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* CreepyChild: Their supernatural eccentricities tend to lead to awkward and ostracized childhoods. Their hag blood can also lead them to have cruel streaks to the point of being [[EnfantTerrible Enfant Terribles]], although that's highly dependent on their precise heritage and has been a bit [[DownplayedTrope downplayed]] since the start of 2nd edition.



* MarkOfTheSupernatural: 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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* MarkOfTheSupernatural: The easiest way to figure out if someone is a changeling is to check their eye color -- all changelings have mismatched eyes. This is not the ''source'' of any of their abilities, however, as one-eyed changelings can attest.


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* {{Polyamory}}: Although changelings strongly desire companionship and commitment, they tend to not be completely comfortable in monogamous relationships. Their ideal relationship structure is one with multiple partners, each in a relationship with all the others. They also tend to be quite aware that their hag-tainted blood is the probable source of these feelings, since that structure very much resembles a coven.
* PrehensileHair: They can grab a feat that allows them full, conscious control of their hair.

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2E is a new edition, not an adaptation of 1E


* AdaptationalAttractiveness: Inverted. In 1st edition, nagaji had fundamentally human faces, apart from the serpentine eyes, scaly skin, and snake-like fangs. In 2nd edition, nagaji literally have the heads of giant snakes on an otherwise humanoid body.
** Played straight with the Sacred Nagaji ancestry; whereas 1st edition nagaji features were more human-like, they were still reptilian enough to make them disturbing. Sacred Nagaji look like very attractive and normal humans... from the waist up.



* ProgressivelyPrettier: Inverted. In 1st edition, nagaji had fundamentally human faces, apart from the serpentine eyes, scaly skin, and snake-like fangs. In 2nd edition, nagaji literally have the heads of giant snakes on an otherwise humanoid body, with the exception of the sacred nagaji, who look like attractive normal humans from the waist up.



* AlwaysChaoticEvil: As befitting the TropeCodifier of ''Lord of the Rings'' and ''Dungeons and Dragons'' orcs being violent warmongers, they were usually depicted as evil throughout 1st Edition, mostly due to having evil gods and {{Demon Lords|And Archdevils}} as patrons. 2nd Edition has [[ZigzaggingTrope zigzagged]] this - orcs are described this way in the Bestiary (much like Goblins), but the Advanced Players Guide gives no indication that they have an inherently-evil nature, and there are examples of good-leaning orc societies on Golarion such as the Matanji orcs of the Mwangi Expanse, with Remastered having it that the Belkizen orcs are slowly becoming less xenophobic out of necessity [[EnemyMine to fight Tar-Baphon]].

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* AlwaysChaoticEvil: As befitting the TropeCodifier of ''Lord of the Rings'' and ''Dungeons and Dragons'' orcs being violent warmongers, they were usually depicted as evil throughout 1st Edition, mostly due to having evil gods and {{Demon Lords|And {{demon lords|And Archdevils}} as patrons. In 2nd Edition has [[ZigzaggingTrope zigzagged]] Edition, this - orcs are described this way in has mostly been dropped with the Bestiary (much like Goblins), but the Advanced Players Guide gives no indication that they have an inherently-evil nature, and there are examples introduction of good-leaning orc societies on Golarion such as the Matanji orcs of the Mwangi Expanse, with Remastered having it that Expanse; even the Belkizen Belkzen orcs (which received focus as the typical evil orcs in 1st Edition) are slowly becoming less xenophobic out of necessity [[EnemyMine to fight Tar-Baphon]].



* AdaptationalAttractiveness: Their artwork in 1st edition sources gives them visually scaly skin and forked, snake-like tongues. 2nd edition artwork makes them all but indistinguishable from humans outside of the very subtle giveaway of their eyes.



* PoisonousPerson: Vishkanya have poisonous fangs, and delight in coating their weapons with a layer of poisonous saliva before attacking.

