but close. A significant portion of oreads are descended HumanoidAbomination: Qlippoth-spawn tieflings, also known as the motherless, have a tendency to look like this. While all tieflings have obvious physical traits setting them apart from dwarves instead their neighbors, the motherless are so heavily adorned with tentacles, barbed tendrils, fangs, distorted faces and limbs, carapaces or scales and other deformities that they're barely recognizable as members of humans.
their parent species.
* SemiDivine: Tieflings have at least one fiendish ancestor.
* TrueBreedingHybrid:As Tieflings can reproduce with each other geniekin, it's entirely possible for an oread couple to have oread children, same as any other species, and are in fact likelier to breed true than other planar races, although their relative rarity often precludes the formation of truly self-perpetuating tiefling populations.
[[/folder]]
!Artificially Created Races
[[folder:Shabti]]
A race of outsider-constructs that were introduced in the ''Mummy's Mask'' Adventure Path, theymaintain self-sustaining populations on are created to bear the Plan punishment of Earth.
!!Ratfolk
Child-sized, quick-witted anthropomorphic rats.the sins of mortal kings.
*
* DarkIsNotEvil: Despite their unsettling nature and darkness-related powers, they have no innate tie to their
* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on the
* {{Expy}}: Of earth genasi, down
* FantasticRacism: Tieflings get this worse than just about every other race in the game. Even in openly {{Hell}}-aligned Cheliax they get looked down on; the locals see their deals with devils as purely professional, so a hybrid being born is treated like someone being indiscrete with the maid (by both sides).
* HornedHumanoid: Most tieflings, especially those with demonic, infernal or div heritage, sport horns as an outward sign of their ancestry.
*
* SemiDivine: Tieflings have at least one fiendish ancestor.
* TrueBreedingHybrid:
[[/folder]]
!Artificially Created Races
[[folder:Shabti]]
A race of outsider-constructs that were introduced in the ''Mummy's Mask'' Adventure Path, they
!!Ratfolk
Child-sized, quick-witted anthropomorphic rats.
Changed line(s) 230,240 (click to see context) from:
* BashBrothers: As part of the below trope and their "Swarming" racial trait, it's possible for a pair of Ratfolk to go BackToBackBadasses and use a teamwork feat to draw weapons from ''each other's'' gear.
* CloseKnitCommunity: They resolve conflicts to be mutually beneficial among their people if it can be helped, and care deeply for their kin. They even get a racial trait that allows a pair to share the same square.
* {{Expy}}: Their original Bestiary entry makes them one for [[Franchise/StarWars Jawas]].
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: As one would expect.
* ThinkingUpPortals: Ratfolk created a special discipline of [[PsychicPowers psychic magic]] called Ranatagi, which allows them to detect and manipulate rifts in reality. The most gifted practitioners were said to [[MassTeleportation guide entire caravans across vast reaches of space]] [[InterplanetaryVoyage to distant worlds,]] which would explain their presence on Akiton, Golarion, and Castrovel.
* UndergroundMonkey: The ratfolk from Akiton, called Ysoki, have red fur but are otherwise identical to their Golarion-born cousins.
* YouDirtyRat: Averted. They tend towards neutrality and have close family ties. Some actually are so against the AnimalStereotype they get an alternate race trait for it.
!!Sylphs
One of the Planetouched races, with air elementals and/or djinn in their ancestry.
* CloseKnitCommunity: They resolve conflicts to be mutually beneficial among their people if it can be helped, and care deeply for their kin. They even get a racial trait that allows a pair to share the same square.
* {{Expy}}: Their original Bestiary entry makes them one for [[Franchise/StarWars Jawas]].
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: As one would expect.
* ThinkingUpPortals: Ratfolk created a special discipline of [[PsychicPowers psychic magic]] called Ranatagi, which allows them to detect and manipulate rifts in reality. The most gifted practitioners were said to [[MassTeleportation guide entire caravans across vast reaches of space]] [[InterplanetaryVoyage to distant worlds,]] which would explain their presence on Akiton, Golarion, and Castrovel.
* UndergroundMonkey: The ratfolk from Akiton, called Ysoki, have red fur but are otherwise identical to their Golarion-born cousins.
* YouDirtyRat: Averted. They tend towards neutrality and have close family ties. Some actually are so against the AnimalStereotype they get an alternate race trait for it.
!!Sylphs
One of the Planetouched races, with air elementals and/or djinn in their ancestry.
to:
* BashBrothers: As part TheAgeless: They have biological immortality and will never die of old age, but can still be killed.
* ArtificialHuman: In theory, they could be artificial versions of anything -- it just takes mortals with thebelow trope and proper magical know how to make one to take their "Swarming" racial trait, it's possible for place in the afterlife. As a pair of Ratfolk to go BackToBackBadasses result, they're biologically sterile and use a teamwork feat to draw weapons from ''each other's'' gear.
can't sexually reproduce.
*CloseKnitCommunity: They resolve conflicts to be mutually beneficial among their people if it can be helped, and care deeply for their kin. They even get a racial trait that allows a pair to share the same square.
* {{Expy}}:AmazingTechnicolorPopulation: Their original Bestiary entry makes them one for [[Franchise/StarWars Jawas]].
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: As one would expect.
* ThinkingUpPortals: Ratfolk created a special discipline of [[PsychicPowers psychic magic]] called Ranatagi, which allows them to detectskin comes in gold, ivory, ebony, and manipulate rifts in reality. The most gifted practitioners were said jade
* ChromeChampion: Superficially. Their gold skin is cool to[[MassTeleportation guide entire caravans across vast reaches of space]] [[InterplanetaryVoyage to distant worlds,]] which would explain their presence on Akiton, Golarion, and Castrovel.
* UndergroundMonkey: The ratfolk from Akiton, called Ysoki, have red furthe touch but are otherwise identical to their Golarion-born cousins.
* YouDirtyRat: Averted. They tend towards neutrality and have close family ties. Someisn't actually are metal.
* TheScapegoat: Their purpose; kings will have them made soagainst the AnimalStereotype that they get an alternate race trait will be punished in the afterlife for it.
!!Sylphs
Onethe excesses of the Planetouched races, with air elementals and/or djinn in mortals whose likeness they bear. This pisses Pharasma off to no end, and her agents free the Shabti wherever they are found.
* SculptedPhysique: They're created to look like idealized versions of mortals, appearing like living statues.
[[//folder]]
[[folder:Wyrwoods]]
Small wooden constructs created as assassins by a wizard, the wyrwoods killed theirancestry.master and stole the secret of creating more of their kind.
* ArtificialHuman: In theory, they could be artificial versions of anything -- it just takes mortals with the
*
* {{Expy}}:
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: As one would expect.
* ThinkingUpPortals: Ratfolk created a special discipline of [[PsychicPowers psychic magic]] called Ranatagi, which allows them to detect
* ChromeChampion: Superficially. Their gold skin is cool to
* UndergroundMonkey: The ratfolk from Akiton, called Ysoki, have red fur
* YouDirtyRat: Averted. They tend towards neutrality and have close family ties. Some
* TheScapegoat: Their purpose; kings will have them made so
!!Sylphs
One
* SculptedPhysique: They're created to look like idealized versions of mortals, appearing like living statues.
[[//folder]]
[[folder:Wyrwoods]]
Small wooden constructs created as assassins by a wizard, the wyrwoods killed their
Changed line(s) 242,248 (click to see context) from:
* BlowYouAway: Descended from Humans and those from the Plane of Air, they have a limited connection to weather and air, including limited use of Feather Fall as a spell-like ability.
* {{Expy}}: Of air genasi.
* StalkerWithoutACrush: Their usual strategy when someone strikes their interest.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for a sylph couple to have sylph children.
!!Tengus
Crow-like, bird-headed humanoids.
* {{Expy}}: Of air genasi.
* StalkerWithoutACrush: Their usual strategy when someone strikes their interest.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for a sylph couple to have sylph children.
!!Tengus
Crow-like, bird-headed humanoids.
to:
* BlowYouAway: Descended from Humans and those from ArtificialIntelligence: Designed as living servants by the Plane Azlanti.
* CaptainErsatz: Of ''TabletopGame/{{Eberron}}'s'' Warforged.
* FantasticRacism: The people ofAir, the Inner Sea don't recognize them as sentient or deserving of rights, so they have a limited connection primarily stick to weather and air, including limited use of Feather Fall as a spell-like ability.
* {{Expy}}: Of air genasi.
* StalkerWithoutACrush: Their usual strategy when someone strikestheir interest.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for a sylph couple to have sylph children.
!!Tengus
Crow-like, bird-headed humanoids.own holdings in Arcadia.
[[/folder]]
!Other Races on Golarion
[[folder:Astomoi]]
Mysterious, psychically inclined humanoids introduced in Bestiary 5.
* CaptainErsatz: Of ''TabletopGame/{{Eberron}}'s'' Warforged.
* FantasticRacism: The people of
* {{Expy}}: Of air genasi.
* StalkerWithoutACrush: Their usual strategy when someone strikes
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for a sylph couple to have sylph children.
!!Tengus
Crow-like, bird-headed humanoids.
[[/folder]]
!Other Races on Golarion
[[folder:Astomoi]]
Mysterious, psychically inclined humanoids introduced in Bestiary 5.
Changed line(s) 250,258 (click to see context) from:
* BirdPeople: Hunched-over crow people, normally lacking wings.
* FantasticRacism: They receive this, being one of the beastly races that, while not actively chased out of town, are only just tolerated.
* GoodLuckCharm: They've cultivated a reputation as "Jinx Eaters" among Inner Sea pirates who believe that they soak up the bad luck from people around them. They exploit this to get a measure of acceptance and protection.
* MasterSwordsman: They are trained from birth with every kind of blade, and considered proficient with all sword-like weapons.
* PowerGivesYouWings: The "Tengu Wings" racial feat in a nutshell.
* {{Shapeshifting}}: Two racial feats grant them this ability: one allows them to become long-nosed humans, the other allows them to become ''Large'' crows... though the latter requires Tengu Wings first.
!!Tieflings
The flip side of aasimars, tieflings are touched by fiendish origins, whether directly descended from a demon, the result of a DealWithTheDevil, or simply tainted by unholy energy in the womb. For unknown reasons, the rate of tiefling births has increased at a steady pace since the death of Aroden.
* FantasticRacism: They receive this, being one of the beastly races that, while not actively chased out of town, are only just tolerated.
* GoodLuckCharm: They've cultivated a reputation as "Jinx Eaters" among Inner Sea pirates who believe that they soak up the bad luck from people around them. They exploit this to get a measure of acceptance and protection.
* MasterSwordsman: They are trained from birth with every kind of blade, and considered proficient with all sword-like weapons.
* PowerGivesYouWings: The "Tengu Wings" racial feat in a nutshell.
* {{Shapeshifting}}: Two racial feats grant them this ability: one allows them to become long-nosed humans, the other allows them to become ''Large'' crows... though the latter requires Tengu Wings first.
!!Tieflings
The flip side of aasimars, tieflings are touched by fiendish origins, whether directly descended from a demon, the result of a DealWithTheDevil, or simply tainted by unholy energy in the womb. For unknown reasons, the rate of tiefling births has increased at a steady pace since the death of Aroden.
to:
* BirdPeople: Hunched-over crow people, normally lacking wings.
* FantasticRacism:TheBlank: They receive this, have no faces; no eyes, no mouth. They absorb all nutrients through the air and "see" the world with their telepathy.
* {{Telepathy}}: Their only means of communication beingone of the beastly races that, while not actively chased out of town, are only just tolerated.
* GoodLuckCharm: They've cultivated a reputation as "Jinx Eaters" among Inner Sea pirates who believethat they soak up have no mouths; the bad luck from people around them. They exploit this to get a measure substitute thought components for verbal components in spells.
[[/folder]]
[[folder:Caligni]]
Dark folk, remnants ofacceptance the Azlanti driven underground eons ago; Caligni is both an umbrella term occasionally used by the dark folk themselves for the various dark folk subraces such as stalkers, creepers, and protection.
* MasterSwordsman: Theydancers, and a term for the unique variant that are trained from birth with every kind of blade, and considered proficient with all sword-like weapons.
* PowerGivesYouWings: The "Tengu Wings" racial feat in a nutshell.
* {{Shapeshifting}}: Two racial feats grant them this ability: one allows them to become long-nosed humans, the other allows them to become ''Large'' crows... though the latter requires Tengu Wings first.
!!Tieflings
The flip side of aasimars, tieflings are touched by fiendish origins, whether directly descended from a demon, the result of a DealWithTheDevil, or simply tainted by unholy energy in the womb. For unknown reasons, the rate of tiefling births has increased at a steady pace since the death of Aroden.suitable as player characters.
* FantasticRacism:
* {{Telepathy}}: Their only means of communication being
* GoodLuckCharm: They've cultivated a reputation as "Jinx Eaters" among Inner Sea pirates who believe
[[/folder]]
[[folder:Caligni]]
Dark folk, remnants of
* MasterSwordsman: They
* PowerGivesYouWings: The "Tengu Wings" racial feat in a nutshell.
* {{Shapeshifting}}: Two racial feats grant them this ability: one allows them to become long-nosed humans, the other allows them to become ''Large'' crows... though the latter requires Tengu Wings first.
!!Tieflings
The flip side of aasimars, tieflings are touched by fiendish origins, whether directly descended from a demon, the result of a DealWithTheDevil, or simply tainted by unholy energy in the womb. For unknown reasons, the rate of tiefling births has increased at a steady pace since the death of Aroden.
Changed line(s) 260,271 (click to see context) from:
* BeastMan: Rakshasa-descended tieflings, known as beastbrood, often develop traits such as fur, fangs or animal eyes. Many end up looking like CatFolk, as most rakshasas resemble tigers themselves.
* CastingAShadow: One of their racial powers is to create magical darkness.
* DarkIsNotEvil: Despite their unsettling nature and darkness-related powers, they have no innate tie to their ancestors' evil and are free to choose their path in life.
* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on the way out, to the point that they're often referred to as the motherless.
* FantasticRacism: Tieflings get this worse than just about every other race in the game. Even in openly {{Hell}}-aligned Cheliax they get looked down on; the locals see their deals with devils as purely professional, so a hybrid being born is treated like someone being indiscrete with the maid (by both sides).
* HornedHumanoid: Most tieflings, especially those with demonic, infernal or div heritage, sport horns as an outward sign of their ancestry.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the motherless, have a tendency to look like this. While all tieflings have obvious physical traits setting them apart from their neighbors, the motherless are so heavily adorned with tentacles, barbed tendrils, fangs, distorted faces and limbs, carapaces or scales and other deformities that they're barely recognizable as members of their parent species.
* SemiDivine: Tieflings have at least one fiendish ancestor.
* TrueBreedingHybrid: Tieflings can reproduce with each other same as any other species, and are in fact likelier to breed true than other planar races, although their relative rarity often precludes the formation of truly self-perpetuating tiefling populations.
!!Undines
Planetouched creatures descended in part from water elementals and marids (water genies).
* CastingAShadow: One of their racial powers is to create magical darkness.
* DarkIsNotEvil: Despite their unsettling nature and darkness-related powers, they have no innate tie to their ancestors' evil and are free to choose their path in life.
* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on the way out, to the point that they're often referred to as the motherless.
* FantasticRacism: Tieflings get this worse than just about every other race in the game. Even in openly {{Hell}}-aligned Cheliax they get looked down on; the locals see their deals with devils as purely professional, so a hybrid being born is treated like someone being indiscrete with the maid (by both sides).
* HornedHumanoid: Most tieflings, especially those with demonic, infernal or div heritage, sport horns as an outward sign of their ancestry.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the motherless, have a tendency to look like this. While all tieflings have obvious physical traits setting them apart from their neighbors, the motherless are so heavily adorned with tentacles, barbed tendrils, fangs, distorted faces and limbs, carapaces or scales and other deformities that they're barely recognizable as members of their parent species.
* SemiDivine: Tieflings have at least one fiendish ancestor.
* TrueBreedingHybrid: Tieflings can reproduce with each other same as any other species, and are in fact likelier to breed true than other planar races, although their relative rarity often precludes the formation of truly self-perpetuating tiefling populations.
!!Undines
Planetouched creatures descended in part from water elementals and marids (water genies).
to:
* BeastMan: Rakshasa-descended tieflings, known as beastbrood, DayHurtsDarkAdjustedEyes: While not blinded by the light, they are dazed in bright light.
* TheExile: Caligni oftendevelop traits such as fur, fangs or animal eyes. Many end up looking like CatFolk, as most rakshasas resemble tigers themselves.
* CastingAShadow: One of their racialsuffering an unfortunate accident before adulthood (apparently they tend to end up annoying the powers is to create magical darkness.
* DarkIsNotEvil: Despite their unsettling nature and darkness-related powers,that be) unless they have no innate tie to their ancestors' evil anticipate this and are free leave first. This is naturally an excuse for a caligni PC to choose their path in be where the other [=PCs=] are, and for the GM to introduce complications into the PC's life.
*DeathByChildbirth: Qlippoth-spawn {{Expy}}: They're basically to humans what drow are notorious for almost always killing their mothers on to elves, though not quite as bad. They're also not dissimilar to fetchlings but remain humanoid as opposed to being outsiders.
* HumanSubspecies: Dark folk, in general, are this; humans altered by theway out, to the point that extraplanar owb into creatures of shadow after having fled Earthfall; they're often referred to not so monstrous or degenerate as the motherless.
* FantasticRacism: Tieflings get this worse than just about every other race in the game. Even in openly {{Hell}}-aligned Cheliax they get looked down on; the locals see their deals with devils as purely professional, so a hybrid being born is treated like someone being indiscrete with the maid (by both sides).
* HornedHumanoid: Most tieflings, especially those with demonic, infernal or div heritage, sport horns as an outward sign of their ancestry.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the motherless, have a tendency to look like this. While all tieflings have obvious physical traits setting them apart from their neighbors, the motherlessmorlocks, but are so heavily adorned with tentacles, barbed tendrils, fangs, distorted faces and limbs, carapaces or scales and other deformities that still usually malevolent. Caligni specifically are genetic throwbacks among dark folk; they're barely recognizable as members closer to what the race was before the owbs began breeding them into specialized subraces.
* InnateNightVision: All dark folk have the "see in darkness" ability, which allows them to see perfectly even in supernaturally dark places (which block the more typical darkvision).
* LightEmUp: Oddly for a race shrouded in darkness; when they die, they explode in a flash of light that blinds all those within five feet of them.
* TheQuisling: Evil caligni tend to be this, working closely with the Owbs who enslave theirparent species.
race.
*SemiDivine: Tieflings have at least one fiendish ancestor.
* TrueBreedingHybrid: Tieflings can reproduce with each other same as any other species, and are in fact likelier to breed true than other planar races, although their relative rarity often precludesSlaveRace: To the formation Owbs. Caligni may rebel, or not.
[[/folder]]
[[folder:Catfolk (Amurrrun)]]
A race oftruly self-perpetuating tiefling populations.
!!Undines
Planetouched creatures descended in part from water elementals and marids (water genies).anthropomorphic cats.
* TheExile: Caligni often
* CastingAShadow: One of their racial
* DarkIsNotEvil: Despite their unsettling nature and darkness-related powers,
*
* HumanSubspecies: Dark folk, in general, are this; humans altered by the
* FantasticRacism: Tieflings get this worse than just about every other race in the game. Even in openly {{Hell}}-aligned Cheliax they get looked down on; the locals see their deals with devils as purely professional, so a hybrid being born is treated like someone being indiscrete with the maid (by both sides).
* HornedHumanoid: Most tieflings, especially those with demonic, infernal or div heritage, sport horns as an outward sign of their ancestry.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the motherless, have a tendency to look like this. While all tieflings have obvious physical traits setting them apart from their neighbors, the motherless
* InnateNightVision: All dark folk have the "see in darkness" ability, which allows them to see perfectly even in supernaturally dark places (which block the more typical darkvision).
* LightEmUp: Oddly for a race shrouded in darkness; when they die, they explode in a flash of light that blinds all those within five feet of them.
* TheQuisling: Evil caligni tend to be this, working closely with the Owbs who enslave their
*
* TrueBreedingHybrid: Tieflings can reproduce with each other same as any other species, and are in fact likelier to breed true than other planar races, although their relative rarity often precludes
[[/folder]]
[[folder:Catfolk (Amurrrun)]]
A race of
!!Undines
Planetouched creatures descended in part from water elementals and marids (water genies).
Changed line(s) 273,276 (click to see context) from:
* {{Expy}}: Of water genasi.
* FishPeople: How they're usually portrayed, which contrasts considerably compared to the other elemental plane-touched races but harkens back to some early depictions of water genasi from Planescape. Despite this, they can't all actually breathe underwater.
* MakingASplash: They can use Hydraulic Push as a spell-like ability and are descended from creatures native to the Plane of Water.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for an undine couple to have undine children, and they maintain self-sustaining populations on the Plan of Water that are large and common enough for people to suspect them to be making a bid for becoming one of the plane's major powers in their own right.
* FishPeople: How they're usually portrayed, which contrasts considerably compared to the other elemental plane-touched races but harkens back to some early depictions of water genasi from Planescape. Despite this, they can't all actually breathe underwater.
* MakingASplash: They can use Hydraulic Push as a spell-like ability and are descended from creatures native to the Plane of Water.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for an undine couple to have undine children, and they maintain self-sustaining populations on the Plan of Water that are large and common enough for people to suspect them to be making a bid for becoming one of the plane's major powers in their own right.
to:
* {{Expy}}: Of water genasi.
* FishPeople: How they're usually portrayed, which contrasts considerably compared to the other elemental plane-touched races but harkens back to some early depictions of water genasi from Planescape. Despite this,CatGirl: While they can't all actually breathe underwater.
have a Charisma bonus, the official artwork flip-flops between this trope...
*MakingASplash: BeastFolk: ...and this one.
* DependingOnTheArtist: As mentioned, catfolk have yet to be consistently represented in artwork. Theycan use Hydraulic Push as a spell-like ability vary between the cat girl trope, one that is more evocative of the [[Franchise/TheElderScrolls Khajiit]], and are descended from creatures native to one that looks like something out of WesternAnimation/ThunderCats. James Jacobs, the Plane of Water.
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for an undine couplecreative lead, prefers the cat-girl look, but fan opinion is mixed. ''Inner Sea Races'' seems to have undine children, and they maintain self-sustaining populations on worked this inconsistency into the Plan of Water species' lore, saying that are large and common enough for people to suspect them to be making a bid for becoming one of catfolk can run the plane's major powers in their own right.whole spectrum mentioned above, "varying wildly between regions or even between families".
* FishPeople: How they're usually portrayed, which contrasts considerably compared to the other elemental plane-touched races but harkens back to some early depictions of water genasi from Planescape. Despite this,
*
* DependingOnTheArtist: As mentioned, catfolk have yet to be consistently represented in artwork. They
* TrueBreedingHybrid: As with other geniekin, it's entirely possible for an undine couple
Changed line(s) 279,280 (click to see context) from:
[[folder: Uncommon Races]]
!!Changelings
!!Changelings
to:
!!Changelings
Changed line(s) 291,293 (click to see context) from:
!!Duergar
The ancestors of duergar were those dwarves who refused to undertake the Quest for the Sky. Most of them fell to worshiping Droskar, the god of endless toil.
to:
[[folder:Ganzi]]
Similar to aasimar and tieflings, ganzi are humanoids who've been affected by one of
Changed line(s) 295,302 (click to see context) from:
* BaldOfEvil: Unlike surface dwarves, they can't grow hair on their scalps.
* DealWithTheDevil: After centuries of losing battles against [[DeathWorld Darklands]] monsters drove [[TheRemnant the dwarven remnant]] to the [[DarkestHour brink of extinction]], Droskar offered them survival in exchange for their absolute obedience. They reclaimed much of their empire with his backing, at the cost of becoming the duergar.
* FantasticRacism: They despise surface dwarves above all others and usually kill them on sight, though they hate Drow almost as much.
* {{Invisibility}}: Most duergar can go invisible as a spell-like ability.
* MadeOfIron: Some can also use the Ironskin ability.
!!Gillmen
The mutated offspring of the few Azlanti to survive Earthfall.
* DealWithTheDevil: After centuries of losing battles against [[DeathWorld Darklands]] monsters drove [[TheRemnant the dwarven remnant]] to the [[DarkestHour brink of extinction]], Droskar offered them survival in exchange for their absolute obedience. They reclaimed much of their empire with his backing, at the cost of becoming the duergar.
* FantasticRacism: They despise surface dwarves above all others and usually kill them on sight, though they hate Drow almost as much.
* {{Invisibility}}: Most duergar can go invisible as a spell-like ability.
* MadeOfIron: Some can also use the Ironskin ability.
!!Gillmen
The mutated offspring of the few Azlanti to survive Earthfall.
to:
* BaldOfEvil: Unlike surface dwarves, they can't grow hair on BodyHorror: Some ganzi are unlucky in their scalps.
mutations and end up like this, missing major features such as eyes or ears.
*DealWithTheDevil: After centuries of losing battles against [[DeathWorld Darklands]] monsters drove [[TheRemnant EyeColorChange: Ganzi eyes and hair are constantly but slowly shifting in color over the dwarven remnant]] to the [[DarkestHour brink course of extinction]], Droskar offered them survival in exchange for their absolute obedience. They reclaimed weeks or months. This isn't so much related to mood or appearance, just an expression of their empire chaotic and mutable natures.
* {{Mutants}}: No two ganzi are exactly the same; each one manifests their chaotic mutation differently. This can lead to some BlessedWithSuck cases.
* WindsOfDestinyChange: They have the power to influence probability. In game terms, this means once per day they can force any creature to re-roll a single d20 roll.
[[/folder]]
[[folder:Gathlains]]
Small fey humanoids withhis backing, at the cost wings made up of becoming the duergar.
* FantasticRacism: They despise surface dwarves above all others and usually kill them on sight, though they hate Drow almost as much.
* {{Invisibility}}: Most duergar can go invisible asa spell-like ability.
* MadeOfIron: Some can also use the Ironskin ability.
!!Gillmen
The mutated offspring of the few Azlanti to survive Earthfall.symbiotic woody plant.
*
* {{Mutants}}: No two ganzi are exactly the same; each one manifests their chaotic mutation differently. This can lead to some BlessedWithSuck cases.
* WindsOfDestinyChange: They have the power to influence probability. In game terms, this means once per day they can force any creature to re-roll a single d20 roll.
[[/folder]]
[[folder:Gathlains]]
Small fey humanoids with
* FantasticRacism: They despise surface dwarves above all others and usually kill them on sight, though they hate Drow almost as much.
* {{Invisibility}}: Most duergar can go invisible as
* MadeOfIron: Some can also use the Ironskin ability.
!!Gillmen
The mutated offspring of the few Azlanti to survive Earthfall.
Changed line(s) 304,308 (click to see context) from:
* FishPeople: Some official art depicts gillmen as this, though text suggests they actually look more like average humans, albeit with purple eyes and gills on their necks.
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the aboleths after they destroyed the Azlanti Empire during the Earthfall.
!!Grippli
Frog-people that tend to live in marshes. Distantly related to Boggards.
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the aboleths after they destroyed the Azlanti Empire during the Earthfall.
!!Grippli
Frog-people that tend to live in marshes. Distantly related to Boggards.
to:
* FishPeople: Some official art depicts gillmen as this, though text suggests they actually look more like average humans, albeit OurFairiesAreDifferent: They're pretty much your standard fairy, but with purple eyes plant wings.
* PlantPerson: While the gathlain itself is made of regular flesh, it's impossible to separate the plant symbiont from the fey.
[[/folder]]
[[folder:Ghorans]]
Humanoid plants originally created by human wizards as a source of food, ghorans attained sentience andgills on their necks.
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the aboleths after they destroyed the Azlanti Empire during the Earthfall.
!!Grippli
Frog-people that tend to live in marshes. Distantly related to Boggards.have become a culture unto themselves.
* PlantPerson: While the gathlain itself is made of regular flesh, it's impossible to separate the plant symbiont from the fey.
[[/folder]]
[[folder:Ghorans]]
Humanoid plants originally created by human wizards as a source of food, ghorans attained sentience and
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the aboleths after they destroyed the Azlanti Empire during the Earthfall.
!!Grippli
Frog-people that tend to live in marshes. Distantly related to Boggards.
Changed line(s) 310,322 (click to see context) from:
* PettingZooPeople: Literally two-and-a-half-feet-tall bipedal frogs.
!!Kitsune
* CunningLikeAFox: They have a reputation for trickery, often well-earned.
* {{Humanshifting}}: Regardless of class, they can each take a specific, single human form of the same sex as them as a standard action. The Realistic Likeness feat upgrades this ability, allowing them to copy others' appearances.
* {{Kitsune}}: Including a feat for growing additional tails, which can be taken eight times and grants more spell-like abilities with each tail.
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.
* PettingZooPeople: Their base forms are human-sized, anthropomorphic foxes.
!!Merfolk (Sapiaquali-Oth)
Reclusive inhabitants of the ocean depths, the merfolk are secretive to the point of paranoia. Unknown to many, they're among the numerous servitor species created by the aboleths in ancient times, and are known as the sapiaquali-oth in the aboleth tongue.
!!Kitsune
* CunningLikeAFox: They have a reputation for trickery, often well-earned.
* {{Humanshifting}}: Regardless of class, they can each take a specific, single human form of the same sex as them as a standard action. The Realistic Likeness feat upgrades this ability, allowing them to copy others' appearances.
* {{Kitsune}}: Including a feat for growing additional tails, which can be taken eight times and grants more spell-like abilities with each tail.
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.
* PettingZooPeople: Their base forms are human-sized, anthropomorphic foxes.
!!Merfolk (Sapiaquali-Oth)
Reclusive inhabitants of the ocean depths, the merfolk are secretive to the point of paranoia. Unknown to many, they're among the numerous servitor species created by the aboleths in ancient times, and are known as the sapiaquali-oth in the aboleth tongue.
to:
* PettingZooPeople: Literally two-and-a-half-feet-tall bipedal frogs.
!!Kitsune
* CunningLikeAFox: They have a reputation for trickery, often well-earned.
* {{Humanshifting}}: RegardlessAnthropomorphicFood: The intelligent humanoid descendants of class, magically bioengineered mobile vegetables.
* BlueAndOrangeMorality: ''Inner Sea Races'' explains that their psychology is fairly alien to most humanoids; theycan each take a specific, single human form of don't experience emotion in the same sex as them as a standard action. The Realistic Likeness feat upgrades this ability, allowing them to copy others' appearances.
* {{Kitsune}}: Including a feat for growing additional tails, which can be taken eight timesway we do, and grants more spell-like abilities with each tail.
* LovableRogue: Arguably,their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use thought process, in general, is completely different.
* DyingRace: Ghorans lack the ability to reproduce naturally; the only way to make a new ghoran is for an existing ghoran to plant its seed in the ground and then die. Ghorans can, however, be permanently killed if theirguile seed is destroyed, and charms this is often done by those who illegally harvest ghorans for food and don't want to get what be identified by the ghoran once it is reborn. As a result, the ghoran population has only shrunk since their race was created.
* {{Expy}}: While not one to one, theywant.
do have some similarities with [[VideoGame/GuildWars2 Sylvari]].
*PettingZooPeople: Their base forms are human-sized, anthropomorphic foxes.
!!Merfolk (Sapiaquali-Oth)
Reclusive inhabitantsFantasticRacism: They're the victims of it; they aren't recognized as people in most of the ocean depths, world and are looked at as a food product. In the merfolk are secretive to the point of paranoia. Unknown to many, one nation that does acknowledge them an give them some rights, they're among the numerous servitor species created by the aboleths in ancient times, still second class citizens at best and are known as often preyed upon and sold on the sapiaquali-oth black market.
* PlantPerson: Shelled, tree-like people, specifically.
* ResurrectiveImmortality: They can invoke this option by sprouting a seed that germinates into their replacement if they're killed.
* SlaveRace: They were harvested as food for centuries in their homeland of Nex. Currently, they're afforded citizenship and rights there, but this doesn't extend very far beyond, so they're forced to remain in theaboleth tongue.one nation that knows how delicious they are.
* TookALevelInBadass: The artwork for them in ''Inner Sea Bestiary'' was well done but made them look fairly harmless. ''Inner Sea Races'' and ''Bestiary 5'' make them look much more formidable.
* WeAreAsMayflies: Resurrection notwithstanding, an individual Ghoran body lasts only about twenty years at most before they die and are reborn.
* YouTasteDelicious: Their flavor is so good as to be a drawback in combat -- one of their special abilities, "Delicious", means that opponents that bite them get a bonus against being shaken off.
[[/folder]]
[[folder:Gnolls]]
Humanoid hyenas, infamous for their savagery and laziness.
!!Kitsune
* CunningLikeAFox: They have a reputation for trickery, often well-earned.
* {{Humanshifting}}: Regardless
* BlueAndOrangeMorality: ''Inner Sea Races'' explains that their psychology is fairly alien to most humanoids; they
* {{Kitsune}}: Including a feat for growing additional tails, which can be taken eight times
* LovableRogue: Arguably,
* DyingRace: Ghorans lack the ability to reproduce naturally; the only way to make a new ghoran is for an existing ghoran to plant its seed in the ground and then die. Ghorans can, however, be permanently killed if their
* {{Expy}}: While not one to one, they
*
!!Merfolk (Sapiaquali-Oth)
Reclusive inhabitants
* PlantPerson: Shelled, tree-like people, specifically.
* ResurrectiveImmortality: They can invoke this option by sprouting a seed that germinates into their replacement if they're killed.
* SlaveRace: They were harvested as food for centuries in their homeland of Nex. Currently, they're afforded citizenship and rights there, but this doesn't extend very far beyond, so they're forced to remain in the
* TookALevelInBadass: The artwork for them in ''Inner Sea Bestiary'' was well done but made them look fairly harmless. ''Inner Sea Races'' and ''Bestiary 5'' make them look much more formidable.
* WeAreAsMayflies: Resurrection notwithstanding, an individual Ghoran body lasts only about twenty years at most before they die and are reborn.
* YouTasteDelicious: Their flavor is so good as to be a drawback in combat -- one of their special abilities, "Delicious", means that opponents that bite them get a bonus against being shaken off.
[[/folder]]
[[folder:Gnolls]]
Humanoid hyenas, infamous for their savagery and laziness.
Changed line(s) 324,329 (click to see context) from:
* AbsoluteXenophobe: While they generally don't seek out other species to kill, they defend their own territories mercilessly.
* OddFriendship: With the ''[[EldritchAbomination aboleths]]'', of all things. The aboleth where their creators, and to this day they're the only creatures the merfolk think of as allies.
* OurMermaidsAreDifferent: Amphibious, but otherwise fairly standard.
!!Nagaji
Snake-like, scaled people.
* OddFriendship: With the ''[[EldritchAbomination aboleths]]'', of all things. The aboleth where their creators, and to this day they're the only creatures the merfolk think of as allies.
* OurMermaidsAreDifferent: Amphibious, but otherwise fairly standard.
!!Nagaji
Snake-like, scaled people.
to:
* AbsoluteXenophobe: While they AlwaysChaoticEvil: They tend to be portrayed this way, though some exceptions exist.
* BeastFolk: Leaning more towards the "animal with generallydon't seek out humanoid anatomy" than the "human with animal features" side of this trope, they are bipedal hyenas with human-like arms and opposable thumbs.
* FateWorseThanDeath: Gnolls consider exile to be this -- they're very social creatures, and fear dying far less than they fear being alone. In gnoll society, the death penalty exists but is used for crimes that, while serious, are not considered the worst possible. The most serious crimes, such as heresy, treason or freeing slaves, are all punished with exile.
* HeinousHyena: They're humanoid hyenas known for their tremendous slothfulness and horrific savagery, with lifestyles centered chiefly on raiding other people for food, supplies and [[MadeASlave slaves]]. Most worship Lamashtu, the ChaoticEvil Mother of Monsters. That said, they are also noted to have some positive qualities: they are immensely loyal to their packs, [[ApeShallNeverKillApe and never war against or enslave other gnolls]].
* KlingonPromotion: The default response of a gnoll tribe to regicide is to make the old leader's killer their new leader.
* LazyBum: Their laziness is their defining attribute.
* PetTheDog: In spite of being cannibalistic demon-worshipping monsters, gnolls are often fiercely loyal to their "pack", and many become depressed or unhinged without one. This is often given as a reason for gnolls to become adventurers: to find a new family.
* MadeASlave: They tend to be extremely lazy, and take slaves of other species tokill, do the necessary but tedious work they defend refuse to do themselves.
* WeAreAsMayflies: Most gnolls never live past the age of thirty-five, dying either violent deaths or withering away in a horrifically rapid fashion. This is theorized to be due to theirown territories mercilessly.
* OddFriendship: Withconnection with the ''[[EldritchAbomination aboleths]]'', of all things. The aboleth where their creators, and demon Lamashtu.
[[/folder]]
[[folder:Grippli]]
Frog-people that tend tothis day they're the only creatures the merfolk think of as allies.
* OurMermaidsAreDifferent: Amphibious, but otherwise fairly standard.
!!Nagaji
Snake-like, scaled people.live in marshes. Distantly related to Boggards.
* BeastFolk: Leaning more towards the "animal with generally
* FateWorseThanDeath: Gnolls consider exile to be this -- they're very social creatures, and fear dying far less than they fear being alone. In gnoll society, the death penalty exists but is used for crimes that, while serious, are not considered the worst possible. The most serious crimes, such as heresy, treason or freeing slaves, are all punished with exile.
* HeinousHyena: They're humanoid hyenas known for their tremendous slothfulness and horrific savagery, with lifestyles centered chiefly on raiding other people for food, supplies and [[MadeASlave slaves]]. Most worship Lamashtu, the ChaoticEvil Mother of Monsters. That said, they are also noted to have some positive qualities: they are immensely loyal to their packs, [[ApeShallNeverKillApe and never war against or enslave other gnolls]].
* KlingonPromotion: The default response of a gnoll tribe to regicide is to make the old leader's killer their new leader.
* LazyBum: Their laziness is their defining attribute.
* PetTheDog: In spite of being cannibalistic demon-worshipping monsters, gnolls are often fiercely loyal to their "pack", and many become depressed or unhinged without one. This is often given as a reason for gnolls to become adventurers: to find a new family.
* MadeASlave: They tend to be extremely lazy, and take slaves of other species to
* WeAreAsMayflies: Most gnolls never live past the age of thirty-five, dying either violent deaths or withering away in a horrifically rapid fashion. This is theorized to be due to their
* OddFriendship: With
[[/folder]]
[[folder:Grippli]]
Frog-people that tend to
* OurMermaidsAreDifferent: Amphibious, but otherwise fairly standard.
!!Nagaji
Snake-like, scaled people.
Changed line(s) 331,337 (click to see context) from:
* DumbMuscle: Nagaji have a racial bonus to Strength, a penalty to Intelligence, and a lack of understanding for logic and education.
* PoisonousPerson: Some nagaji are capable of spitting venom.
* ServantRace: According to legend, nagaji were created by the naga as servants. [[HappinessInSlavery They claim to be okay with it.]]
* SnakePeople: They are scaled, snake-like people.
!!Samsarans
A group of blue-skinned humanoids who reincarnate rather than reproduce conventionally.
* PoisonousPerson: Some nagaji are capable of spitting venom.
* ServantRace: According to legend, nagaji were created by the naga as servants. [[HappinessInSlavery They claim to be okay with it.]]
* SnakePeople: They are scaled, snake-like people.
!!Samsarans
A group of blue-skinned humanoids who reincarnate rather than reproduce conventionally.
to:
* DumbMuscle: Nagaji have a racial bonus to Strength, a penalty to Intelligence, PettingZooPeople: Literally two-and-a-half-feet-tall bipedal frogs.
[[/folder]]
[[folder:Hobgoblins]]
Larger, tougher, anda lack meaner cousins of understanding for logic and education.
* PoisonousPerson: Some nagaji are capable of spitting venom.
* ServantRace: According to legend, nagaji were created by the naga as servants. [[HappinessInSlavery They claim to be okay with it.]]
* SnakePeople: They are scaled, snake-like people.
!!Samsarans
A group of blue-skinned humanoids who reincarnate rather than reproduce conventionally.goblins.
[[/folder]]
[[folder:Hobgoblins]]
Larger, tougher, and
* PoisonousPerson: Some nagaji are capable of spitting venom.