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* PoisonousPerson: Vishkanya have poisonous fangs, and delight in coating their weapons with a layer of poisonous venomous saliva before attacking.attacking.
* ProgressivelyPrettier: Their artwork in 1st edition sources gives them visually scaly skin and forked, snake-like tongues. 2nd edition artwork makes them all but indistinguishable from humans outside of the very subtle giveaway of their eyes.



* MagiTek: They are robots in all but name, and were made via techonology from a cabal of mages, soldiers, and artificiers trying to save their kingdom by transferring their consciousness to a Construct and setting out to save it by any means.

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* MagiTek: They are robots in all but name, and were magical robot-like constructs made via techonology from a cabal of mages, soldiers, and artificiers trying to save their kingdom by transferring their consciousness to a Construct and setting out to save it by any means.means.
* RobotWizard: The chamber housing a mage automaton's core has a more direct connection to the rest of their humanoid shape, allowing them to tap into the core's magical energy.


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* ClockworkCreature: Made primarily of soft metals, a windup poppet's life force dwells within an exceptional array of clockworks deep in their body. They must wind metal tabs on their body a few times each day but don't need food or water. They still need to breathe to ventilate internal mechanisms.
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* MysticalPregnancy: Since extraplanar hags can't reproduce in the traditional sense, they rely on magically corrupting already-existing pregnancies, typically from their own covens or witches they associate with.


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* DivergentCharacterEvolution: Cambions were originally known as Tieflings, and brought over via the OGL from ''TabletopGame/DungeonsAndDragons''. Since that time, D&D Tieflings have narrowed a bit in scope, with their ancestry becoming specifically infernal and their appearances being much more standardized. Cambions, on the other hand, can have ancestry from just about every fiendish creature out there, and thus vary wildly in appearance and demeanor.
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typo


* AdaptationalAtttractiveness: Their artwork in 1st edition sources gives them visually scaly skin and forked, snake-like tongues. 2nd edition artwork makes them all but indistinguishable from humans outside of the very subtle giveaway of their eyes..

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* AdaptationalAtttractiveness: AdaptationalAttractiveness: Their artwork in 1st edition sources gives them visually scaly skin and forked, snake-like tongues. 2nd edition artwork makes them all but indistinguishable from humans outside of the very subtle giveaway of their eyes..eyes.
* AlternateCompanyEquivalent: Their 1st Ed incarnations were more-or-less [[TabletopGame/DungeonsAndDragons Yuan-Ti Purebloods]], being strange, magical SnakePeople. 2nd Ed does away with this by removing their snake-like traits.

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* AlwaysChaoticEvil: As befitting the TropeCodifier of ''Lord of the Rings'' and ''Dungeons and Dragons'' orcs being violent warmongers, they were usually depicted as evil throughout 1st Edition, mostly due to having evil gods and {{Demon Lords|And Archdevils}} as patrons. 2nd Edition has [[ZigzaggingTrope zigzagged]] this - orcs are described this way in the Bestiary (much like Goblins), but the Advanced Players Guide gives no indication that they have an inherently-evil nature, and there are examples of good-leaning orc societies on Golarion such as the Matanji orcs of the Mwangi Expanse.

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* AlwaysChaoticEvil: As befitting the TropeCodifier of ''Lord of the Rings'' and ''Dungeons and Dragons'' orcs being violent warmongers, they were usually depicted as evil throughout 1st Edition, mostly due to having evil gods and {{Demon Lords|And Archdevils}} as patrons. 2nd Edition has [[ZigzaggingTrope zigzagged]] this - orcs are described this way in the Bestiary (much like Goblins), but the Advanced Players Guide gives no indication that they have an inherently-evil nature, and there are examples of good-leaning orc societies on Golarion such as the Matanji orcs of the Mwangi Expanse.Expanse, with Remastered having it that the Belkizen orcs are slowly becoming less xenophobic out of necessity [[EnemyMine to fight Tar-Baphon]].