* ServantRace: According to legend, nagaji were created by the naga as servants. [[HappinessInSlavery They claim to be okay with it.]]
* SnakePeople: They are scaled, snake-like people.
!!Samsarans
A group of blue-skinned humanoids who reincarnate rather than reproduce conventionally.
Changed line(s) 339,345 (click to see context) from:
* AlienBlood: It looks like water.
* DeliberateValuesDissonance: A common reaction to their reincarnation is to see it as a curse, much like the Rakshasa. They disagree.
* Expy: Built to function as expies to magical Tibetan Buddist monks.
* {{Reincarnation}}: Samsarans reincarnate in an eternal cycle in search of enlightenment. Each time they are reincarnated, they [[PastLifeMemories retain some faint memories of their past life,]] but might have a vastly different personality.
!!Strix
Black-skinned {{Winged Humanoid}}s who primarily live on isolated peaks and mountain ranges around Cheliax.
* DeliberateValuesDissonance: A common reaction to their reincarnation is to see it as a curse, much like the Rakshasa. They disagree.
* Expy: Built to function as expies to magical Tibetan Buddist monks.
* {{Reincarnation}}: Samsarans reincarnate in an eternal cycle in search of enlightenment. Each time they are reincarnated, they [[PastLifeMemories retain some faint memories of their past life,]] but might have a vastly different personality.
!!Strix
Black-skinned {{Winged Humanoid}}s who primarily live on isolated peaks and mountain ranges around Cheliax.
to:
* AlienBlood: It looks like water.
BaldOfEvil: Males and females alike, though the evil part is societal rather than inherent.
*DeliberateValuesDissonance: A common reaction EvilChancellor: Their write-up notes that they sometimes take legitimate jobs as advisers or warmasters, but even there, they constantly scheme to pull their reincarnation is to see it as a curse, much like the Rakshasa. They disagree.
employers into more wars and conflicts.
*Expy: Built to function as expies to magical Tibetan Buddist monks.
* {{Reincarnation}}: Samsarans reincarnate in an eternal cycle in search of enlightenment. Each timeFantasticRacism: Hobgoblins ''hate'' elves, which they were created to fight -- elves and half-elves are reincarnated, the only captives they [[PastLifeMemories retain some faint memories always kill out of hand rather than enslave, and they detest magic chiefly because elves commonly practice it.
* NonIndicativeName: The word "Hob" in English pertains to impish creatures; "hobgoblin" therefore, was traditionally an impish goblin, while true goblins were human-sized.
** Since ''Pathfinder'' descends from ''D&D'', which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] and which took a great deal of inspiration from ''Literature/TheLordOfTheRings'', which largely made the same mistake, the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
** However, Hob (usually Old Hob) has also been a nickname or euphemism for the Devil, and ''Pathfinder''[='=]s Hobgoblins were, according to in-universe speculation, a creation of the long-disappeared Devil Canzoriant, who wanted something more robust and obedient for his slave warriors.
* ProudWarriorRace: Their entire society is organized around theirpast life,]] but might military.
* SlaveMooks: Hobgoblins were created from regular goblins by a now long-forgotten faction in order to provide armies of magically-controlled soldiers with whom to attack the then-powerful elven civilization.
* TheSpartanWay: Their childhoods aren't fun.
[[/folder]]
[[folder:Kitsune]]
* CunningLikeAFox: They have avastly different personality.
!!Strix
Black-skinned {{Winged Humanoid}}s who primarily live on isolated peaksreputation for trickery, often well-earned.
* {{Humanshifting}}: Regardless of class, they can each take a specific, single human form of the same sex as them as a standard action. The Realistic Likeness feat upgrades this ability, allowing them to copy others' appearances.
* {{Kitsune}}: Including a feat for growing additional tails, which can be taken eight times andmountain ranges around Cheliax. grants more spell-like abilities with each tail.
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.
* PettingZooPeople: Their base forms are human-sized, anthropomorphic foxes.
[[/folder]]
[[folder:Kobolds]]
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/493px_kobold_with_crossbow.jpg]]
Short, profoundly unpleasant reptilian humanoids with delusions of grandeur.
*
*
* {{Reincarnation}}: Samsarans reincarnate in an eternal cycle in search of enlightenment. Each time
* NonIndicativeName: The word "Hob" in English pertains to impish creatures; "hobgoblin" therefore, was traditionally an impish goblin, while true goblins were human-sized.
** Since ''Pathfinder'' descends from ''D&D'', which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] and which took a great deal of inspiration from ''Literature/TheLordOfTheRings'', which largely made the same mistake, the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
** However, Hob (usually Old Hob) has also been a nickname or euphemism for the Devil, and ''Pathfinder''[='=]s Hobgoblins were, according to in-universe speculation, a creation of the long-disappeared Devil Canzoriant, who wanted something more robust and obedient for his slave warriors.
* ProudWarriorRace: Their entire society is organized around their
* SlaveMooks: Hobgoblins were created from regular goblins by a now long-forgotten faction in order to provide armies of magically-controlled soldiers with whom to attack the then-powerful elven civilization.
* TheSpartanWay: Their childhoods aren't fun.
[[/folder]]
[[folder:Kitsune]]
* CunningLikeAFox: They have a
!!Strix
Black-skinned {{Winged Humanoid}}s who primarily live on isolated peaks
* {{Humanshifting}}: Regardless of class, they can each take a specific, single human form of the same sex as them as a standard action. The Realistic Likeness feat upgrades this ability, allowing them to copy others' appearances.
* {{Kitsune}}: Including a feat for growing additional tails, which can be taken eight times and
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.
* PettingZooPeople: Their base forms are human-sized, anthropomorphic foxes.
[[/folder]]
[[folder:Kobolds]]
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/493px_kobold_with_crossbow.jpg]]
Short, profoundly unpleasant reptilian humanoids with delusions of grandeur.
Changed line(s) 347,354 (click to see context) from:
* CloseKnitCommunity: Despite their bad reputations.
* TheExile: A strix PC is likely to be this as they otherwise generally don't venture far from their mountains, but as it turns out the whole of the Inner Sea strix community views themselves this way; their mythology holds that they were banished from their homeland in Arcadia by the gods -- likely the Syrinx -- for some unknown offense, and that all of the misfortune they've suffered since is the result of this curse.
* FantasticRacism: Strix loathe humans due to having been hunted by them to near extinction.
* RoaringRampageOfRevenge: This is part of their philosophy; they rarely attack first, but take great vengeance against any offense, such as killing dozens of humans to avenge the death of a single strix. This hasn't done anything to help relations between the two races.
* SlaveRace: Originally bred to be this by the syrinx.
!!Sulis
Sulis are typically descended from the multi-elemental genies known as Jann.
* TheExile: A strix PC is likely to be this as they otherwise generally don't venture far from their mountains, but as it turns out the whole of the Inner Sea strix community views themselves this way; their mythology holds that they were banished from their homeland in Arcadia by the gods -- likely the Syrinx -- for some unknown offense, and that all of the misfortune they've suffered since is the result of this curse.
* FantasticRacism: Strix loathe humans due to having been hunted by them to near extinction.
* RoaringRampageOfRevenge: This is part of their philosophy; they rarely attack first, but take great vengeance against any offense, such as killing dozens of humans to avenge the death of a single strix. This hasn't done anything to help relations between the two races.
* SlaveRace: Originally bred to be this by the syrinx.
!!Sulis
Sulis are typically descended from the multi-elemental genies known as Jann.
to:
* CloseKnitCommunity: Despite AbhorrentAdmirer: Kobolds worship true dragons (both metaphorically and literally, depending on the circumstances), which they see as the greatest beings in creation and the only things genuinely superior to themselves; they also proudly claim draconic heritage, which is the source of their bad reputations.
claims to being the true masters of the world. The dragons, on their part, find the kobolds as weak and contemptible as everyone else does, and their fawning admiration as anywhere between acutely embarrassing, kind of pathetic or downright insulting, depending on the dragon in question.
*TheExile: A strix PC is likely AbsoluteXenophobe: For the most part, other species are to be this as tormented, killed, avoided, or distracted with flattery until they otherwise generally don't venture far from slip up.
* BreathWeapon: A very rare variety of kobolds, the dragonbreath kobolds, are capable of using the breath weapon associated with the breed of chromatic dragon that theirmountains, but as it scale color matches -- corrosive gas for green-scaled kobolds, fire for red-scaled ones, acid for black ones, frost for white ones and bolts of electricity for blue ones.
* CombatPragmatist: Since one-on-one melee combat usually turns out badly for kobolds, they love to use ambushes, traps, skirmish tactics, and thewhole advantage of numbers.
* CrouchingMoronHiddenBadass: ''[[AllThereInTheManual Kobolds of Golarion]]'' states that while kobolds are weak, they should never be underestimated. There are [[ZergRush a lot of them]], [[VillainTeamUp they work marvelously well together]], they're theInner Sea strix community views themselves this way; ultimate {{Trap Master}}s, and [[ArsonMurderAndJaywalking they taste too terrible]] [[TooSpicyForYogSothoth for Darklands predators to eat them.]]
* DraconicHumanoid: While they are reptilian humanoids, they boast about how they are more related to dragons, and they physically do bear some resemblance to theirmythology holds that they were banished from greater kin -- most notably, their homeland scale colors match those of chromatic dragons, and some very rare kobolds can use draconic {{Breath Weapon}}s. The immensely proud and powerful dragons find these links to such weak, cowardly creatures profoundly embarrassing.
* DirtyCoward: Their hat. Although with proper characterization, they can be promoted to LovableCoward since they're more pathetic than obnoxious.
* EvilCounterpart: They often come across as this to the dwarves. Both species traditionally live inArcadia extensive underground settlements, are dedicated and untiring workers who consider a life spent toiling productively to be a life well-spent, and are often noted to be extremely skilled at creating things out of stone and metal. They both lean towards predominantly lawful alignments, and are often depicted as actively at odds with each other over living space and mining grounds.
* LongLived: Well not as LongLived as the elves, their lifespans are still quite long by thegods standards of most humanoids. Kobold life expectancy is usually 30 -- likely the Syrinx -- for some unknown offense, and that all of the misfortune they've suffered since is the result of this curse.
* FantasticRacism: Strix loathe humans40 years due to having been hunted by them to near extinction.
* RoaringRampageOfRevenge: This is part oftheir philosophy; tough lives, but some can live up to 140 years if they rarely attack first, but take great vengeance against any offense, such as killing dozens of humans survive.
* SmallNameBigEgo: They like toavenge play up their draconic heritage in order to compensate for their obvious inferiority to their actual dragon ancestors. It's a big sore point.
* TooSpicyForYogSothoth: An entirely literal example: apparently they taste too terrible for even thedeath of a single strix. This hasn't done anything predators in the Darklands to eat them.
* TrapMaster: Their specialty. Kobold lairs are almost always riddled with numerous, creative and deadly traps, and they have several racial bonuses and archetypes to helprelations between with trapmaking.
[[/folder]]
[[folder:Kuru]]
A savage, cannibalistic race that inhabits thetwo races.
* SlaveRace: Originally bred to be this bywesternmost islands of the syrinx.
!!Sulis
Sulis are typically descended from the multi-elemental genies known as Jann.Shackles.
*
* BreathWeapon: A very rare variety of kobolds, the dragonbreath kobolds, are capable of using the breath weapon associated with the breed of chromatic dragon that their
* CombatPragmatist: Since one-on-one melee combat usually turns out badly for kobolds, they love to use ambushes, traps, skirmish tactics, and the
* CrouchingMoronHiddenBadass: ''[[AllThereInTheManual Kobolds of Golarion]]'' states that while kobolds are weak, they should never be underestimated. There are [[ZergRush a lot of them]], [[VillainTeamUp they work marvelously well together]], they're the
* DraconicHumanoid: While they are reptilian humanoids, they boast about how they are more related to dragons, and they physically do bear some resemblance to their
* DirtyCoward: Their hat. Although with proper characterization, they can be promoted to LovableCoward since they're more pathetic than obnoxious.
* EvilCounterpart: They often come across as this to the dwarves. Both species traditionally live in
* LongLived: Well not as LongLived as the elves, their lifespans are still quite long by the
* FantasticRacism: Strix loathe humans
* RoaringRampageOfRevenge: This is part of
* SmallNameBigEgo: They like to
* TooSpicyForYogSothoth: An entirely literal example: apparently they taste too terrible for even the
* TrapMaster: Their specialty. Kobold lairs are almost always riddled with numerous, creative and deadly traps, and they have several racial bonuses and archetypes to help
[[/folder]]
[[folder:Kuru]]
A savage, cannibalistic race that inhabits the
* SlaveRace: Originally bred to be this by
!!Sulis
Sulis are typically descended from the multi-elemental genies known as Jann.
Changed line(s) 356,360 (click to see context) from:
* ElementalPowers: Sulis get their pick of these.
* PowerFist: Sulis can sheath their hands (or the weapons held in them) in any of the four classical elements.
!!Svirfneblin
An offshoot of the gnomes, inhabiting the subterranean Darklands.
* PowerFist: Sulis can sheath their hands (or the weapons held in them) in any of the four classical elements.
!!Svirfneblin
An offshoot of the gnomes, inhabiting the subterranean Darklands.
to:
* ElementalPowers: Sulis get AlwaysChaoticEvil: They're essentially the Shackles' answer to orcs.
%%* CannibalTribe: ''Pathfinder''[='=]s answer to the trope.%%ZCE -- how?
* BodyPaint: A distinctive quality of theirs; it might be {{blood|IsTheNewblack}} though.
* DayHurtsDarkAdjustedEyes: They're sensitive to the light.
* FaceHeelTurn: They were once a peaceful race native to the Shackles. They were driven to the Cannibal Isles by encroaching pirates, and the Blood Queen's influence turned them into what they are today.
%%* HumanSacrifice: They're practitioners.%%ZCE
* IAmAHumanitarian: They habitually eat other humanoids: the islands they inhabit are even known as "the Cannibal Isles".
* ManBitesMan: They have a natural bite attack and gain temporary hit points from consuming the blood of theirpick of these.
enemies.
*PowerFist: Sulis can sheath their hands (or MeaningfulName: In real life, [[https://en.wikipedia.org/wiki/Kuru_(disease) kuru]] is a prion-based disease that affects the weapons held in them) in any of nervous system, chiefly characterized by violent trembling and spasms. It is primarily contracted through cannibalism.
* RedEyesTakeWarning: Their eyes are naturally solid red.
* ReligionOfEvil: They worship a monstrous entity known as thefour classical elements.
!!Svirfneblin
An offshoot of the gnomes, inhabiting the subterranean Darklands.Blood Queen.
[[/folder]]
[[folder:Lizardfolk]]
Reptilian humanoids that reside in swamps and marshes.
%%* CannibalTribe: ''Pathfinder''[='=]s answer to the trope.%%ZCE -- how?
* BodyPaint: A distinctive quality of theirs; it might be {{blood|IsTheNewblack}} though.
* DayHurtsDarkAdjustedEyes: They're sensitive to the light.
* FaceHeelTurn: They were once a peaceful race native to the Shackles. They were driven to the Cannibal Isles by encroaching pirates, and the Blood Queen's influence turned them into what they are today.
%%* HumanSacrifice: They're practitioners.%%ZCE
* IAmAHumanitarian: They habitually eat other humanoids: the islands they inhabit are even known as "the Cannibal Isles".
* ManBitesMan: They have a natural bite attack and gain temporary hit points from consuming the blood of their
*
* RedEyesTakeWarning: Their eyes are naturally solid red.
* ReligionOfEvil: They worship a monstrous entity known as the
!!Svirfneblin
An offshoot of the gnomes, inhabiting the subterranean Darklands.
[[/folder]]
[[folder:Lizardfolk]]
Reptilian humanoids that reside in swamps and marshes.
Changed line(s) 362,383 (click to see context) from:
* BlackAndGreyMorality: They fight against the myriad horrors that dwell in [[BeneathTheEarth the Darklands]], but they don't particularly care about those who dwell above them.
* ScrewYouElves: Averted. They're the underground version of Gnomes the same way Drow are to Elves, but they're not evil and don't hate gnomes. They do hate Dwarves though, especially the Duergar (and aren't fond of Drow, either).
!!Vanaras
* BeastFolk: Monkey-like, to be precise.
* PrehensileTail: One of their tricks.
* SmallAnnoyingCreature: The explanation of their charisma penalty
* StealthPun: They are good at roguish roles, making them skill monkeys.
!!Vishkanyas
* BlankWhiteEyes: Whether they have these or HellishPupils varies DependingOnTheArtist, but either way they are usually the only noticeable tell that they are not human.
* PoisonousPerson: Vishkanya have poisonous fangs, and delight in coating their weapons with a layer of poisonous saliva before attacking.
* SnakesAreSexy: Some sourcebooks go in this direction. (Justified since they're based on seductive assassin-courtesans in India historical legends).
* SupernaturalGoldEyes: One of their defining traits, alongside the scales.
!!Wayangs
Gnome-like creatures native to the Plane of Shadow.
----
* CastingAShadow: They even have a bard archetype built around shadow puppetry.
* CoveredInScars: It's part of their body art.
* DarkIsNotEvil: Their philosophy of Dissolution strives to merge with the Shadow, but they tend to be shy, averse to conflict, and uninterested in the extremes of Evil (or Good, for that matter).
* HiddenElfVillage: When not in the Shadow Plane, they try quite hard to avoid notice.
* ScrewYouElves: Averted. They're the underground version of Gnomes the same way Drow are to Elves, but they're not evil and don't hate gnomes. They do hate Dwarves though, especially the Duergar (and aren't fond of Drow, either).
!!Vanaras
* BeastFolk: Monkey-like, to be precise.
* PrehensileTail: One of their tricks.
* SmallAnnoyingCreature: The explanation of their charisma penalty
* StealthPun: They are good at roguish roles, making them skill monkeys.
!!Vishkanyas
* BlankWhiteEyes: Whether they have these or HellishPupils varies DependingOnTheArtist, but either way they are usually the only noticeable tell that they are not human.
* PoisonousPerson: Vishkanya have poisonous fangs, and delight in coating their weapons with a layer of poisonous saliva before attacking.
* SnakesAreSexy: Some sourcebooks go in this direction. (Justified since they're based on seductive assassin-courtesans in India historical legends).
* SupernaturalGoldEyes: One of their defining traits, alongside the scales.
!!Wayangs
Gnome-like creatures native to the Plane of Shadow.
----
* CastingAShadow: They even have a bard archetype built around shadow puppetry.
* CoveredInScars: It's part of their body art.
* DarkIsNotEvil: Their philosophy of Dissolution strives to merge with the Shadow, but they tend to be shy, averse to conflict, and uninterested in the extremes of Evil (or Good, for that matter).
* HiddenElfVillage: When not in the Shadow Plane, they try quite hard to avoid notice.
to:
* BlackAndGreyMorality: ApeShallNotKillApe: They fight against the myriad horrors that dwell in [[BeneathTheEarth the Darklands]], but take loyalty within a tribe very seriously.
* BlueAndOrangeMorality: The main cause of their conflicts with other races. For example, theydon't view sending one's greatest fighters to war instead of keeping them to guard the young to be completely insane.
* ImAHumanitarian: Lizardfolk aren't particularlycare malicious about those who dwell above them.
* ScrewYouElves: Averted. They're the underground version of Gnomes the same way Drow are to Elves, but they'reit. To them, [[ValuesDissonance having someone die and not evil and don't hate gnomes. They do hate Dwarves though, especially the Duergar (and aren't fond of Drow, either).
!!Vanaras
* BeastFolk: Monkey-like, to be precise.
* PrehensileTail: One ofletting their tricks.
nutrients be used to help someone would be disrespectful.]]
*SmallAnnoyingCreature: LargeAndInCharge: The explanation Lizard Scions, a sub-race of lizardfolk, are much larger than their charisma penalty
* StealthPun: They are good at roguish roles, making them skill monkeys.
!!Vishkanyas
* BlankWhiteEyes: Whether they have these or HellishPupils varies DependingOnTheArtist, but either way they arekin, and usually hold positions of authority.
* LizardFolk: Human-sized, bipedal reptiles who live in tribal societies and inhabit swamps.
* NobleSavage: Lizardfolk society, while primitive by theonly noticeable tell that they quicker-breeding races' standards, has a great degree of cultural sophistication and artistic capability.
* SwampsAreEvil: Played with. Most reside in these locations and environments, but, while sometimes antagonistic towards outsiders, lizardfolk arenot human.
* PoisonousPerson: Vishkanya have poisonous fangs, and delight in coating their weapons with a layer of poisonous saliva before attacking.
* SnakesAreSexy: Some sourcebooks go in this direction. (Justified since they're based on seductive assassin-courtesans in India historical legends).
* SupernaturalGoldEyes: One of their defining traits, alongside the scales.
!!Wayangs
Gnome-like creatures native to the Plane of Shadow.
----
* CastingAShadow: They even have a bard archetype built around shadow puppetry.
* CoveredInScars: It's part of their body art.
* DarkIsNotEvil: Their philosophy of Dissolution strives to merge with the Shadow, but they tend to be shy, averse to conflict, and uninterested in the extremes of Evil (or Good, for that matter).
* HiddenElfVillage: When not in the Shadow Plane, they try quite hard to avoid notice.more survival-focused than evil.
* BlueAndOrangeMorality: The main cause of their conflicts with other races. For example, they
* ImAHumanitarian: Lizardfolk aren't particularly
* ScrewYouElves: Averted. They're the underground version of Gnomes the same way Drow are to Elves, but they're
!!Vanaras
* BeastFolk: Monkey-like, to be precise.
* PrehensileTail: One of
*
* StealthPun: They are good at roguish roles, making them skill monkeys.
!!Vishkanyas
* BlankWhiteEyes: Whether they have these or HellishPupils varies DependingOnTheArtist, but either way they are
* LizardFolk: Human-sized, bipedal reptiles who live in tribal societies and inhabit swamps.
* NobleSavage: Lizardfolk society, while primitive by the
* SwampsAreEvil: Played with. Most reside in these locations and environments, but, while sometimes antagonistic towards outsiders, lizardfolk are
* PoisonousPerson: Vishkanya have poisonous fangs, and delight in coating their weapons with a layer of poisonous saliva before attacking.
* SnakesAreSexy: Some sourcebooks go in this direction. (Justified since they're based on seductive assassin-courtesans in India historical legends).
* SupernaturalGoldEyes: One of their defining traits, alongside the scales.
!!Wayangs
Gnome-like creatures native to the Plane of Shadow.
----
* CastingAShadow: They even have a bard archetype built around shadow puppetry.
* CoveredInScars: It's part of their body art.
* DarkIsNotEvil: Their philosophy of Dissolution strives to merge with the Shadow, but they tend to be shy, averse to conflict, and uninterested in the extremes of Evil (or Good, for that matter).
* HiddenElfVillage: When not in the Shadow Plane, they try quite hard to avoid notice.
Changed line(s) 386,388 (click to see context) from:
[[folder: Other Races]]
!!Androids
Creations of the technologically advanced society of Androffa, androids are a race of {{Artificial Human}}s (quite literally-the Androffans are as human as Golarian's own) with subdued emotions and symbiotic colonies of nanites living in their blood. The androids of Golarion were the crew and constructions of a spaceship that crashed on Golarion long ago after a battle with the mysterious alien empire known as the Dominion of the Black. Unsure of their origins and unlike any other lifeform on Golarion, the androids now make their own way in the world.
!!Androids
Creations of the technologically advanced society of Androffa, androids are a race of {{Artificial Human}}s (quite literally-the Androffans are as human as Golarian's own) with subdued emotions and symbiotic colonies of nanites living in their blood. The androids of Golarion were the crew and constructions of a spaceship that crashed on Golarion long ago after a battle with the mysterious alien empire known as the Dominion of the Black. Unsure of their origins and unlike any other lifeform on Golarion, the androids now make their own way in the world.
to:
!!Androids
Creations
Reclusive inhabitants of the
Changed line(s) 390,399 (click to see context) from:
* ArtificialHuman: The most notable aspect of them. The difference between them and normal humans is Androids are often depicted as unusually pale (almost white), with [[YouGottaHaveBlueHair unnatural hair colors]] and TronLines on them.
* MarkedChange: When the tattoos that cover their body start to glow, that means that they've activated the nanites in their blood, giving them a huge bonus to one roll.
* MechanicalLifeforms: Androids are RidiculouslyHumanRobots, "bleed" [[AlienBlood watery coolant]] and even have souls. There are multiple times that reinforce that Androids are purely synthetic {{Artificial Human}}s, but respond to healing magic and have souls as organic creatures do. They breathe and eat much as humans do, but through artificial organs, and they circulate their healing nanites like blood through their bodies via pale fluids. They are inexhaustible, immune to diseases and resistant to other biological effects, and fortified against mental effects, but also suffer the same maladies and vulnerabilities of constructs and are susceptible to supernatural curses, including [[NinjaPirateZombieRobot lycanthropy]].
* TheNthDoctor: Inverted, the same body is host to a succession of different people.
* {{Reincarnation}}: Inverted. When an android dies of old age, it's nanites go into an accelerated repair mode. But once the body is repaired just like new, a brand new soul will come to inhabit it. They call this "renewal".
* RidiculouslyHumanRobots: So Ridiculously Human they aren't actually constructs! They can generally pass as human despite "[[TheStoic awkward]] [[NotGoodWithPeople mannerisms]]", but [[AlienBlood bleed watery coolant]]. Moreover, they actually have souls.
* TronLines: These cover their bodies when they use their nanites.
!!Astomoi
Mysterious, psychically inclined humanoids introduced in Bestiary 5.
* MarkedChange: When the tattoos that cover their body start to glow, that means that they've activated the nanites in their blood, giving them a huge bonus to one roll.
* MechanicalLifeforms: Androids are RidiculouslyHumanRobots, "bleed" [[AlienBlood watery coolant]] and even have souls. There are multiple times that reinforce that Androids are purely synthetic {{Artificial Human}}s, but respond to healing magic and have souls as organic creatures do. They breathe and eat much as humans do, but through artificial organs, and they circulate their healing nanites like blood through their bodies via pale fluids. They are inexhaustible, immune to diseases and resistant to other biological effects, and fortified against mental effects, but also suffer the same maladies and vulnerabilities of constructs and are susceptible to supernatural curses, including [[NinjaPirateZombieRobot lycanthropy]].
* TheNthDoctor: Inverted, the same body is host to a succession of different people.
* {{Reincarnation}}: Inverted. When an android dies of old age, it's nanites go into an accelerated repair mode. But once the body is repaired just like new, a brand new soul will come to inhabit it. They call this "renewal".
* RidiculouslyHumanRobots: So Ridiculously Human they aren't actually constructs! They can generally pass as human despite "[[TheStoic awkward]] [[NotGoodWithPeople mannerisms]]", but [[AlienBlood bleed watery coolant]]. Moreover, they actually have souls.
* TronLines: These cover their bodies when they use their nanites.
!!Astomoi
Mysterious, psychically inclined humanoids introduced in Bestiary 5.
to:
* ArtificialHuman: The most notable aspect of them. The difference between them and normal humans is Androids are often depicted as unusually pale (almost white), with [[YouGottaHaveBlueHair unnatural hair colors]] and TronLines on them.
* MarkedChange: When the tattoos that coverAbsoluteXenophobe: While they generally don't seek out other species to kill, they defend their body start to glow, that means that they've activated own territories mercilessly.
* OddFriendship: With thenanites in ''[[EldritchAbomination aboleths]]'', of all things. The aboleth where their blood, giving them a huge bonus to one roll.
* MechanicalLifeforms: Androids are RidiculouslyHumanRobots, "bleed" [[AlienBlood watery coolant]]creators, and even have souls. There are multiple times that reinforce that Androids are purely synthetic {{Artificial Human}}s, but respond to healing magic and have souls as organic this day they're the only creatures do. They breathe and eat much the merfolk think of as humans do, allies.
* OurMermaidsAreDifferent: Amphibious, butthrough artificial organs, and they circulate their healing nanites like blood through their bodies via pale fluids. They are inexhaustible, immune to diseases and resistant to other biological effects, and fortified against mental effects, but also suffer the same maladies and vulnerabilities of constructs and are susceptible to supernatural curses, including [[NinjaPirateZombieRobot lycanthropy]].
* TheNthDoctor: Inverted, the same body is host to a succession of different people.
* {{Reincarnation}}: Inverted. When an android dies of old age, it's nanites go into an accelerated repair mode. But once the body is repaired just like new, a brand new soul will come to inhabit it. They call this "renewal".
* RidiculouslyHumanRobots: So Ridiculously Human they aren't actually constructs! They can generally pass as human despite "[[TheStoic awkward]] [[NotGoodWithPeople mannerisms]]", but [[AlienBlood bleed watery coolant]]. Moreover, they actually have souls.
* TronLines: These cover their bodies when they use their nanites.
!!Astomoi
Mysterious, psychically inclined humanoids introduced in Bestiary 5.otherwise fairly standard.
[[/folder]]
[[folder:Nagaji]]
Snake-like, scaled people.
* MarkedChange: When the tattoos that cover
* OddFriendship: With the
* MechanicalLifeforms: Androids are RidiculouslyHumanRobots, "bleed" [[AlienBlood watery coolant]]
* OurMermaidsAreDifferent: Amphibious, but
* TheNthDoctor: Inverted, the same body is host to a succession of different people.
* {{Reincarnation}}: Inverted. When an android dies of old age, it's nanites go into an accelerated repair mode. But once the body is repaired just like new, a brand new soul will come to inhabit it. They call this "renewal".
* RidiculouslyHumanRobots: So Ridiculously Human they aren't actually constructs! They can generally pass as human despite "[[TheStoic awkward]] [[NotGoodWithPeople mannerisms]]", but [[AlienBlood bleed watery coolant]]. Moreover, they actually have souls.
* TronLines: These cover their bodies when they use their nanites.
!!Astomoi
Mysterious, psychically inclined humanoids introduced in Bestiary 5.
[[/folder]]
[[folder:Nagaji]]
Snake-like, scaled people.
Changed line(s) 401,405 (click to see context) from:
* TheBlank: They have no faces; no eyes, no mouth. They absorb all nutrients through the air and "see" the world with their telepathy.
* {{Telepathy}}: Their only means of communication being that they have no mouths; the substitute thought components for verbal components in spells.
!!Caligni
Dark folk, remnants of the Azlanti driven underground eons ago; Caligni is both an umbrella term occasionally used by the dark folk themselves for the various dark folk subraces such as stalkers, creepers, and dancers, and a term for the unique variant that are suitable as player characters.
* {{Telepathy}}: Their only means of communication being that they have no mouths; the substitute thought components for verbal components in spells.
!!Caligni
Dark folk, remnants of the Azlanti driven underground eons ago; Caligni is both an umbrella term occasionally used by the dark folk themselves for the various dark folk subraces such as stalkers, creepers, and dancers, and a term for the unique variant that are suitable as player characters.
to:
* TheBlank: They DumbMuscle: Nagaji have no faces; no eyes, no mouth. They absorb all nutrients through the air a racial bonus to Strength, a penalty to Intelligence, and "see" the world with their telepathy.
* {{Telepathy}}: Their only meansa lack of communication being that they have no mouths; the substitute thought components understanding for verbal components in spells.
!!Caligni
Dark folk, remnantslogic and education.
* PoisonousPerson: Some nagaji are capable ofthe Azlanti driven underground eons ago; Caligni is both an umbrella term occasionally used spitting venom.
* ServantRace: According to legend, nagaji were created by thedark folk themselves for the various dark folk subraces such naga as stalkers, creepers, and dancers, and a term for the unique variant that servants. [[HappinessInSlavery They claim to be okay with it.]]
* SnakePeople: They aresuitable as player characters.scaled, snake-like people.
[[/folder]]
[[folder:Orang-Pendak]]
A race of small, reclusive, apelike hunter-gatherers related to Sasquatches.
* {{Telepathy}}: Their only means
!!Caligni
Dark folk, remnants
* PoisonousPerson: Some nagaji are capable of
* ServantRace: According to legend, nagaji were created by the
* SnakePeople: They are
[[/folder]]
[[folder:Orang-Pendak]]
A race of small, reclusive, apelike hunter-gatherers related to Sasquatches.
Changed line(s) 407,417 (click to see context) from:
* DayHurtsDarkAdjustedEyes: While not blinded by the light, they are dazed in bright light.
* TheExile: Caligni often end up suffering an unfortunate accident before adulthood (apparently they tend to end up annoying the powers that be) unless they anticipate this and leave first. This is naturally an excuse for a caligni PC to be where the other [=PCs=] are, and for the GM to introduce complications into the PC's life.
* {{Expy}}: They're basically to humans what drow are to elves, though not quite as bad. They're also not dissimilar to fetchlings but remain humanoid as opposed to being outsiders.
* HumanSubspecies: Dark folk, in general, are this; humans altered by the extraplanar owb into creatures of shadow after having fled Earthfall; they're not so monstrous or degenerate as the morlocks, but are still usually malevolent. Caligni specifically are genetic throwbacks among dark folk; they're closer to what the race was before the owbs began breeding them into specialized subraces.
* InnateNightVision: All dark folk have the "see in darkness" ability, which allows them to see perfectly even in supernaturally dark places (which block the more typical darkvision).
* LightEmUp: Oddly for a race shrouded in darkness; when they die, they explode in a flash of light that blinds all those within five feet of them.
* TheQuisling: Evil caligni tend to be this, working closely with the Owbs who enslave their race.
* SlaveRace: To the Owbs. Caligni may rebel, or not.
!!Deep One Hybrids
Yes, now you too can play as the degenerate spawn of Dagon.
* TheExile: Caligni often end up suffering an unfortunate accident before adulthood (apparently they tend to end up annoying the powers that be) unless they anticipate this and leave first. This is naturally an excuse for a caligni PC to be where the other [=PCs=] are, and for the GM to introduce complications into the PC's life.
* {{Expy}}: They're basically to humans what drow are to elves, though not quite as bad. They're also not dissimilar to fetchlings but remain humanoid as opposed to being outsiders.
* HumanSubspecies: Dark folk, in general, are this; humans altered by the extraplanar owb into creatures of shadow after having fled Earthfall; they're not so monstrous or degenerate as the morlocks, but are still usually malevolent. Caligni specifically are genetic throwbacks among dark folk; they're closer to what the race was before the owbs began breeding them into specialized subraces.
* InnateNightVision: All dark folk have the "see in darkness" ability, which allows them to see perfectly even in supernaturally dark places (which block the more typical darkvision).
* LightEmUp: Oddly for a race shrouded in darkness; when they die, they explode in a flash of light that blinds all those within five feet of them.
* TheQuisling: Evil caligni tend to be this, working closely with the Owbs who enslave their race.
* SlaveRace: To the Owbs. Caligni may rebel, or not.
!!Deep One Hybrids
Yes, now you too can play as the degenerate spawn of Dagon.
to:
* DayHurtsDarkAdjustedEyes: While not blinded by the light, they are dazed in bright light.
* TheExile: Caligni often end up suffering an unfortunate accident before adulthood (apparently they tend to end up annoying the powers that be) unless they anticipate this and leave first. This is naturally an excuse for a caligni PC to be where the other [=PCs=] are, and for the GM to introduce complications into the PC's life.
* {{Expy}}:BigfootSasquatchAndYeti: They're basically to humans what drow are to elves, though not quite as bad. They're also not dissimilar to fetchlings but remain humanoid as opposed to being outsiders.
* HumanSubspecies: Dark folk, in general, are this; humans altered bya smaller offshoot of the extraplanar owb into creatures sasquatch species.
* PettingZooPeople: They resemble small anthropomorphic orangutans.
* PintSizedPowerhouse: They get a strength bonus despite their small size.
[[/folder]]
[[folder:Orcs]]
Ancestral enemies ofshadow after having fled Earthfall; they're not so monstrous or degenerate as the morlocks, but are still usually malevolent. Caligni specifically are genetic throwbacks among dark folk; they're closer dwarves, they were driven to what the race was surface before the owbs began breeding them into specialized subraces.
* InnateNightVision: All dark folk have the "seeadvancing dwarves in darkness" ability, which allows them to see perfectly even in supernaturally dark places (which block the more typical darkvision).
* LightEmUp: Oddly for a race shrouded in darkness; when they die, they explode in a flash of light that blinds all those within five feet of them.
* TheQuisling: Evil caligni tend to be this, working closely with the Owbs who enslavetheir race.
* SlaveRace: ToQuest for the Owbs. Caligni may rebel, or not.
!!Deep One Hybrids
Yes, now you too can play asSky, and have been a scourge on the degenerate spawn surface ever since. On Golarion, most live in the hold of Dagon.Belkizen.
* TheExile: Caligni often end up suffering an unfortunate accident before adulthood (apparently they tend to end up annoying the powers that be) unless they anticipate this and leave first. This is naturally an excuse for a caligni PC to be where the other [=PCs=] are, and for the GM to introduce complications into the PC's life.
* {{Expy}}:
* HumanSubspecies: Dark folk, in general, are this; humans altered by
* PettingZooPeople: They resemble small anthropomorphic orangutans.
* PintSizedPowerhouse: They get a strength bonus despite their small size.
[[/folder]]
[[folder:Orcs]]
Ancestral enemies of
* InnateNightVision: All dark folk have the "see
* LightEmUp: Oddly for a race shrouded in darkness; when they die, they explode in a flash of light that blinds all those within five feet of them.
* TheQuisling: Evil caligni tend to be this, working closely with the Owbs who enslave
* SlaveRace: To
!!Deep One Hybrids
Yes, now you too can play as
Changed line(s) 419,426 (click to see context) from:
%%* FishPeople: {{Exp|y}}ies of the trope codifier. %%ZCE, how does this fit the trope?
* HalfHumanHybrid: The offspring of humans and Deep Ones.
* InTheBlood: Played with. The hybrids' ''bodies'' are condemned to turn into full deep ones... but given how it's stated the transformation actually ''kills them'', it's implied the hybrid and the deep one born from their corpse are two different beings, although the fact that said transformation is stated to work like the ''reincarnate'' spell somewhat muddies the waters on the matter.
* {{Metamorphosis}}: Similar to Changelings, they're the larval stage of the deep ones. Deep One hybrids have it worse, though. While Changelings can avoid their fates by simply ignoring the call of their mothers, the only way for a hybrid to escape their fate is to die before sixty; otherwise, they've got a year at most to live before their body [[PainfulTransformation agonizingly reforms]] into a Deep One.
* PublicDomainCharacter: The entire race is lifted from the works of Creator/HPLovecraft.
!!Dragonkin
These smaller dragons share the planet of Triaxus with the natives and other dragons of all kinds. Though small, they have developed opposable thumbs, allowing them to use weapons much like the smaller humanoids around them.
* HalfHumanHybrid: The offspring of humans and Deep Ones.
* InTheBlood: Played with. The hybrids' ''bodies'' are condemned to turn into full deep ones... but given how it's stated the transformation actually ''kills them'', it's implied the hybrid and the deep one born from their corpse are two different beings, although the fact that said transformation is stated to work like the ''reincarnate'' spell somewhat muddies the waters on the matter.
* {{Metamorphosis}}: Similar to Changelings, they're the larval stage of the deep ones. Deep One hybrids have it worse, though. While Changelings can avoid their fates by simply ignoring the call of their mothers, the only way for a hybrid to escape their fate is to die before sixty; otherwise, they've got a year at most to live before their body [[PainfulTransformation agonizingly reforms]] into a Deep One.
* PublicDomainCharacter: The entire race is lifted from the works of Creator/HPLovecraft.
!!Dragonkin
These smaller dragons share the planet of Triaxus with the natives and other dragons of all kinds. Though small, they have developed opposable thumbs, allowing them to use weapons much like the smaller humanoids around them.
to:
* HalfHumanHybrid: The offspring of humans and Deep Ones.
* InTheBlood: Played with. The hybrids' ''bodies'' are condemned to turn into full deep ones... but given how it's stated the transformation actually ''kills them'', it's implied the hybrid and the deep one born
* {{Metamorphosis}}: Similar to Changelings, they're the larval stage of the deep ones. Deep One hybrids have it worse, though. While Changelings can avoid their fates by simply ignoring the call of their mothers, the only way for a hybrid to escape their fate is to die before sixty; otherwise, they've got a year at most to live before their body [[PainfulTransformation agonizingly reforms]] into a Deep One.
*
* AnAxeToGrind: The
!!Dragonkin
These smaller dragons share the planet of Triaxus
* BloodKnight: Their culture revolves around
* DayHurtsDarkAdjustedEyes: Of course, there's an alternate racial trait to avert this, like others, described as the result of an Orc staring into the sun for long periods rather than "be defeated" by it.
* {{Determinator}}: Similar case to half-orcs, but don't need an additional feat to keep fighting.
* DumbMuscle: They receive the second highest strength bonus out of any race in the game, surpassed only by the trox. They also receive penalties to ''all'' mental scores.
* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* ProudWarriorRace: Of {{Blood Knight}}s, though they tend to view things like honor and loyalty as getting in the way of brute force.
* WorthyOpponent: They see humans as this, partly because they see them as being [[HumansAreBastards just as bloodthirsty]] as they are.
[[/folder]]
[[folder:Ratfolk]]
Child-sized, quick-witted anthropomorphic rats.
Changed line(s) 428,435 (click to see context) from:
* BreathWeapon: Dragonkin have the respective attacks their scales would indicate.
* ColorCodedForYourConvenience: Subverted. Dragonkin come in the full range of colors as Chromatic and Metallic Dragons, but this has no bearing on their alignment.
* DraconicHumanoid: Dragonkin can stand on their hind legs and have opposable thumbs that allow them to wield weapons as humanoids do.
* DragonRider: Inverted. Dragonkin can form bonds with a humanoid, whom they will allow to ride them into battle.
* PsychicLink: The bond between Dragonkin and Rider is one of these.
!!Ganzi
Similar to aasimar and tieflings, ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders, but rather the result of mutation in mortals who reside close to fonts of pure chaos.
* ColorCodedForYourConvenience: Subverted. Dragonkin come in the full range of colors as Chromatic and Metallic Dragons, but this has no bearing on their alignment.
* DraconicHumanoid: Dragonkin can stand on their hind legs and have opposable thumbs that allow them to wield weapons as humanoids do.
* DragonRider: Inverted. Dragonkin can form bonds with a humanoid, whom they will allow to ride them into battle.
* PsychicLink: The bond between Dragonkin and Rider is one of these.
!!Ganzi
Similar to aasimar and tieflings, ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders, but rather the result of mutation in mortals who reside close to fonts of pure chaos.
to:
* BreathWeapon: Dragonkin have BashBrothers: As part of the respective attacks below trope and their scales "Swarming" racial trait, it's possible for a pair of Ratfolk to go BackToBackBadasses and use a teamwork feat to draw weapons from ''each other's'' gear.
* CloseKnitCommunity: They resolve conflicts to be mutually beneficial among their people if it can be helped, and care deeply for their kin. They even get a racial trait that allows a pair to share the same square.
* {{Expy}}: Their original Bestiary entry makes them one for [[Franchise/StarWars Jawas]].
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: As one wouldindicate.
expect.
*ColorCodedForYourConvenience: Subverted. Dragonkin come in the full range ThinkingUpPortals: Ratfolk created a special discipline of colors as Chromatic [[PsychicPowers psychic magic]] called Ranatagi, which allows them to detect and Metallic Dragons, but this has no bearing on manipulate rifts in reality. The most gifted practitioners were said to [[MassTeleportation guide entire caravans across vast reaches of space]] [[InterplanetaryVoyage to distant worlds,]] which would explain their alignment.
* DraconicHumanoid: Dragonkin can standpresence on Akiton, Golarion, and Castrovel.
* UndergroundMonkey: The ratfolk from Akiton, called Ysoki, have red fur but are otherwise identical to theirhind legs Golarion-born cousins.
* YouDirtyRat: Averted. They tend towards neutrality and haveopposable thumbs that allow them to wield weapons as close family ties. Some actually are so against the AnimalStereotype they get an alternate race trait for it.
[[/folder]]
[[folder:Samsarans]]
A group of blue-skinned humanoidsdo.
* DragonRider: Inverted. Dragonkin can form bonds with a humanoid, whom they will allow to ride them into battle.
* PsychicLink: The bond between Dragonkin and Rider is one of these.
!!Ganzi
Similar to aasimar and tieflings, ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders, butwho reincarnate rather the result of mutation in mortals who reside close to fonts of pure chaos.than reproduce conventionally.
* CloseKnitCommunity: They resolve conflicts to be mutually beneficial among their people if it can be helped, and care deeply for their kin. They even get a racial trait that allows a pair to share the same square.
* {{Expy}}: Their original Bestiary entry makes them one for [[Franchise/StarWars Jawas]].
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: As one would
*
* DraconicHumanoid: Dragonkin can stand
* UndergroundMonkey: The ratfolk from Akiton, called Ysoki, have red fur but are otherwise identical to their
* YouDirtyRat: Averted. They tend towards neutrality and have
[[/folder]]
[[folder:Samsarans]]
A group of blue-skinned humanoids
* DragonRider: Inverted. Dragonkin can form bonds with a humanoid, whom they will allow to ride them into battle.
* PsychicLink: The bond between Dragonkin and Rider is one of these.
!!Ganzi
Similar to aasimar and tieflings, ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders, but
Changed line(s) 437,443 (click to see context) from:
* BodyHorror: Some ganzi are unlucky in their mutations and end up like this, missing major features such as eyes or ears.
* EyeColorChange: Ganzi eyes and hair are constantly but slowly shifting in color over the course of weeks or months. This isn't so much related to mood or appearance, just an expression of their chaotic and mutable natures.
* {{Mutants}}: No two ganzi are exactly the same; each one manifests their chaotic mutation differently. This can lead to some BlessedWithSuck cases.
* WindsOfDestinyChange: They have the power to influence probability. In game terms, this means once per day they can force any creature to re-roll a single d20 roll.
!!Gathlains
Small fey humanoids with wings made up of a symbiotic woody plant.
* EyeColorChange: Ganzi eyes and hair are constantly but slowly shifting in color over the course of weeks or months. This isn't so much related to mood or appearance, just an expression of their chaotic and mutable natures.
* {{Mutants}}: No two ganzi are exactly the same; each one manifests their chaotic mutation differently. This can lead to some BlessedWithSuck cases.
* WindsOfDestinyChange: They have the power to influence probability. In game terms, this means once per day they can force any creature to re-roll a single d20 roll.
!!Gathlains
Small fey humanoids with wings made up of a symbiotic woody plant.
to:
* BodyHorror: Some ganzi are unlucky in AlienBlood: It looks like water.
* DeliberateValuesDissonance: A common reaction to theirmutations and end up reincarnation is to see it as a curse, much like this, missing major features such the Rakshasa. They disagree.
* Expy: Built to function aseyes or ears.
expies to magical Tibetan Buddist monks.
*EyeColorChange: Ganzi eyes and hair {{Reincarnation}}: Samsarans reincarnate in an eternal cycle in search of enlightenment. Each time they are constantly but slowly shifting in color over the course of weeks or months. This isn't so much related to mood or appearance, just an expression reincarnated, they [[PastLifeMemories retain some faint memories of their chaotic and mutable natures.
* {{Mutants}}: No two ganzi are exactly the same; each one manifests their chaotic mutation differently. This can lead to some BlessedWithSuck cases.
* WindsOfDestinyChange: Theypast life,]] but might have the power to influence probability. In game terms, this means once per day they can force any creature to re-roll a single d20 roll.
!!Gathlains
Small fey humanoids with wings made up of a symbiotic woody plant.vastly different personality.
[[/folder]]
[[folder:Strix]]
Black-skinned {{Winged Humanoid}}s who primarily live on isolated peaks and mountain ranges around Cheliax.
* DeliberateValuesDissonance: A common reaction to their
* Expy: Built to function as
*
* {{Mutants}}: No two ganzi are exactly the same; each one manifests their chaotic mutation differently. This can lead to some BlessedWithSuck cases.
* WindsOfDestinyChange: They
!!Gathlains
Small fey humanoids with wings made up of a symbiotic woody plant.
[[/folder]]
[[folder:Strix]]
Black-skinned {{Winged Humanoid}}s who primarily live on isolated peaks and mountain ranges around Cheliax.
Changed line(s) 445,449 (click to see context) from:
* OurFairiesAreDifferent: They're pretty much your standard fairy, but with plant wings.
* PlantPerson: While the gathlain itself is made of regular flesh, it's impossible to separate the plant symbiont from the fey.
!!Ghorans
Humanoid plants originally created by human wizards as a source of food, ghorans attained sentience and have become a culture unto themselves.
* PlantPerson: While the gathlain itself is made of regular flesh, it's impossible to separate the plant symbiont from the fey.
!!Ghorans
Humanoid plants originally created by human wizards as a source of food, ghorans attained sentience and have become a culture unto themselves.
to:
* OurFairiesAreDifferent: They're pretty much your standard fairy, but with plant wings.
CloseKnitCommunity: Despite their bad reputations.
*PlantPerson: While the gathlain itself TheExile: A strix PC is made of regular flesh, it's impossible likely to separate the plant symbiont be this as they otherwise generally don't venture far from their mountains, but as it turns out the fey.
!!Ghorans
Humanoid plants originally createdwhole of the Inner Sea strix community views themselves this way; their mythology holds that they were banished from their homeland in Arcadia by human wizards as a source of food, ghorans attained sentience the gods -- likely the Syrinx -- for some unknown offense, and have become that all of the misfortune they've suffered since is the result of this curse.
* FantasticRacism: Strix loathe humans due to having been hunted by them to near extinction.
* RoaringRampageOfRevenge: This is part of their philosophy; they rarely attack first, but take great vengeance against any offense, such as killing dozens of humans to avenge the death of a single strix. This hasn't done anything to help relations between the two races.
* SlaveRace: Originally bred to be this by the syrinx.
[[/folder]]
[[folder:Syrinx]]
Cerebral, philosophical, wholly evil owl-like humanoids who seek to build a perfect enlightened cultureunto themselves.-- with them at the top, and everyone else in chains.
*
!!Ghorans
Humanoid plants originally created
* FantasticRacism: Strix loathe humans due to having been hunted by them to near extinction.
* RoaringRampageOfRevenge: This is part of their philosophy; they rarely attack first, but take great vengeance against any offense, such as killing dozens of humans to avenge the death of a single strix. This hasn't done anything to help relations between the two races.
* SlaveRace: Originally bred to be this by the syrinx.
[[/folder]]
[[folder:Syrinx]]
Cerebral, philosophical, wholly evil owl-like humanoids who seek to build a perfect enlightened culture
Changed line(s) 451,464 (click to see context) from:
* AnthropomorphicFood: The intelligent humanoid descendants of magically bioengineered mobile vegetables.
* BlueAndOrangeMorality: ''Inner Sea Races'' explains that their psychology is fairly alien to most humanoids; they don't experience emotion in the same way we do, and their thought process, in general, is completely different.
* DyingRace: Ghorans lack the ability to reproduce naturally; the only way to make a new ghoran is for an existing ghoran to plant its seed in the ground and then die. Ghorans can, however, be permanently killed if their seed is destroyed, and this is often done by those who illegally harvest ghorans for food and don't want to be identified by the ghoran once it is reborn. As a result, the ghoran population has only shrunk since their race was created.
* {{Expy}}: While not one to one, they do have some similarities with [[VideoGame/GuildWars2 Sylvari]].
* FantasticRacism: They're the victims of it; they aren't recognized as people in most of the world and are looked at as a food product. In the one nation that does acknowledge them an give them some rights, they're still second class citizens at best and are often preyed upon and sold on the black market.
* PlantPerson: Shelled, tree-like people, specifically.
* ResurrectiveImmortality: They can invoke this option by sprouting a seed that germinates into their replacement if they're killed.
* SlaveRace: They were harvested as food for centuries in their homeland of Nex. Currently, they're afforded citizenship and rights there, but this doesn't extend very far beyond, so they're forced to remain in the one nation that knows how delicious they are.
* TookALevelInBadass: The artwork for them in ''Inner Sea Bestiary'' was well done but made them look fairly harmless. ''Inner Sea Races'' and ''Bestiary 5'' make them look much more formidable.
* WeAreAsMayflies: Resurrection notwithstanding, an individual Ghoran body lasts only about twenty years at most before they die and are reborn.
* YouTasteDelicious: Their flavor is so good as to be a drawback in combat -- one of their special abilities, "Delicious", means that opponents that bite them get a bonus against being shaken off.
!!Gnolls
Humanoid hyenas, infamous for their savagery and laziness.
* BlueAndOrangeMorality: ''Inner Sea Races'' explains that their psychology is fairly alien to most humanoids; they don't experience emotion in the same way we do, and their thought process, in general, is completely different.
* DyingRace: Ghorans lack the ability to reproduce naturally; the only way to make a new ghoran is for an existing ghoran to plant its seed in the ground and then die. Ghorans can, however, be permanently killed if their seed is destroyed, and this is often done by those who illegally harvest ghorans for food and don't want to be identified by the ghoran once it is reborn. As a result, the ghoran population has only shrunk since their race was created.
* {{Expy}}: While not one to one, they do have some similarities with [[VideoGame/GuildWars2 Sylvari]].
* FantasticRacism: They're the victims of it; they aren't recognized as people in most of the world and are looked at as a food product. In the one nation that does acknowledge them an give them some rights, they're still second class citizens at best and are often preyed upon and sold on the black market.
* PlantPerson: Shelled, tree-like people, specifically.
* ResurrectiveImmortality: They can invoke this option by sprouting a seed that germinates into their replacement if they're killed.
* SlaveRace: They were harvested as food for centuries in their homeland of Nex. Currently, they're afforded citizenship and rights there, but this doesn't extend very far beyond, so they're forced to remain in the one nation that knows how delicious they are.
* TookALevelInBadass: The artwork for them in ''Inner Sea Bestiary'' was well done but made them look fairly harmless. ''Inner Sea Races'' and ''Bestiary 5'' make them look much more formidable.
* WeAreAsMayflies: Resurrection notwithstanding, an individual Ghoran body lasts only about twenty years at most before they die and are reborn.
* YouTasteDelicious: Their flavor is so good as to be a drawback in combat -- one of their special abilities, "Delicious", means that opponents that bite them get a bonus against being shaken off.
!!Gnolls
Humanoid hyenas, infamous for their savagery and laziness.
to:
* BlueAndOrangeMorality: ''Inner Sea Races'' explains that their psychology is fairly alien to most humanoids; they don't experience emotion in the same way we do, and their thought process, in general, is completely different.
* DyingRace: Ghorans lack the ability to reproduce naturally; the only way to make a new ghoran is for an existing ghoran to plant its seed in the ground and then die. Ghorans can, however, be permanently killed if their seed is destroyed, and this is often done by those who illegally harvest ghorans for food and don't want to be identified by the ghoran once it is reborn. As a result, the ghoran population has only shrunk since their race was created.
* {{Expy}}: While not one to one, they do have some similarities with [[VideoGame/GuildWars2 Sylvari]].
* LightIsNotGood: A race of gold-feathered philosophers who desire to bring peace to all lands that
* PlantPerson: Shelled, tree-like people, specifically.
* ResurrectiveImmortality: They can invoke this option by sprouting a seed that germinates into their replacement if they're killed.
* SlaveRace: They were harvested as food for centuries in their homeland of Nex. Currently, they're afforded citizenship and rights there, but this doesn't extend very far beyond, so they're forced to remain in the one nation that knows how delicious
* TookALevelInBadass: The artwork for them in ''Inner Sea Bestiary'' was well done but made them look fairly harmless. ''Inner Sea Races''
*
*
!!Gnolls
Humanoid hyenas, infamous
* WickedCultured: Their culture highly values art and
[[/folder]]
[[folder:Tengus]]
Crow-like, bird-headed humanoids.
Changed line(s) 466,477 (click to see context) from:
* AlwaysChaoticEvil: They tend to be portrayed this way, though some exceptions exist.
* BeastFolk: Leaning more towards the "animal with generally humanoid anatomy" than the "human with animal features" side of this trope, they are bipedal hyenas with human-like arms and opposable thumbs.
* FateWorseThanDeath: Gnolls consider exile to be this -- they're very social creatures, and fear dying far less than they fear being alone. In gnoll society, the death penalty exists but is used for crimes that, while serious, are not considered the worst possible. The most serious crimes, such as heresy, treason or freeing slaves, are all punished with exile.
* HeinousHyena: They're humanoid hyenas known for their tremendous slothfulness and horrific savagery, with lifestyles centered chiefly on raiding other people for food, supplies and [[MadeASlave slaves]]. Most worship Lamashtu, the ChaoticEvil Mother of Monsters. That said, they are also noted to have some positive qualities: they are immensely loyal to their packs, [[ApeShallNeverKillApe and never war against or enslave other gnolls]].
* KlingonPromotion: The default response of a gnoll tribe to regicide is to make the old leader's killer their new leader.
* LazyBum: Their laziness is their defining attribute.
* PetTheDog: In spite of being cannibalistic demon-worshipping monsters, gnolls are often fiercely loyal to their "pack", and many become depressed or unhinged without one. This is often given as a reason for gnolls to become adventurers: to find a new family.
* MadeASlave: They tend to be extremely lazy, and take slaves of other species to do the necessary but tedious work they refuse to do themselves.
* WeAreAsMayflies: Most gnolls never live past the age of thirty-five, dying either violent deaths or withering away in a horrifically rapid fashion. This is theorized to be due to their connection with the demon Lamashtu.
!!Kasatha
Four-armed aliens from a barbaric desert world who were brought to Golarion in the same spaceship that spawns the androids.
* BeastFolk: Leaning more towards the "animal with generally humanoid anatomy" than the "human with animal features" side of this trope, they are bipedal hyenas with human-like arms and opposable thumbs.
* FateWorseThanDeath: Gnolls consider exile to be this -- they're very social creatures, and fear dying far less than they fear being alone. In gnoll society, the death penalty exists but is used for crimes that, while serious, are not considered the worst possible. The most serious crimes, such as heresy, treason or freeing slaves, are all punished with exile.
* HeinousHyena: They're humanoid hyenas known for their tremendous slothfulness and horrific savagery, with lifestyles centered chiefly on raiding other people for food, supplies and [[MadeASlave slaves]]. Most worship Lamashtu, the ChaoticEvil Mother of Monsters. That said, they are also noted to have some positive qualities: they are immensely loyal to their packs, [[ApeShallNeverKillApe and never war against or enslave other gnolls]].
* KlingonPromotion: The default response of a gnoll tribe to regicide is to make the old leader's killer their new leader.
* LazyBum: Their laziness is their defining attribute.
* PetTheDog: In spite of being cannibalistic demon-worshipping monsters, gnolls are often fiercely loyal to their "pack", and many become depressed or unhinged without one. This is often given as a reason for gnolls to become adventurers: to find a new family.
* MadeASlave: They tend to be extremely lazy, and take slaves of other species to do the necessary but tedious work they refuse to do themselves.
* WeAreAsMayflies: Most gnolls never live past the age of thirty-five, dying either violent deaths or withering away in a horrifically rapid fashion. This is theorized to be due to their connection with the demon Lamashtu.
!!Kasatha
Four-armed aliens from a barbaric desert world who were brought to Golarion in the same spaceship that spawns the androids.
to:
* AlwaysChaoticEvil: BirdPeople: Hunched-over crow people, normally lacking wings.
* FantasticRacism: Theytend to be portrayed this way, though some exceptions exist.
* BeastFolk: Leaning more towards the "animal with generally humanoid anatomy" than the "human with animal features" side of this trope, they are bipedal hyenas with human-like arms and opposable thumbs.
* FateWorseThanDeath: Gnolls consider exile to be this -- they're very social creatures, and fear dying far less than they fearreceive this, being alone. In gnoll society, one of the death penalty exists but is used for crimes beastly races that, while serious, not actively chased out of town, are not only just tolerated.
* GoodLuckCharm: They've cultivated a reputation as "Jinx Eaters" among Inner Sea pirates who believe that they soak up the bad luck from people around them. They exploit this to get a measure of acceptance and protection.
* MasterSwordsman: They are trained from birth with every kind of blade, and consideredthe worst possible. The most serious crimes, such as heresy, treason or freeing slaves, are all punished proficient with exile.
all sword-like weapons.
*HeinousHyena: They're humanoid hyenas known for their tremendous slothfulness and horrific savagery, with lifestyles centered chiefly on raiding other people for food, supplies and [[MadeASlave slaves]]. Most worship Lamashtu, the ChaoticEvil Mother of Monsters. That said, they are also noted to have some positive qualities: they are immensely loyal to their packs, [[ApeShallNeverKillApe and never war against or enslave other gnolls]].
* KlingonPromotion:PowerGivesYouWings: The default response of "Tengu Wings" racial feat in a gnoll tribe to regicide is to make the old leader's killer their new leader.
nutshell.
*LazyBum: Their laziness is their defining attribute.
* PetTheDog: In spite of being cannibalistic demon-worshipping monsters, gnolls are often fiercely loyal to their "pack", and many become depressed or unhinged without one. This is often given as a reason for gnolls{{Shapeshifting}}: Two racial feats grant them this ability: one allows them to become adventurers: to find a new family.
* MadeASlave: They tend to be extremely lazy, and take slaves oflong-nosed humans, the other species allows them to do become ''Large'' crows... though the necessary but tedious work they refuse to do themselves.
* WeAreAsMayflies: Most gnolls never live past the age of thirty-five, dying either violent deaths or withering away in a horrifically rapid fashion. This is theorized to be due to their connectionlatter requires Tengu Wings first.
[[/folder]]
[[folder:Trox]]
A hulking subterranean insectoid race withthe demon Lamashtu.
!!Kasatha
Four-armed aliens froma barbaric desert world who were brought to Golarion in the same spaceship that spawns the androids.history of really bad neighbours.
* FantasticRacism: They
* BeastFolk: Leaning more towards the "animal with generally humanoid anatomy" than the "human with animal features" side of this trope, they are bipedal hyenas with human-like arms and opposable thumbs.
* FateWorseThanDeath: Gnolls consider exile to be this -- they're very social creatures, and fear dying far less than they fear
* GoodLuckCharm: They've cultivated a reputation as "Jinx Eaters" among Inner Sea pirates who believe that they soak up the bad luck from people around them. They exploit this to get a measure of acceptance and protection.
* MasterSwordsman: They are trained from birth with every kind of blade, and considered
*
* KlingonPromotion:
*
* PetTheDog: In spite of being cannibalistic demon-worshipping monsters, gnolls are often fiercely loyal to their "pack", and many become depressed or unhinged without one. This is often given as a reason for gnolls
* MadeASlave: They tend to be extremely lazy, and take slaves of
* WeAreAsMayflies: Most gnolls never live past the age of thirty-five, dying either violent deaths or withering away in a horrifically rapid fashion. This is theorized to be due to their connection
[[/folder]]
[[folder:Trox]]
A hulking subterranean insectoid race with
!!Kasatha
Four-armed aliens from
Changed line(s) 479,484 (click to see context) from:
* {{Expy}}: As four armed desert dwelling nomads, they've often been called Pathfinder's answer to the thri-keen.
* MultiArmedAndDangerous: Four arms.
* {{Multishot}}: Kasatha specialize in archery, and even have a ranger archetype that specializes in using two bows at once.
!!Kuru
A savage, cannibalistic race that inhabits the westernmost islands of the Shackles.
* MultiArmedAndDangerous: Four arms.
* {{Multishot}}: Kasatha specialize in archery, and even have a ranger archetype that specializes in using two bows at once.
!!Kuru
A savage, cannibalistic race that inhabits the westernmost islands of the Shackles.
to:
* {{Expy}}: As four armed desert dwelling nomads, they've often been called Pathfinder's answer TheBigGuy: The only standard race to be in the thri-keen.
"large" category.
* DarkIsNotEvil: Though scary in appearance and very short-tempered, their violent attitudes are due to a history of abuse, and they were originally agents of the Forever Queen of Nchak, a LawfulGood deity, before they were enslaved.
* DumbMuscle: They're very big and very strong, but they also have a penalty to all their mental ability scores.
* MultiArmedAndDangerous:Four arms.
They have four smaller arms that they use for grappling.
*{{Multishot}}: Kasatha specialize in archery, SlaveRace: The descendants of a docile race who were enslaved by the Duergar and even bred to be brutes. Some escaped to the surface... where more races wanted to enslave them.
* SuperStrength: Trox outdo Orcs by having a natural +6 to their base strength.
* TunnelKing: The only 0 hit die race to have aranger archetype burrow speed.
* UnstoppableRage: Any time Trox take damage, they go into a frenzy. It's basically a watered-down, minute-long rage, but it ''[[GameBreaker stacks with a Barbarian's Rage]].''
[[/folder]]
[[folder:Vanaras]]
* BeastFolk: Monkey-like, to be precise.
* PrehensileTail: One of their tricks.
* SmallAnnoyingCreature: The explanation of their charisma penalty
* StealthPun: They are good at roguish roles, making them skill monkeys.
[[/folder]]
[[folder:Vishkanyas]]
* BlankWhiteEyes: Whether they have these or HellishPupils varies DependingOnTheArtist, but either way they are usually the only noticeable tell thatspecializes they are not human.
* PoisonousPerson: Vishkanya have poisonous fangs, and delight inusing two bows at once.
!!Kuru
A savage, cannibalistic racecoating their weapons with a layer of poisonous saliva before attacking.
* SnakesAreSexy: Some sourcebooks go in this direction. (Justified since they're based on seductive assassin-courtesans in India historical legends).
* SupernaturalGoldEyes: One of their defining traits, alongside the scales.
[[/folder]]
!Derivative Races
Races thatinhabits came about as mutated offshoots of other races, usually the westernmost islands core races.
[[folder:Drow]]
The descendants of theShackles.elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.
* DarkIsNotEvil: Though scary in appearance and very short-tempered, their violent attitudes are due to a history of abuse, and they were originally agents of the Forever Queen of Nchak, a LawfulGood deity, before they were enslaved.
* DumbMuscle: They're very big and very strong, but they also have a penalty to all their mental ability scores.
* MultiArmedAndDangerous:
*
* SuperStrength: Trox outdo Orcs by having a natural +6 to their base strength.
* TunnelKing: The only 0 hit die race to have a
* UnstoppableRage: Any time Trox take damage, they go into a frenzy. It's basically a watered-down, minute-long rage, but it ''[[GameBreaker stacks with a Barbarian's Rage]].''
[[/folder]]
[[folder:Vanaras]]
* BeastFolk: Monkey-like, to be precise.
* PrehensileTail: One of their tricks.
* SmallAnnoyingCreature: The explanation of their charisma penalty
* StealthPun: They are good at roguish roles, making them skill monkeys.
[[/folder]]
[[folder:Vishkanyas]]
* BlankWhiteEyes: Whether they have these or HellishPupils varies DependingOnTheArtist, but either way they are usually the only noticeable tell that
* PoisonousPerson: Vishkanya have poisonous fangs, and delight in
!!Kuru
A savage, cannibalistic race
* SnakesAreSexy: Some sourcebooks go in this direction. (Justified since they're based on seductive assassin-courtesans in India historical legends).
* SupernaturalGoldEyes: One of their defining traits, alongside the scales.
[[/folder]]
!Derivative Races
Races that
[[folder:Drow]]
The descendants of the
Changed line(s) 486,499 (click to see context) from:
* AlwaysChaoticEvil: They're essentially the Shackles' answer to orcs.
%%* CannibalTribe: ''Pathfinder''[='=]s answer to the trope.%%ZCE -- how?
* BodyPaint: A distinctive quality of theirs; it might be {{blood|IsTheNewblack}} though.
* DayHurtsDarkAdjustedEyes: They're sensitive to the light.
* FaceHeelTurn: They were once a peaceful race native to the Shackles. They were driven to the Cannibal Isles by encroaching pirates, and the Blood Queen's influence turned them into what they are today.
%%* HumanSacrifice: They're practitioners.%%ZCE
* IAmAHumanitarian: They habitually eat other humanoids: the islands they inhabit are even known as "the Cannibal Isles".
* ManBitesMan: They have a natural bite attack and gain temporary hit points from consuming the blood of their enemies.
* MeaningfulName: In real life, [[https://en.wikipedia.org/wiki/Kuru_(disease) kuru]] is a prion-based disease that affects the nervous system, chiefly characterized by violent trembling and spasms. It is primarily contracted through cannibalism.
* RedEyesTakeWarning: Their eyes are naturally solid red.
* ReligionOfEvil: They worship a monstrous entity known as the Blood Queen.
!!Lashunta
Telepathic aliens from the planet Castrovel that resemble humanoids with antennae.
%%* CannibalTribe: ''Pathfinder''[='=]s answer to the trope.%%ZCE -- how?
* BodyPaint: A distinctive quality of theirs; it might be {{blood|IsTheNewblack}} though.
* DayHurtsDarkAdjustedEyes: They're sensitive to the light.
* FaceHeelTurn: They were once a peaceful race native to the Shackles. They were driven to the Cannibal Isles by encroaching pirates, and the Blood Queen's influence turned them into what they are today.
%%* HumanSacrifice: They're practitioners.%%ZCE
* IAmAHumanitarian: They habitually eat other humanoids: the islands they inhabit are even known as "the Cannibal Isles".
* ManBitesMan: They have a natural bite attack and gain temporary hit points from consuming the blood of their enemies.
* MeaningfulName: In real life, [[https://en.wikipedia.org/wiki/Kuru_(disease) kuru]] is a prion-based disease that affects the nervous system, chiefly characterized by violent trembling and spasms. It is primarily contracted through cannibalism.
* RedEyesTakeWarning: Their eyes are naturally solid red.
* ReligionOfEvil: They worship a monstrous entity known as the Blood Queen.
!!Lashunta
Telepathic aliens from the planet Castrovel that resemble humanoids with antennae.
to:
* AlwaysChaoticEvil: They're essentially [[SubvertedTrope Subverted]]. The ''Advanced Race Guide'' states that ''most'' fit this trope, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the Shackles' answer drow species as a whole is evil by nature [[spoiler: due to orcs.
%%* CannibalTribe: ''Pathfinder''[='=]s answer to the trope.%%ZCE -- how?
* BodyPaint: A distinctive quality of theirs; it might be {{blood|IsTheNewblack}} though.
* DayHurtsDarkAdjustedEyes: They're sensitive to the light.
* FaceHeelTurn: Theybeing elves that were once a peaceful race native to transformed by the Shackles. They were driven evil in their own nature (the ''Second Darkness'' Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to the Cannibal Isles by encroaching pirates, be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and the Blood Queen's influence escape. Most non-evil drow are found out and either killed or turned them into what they are today.
%%* HumanSacrifice: They're practitioners.%%ZCE
driders long before then.
*IAmAHumanitarian: They habitually eat other humanoids: the islands they inhabit are BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that evenknown as "the Cannibal Isles".their ''vegetables'' could be made to suffer.
*ManBitesMan: DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* ScrewYouElves: Theyhave a natural bite attack and gain temporary hit points from consuming the blood of hate all non-drow, but their enemies.
* MeaningfulName: In real life, [[https://en.wikipedia.org/wiki/Kuru_(disease) kuru]] is a prion-based disease that affectsdislike of surface elves tends to be most noteworthy.
[[/folder]]
[[folder:Duergar]]
The ancestors of duergar were those dwarves who refused to undertake thenervous system, chiefly characterized by violent trembling and spasms. It is primarily contracted through cannibalism.
* RedEyesTakeWarning: Their eyes are naturally solid red.
* ReligionOfEvil: They worship a monstrous entity known asQuest for the Blood Queen.
!!Lashunta
Telepathic aliens fromSky. Most of them fell to worshiping Droskar, the planet Castrovel that resemble humanoids with antennae.god of endless toil.
%%* CannibalTribe: ''Pathfinder''[='=]s answer to the trope.%%ZCE -- how?
* BodyPaint: A distinctive quality of theirs; it might be {{blood|IsTheNewblack}} though.
* DayHurtsDarkAdjustedEyes: They're sensitive to the light.
* FaceHeelTurn: They
%%* HumanSacrifice: They're practitioners.%%ZCE
*
* CardCarryingVillain: These guys developed vegepygmies so that even
*
* ScrewYouElves: They
* MeaningfulName: In real life, [[https://en.wikipedia.org/wiki/Kuru_(disease) kuru]] is a prion-based disease that affects
[[/folder]]
[[folder:Duergar]]
The ancestors of duergar were those dwarves who refused to undertake the
* RedEyesTakeWarning: Their eyes are naturally solid red.
* ReligionOfEvil: They worship a monstrous entity known as
!!Lashunta
Telepathic aliens from
Changed line(s) 501,509 (click to see context) from:
* BizarreSexualDimorphism: Female Lashunta are tall, lithe, commanding, and graceful, male Lashunta are short, burly, brusque, and hirsute. ''Starfinder'' states that this is[=/=]was mostly due to rigid gender roles at this point in their history.
* GreenSkinnedSpaceBabe: Female Lashunta look like "idealized human or elf women", are renowned for their beauty, and live on a hot planet that is most comfortable in minimal clothing. Subtle.
* ProudScholarRace: Lashunta are drawn to scholarly and magical pursuits and gain a bonus to Intelligence.
* PsychicPowers: They have minor telepathic abilities, which they can learn to amplify to aid their allies and BondCreatures, and their home planet is renowned for its psychics.
* RubberForeheadAliens: Their most alien feature is their antennae.
* SpaceElves: The women. The men are more like Space Dwarves.
!!Lizardfolk
Reptilian humanoids that reside in swamps and marshes.
* GreenSkinnedSpaceBabe: Female Lashunta look like "idealized human or elf women", are renowned for their beauty, and live on a hot planet that is most comfortable in minimal clothing. Subtle.
* ProudScholarRace: Lashunta are drawn to scholarly and magical pursuits and gain a bonus to Intelligence.
* PsychicPowers: They have minor telepathic abilities, which they can learn to amplify to aid their allies and BondCreatures, and their home planet is renowned for its psychics.
* RubberForeheadAliens: Their most alien feature is their antennae.
* SpaceElves: The women. The men are more like Space Dwarves.
!!Lizardfolk
Reptilian humanoids that reside in swamps and marshes.
to:
* BizarreSexualDimorphism: Female Lashunta are tall, lithe, commanding, and graceful, male Lashunta are short, burly, brusque, and hirsute. ''Starfinder'' states that this is[=/=]was mostly due to rigid gender roles at this point in BaldOfEvil: Unlike surface dwarves, they can't grow hair on their history.
scalps.
*GreenSkinnedSpaceBabe: Female Lashunta look like "idealized human or elf women", are renowned DealWithTheDevil: After centuries of losing battles against [[DeathWorld Darklands]] monsters drove [[TheRemnant the dwarven remnant]] to the [[DarkestHour brink of extinction]], Droskar offered them survival in exchange for their beauty, and live on a hot planet that is most comfortable in minimal clothing. Subtle.
* ProudScholarRace: Lashunta are drawn to scholarly and magical pursuits and gain a bonus to Intelligence.
* PsychicPowers:absolute obedience. They have minor telepathic abilities, which they can learn to amplify to aid reclaimed much of their allies empire with his backing, at the cost of becoming the duergar.
* FantasticRacism: They despise surface dwarves above all others andBondCreatures, and their home planet is renowned for its psychics.
usually kill them on sight, though they hate Drow almost as much.
*RubberForeheadAliens: Their most alien feature is their antennae.
{{Invisibility}}: Most duergar can go invisible as a spell-like ability.
*SpaceElves: MadeOfIron: Some can also use the Ironskin ability.
[[/folder]]
[[folder:Gillmen]]
Thewomen. The men are more like Space Dwarves.
!!Lizardfolk
Reptilian humanoids that reside in swamps and marshes.mutated offspring of the few Azlanti to survive Earthfall.
*
* ProudScholarRace: Lashunta are drawn to scholarly and magical pursuits and gain a bonus to Intelligence.
* PsychicPowers:
* FantasticRacism: They despise surface dwarves above all others and
*
*
[[/folder]]
[[folder:Gillmen]]
The
!!Lizardfolk
Reptilian humanoids that reside in swamps and marshes.
Changed line(s) 511,519 (click to see context) from:
* ApeShallNotKillApe: They take loyalty within a tribe very seriously.
* BlueAndOrangeMorality: The main cause of their conflicts with other races. For example, they view sending one's greatest fighters to war instead of keeping them to guard the young to be completely insane.
* ImAHumanitarian: Lizardfolk aren't particularly malicious about it. To them, [[ValuesDissonance having someone die and not letting their nutrients be used to help someone would be disrespectful.]]
* LargeAndInCharge: The Lizard Scions, a sub-race of lizardfolk, are much larger than their kin, and usually hold positions of authority.
* LizardFolk: Human-sized, bipedal reptiles who live in tribal societies and inhabit swamps.
* NobleSavage: Lizardfolk society, while primitive by the quicker-breeding races' standards, has a great degree of cultural sophistication and artistic capability.
* SwampsAreEvil: Played with. Most reside in these locations and environments, but, while sometimes antagonistic towards outsiders, lizardfolk are more survival-focused than evil.
!!Monkey Goblins
* BlueAndOrangeMorality: The main cause of their conflicts with other races. For example, they view sending one's greatest fighters to war instead of keeping them to guard the young to be completely insane.
* ImAHumanitarian: Lizardfolk aren't particularly malicious about it. To them, [[ValuesDissonance having someone die and not letting their nutrients be used to help someone would be disrespectful.]]
* LargeAndInCharge: The Lizard Scions, a sub-race of lizardfolk, are much larger than their kin, and usually hold positions of authority.
* LizardFolk: Human-sized, bipedal reptiles who live in tribal societies and inhabit swamps.
* NobleSavage: Lizardfolk society, while primitive by the quicker-breeding races' standards, has a great degree of cultural sophistication and artistic capability.
* SwampsAreEvil: Played with. Most reside in these locations and environments, but, while sometimes antagonistic towards outsiders, lizardfolk are more survival-focused than evil.
!!Monkey Goblins
to:
* ApeShallNotKillApe: They take loyalty within a tribe very seriously.
* BlueAndOrangeMorality: The main cause ofFishPeople: Some official art depicts gillmen as this, though text suggests they actually look more like average humans, albeit with purple eyes and gills on their conflicts with other races. For example, they view sending one's greatest fighters to war instead necks.
* SlaveRace: Remnants ofkeeping them to guard the young to be completely insane.
* ImAHumanitarian: Lizardfolk aren't particularly malicious about it. To them, [[ValuesDissonance having someone dieAzlanti who were mutated and not letting their nutrients be used to help someone would be disrespectful.]]
* LargeAndInCharge: The Lizard Scions, a sub-race of lizardfolk, are much larger than their kin, and usually hold positions of authority.
* LizardFolk: Human-sized, bipedal reptiles who live in tribal societies and inhabit swamps.
* NobleSavage: Lizardfolk society, while primitiveenslaved by the quicker-breeding races' standards, has a great degree of cultural sophistication and artistic capability.
* SwampsAreEvil: Played with. Most reside in these locations and environments, but, while sometimes antagonistic towards outsiders, lizardfolk are more survival-focused than evil.
!!Monkey Goblinsaboleths after they destroyed the Azlanti Empire during the Earthfall.
[[/folder]]
[[folder:Monkey Goblins]]
* BlueAndOrangeMorality: The main cause of
* SlaveRace: Remnants of
* ImAHumanitarian: Lizardfolk aren't particularly malicious about it. To them, [[ValuesDissonance having someone die
* LargeAndInCharge: The Lizard Scions, a sub-race of lizardfolk, are much larger than their kin, and usually hold positions of authority.
* LizardFolk: Human-sized, bipedal reptiles who live in tribal societies and inhabit swamps.
* NobleSavage: Lizardfolk society, while primitive
* SwampsAreEvil: Played with. Most reside in these locations and environments, but, while sometimes antagonistic towards outsiders, lizardfolk are more survival-focused than evil.
!!Monkey Goblins
[[/folder]]
[[folder:Monkey Goblins]]
Changed line(s) 527,528 (click to see context) from:
!!Munavri
to:
[[folder:Munavri]]
Changed line(s) 536,538 (click to see context) from:
!!Orang-Pendak
A race of small, reclusive, apelike hunter-gatherers related to Sasquatches.
to:
[[folder:Svirfneblin]]
An offshoot of
Changed line(s) 540,545 (click to see context) from:
* BigfootSasquatchAndYeti: They're a smaller offshoot of the sasquatch species.
* PettingZooPeople: They resemble small anthropomorphic orangutans.
* PintSizedPowerhouse: They get a strength bonus despite their small size.
!!Reptoids
Bipedal reptiles from another planet, or perhaps another plane.