* DoesNotLikeMagic: Subverted. They're extremely paranoid of curses, hidden occultism, and sorcery...precisely ''because'' they have a cultural fascination with and respect of magic, especially after having served under, then fought the EvilSorcerer Tar-Baphon. An orc who picks up a magical career, while infrequent, is not seen with any prejudice, especially if they are [[MilitaryMage of a martial disposition]].



* ProudWarriorRace: Of {{Blood Knight}}s, though they tend to view things like honor and loyalty as getting in the way of brute force.

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* ProudWarriorRace: Of {{Blood Knight}}s, though they tend to view things like honor and loyalty as getting in the way of brute force. From 2E on, they also have an egalitarian view of strength, a BadassBookworm who assists the tribe in survival and magic is just as much a warrior as a swordsman, but they expect glory in battle.


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* StoneWall: Their 2E heritage feats, especially the Remaster, emphasizes this; orcs win by outlasting the other guy, with their [[RealAfterAll superstitions]] blocking magic used against them while other feats make them even harder to physically keep down.

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* AlternateCompanyEquivalent: They're a lawyer-friendly reinterpretation of the svirfneblin, or "deep gnomes", of ''TabletopGame/DungeonsAndDragons''. In 1st edition, they literally were just svirfneblin, but in 2nd edition, they got renamed and a new culture.



* {{Animesque}}: A common "look" for gnomes is overly large eyes and unusually small noses and mouths, making them resemble an older anime character come to life.



* {{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.

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* {{Gonk}}: They can be this. It's mentioned Lore establishes that they gnomes can often have oddly proportioned features; often be weird-looking to the point of being shockingly ugly. The most common manifestations are either unusually oversized noses or a combination of oversized eyes that are too big for their face and undersized noses and mouths that are too small.just looks jarring to humans.



* MythologyGag: The "big nosed look" is an homage to the earliest editions of ''TabletopGame/DungeonsAndDragons'', where the signature distinctive feature of a gnome as opposed to a dwarf or a halfling was its large, bulbous nose, and gnomes considered nose size to be a sign of attractiveness or even social status.



* SurprisinglyRealisticOutcome: It's noted that gnomes who have an [[{{animesque}} "big eyes, small mouth"]] look are seen as shockingly weird or outright ugly, rather than cute.



* BreakoutCharacter: ''Pathfinder'' goblins' much more unique design and characterisation from their original ''Dungeons and Dragons'' versions proved immensley popular with players, eventually promoting Paizo to promote them to a core race in 2nd Edition.

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* BreakoutCharacter: ''Pathfinder'' goblins' much more unique design and characterisation from their original ''Dungeons and Dragons'' versions proved immensley immensely popular with players, eventually promoting Paizo to promote them to a core race in 2nd Edition.



* GeniusDitz: They have a penalty to ''Wisdom'', not Intelligence; many goblins are gleeful and highly competent alchemists.

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* GeniusDitz: They have a penalty to ''Wisdom'', not Intelligence; many goblins are gleeful and highly competent alchemists.alchemists, even if they can be dangerously scatter-brained, impulsive or foolish.



* UndergroundMonkey: Goblins are very adaptable, quick and eager colonizers of new locations, and worshippers of the goddess of mutation, 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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* UndergroundMonkey: Goblins are very adaptable, quick and eager colonizers of new locations, and worshippers of the goddess of mutation, 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 ([[UnscaledMerfolk who have octopus tentacles instead of legs]]) and cavern-dwelling goblins with bulbous eyes and long limbs adapted for climbing.



* CreepyDoll: Invoked by a racial option.

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* CreepyDoll: Invoked by a racial option.option, where they can look so much like dolls come to life they can get a stealth boost by pretending to ''be'' dolls.



* AlternateCompanyEquivalent: They're ports of Duergar from ''Dungeons & Dragons'', down to being fatalistic, pessimistic jerks who worship work for work's sake and utilitarianism to the extreme.