* PettingZooPeople: They resemble small anthropomorphic orangutans.
* PintSizedPowerhouse: They get a strength bonus despite their small size.
!!Reptoids
Bipedal reptiles from another planet, or perhaps another plane.
to:
* BigfootSasquatchAndYeti: BlackAndGreyMorality: They fight against the myriad horrors that dwell in [[BeneathTheEarth the Darklands]], but they don't particularly care about those who dwell above them.
* ScrewYouElves: Averted. They'rea smaller the underground version of Gnomes the same way Drow are to Elves, but they're not evil and don't hate gnomes. They do hate Dwarves though, especially the Duergar (and aren't fond of Drow, either).
[[/folder]]
[[folder:Wyvarans]]
A rare winged offshoot ofthe sasquatch species.
* PettingZooPeople: They resemble small anthropomorphic orangutans.
* PintSizedPowerhouse: They get a strength bonus despitekobolds, whose closer association with dragons gives them great prestige among their small size.
!!Reptoids
Bipedal reptiles from another planet, or perhaps another plane.people.
* ScrewYouElves: Averted. They're
[[/folder]]
[[folder:Wyvarans]]
A rare winged offshoot of
* PettingZooPeople: They resemble small anthropomorphic orangutans.
* PintSizedPowerhouse: They get a strength bonus despite
!!Reptoids
Bipedal reptiles from another planet, or perhaps another plane.
Changed line(s) 547,552 (click to see context) from:
* AlienInvasion: They're prepping for one.
* TheReptilians: Shapeshifting lizard aliens sent to infiltrate society, gain positions of power, and prepare for the invasion.
* VoluntaryShapeshifting: Like kitsune, they get one specific humanoid form they can transform into. Unlike kitsune, reptoids can alter their humanoid form with a week of preparation.
!!Shabti
A race of outsider-constructs that were introduced in the ''Mummy's Mask'' Adventure Path, they are created to bear the punishment of the sins of mortal kings.
* TheReptilians: Shapeshifting lizard aliens sent to infiltrate society, gain positions of power, and prepare for the invasion.
* VoluntaryShapeshifting: Like kitsune, they get one specific humanoid form they can transform into. Unlike kitsune, reptoids can alter their humanoid form with a week of preparation.
!!Shabti
A race of outsider-constructs that were introduced in the ''Mummy's Mask'' Adventure Path, they are created to bear the punishment of the sins of mortal kings.
to:
* AlienInvasion: BewareMyStingerTail: Inherited from their wyvern ancestry.
* DraconicHumanoid: They'reprepping for one.
* TheReptilians: Shapeshifting lizard aliens sent to infiltrate society, gain positionscrossbreeds of power, kobolds and prepare for the invasion.
wyverns, which gives them something of a canine look, only with scales and dragon wings.
*VoluntaryShapeshifting: DragonHoard: Like kitsune, they get one specific humanoid form they can transform into. Unlike kitsune, reptoids can alter most dragonkin, they're largely driven to build their humanoid form own. Their constantly shifting borders due to conflict with a week neighbors means that there are multitudes of preparation.
!!Shabti
Atreasure caches hidden throughout the areas where they occupy, left abandoned after they were driven back.
* WingedHumanoid: They're otherwise regular kobolds -- diminutive LizardFolk -- with draconic wings, a mark of great status among their kind.
[[/folder]]
!Alien Races
Races that originate from worlds other than Golarion.
[[folder:Androids]]
Creations of the technologically advanced society of Androffa, androids are a race ofoutsider-constructs {{Artificial Human}}s (quite literally-the Androffans are as human as Golarian's own) with subdued emotions and symbiotic colonies of nanites living in their blood. The androids of Golarion were the crew and constructions of a spaceship that were introduced crashed on Golarion long ago after a battle with the mysterious alien empire known as the Dominion of the Black. Unsure of their origins and unlike any other lifeform on Golarion, the androids now make their own way in the ''Mummy's Mask'' Adventure Path, they are created to bear the punishment of the sins of mortal kings.world.
* DraconicHumanoid: They're
* TheReptilians: Shapeshifting lizard aliens sent to infiltrate society, gain positions
*
!!Shabti
A
* WingedHumanoid: They're otherwise regular kobolds -- diminutive LizardFolk -- with draconic wings, a mark of great status among their kind.
[[/folder]]
!Alien Races
Races that originate from worlds other than Golarion.
[[folder:Androids]]
Creations of the technologically advanced society of Androffa, androids are a race of
Changed line(s) 554,562 (click to see context) from:
* TheAgeless: They have biological immortality and will never die of old age, but can still be killed.
* ArtificialHuman: In theory, they could be artificial versions of anything -- it just takes mortals with the proper magical know how to make one to take their place in the afterlife. As a result, they're biologically sterile and can't sexually reproduce.
* AmazingTechnicolorPopulation: Their skin comes in gold, ivory, ebony, and jade
* ChromeChampion: Superficially. Their gold skin is cool to the touch but isn't actually metal.
* TheScapegoat: Their purpose; kings will have them made so that they will be punished in the afterlife for the excesses of the mortals whose likeness they bear. This pisses Pharasma off to no end, and her agents free the Shabti wherever they are found.
* SculptedPhysique: They're created to look like idealized versions of mortals, appearing like living statues.
!!Skinwalkers
To lycanthropes as tieflings are to fiends and aasimar are to celestials.
* ArtificialHuman: In theory, they could be artificial versions of anything -- it just takes mortals with the proper magical know how to make one to take their place in the afterlife. As a result, they're biologically sterile and can't sexually reproduce.
* AmazingTechnicolorPopulation: Their skin comes in gold, ivory, ebony, and jade
* ChromeChampion: Superficially. Their gold skin is cool to the touch but isn't actually metal.
* TheScapegoat: Their purpose; kings will have them made so that they will be punished in the afterlife for the excesses of the mortals whose likeness they bear. This pisses Pharasma off to no end, and her agents free the Shabti wherever they are found.
* SculptedPhysique: They're created to look like idealized versions of mortals, appearing like living statues.
!!Skinwalkers
To lycanthropes as tieflings are to fiends and aasimar are to celestials.
to:
* MarkedChange: When the tattoos that cover their body start to glow, that means that they've activated the nanites in their blood, giving them a huge bonus to one roll.
* MechanicalLifeforms: Androids are RidiculouslyHumanRobots, "bleed" [[AlienBlood watery coolant]] and even have souls. There are multiple times that reinforce that Androids are purely synthetic {{Artificial Human}}s, but respond to healing magic and have souls as organic creatures do. They breathe and eat much as humans do, but through artificial
* TheNthDoctor: Inverted, the same body is host to a succession of different people.
* {{Reincarnation}}: Inverted. When an android dies of old age, it's nanites go into an accelerated repair mode. But once the body is repaired just
* RidiculouslyHumanRobots: So Ridiculously Human they aren't actually constructs! They can generally pass as human despite "[[TheStoic awkward]] [[NotGoodWithPeople mannerisms]]", but [[AlienBlood bleed watery coolant]]. Moreover, they actually have souls.
* TronLines: These cover their bodies when they use their nanites.
[[/folder]]
[[folder:Dragonkin]]
These smaller dragons share the planet of Triaxus with the
* AmazingTechnicolorPopulation: Their skin comes in gold, ivory, ebony, and jade
* ChromeChampion: Superficially. Their gold skin is cool to the touch but isn't actually metal.
* TheScapegoat: Their purpose; kings will
* SculptedPhysique: They're created to look
!!Skinwalkers
To lycanthropes as tieflings are to fiends and aasimar are to celestials.
Changed line(s) 564,570 (click to see context) from:
* OurWerebeastsAreDifferent: Skinwalkers come in many variants, such as the werebear-blooded coldborn, the wereboar-blooded ragebred, the werecrocodile-blooded scalehearts, and the wereshark-blooded seascarred.
* OurWerewolvesAreDifferent: Played with. Skinwalkers aren't lycanthropes per se since they aren't sired by lycanthropes, but rather have one somewhere in their family tree.
* SkinWalker: To the point where skinwalkers are usually connected to [[EagleLand Arcadia]].
* SlidingScaleOfAnthropomorphism: Their Bestial form is less than that of a true lycanthrope's hybrid form, roughly coming off as LittleBitBeastly to BorderlinePettingZooPerson.
!!Syrinx
Cerebral, philosophical, wholly evil owl-like humanoids who seek to build a perfect enlightened culture -- with them at the top, and everyone else in chains.
* OurWerewolvesAreDifferent: Played with. Skinwalkers aren't lycanthropes per se since they aren't sired by lycanthropes, but rather have one somewhere in their family tree.
* SkinWalker: To the point where skinwalkers are usually connected to [[EagleLand Arcadia]].
* SlidingScaleOfAnthropomorphism: Their Bestial form is less than that of a true lycanthrope's hybrid form, roughly coming off as LittleBitBeastly to BorderlinePettingZooPerson.
!!Syrinx
Cerebral, philosophical, wholly evil owl-like humanoids who seek to build a perfect enlightened culture -- with them at the top, and everyone else in chains.
to:
* OurWerebeastsAreDifferent: Skinwalkers BreathWeapon: Dragonkin have the respective attacks their scales would indicate.
* ColorCodedForYourConvenience: Subverted. Dragonkin come inmany variants, such as the werebear-blooded coldborn, the wereboar-blooded ragebred, the werecrocodile-blooded scalehearts, full range of colors as Chromatic and the wereshark-blooded seascarred.
* OurWerewolvesAreDifferent: Played with. Skinwalkers aren't lycanthropes per se since they aren't sired by lycanthropes,Metallic Dragons, but rather have one somewhere in this has no bearing on their family tree.
alignment.
*SkinWalker: To the point where skinwalkers are usually connected to [[EagleLand Arcadia]].
* SlidingScaleOfAnthropomorphism: Their Bestial form is less thanDraconicHumanoid: Dragonkin can stand on their hind legs and have opposable thumbs that of a true lycanthrope's hybrid form, roughly coming off allow them to wield weapons as LittleBitBeastly to BorderlinePettingZooPerson.
!!Syrinx
Cerebral, philosophical, wholly evil owl-likehumanoids who seek to build a perfect enlightened culture -- do.
* DragonRider: Inverted. Dragonkin can form bonds with a humanoid, whom they will allow to ride themat into battle.
* PsychicLink: The bond between Dragonkin and Rider is one of these.
[[/folder]]
[[folder:Kasatha]]
Four-armed aliens from a barbaric desert world who were brought to Golarion in thetop, and everyone else in chains.same spaceship that spawns the androids.
* ColorCodedForYourConvenience: Subverted. Dragonkin come in
* OurWerewolvesAreDifferent: Played with. Skinwalkers aren't lycanthropes per se since they aren't sired by lycanthropes,
*
* SlidingScaleOfAnthropomorphism: Their Bestial form is less than
!!Syrinx
Cerebral, philosophical, wholly evil owl-like
* DragonRider: Inverted. Dragonkin can form bonds with a humanoid, whom they will allow to ride them
* PsychicLink: The bond between Dragonkin and Rider is one of these.
[[/folder]]
[[folder:Kasatha]]
Four-armed aliens from a barbaric desert world who were brought to Golarion in the
Changed line(s) 572,579 (click to see context) from:
* FantasticRacism: They believe that they have the right to mastery over every other race, especially the ones without wings.
* LightIsNotGood: A race of gold-feathered philosophers who desire to bring peace to all lands that they lay eyes upon. By conquering and enslaving them.
* OminousOwl: Of the anthropomorphic variety -- the syrinx are evil, imperialistic slavers seeking to conquer the world.
* UtopiaJustifiesTheMeans: Their justification for mass enslavement.
* WickedCultured: Their culture highly values art and philosophy. It's also solidly LawfulEvil.
!!Triaxians
The natives of Triaxus, a planet in Golarion's solar system with a long, elliptical orbit that gives it decades-long seasons. Triaxus is primarily divided between the Drakelands, a continent dominated by evil dragons, and the Allied Territories, who fight for their survival alongside good dragons.
* LightIsNotGood: A race of gold-feathered philosophers who desire to bring peace to all lands that they lay eyes upon. By conquering and enslaving them.
* OminousOwl: Of the anthropomorphic variety -- the syrinx are evil, imperialistic slavers seeking to conquer the world.
* UtopiaJustifiesTheMeans: Their justification for mass enslavement.
* WickedCultured: Their culture highly values art and philosophy. It's also solidly LawfulEvil.
!!Triaxians
The natives of Triaxus, a planet in Golarion's solar system with a long, elliptical orbit that gives it decades-long seasons. Triaxus is primarily divided between the Drakelands, a continent dominated by evil dragons, and the Allied Territories, who fight for their survival alongside good dragons.
to:
* FantasticRacism: They believe {{Expy}}: As four armed desert dwelling nomads, they've often been called Pathfinder's answer to the thri-keen.
* MultiArmedAndDangerous: Four arms.
* {{Multishot}}: Kasatha specialize in archery, and even have a ranger archetype thatthey have specializes in using two bows at once.
[[/folder]]
[[folder:Lashunta]]
Telepathic aliens from theright to mastery over every other race, especially the ones without wings.
* LightIsNotGood: A race of gold-feathered philosophers who desire to bring peace to all lands that they lay eyes upon. By conquering and enslaving them.
* OminousOwl: Of the anthropomorphic variety -- the syrinx are evil, imperialistic slavers seeking to conquer the world.
* UtopiaJustifiesTheMeans: Their justification for mass enslavement.
* WickedCultured: Their culture highly values art and philosophy. It's also solidly LawfulEvil.
!!Triaxians
The natives of Triaxus, aplanet in Golarion's solar system Castrovel that resemble humanoids with a long, elliptical orbit that gives it decades-long seasons. Triaxus is primarily divided between the Drakelands, a continent dominated by evil dragons, and the Allied Territories, who fight for their survival alongside good dragons.antennae.
* MultiArmedAndDangerous: Four arms.
* {{Multishot}}: Kasatha specialize in archery, and even have a ranger archetype that
[[/folder]]
[[folder:Lashunta]]
Telepathic aliens from the
* LightIsNotGood: A race of gold-feathered philosophers who desire to bring peace to all lands that they lay eyes upon. By conquering and enslaving them.
* OminousOwl: Of the anthropomorphic variety -- the syrinx are evil, imperialistic slavers seeking to conquer the world.
* UtopiaJustifiesTheMeans: Their justification for mass enslavement.
* WickedCultured: Their culture highly values art and philosophy. It's also solidly LawfulEvil.
!!Triaxians
The natives of Triaxus, a
Changed line(s) 581,586 (click to see context) from:
* BizarreAlienBiology: Triaxians are seasonally dimorphic: summer and winter on Triaxus last for several generations each, so the species has developed different-looking variants that are more suited to either summer or winter.
* DragonRider: Triaxians live with dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the ones in the Allied Territories will, however.
* LittleBitBeastly: Triaxians have pointed ears, and in winter grow a coat of short fur, giving them a slightly catlike look.
!!Trox
A hulking subterranean insectoid race with a history of really bad neighbours.
* DragonRider: Triaxians live with dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the ones in the Allied Territories will, however.
* LittleBitBeastly: Triaxians have pointed ears, and in winter grow a coat of short fur, giving them a slightly catlike look.
!!Trox
A hulking subterranean insectoid race with a history of really bad neighbours.
to:
* BizarreAlienBiology: Triaxians BizarreSexualDimorphism: Female Lashunta are seasonally dimorphic: summer tall, lithe, commanding, and winter on Triaxus last for several generations each, so the species has developed different-looking variants graceful, male Lashunta are short, burly, brusque, and hirsute. ''Starfinder'' states that are more suited this is[=/=]was mostly due to either summer or winter.
* DragonRider: Triaxians live with dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the onesrigid gender roles at this point in the Allied Territories will, however.their history.
*LittleBitBeastly: Triaxians GreenSkinnedSpaceBabe: Female Lashunta look like "idealized human or elf women", are renowned for their beauty, and live on a hot planet that is most comfortable in minimal clothing. Subtle.
* ProudScholarRace: Lashunta are drawn to scholarly and magical pursuits and gain a bonus to Intelligence.
* PsychicPowers: They havepointed ears, minor telepathic abilities, which they can learn to amplify to aid their allies and in winter grow a coat of short fur, giving them a slightly catlike look.
!!Trox
A hulking subterranean insectoid race with a history of really bad neighbours.BondCreatures, and their home planet is renowned for its psychics.
* RubberForeheadAliens: Their most alien feature is their antennae.
* SpaceElves: The women. The men are more like Space Dwarves.
[[/folder]]
[[folder:Reptoids]]
Bipedal reptiles from another planet, or perhaps another plane.
* DragonRider: Triaxians live with dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the ones
*
* ProudScholarRace: Lashunta are drawn to scholarly and magical pursuits and gain a bonus to Intelligence.
* PsychicPowers: They have
!!Trox
A hulking subterranean insectoid race with a history of really bad neighbours.
* RubberForeheadAliens: Their most alien feature is their antennae.
* SpaceElves: The women. The men are more like Space Dwarves.
[[/folder]]
[[folder:Reptoids]]
Bipedal reptiles from another planet, or perhaps another plane.
Changed line(s) 588,598 (click to see context) from:
* TheBigGuy: The only standard race to be in the "large" category.
* DarkIsNotEvil: Though scary in appearance and very short-tempered, their violent attitudes are due to a history of abuse, and they were originally agents of the Forever Queen of Nchak, a LawfulGood deity, before they were enslaved.
* DumbMuscle: They're very big and very strong, but they also have a penalty to all their mental ability scores.
* MultiArmedAndDangerous: They have four smaller arms that they use for grappling.
* SlaveRace: The descendants of a docile race who were enslaved by the Duergar and bred to be brutes. Some escaped to the surface... where more races wanted to enslave them.
* SuperStrength: Trox outdo Orcs by having a natural +6 to their base strength.
* TunnelKing: The only 0 hit die race to have a burrow speed.
* UnstoppableRage: Any time Trox take damage, they go into a frenzy. It's basically a watered-down, minute-long rage, but it ''[[GameBreaker stacks with a Barbarian's Rage]].''
!!Wyrwoods
Small wooden constructs created as assassins by a wizard, the wyrwoods killed their master and stole the secret of creating more of their kind.
* DarkIsNotEvil: Though scary in appearance and very short-tempered, their violent attitudes are due to a history of abuse, and they were originally agents of the Forever Queen of Nchak, a LawfulGood deity, before they were enslaved.
* DumbMuscle: They're very big and very strong, but they also have a penalty to all their mental ability scores.
* MultiArmedAndDangerous: They have four smaller arms that they use for grappling.
* SlaveRace: The descendants of a docile race who were enslaved by the Duergar and bred to be brutes. Some escaped to the surface... where more races wanted to enslave them.
* SuperStrength: Trox outdo Orcs by having a natural +6 to their base strength.
* TunnelKing: The only 0 hit die race to have a burrow speed.
* UnstoppableRage: Any time Trox take damage, they go into a frenzy. It's basically a watered-down, minute-long rage, but it ''[[GameBreaker stacks with a Barbarian's Rage]].''
!!Wyrwoods
Small wooden constructs created as assassins by a wizard, the wyrwoods killed their master and stole the secret of creating more of their kind.
to:
* TheBigGuy: The only standard race to be in the "large" category.
* DarkIsNotEvil: Though scary in appearance and very short-tempered, their violent attitudes are due to a history of abuse, and they were originally agents of the Forever Queen of Nchak, a LawfulGood deity, before they were enslaved.
* DumbMuscle:AlienInvasion: They're very big prepping for one.
* TheReptilians: Shapeshifting lizard aliens sent to infiltrate society, gain positions of power, andvery strong, but prepare for the invasion.
* VoluntaryShapeshifting: Like kitsune, theyalso have a penalty to all get one specific humanoid form they can transform into. Unlike kitsune, reptoids can alter their mental ability scores.
* MultiArmedAndDangerous: They have four smaller arms that they use for grappling.
* SlaveRace: The descendants of a docile race who were enslaved by the Duergar and bred to be brutes. Some escaped to the surface... where more races wanted to enslave them.
* SuperStrength: Trox outdo Orcs by having a natural +6 to their base strength.
* TunnelKing: The only 0 hit die race to have a burrow speed.
* UnstoppableRage: Any time Trox take damage, they go into a frenzy. It's basically a watered-down, minute-long rage, but it ''[[GameBreaker stackshumanoid form with a Barbarian's Rage]].''
!!Wyrwoods
Small wooden constructs created as assassins byweek of preparation.
[[/folder]]
[[folder:Triaxians]]
The natives of Triaxus, awizard, planet in Golarion's solar system with a long, elliptical orbit that gives it decades-long seasons. Triaxus is primarily divided between the wyrwoods killed Drakelands, a continent dominated by evil dragons, and the Allied Territories, who fight for their master and stole the secret of creating more of their kind.survival alongside good dragons.
* DarkIsNotEvil: Though scary in appearance and very short-tempered, their violent attitudes are due to a history of abuse, and they were originally agents of the Forever Queen of Nchak, a LawfulGood deity, before they were enslaved.
* DumbMuscle:
* TheReptilians: Shapeshifting lizard aliens sent to infiltrate society, gain positions of power, and
* VoluntaryShapeshifting: Like kitsune, they
* MultiArmedAndDangerous: They have four smaller arms that they use for grappling.
* SlaveRace: The descendants of a docile race who were enslaved by the Duergar and bred to be brutes. Some escaped to the surface... where more races wanted to enslave them.
* SuperStrength: Trox outdo Orcs by having a natural +6 to their base strength.
* TunnelKing: The only 0 hit die race to have a burrow speed.
* UnstoppableRage: Any time Trox take damage, they go into a frenzy. It's basically a watered-down, minute-long rage, but it ''[[GameBreaker stacks
!!Wyrwoods
Small wooden constructs created as assassins by
[[/folder]]
[[folder:Triaxians]]
The natives of Triaxus, a
Changed line(s) 600,610 (click to see context) from:
* ArtificialIntelligence: Designed as living servants by the Azlanti.
* CaptainErsatz: Of ''TabletopGame/{{Eberron}}'s'' Warforged.
* FantasticRacism: The people of the Inner Sea don't recognize them as sentient or deserving of rights, so they primarily stick to their own holdings in Arcadia.
!!Wyvarans
A rare winged offshoot of kobolds, whose closer association with dragons gives them great prestige among their people.
----
* BewareMyStingerTail: Inherited from their wyvern ancestry.
* DraconicHumanoid: They're crossbreeds of kobolds and wyverns, which gives them something of a canine look, only with scales and dragon wings.
* DragonHoard: Like most dragonkin, they're largely driven to build their own. Their constantly shifting borders due to conflict with neighbors means that there are multitudes of treasure caches hidden throughout the areas where they occupy, left abandoned after they were driven back.
* WingedHumanoid: They're otherwise regular kobolds -- diminutive LizardFolk -- with draconic wings, a mark of great status among their kind.
* CaptainErsatz: Of ''TabletopGame/{{Eberron}}'s'' Warforged.
* FantasticRacism: The people of the Inner Sea don't recognize them as sentient or deserving of rights, so they primarily stick to their own holdings in Arcadia.
!!Wyvarans
A rare winged offshoot of kobolds, whose closer association with dragons gives them great prestige among their people.
----
* BewareMyStingerTail: Inherited from their wyvern ancestry.
* DraconicHumanoid: They're crossbreeds of kobolds and wyverns, which gives them something of a canine look, only with scales and dragon wings.
* DragonHoard: Like most dragonkin, they're largely driven to build their own. Their constantly shifting borders due to conflict with neighbors means that there are multitudes of treasure caches hidden throughout the areas where they occupy, left abandoned after they were driven back.
* WingedHumanoid: They're otherwise regular kobolds -- diminutive LizardFolk -- with draconic wings, a mark of great status among their kind.
to:
* ArtificialIntelligence: Designed as living servants by BizarreAlienBiology: Triaxians are seasonally dimorphic: summer and winter on Triaxus last for several generations each, so the Azlanti.
* CaptainErsatz: Of ''TabletopGame/{{Eberron}}'s'' Warforged.
* FantasticRacism: The people of the Inner Sea don't recognize them as sentientspecies has developed different-looking variants that are more suited to either summer or deserving of rights, so they primarily stick to their own holdings in Arcadia.
!!Wyvarans
A rare winged offshoot of kobolds, whose closer associationwinter.
* DragonRider: Triaxians live with dragonkin, lesser dragonsgives them great prestige among their people.
----
* BewareMyStingerTail: Inherited from their wyvern ancestry.with opposable thumbs that can form bonds with humanoids. Only the ones in the Allied Territories will, however.
*DraconicHumanoid: They're crossbreeds of kobolds LittleBitBeastly: Triaxians have pointed ears, and wyverns, which gives in winter grow a coat of short fur, giving them something of a canine look, only with scales and dragon wings.
* DragonHoard: Like most dragonkin, they're largely driven to build their own. Their constantly shifting borders due to conflict with neighbors means that there are multitudes of treasure caches hidden throughout the areas where they occupy, left abandoned after they were driven back.
* WingedHumanoid: They're otherwise regular kobolds -- diminutive LizardFolk -- with draconic wings, a mark of great status among their kind.slightly catlike look.
* CaptainErsatz: Of ''TabletopGame/{{Eberron}}'s'' Warforged.
* FantasticRacism: The people of the Inner Sea don't recognize them as sentient
!!Wyvarans
A rare winged offshoot of kobolds, whose closer association
* DragonRider: Triaxians live with dragonkin, lesser dragons
----
* BewareMyStingerTail: Inherited from their wyvern ancestry.
*
* DragonHoard: Like most dragonkin, they're largely driven to build their own. Their constantly shifting borders due to conflict with neighbors means that there are multitudes of treasure caches hidden throughout the areas where they occupy, left abandoned after they were driven back.
* WingedHumanoid: They're otherwise regular kobolds -- diminutive LizardFolk -- with draconic wings, a mark of great status among their kind.
Added DiffLines:
!Extraplanar Races
Races native to planes besides the Material Plane.
[[folder:Fetchlings]]
Descendants of humans who traveled to or were trapped in the Plane of Shadow.
----
* CastingAShadow: They have in-born shadow magic that lets them LieToTheBeholder and eventually shift into the Plane of Shadow.
* CreepilyLongArms: Artwork of the male and female fetchling show their arms are ''incredibly'' long, reaching past their knees.
* DoNotCallMePaul: Many fetchlings consider the term fetchling an insult and prefer the term "kayal", which means "shadow people". The reason behind this is that the term "fetchling" was given to them by humans who saw them as tools to "fetch" unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
* {{Expy}}: They're conceptually similar to ''D&D''[='=]s shadar-kai and shades in origin, if not in personality.
* HumanSubspecies: Magically changed, but still descended from humans.
* StealthExpert: They're humans who were trapped in the Shadow Plane and developed an affinity to it, eventually becoming another planar-themed human offshoot.
[[/folder]]
[[folder:Wayangs]]
Gnome-like creatures native to the Plane of Shadow.
----
* CastingAShadow: They even have a bard archetype built around shadow puppetry.
* CoveredInScars: It's part of their body art.
* DarkIsNotEvil: Their philosophy of Dissolution strives to merge with the Shadow, but they tend to be shy, averse to conflict, and uninterested in the extremes of Evil (or Good, for that matter).
* HiddenElfVillage: When not in the Shadow Plane, they try quite hard to avoid notice.
[[/folder]]
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Changed line(s) 52,53 (click to see context) from:
!!Halflings
Nobody really knows where Halflings come from. As far as even the Halflings themselves know, they have always lived in the shadow of Humanity. And that suits most of them just fine
Nobody really knows where Halflings come from. As far as even the Halflings themselves know, they have always lived in the shadow of Humanity. And that suits most of them just fine
to:
Nobody really knows where Halflings come from. As far as even the Halflings themselves know, they have always lived in the shadow of Humanity. And
Small and stupid, but still crafty and dangerous, goblins are very wide-spread on Golarion. However, their general mannerisms and lifestyle means that
* AbusiveParents: The goblin approach to parenthood consists of tossing their newborns into a central cage and leaving them there, sporadically throwing in food and water and only letting them out when they've grown into physical adults. Fortunately, goblin infants are born relatively self-sufficient, but even so, the neglect they undergo results in many infant goblins starving to death or being cannibalized by their siblings.
* AlwaysChaoticEvil: Not ''always'', but there's a definite trend.
* AttentionDeficitOohShiny: Even during combat.
* BigBeautifulWomen: They consider obesity to be a sign of female beauty. Which, given both their primitive culture makes access to food unpredictable and their hyperactive metabolisms make it hard for them to keep weight on, is one of the most logical things about goblins.
* ChaoticStupid: As much so as they are StupidEvil. The basic description of goblins in Golarion portrays them as essentially entire race of deranged toddlers with a sadistic streak and ''extremely'' bad [=ADHD=]. Games Masters are even encouraged to portray goblins doing random stupid things in the middle of a fight, like suddenly running off after a bug/frog, stopping to pick their nose, or charging off at another goblin for a punch-up or a BurpingContest.
* ExtremeOmnivore: If you are not a goblin, you are a source of food. Even the most obviously inedible of organic matter will be given a cursory nibble.
* FetusTerrible: Goblins are born with a full set of teeth and an appetite for meat, to the point that pregnant goblins secrete a hormone that makes their flesh unbearably bitter less to keep themselves from being eaten by predators and more to stop their unborn children from chewing their own way out of the womb!
* GameplayAndStorySegregation: Look at all these other tropes, then ponder what kind of massive mental stat penalties goblins must have. Ready for the answer? A -2 to Charisma. That's it. This is because they're still based on 3rd Edition goblins, who weren't remotely insane or stupid.
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* ImAHumanitarian: Human flesh is a goblin delicacy.
* LaughablyEvil: While they are as malicious as the bigger goblinoids, they tend to be much more comical, hedonistic, and scatterbrained about it.
* ManBitesMan: Goblin gnashers are pretty extreme anyway, but there's a racial trait that gives goblins a full-fledged Bite attack as a natural weapon. They even have their own racial Barbarian archetype, the Feral Gnasher, that ''specializes'' in biting its enemies to death.
* MascotMook: Goblins were the very first monster that Paizo gave a massive makeover to in order to start building the Golarion setting. Combined with their frequent appearances and rather comedic nature, and they're easily the most iconic monster in Pathfinder. And as of 2nd Edition, they've been made into a core race and have their own Iconic!
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* PromotionToOpeningTitles: They got the non-television equivalent in 2nd Edition when they got promoted to a core race and added a goblin Iconic.
* PsychopathicManchild: Particularly in their more comedic portrayals. They're vicious little airheads who take a childlike joy in songs, games and setting things on fire.
* PyroManiac: They love fire and have several abilities (and an [[MadBomber alchemist archetype]]) dedicated to their love of making things burn or explode.
* StupidEvil: They're often portrayed as manic vermin who usually do themselves in by sheer idiocy halfway through their natural lifespan. With [[AttentionDeficitOohShiny nonexistent attention spans]], [[AttackAttackAttack no grasp of tactics]], and [[NoHonorAmongThieves no regard for each other's well-being]], they tend to deal hefty FriendlyFire before they even reach their targets and [[DirtyCoward abandon each other]] as soon as something spooks them -- a poor strategy to pursue a violent grudge against almost every other species.
* TrademarkFavoriteFood: Pickles. Salt is one of the few flavors that goblins can actually taste effectively, and so they're absolutely addicted to anything with a strong salty flavor. Goblins will shove ''anything'' into brine and proceed to eat it, resulting in rather stomach-turning pickling experiments.
* UndergroundMonkey: Goblins are very adaptable and quick and eager colonizers of new locations, and as such it's quite common for populations of goblins who settle extreme or exotic environments to develop into new variants on the basic goblin theme adapted to that area. Common variants include the prehensile-tailed, arboreal monkey goblins of the jungles of Mediogalti Island, arctic goblin populations with thick fur or blue skin and resistance to cold temperatures, aquatic grindylows and cavern-dwelling goblins with bulbous eyes and long limbs adapted for climbing.
!!Halflings
Nobody really knows where Halflings come from. As far as even the Halflings themselves know, they have always lived in the shadow of Humanity. And that suits most of them just fine
----
* AlwaysChaoticEvil: Not ''always'', but there's a definite trend.
* AttentionDeficitOohShiny: Even during combat.
* BigBeautifulWomen: They consider obesity to be a sign of female beauty. Which, given both their primitive culture makes access to food unpredictable and their hyperactive metabolisms make it hard for them to keep weight on, is one of the most logical things about goblins.
* ChaoticStupid: As much so as they are StupidEvil. The basic description of goblins in Golarion portrays them as essentially entire race of deranged toddlers with a sadistic streak and ''extremely'' bad [=ADHD=]. Games Masters are even encouraged to portray goblins doing random stupid things in the middle of a fight, like suddenly running off after a bug/frog, stopping to pick their nose, or charging off at another goblin for a punch-up or a BurpingContest.
* ExtremeOmnivore: If you are not a goblin, you are a source of food. Even the most obviously inedible of organic matter will be given a cursory nibble.
* FetusTerrible: Goblins are born with a full set of teeth and an appetite for meat, to the point that pregnant goblins secrete a hormone that makes their flesh unbearably bitter less to keep themselves from being eaten by predators and more to stop their unborn children from chewing their own way out of the womb!
* GameplayAndStorySegregation: Look at all these other tropes, then ponder what kind of massive mental stat penalties goblins must have. Ready for the answer? A -2 to Charisma. That's it. This is because they're still based on 3rd Edition goblins, who weren't remotely insane or stupid.
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* ImAHumanitarian: Human flesh is a goblin delicacy.
* LaughablyEvil: While they are as malicious as the bigger goblinoids, they tend to be much more comical, hedonistic, and scatterbrained about it.
* ManBitesMan: Goblin gnashers are pretty extreme anyway, but there's a racial trait that gives goblins a full-fledged Bite attack as a natural weapon. They even have their own racial Barbarian archetype, the Feral Gnasher, that ''specializes'' in biting its enemies to death.
* MascotMook: Goblins were the very first monster that Paizo gave a massive makeover to in order to start building the Golarion setting. Combined with their frequent appearances and rather comedic nature, and they're easily the most iconic monster in Pathfinder. And as of 2nd Edition, they've been made into a core race and have their own Iconic!
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* PromotionToOpeningTitles: They got the non-television equivalent in 2nd Edition when they got promoted to a core race and added a goblin Iconic.
* PsychopathicManchild: Particularly in their more comedic portrayals. They're vicious little airheads who take a childlike joy in songs, games and setting things on fire.
* PyroManiac: They love fire and have several abilities (and an [[MadBomber alchemist archetype]]) dedicated to their love of making things burn or explode.
* StupidEvil: They're often portrayed as manic vermin who usually do themselves in by sheer idiocy halfway through their natural lifespan. With [[AttentionDeficitOohShiny nonexistent attention spans]], [[AttackAttackAttack no grasp of tactics]], and [[NoHonorAmongThieves no regard for each other's well-being]], they tend to deal hefty FriendlyFire before they even reach their targets and [[DirtyCoward abandon each other]] as soon as something spooks them -- a poor strategy to pursue a violent grudge against almost every other species.
* TrademarkFavoriteFood: Pickles. Salt is one of the few flavors that goblins can actually taste effectively, and so they're absolutely addicted to anything with a strong salty flavor. Goblins will shove ''anything'' into brine and proceed to eat it, resulting in rather stomach-turning pickling experiments.
* UndergroundMonkey: Goblins are very adaptable and quick and eager colonizers of new locations, and as such it's quite common for populations of goblins who settle extreme or exotic environments to develop into new variants on the basic goblin theme adapted to that area. Common variants include the prehensile-tailed, arboreal monkey goblins of the jungles of Mediogalti Island, arctic goblin populations with thick fur or blue skin and resistance to cold temperatures, aquatic grindylows and cavern-dwelling goblins with bulbous eyes and long limbs adapted for climbing.
!!Halflings
Nobody really knows where Halflings come from. As far as even the Halflings themselves know, they have always lived in the shadow of Humanity. And that suits most of them just fine
----
Deleted line(s) 140,159 (click to see context) :
!!Goblins
* AbusiveParents: The goblin approach to parenthood consists of tossing their newborns into a central cage and leaving them there, sporadically throwing in food and water and only letting them out when they've grown into physical adults. Fortunately, goblin infants are born relatively self-sufficient, but even so, the neglect they undergo results in many infant goblins starving to death or being cannibalized by their siblings.
* AlwaysChaoticEvil: Not ''always'', but there's a definite trend.
* AttentionDeficitOohShiny: Even during combat.
* BigBeautifulWomen: They consider obesity to be a sign of female beauty. Which, given both their primitive culture makes access to food unpredictable and their hyperactive metabolisms make it hard for them to keep weight on, is one of the most logical things about goblins.
* ChaoticStupid: As much so as they are StupidEvil. The basic description of goblins in Golarion portrays them as essentially entire race of deranged toddlers with a sadistic streak and ''extremely'' bad [=ADHD=]. Games Masters are even encouraged to portray goblins doing random stupid things in the middle of a fight, like suddenly running off after a bug/frog, stopping to pick their nose, or charging off at another goblin for a punch-up or a BurpingContest.
* ExtremeOmnivore: If you are not a goblin, you are a source of food. Even the most obviously inedible of organic matter will be given a cursory nibble.
* FetusTerrible: Goblins are born with a full set of teeth and an appetite for meat, to the point that pregnant goblins secrete a hormone that makes their flesh unbearably bitter less to keep themselves from being eaten by predators and more to stop their unborn children from chewing their own way out of the womb!
* GameplayAndStorySegregation: Look at all these other tropes, then ponder what kind of massive mental stat penalties goblins must have. Ready for the answer? A -2 to Charisma. That's it. This is because they're still based on 3rd Edition goblins, who weren't remotely insane or stupid.
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* ImAHumanitarian: Human flesh is a goblin delicacy.
* LaughablyEvil: While they are as malicious as the bigger goblinoids, they tend to be much more comical, hedonistic, and scatterbrained about it.
* ManBitesMan: Goblin gnashers are pretty extreme anyway, but there's a racial trait that gives goblins a full-fledged Bite attack as a natural weapon. They even have their own racial Barbarian archetype, the Feral Gnasher, that ''specializes'' in biting its enemies to death.
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* PsychopathicManchild: Particularly in their more comedic portrayals. They're vicious little airheads who take a childlike joy in songs, games and setting things on fire.
* PyroManiac: They love fire and have several abilities (and an [[MadBomber alchemist archetype]]) dedicated to their love of making things burn or explode.
* StupidEvil: They're often portrayed as manic vermin who usually do themselves in by sheer idiocy halfway through their natural lifespan. With [[AttentionDeficitOohShiny nonexistent attention spans]], [[AttackAttackAttack no grasp of tactics]], and [[NoHonorAmongThieves no regard for each other's well-being]], they tend to deal hefty FriendlyFire before they even reach their targets and [[DirtyCoward abandon each other]] as soon as something spooks them -- a poor strategy to pursue a violent grudge against almost every other species.
* TrademarkFavoriteFood: Pickles. Salt is one of the few flavors that goblins can actually taste effectively, and so they're absolutely addicted to anything with a strong salty flavor. Goblins will shove ''anything'' into brine and proceed to eat it, resulting in rather stomach-turning pickling experiments.
* UndergroundMonkey: Goblins are very adaptable and quick and eager colonizers of new locations, and as such it's quite common for populations of goblins who settle extreme or exotic environments to develop into new variants on the basic goblin theme adapted to that area. Common variants include the prehensile-tailed, arboreal monkey goblins of the jungles of Mediogalti Island, arctic goblin populations with thick fur or blue skin and resistance to cold temperatures, aquatic grindylows and cavern-dwelling goblins with bulbous eyes and long limbs adapted for climbing.
* AbusiveParents: The goblin approach to parenthood consists of tossing their newborns into a central cage and leaving them there, sporadically throwing in food and water and only letting them out when they've grown into physical adults. Fortunately, goblin infants are born relatively self-sufficient, but even so, the neglect they undergo results in many infant goblins starving to death or being cannibalized by their siblings.
* AlwaysChaoticEvil: Not ''always'', but there's a definite trend.
* AttentionDeficitOohShiny: Even during combat.
* BigBeautifulWomen: They consider obesity to be a sign of female beauty. Which, given both their primitive culture makes access to food unpredictable and their hyperactive metabolisms make it hard for them to keep weight on, is one of the most logical things about goblins.
* ChaoticStupid: As much so as they are StupidEvil. The basic description of goblins in Golarion portrays them as essentially entire race of deranged toddlers with a sadistic streak and ''extremely'' bad [=ADHD=]. Games Masters are even encouraged to portray goblins doing random stupid things in the middle of a fight, like suddenly running off after a bug/frog, stopping to pick their nose, or charging off at another goblin for a punch-up or a BurpingContest.
* ExtremeOmnivore: If you are not a goblin, you are a source of food. Even the most obviously inedible of organic matter will be given a cursory nibble.
* FetusTerrible: Goblins are born with a full set of teeth and an appetite for meat, to the point that pregnant goblins secrete a hormone that makes their flesh unbearably bitter less to keep themselves from being eaten by predators and more to stop their unborn children from chewing their own way out of the womb!
* GameplayAndStorySegregation: Look at all these other tropes, then ponder what kind of massive mental stat penalties goblins must have. Ready for the answer? A -2 to Charisma. That's it. This is because they're still based on 3rd Edition goblins, who weren't remotely insane or stupid.
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* ImAHumanitarian: Human flesh is a goblin delicacy.
* LaughablyEvil: While they are as malicious as the bigger goblinoids, they tend to be much more comical, hedonistic, and scatterbrained about it.
* ManBitesMan: Goblin gnashers are pretty extreme anyway, but there's a racial trait that gives goblins a full-fledged Bite attack as a natural weapon. They even have their own racial Barbarian archetype, the Feral Gnasher, that ''specializes'' in biting its enemies to death.
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* PsychopathicManchild: Particularly in their more comedic portrayals. They're vicious little airheads who take a childlike joy in songs, games and setting things on fire.
* PyroManiac: They love fire and have several abilities (and an [[MadBomber alchemist archetype]]) dedicated to their love of making things burn or explode.
* StupidEvil: They're often portrayed as manic vermin who usually do themselves in by sheer idiocy halfway through their natural lifespan. With [[AttentionDeficitOohShiny nonexistent attention spans]], [[AttackAttackAttack no grasp of tactics]], and [[NoHonorAmongThieves no regard for each other's well-being]], they tend to deal hefty FriendlyFire before they even reach their targets and [[DirtyCoward abandon each other]] as soon as something spooks them -- a poor strategy to pursue a violent grudge against almost every other species.
* TrademarkFavoriteFood: Pickles. Salt is one of the few flavors that goblins can actually taste effectively, and so they're absolutely addicted to anything with a strong salty flavor. Goblins will shove ''anything'' into brine and proceed to eat it, resulting in rather stomach-turning pickling experiments.
* UndergroundMonkey: Goblins are very adaptable and quick and eager colonizers of new locations, and as such it's quite common for populations of goblins who settle extreme or exotic environments to develop into new variants on the basic goblin theme adapted to that area. Common variants include the prehensile-tailed, arboreal monkey goblins of the jungles of Mediogalti Island, arctic goblin populations with thick fur or blue skin and resistance to cold temperatures, aquatic grindylows and cavern-dwelling goblins with bulbous eyes and long limbs adapted for climbing.
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!!Merfolk
to:
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* EvilCounterpart: They often come across as this to the dwarves. Both species traditionally live in extensive underground settlements, are dedicated and untiring workers who consider a life spent toiling productively to be a life well-spent, and are often noted to be extremely skilled at creating things out of stone and metal. They bot lean towards predominantly lawful alignments, and are often depicted as actively at odds with each other over living space and mining grounds.
to:
* EvilCounterpart: They often come across as this to the dwarves. Both species traditionally live in extensive underground settlements, are dedicated and untiring workers who consider a life spent toiling productively to be a life well-spent, and are often noted to be extremely skilled at creating things out of stone and metal. They bot both lean towards predominantly lawful alignments, and are often depicted as actively at odds with each other over living space and mining grounds.
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* PurposelyOverpowered: Outside of Azlanti humans, munavri are the most overpowered race not to have any racial hit dice; they gain bonuses to all of their ability scores, only taking a slight penalty to strength, and have a plethora of other bonuses, with only slight mechanical weaknesses. On the other hand, they live in an isolated cavern beneath the earth on a separate continent from where most of the action in Golarion takes place, meaning they are particularly impractical and implausible for them to be PC's in most adventures without a convoluted backstory.
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* HumanSubspecies: They're descended from ancient Azlanti humans who were trapped in the depths of Orv when their empire fell, and developed their albinism and telepathy as side effects of inhabiting mysterious, magical islands and being forced to adapt very rapidly to survive the hostile environment they found themselves in. Albinism aside, they still largely resemble their human ancestors.
* PurposelyOverpowered: Outside of Azlanti humans, munavri are the most overpowered race not to have any racial hit dice; they gain bonuses to all of their ability scores, only taking a slight penalty to strength, and have a plethora of other bonuses, with only slight mechanical weaknesses. On the other hand, they live in an isolated cavern beneath the earth on a separate continent from where most of the action in Golarion takes place, meaning they are particularly impractical and implausible for them to bePC's [=PCs=] in most adventures without a convoluted backstory.backstory -- and by the time an adventure can make its way to where they live, most enemies will be even more ludicrously overpowered anyway.
* PurposelyOverpowered: Outside of Azlanti humans, munavri are the most overpowered race not to have any racial hit dice; they gain bonuses to all of their ability scores, only taking a slight penalty to strength, and have a plethora of other bonuses, with only slight mechanical weaknesses. On the other hand, they live in an isolated cavern beneath the earth on a separate continent from where most of the action in Golarion takes place, meaning they are particularly impractical and implausible for them to be
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* BigfootSasquatchAndYeti: They're a smaller offshoot of the Sasquatch species.
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* BigfootSasquatchAndYeti: They're a smaller offshoot of the Sasquatch sasquatch species.
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* ArtificialHuman: In theory, they could be artificial anything - just takes mortal kind with the proper magical know how to make one to take his place in the afterlife. As a result, they're biologically sterile and can't sexually reproduce.
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* ArtificialHuman: In theory, they could be artificial versions of anything - -- it just takes mortal kind mortals with the proper magical know how to make one to take his their place in the afterlife. As a result, they're biologically sterile and can't sexually reproduce.
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* OminousOwl: Of the anthropomorphic variety.
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* OminousOwl: Of the anthropomorphic variety.variety -- the syrinx are evil, imperialistic slavers seeking to conquer the world.
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Aversions to Reptiles Are Abhorrent aren't notable enough to be listed.
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* ReptilesAreAbhorrent: Averted, oddly, and some sourcebooks go as far in the other direction as SnakesAreSexy (Justified since they're based on seductive assassin-courtesans in India historical legends).
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* ReptilesAreAbhorrent: Averted, oddly, and some SnakesAreSexy: Some sourcebooks go as far in the other direction as SnakesAreSexy this direction. (Justified since they're based on seductive assassin-courtesans in India historical legends).
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* EvilCounterpart: They often come across as this to the dwarves. Both species traditionally live in extensive underground settlements, are dedicated and untiring workers who consider a life spent toiling productively to be a life well-spent, and are often noted to be extremely skilled at creating things out of stone and metal. They bot lean towards predominantly lawful alignments, and are often depicted as actively at odds with each other over living space and mining grounds.
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* TrueBreedingHybrid: Some countries have significant enough populations of half-elves that it's far from uncommon for self-sustaining communities to form. In many places, it's far more common for a half-elf to be born to two half-elven parents, and for those parents in turn to be the children of other half-elves, than for them to be born from a human and elf pairing.
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* TrueBreedingHybrid: Some countries have significant enough populations of half-elves that it's far from uncommon for self-sustaining communities to form.form, most notably the half-elven city of Erages within the elven kingdom of Kyonin. In many places, it's far more common for a half-elf to be born to two half-elven parents, and for those parents in turn to be the children of other half-elves, than for them to be born from a human and elf pairing.
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!!Ganzi
Similar to aasimar and tieflings, ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders, but rather the result of mutation in mortals who reside close to fonts of pure chaos.
Similar to aasimar and tieflings, ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders, but rather the result of mutation in mortals who reside close to fonts of pure chaos.
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Similar to aasimar
These smaller dragons share the planet of Triaxus with the natives and
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* BreathWeapon: Dragonkin have the respective attacks their scales would indicate.
* ColorCodedForYourConvenience: Subverted. Dragonkin come in the full range of colors as Chromatic and Metallic Dragons, but this has no bearing on their alignment.
* DraconicHumanoid: Dragonkin can stand on their hind legs and have opposable thumbs that allow them to wield weapons as humanoids do.
* DragonRider: Inverted. Dragonkin can form bonds with a humanoid, whom they will allow to ride them into battle.
* PsychicLink: The bond between Dragonkin and Rider is one of these.
!!Ganzi
Similar to aasimar and tieflings, ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders, but rather the result of mutation in mortals who reside close to fonts of pure chaos.
----
* ColorCodedForYourConvenience: Subverted. Dragonkin come in the full range of colors as Chromatic and Metallic Dragons, but this has no bearing on their alignment.
* DraconicHumanoid: Dragonkin can stand on their hind legs and have opposable thumbs that allow them to wield weapons as humanoids do.
* DragonRider: Inverted. Dragonkin can form bonds with a humanoid, whom they will allow to ride them into battle.
* PsychicLink: The bond between Dragonkin and Rider is one of these.
!!Ganzi
Similar to aasimar and tieflings, ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders, but rather the result of mutation in mortals who reside close to fonts of pure chaos.
----
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* BeastMan: Rakshasa-descended tieflings, known as beastbrood, often develop traits such as fur, fangs or animal eyes. Many end up looking like CatFolk, as most rakshasas resemble tigers themselves.
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* DarkIsNotEvil: Despite their unsettling nature and darkness-related powers, they have no innate tie to their ancestors' evil and are free to choose their path in life. That said...
* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on the way out, to the point that they're often referred to as the Motherless.
* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on the way out, to the point that they're often referred to as the Motherless.
to:
* DarkIsNotEvil: Despite their unsettling nature and darkness-related powers, they have no innate tie to their ancestors' evil and are free to choose their path in life. That said...
life.
* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on the way out, to the point that they're often referred to as theMotherless.motherless.
* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on the way out, to the point that they're often referred to as the
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* HornedHumanoid: Most tieflings, especially those with demonic heritage, sport horns as an outward sign of their ancestry.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the Motherless, have a tendency to look like this.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the Motherless, have a tendency to look like this.
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* HornedHumanoid: Most tieflings, especially those with demonic demonic, infernal or div heritage, sport horns as an outward sign of their ancestry.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as theMotherless, motherless, have a tendency to look like this.this. While all tieflings have obvious physical traits setting them apart from their neighbors, the motherless are so heavily adorned with tentacles, barbed tendrils, fangs, distorted faces and limbs, carapaces or scales and other deformities that they're barely recognizable as members of their parent species.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the
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* TrueBreedingHybrid: Tieflings can reproduce with each other same as any other species, although their relative rarity often precludes the formation of truly self-perpetuating tiefling populations.
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* TrueBreedingHybrid: Tieflings can reproduce with each other same as any other species, and are in fact likelier to breed true than other planar races, although their relative rarity often precludes the formation of truly self-perpetuating tiefling populations.
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Reclusive inhabitants of the ocean depths, the merfolk are reclusive to the point of paranoia. Unknown to many, they're among the numerous servitor species created by the aboleths in ancient times, and are known as the sapiaquali-oth in the aboleth tongue.
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Reclusive inhabitants of the ocean depths, the merfolk are reclusive secretive to the point of paranoia. Unknown to many, they're among the numerous servitor species created by the aboleths in ancient times, and are known as the sapiaquali-oth in the aboleth tongue.
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* TrueBreedingHybrid: Tieflings can reproduce with each other same as any other species, although their relative rarity often produces the formation of truly self-perpetuating tiefling populations.
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* TrueBreedingHybrid: Tieflings can reproduce with each other same as any other species, although their relative rarity often produces precludes the formation of truly self-perpetuating tiefling populations.
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Changelings are secretly conceived by Hags from mortal fathers. When they grow up, their mothers call them back to complete their transformation. Not all of them are willing.
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Changelings are secretly conceived by Hags hags from mortal fathers. When they grow up, their mothers call them back to complete their transformation. Not all of them are willing.
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* DealWithTheDevil: After centuries of losing battles against [[DeathWorld Darklands]] monsters drove [[TheRemnant the dwarven remnant]] to the [[DarkestHour brink of extinction]], Droskar offered them survival in exchange for their absolute obedience. They reclaimed much of their empire with his backing, at the cost of becoming the Duergar.
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* DealWithTheDevil: After centuries of losing battles against [[DeathWorld Darklands]] monsters drove [[TheRemnant the dwarven remnant]] to the [[DarkestHour brink of extinction]], Droskar offered them survival in exchange for their absolute obedience. They reclaimed much of their empire with his backing, at the cost of becoming the Duergar.duergar.
Reclusive inhabitants of the ocean depths, the merfolk are reclusive to the point of paranoia. Unknown to many, they're among the numerous servitor species created by the aboleths in ancient times, and are known as the sapiaquali-oth in the aboleth tongue.
----
----
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* OddFriendship: With the ''[[EldritchAbomination aboleth]]'', of all things.
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* OddFriendship: With the ''[[EldritchAbomination aboleth]]'', aboleths]]'', of all things.things. The aboleth where their creators, and to this day they're the only creatures the merfolk think of as allies.
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Humanoids touched by the blood or power of benevolent divine beings and imbued with some of their strength.
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Humanoids touched by the blood or power of benevolent divine beings and imbued with some of their strength. For unknown reasons, the rate of aasimar births has increased at a steady pace since the death of Aroden.
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* BeautyEqualsGoodness: They tend to be Good-aligned and exceptionally, even preternaturally, pretty. One racial trait exploits and subverts the trope by making an Aasimar so angelic and innocent-looking that it gives them a huge edge in lying to people.
* BeliefMakesYouStupid: A common StartOfDarkness for aasimar villains is being harassed by superstitious people with a limited grasp of what their parentage actually means for blessings they can't grant and getting... unhappy when they don't.
* BeliefMakesYouStupid: A common StartOfDarkness for aasimar villains is being harassed by superstitious people with a limited grasp of what their parentage actually means for blessings they can't grant and getting... unhappy when they don't.
to:
* BeautyEqualsGoodness: They tend to be Good-aligned and exceptionally, even preternaturally, pretty. One racial trait exploits and subverts the trope by making an Aasimar aasimar so angelic and innocent-looking that it gives them a huge edge in lying to people.
* BeliefMakesYouStupid: A common StartOfDarkness for aasimar villains is being harassed by superstitious people with a limited grasp of what their parentage actually meansfor who want blessings they can't grant and getting... get... unhappy when they don't.don't.
* BlessedWithSuck: Aasimars are born with the blood of celestials in their veins, supernatural beauty and endurance, enhanced lifespans, and more often than not a good magic trick or two up their sleeves. They're often pariahs in their communities, as their peers and neighbors tend to view them with a mix of envy, superstitious awe and fetishistic attraction, they're often targeted by evil creatures and governments and their beauty and skills make them popular targets for the [[MadeASlave slave trade]].
* BeliefMakesYouStupid: A common StartOfDarkness for aasimar villains is being harassed by superstitious people with a limited grasp of what their parentage actually means
* BlessedWithSuck: Aasimars are born with the blood of celestials in their veins, supernatural beauty and endurance, enhanced lifespans, and more often than not a good magic trick or two up their sleeves. They're often pariahs in their communities, as their peers and neighbors tend to view them with a mix of envy, superstitious awe and fetishistic attraction, they're often targeted by evil creatures and governments and their beauty and skills make them popular targets for the [[MadeASlave slave trade]].
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* MysticalPregnancy: Some Aasimar are the result of a Good god answering a devout follower's prayer for a child.
to:
* MysticalPregnancy: Some Aasimar aasimars are the result of a Good benevolent god answering a devout follower's prayer for a child.child, or a mortal being impregnated by a celestial in the form of a sunbeam or a gust of wind.
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* SoBeautifulItsACurse: The otherworldly beauty of Aasimars can lead to this, depending on how the people treat them.
* VillainWithGoodPublicity: Evil-aligned aasimar find they can metaphorically (and sometimes literally) get away with murder.
* VillainWithGoodPublicity: Evil-aligned aasimar find they can metaphorically (and sometimes literally) get away with murder.
to:
* SoBeautifulItsACurse: The otherworldly beauty of Aasimars aasimars can lead to this, depending on how the people treat them.
* SuperhumanTrafficking: They're often targeted for slavery due to their beauty, the strength and resilience granted them by their heritage, the prestige of owning aasimar slaves, and the fact that their rarity means they almost never have their own communities to protect them.
* TrueBreedingHybrid: Aasimars can breed true to produce more of their kind. This is often a moot point due to how rare they are -- it's uncommon for more than a couple to live in the same settlement at any given time -- but the Tian Xian nation of Tianjing is populated almost exclusively by aasimars.
* VillainWithGoodPublicity: Evil-alignedaasimar aasimars find they can metaphorically (and sometimes literally) get away with murder.
* SuperhumanTrafficking: They're often targeted for slavery due to their beauty, the strength and resilience granted them by their heritage, the prestige of owning aasimar slaves, and the fact that their rarity means they almost never have their own communities to protect them.
* TrueBreedingHybrid: Aasimars can breed true to produce more of their kind. This is often a moot point due to how rare they are -- it's uncommon for more than a couple to live in the same settlement at any given time -- but the Tian Xian nation of Tianjing is populated almost exclusively by aasimars.
* VillainWithGoodPublicity: Evil-aligned
* FantasticRacism: Like many other planar races, they're often looked down on for their heritage. This is especially true in Qadira, where genies are seen as servants to be bound -- ''not'' equals to have children with.
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* TrueBreedingHybrid: As with other geniekin, it's entirely possible for an ifrit couple to have ifrit children.
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* TrueBreedingHybrid: As with other geniekin, it's entirely possible for an oread couple to have oread children, and they maintain self-sustaining populations on the Plan of Earth.
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* TrueBreedingHybrid: As with other geniekin, it's entirely possible for a sylph couple to have sylph children.
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The flip side of Aasimars, Tieflings are touched by Fiendish origins, whether directly descended from a Demon, the result of a DealWithTheDevil, or simply tainted by unholy energy in the womb.
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The flip side of Aasimars, Tieflings aasimars, tieflings are touched by Fiendish fiendish origins, whether directly descended from a Demon, demon, the result of a DealWithTheDevil, or simply tainted by unholy energy in the womb. For unknown reasons, the rate of tiefling births has increased at a steady pace since the death of Aroden.
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* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on the way out.
* FantasticRacism: Tieflings get this worse than just about every other race in the game. Even in openly Hell-aligned Cheliax they get looked down on; the locals see their deals with devils as purely professional, so a hybrid being born is treated like someone being indiscrete with the maid (by both sides).
* HornedHumanoid: Most tieflings, especially those with demonic heritage.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the Motherless, have a tendency to look like these.
* FantasticRacism: Tieflings get this worse than just about every other race in the game. Even in openly Hell-aligned Cheliax they get looked down on; the locals see their deals with devils as purely professional, so a hybrid being born is treated like someone being indiscrete with the maid (by both sides).
* HornedHumanoid: Most tieflings, especially those with demonic heritage.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the Motherless, have a tendency to look like these.
to:
* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on the way out.
out, to the point that they're often referred to as the Motherless.
* FantasticRacism: Tieflings get this worse than just about every other race in the game. Even in openlyHell-aligned {{Hell}}-aligned Cheliax they get looked down on; the locals see their deals with devils as purely professional, so a hybrid being born is treated like someone being indiscrete with the maid (by both sides).
* HornedHumanoid: Most tieflings, especially those with demonicheritage.
heritage, sport horns as an outward sign of their ancestry.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the Motherless, have a tendency to look likethese.this.
* FantasticRacism: Tieflings get this worse than just about every other race in the game. Even in openly
* HornedHumanoid: Most tieflings, especially those with demonic
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the Motherless, have a tendency to look like
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* TrueBreedingHybrid: Tieflings can reproduce with each other same as any other species, although their relative rarity often produces the formation of truly self-perpetuating tiefling populations.
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Planetouched creatures descended in part from water elementals and Marids (Water Genies).
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Planetouched creatures descended in part from water elementals and Marids (Water Genies).marids (water genies).
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* TrueBreedingHybrid: As with other geniekin, it's entirely possible for an undine couple to have undine children, and they maintain self-sustaining populations on the Plan of Water that are large and common enough for people to suspect them to be making a bid for becoming one of the plane's major powers in their own right.
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* FantasticRacism: Tieflings get this worse than just about every other race in the game.
to:
* FantasticRacism: Tieflings get this worse than just about every other race in the game. Even in openly Hell-aligned Cheliax they get looked down on; the locals see their deals with devils as purely professional, so a hybrid being born is treated like someone being indiscrete with the maid (by both sides).
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* GameplayAndStorySegregation: Look at all these other tropes, then ponder what kind of massive mental stat penalties goblins must have. Ready for the answer? A -2 to Charisma. That's it. This is because they're still based on 3rd Edition goblins, who weren't remotely insane or stupid.
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* BlueAndOrangeMorality: Even when they have Good or Evil alignments, Gnomes tend to look at it differently than other races.
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* BlueAndOrangeMorality: Even when they have Good or Evil alignments, Gnomes gnomes tend to look at it differently than other races.
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* OurGnomesAreWeirder: They actually have to be. They have to keep themselves interested and entertained at all times; once they start becoming bored, they go through a process known as the bleaching, which is often fatal. Yes, Gnomes can literally be bored to death.
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* OurGnomesAreWeirder: They actually have to be. They have to keep themselves interested and entertained at all times; once they start becoming bored, they go through a process known as the bleaching, which is often fatal. Yes, Gnomes gnomes can literally be bored to death.
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* AlwaysChaoticEvil: [[SubvertedTrope Subverted]]. The ''Advanced Race Guide'' states that ''most'' fit this trope, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) Drow to be non-evil. The tricky part is surviving in Drow society long enough to reach adulthood and escape. Most non-evil Drow are found out and either killed or turned into Driders long before then.
to:
* AlwaysChaoticEvil: [[SubvertedTrope Subverted]]. The ''Advanced Race Guide'' states that ''most'' fit this trope, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness ''Second Darkness'' Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) Drow drow to be non-evil. The tricky part is surviving in Drow drow society long enough to reach adulthood and escape. Most non-evil Drow drow are found out and either killed or turned into Driders driders long before then.
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* CardCarryingEvil: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, Drow, like Dhampirs, are left dazzled by daylight.
* ScrewYouElves: They hate all non-Drow, but their dislike of surface elves tends to be most noteworthy.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, Drow, like Dhampirs, are left dazzled by daylight.
* ScrewYouElves: They hate all non-Drow, but their dislike of surface elves tends to be most noteworthy.
to:
* CardCarryingEvil: CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait,Drow, drow, like Dhampirs, dhampirs, are left dazzled by daylight.
* ScrewYouElves: They hate allnon-Drow, non-drow, but their dislike of surface elves tends to be most noteworthy.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait,
* ScrewYouElves: They hate all
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Descendants of Humans who traveled to or were trapped in the Plane of Shadow.
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Descendants of Humans humans who traveled to or were trapped in the Plane of Shadow.
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* CreepilyLongArms: Artwork of the male and female Fetchling show their arms are ''incredibly'' long, reaching past their knees.
* DoNotCallMePaul: Many Fetchlings consider the term fetchling an insult and prefer the term "kayal", which means "shadow people". The reason behind this is that the term "fetchling" was given to them by humans who saw them as tools to "fetch" unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
* {{Expy}}: Conceptually they're similar to ''D&D''[='=]s shadar-kai and shades in origin, if not in personality.
* DoNotCallMePaul: Many Fetchlings consider the term fetchling an insult and prefer the term "kayal", which means "shadow people". The reason behind this is that the term "fetchling" was given to them by humans who saw them as tools to "fetch" unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
* {{Expy}}: Conceptually they're similar to ''D&D''[='=]s shadar-kai and shades in origin, if not in personality.
to:
* CreepilyLongArms: Artwork of the male and female Fetchling fetchling show their arms are ''incredibly'' long, reaching past their knees.
* DoNotCallMePaul: ManyFetchlings fetchlings consider the term fetchling an insult and prefer the term "kayal", which means "shadow people". The reason behind this is that the term "fetchling" was given to them by humans who saw them as tools to "fetch" unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
* {{Expy}}:Conceptually they're They're conceptually similar to ''D&D''[='=]s shadar-kai and shades in origin, if not in personality.
* DoNotCallMePaul: Many
* {{Expy}}:
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* ExtremeOmnivore: If you are not a Goblin, you are a source of food. Even the most obviously inedible of organic matter will be given a cursory nibble.
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* ExtremeOmnivore: If you are not a Goblin, goblin, you are a source of food. Even the most obviously inedible of organic matter will be given a cursory nibble.
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* {{Determinator}}: Similar case to Half-Orcs, but don't need an additional feat to keep fighting.
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* {{Determinator}}: Similar case to Half-Orcs, half-orcs, but don't need an additional feat to keep fighting.
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* WorthyOpponent: They see humans as this, partly because they see them as being [[HumansAreBastards just as blood thirsty]] as they are.
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* WorthyOpponent: They see humans as this, partly because they see them as being [[HumansAreBastards just as blood thirsty]] bloodthirsty]] as they are.
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One of the Planetouched races, with air elementals and/or Djinn in their ancestry.
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One of the Planetouched races, with air elementals and/or Djinn djinn in their ancestry.
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Centaurs and driders are neither a 0 HD race nor playable, and these tropes only apply to SF not PF
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* PurposelyOverpowered: Not normal humans, but specifically the Azlanti, who gain a bonus to all ability scores (normal humans only gain that bonus in ''one'' single ability score. And since pure-blooded Azlanti effectively extinct (except for a few who have survived to the present day via very specific means), they are particularly implausible [=PCs=] in most adventures without a convoluted backstory.
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* PurposelyOverpowered: Not normal humans, but specifically the Azlanti, who gain a bonus to all ability scores (normal humans only gain that bonus in ''one'' single ability score. And since pure-blooded Azlanti They are also effectively extinct (except for a few who have survived to the present day via very specific means), they are particularly implausible [=PCs=] in most adventures without a convoluted backstory.backstory, and the game instructs that they should be only playable with explicit DM permission.
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* AscendedExtra: The Ysoki, alien ratfolk from Akiton, are a core race in ''TabletopGame/{{Starfinder}}''.
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* MismatchedEyes: The easiest way to figure out if someone is a changeling is to check their eye color -- all changelings have mismatched eyes.
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* MismatchedEyes: The easiest way to figure out if someone is a changeling is to check their her eye color -- all changelings have mismatched eyes.
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* TheExile: A Strix PC is likely to be this as they otherwise generally don't venture far from their mountains, but as it turns out the whole of the Inner Sea strix community views themselves this way; their mythology holds that they were banished from their homeland in Arcadia by the gods -- likely the Syrinx -- for some unknown offense, and that all of the misfortune they've suffered since is the result of this curse.
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* TheExile: A Strix strix PC is likely to be this as they otherwise generally don't venture far from their mountains, but as it turns out the whole of the Inner Sea strix community views themselves this way; their mythology holds that they were banished from their homeland in Arcadia by the gods -- likely the Syrinx -- for some unknown offense, and that all of the misfortune they've suffered since is the result of this curse.
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* SlaveRace: Originally bred to be this by the Syrinx.
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* SlaveRace: Originally bred to be this by the Syrinx.
syrinx.
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* AscendedExtra: They are one of the core races of ''TabletopGame/{{Starfinder}}''.
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!!Centaurs
Large, monstrous beings that possess human-like upper halves on the bodies of horses (or other creatures).
Large, monstrous beings that possess human-like upper halves on the bodies of horses (or other creatures).
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Large, monstrous beings that possess human-like upper halves on
Yes, now you too can play as the
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* NobleSavage: Theirs is an ancient, aloof culture that struggles to come to terms with the modern world -- perhaps because of their habit of summarily running off anybody who enters their lands.
* OurCentaursAreDifferent: The classic half-human, half-horse centaurs depicted as free-spirited, nature-loving beings living in the wilderness. Some tribes have horse ''heads'' as well as lower halves.
* RedOniBlueOni: Filled with wanderlust and competitive spirit, they are the Red to the artistic, detached Blue of the Elves (the Humanoid race with whom they interact the most).
!!Deep One Hybrids
Yes, now you too can play as the degenerate spawn of Dagon.
----
* OurCentaursAreDifferent: The classic half-human, half-horse centaurs depicted as free-spirited, nature-loving beings living in the wilderness. Some tribes have horse ''heads'' as well as lower halves.
* RedOniBlueOni: Filled with wanderlust and competitive spirit, they are the Red to the artistic, detached Blue of the Elves (the Humanoid race with whom they interact the most).
!!Deep One Hybrids
Yes, now you too can play as the degenerate spawn of Dagon.
----
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!!Driders
Drow that have been magically fused with spiders through the process of Drow fleshwarping.
Drow that have been magically fused with spiders through the process of Drow fleshwarping.
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Drow that have
Similar to aasimar and tieflings, ganzi are humanoids who've been
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* BizarreSexualDimorphism: Female driders' upper bodies look just like their drow bodies, and their lower bodies resemble black widows and other slender spiders. Males, however... their upper bodies are ''mostly'' normal, except for their faces -- they have mandibles instead of mouths. Males' lower bodies also resemble bulkier, hairier tarantulas.
* CursedWithAwesome: If they can escape their drow masters and claim their freedom, they get to enjoy an impressively powerful body.
* OurCentaursAreDifferent: A spider's lower body and a dark elf's torso and head (with the head having strongly arachnid features in the males).
* SpiderPeople: Females are a fairly standard take on this trope, being centaurine beings with a humanoid drow body above a spider's lower body. Males are spiderlike in their upper bodies too, however: their faces are distinctly arachnoid, with spider mandibles and multiple eyes. They're also an artificial race made by fusing a drow and a spider, although unlike other fleshwarps they can breed true, and have established self-sustaining populations in the Darklands.
* SuperHumanTrafficking: Many driders are created from drow as a punishment -- earned or not, drow being [[AlwaysChaoticEvil drow]] -- and promptly enslaved.
!!Ganzi
Similar to aasimar and tieflings, Ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders, but rather the result of mutation in mortals who reside close to fonts of pure chaos.
----
* CursedWithAwesome: If they can escape their drow masters and claim their freedom, they get to enjoy an impressively powerful body.
* OurCentaursAreDifferent: A spider's lower body and a dark elf's torso and head (with the head having strongly arachnid features in the males).
* SpiderPeople: Females are a fairly standard take on this trope, being centaurine beings with a humanoid drow body above a spider's lower body. Males are spiderlike in their upper bodies too, however: their faces are distinctly arachnoid, with spider mandibles and multiple eyes. They're also an artificial race made by fusing a drow and a spider, although unlike other fleshwarps they can breed true, and have established self-sustaining populations in the Darklands.
* SuperHumanTrafficking: Many driders are created from drow as a punishment -- earned or not, drow being [[AlwaysChaoticEvil drow]] -- and promptly enslaved.
!!Ganzi
Similar to aasimar and tieflings, Ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders, but rather the result of mutation in mortals who reside close to fonts of pure chaos.
----
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Small Fey humanoids with wings made up of a symbiotic woody plant.
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Small Fey fey humanoids with wings made up of a symbiotic woody plant.
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* PlantPerson: While the Gathlain itself is made of regular flesh, it's impossible to separate the plant symbiont from the fey.
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* PlantPerson: While the Gathlain gathlain itself is made of regular flesh, it's impossible to separate the plant symbiont from the fey.
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* AscendedExtra: One of the core races of ''TabletopGame/{{Starfinder}}''.
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* AscendedExtra: One of the core races of ''TabletopGame/{{Starfinder}}''.
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!!Triaxians(Ryphorians)
The natives of Triaxus, a planet in Golarion's solar system with a long, elliptical orbit that gives it decades-long seasons. Triaxus is primarily divided between the Drakelands, a continent dominated by evil Dragons, and the Allied Territories, who fight for their survival alongside good Dragons. In TabletopGame/{{Starfinder}}, they are known as Ryphorians.
The natives of Triaxus, a planet in Golarion's solar system with a long, elliptical orbit that gives it decades-long seasons. Triaxus is primarily divided between the Drakelands, a continent dominated by evil Dragons, and the Allied Territories, who fight for their survival alongside good Dragons. In TabletopGame/{{Starfinder}}, they are known as Ryphorians.
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The natives of Triaxus, a planet in Golarion's solar system with a long, elliptical orbit that gives it decades-long seasons. Triaxus is primarily divided between the Drakelands, a continent dominated by evil
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* BizarreAlienBiology: Triaxians are seasonally dimorphic: Summer and Winter on Triaxus last for several generations each, so the species has developed different-looking variants that are more suited to either summer or winter.
* DragonRider: Triaxians live with Dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the ones in the Allied Territories will, however.
* DragonRider: Triaxians live with Dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the ones in the Allied Territories will, however.
to:
* BizarreAlienBiology: Triaxians are seasonally dimorphic: Summer summer and Winter winter on Triaxus last for several generations each, so the species has developed different-looking variants that are more suited to either summer or winter.
* DragonRider: Triaxians live withDragonkin, dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the ones in the Allied Territories will, however.
* DragonRider: Triaxians live with
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* ElvesVersusDwarves: Downplayed. They don't actively hate Elves. They just have little respect for them. Or Gnomes. Or Halflings.
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* ElvesVersusDwarves: Downplayed. They don't actively hate Elves. They elves, they just have little respect for them. Or Gnomes. for gnomes. Or Halflings.for halflings.
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* ElvesVersusDwarves: Even less so than the dwarves themselves. While they look down on other races as immature children, they acknowledge the talents as a whole of said races, from Gnomish magical talent and Dwarven craft to even mere pity for Halflings and fascination with humans.
to:
* ElvesVersusDwarves: Even less so than the dwarves themselves. While they look down on other races as immature children, they acknowledge the talents as a whole of said races, from Gnomish gnomish magical talent and Dwarven dwarven craft to even mere pity for Halflings halflings and fascination with humans.
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* ChildByRape: Emphasized, but [[InterspeciesRomance not the only way]] they emerge in this setting -- in fact, no major NPC Half-Orc is a result of rape.
* HalfBreedDiscrimination: Zig-zagged. They are often looked at as no different from pureblooded Orcs by other societies, but while they lack the sheer strength and endurance of those same Orcs to thrive in their war-like society, they are still valued for potential cleverness by their beastly forefathers.
* NotQuiteDead: Can still stand even at negative hit points for one more round after their hit points go to zero. With the "Ferocious Resolve" feat, this crosses into {{Determinator}}, allowing them to keep fighting on [[BeyondTheImpossible even as their life goes into the negative numbers]].
* HalfBreedDiscrimination: Zig-zagged. They are often looked at as no different from pureblooded Orcs by other societies, but while they lack the sheer strength and endurance of those same Orcs to thrive in their war-like society, they are still valued for potential cleverness by their beastly forefathers.
* NotQuiteDead: Can still stand even at negative hit points for one more round after their hit points go to zero. With the "Ferocious Resolve" feat, this crosses into {{Determinator}}, allowing them to keep fighting on [[BeyondTheImpossible even as their life goes into the negative numbers]].
to:
* ChildByRape: Emphasized, but [[InterspeciesRomance not the only way]] they emerge in this setting -- in fact, no major NPC Half-Orc half-orc is a result of rape.
* HalfBreedDiscrimination: Zig-zagged. They are often looked at as no different from purebloodedOrcs orcs by other societies, but while they lack the sheer strength and endurance of those same Orcs orcs to thrive in their war-like society, they are still valued for potential cleverness by their beastly forefathers.
* NonhumanHumanoidHybrid: Orcs are remarkably cross-fertile with other species, and as a result many half-orcs have goblin or hobgoblin, rather than human, blood. These different crosses all look mostly the same, largely due to orc traits tending to dominate those of the other parent. Elves are one of the few species with whom orcs cannot successfully reproduce, something the elves rarely let other species forget.
* NotQuiteDead:Can Half-orcs can still stand even at negative hit points for one more round after their hit points go to zero. With the "Ferocious Resolve" feat, this crosses into {{Determinator}}, allowing them to keep fighting on [[BeyondTheImpossible even as their life goes into the negative numbers]].
* HalfBreedDiscrimination: Zig-zagged. They are often looked at as no different from pureblooded
* NonhumanHumanoidHybrid: Orcs are remarkably cross-fertile with other species, and as a result many half-orcs have goblin or hobgoblin, rather than human, blood. These different crosses all look mostly the same, largely due to orc traits tending to dominate those of the other parent. Elves are one of the few species with whom orcs cannot successfully reproduce, something the elves rarely let other species forget.
* NotQuiteDead:
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* HumansAreSpecial: As with ''TabletopGame/DungeonsAndDragons'', notable for being able to take an additional feat and able to fit into any class. Also, there are a handful of other, non-human races descended from them, such as Skum, Gillmen and Mongrelmen.
to:
* HumansAreSpecial: As with ''TabletopGame/DungeonsAndDragons'', notable for being able to take an additional feat and able to fit into any class. Also, there are a handful of other, non-human races descended from them, such as Skum, Gillmen skum, gillmen and Mongrelmen.mongrelmen.
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* ThenLetMeBeEvil: A common motivation for evil Dhampir.
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* ThenLetMeBeEvil: A common motivation for evil Dhampir.
dhampir.
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* AlwaysChaoticEvil: [[SubvertedTrope Subverted]]. The Advanced Race Guide states that ''most'' fit this trope, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) Drow to be non-evil. The tricky part is surviving in Drow society long enough to reach adulthood and escape. Most non-evil Drow are found out and either killed or turned into Driders long before then.
to:
* AlwaysChaoticEvil: [[SubvertedTrope Subverted]]. The Advanced ''Advanced Race Guide Guide'' states that ''most'' fit this trope, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) Drow to be non-evil. The tricky part is surviving in Drow society long enough to reach adulthood and escape. Most non-evil Drow are found out and either killed or turned into Driders long before then.
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* LongLived: Well not as LongLived as the Elves, their lifespans are still quite long by the standards of most humanoids. Kobold life expectancy is usually 30 -- 40 years due to their tough lives, but some can live up to 140 years if they survive.
to:
* LongLived: Well not as LongLived as the Elves, elves, their lifespans are still quite long by the standards of most humanoids. Kobold life expectancy is usually 30 -- 40 years due to their tough lives, but some can live up to 140 years if they survive.
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Ancestral enemies of the Dwarves, they were driven to the surface before the advancing Dwarves in their Quest for the Sky, and have been a scourge on the surface ever since. On Golarion, most live in the hold of Belkizen.
to:
Ancestral enemies of the Dwarves, dwarves, they were driven to the surface before the advancing Dwarves dwarves in their Quest for the Sky, and have been a scourge on the surface ever since. On Golarion, most live in the hold of Belkizen.
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* AlwaysChaoticEvil: Being pretty much the TropeCodifier, they usually suffer from this, mostly due to having Evil Gods and [[DemonLordsAndArchdevils Demon Princes]] as patrons.
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* AlwaysChaoticEvil: Being pretty much the TropeCodifier, they usually suffer from this, mostly due to having Evil Gods evil gods and [[DemonLordsAndArchdevils Demon Princes]] {{Demon Lords|And Archdevils}} as patrons.
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* AxCrazy: The greataxe is a favoured weapon and synergizes well with their brute strength.
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* AxCrazy: AnAxeToGrind: The greataxe is a favoured weapon among orcs, and synergizes well with their brute strength.
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The ancestors of Duergar were those Dwarves who refused to undertake the Quest for the Sky. Most of them fell to worshiping Droskar, the god of endless toil.
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The ancestors of Duergar duergar were those Dwarves dwarves who refused to undertake the Quest for the Sky. Most of them fell to worshiping Droskar, the god of endless toil.
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* FantasticRacism: They despise surface Dwarves above all others and usually kill them on sight, though they hate Drow almost as much.
* {{Invisibility}}: Most Duergar can go invisible as a spell-like ability.
* {{Invisibility}}: Most Duergar can go invisible as a spell-like ability.
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* FantasticRacism: They despise surface Dwarves dwarves above all others and usually kill them on sight, though they hate Drow almost as much.
* {{Invisibility}}: MostDuergar duergar can go invisible as a spell-like ability.