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* AlternateCompanyEquivalent: They're ports of Duergar from ''Dungeons & Dragons'', ''TabletopGame/DungeonsAndDragons'', down to being fatalistic, pessimistic jerks who worship work for work's sake and utilitarianism to the extreme.



* AdaptationalAttractiveness: Inverted. In 1st edition, nagaji had fundamentally human faces, apart from the serpentine eyes, scaly skin, and snake-like fangs. In 2nd edition, nagaji literally have the heads of giant snakes on an otherwise humanoid body.
** Played straight with the Sacred Nagaji ancestry; whereas 1st edition nagaji features were more human-like, they were still reptilian enough to make them disturbing. Sacred Nagaji look like very attractive and normal humans... from the waist up.



* BeastMan: They resemble small anthropomorphic orangutans.

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* BeastMan: They resemble small anthropomorphic orangutans.orangutans that have grown slightly larger (though still only about the size of a halfling or gnome) and developed a fully bipedal body-structure, as opposed to a true orangutan's knuckle-walking stance.



* AlternateCompanyEquivalent: They are very similar in concept to the Devas of ''TabletopGame/DungeonsAndDragonsFourthEdition'', which are also a highly spiritual race that endlessly reincarnates into new identities, relies on PastLifeMemories to guide them, and seek to guide those around them to the path of spiritual enlightenment and devotion to the principles of good. Both races have BlankWhiteEyes and MysticalWhiteHair, but Devas lack the AlienBlood and are two-toned in purple and white rather than solid blue. Also, devas are {{Fallen Angel}}s, whereas samsarans just randomly happen amongst humans.
* AmazingTechnicolorPopulation: Samsarans have blue skin which, combined with their BlankWhiteEyes and MysticalWhiteHair, marks their biggest visual difference from humans.
* BlankWhiteEyes: A samsaran's eyes are solid white in color, with no discernable pupil or iris.



* MysticalWhiteHair: A samsaran's hair is always bright white in color, a visual symbol of their enlightened and mystical nature.
* PastLifeMemories: Samsarans retain faint but accessible memories of their past lives, which they can use to help guide them in their current incarnation.



%%* PowerGivesYouWings: The "Tengu Wings" racial feat in a nutshell.

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%%* * PowerGivesYouWings: The "Tengu Wings" racial feat in allows a nutshell.sufficiently strong and experienced tengu to sprout functional wings, giving them back the gift of flight that most of their people lack.



* AdaptationalAtttractiveness: Their artwork in 1st edition sources gives them visually scaly skin and forked, snake-like tongues. 2nd edition artwork makes them all but indistinguishable from humans outside of the very subtle giveaway of their eyes..




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* OurCentaursAreDifferent: Grigs have the basic centaur body-structure of a humanoid upper torso replacing the head of a beast, but in their case the grig's upper torso resembles a tiny elf with dragonfly wings and their lower body is a cricket.



* ParentalAbandonment: The standard procedure for hags is to leave their children for someone else to rear. If the changeling is lucky, they can live a moderate happy life, but most tend to end up being outcasts because of it, making them more likely to seek out their mother.

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* ParentalAbandonment: The standard procedure for hags is to leave their children for someone else to rear. If the changeling is lucky, they can live a moderate happy life, but most tend to end up being outcasts because of it, making them more likely to seek out their mother. Many hags will actively arrange for their changelings to be tormented and made as miserable as possible, so they'll become so bitter that they'll embrace power for revenge, even if it means becoming a hideously ugly old woman for eternity as a result.



* LineageComesFromTheFather: Generally a dhampir is born from a mortal female, and a male vampire, though the rules do generally allow for them to be born differently, such as being concieved prior to the mother being made a vampire.