* {{Invisibility}}: Most
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* UndergroundMonkey: Goblins are very adaptable and quick and eager colonizers of new locations, and as such it's quite common for populations of goblins who settle extreme or exotic environments to develop into new variants on the basic goblin theme adapted to that area. Common variants include the prehensile-tailed, arboreal monkey goblins of the jungles of Mediogalti Island, arctic goblin populations with thick fur or blue skin and resistance to cold temperatures, aquatic grindylows and cavern-dwelling goblins with bulbous eyes and long limbs adapted for climbing.
* FantasticRacism: Hobgoblins ''hate'' elves, which they were created to fight -- elves and half-elves are the only captives they always kill out of hand rather than enslave, and they detest magic chiefly because elves commonly practice it.
* SlaveMooks: Hobgoblins were created from regular goblins by a now long-forgotten faction in order to provide armies of magically-controlled soldiers with whom to attack the then-powerful elven civilization.
[[quoteright:266:https://static.tvtropes.org/pmwiki/pub/images/493px_kobold_with_crossbow.jpg]]
* AbhorrentAdmirer: Kobolds worship true dragons (both metaphorically and literally, depending on the circumstances), which they see as the greatest beings in creation and the only things genuinely superior to themselves; they also proudly claim draconic heritage, which is the source of their claims to being the true masters of the world. The dragons, on their part, find the kobolds as weak and contemptible as everyone else does, and their fawning admiration as anywhere between acutely embarrassing, kind of pathetic or downright insulting, depending on the dragon in question.
* BreathWeapon: A very rare variety of kobolds, the dragonbreath kobolds, are capable of using the breath weapon associated with the breed of chromatic dragon that their scale color matches -- corrosive gas for green-scaled kobolds, fire for red-scaled ones, acid for black ones, frost for white ones and bolts of electricity for blue ones.
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* DraconicHumanoid: While they are reptilian humanoids, they boast about how they are more related to dragons.
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* DraconicHumanoid: While they are reptilian humanoids, they boast about how they are more related to dragons.dragons, and they physically do bear some resemblance to their greater kin -- most notably, their scale colors match those of chromatic dragons, and some very rare kobolds can use draconic {{Breath Weapon}}s. The immensely proud and powerful dragons find these links to such weak, cowardly creatures profoundly embarrassing.
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* LongLived: Well not as LongLived as the Elves, Kobold life expectancy is usually 30 - 40 years, but some can live up to 140 years if they survive.
to:
* LongLived: Well not as LongLived as the Elves, their lifespans are still quite long by the standards of most humanoids. Kobold life expectancy is usually 30 - -- 40 years, years due to their tough lives, but some can live up to 140 years if they survive.
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* TrapMaster: Their specialty. Kobold lairs are almost always riddled with traps, and they have several racial bonuses and archetypes to help with trapmaking.
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* TrapMaster: Their specialty. Kobold lairs are almost always riddled with numerous, creative and deadly traps, and they have several racial bonuses and archetypes to help with trapmaking.
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* WeAreAsMayflies: Most gnolls never live past the age of thirty-five, dying either violent deaths or withering away in a horrifically rapid fashion. Theorized to be due to their connection with the demon Lamashtu.
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* WeAreAsMayflies: Most gnolls never live past the age of thirty-five, dying either violent deaths or withering away in a horrifically rapid fashion. Theorized This is theorized to be due to their connection with the demon Lamashtu.
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* WingedHumanoid: A mark of great status among kobolds.
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* WingedHumanoid: A They're otherwise regular kobolds -- diminutive LizardFolk -- with draconic wings, a mark of great status among kobolds.their kind.
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* FateWorseThanDeath: Gnolls consider exile to be this -- they're very social creatures, and fear dying far less than they fear being alone. In gnoll society, the death penalty exists but is used for crimes that, while serious, are not considered the worst possible. The most serious crimes, such as heresy, treason or freeing slaves, are all punished with exile.
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* KlingonPromotion: The default response of a gnoll tribe to regicide is to make the old leader's killer their new leader.
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vesk don't exist in PF
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* HumanAliens: By now they've more or less assimilated into Golarian society along with the rest of the FantasyKitchenSink, but their species actually originates on the planet Castrovel.
* RubberForeheadAliens: By now they've more or less assimilated into Golarian society along with the rest of the FantasyKitchenSink, but their species actually originates on the planet Castrovel.
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* {{Hobbits}}: Pathfinder Halflings tend to be cheerful opportunists who prefer to avoid the limelight and the problems that come with it. In many Human nations, halflings are prized as servants and, in less enlightened kingdoms, slaves.
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* {{Hobbits}}: Pathfinder Halflings ''Pathfinder'' halflings tend to be cheerful opportunists who prefer to avoid the limelight and the problems that come with it. In many Human human nations, halflings are prized as servants and, in less enlightened kingdoms, slaves.
* PurposelyOverpowered: Not normal humans, but specifically the Azlanti, who gain a bonus to all ability scores (normal humans only gain that bonus in ''one'' single ability score. And since pure-blooded Azlanti effectively extinct (except for a few who have survived to the present day via very specific means), they are particularly implausible [=PCs=] in most adventures without a convoluted backstory.
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* SemiDivine: Most are distantly descended from Good-aligned outsiders like Angels.
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* SemiDivine: Most are distantly descended from Good-aligned outsiders like Angels.angels.
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* CardCarryingEvil: These guys developed Vegepygmies so that even their ''vegetables'' could be made to suffer.
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* CardCarryingEvil: These guys developed Vegepygmies vegepygmies so that even their ''vegetables'' could be made to suffer.
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* SemiDivine: Tieflings have at least one fiendish ancestor.
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* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the Aboleths after they destroyed the Azlanti Empire during the Earthfall.
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* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the Aboleths aboleths after they destroyed the Azlanti Empire during the Earthfall.
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!!Astomi
to:
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* HumanSubspecies: Dark Folk, in general, are this; humans altered by the extraplanar Owb into creatures of shadow after having fled Earthfall; they're not so monstrous or degenerate as the morlocks, but are still usually malevolent. Caligni specifically are genetic throwbacks among Dark Folk; they're closer to what the race was before the Owbs began breeding them into specialized subraces.
to:
* HumanSubspecies: Dark Folk, folk, in general, are this; humans altered by the extraplanar Owb owb into creatures of shadow after having fled Earthfall; they're not so monstrous or degenerate as the morlocks, but are still usually malevolent. Caligni specifically are genetic throwbacks among Dark Folk; dark folk; they're closer to what the race was before the Owbs owbs began breeding them into specialized subraces.
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* PurposelyOverpowered: Munavri are the most overpowered race not to have any racial hit dice; they gain bonuses to all of their ability scores, only taking a slight penalty to strength, and have a plethora of other bonuses, with only slight mechanical weaknesses. On the other hand, they live in an isolated cavern beneath the earth on a separate continent from where most of the action in Golarion takes place, meaning they are particularly impractical and implausible for them to be PC's in most adventures without a convoluted backstory.
to:
* PurposelyOverpowered: Munavri Outside of Azlanti humans, munavri are the most overpowered race not to have any racial hit dice; they gain bonuses to all of their ability scores, only taking a slight penalty to strength, and have a plethora of other bonuses, with only slight mechanical weaknesses. On the other hand, they live in an isolated cavern beneath the earth on a separate continent from where most of the action in Golarion takes place, meaning they are particularly impractical and implausible for them to be PC's in most adventures without a convoluted backstory.
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!!Vesk
A race of lizard-like aliens from a nearby solar system introduced in ''TabletopGame/{{Starfinder}}''.
A race of lizard-like aliens from a nearby solar system introduced in ''TabletopGame/{{Starfinder}}''.
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A race
Small wooden constructs created as assassins by a wizard, the wyrwoods killed their master and stole the secret of
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* AlienInvasion: Invaded Golarion's solar system many centuries ago, prompting the creation of the Pact Worlds.
* {{Expy}}: Pretty much a reptilian version of the [[Franchise/StarTrek Klingons]].
* KlingonScientistsGetNoRespect: For this reason, many non-warrior Vesk have defected from the Veskarium to live among [[TheFederation the Pact Worlds.]]
* ProudWarriorRaceGuy: Their race's [[PlanetOfHats hat]].
* TheReptilians: They look like a mix between iguanas and [[UsefulNotes/StockDinosaursNonDinosaurs Dimetrodon]].
* SpaceColdWar: Currently in one with the Pact Worlds.
* WeirdBeard: Their beards are made from spines.
!!Wyrwoods
Small wooden constructs created as assassins by a wizard, the wyrwoods killed their master and stole the secret of creating more of their kind.
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* {{Expy}}: Pretty much a reptilian version of the [[Franchise/StarTrek Klingons]].
* KlingonScientistsGetNoRespect: For this reason, many non-warrior Vesk have defected from the Veskarium to live among [[TheFederation the Pact Worlds.]]
* ProudWarriorRaceGuy: Their race's [[PlanetOfHats hat]].
* TheReptilians: They look like a mix between iguanas and [[UsefulNotes/StockDinosaursNonDinosaurs Dimetrodon]].
* SpaceColdWar: Currently in one with the Pact Worlds.
* WeirdBeard: Their beards are made from spines.
!!Wyrwoods
Small wooden constructs created as assassins by a wizard, the wyrwoods killed their master and stole the secret of creating more of their kind.
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* HalfHumanHybrid: They originated, and many still are born, from human-e;f parings, although they're now a true breeding race in themselves.
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* HalfHumanHybrid: They originated, and many still are born, from human-e;f human-elf parings, although they're now a true breeding race in themselves.
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* {{Expy}}: Between their exaggerated proportions, technicolor hair and skin colors, and strange excitable personalities, they're essentially flesh and blood versions of 'human' [[Franchise/TheMuppets Muppets]].
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* {{Expy}}: Between their exaggerated proportions, technicolor hair and skin colors, and strange excitable personalities, they're essentially flesh and blood versions of 'human' "human" [[Franchise/TheMuppets Muppets]].
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* HumansAreSpecial: As with ''TabletopGame/DungeonsAndDragons'', notable for being able to take an additional feat and able to fit into any class. Also, there are a handful of other, non-human races descended from them, such as Skum or Gillmen.
to:
* HumansAreSpecial: As with ''TabletopGame/DungeonsAndDragons'', notable for being able to take an additional feat and able to fit into any class. Also, there are a handful of other, non-human races descended from them, such as Skum or Gillmen.Skum, Gillmen and Mongrelmen.
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* ReallyGetsAround: As a species, anyway. Our racial 'superpower' seems to be an ability to breed with, [[MegaManning and assimilate the magical or physical traits from]], almost anything.
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* ReallyGetsAround: As a species, anyway. Our racial 'superpower' "superpower" seems to be an ability to breed with, [[MegaManning and assimilate the magical or physical traits from]], almost anything.
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* DoNotCallMePaul: Many Fetchlings consider the term fetchling an insult and prefer the term 'kayal', which means 'shadow people'. The reason behind this is that the term 'fetchling' was given to them by humans who saw them as tools to 'fetch' unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
* {{Expy}}: Conceptually they're similar to D&D's shadar-kai and shades in origin, if not in personality.
* {{Expy}}: Conceptually they're similar to D&D's shadar-kai and shades in origin, if not in personality.
to:
* DoNotCallMePaul: Many Fetchlings consider the term fetchling an insult and prefer the term 'kayal', "kayal", which means 'shadow people'. "shadow people". The reason behind this is that the term 'fetchling' "fetchling" was given to them by humans who saw them as tools to 'fetch' "fetch" unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
* {{Expy}}: Conceptually they're similar toD&D's ''D&D''[='=]s shadar-kai and shades in origin, if not in personality.
* {{Expy}}: Conceptually they're similar to
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* RidiculouslyHumanRobots: So Ridiculously Human they aren't actually constructs! They can generally pass as human despite "[[TheStoic awkward]] [[NotGoodWithPeople mannerisms]]," but [[AlienBlood bleed watery coolant]]. Moreover, they actually have souls.
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* RidiculouslyHumanRobots: So Ridiculously Human they aren't actually constructs! They can generally pass as human despite "[[TheStoic awkward]] [[NotGoodWithPeople mannerisms]]," mannerisms]]", but [[AlienBlood bleed watery coolant]]. Moreover, they actually have souls.
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* TheBlank: They have no faces; no eyes, no mouth. They absorb all nutrients through the air and 'see' the world with their telepathy.
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* TheBlank: They have no faces; no eyes, no mouth. They absorb all nutrients through the air and 'see' "see" the world with their telepathy.
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* PetTheDog: In spite of being cannibalistic demon-worshipping monsters, gnolls are often fiercely loyal to their 'pack', and many become depressed or unhinged without one. This is often given as a reason for gnolls to become adventurers: to find a new family.
to:
* PetTheDog: In spite of being cannibalistic demon-worshipping monsters, gnolls are often fiercely loyal to their 'pack', "pack", and many become depressed or unhinged without one. This is often given as a reason for gnolls to become adventurers: to find a new family.
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* HalfHumanHybrid: Though they're now a true breeding race in themselves.
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* HalfHumanHybrid: Though They originated, and many still are born, from human-e;f parings, although they're now a true breeding race in themselves.themselves.
* TrueBreedingHybrid: Some countries have significant enough populations of half-elves that it's far from uncommon for self-sustaining communities to form. In many places, it's far more common for a half-elf to be born to two half-elven parents, and for those parents in turn to be the children of other half-elves, than for them to be born from a human and elf pairing.
* TrueBreedingHybrid: Some countries have significant enough populations of half-elves that it's far from uncommon for self-sustaining communities to form. In many places, it's far more common for a half-elf to be born to two half-elven parents, and for those parents in turn to be the children of other half-elves, than for them to be born from a human and elf pairing.
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* FishPeople: {{Exp|y}}ies of the trope codifier.
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Similar to aasimar and tieflings, Ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders(in their case it would be Proteans) but rather the result of mutation in mortals who reside close to fonts of pure chaos.
to:
Similar to aasimar and tieflings, Ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders(in their case it would be Proteans) outsiders, but rather the result of mutation in mortals who reside close to fonts of pure chaos.
* HeinousHyena: They're humanoid hyenas known for their tremendous slothfulness and horrific savagery, with lifestyles centered chiefly on raiding other people for food, supplies and [[MadeASlave slaves]]. Most worship Lamashtu, the ChaoticEvil Mother of Monsters. That said, they are also noted to have some positive qualities: they are immensely loyal to their packs, [[ApeShallNeverKillApe and never war against or enslave other gnolls]].
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* CannibalTribe: Pathfinder's answer to the trope.
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* FaceHeelTurn: They were once a peaceful race, native to the Shackles. They were driven to the Cannibal Isles by encroaching pirates, and the Blood Queen's influence turned them into what they are today.
* HumanSacrifice: They're practitioners.
* IAmAHumanitarian: The islands they inhabit are even known as "the Cannibal Isles".
* HumanSacrifice: They're practitioners.
* IAmAHumanitarian: The islands they inhabit are even known as "the Cannibal Isles".
to:
* FaceHeelTurn: They were once a peaceful race, race native to the Shackles. They were driven to the Cannibal Isles by encroaching pirates, and the Blood Queen's influence turned them into what they are today.
* %%* HumanSacrifice: They're practitioners.
practitioners.%%ZCE
* IAmAHumanitarian:The They habitually eat other humanoids: the islands they inhabit are even known as "the Cannibal Isles".
* IAmAHumanitarian:
* MeaningfulName: In real life, [[https://en.wikipedia.org/wiki/Kuru_(disease) kuru]] is a prion-based disease that affects the nervous system, chiefly characterized by violent trembling and spasms. It is primarily contracted through cannibalism.
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* SwampsAreEvil: Played with. Most reside in these locations and environments. But, while sometimes antagonistic towards outsiders, lizardfolk are more survival-focused than evil.
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* SwampsAreEvil: Played with. Most reside in these locations and environments. But, environments, but, while sometimes antagonistic towards outsiders, lizardfolk are more survival-focused than evil.
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Moved tropes from the Monstrous Humanoids page.
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* OurCentaursAreDifferent: Some tribes have horse ''heads'' as well as lower halves.
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* OurCentaursAreDifferent: The classic half-human, half-horse centaurs depicted as free-spirited, nature-loving beings living in the wilderness. Some tribes have horse ''heads'' as well as lower halves.
* RedOniBlueOni: Filled with wanderlust and competitive spirit, they are the Red to the artistic, detached Blue of the Elves (the Humanoid race with whom they interact the most).
* RedOniBlueOni: Filled with wanderlust and competitive spirit, they are the Red to the artistic, detached Blue of the Elves (the Humanoid race with whom they interact the most).
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Not a trope.
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* CthulhuMythos: And you can be a part of it.
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* LizardFolk: Technically speaking, snakefolk. Lizardfolk are a monster race in the Pathfinder setting.
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* SnakePeople: They are scaled, snake-like people.
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* IAmAHumanitarian: Not as a general rule, but they don't mind making lunch out of humanoids who encroach on their turf.
* {{Lizardfolk}}: Well of course.
* {{Lizardfolk}}: Well of course.
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* IAmAHumanitarian: Not as ApeShallNotKillApe: They take loyalty within a general rule, but they don't mind making lunch out tribe very seriously.
* BlueAndOrangeMorality: The main cause ofhumanoids who encroach on their turf.
* {{Lizardfolk}}: Wellconflicts with other races. For example, they view sending one's greatest fighters to war instead of course.keeping them to guard the young to be completely insane.
* ImAHumanitarian: Lizardfolk aren't particularly malicious about it. To them, [[ValuesDissonance having someone die and not letting their nutrients be used to help someone would be disrespectful.]]
* LargeAndInCharge: The Lizard Scions, a sub-race of lizardfolk, are much larger than their kin, and usually hold positions of authority.
* LizardFolk: Human-sized, bipedal reptiles who live in tribal societies and inhabit swamps.
* BlueAndOrangeMorality: The main cause of
* {{Lizardfolk}}: Well
* ImAHumanitarian: Lizardfolk aren't particularly malicious about it. To them, [[ValuesDissonance having someone die and not letting their nutrients be used to help someone would be disrespectful.]]
* LargeAndInCharge: The Lizard Scions, a sub-race of lizardfolk, are much larger than their kin, and usually hold positions of authority.
* LizardFolk: Human-sized, bipedal reptiles who live in tribal societies and inhabit swamps.
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Added DiffLines:
Adventurers in Pathfinder come in many shapes and sizes and from as many backgrounds as you can imagine. A character's [[http://tvtropes.org/pmwiki/pmwiki.php/Classes/Pathfinder class]] is only half of the equation; their race plays an equal part in determining that character's history, how they view the world, and how the world views them.
''TabletopGame/{{Pathfinder}}'' has a MassiveRaceSelection to choose from. While there are countless creatures in the bestiaries that could be considered "races", this page is for specifically detailing the ones intended for players; creatures without racial hit dice that have specific entries for their use as characters.
--------------
[[foldercontrol]]
[[folder: Core Races]]
!!Dwarves
Dwarves once lived deep in the Darklands beneath Golarion's surface, until [[ColonyDrop Earthfall]], the impact of which was taken as a sign to begin the Quest to the Sky, a long exodus to the surface world.
----
* ElvesVersusDwarves: Downplayed. They don't actively hate Elves. They just have little respect for them. Or Gnomes. Or Halflings.
* FamilyHonor: Extremely important to them, and a BerserkButton if challenged.
* FireForgedFriends: The surest way to win their respect.
* GoodOldWays: With long lives and strong traditions, there's a lot of cultural inertia.
* LongLived: Barring misfortune, they can easily live over 300 years. It's a factor in their slight mistrust of humans since they're used to building friendships over a century or more.
* OurDwarvesAreAllTheSame:
** They originated underground, tunneled their way to the surface during the Age of Darkness, and pulled humanity out of the dark ages. Otherwise pretty standard.
** Played with with the bald-shaved, monastic Ouat and xenophobic Pahmet dwarves of Osirion. The traditionalist Mbe'ke and totemist Taralu dwarves of the Mwangi Expanse are also a bit different from the stereotype.
!!Elves
Elves were one of the first races on Golarion but fought a losing war for space against the developing humans. Foreseeing the coming Earthfall, the majority of Elves fled for the sanctuary of Sovyrian, only to come back to protect their ancestral homes from the demon Treerazer.
----
* AncientAstronauts: Their refuge Sovyrian, where they bunkered down for a few thousand years to wait out the Earthfall, is actually on the neighbouring planet Castrovel and is accessed via PortalNetwork.
* ElvesVersusDwarves: Even less so than the dwarves themselves. While they look down on other races as immature children, they acknowledge the talents as a whole of said races, from Gnomish magical talent and Dwarven craft to even mere pity for Halflings and fascination with humans.
* HumanAliens: By now they've more or less assimilated into Golarian society along with the rest of the FantasyKitchenSink, but their species actually originates on the planet Castrovel.
* LongLived: The longest-lived of the common races by a large margin, second only to the luckiest of the Planetouched.
* MonochromaticEyes: Elf eyes are pretty much all iris.
* OurElvesAreBetter: They certainly like to think so, and consider YouAreACreditToYourRace high praise.
* {{Reincarnation}}: Their culture supports this belief, hoping for a final rebirth as creatures of the wild.
* TimeDissonance: Such that being raised in the company of [[WeAreAsMayflies shorter-lived races]] can leave them emotionally damaged.
* VestigialEmpire: They left it behind when they realized what a catastrophe Earthfall would be, were quite put out to return from Sovyrian to find their old lands occupied by humans, and have had only occasional success in reclaiming parts of their territory since.
!!Gnomes
Gnomes were originally from the First World, a Fey-dominated realm that was the SuperPrototype for the Material Plane. It is currently unknown why they were exiled to the Material.
----
* BigOlEyebrows: Their eyebrows routinely extend well past their temples, sticking far out into the air.
* BlueAndOrangeMorality: Even when they have Good or Evil alignments, Gnomes tend to look at it differently than other races.
* CuriosityCausesConversion: One explanation for their migration to the mortal realm.
* {{Expy}}: Between their exaggerated proportions, technicolor hair and skin colors, and strange excitable personalities, they're essentially flesh and blood versions of 'human' [[Franchise/TheMuppets Muppets]].
* {{Gonk}}: They can be this. It's mentioned that they often have oddly proportioned features; often eyes that are too big for their face and mouths that are too small.
* IceCreamKoan: A feat in ''Gnomes of Golarion'' allows gnome monks to befuddle combatants by reciting these.
* ImprobableWeaponUser: One of the gnomish racial weapons is the Battle Ladder. You heard that right.
* LandOfFaerie: Their homeland, the First World.
* OurGnomesAreWeirder: They actually have to be. They have to keep themselves interested and entertained at all times; once they start becoming bored, they go through a process known as the bleaching, which is often fatal. Yes, Gnomes can literally be bored to death.
* SpeaksFluentAnimal: One of their racial abilities lets them do this.
* WeaksauceWeakness: Boredom can literally drive them insane and kill them.
* YouGottaHaveBlueHair: They have a lot more variety than other species.
!!Halflings
Nobody really knows where Halflings come from. As far as even the Halflings themselves know, they have always lived in the shadow of Humanity. And that suits most of them just fine
----
* BeneathNotice: In many cases, living unobtrusively at the fringes of civilization is a survival mechanism for them.
* CreepyDoll: Invoked by a racial option.
* DoesNotLikeShoes: Going back to the roots on this one; halflings are almost always barefoot in artwork.
* {{Hobbits}}: Pathfinder Halflings tend to be cheerful opportunists who prefer to avoid the limelight and the problems that come with it. In many Human nations, halflings are prized as servants and, in less enlightened kingdoms, slaves.
* IndyPloy: They tend to jump into situations and figure things out from there.
* OralTradition: Fables and folk histories are their cultural mainstays.
* SlaveRace: In Cheliax, Katapesh, and other locations they're most often found as slaves. It's mentioned in many parts of the world they're often servants.
* SufferTheSlings: Slings are a signature weapon for halflings.
!!Half-Elves
* BeneathNotice: In many cases, living unobtrusively at the fringes of civilization is a survival mechanism for them.
* BlessedWithSuck:
** Zig-zagged in-game: whether their heritage brings pride or shame depends on the region and the author.
** From a meta perspective, half-elves have exclusive access to the ''Paragon Surge'' spell, which can be exploited to [[GameBreaker game-breaking]] effect.
* HalfBreedDiscrimination: Elves view their human traits as an obstacle. Humans view them as a way to link the social bridge between them.
* HalfHumanHybrid: Though they're now a true breeding race in themselves.
* UnevenHybrid: In-universe, many "half"-elves are actually born to ''human'' parents who just both happened to have faint elven heritage, although they still count as full half-elven characters from a gameplay perspective and keep most of the same traits from their elven blood that ordinary half-elves get (including long lives), with the exception of perceptive ability.
!!Half-Orcs
* ChildByRape: Emphasized, but [[InterspeciesRomance not the only way]] they emerge in this setting -- in fact, no major NPC Half-Orc is a result of rape.
* HalfBreedDiscrimination: Zig-zagged. They are often looked at as no different from pureblooded Orcs by other societies, but while they lack the sheer strength and endurance of those same Orcs to thrive in their war-like society, they are still valued for potential cleverness by their beastly forefathers.
* NotQuiteDead: Can still stand even at negative hit points for one more round after their hit points go to zero. With the "Ferocious Resolve" feat, this crosses into {{Determinator}}, allowing them to keep fighting on [[BeyondTheImpossible even as their life goes into the negative numbers]].
!!Humans
* HumansAreAverage: As expected, they're pretty much the "default" race and don't have any unique race traits. Later material eventually did give them unique alternate race traits.
* HumansAreSpecial: As with ''TabletopGame/DungeonsAndDragons'', notable for being able to take an additional feat and able to fit into any class. Also, there are a handful of other, non-human races descended from them, such as Skum or Gillmen.
* JackOfAllStats: Humans are regarded as basically the best race in Pathfinder since their versatility lends them well to every class -- though there are some cases where specific races have special class synergies that top humans.
* ReallyGetsAround: As a species, anyway. Our racial 'superpower' seems to be an ability to breed with, [[MegaManning and assimilate the magical or physical traits from]], almost anything.
[[/folder]]
[[folder: Featured Races]]
!!Aasimar
Humanoids touched by the blood or power of benevolent divine beings and imbued with some of their strength.
----
* BeautyEqualsGoodness: They tend to be Good-aligned and exceptionally, even preternaturally, pretty. One racial trait exploits and subverts the trope by making an Aasimar so angelic and innocent-looking that it gives them a huge edge in lying to people.
* BeliefMakesYouStupid: A common StartOfDarkness for aasimar villains is being harassed by superstitious people with a limited grasp of what their parentage actually means for blessings they can't grant and getting... unhappy when they don't.
* LightIsGood: Zig-zagged. Their [[LightEmUp magic]], aesthetics, and morality lean strongly this way by default, but the ones who [[LightIsNotGood fall to evil]] tend to be exceptionally depraved.
* MysticalPregnancy: Some Aasimar are the result of a Good god answering a devout follower's prayer for a child.
* SemiDivine: Most are distantly descended from Good-aligned outsiders like Angels.
* SoBeautifulItsACurse: The otherworldly beauty of Aasimars can lead to this, depending on how the people treat them.
* VillainWithGoodPublicity: Evil-aligned aasimar find they can metaphorically (and sometimes literally) get away with murder.
!!Catfolk (Amurrrun)
A race of anthropomorphic cats.
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* CatGirl: While they have a Charisma bonus, the official artwork flip-flops between this trope...
* BeastFolk: ...and this one.
* DependingOnTheArtist: As mentioned, catfolk have yet to be consistently represented in artwork. They vary between the cat girl trope, one that is more evocative of the [[Franchise/TheElderScrolls Khajiit]], and one that looks like something out of WesternAnimation/ThunderCats. James Jacobs, the creative lead, prefers the cat-girl look, but fan opinion is mixed. ''Inner Sea Races'' seems to have worked this inconsistency into the species' lore, saying that catfolk can run the whole spectrum mentioned above, "varying wildly between regions or even between families".
!!Dhampirs
Half-alive children of vampires and mortals.
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* DarkAndTroubledPast: As a rule. Most cause their mothers' DeathByChildbirth and are ostracized by society from then on.
* DarkIsNotEvil: Downplayed. They are ''not'' AlwaysChaoticEvil, but their undead legacy and the FantasticRacism they tend to suffer mean a lot of them have a good chance of succumbing to evil. Some, however, do resist and turn out well.
* DayHurtsDarkAdjustedEyes: Without the "Dayborn" alternate race trait, Dhampirs are left dazzled by daylight.
* {{Dhampyr}}: Gee, who would've guessed?
* FantasticRacism: They get it pretty bad.
* ReviveKillsZombie: Like their undead forefathers, positive channeled energy can leave a nasty sting, even kill them, while negative channeled energy heals them.
* ThenLetMeBeEvil: A common motivation for evil Dhampir.
!!Drow
The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.
----
* AlwaysChaoticEvil: [[SubvertedTrope Subverted]]. The Advanced Race Guide states that ''most'' fit this trope, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) Drow to be non-evil. The tricky part is surviving in Drow society long enough to reach adulthood and escape. Most non-evil Drow are found out and either killed or turned into Driders long before then.
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingEvil: These guys developed Vegepygmies so that even their ''vegetables'' could be made to suffer.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, Drow, like Dhampirs, are left dazzled by daylight.
* ScrewYouElves: They hate all non-Drow, but their dislike of surface elves tends to be most noteworthy.
!!Fetchlings
Descendants of Humans who traveled to or were trapped in the Plane of Shadow.
----
* CastingAShadow: They have in-born shadow magic that lets them LieToTheBeholder and eventually shift into the Plane of Shadow.
* CreepilyLongArms: Artwork of the male and female Fetchling show their arms are ''incredibly'' long, reaching past their knees.
* DoNotCallMePaul: Many Fetchlings consider the term fetchling an insult and prefer the term 'kayal', which means 'shadow people'. The reason behind this is that the term 'fetchling' was given to them by humans who saw them as tools to 'fetch' unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
* {{Expy}}: Conceptually they're similar to D&D's shadar-kai and shades in origin, if not in personality.
* HumanSubspecies: Magically changed, but still descended from humans.
* StealthExpert: They're humans who were trapped in the Shadow Plane and developed an affinity to it, eventually becoming another planar-themed human offshoot.
!!Goblins
* AbusiveParents: The goblin approach to parenthood consists of tossing their newborns into a central cage and leaving them there, sporadically throwing in food and water and only letting them out when they've grown into physical adults. Fortunately, goblin infants are born relatively self-sufficient, but even so, the neglect they undergo results in many infant goblins starving to death or being cannibalized by their siblings.
* AlwaysChaoticEvil: Not ''always'', but there's a definite trend.
* AttentionDeficitOohShiny: Even during combat.
* BigBeautifulWomen: They consider obesity to be a sign of female beauty. Which, given both their primitive culture makes access to food unpredictable and their hyperactive metabolisms make it hard for them to keep weight on, is one of the most logical things about goblins.
* ChaoticStupid: As much so as they are StupidEvil. The basic description of goblins in Golarion portrays them as essentially entire race of deranged toddlers with a sadistic streak and ''extremely'' bad [=ADHD=]. Games Masters are even encouraged to portray goblins doing random stupid things in the middle of a fight, like suddenly running off after a bug/frog, stopping to pick their nose, or charging off at another goblin for a punch-up or a BurpingContest.
* ExtremeOmnivore: If you are not a Goblin, you are a source of food. Even the most obviously inedible of organic matter will be given a cursory nibble.
* FetusTerrible: Goblins are born with a full set of teeth and an appetite for meat, to the point that pregnant goblins secrete a hormone that makes their flesh unbearably bitter less to keep themselves from being eaten by predators and more to stop their unborn children from chewing their own way out of the womb!
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* ImAHumanitarian: Human flesh is a goblin delicacy.
* LaughablyEvil: While they are as malicious as the bigger goblinoids, they tend to be much more comical, hedonistic, and scatterbrained about it.
* ManBitesMan: Goblin gnashers are pretty extreme anyway, but there's a racial trait that gives goblins a full-fledged Bite attack as a natural weapon. They even have their own racial Barbarian archetype, the Feral Gnasher, that ''specializes'' in biting its enemies to death.
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* PsychopathicManchild: Particularly in their more comedic portrayals. They're vicious little airheads who take a childlike joy in songs, games and setting things on fire.
* PyroManiac: They love fire and have several abilities (and an [[MadBomber alchemist archetype]]) dedicated to their love of making things burn or explode.
* StupidEvil: They're often portrayed as manic vermin who usually do themselves in by sheer idiocy halfway through their natural lifespan. With [[AttentionDeficitOohShiny nonexistent attention spans]], [[AttackAttackAttack no grasp of tactics]], and [[NoHonorAmongThieves no regard for each other's well-being]], they tend to deal hefty FriendlyFire before they even reach their targets and [[DirtyCoward abandon each other]] as soon as something spooks them -- a poor strategy to pursue a violent grudge against almost every other species.
* TrademarkFavoriteFood: Pickles. Salt is one of the few flavors that goblins can actually taste effectively, and so they're absolutely addicted to anything with a strong salty flavor. Goblins will shove ''anything'' into brine and proceed to eat it, resulting in rather stomach-turning pickling experiments.
!!Hobgoblins
Larger, tougher, and meaner cousins of goblins.
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* BaldOfEvil: Males and females alike, though the evil part is societal rather than inherent.
* EvilChancellor: Their write-up notes that they sometimes take legitimate jobs as advisers or warmasters, but even there, they constantly scheme to pull their employers into more wars and conflicts.
* NonIndicativeName: The word "Hob" in English pertains to impish creatures; "hobgoblin" therefore, was traditionally an impish goblin, while true goblins were human-sized.
** Since ''Pathfinder'' descends from ''D&D'', which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] and which took a great deal of inspiration from ''Literature/TheLordOfTheRings'', which largely made the same mistake, the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
** However, Hob (usually Old Hob) has also been a nickname or euphemism for the Devil, and ''Pathfinder''[='=]s Hobgoblins were, according to in-universe speculation, a creation of the long-disappeared Devil Canzoriant, who wanted something more robust and obedient for his slave warriors.
* ProudWarriorRace: Their entire society is organized around their military.
* TheSpartanWay: Their childhoods aren't fun.
!!Ifrits
Humanoids who are distantly related to beings from the Plane of Fire, such as the Efriiti Fire Genies.
----
* {{Expy}}: Of fire genasi.
* PersonalityPowers: They tend to be both literally and metaphorically hot-headed.
* PlayingWithFire: They can do this as a spell-like ability.
!!Kobolds
Short, profoundly unpleasant reptilian humanoids with delusions of grandeur.
----
* AbsoluteXenophobe: For the most part, other species are to be tormented, killed, avoided, or distracted with flattery until they slip up.
* CombatPragmatist: Since one-on-one melee combat usually turns out badly for kobolds, they love to use ambushes, traps, skirmish tactics, and the advantage of numbers.
* CrouchingMoronHiddenBadass: ''[[AllThereInTheManual Kobolds of Golarion]]'' states that while kobolds are weak, they should never be underestimated. There are [[ZergRush a lot of them]], [[VillainTeamUp they work marvelously well together]], they're the ultimate {{Trap Master}}s, and [[ArsonMurderAndJaywalking they taste too terrible]] [[TooSpicyForYogSothoth for Darklands predators to eat them.]]
* DraconicHumanoid: While they are reptilian humanoids, they boast about how they are more related to dragons.
* DirtyCoward: Their hat. Although with proper characterization, they can be promoted to LovableCoward since they're more pathetic than obnoxious.
* LongLived: Well not as LongLived as the Elves, Kobold life expectancy is usually 30 - 40 years, but some can live up to 140 years if they survive.
* SmallNameBigEgo: They like to play up their draconic heritage in order to compensate for their obvious inferiority to their actual dragon ancestors. It's a big sore point.
* TooSpicyForYogSothoth: An entirely literal example: apparently they taste too terrible for even the predators in the Darklands to eat them.
* TrapMaster: Their specialty. Kobold lairs are almost always riddled with traps, and they have several racial bonuses and archetypes to help with trapmaking.
!!Orcs
Ancestral enemies of the Dwarves, they were driven to the surface before the advancing Dwarves in their Quest for the Sky, and have been a scourge on the surface ever since. On Golarion, most live in the hold of Belkizen.
----
* AlwaysChaoticEvil: Being pretty much the TropeCodifier, they usually suffer from this, mostly due to having Evil Gods and [[DemonLordsAndArchdevils Demon Princes]] as patrons.
* ArchEnemy: Dwarves; their oldest and most hated enemy, the dwarves have shattered orc empires both above and below ground.
* AxCrazy: The greataxe is a favoured weapon and synergizes well with their brute strength.
* BloodKnight: Their culture revolves around combat.
* DayHurtsDarkAdjustedEyes: Of course, there's an alternate racial trait to avert this, like others, described as the result of an Orc staring into the sun for long periods rather than "be defeated" by it.
* {{Determinator}}: Similar case to Half-Orcs, but don't need an additional feat to keep fighting.
* DumbMuscle: They receive the second highest strength bonus out of any race in the game, surpassed only by the trox. They also receive penalties to ''all'' mental scores.
* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* ProudWarriorRace: Of {{Blood Knight}}s, though they tend to view things like honor and loyalty as getting in the way of brute force.
* WorthyOpponent: They see humans as this, partly because they see them as being [[HumansAreBastards just as blood thirsty]] as they are.
!!Oreads
A Planetouched race distantly descended from earth elementals and Shatian Genies.
----
* BewareTheQuietOnes: They tend to be quiet and reserved, but almost unstoppable when provoked.
* DishingOutDirt: And all the variants thereof, depending on racial traits, due to their own heritage from the Plane of Earth.
* {{Expy}}: Of earth genasi, down to the dwarven ancestry.
* NonHumanHumanoidHybrid: Not quite, but close. A significant portion of oreads are descended from dwarves instead of humans.
!!Ratfolk
Child-sized, quick-witted anthropomorphic rats.
----
* AscendedExtra: The Ysoki, alien ratfolk from Akiton, are a core race in ''TabletopGame/{{Starfinder}}''.
* BashBrothers: As part of the below trope and their "Swarming" racial trait, it's possible for a pair of Ratfolk to go BackToBackBadasses and use a teamwork feat to draw weapons from ''each other's'' gear.
* CloseKnitCommunity: They resolve conflicts to be mutually beneficial among their people if it can be helped, and care deeply for their kin. They even get a racial trait that allows a pair to share the same square.
* {{Expy}}: Their original Bestiary entry makes them one for [[Franchise/StarWars Jawas]].
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: As one would expect.
* ThinkingUpPortals: Ratfolk created a special discipline of [[PsychicPowers psychic magic]] called Ranatagi, which allows them to detect and manipulate rifts in reality. The most gifted practitioners were said to [[MassTeleportation guide entire caravans across vast reaches of space]] [[InterplanetaryVoyage to distant worlds,]] which would explain their presence on Akiton, Golarion, and Castrovel.
* UndergroundMonkey: The ratfolk from Akiton, called Ysoki, have red fur but are otherwise identical to their Golarion-born cousins.
* YouDirtyRat: Averted. They tend towards neutrality and have close family ties. Some actually are so against the AnimalStereotype they get an alternate race trait for it.
!!Sylphs
One of the Planetouched races, with air elementals and/or Djinn in their ancestry.
----
* BlowYouAway: Descended from Humans and those from the Plane of Air, they have a limited connection to weather and air, including limited use of Feather Fall as a spell-like ability.
* {{Expy}}: Of air genasi.
* StalkerWithoutACrush: Their usual strategy when someone strikes their interest.
!!Tengus
Crow-like, bird-headed humanoids.
----
* BirdPeople: Hunched-over crow people, normally lacking wings.
* FantasticRacism: They receive this, being one of the beastly races that, while not actively chased out of town, are only just tolerated.
* GoodLuckCharm: They've cultivated a reputation as "Jinx Eaters" among Inner Sea pirates who believe that they soak up the bad luck from people around them. They exploit this to get a measure of acceptance and protection.
* MasterSwordsman: They are trained from birth with every kind of blade, and considered proficient with all sword-like weapons.
* PowerGivesYouWings: The "Tengu Wings" racial feat in a nutshell.
* {{Shapeshifting}}: Two racial feats grant them this ability: one allows them to become long-nosed humans, the other allows them to become ''Large'' crows... though the latter requires Tengu Wings first.
!!Tieflings
The flip side of Aasimars, Tieflings are touched by Fiendish origins, whether directly descended from a Demon, the result of a DealWithTheDevil, or simply tainted by unholy energy in the womb.
----
* CastingAShadow: One of their racial powers is to create magical darkness.
* DarkIsNotEvil: Despite their unsettling nature and darkness-related powers, they have no innate tie to their ancestors' evil and are free to choose their path in life. That said...
* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on the way out.
* FantasticRacism: Tieflings get this worse than just about every other race in the game.
* HornedHumanoid: Most tieflings, especially those with demonic heritage.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the Motherless, have a tendency to look like these.
!!Undines
Planetouched creatures descended in part from water elementals and Marids (Water Genies).
----
* {{Expy}}: Of water genasi.
* FishPeople: How they're usually portrayed, which contrasts considerably compared to the other elemental plane-touched races but harkens back to some early depictions of water genasi from Planescape. Despite this, they can't all actually breathe underwater.
* MakingASplash: They can use Hydraulic Push as a spell-like ability and are descended from creatures native to the Plane of Water.
[[/folder]]
[[folder: Uncommon Races]]
!!Changelings
Changelings are secretly conceived by Hags from mortal fathers. When they grow up, their mothers call them back to complete their transformation. Not all of them are willing.
----
* ChildByRape: Hags tend to take mates by trickery or by force.
* FemmeFatalons: Changelings have dangerously sharp fingernails.
* HalfHumanHybrid: The offspring of human men and hags.
* {{Metamorphosis}}: Changelings are essentially the "larval" version of hags. Though some resist the call, most end up succumbing to the lure of power and transform into hags like their mothers.
* MismatchedEyes: The easiest way to figure out if someone is a changeling is to check their eye color -- all changelings have mismatched eyes.
* OneGenderRace: All changelings are female.
* ParentalAbandonment: The standard procedure for hags is to leave their children for someone else to rear. If the changeling is lucky, she ends up HappilyAdopted and her birth mother never comes back.
* WitchSpecies: Though they don't ''have'' to become Hags or even witches.
!!Duergar
The ancestors of Duergar were those Dwarves who refused to undertake the Quest for the Sky. Most of them fell to worshiping Droskar, the god of endless toil.
----
* BaldOfEvil: Unlike surface dwarves, they can't grow hair on their scalps.
* DealWithTheDevil: After centuries of losing battles against [[DeathWorld Darklands]] monsters drove [[TheRemnant the dwarven remnant]] to the [[DarkestHour brink of extinction]], Droskar offered them survival in exchange for their absolute obedience. They reclaimed much of their empire with his backing, at the cost of becoming the Duergar.
* FantasticRacism: They despise surface Dwarves above all others and usually kill them on sight, though they hate Drow almost as much.
* {{Invisibility}}: Most Duergar can go invisible as a spell-like ability.
* MadeOfIron: Some can also use the Ironskin ability.
!!Gillmen
The mutated offspring of the few Azlanti to survive Earthfall.
----
* FishPeople: Some official art depicts gillmen as this, though text suggests they actually look more like average humans, albeit with purple eyes and gills on their necks.
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the Aboleths after they destroyed the Azlanti Empire during the Earthfall.
!!Grippli
Frog-people that tend to live in marshes. Distantly related to Boggards.
----
* PettingZooPeople: Literally two-and-a-half-feet-tall bipedal frogs.
!!Kitsune
* CunningLikeAFox: They have a reputation for trickery, often well-earned.
* {{Humanshifting}}: Regardless of class, they can each take a specific, single human form of the same sex as them as a standard action. The Realistic Likeness feat upgrades this ability, allowing them to copy others' appearances.
* {{Kitsune}}: Including a feat for growing additional tails, which can be taken eight times and grants more spell-like abilities with each tail.
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.
* PettingZooPeople: Their base forms are human-sized, anthropomorphic foxes.
!!Merfolk
* AbsoluteXenophobe: While they generally don't seek out other species to kill, they defend their own territories mercilessly.
* OddFriendship: With the ''[[EldritchAbomination aboleth]]'', of all things.
* OurMermaidsAreDifferent: Amphibious, but otherwise fairly standard.
!!Nagaji
Snake-like, scaled people.
----
* DumbMuscle: Nagaji have a racial bonus to Strength, a penalty to Intelligence, and a lack of understanding for logic and education.
* LizardFolk: Technically speaking, snakefolk. Lizardfolk are a monster race in the Pathfinder setting.
* PoisonousPerson: Some nagaji are capable of spitting venom.
* ServantRace: According to legend, nagaji were created by the naga as servants. [[HappinessInSlavery They claim to be okay with it.]]
!!Samsarans
A group of blue-skinned humanoids who reincarnate rather than reproduce conventionally.
----
* AlienBlood: It looks like water.
* DeliberateValuesDissonance: A common reaction to their reincarnation is to see it as a curse, much like the Rakshasa. They disagree.
* Expy: Built to function as expies to magical Tibetan Buddist monks.
* {{Reincarnation}}: Samsarans reincarnate in an eternal cycle in search of enlightenment. Each time they are reincarnated, they [[PastLifeMemories retain some faint memories of their past life,]] but might have a vastly different personality.
!!Strix
Black-skinned {{Winged Humanoid}}s who primarily live on isolated peaks and mountain ranges around Cheliax.
----
* CloseKnitCommunity: Despite their bad reputations.
* TheExile: A Strix PC is likely to be this as they otherwise generally don't venture far from their mountains, but as it turns out the whole of the Inner Sea strix community views themselves this way; their mythology holds that they were banished from their homeland in Arcadia by the gods -- likely the Syrinx -- for some unknown offense, and that all of the misfortune they've suffered since is the result of this curse.
* FantasticRacism: Strix loathe humans due to having been hunted by them to near extinction.
* RoaringRampageOfRevenge: This is part of their philosophy; they rarely attack first, but take great vengeance against any offense, such as killing dozens of humans to avenge the death of a single strix. This hasn't done anything to help relations between the two races.
* SlaveRace: Originally bred to be this by the Syrinx.
!!Sulis
Sulis are typically descended from the multi-elemental genies known as Jann.
----
* ElementalPowers: Sulis get their pick of these.
* PowerFist: Sulis can sheath their hands (or the weapons held in them) in any of the four classical elements.
!!Svirfneblin
An offshoot of the gnomes, inhabiting the subterranean Darklands.
----
* BlackAndGreyMorality: They fight against the myriad horrors that dwell in [[BeneathTheEarth the Darklands]], but they don't particularly care about those who dwell above them.
* ScrewYouElves: Averted. They're the underground version of Gnomes the same way Drow are to Elves, but they're not evil and don't hate gnomes. They do hate Dwarves though, especially the Duergar (and aren't fond of Drow, either).
!!Vanaras
* BeastFolk: Monkey-like, to be precise.
* PrehensileTail: One of their tricks.
* SmallAnnoyingCreature: The explanation of their charisma penalty
* StealthPun: They are good at roguish roles, making them skill monkeys.
!!Vishkanyas
* BlankWhiteEyes: Whether they have these or HellishPupils varies DependingOnTheArtist, but either way they are usually the only noticeable tell that they are not human.
* PoisonousPerson: Vishkanya have poisonous fangs, and delight in coating their weapons with a layer of poisonous saliva before attacking.
* ReptilesAreAbhorrent: Averted, oddly, and some sourcebooks go as far in the other direction as SnakesAreSexy (Justified since they're based on seductive assassin-courtesans in India historical legends).
* SupernaturalGoldEyes: One of their defining traits, alongside the scales.
!!Wayangs
Gnome-like creatures native to the Plane of Shadow.
----
* CastingAShadow: They even have a bard archetype built around shadow puppetry.
* CoveredInScars: It's part of their body art.
* DarkIsNotEvil: Their philosophy of Dissolution strives to merge with the Shadow, but they tend to be shy, averse to conflict, and uninterested in the extremes of Evil (or Good, for that matter).
* HiddenElfVillage: When not in the Shadow Plane, they try quite hard to avoid notice.
[[/folder]]
[[folder: Other Races]]
!!Androids
Creations of the technologically advanced society of Androffa, androids are a race of {{Artificial Human}}s (quite literally-the Androffans are as human as Golarian's own) with subdued emotions and symbiotic colonies of nanites living in their blood. The androids of Golarion were the crew and constructions of a spaceship that crashed on Golarion long ago after a battle with the mysterious alien empire known as the Dominion of the Black. Unsure of their origins and unlike any other lifeform on Golarion, the androids now make their own way in the world.
----
* ArtificialHuman: The most notable aspect of them. The difference between them and normal humans is Androids are often depicted as unusually pale (almost white), with [[YouGottaHaveBlueHair unnatural hair colors]] and TronLines on them.
* AscendedExtra: They are one of the core races of ''TabletopGame/{{Starfinder}}''.
* MarkedChange: When the tattoos that cover their body start to glow, that means that they've activated the nanites in their blood, giving them a huge bonus to one roll.
* MechanicalLifeforms: Androids are RidiculouslyHumanRobots, "bleed" [[AlienBlood watery coolant]] and even have souls. There are multiple times that reinforce that Androids are purely synthetic {{Artificial Human}}s, but respond to healing magic and have souls as organic creatures do. They breathe and eat much as humans do, but through artificial organs, and they circulate their healing nanites like blood through their bodies via pale fluids. They are inexhaustible, immune to diseases and resistant to other biological effects, and fortified against mental effects, but also suffer the same maladies and vulnerabilities of constructs and are susceptible to supernatural curses, including [[NinjaPirateZombieRobot lycanthropy]].
* TheNthDoctor: Inverted, the same body is host to a succession of different people.
* {{Reincarnation}}: Inverted. When an android dies of old age, it's nanites go into an accelerated repair mode. But once the body is repaired just like new, a brand new soul will come to inhabit it. They call this "renewal".
* RidiculouslyHumanRobots: So Ridiculously Human they aren't actually constructs! They can generally pass as human despite "[[TheStoic awkward]] [[NotGoodWithPeople mannerisms]]," but [[AlienBlood bleed watery coolant]]. Moreover, they actually have souls.
* TronLines: These cover their bodies when they use their nanites.
!!Astomi
Mysterious, psychically inclined humanoids introduced in Bestiary 5.
----
* TheBlank: They have no faces; no eyes, no mouth. They absorb all nutrients through the air and 'see' the world with their telepathy.
* {{Telepathy}}: Their only means of communication being that they have no mouths; the substitute thought components for verbal components in spells.
!!Caligni
Dark folk, remnants of the Azlanti driven underground eons ago; Caligni is both an umbrella term occasionally used by the dark folk themselves for the various dark folk subraces such as stalkers, creepers, and dancers, and a term for the unique variant that are suitable as player characters.
----
* DayHurtsDarkAdjustedEyes: While not blinded by the light, they are dazed in bright light.
* TheExile: Caligni often end up suffering an unfortunate accident before adulthood (apparently they tend to end up annoying the powers that be) unless they anticipate this and leave first. This is naturally an excuse for a caligni PC to be where the other [=PCs=] are, and for the GM to introduce complications into the PC's life.
* {{Expy}}: They're basically to humans what drow are to elves, though not quite as bad. They're also not dissimilar to fetchlings but remain humanoid as opposed to being outsiders.
* HumanSubspecies: Dark Folk, in general, are this; humans altered by the extraplanar Owb into creatures of shadow after having fled Earthfall; they're not so monstrous or degenerate as the morlocks, but are still usually malevolent. Caligni specifically are genetic throwbacks among Dark Folk; they're closer to what the race was before the Owbs began breeding them into specialized subraces.
* InnateNightVision: All dark folk have the "see in darkness" ability, which allows them to see perfectly even in supernaturally dark places (which block the more typical darkvision).
* LightEmUp: Oddly for a race shrouded in darkness; when they die, they explode in a flash of light that blinds all those within five feet of them.
* TheQuisling: Evil caligni tend to be this, working closely with the Owbs who enslave their race.
* SlaveRace: To the Owbs. Caligni may rebel, or not.
!!Centaurs
Large, monstrous beings that possess human-like upper halves on the bodies of horses (or other creatures).
----
* NobleSavage: Theirs is an ancient, aloof culture that struggles to come to terms with the modern world -- perhaps because of their habit of summarily running off anybody who enters their lands.
* OurCentaursAreDifferent: Some tribes have horse ''heads'' as well as lower halves.
!!Deep One Hybrids
Yes, now you too can play as the degenerate spawn of Dagon.
----
* CthulhuMythos: And you can be a part of it.
* FishPeople: {{Exp|y}}ies of the trope codifier.
* HalfHumanHybrid: The offspring of humans and Deep Ones.
* InTheBlood: Played with. The hybrids' ''bodies'' are condemned to turn into full deep ones... but given how it's stated the transformation actually ''kills them'', it's implied the hybrid and the deep one born from their corpse are two different beings, although the fact that said transformation is stated to work like the ''reincarnate'' spell somewhat muddies the waters on the matter.
* {{Metamorphosis}}: Similar to Changelings, they're the larval stage of the deep ones. Deep One hybrids have it worse, though. While Changelings can avoid their fates by simply ignoring the call of their mothers, the only way for a hybrid to escape their fate is to die before sixty; otherwise, they've got a year at most to live before their body [[PainfulTransformation agonizingly reforms]] into a Deep One.
* PublicDomainCharacter: The entire race is lifted from the works of Creator/HPLovecraft.
!!Driders
Drow that have been magically fused with spiders through the process of Drow fleshwarping.
----
* BizarreSexualDimorphism: Female driders' upper bodies look just like their drow bodies, and their lower bodies resemble black widows and other slender spiders. Males, however... their upper bodies are ''mostly'' normal, except for their faces -- they have mandibles instead of mouths. Males' lower bodies also resemble bulkier, hairier tarantulas.
* CursedWithAwesome: If they can escape their drow masters and claim their freedom, they get to enjoy an impressively powerful body.
* OurCentaursAreDifferent: A spider's lower body and a dark elf's torso and head (with the head having strongly arachnid features in the males).
* SpiderPeople: Females are a fairly standard take on this trope, being centaurine beings with a humanoid drow body above a spider's lower body. Males are spiderlike in their upper bodies too, however: their faces are distinctly arachnoid, with spider mandibles and multiple eyes. They're also an artificial race made by fusing a drow and a spider, although unlike other fleshwarps they can breed true, and have established self-sustaining populations in the Darklands.
* SuperHumanTrafficking: Many driders are created from drow as a punishment -- earned or not, drow being [[AlwaysChaoticEvil drow]] -- and promptly enslaved.
!!Ganzi
Similar to aasimar and tieflings, Ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders(in their case it would be Proteans) but rather the result of mutation in mortals who reside close to fonts of pure chaos.
----
* BodyHorror: Some ganzi are unlucky in their mutations and end up like this, missing major features such as eyes or ears.
* EyeColorChange: Ganzi eyes and hair are constantly but slowly shifting in color over the course of weeks or months. This isn't so much related to mood or appearance, just an expression of their chaotic and mutable natures.
* {{Mutants}}: No two ganzi are exactly the same; each one manifests their chaotic mutation differently. This can lead to some BlessedWithSuck cases.
* WindsOfDestinyChange: They have the power to influence probability. In game terms, this means once per day they can force any creature to re-roll a single d20 roll.
!!Gathlains
Small Fey humanoids with wings made up of a symbiotic woody plant.
----
* OurFairiesAreDifferent: They're pretty much your standard fairy, but with plant wings.
* PlantPerson: While the Gathlain itself is made of regular flesh, it's impossible to separate the plant symbiont from the fey.
!!Ghorans
Humanoid plants originally created by human wizards as a source of food, ghorans attained sentience and have become a culture unto themselves.
----
* AnthropomorphicFood: The intelligent humanoid descendants of magically bioengineered mobile vegetables.
* BlueAndOrangeMorality: ''Inner Sea Races'' explains that their psychology is fairly alien to most humanoids; they don't experience emotion in the same way we do, and their thought process, in general, is completely different.
* DyingRace: Ghorans lack the ability to reproduce naturally; the only way to make a new ghoran is for an existing ghoran to plant its seed in the ground and then die. Ghorans can, however, be permanently killed if their seed is destroyed, and this is often done by those who illegally harvest ghorans for food and don't want to be identified by the ghoran once it is reborn. As a result, the ghoran population has only shrunk since their race was created.
* {{Expy}}: While not one to one, they do have some similarities with [[VideoGame/GuildWars2 Sylvari]].
* FantasticRacism: They're the victims of it; they aren't recognized as people in most of the world and are looked at as a food product. In the one nation that does acknowledge them an give them some rights, they're still second class citizens at best and are often preyed upon and sold on the black market.
* PlantPerson: Shelled, tree-like people, specifically.
* ResurrectiveImmortality: They can invoke this option by sprouting a seed that germinates into their replacement if they're killed.
* SlaveRace: They were harvested as food for centuries in their homeland of Nex. Currently, they're afforded citizenship and rights there, but this doesn't extend very far beyond, so they're forced to remain in the one nation that knows how delicious they are.
* TookALevelInBadass: The artwork for them in ''Inner Sea Bestiary'' was well done but made them look fairly harmless. ''Inner Sea Races'' and ''Bestiary 5'' make them look much more formidable.
* WeAreAsMayflies: Resurrection notwithstanding, an individual Ghoran body lasts only about twenty years at most before they die and are reborn.
* YouTasteDelicious: Their flavor is so good as to be a drawback in combat -- one of their special abilities, "Delicious", means that opponents that bite them get a bonus against being shaken off.
!!Gnolls
Humanoid hyenas, infamous for their savagery and laziness.
----
* AlwaysChaoticEvil: They tend to be portrayed this way, though some exceptions exist.
* BeastFolk: Leaning more towards the "animal with generally humanoid anatomy" than the "human with animal features" side of this trope, they are bipedal hyenas with human-like arms and opposable thumbs.
* LazyBum: Their laziness is their defining attribute.
* PetTheDog: In spite of being cannibalistic demon-worshipping monsters, gnolls are often fiercely loyal to their 'pack', and many become depressed or unhinged without one. This is often given as a reason for gnolls to become adventurers: to find a new family.
* MadeASlave: They tend to be extremely lazy, and take slaves of other species to do the necessary but tedious work they refuse to do themselves.
* WeAreAsMayflies: Most gnolls never live past the age of thirty-five, dying either violent deaths or withering away in a horrifically rapid fashion. Theorized to be due to their connection with the demon Lamashtu.
!!Kasatha
Four-armed aliens from a barbaric desert world who were brought to Golarion in the same spaceship that spawns the androids.
----
* AscendedExtra: One of the core races of ''TabletopGame/{{Starfinder}}''.
* {{Expy}}: As four armed desert dwelling nomads, they've often been called Pathfinder's answer to the thri-keen.
* MultiArmedAndDangerous: Four arms.
* {{Multishot}}: Kasatha specialize in archery, and even have a ranger archetype that specializes in using two bows at once.
!!Kuru
A savage, cannibalistic race that inhabits the westernmost islands of the Shackles.
----
* AlwaysChaoticEvil: They're essentially the Shackles' answer to orcs.
* CannibalTribe: Pathfinder's answer to the trope.
* BodyPaint: A distinctive quality of theirs; it might be {{blood|IsTheNewblack}} though.
* DayHurtsDarkAdjustedEyes: They're sensitive to the light.
* FaceHeelTurn: They were once a peaceful race, native to the Shackles. They were driven to the Cannibal Isles by encroaching pirates, and the Blood Queen's influence turned them into what they are today.
* HumanSacrifice: They're practitioners.
* IAmAHumanitarian: The islands they inhabit are even known as "the Cannibal Isles".
* ManBitesMan: They have a natural bite attack and gain temporary hit points from consuming the blood of their enemies.
* RedEyesTakeWarning: Their eyes are naturally solid red.
* ReligionOfEvil: They worship a monstrous entity known as the Blood Queen.
!!Lashunta
Telepathic aliens from the planet Castrovel that resemble humanoids with antennae.
----
* AscendedExtra: One of the core races of ''TabletopGame/{{Starfinder}}''.
* BizarreSexualDimorphism: Female Lashunta are tall, lithe, commanding, and graceful, male Lashunta are short, burly, brusque, and hirsute. ''Starfinder'' states that this is[=/=]was mostly due to rigid gender roles at this point in their history.
* GreenSkinnedSpaceBabe: Female Lashunta look like "idealized human or elf women", are renowned for their beauty, and live on a hot planet that is most comfortable in minimal clothing. Subtle.
* ProudScholarRace: Lashunta are drawn to scholarly and magical pursuits and gain a bonus to Intelligence.
* PsychicPowers: They have minor telepathic abilities, which they can learn to amplify to aid their allies and BondCreatures, and their home planet is renowned for its psychics.
* RubberForeheadAliens: Their most alien feature is their antennae.
* SpaceElves: The women. The men are more like Space Dwarves.
!!Lizardfolk
Reptilian humanoids that reside in swamps and marshes.
----
* IAmAHumanitarian: Not as a general rule, but they don't mind making lunch out of humanoids who encroach on their turf.
* {{Lizardfolk}}: Well of course.
* NobleSavage: Lizardfolk society, while primitive by the quicker-breeding races' standards, has a great degree of cultural sophistication and artistic capability.
* SwampsAreEvil: Played with. Most reside in these locations and environments. But, while sometimes antagonistic towards outsiders, lizardfolk are more survival-focused than evil.
!!Monkey Goblins
A goblin subrace from Mediogalti Island off the coast of Garund, they're distinguished by their prehensile tails and tree-dwelling nature.
----
* HumanSacrifice: They're believed to practice it.
* PrehensileTail: Their defining attribute.
* {{Pyromaniac}}: Like regular goblins, they love them some fire. It's suspected that their current city is at least the fifth site to bear the name, the previous incarnations having been burned down by its inhabitants.
* ReligionOfEvil: They're suspected to be demon-worshipers.
* TreeTopTown: Ganda-Uj is an especially primitive example of this.
!!Munavri
A race of human-descended albinistic psychics who dwell BeneathTheEarth.
----
* DayHurtsDarkAdjustedEyes: Munavri do not handle bright light well, justified by their subterranean lifestyles and their albinism.
* HeroicAlbino: One of the few predominately good-aligned underground races.
* PurposelyOverpowered: Munavri are the most overpowered race not to have any racial hit dice; they gain bonuses to all of their ability scores, only taking a slight penalty to strength, and have a plethora of other bonuses, with only slight mechanical weaknesses. On the other hand, they live in an isolated cavern beneath the earth on a separate continent from where most of the action in Golarion takes place, meaning they are particularly impractical and implausible for them to be PC's in most adventures without a convoluted backstory.
* WitchSpecies: All munavri are psychic.
!!Orang-Pendak
A race of small, reclusive, apelike hunter-gatherers related to Sasquatches.
----
* BigfootSasquatchAndYeti: They're a smaller offshoot of the Sasquatch species.
* PettingZooPeople: They resemble small anthropomorphic orangutans.
* PintSizedPowerhouse: They get a strength bonus despite their small size.
!!Reptoids
Bipedal reptiles from another planet, or perhaps another plane.
----
* AlienInvasion: They're prepping for one.
* TheReptilians: Shapeshifting lizard aliens sent to infiltrate society, gain positions of power, and prepare for the invasion.
* VoluntaryShapeshifting: Like kitsune, they get one specific humanoid form they can transform into. Unlike kitsune, reptoids can alter their humanoid form with a week of preparation.
!!Shabti
A race of outsider-constructs that were introduced in the ''Mummy's Mask'' Adventure Path, they are created to bear the punishment of the sins of mortal kings.
----
* TheAgeless: They have biological immortality and will never die of old age, but can still be killed.
* ArtificialHuman: In theory, they could be artificial anything - just takes mortal kind with the proper magical know how to make one to take his place in the afterlife. As a result, they're biologically sterile and can't sexually reproduce.
* AmazingTechnicolorPopulation: Their skin comes in gold, ivory, ebony, and jade
* ChromeChampion: Superficially. Their gold skin is cool to the touch but isn't actually metal.
* TheScapegoat: Their purpose; kings will have them made so that they will be punished in the afterlife for the excesses of the mortals whose likeness they bear. This pisses Pharasma off to no end, and her agents free the Shabti wherever they are found.
* SculptedPhysique: They're created to look like idealized versions of mortals, appearing like living statues.
!!Skinwalkers
To lycanthropes as tieflings are to fiends and aasimar are to celestials.
----
* OurWerebeastsAreDifferent: Skinwalkers come in many variants, such as the werebear-blooded coldborn, the wereboar-blooded ragebred, the werecrocodile-blooded scalehearts, and the wereshark-blooded seascarred.
* OurWerewolvesAreDifferent: Played with. Skinwalkers aren't lycanthropes per se since they aren't sired by lycanthropes, but rather have one somewhere in their family tree.
* SkinWalker: To the point where skinwalkers are usually connected to [[EagleLand Arcadia]].
* SlidingScaleOfAnthropomorphism: Their Bestial form is less than that of a true lycanthrope's hybrid form, roughly coming off as LittleBitBeastly to BorderlinePettingZooPerson.
!!Syrinx
Cerebral, philosophical, wholly evil owl-like humanoids who seek to build a perfect enlightened culture -- with them at the top, and everyone else in chains.
----
* FantasticRacism: They believe that they have the right to mastery over every other race, especially the ones without wings.
* LightIsNotGood: A race of gold-feathered philosophers who desire to bring peace to all lands that they lay eyes upon. By conquering and enslaving them.
* OminousOwl: Of the anthropomorphic variety.
* UtopiaJustifiesTheMeans: Their justification for mass enslavement.
* WickedCultured: Their culture highly values art and philosophy. It's also solidly LawfulEvil.
!!Triaxians(Ryphorians)
The natives of Triaxus, a planet in Golarion's solar system with a long, elliptical orbit that gives it decades-long seasons. Triaxus is primarily divided between the Drakelands, a continent dominated by evil Dragons, and the Allied Territories, who fight for their survival alongside good Dragons. In TabletopGame/{{Starfinder}}, they are known as Ryphorians.
----
* BizarreAlienBiology: Triaxians are seasonally dimorphic: Summer and Winter on Triaxus last for several generations each, so the species has developed different-looking variants that are more suited to either summer or winter.
* DragonRider: Triaxians live with Dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the ones in the Allied Territories will, however.
* LittleBitBeastly: Triaxians have pointed ears, and in winter grow a coat of short fur, giving them a slightly catlike look.
!!Trox
A hulking subterranean insectoid race with a history of really bad neighbours.
----
* TheBigGuy: The only standard race to be in the "large" category.
* DarkIsNotEvil: Though scary in appearance and very short-tempered, their violent attitudes are due to a history of abuse, and they were originally agents of the Forever Queen of Nchak, a LawfulGood deity, before they were enslaved.
* DumbMuscle: They're very big and very strong, but they also have a penalty to all their mental ability scores.
* MultiArmedAndDangerous: They have four smaller arms that they use for grappling.
* SlaveRace: The descendants of a docile race who were enslaved by the Duergar and bred to be brutes. Some escaped to the surface... where more races wanted to enslave them.
* SuperStrength: Trox outdo Orcs by having a natural +6 to their base strength.
* TunnelKing: The only 0 hit die race to have a burrow speed.
* UnstoppableRage: Any time Trox take damage, they go into a frenzy. It's basically a watered-down, minute-long rage, but it ''[[GameBreaker stacks with a Barbarian's Rage]].''
!!Vesk
A race of lizard-like aliens from a nearby solar system introduced in ''TabletopGame/{{Starfinder}}''.
----
* AlienInvasion: Invaded Golarion's solar system many centuries ago, prompting the creation of the Pact Worlds.
* {{Expy}}: Pretty much a reptilian version of the [[Franchise/StarTrek Klingons]].
* KlingonScientistsGetNoRespect: For this reason, many non-warrior Vesk have defected from the Veskarium to live among [[TheFederation the Pact Worlds.]]
* ProudWarriorRaceGuy: Their race's [[PlanetOfHats hat]].
* TheReptilians: They look like a mix between iguanas and [[UsefulNotes/StockDinosaursNonDinosaurs Dimetrodon]].
* SpaceColdWar: Currently in one with the Pact Worlds.
* WeirdBeard: Their beards are made from spines.
!!Wyrwoods
Small wooden constructs created as assassins by a wizard, the wyrwoods killed their master and stole the secret of creating more of their kind.
----
* ArtificialIntelligence: Designed as living servants by the Azlanti.
* CaptainErsatz: Of ''TabletopGame/{{Eberron}}'s'' Warforged.
* FantasticRacism: The people of the Inner Sea don't recognize them as sentient or deserving of rights, so they primarily stick to their own holdings in Arcadia.
!!Wyvarans
A rare winged offshoot of kobolds, whose closer association with dragons gives them great prestige among their people.
----
* BewareMyStingerTail: Inherited from their wyvern ancestry.
* DraconicHumanoid: They're crossbreeds of kobolds and wyverns, which gives them something of a canine look, only with scales and dragon wings.
* DragonHoard: Like most dragonkin, they're largely driven to build their own. Their constantly shifting borders due to conflict with neighbors means that there are multitudes of treasure caches hidden throughout the areas where they occupy, left abandoned after they were driven back.
* WingedHumanoid: A mark of great status among kobolds.
[[/folder]]
----
''TabletopGame/{{Pathfinder}}'' has a MassiveRaceSelection to choose from. While there are countless creatures in the bestiaries that could be considered "races", this page is for specifically detailing the ones intended for players; creatures without racial hit dice that have specific entries for their use as characters.
--------------
[[foldercontrol]]
[[folder: Core Races]]
!!Dwarves
Dwarves once lived deep in the Darklands beneath Golarion's surface, until [[ColonyDrop Earthfall]], the impact of which was taken as a sign to begin the Quest to the Sky, a long exodus to the surface world.
----
* ElvesVersusDwarves: Downplayed. They don't actively hate Elves. They just have little respect for them. Or Gnomes. Or Halflings.
* FamilyHonor: Extremely important to them, and a BerserkButton if challenged.
* FireForgedFriends: The surest way to win their respect.
* GoodOldWays: With long lives and strong traditions, there's a lot of cultural inertia.
* LongLived: Barring misfortune, they can easily live over 300 years. It's a factor in their slight mistrust of humans since they're used to building friendships over a century or more.
* OurDwarvesAreAllTheSame:
** They originated underground, tunneled their way to the surface during the Age of Darkness, and pulled humanity out of the dark ages. Otherwise pretty standard.
** Played with with the bald-shaved, monastic Ouat and xenophobic Pahmet dwarves of Osirion. The traditionalist Mbe'ke and totemist Taralu dwarves of the Mwangi Expanse are also a bit different from the stereotype.
!!Elves
Elves were one of the first races on Golarion but fought a losing war for space against the developing humans. Foreseeing the coming Earthfall, the majority of Elves fled for the sanctuary of Sovyrian, only to come back to protect their ancestral homes from the demon Treerazer.
----
* AncientAstronauts: Their refuge Sovyrian, where they bunkered down for a few thousand years to wait out the Earthfall, is actually on the neighbouring planet Castrovel and is accessed via PortalNetwork.
* ElvesVersusDwarves: Even less so than the dwarves themselves. While they look down on other races as immature children, they acknowledge the talents as a whole of said races, from Gnomish magical talent and Dwarven craft to even mere pity for Halflings and fascination with humans.
* HumanAliens: By now they've more or less assimilated into Golarian society along with the rest of the FantasyKitchenSink, but their species actually originates on the planet Castrovel.
* LongLived: The longest-lived of the common races by a large margin, second only to the luckiest of the Planetouched.
* MonochromaticEyes: Elf eyes are pretty much all iris.
* OurElvesAreBetter: They certainly like to think so, and consider YouAreACreditToYourRace high praise.
* {{Reincarnation}}: Their culture supports this belief, hoping for a final rebirth as creatures of the wild.
* TimeDissonance: Such that being raised in the company of [[WeAreAsMayflies shorter-lived races]] can leave them emotionally damaged.
* VestigialEmpire: They left it behind when they realized what a catastrophe Earthfall would be, were quite put out to return from Sovyrian to find their old lands occupied by humans, and have had only occasional success in reclaiming parts of their territory since.
!!Gnomes
Gnomes were originally from the First World, a Fey-dominated realm that was the SuperPrototype for the Material Plane. It is currently unknown why they were exiled to the Material.
----
* BigOlEyebrows: Their eyebrows routinely extend well past their temples, sticking far out into the air.
* BlueAndOrangeMorality: Even when they have Good or Evil alignments, Gnomes tend to look at it differently than other races.
* CuriosityCausesConversion: One explanation for their migration to the mortal realm.
* {{Expy}}: Between their exaggerated proportions, technicolor hair and skin colors, and strange excitable personalities, they're essentially flesh and blood versions of 'human' [[Franchise/TheMuppets Muppets]].
* {{Gonk}}: They can be this. It's mentioned that they often have oddly proportioned features; often eyes that are too big for their face and mouths that are too small.
* IceCreamKoan: A feat in ''Gnomes of Golarion'' allows gnome monks to befuddle combatants by reciting these.
* ImprobableWeaponUser: One of the gnomish racial weapons is the Battle Ladder. You heard that right.
* LandOfFaerie: Their homeland, the First World.
* OurGnomesAreWeirder: They actually have to be. They have to keep themselves interested and entertained at all times; once they start becoming bored, they go through a process known as the bleaching, which is often fatal. Yes, Gnomes can literally be bored to death.
* SpeaksFluentAnimal: One of their racial abilities lets them do this.
* WeaksauceWeakness: Boredom can literally drive them insane and kill them.
* YouGottaHaveBlueHair: They have a lot more variety than other species.
!!Halflings
Nobody really knows where Halflings come from. As far as even the Halflings themselves know, they have always lived in the shadow of Humanity. And that suits most of them just fine
----
* BeneathNotice: In many cases, living unobtrusively at the fringes of civilization is a survival mechanism for them.
* CreepyDoll: Invoked by a racial option.
* DoesNotLikeShoes: Going back to the roots on this one; halflings are almost always barefoot in artwork.
* {{Hobbits}}: Pathfinder Halflings tend to be cheerful opportunists who prefer to avoid the limelight and the problems that come with it. In many Human nations, halflings are prized as servants and, in less enlightened kingdoms, slaves.
* IndyPloy: They tend to jump into situations and figure things out from there.
* OralTradition: Fables and folk histories are their cultural mainstays.
* SlaveRace: In Cheliax, Katapesh, and other locations they're most often found as slaves. It's mentioned in many parts of the world they're often servants.
* SufferTheSlings: Slings are a signature weapon for halflings.
!!Half-Elves
* BeneathNotice: In many cases, living unobtrusively at the fringes of civilization is a survival mechanism for them.
* BlessedWithSuck:
** Zig-zagged in-game: whether their heritage brings pride or shame depends on the region and the author.
** From a meta perspective, half-elves have exclusive access to the ''Paragon Surge'' spell, which can be exploited to [[GameBreaker game-breaking]] effect.
* HalfBreedDiscrimination: Elves view their human traits as an obstacle. Humans view them as a way to link the social bridge between them.
* HalfHumanHybrid: Though they're now a true breeding race in themselves.
* UnevenHybrid: In-universe, many "half"-elves are actually born to ''human'' parents who just both happened to have faint elven heritage, although they still count as full half-elven characters from a gameplay perspective and keep most of the same traits from their elven blood that ordinary half-elves get (including long lives), with the exception of perceptive ability.
!!Half-Orcs
* ChildByRape: Emphasized, but [[InterspeciesRomance not the only way]] they emerge in this setting -- in fact, no major NPC Half-Orc is a result of rape.
* HalfBreedDiscrimination: Zig-zagged. They are often looked at as no different from pureblooded Orcs by other societies, but while they lack the sheer strength and endurance of those same Orcs to thrive in their war-like society, they are still valued for potential cleverness by their beastly forefathers.
* NotQuiteDead: Can still stand even at negative hit points for one more round after their hit points go to zero. With the "Ferocious Resolve" feat, this crosses into {{Determinator}}, allowing them to keep fighting on [[BeyondTheImpossible even as their life goes into the negative numbers]].
!!Humans
* HumansAreAverage: As expected, they're pretty much the "default" race and don't have any unique race traits. Later material eventually did give them unique alternate race traits.
* HumansAreSpecial: As with ''TabletopGame/DungeonsAndDragons'', notable for being able to take an additional feat and able to fit into any class. Also, there are a handful of other, non-human races descended from them, such as Skum or Gillmen.
* JackOfAllStats: Humans are regarded as basically the best race in Pathfinder since their versatility lends them well to every class -- though there are some cases where specific races have special class synergies that top humans.
* ReallyGetsAround: As a species, anyway. Our racial 'superpower' seems to be an ability to breed with, [[MegaManning and assimilate the magical or physical traits from]], almost anything.
[[/folder]]
[[folder: Featured Races]]
!!Aasimar
Humanoids touched by the blood or power of benevolent divine beings and imbued with some of their strength.
----
* BeautyEqualsGoodness: They tend to be Good-aligned and exceptionally, even preternaturally, pretty. One racial trait exploits and subverts the trope by making an Aasimar so angelic and innocent-looking that it gives them a huge edge in lying to people.
* BeliefMakesYouStupid: A common StartOfDarkness for aasimar villains is being harassed by superstitious people with a limited grasp of what their parentage actually means for blessings they can't grant and getting... unhappy when they don't.
* LightIsGood: Zig-zagged. Their [[LightEmUp magic]], aesthetics, and morality lean strongly this way by default, but the ones who [[LightIsNotGood fall to evil]] tend to be exceptionally depraved.
* MysticalPregnancy: Some Aasimar are the result of a Good god answering a devout follower's prayer for a child.
* SemiDivine: Most are distantly descended from Good-aligned outsiders like Angels.
* SoBeautifulItsACurse: The otherworldly beauty of Aasimars can lead to this, depending on how the people treat them.
* VillainWithGoodPublicity: Evil-aligned aasimar find they can metaphorically (and sometimes literally) get away with murder.
!!Catfolk (Amurrrun)
A race of anthropomorphic cats.
----
* CatGirl: While they have a Charisma bonus, the official artwork flip-flops between this trope...
* BeastFolk: ...and this one.
* DependingOnTheArtist: As mentioned, catfolk have yet to be consistently represented in artwork. They vary between the cat girl trope, one that is more evocative of the [[Franchise/TheElderScrolls Khajiit]], and one that looks like something out of WesternAnimation/ThunderCats. James Jacobs, the creative lead, prefers the cat-girl look, but fan opinion is mixed. ''Inner Sea Races'' seems to have worked this inconsistency into the species' lore, saying that catfolk can run the whole spectrum mentioned above, "varying wildly between regions or even between families".
!!Dhampirs
Half-alive children of vampires and mortals.
----
* DarkAndTroubledPast: As a rule. Most cause their mothers' DeathByChildbirth and are ostracized by society from then on.
* DarkIsNotEvil: Downplayed. They are ''not'' AlwaysChaoticEvil, but their undead legacy and the FantasticRacism they tend to suffer mean a lot of them have a good chance of succumbing to evil. Some, however, do resist and turn out well.
* DayHurtsDarkAdjustedEyes: Without the "Dayborn" alternate race trait, Dhampirs are left dazzled by daylight.
* {{Dhampyr}}: Gee, who would've guessed?
* FantasticRacism: They get it pretty bad.
* ReviveKillsZombie: Like their undead forefathers, positive channeled energy can leave a nasty sting, even kill them, while negative channeled energy heals them.
* ThenLetMeBeEvil: A common motivation for evil Dhampir.
!!Drow
The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.
----
* AlwaysChaoticEvil: [[SubvertedTrope Subverted]]. The Advanced Race Guide states that ''most'' fit this trope, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) Drow to be non-evil. The tricky part is surviving in Drow society long enough to reach adulthood and escape. Most non-evil Drow are found out and either killed or turned into Driders long before then.
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingEvil: These guys developed Vegepygmies so that even their ''vegetables'' could be made to suffer.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, Drow, like Dhampirs, are left dazzled by daylight.
* ScrewYouElves: They hate all non-Drow, but their dislike of surface elves tends to be most noteworthy.
!!Fetchlings
Descendants of Humans who traveled to or were trapped in the Plane of Shadow.
----
* CastingAShadow: They have in-born shadow magic that lets them LieToTheBeholder and eventually shift into the Plane of Shadow.