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* LineageComesFromTheFather: Generally a dhampir is born from a mortal female, and a male vampire, though the rules do generally allow for them to be born differently, such as being concieved conceived prior to the mother being made a vampire.
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* OurNephilimAreDifferent: The Remaster uses "nephilim" as a collective name for beings born from mortals and the natives of the Outer Planes, including celestials, fiends, and monitors, alongside mortals altered in similar manners by exposure to planar energies.

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* OurNephilimAreDifferent: {{Nephilim}}: The Remaster uses "nephilim" as a collective name for beings born from mortals and the natives of the Outer Planes, including celestials, fiends, and monitors, alongside mortals altered in similar manners by exposure to planar energies.
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Spelling mistake.


* TooManyMouths: Some fleshwarps can have extra mouths or eve entire extra faces.

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* TooManyMouths: Some fleshwarps can have extra mouths or eve even entire extra faces.
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Added trope entry to fleshwarp race.

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* TooManyMouths: Some fleshwarps can have extra mouths or eve entire extra faces.
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Adventurers in ''Pathfinder'' come in many shapes and sizes and from as many backgrounds as you can imagine. A character's [[Characters/PathfinderClasses]] is only half of the equation; their species plays an equal part in determining that character's history, how they view the world, and how the world views them.

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Adventurers in ''Pathfinder'' come in many shapes and sizes and from as many backgrounds as you can imagine. A character's [[Characters/PathfinderClasses]] [[Characters/PathfinderClasses class]] is only half of the equation; their species plays an equal part in determining that character's history, how they view the world, and how the world views them.
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* AlternateCompanyEquivalent: Were initially straight ports of ''D&D'''s Locathah fishmen until the OGL change.

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* AlternateCompanyEquivalent: Were initially straight ports of ''D&D'''s Locathah fishmen until the OGL change.change, and primarily resemble their 3rd Edition incarnation.



* CatGirl: Their official artwork tends to flip-flop on their anthropomorphism, and at the most human-like end they tend to resemble humans with minor feline features.

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* CatGirl: Their official artwork tends to flip-flop on their anthropomorphism, and at the most human-like end they tend to resemble humans with minor feline features.features -- usually, the ears.
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Dromaars are the offspring of orcs and other humanoid races, chiefly humans. If aiuvarins have a hard time fitting into society, dromaars tend to have it even worse. To orcs, they're made tainted and weak by their human blood; to humans, they're monsters no better than their orcish parents. This drives most dromaars to the fringes of civilization, where they seek the companionship of others of their kind, or to the adventuring life, where the details of your ancestry matter less than the trust between TrueCompanions; many also find solace in the worship of Gorum, whom they view as a proud, idealized example of their kind, unbroken and unbowed.

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Dromaars are the offspring of orcs and other humanoid races, chiefly humans. If aiuvarins have a hard time fitting into society, dromaars tend to have it even worse. To orcs, they're made tainted and weak by their human blood; blood, though they are open to being impressed; to humans, they're monsters no better than their orcish parents. This drives most dromaars to the fringes of civilization, where they seek the companionship of others of their kind, or to the adventuring life, where the details of your ancestry matter less than the trust between TrueCompanions; many also find solace in the worship of Gorum, whom they view as a proud, idealized example of their kind, unbroken and unbowed.



* NonhumanHumanoidHybrid: Orcs are remarkably cross-fertile with other species, and as a result many dromaars have goblin or hobgoblin 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.

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* NonhumanHumanoidHybrid: Orcs are remarkably cross-fertile with other species, and as a result many dromaars have goblin or hobgoblin blood. These different crosses all look mostly the same, largely due to orc traits tending to dominate those of the other parent.parent, which actually ties into their name - "dromaar" means "war drummer" in Orcish, and thus dromaars are heralds of them fully integrating themselves into a cross-cultural territory. Elves are one of the few species with whom orcs cannot successfully reproduce, something the elves rarely let other species forget.
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* {{Determinator}}: Orcs can keep fighting even when their hit points slip into the negatives.

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* {{Determinator}}: Orcs can keep fighting even when their hit points slip into the negatives.negatives, and a lot of their racial feats are based around jacking up survivability and endurance even more.



* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.

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* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred. Played with, as orc hatred is tinged with [[WorthyOpponent respect]], as it implies you're actually an enemy worth fighting - hence why they can be cooperated with.
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* SlaveRace: They were enslaved by Rakshasas, until the freed themselves by tricking the king of the Rakshasas into summoning the gods.
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* ResourcefulRodent: They are cunning and adaptable survivors who have spread across Golarion, and who make great alchemists.
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* AlternateCompanyEquivalent: Were initially straight ports of ''D&D'''s Locathah fishmen until the OGL change.
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* OurNephilimAreDifferent: Third Edition uses "nephilim" as a collective name for beings born from mortals and the natives of the Outer Planes, including celestials, fiends, and monitors, alongside mortals altered in similar manners by exposure to planar energies.

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* OurNephilimAreDifferent: Third Edition The Remaster uses "nephilim" as a collective name for beings born from mortals and the natives of the Outer Planes, including celestials, fiends, and monitors, alongside mortals altered in similar manners by exposure to planar energies.
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* OurNephilimAreDifferent: Third Edition uses "nephilim" as a collective name for beings born from mortals and the natives of the Outer Planes, including celestials, fiends, and monitors, alongside mortals altered in similar manners by exposure to planar energies.

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[[folder:Azarketi]]

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[[folder:Azarketi]][[folder:Athamaru]]
[[quoteright:682:https://static.tvtropes.org/pmwiki/pub/images/682px_koloshkora.jpg]]



[[quoteright:356:https://static.tvtropes.org/pmwiki/pub/images/azarketi01.png]]

The mutated offspring of the few Azlanti to survive Earthfall.

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[[quoteright:356:https://static.tvtropes.org/pmwiki/pub/images/azarketi01.png]]

The mutated offspring of
Fish people with an emphasis on the few Azlanti to survive Earthfall. fish part, unlike merfolk. They smell as foul as they look, but are in fact a friendly race.



* ApparentlyHumanMerfolk: Depending of the type. Some look more or less like average humans, albeit with purple eyes and gills on their necks. Others have small fins instead of hair, and the ones that live in more deep area of the seas such as the one in the image, have a much more alien look, with blue skin and glowing spots across their bodies.
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the alghollthus after they destroyed the Azlanti Empire during the Earthfall, they feeling on the subject are mixed, some still default to their rule, while others go out of their way destroy them were they can find it.

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* ApparentlyHumanMerfolk: Depending of AdaptationNameChange: When first brought over to ''Pathfinder'' from ''TabletopGame/DungeonsAndDragons'', this species was called ''locathah'', and had to be renamed when the type. Some look more or less like average humans, albeit with purple eyes and gills on Open Game License stopped being used.
* CreepyGood: Despite
their necks. Others have small repulsive appearance and odour, athamarus are friendly towards their own kind and go to great lengths to befriend surface folk.
* FishPeople: Athamarus are humanoids with fish faces and crested
fins instead of hair, and the ones that exude a foul odour and live in more deep area of the seas such as the one in the image, have a much more alien look, with blue skin and glowing spots across their bodies.
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the alghollthus after they destroyed the Azlanti Empire during the Earthfall, they feeling on the subject are mixed, some still default to their rule, while others go out of their way destroy them were they can find it.
sea.