* CreepilyLongArms: Artwork of the male and female Fetchling show their arms are ''incredibly'' long, reaching past their knees.
* DoNotCallMePaul: Many Fetchlings consider the term fetchling an insult and prefer the term 'kayal', which means 'shadow people'. The reason behind this is that the term 'fetchling' was given to them by humans who saw them as tools to 'fetch' unique and rare resources from the Shadow Plane. However, many Fetchlings do work as merchants and tradesmen between the Material Plane and the Shadow Plane which just fuels the term and the way humans might still see them.
* {{Expy}}: Conceptually they're similar to D&D's shadar-kai and shades in origin, if not in personality.
* HumanSubspecies: Magically changed, but still descended from humans.
* StealthExpert: They're humans who were trapped in the Shadow Plane and developed an affinity to it, eventually becoming another planar-themed human offshoot.
!!Goblins
* AbusiveParents: The goblin approach to parenthood consists of tossing their newborns into a central cage and leaving them there, sporadically throwing in food and water and only letting them out when they've grown into physical adults. Fortunately, goblin infants are born relatively self-sufficient, but even so, the neglect they undergo results in many infant goblins starving to death or being cannibalized by their siblings.
* AlwaysChaoticEvil: Not ''always'', but there's a definite trend.
* AttentionDeficitOohShiny: Even during combat.
* BigBeautifulWomen: They consider obesity to be a sign of female beauty. Which, given both their primitive culture makes access to food unpredictable and their hyperactive metabolisms make it hard for them to keep weight on, is one of the most logical things about goblins.
* ChaoticStupid: As much so as they are StupidEvil. The basic description of goblins in Golarion portrays them as essentially entire race of deranged toddlers with a sadistic streak and ''extremely'' bad [=ADHD=]. Games Masters are even encouraged to portray goblins doing random stupid things in the middle of a fight, like suddenly running off after a bug/frog, stopping to pick their nose, or charging off at another goblin for a punch-up or a BurpingContest.
* ExtremeOmnivore: If you are not a Goblin, you are a source of food. Even the most obviously inedible of organic matter will be given a cursory nibble.
* FetusTerrible: Goblins are born with a full set of teeth and an appetite for meat, to the point that pregnant goblins secrete a hormone that makes their flesh unbearably bitter less to keep themselves from being eaten by predators and more to stop their unborn children from chewing their own way out of the womb!
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* ImAHumanitarian: Human flesh is a goblin delicacy.
* LaughablyEvil: While they are as malicious as the bigger goblinoids, they tend to be much more comical, hedonistic, and scatterbrained about it.
* ManBitesMan: Goblin gnashers are pretty extreme anyway, but there's a racial trait that gives goblins a full-fledged Bite attack as a natural weapon. They even have their own racial Barbarian archetype, the Feral Gnasher, that ''specializes'' in biting its enemies to death.
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* PsychopathicManchild: Particularly in their more comedic portrayals. They're vicious little airheads who take a childlike joy in songs, games and setting things on fire.
* PyroManiac: They love fire and have several abilities (and an [[MadBomber alchemist archetype]]) dedicated to their love of making things burn or explode.
* StupidEvil: They're often portrayed as manic vermin who usually do themselves in by sheer idiocy halfway through their natural lifespan. With [[AttentionDeficitOohShiny nonexistent attention spans]], [[AttackAttackAttack no grasp of tactics]], and [[NoHonorAmongThieves no regard for each other's well-being]], they tend to deal hefty FriendlyFire before they even reach their targets and [[DirtyCoward abandon each other]] as soon as something spooks them -- a poor strategy to pursue a violent grudge against almost every other species.
* TrademarkFavoriteFood: Pickles. Salt is one of the few flavors that goblins can actually taste effectively, and so they're absolutely addicted to anything with a strong salty flavor. Goblins will shove ''anything'' into brine and proceed to eat it, resulting in rather stomach-turning pickling experiments.
!!Hobgoblins
Larger, tougher, and meaner cousins of goblins.
----
* BaldOfEvil: Males and females alike, though the evil part is societal rather than inherent.
* EvilChancellor: Their write-up notes that they sometimes take legitimate jobs as advisers or warmasters, but even there, they constantly scheme to pull their employers into more wars and conflicts.
* NonIndicativeName: The word "Hob" in English pertains to impish creatures; "hobgoblin" therefore, was traditionally an impish goblin, while true goblins were human-sized.
** Since ''Pathfinder'' descends from ''D&D'', which was written by [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] and which took a great deal of inspiration from ''Literature/TheLordOfTheRings'', which largely made the same mistake, the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
** However, Hob (usually Old Hob) has also been a nickname or euphemism for the Devil, and ''Pathfinder''[='=]s Hobgoblins were, according to in-universe speculation, a creation of the long-disappeared Devil Canzoriant, who wanted something more robust and obedient for his slave warriors.
* ProudWarriorRace: Their entire society is organized around their military.
* TheSpartanWay: Their childhoods aren't fun.
!!Ifrits
Humanoids who are distantly related to beings from the Plane of Fire, such as the Efriiti Fire Genies.
----
* {{Expy}}: Of fire genasi.
* PersonalityPowers: They tend to be both literally and metaphorically hot-headed.
* PlayingWithFire: They can do this as a spell-like ability.
!!Kobolds
Short, profoundly unpleasant reptilian humanoids with delusions of grandeur.
----
* AbsoluteXenophobe: For the most part, other species are to be tormented, killed, avoided, or distracted with flattery until they slip up.
* CombatPragmatist: Since one-on-one melee combat usually turns out badly for kobolds, they love to use ambushes, traps, skirmish tactics, and the advantage of numbers.
* CrouchingMoronHiddenBadass: ''[[AllThereInTheManual Kobolds of Golarion]]'' states that while kobolds are weak, they should never be underestimated. There are [[ZergRush a lot of them]], [[VillainTeamUp they work marvelously well together]], they're the ultimate {{Trap Master}}s, and [[ArsonMurderAndJaywalking they taste too terrible]] [[TooSpicyForYogSothoth for Darklands predators to eat them.]]
* DraconicHumanoid: While they are reptilian humanoids, they boast about how they are more related to dragons.
* DirtyCoward: Their hat. Although with proper characterization, they can be promoted to LovableCoward since they're more pathetic than obnoxious.
* LongLived: Well not as LongLived as the Elves, Kobold life expectancy is usually 30 - 40 years, but some can live up to 140 years if they survive.
* SmallNameBigEgo: They like to play up their draconic heritage in order to compensate for their obvious inferiority to their actual dragon ancestors. It's a big sore point.
* TooSpicyForYogSothoth: An entirely literal example: apparently they taste too terrible for even the predators in the Darklands to eat them.
* TrapMaster: Their specialty. Kobold lairs are almost always riddled with traps, and they have several racial bonuses and archetypes to help with trapmaking.
!!Orcs
Ancestral enemies of the Dwarves, they were driven to the surface before the advancing Dwarves in their Quest for the Sky, and have been a scourge on the surface ever since. On Golarion, most live in the hold of Belkizen.
----
* AlwaysChaoticEvil: Being pretty much the TropeCodifier, they usually suffer from this, mostly due to having Evil Gods and [[DemonLordsAndArchdevils Demon Princes]] as patrons.
* ArchEnemy: Dwarves; their oldest and most hated enemy, the dwarves have shattered orc empires both above and below ground.
* AxCrazy: The greataxe is a favoured weapon and synergizes well with their brute strength.
* BloodKnight: Their culture revolves around combat.
* DayHurtsDarkAdjustedEyes: Of course, there's an alternate racial trait to avert this, like others, described as the result of an Orc staring into the sun for long periods rather than "be defeated" by it.
* {{Determinator}}: Similar case to Half-Orcs, but don't need an additional feat to keep fighting.
* DumbMuscle: They receive the second highest strength bonus out of any race in the game, surpassed only by the trox. They also receive penalties to ''all'' mental scores.
* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* ProudWarriorRace: Of {{Blood Knight}}s, though they tend to view things like honor and loyalty as getting in the way of brute force.
* WorthyOpponent: They see humans as this, partly because they see them as being [[HumansAreBastards just as blood thirsty]] as they are.
!!Oreads
A Planetouched race distantly descended from earth elementals and Shatian Genies.
----
* BewareTheQuietOnes: They tend to be quiet and reserved, but almost unstoppable when provoked.
* DishingOutDirt: And all the variants thereof, depending on racial traits, due to their own heritage from the Plane of Earth.
* {{Expy}}: Of earth genasi, down to the dwarven ancestry.
* NonHumanHumanoidHybrid: Not quite, but close. A significant portion of oreads are descended from dwarves instead of humans.
!!Ratfolk
Child-sized, quick-witted anthropomorphic rats.
----
* AscendedExtra: The Ysoki, alien ratfolk from Akiton, are a core race in ''TabletopGame/{{Starfinder}}''.
* BashBrothers: As part of the below trope and their "Swarming" racial trait, it's possible for a pair of Ratfolk to go BackToBackBadasses and use a teamwork feat to draw weapons from ''each other's'' gear.
* CloseKnitCommunity: They resolve conflicts to be mutually beneficial among their people if it can be helped, and care deeply for their kin. They even get a racial trait that allows a pair to share the same square.
* {{Expy}}: Their original Bestiary entry makes them one for [[Franchise/StarWars Jawas]].
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: As one would expect.
* ThinkingUpPortals: Ratfolk created a special discipline of [[PsychicPowers psychic magic]] called Ranatagi, which allows them to detect and manipulate rifts in reality. The most gifted practitioners were said to [[MassTeleportation guide entire caravans across vast reaches of space]] [[InterplanetaryVoyage to distant worlds,]] which would explain their presence on Akiton, Golarion, and Castrovel.
* UndergroundMonkey: The ratfolk from Akiton, called Ysoki, have red fur but are otherwise identical to their Golarion-born cousins.
* YouDirtyRat: Averted. They tend towards neutrality and have close family ties. Some actually are so against the AnimalStereotype they get an alternate race trait for it.
!!Sylphs
One of the Planetouched races, with air elementals and/or Djinn in their ancestry.
----
* BlowYouAway: Descended from Humans and those from the Plane of Air, they have a limited connection to weather and air, including limited use of Feather Fall as a spell-like ability.
* {{Expy}}: Of air genasi.
* StalkerWithoutACrush: Their usual strategy when someone strikes their interest.
!!Tengus
Crow-like, bird-headed humanoids.
----
* BirdPeople: Hunched-over crow people, normally lacking wings.
* FantasticRacism: They receive this, being one of the beastly races that, while not actively chased out of town, are only just tolerated.
* GoodLuckCharm: They've cultivated a reputation as "Jinx Eaters" among Inner Sea pirates who believe that they soak up the bad luck from people around them. They exploit this to get a measure of acceptance and protection.
* MasterSwordsman: They are trained from birth with every kind of blade, and considered proficient with all sword-like weapons.
* PowerGivesYouWings: The "Tengu Wings" racial feat in a nutshell.
* {{Shapeshifting}}: Two racial feats grant them this ability: one allows them to become long-nosed humans, the other allows them to become ''Large'' crows... though the latter requires Tengu Wings first.
!!Tieflings
The flip side of Aasimars, Tieflings are touched by Fiendish origins, whether directly descended from a Demon, the result of a DealWithTheDevil, or simply tainted by unholy energy in the womb.
----
* CastingAShadow: One of their racial powers is to create magical darkness.
* DarkIsNotEvil: Despite their unsettling nature and darkness-related powers, they have no innate tie to their ancestors' evil and are free to choose their path in life. That said...
* DeathByChildbirth: Qlippoth-spawn are notorious for almost always killing their mothers on the way out.
* FantasticRacism: Tieflings get this worse than just about every other race in the game.
* HornedHumanoid: Most tieflings, especially those with demonic heritage.
* HumanoidAbomination: Qlippoth-spawn tieflings, also known as the Motherless, have a tendency to look like these.
!!Undines
Planetouched creatures descended in part from water elementals and Marids (Water Genies).
----
* {{Expy}}: Of water genasi.
* FishPeople: How they're usually portrayed, which contrasts considerably compared to the other elemental plane-touched races but harkens back to some early depictions of water genasi from Planescape. Despite this, they can't all actually breathe underwater.
* MakingASplash: They can use Hydraulic Push as a spell-like ability and are descended from creatures native to the Plane of Water.
[[/folder]]
[[folder: Uncommon Races]]
!!Changelings
Changelings are secretly conceived by Hags from mortal fathers. When they grow up, their mothers call them back to complete their transformation. Not all of them are willing.
----
* ChildByRape: Hags tend to take mates by trickery or by force.
* FemmeFatalons: Changelings have dangerously sharp fingernails.
* HalfHumanHybrid: The offspring of human men and hags.
* {{Metamorphosis}}: Changelings are essentially the "larval" version of hags. Though some resist the call, most end up succumbing to the lure of power and transform into hags like their mothers.
* MismatchedEyes: The easiest way to figure out if someone is a changeling is to check their eye color -- all changelings have mismatched eyes.
* OneGenderRace: All changelings are female.
* ParentalAbandonment: The standard procedure for hags is to leave their children for someone else to rear. If the changeling is lucky, she ends up HappilyAdopted and her birth mother never comes back.
* WitchSpecies: Though they don't ''have'' to become Hags or even witches.
!!Duergar
The ancestors of Duergar were those Dwarves who refused to undertake the Quest for the Sky. Most of them fell to worshiping Droskar, the god of endless toil.
----
* BaldOfEvil: Unlike surface dwarves, they can't grow hair on their scalps.
* DealWithTheDevil: After centuries of losing battles against [[DeathWorld Darklands]] monsters drove [[TheRemnant the dwarven remnant]] to the [[DarkestHour brink of extinction]], Droskar offered them survival in exchange for their absolute obedience. They reclaimed much of their empire with his backing, at the cost of becoming the Duergar.
* FantasticRacism: They despise surface Dwarves above all others and usually kill them on sight, though they hate Drow almost as much.
* {{Invisibility}}: Most Duergar can go invisible as a spell-like ability.
* MadeOfIron: Some can also use the Ironskin ability.
!!Gillmen
The mutated offspring of the few Azlanti to survive Earthfall.
----
* FishPeople: Some official art depicts gillmen as this, though text suggests they actually look more like average humans, albeit with purple eyes and gills on their necks.
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the Aboleths after they destroyed the Azlanti Empire during the Earthfall.
!!Grippli
Frog-people that tend to live in marshes. Distantly related to Boggards.
----
* PettingZooPeople: Literally two-and-a-half-feet-tall bipedal frogs.
!!Kitsune
* CunningLikeAFox: They have a reputation for trickery, often well-earned.
* {{Humanshifting}}: Regardless of class, they can each take a specific, single human form of the same sex as them as a standard action. The Realistic Likeness feat upgrades this ability, allowing them to copy others' appearances.
* {{Kitsune}}: Including a feat for growing additional tails, which can be taken eight times and grants more spell-like abilities with each tail.
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.
* PettingZooPeople: Their base forms are human-sized, anthropomorphic foxes.
!!Merfolk
* AbsoluteXenophobe: While they generally don't seek out other species to kill, they defend their own territories mercilessly.
* OddFriendship: With the ''[[EldritchAbomination aboleth]]'', of all things.
* OurMermaidsAreDifferent: Amphibious, but otherwise fairly standard.
!!Nagaji
Snake-like, scaled people.
----
* DumbMuscle: Nagaji have a racial bonus to Strength, a penalty to Intelligence, and a lack of understanding for logic and education.
* LizardFolk: Technically speaking, snakefolk. Lizardfolk are a monster race in the Pathfinder setting.
* PoisonousPerson: Some nagaji are capable of spitting venom.
* ServantRace: According to legend, nagaji were created by the naga as servants. [[HappinessInSlavery They claim to be okay with it.]]
!!Samsarans
A group of blue-skinned humanoids who reincarnate rather than reproduce conventionally.
----
* AlienBlood: It looks like water.
* DeliberateValuesDissonance: A common reaction to their reincarnation is to see it as a curse, much like the Rakshasa. They disagree.
* Expy: Built to function as expies to magical Tibetan Buddist monks.
* {{Reincarnation}}: Samsarans reincarnate in an eternal cycle in search of enlightenment. Each time they are reincarnated, they [[PastLifeMemories retain some faint memories of their past life,]] but might have a vastly different personality.
!!Strix
Black-skinned {{Winged Humanoid}}s who primarily live on isolated peaks and mountain ranges around Cheliax.
----
* CloseKnitCommunity: Despite their bad reputations.
* TheExile: A Strix PC is likely to be this as they otherwise generally don't venture far from their mountains, but as it turns out the whole of the Inner Sea strix community views themselves this way; their mythology holds that they were banished from their homeland in Arcadia by the gods -- likely the Syrinx -- for some unknown offense, and that all of the misfortune they've suffered since is the result of this curse.
* FantasticRacism: Strix loathe humans due to having been hunted by them to near extinction.
* RoaringRampageOfRevenge: This is part of their philosophy; they rarely attack first, but take great vengeance against any offense, such as killing dozens of humans to avenge the death of a single strix. This hasn't done anything to help relations between the two races.
* SlaveRace: Originally bred to be this by the Syrinx.
!!Sulis
Sulis are typically descended from the multi-elemental genies known as Jann.
----
* ElementalPowers: Sulis get their pick of these.
* PowerFist: Sulis can sheath their hands (or the weapons held in them) in any of the four classical elements.
!!Svirfneblin
An offshoot of the gnomes, inhabiting the subterranean Darklands.
----
* BlackAndGreyMorality: They fight against the myriad horrors that dwell in [[BeneathTheEarth the Darklands]], but they don't particularly care about those who dwell above them.
* ScrewYouElves: Averted. They're the underground version of Gnomes the same way Drow are to Elves, but they're not evil and don't hate gnomes. They do hate Dwarves though, especially the Duergar (and aren't fond of Drow, either).
!!Vanaras
* BeastFolk: Monkey-like, to be precise.
* PrehensileTail: One of their tricks.
* SmallAnnoyingCreature: The explanation of their charisma penalty
* StealthPun: They are good at roguish roles, making them skill monkeys.
!!Vishkanyas
* BlankWhiteEyes: Whether they have these or HellishPupils varies DependingOnTheArtist, but either way they are usually the only noticeable tell that they are not human.
* PoisonousPerson: Vishkanya have poisonous fangs, and delight in coating their weapons with a layer of poisonous saliva before attacking.
* ReptilesAreAbhorrent: Averted, oddly, and some sourcebooks go as far in the other direction as SnakesAreSexy (Justified since they're based on seductive assassin-courtesans in India historical legends).
* SupernaturalGoldEyes: One of their defining traits, alongside the scales.
!!Wayangs
Gnome-like creatures native to the Plane of Shadow.
----
* CastingAShadow: They even have a bard archetype built around shadow puppetry.
* CoveredInScars: It's part of their body art.
* DarkIsNotEvil: Their philosophy of Dissolution strives to merge with the Shadow, but they tend to be shy, averse to conflict, and uninterested in the extremes of Evil (or Good, for that matter).
* HiddenElfVillage: When not in the Shadow Plane, they try quite hard to avoid notice.
[[/folder]]
[[folder: Other Races]]
!!Androids
Creations of the technologically advanced society of Androffa, androids are a race of {{Artificial Human}}s (quite literally-the Androffans are as human as Golarian's own) with subdued emotions and symbiotic colonies of nanites living in their blood. The androids of Golarion were the crew and constructions of a spaceship that crashed on Golarion long ago after a battle with the mysterious alien empire known as the Dominion of the Black. Unsure of their origins and unlike any other lifeform on Golarion, the androids now make their own way in the world.
----
* ArtificialHuman: The most notable aspect of them. The difference between them and normal humans is Androids are often depicted as unusually pale (almost white), with [[YouGottaHaveBlueHair unnatural hair colors]] and TronLines on them.
* AscendedExtra: They are one of the core races of ''TabletopGame/{{Starfinder}}''.
* MarkedChange: When the tattoos that cover their body start to glow, that means that they've activated the nanites in their blood, giving them a huge bonus to one roll.
* MechanicalLifeforms: Androids are RidiculouslyHumanRobots, "bleed" [[AlienBlood watery coolant]] and even have souls. There are multiple times that reinforce that Androids are purely synthetic {{Artificial Human}}s, but respond to healing magic and have souls as organic creatures do. They breathe and eat much as humans do, but through artificial organs, and they circulate their healing nanites like blood through their bodies via pale fluids. They are inexhaustible, immune to diseases and resistant to other biological effects, and fortified against mental effects, but also suffer the same maladies and vulnerabilities of constructs and are susceptible to supernatural curses, including [[NinjaPirateZombieRobot lycanthropy]].
* TheNthDoctor: Inverted, the same body is host to a succession of different people.
* {{Reincarnation}}: Inverted. When an android dies of old age, it's nanites go into an accelerated repair mode. But once the body is repaired just like new, a brand new soul will come to inhabit it. They call this "renewal".
* RidiculouslyHumanRobots: So Ridiculously Human they aren't actually constructs! They can generally pass as human despite "[[TheStoic awkward]] [[NotGoodWithPeople mannerisms]]," but [[AlienBlood bleed watery coolant]]. Moreover, they actually have souls.
* TronLines: These cover their bodies when they use their nanites.
!!Astomi
Mysterious, psychically inclined humanoids introduced in Bestiary 5.
----
* TheBlank: They have no faces; no eyes, no mouth. They absorb all nutrients through the air and 'see' the world with their telepathy.
* {{Telepathy}}: Their only means of communication being that they have no mouths; the substitute thought components for verbal components in spells.
!!Caligni
Dark folk, remnants of the Azlanti driven underground eons ago; Caligni is both an umbrella term occasionally used by the dark folk themselves for the various dark folk subraces such as stalkers, creepers, and dancers, and a term for the unique variant that are suitable as player characters.
----
* DayHurtsDarkAdjustedEyes: While not blinded by the light, they are dazed in bright light.
* TheExile: Caligni often end up suffering an unfortunate accident before adulthood (apparently they tend to end up annoying the powers that be) unless they anticipate this and leave first. This is naturally an excuse for a caligni PC to be where the other [=PCs=] are, and for the GM to introduce complications into the PC's life.
* {{Expy}}: They're basically to humans what drow are to elves, though not quite as bad. They're also not dissimilar to fetchlings but remain humanoid as opposed to being outsiders.
* HumanSubspecies: Dark Folk, in general, are this; humans altered by the extraplanar Owb into creatures of shadow after having fled Earthfall; they're not so monstrous or degenerate as the morlocks, but are still usually malevolent. Caligni specifically are genetic throwbacks among Dark Folk; they're closer to what the race was before the Owbs began breeding them into specialized subraces.
* InnateNightVision: All dark folk have the "see in darkness" ability, which allows them to see perfectly even in supernaturally dark places (which block the more typical darkvision).
* LightEmUp: Oddly for a race shrouded in darkness; when they die, they explode in a flash of light that blinds all those within five feet of them.
* TheQuisling: Evil caligni tend to be this, working closely with the Owbs who enslave their race.
* SlaveRace: To the Owbs. Caligni may rebel, or not.
!!Centaurs
Large, monstrous beings that possess human-like upper halves on the bodies of horses (or other creatures).
----
* NobleSavage: Theirs is an ancient, aloof culture that struggles to come to terms with the modern world -- perhaps because of their habit of summarily running off anybody who enters their lands.
* OurCentaursAreDifferent: Some tribes have horse ''heads'' as well as lower halves.
!!Deep One Hybrids
Yes, now you too can play as the degenerate spawn of Dagon.
----
* CthulhuMythos: And you can be a part of it.
* FishPeople: {{Exp|y}}ies of the trope codifier.
* HalfHumanHybrid: The offspring of humans and Deep Ones.
* InTheBlood: Played with. The hybrids' ''bodies'' are condemned to turn into full deep ones... but given how it's stated the transformation actually ''kills them'', it's implied the hybrid and the deep one born from their corpse are two different beings, although the fact that said transformation is stated to work like the ''reincarnate'' spell somewhat muddies the waters on the matter.
* {{Metamorphosis}}: Similar to Changelings, they're the larval stage of the deep ones. Deep One hybrids have it worse, though. While Changelings can avoid their fates by simply ignoring the call of their mothers, the only way for a hybrid to escape their fate is to die before sixty; otherwise, they've got a year at most to live before their body [[PainfulTransformation agonizingly reforms]] into a Deep One.
* PublicDomainCharacter: The entire race is lifted from the works of Creator/HPLovecraft.
!!Driders
Drow that have been magically fused with spiders through the process of Drow fleshwarping.
----
* BizarreSexualDimorphism: Female driders' upper bodies look just like their drow bodies, and their lower bodies resemble black widows and other slender spiders. Males, however... their upper bodies are ''mostly'' normal, except for their faces -- they have mandibles instead of mouths. Males' lower bodies also resemble bulkier, hairier tarantulas.
* CursedWithAwesome: If they can escape their drow masters and claim their freedom, they get to enjoy an impressively powerful body.
* OurCentaursAreDifferent: A spider's lower body and a dark elf's torso and head (with the head having strongly arachnid features in the males).
* SpiderPeople: Females are a fairly standard take on this trope, being centaurine beings with a humanoid drow body above a spider's lower body. Males are spiderlike in their upper bodies too, however: their faces are distinctly arachnoid, with spider mandibles and multiple eyes. They're also an artificial race made by fusing a drow and a spider, although unlike other fleshwarps they can breed true, and have established self-sustaining populations in the Darklands.
* SuperHumanTrafficking: Many driders are created from drow as a punishment -- earned or not, drow being [[AlwaysChaoticEvil drow]] -- and promptly enslaved.
!!Ganzi
Similar to aasimar and tieflings, Ganzi are humanoids who've been affected by one of the outer planes; in their case, the swirling chaos of the Maelstrom. Unlike other native outsiders, they aren't the result of intermingling between mortals and outsiders(in their case it would be Proteans) but rather the result of mutation in mortals who reside close to fonts of pure chaos.
----
* BodyHorror: Some ganzi are unlucky in their mutations and end up like this, missing major features such as eyes or ears.
* EyeColorChange: Ganzi eyes and hair are constantly but slowly shifting in color over the course of weeks or months. This isn't so much related to mood or appearance, just an expression of their chaotic and mutable natures.
* {{Mutants}}: No two ganzi are exactly the same; each one manifests their chaotic mutation differently. This can lead to some BlessedWithSuck cases.
* WindsOfDestinyChange: They have the power to influence probability. In game terms, this means once per day they can force any creature to re-roll a single d20 roll.
!!Gathlains
Small Fey humanoids with wings made up of a symbiotic woody plant.
----
* OurFairiesAreDifferent: They're pretty much your standard fairy, but with plant wings.
* PlantPerson: While the Gathlain itself is made of regular flesh, it's impossible to separate the plant symbiont from the fey.
!!Ghorans
Humanoid plants originally created by human wizards as a source of food, ghorans attained sentience and have become a culture unto themselves.
----
* AnthropomorphicFood: The intelligent humanoid descendants of magically bioengineered mobile vegetables.
* BlueAndOrangeMorality: ''Inner Sea Races'' explains that their psychology is fairly alien to most humanoids; they don't experience emotion in the same way we do, and their thought process, in general, is completely different.
* DyingRace: Ghorans lack the ability to reproduce naturally; the only way to make a new ghoran is for an existing ghoran to plant its seed in the ground and then die. Ghorans can, however, be permanently killed if their seed is destroyed, and this is often done by those who illegally harvest ghorans for food and don't want to be identified by the ghoran once it is reborn. As a result, the ghoran population has only shrunk since their race was created.
* {{Expy}}: While not one to one, they do have some similarities with [[VideoGame/GuildWars2 Sylvari]].
* FantasticRacism: They're the victims of it; they aren't recognized as people in most of the world and are looked at as a food product. In the one nation that does acknowledge them an give them some rights, they're still second class citizens at best and are often preyed upon and sold on the black market.
* PlantPerson: Shelled, tree-like people, specifically.
* ResurrectiveImmortality: They can invoke this option by sprouting a seed that germinates into their replacement if they're killed.
* SlaveRace: They were harvested as food for centuries in their homeland of Nex. Currently, they're afforded citizenship and rights there, but this doesn't extend very far beyond, so they're forced to remain in the one nation that knows how delicious they are.
* TookALevelInBadass: The artwork for them in ''Inner Sea Bestiary'' was well done but made them look fairly harmless. ''Inner Sea Races'' and ''Bestiary 5'' make them look much more formidable.
* WeAreAsMayflies: Resurrection notwithstanding, an individual Ghoran body lasts only about twenty years at most before they die and are reborn.
* YouTasteDelicious: Their flavor is so good as to be a drawback in combat -- one of their special abilities, "Delicious", means that opponents that bite them get a bonus against being shaken off.
!!Gnolls
Humanoid hyenas, infamous for their savagery and laziness.
----
* AlwaysChaoticEvil: They tend to be portrayed this way, though some exceptions exist.
* BeastFolk: Leaning more towards the "animal with generally humanoid anatomy" than the "human with animal features" side of this trope, they are bipedal hyenas with human-like arms and opposable thumbs.
* LazyBum: Their laziness is their defining attribute.
* PetTheDog: In spite of being cannibalistic demon-worshipping monsters, gnolls are often fiercely loyal to their 'pack', and many become depressed or unhinged without one. This is often given as a reason for gnolls to become adventurers: to find a new family.
* MadeASlave: They tend to be extremely lazy, and take slaves of other species to do the necessary but tedious work they refuse to do themselves.
* WeAreAsMayflies: Most gnolls never live past the age of thirty-five, dying either violent deaths or withering away in a horrifically rapid fashion. Theorized to be due to their connection with the demon Lamashtu.
!!Kasatha
Four-armed aliens from a barbaric desert world who were brought to Golarion in the same spaceship that spawns the androids.
----
* AscendedExtra: One of the core races of ''TabletopGame/{{Starfinder}}''.
* {{Expy}}: As four armed desert dwelling nomads, they've often been called Pathfinder's answer to the thri-keen.
* MultiArmedAndDangerous: Four arms.
* {{Multishot}}: Kasatha specialize in archery, and even have a ranger archetype that specializes in using two bows at once.
!!Kuru
A savage, cannibalistic race that inhabits the westernmost islands of the Shackles.
----
* AlwaysChaoticEvil: They're essentially the Shackles' answer to orcs.
* CannibalTribe: Pathfinder's answer to the trope.
* BodyPaint: A distinctive quality of theirs; it might be {{blood|IsTheNewblack}} though.
* DayHurtsDarkAdjustedEyes: They're sensitive to the light.
* FaceHeelTurn: They were once a peaceful race, native to the Shackles. They were driven to the Cannibal Isles by encroaching pirates, and the Blood Queen's influence turned them into what they are today.
* HumanSacrifice: They're practitioners.
* IAmAHumanitarian: The islands they inhabit are even known as "the Cannibal Isles".
* ManBitesMan: They have a natural bite attack and gain temporary hit points from consuming the blood of their enemies.
* RedEyesTakeWarning: Their eyes are naturally solid red.
* ReligionOfEvil: They worship a monstrous entity known as the Blood Queen.
!!Lashunta
Telepathic aliens from the planet Castrovel that resemble humanoids with antennae.
----
* AscendedExtra: One of the core races of ''TabletopGame/{{Starfinder}}''.
* BizarreSexualDimorphism: Female Lashunta are tall, lithe, commanding, and graceful, male Lashunta are short, burly, brusque, and hirsute. ''Starfinder'' states that this is[=/=]was mostly due to rigid gender roles at this point in their history.
* GreenSkinnedSpaceBabe: Female Lashunta look like "idealized human or elf women", are renowned for their beauty, and live on a hot planet that is most comfortable in minimal clothing. Subtle.
* ProudScholarRace: Lashunta are drawn to scholarly and magical pursuits and gain a bonus to Intelligence.
* PsychicPowers: They have minor telepathic abilities, which they can learn to amplify to aid their allies and BondCreatures, and their home planet is renowned for its psychics.
* RubberForeheadAliens: Their most alien feature is their antennae.
* SpaceElves: The women. The men are more like Space Dwarves.
!!Lizardfolk
Reptilian humanoids that reside in swamps and marshes.
----
* IAmAHumanitarian: Not as a general rule, but they don't mind making lunch out of humanoids who encroach on their turf.
* {{Lizardfolk}}: Well of course.
* NobleSavage: Lizardfolk society, while primitive by the quicker-breeding races' standards, has a great degree of cultural sophistication and artistic capability.
* SwampsAreEvil: Played with. Most reside in these locations and environments. But, while sometimes antagonistic towards outsiders, lizardfolk are more survival-focused than evil.
!!Monkey Goblins
A goblin subrace from Mediogalti Island off the coast of Garund, they're distinguished by their prehensile tails and tree-dwelling nature.
----
* HumanSacrifice: They're believed to practice it.
* PrehensileTail: Their defining attribute.
* {{Pyromaniac}}: Like regular goblins, they love them some fire. It's suspected that their current city is at least the fifth site to bear the name, the previous incarnations having been burned down by its inhabitants.
* ReligionOfEvil: They're suspected to be demon-worshipers.
* TreeTopTown: Ganda-Uj is an especially primitive example of this.
!!Munavri
A race of human-descended albinistic psychics who dwell BeneathTheEarth.
----
* DayHurtsDarkAdjustedEyes: Munavri do not handle bright light well, justified by their subterranean lifestyles and their albinism.
* HeroicAlbino: One of the few predominately good-aligned underground races.
* PurposelyOverpowered: Munavri are the most overpowered race not to have any racial hit dice; they gain bonuses to all of their ability scores, only taking a slight penalty to strength, and have a plethora of other bonuses, with only slight mechanical weaknesses. On the other hand, they live in an isolated cavern beneath the earth on a separate continent from where most of the action in Golarion takes place, meaning they are particularly impractical and implausible for them to be PC's in most adventures without a convoluted backstory.
* WitchSpecies: All munavri are psychic.
!!Orang-Pendak
A race of small, reclusive, apelike hunter-gatherers related to Sasquatches.
----
* BigfootSasquatchAndYeti: They're a smaller offshoot of the Sasquatch species.
* PettingZooPeople: They resemble small anthropomorphic orangutans.
* PintSizedPowerhouse: They get a strength bonus despite their small size.
!!Reptoids
Bipedal reptiles from another planet, or perhaps another plane.
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* AlienInvasion: They're prepping for one.
* TheReptilians: Shapeshifting lizard aliens sent to infiltrate society, gain positions of power, and prepare for the invasion.
* VoluntaryShapeshifting: Like kitsune, they get one specific humanoid form they can transform into. Unlike kitsune, reptoids can alter their humanoid form with a week of preparation.
!!Shabti
A race of outsider-constructs that were introduced in the ''Mummy's Mask'' Adventure Path, they are created to bear the punishment of the sins of mortal kings.
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* TheAgeless: They have biological immortality and will never die of old age, but can still be killed.
* ArtificialHuman: In theory, they could be artificial anything - just takes mortal kind with the proper magical know how to make one to take his place in the afterlife. As a result, they're biologically sterile and can't sexually reproduce.
* AmazingTechnicolorPopulation: Their skin comes in gold, ivory, ebony, and jade
* ChromeChampion: Superficially. Their gold skin is cool to the touch but isn't actually metal.
* TheScapegoat: Their purpose; kings will have them made so that they will be punished in the afterlife for the excesses of the mortals whose likeness they bear. This pisses Pharasma off to no end, and her agents free the Shabti wherever they are found.
* SculptedPhysique: They're created to look like idealized versions of mortals, appearing like living statues.
!!Skinwalkers
To lycanthropes as tieflings are to fiends and aasimar are to celestials.
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* OurWerebeastsAreDifferent: Skinwalkers come in many variants, such as the werebear-blooded coldborn, the wereboar-blooded ragebred, the werecrocodile-blooded scalehearts, and the wereshark-blooded seascarred.
* OurWerewolvesAreDifferent: Played with. Skinwalkers aren't lycanthropes per se since they aren't sired by lycanthropes, but rather have one somewhere in their family tree.
* SkinWalker: To the point where skinwalkers are usually connected to [[EagleLand Arcadia]].
* SlidingScaleOfAnthropomorphism: Their Bestial form is less than that of a true lycanthrope's hybrid form, roughly coming off as LittleBitBeastly to BorderlinePettingZooPerson.
!!Syrinx
Cerebral, philosophical, wholly evil owl-like humanoids who seek to build a perfect enlightened culture -- with them at the top, and everyone else in chains.
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* FantasticRacism: They believe that they have the right to mastery over every other race, especially the ones without wings.
* LightIsNotGood: A race of gold-feathered philosophers who desire to bring peace to all lands that they lay eyes upon. By conquering and enslaving them.
* OminousOwl: Of the anthropomorphic variety.
* UtopiaJustifiesTheMeans: Their justification for mass enslavement.
* WickedCultured: Their culture highly values art and philosophy. It's also solidly LawfulEvil.
!!Triaxians(Ryphorians)
The natives of Triaxus, a planet in Golarion's solar system with a long, elliptical orbit that gives it decades-long seasons. Triaxus is primarily divided between the Drakelands, a continent dominated by evil Dragons, and the Allied Territories, who fight for their survival alongside good Dragons. In TabletopGame/{{Starfinder}}, they are known as Ryphorians.
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* BizarreAlienBiology: Triaxians are seasonally dimorphic: Summer and Winter on Triaxus last for several generations each, so the species has developed different-looking variants that are more suited to either summer or winter.
* DragonRider: Triaxians live with Dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the ones in the Allied Territories will, however.
* LittleBitBeastly: Triaxians have pointed ears, and in winter grow a coat of short fur, giving them a slightly catlike look.
!!Trox
A hulking subterranean insectoid race with a history of really bad neighbours.
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* TheBigGuy: The only standard race to be in the "large" category.
* DarkIsNotEvil: Though scary in appearance and very short-tempered, their violent attitudes are due to a history of abuse, and they were originally agents of the Forever Queen of Nchak, a LawfulGood deity, before they were enslaved.
* DumbMuscle: They're very big and very strong, but they also have a penalty to all their mental ability scores.
* MultiArmedAndDangerous: They have four smaller arms that they use for grappling.
* SlaveRace: The descendants of a docile race who were enslaved by the Duergar and bred to be brutes. Some escaped to the surface... where more races wanted to enslave them.
* SuperStrength: Trox outdo Orcs by having a natural +6 to their base strength.
* TunnelKing: The only 0 hit die race to have a burrow speed.
* UnstoppableRage: Any time Trox take damage, they go into a frenzy. It's basically a watered-down, minute-long rage, but it ''[[GameBreaker stacks with a Barbarian's Rage]].''
!!Vesk
A race of lizard-like aliens from a nearby solar system introduced in ''TabletopGame/{{Starfinder}}''.
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* AlienInvasion: Invaded Golarion's solar system many centuries ago, prompting the creation of the Pact Worlds.
* {{Expy}}: Pretty much a reptilian version of the [[Franchise/StarTrek Klingons]].
* KlingonScientistsGetNoRespect: For this reason, many non-warrior Vesk have defected from the Veskarium to live among [[TheFederation the Pact Worlds.]]
* ProudWarriorRaceGuy: Their race's [[PlanetOfHats hat]].
* TheReptilians: They look like a mix between iguanas and [[UsefulNotes/StockDinosaursNonDinosaurs Dimetrodon]].
* SpaceColdWar: Currently in one with the Pact Worlds.
* WeirdBeard: Their beards are made from spines.
!!Wyrwoods
Small wooden constructs created as assassins by a wizard, the wyrwoods killed their master and stole the secret of creating more of their kind.
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* ArtificialIntelligence: Designed as living servants by the Azlanti.
* CaptainErsatz: Of ''TabletopGame/{{Eberron}}'s'' Warforged.
* FantasticRacism: The people of the Inner Sea don't recognize them as sentient or deserving of rights, so they primarily stick to their own holdings in Arcadia.
!!Wyvarans
A rare winged offshoot of kobolds, whose closer association with dragons gives them great prestige among their people.
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* BewareMyStingerTail: Inherited from their wyvern ancestry.
* DraconicHumanoid: They're crossbreeds of kobolds and wyverns, which gives them something of a canine look, only with scales and dragon wings.
* DragonHoard: Like most dragonkin, they're largely driven to build their own. Their constantly shifting borders due to conflict with neighbors means that there are multitudes of treasure caches hidden throughout the areas where they occupy, left abandoned after they were driven back.
* WingedHumanoid: A mark of great status among kobolds.
[[/folder]]
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