[[folder:Azarketi]]
->'''Type:''' Humanoid (aquatic)

[[quoteright:356:https://static.tvtropes.org/pmwiki/pub/images/azarketi01.png]]

The mutated offspring of the few Azlanti to survive Earthfall.
----
* ApparentlyHumanMerfolk: Depending of the type. Some look more or less like average humans, albeit with purple eyes and gills on their necks. Others have small fins instead of hair, and the ones that live in more deep area of the seas such as the one in the image, have a much more alien look, with blue skin and glowing spots across their bodies.
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the alghollthus after they destroyed the Azlanti Empire during the Earthfall, they feeling on the subject are mixed, some still default to their rule, while others go out of their way destroy them were they can find it.
[[/folder]]



[[folder:Locathah]]
[[quoteright:682:https://static.tvtropes.org/pmwiki/pub/images/682px_koloshkora.jpg]]

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[[folder:Locathah]]
[[quoteright:682:https://static.
[[folder:Merfolk (Sapiaquali-oth)]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/682px_koloshkora.jpg]] org/pmwiki/pub/images/pathfinder_merfolk.png]]



Fish people with an emphasis on the fish part, unlike merfolk. They smell as foul as they look, but are in fact a friendly race.

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Fish people with an emphasis on Reclusive inhabitants of the fish part, unlike merfolk. They smell as foul as they look, but 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 fact a friendly race.ancient times, and are known as the sapiaquali-oth in the aboleth tongue.



* CreepyGood: Despite their repulsive appearance and odour, locathahs are friendly towards their own kind and go to great lengths to befriend surface folk.
* {{Expy}}: They are a port of the same-named species from TabletopGame/DungeonsAndDragons, and most resemble their 3rd Ed appearance and behaviour (surprise!).
* FishPeople: Locathah are humanoids with fish faces and crested fins that exude a foul odour and live in the sea.

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* CreepyGood: Despite their repulsive appearance and odour, locathahs are friendly towards AbsoluteXenophobe: While they generally don't seek out other species to kill, they defend their own kind territories mercilessly and go to great lengths to befriend surface folk.
* {{Expy}}: They are a port of the same-named
view all other species from TabletopGame/DungeonsAndDragons, as invaders and most resemble enemies.
* OddFriendship: With the ''[[EldritchAbomination aboleths]]'', of all things. The aboleth were
their 3rd Ed appearance creators, and behaviour (surprise!).
to this day they're the only creatures the merfolk think of as allies.
* FishPeople: Locathah are humanoids with fish faces OurMermaidsAreDifferent: Amphibious, pointy-eared and crested fins that exude a foul odour extremely reclusive, but otherwise fairly standard.
* ServantRace: They were created as the aboleths' first foray into creating humanoid servitor species,
and live in to this day often serve the sea.fishlike aberrations as agents and unwitting wardens.



[[folder:Merfolk (Sapiaquali-oth)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_merfolk.png]]
->'''Type:''' Humanoid (aquatic)

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.

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[[folder:Merfolk (Sapiaquali-oth)]]
[[folder:Monkey Goblin]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_merfolk.org/pmwiki/pub/images/tailed_goblin.png]]
->'''Type:''' Humanoid (aquatic)

Reclusive inhabitants of
(goblinoid)

A goblin subrace from Mediogalti Island off
the ocean depths, the merfolk are secretive to the point coast of paranoia. Unknown to many, Garund, they're among the numerous servitor species created distinguished by the aboleths in ancient times, their prehensile tails and are known as the sapiaquali-oth in the aboleth tongue.tree-dwelling nature.



* AbsoluteXenophobe: While they generally don't seek out other species to kill, they defend their own territories mercilessly and view all other species as invaders and enemies.
* OddFriendship: With the ''[[EldritchAbomination aboleths]]'', of all things. The aboleth were their creators, and to this day they're the only creatures the merfolk think of as allies.
* OurMermaidsAreDifferent: Amphibious, pointy-eared and extremely reclusive, but otherwise fairly standard.
* ServantRace: They were created as the aboleths' first foray into creating humanoid servitor species, and to this day often serve the fishlike aberrations as agents and unwitting wardens.

to:

* AbsoluteXenophobe: While DemotedToExtra: In mechanical terms, they generally don't seek out other species to kill, they defend went from being their own territories mercilessly and view all ancestry in 1E to just a Heritage in 2E.
* HumanSacrifice: They're believed to practice it.
* PrehensileTail: Their main distinction from
other species as invaders and enemies.
* OddFriendship: With the ''[[EldritchAbomination aboleths]]'', of all things. The aboleth were
goblins is their creators, and to this day they're prehensile, monkey-like tail, which they can use as an additional grasping limb.
* {{Pyromaniac}}: Like regular goblins, they love them some fire. It's suspected that their current city is at least
the only creatures fifth site to bear the merfolk think of as allies.
* OurMermaidsAreDifferent: Amphibious, pointy-eared and extremely reclusive, but otherwise fairly standard.
* ServantRace: They were created as
name, the aboleths' first foray into creating humanoid servitor species, and previous incarnations having been burned down by its inhabitants.
* ReligionOfEvil: They're suspected
to this day often serve the fishlike aberrations as agents and unwitting wardens.be demon-worshipers.
* TreeTopTown: Ganda-Uj is an especially primitive example of this.



[[folder:Monkey Goblin]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/tailed_goblin.png]]
->'''Type:''' Humanoid (goblinoid)

A goblin subrace from Mediogalti Island off the coast of Garund, they're distinguished by their prehensile tails and tree-dwelling nature.

to:

[[folder:Monkey Goblin]]
[[quoteright:300:https://static.
[[folder:Munavri]]
[[quoteright:736:https://static.
tvtropes.org/pmwiki/pub/images/tailed_goblin.png]]
org/pmwiki/pub/images/1eda2ac75ba20f23d022bf60e2ded8dd.jpg]]
->'''Type:''' Humanoid (goblinoid)

(munavri)

A goblin subrace from Mediogalti Island off race of human-descended albinistic psychics who dwell BeneathTheEarth, the coast munavri sail the lightless seas of Garund, they're distinguished by their prehensile tails Orv and tree-dwelling nature.make up the only non-evil faction of any real size in the bowels of the world..



* DemotedToExtra: In mechanical terms, they went from being their own ancestry in 1E to just a Heritage in 2E.
* HumanSacrifice: They're believed to practice it.
* PrehensileTail: Their main distinction from other goblins is their prehensile, monkey-like tail, which they can use as an additional grasping limb.
* {{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.
[[/folder]]

[[folder:Munavri]]
[[quoteright:736:https://static.tvtropes.org/pmwiki/pub/images/1eda2ac75ba20f23d022bf60e2ded8dd.jpg]]
->'''Type:''' Humanoid (munavri)

A race of human-descended albinistic psychics who dwell BeneathTheEarth, the munavri sail the lightless seas of Orv and make up the only non-evil faction of any real size in the bowels of the world..
----



->'''Type:''' Humanoid (Reptilian, shapechanger)

to:

->'''Type:''' Humanoid (Reptilian, (reptilian, shapechanger)



* WeakToFire: Since they are often made of wood, cloth, and wicker.

to:

* WeakToFire: Since they Poppets are often made of flammable materials like wood, cloth, and wicker.



* {{Dhampyr}}: The half-living children of vampires and living mortals, dhampirs are technically living beings but are animated by negative, rather than positive, energy, and inherit their undead parents' aversion to the sun.

to:

* {{Dhampyr}}: The half-living children of vampires and living mortals, dhampirs are technically living beings but are animated by negative, rather than positive, energy, and inherit their undead parents' aversion to the sun.mortals.



* ReviveKillsZombie: Like their undead forefathers, positive channeled energy can leave a nasty sting, even kill them, while negative channeled energy heals them.

to:

* MortalityGreyArea: Dhampirs are technically living beings but are animated by void, rather than vitality, energy, and inherit their undead parents' aversion to the sun.
* ReviveKillsZombie: Like their undead forefathers, positive channeled vitality energy can leave a nasty sting, even kill them, while negative channeled void energy heals them.

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* DumbMuscle: In first edition, 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.

to:

* DumbMuscle: In first edition, 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. Averted in 2nd Edition, where they just had the bonus to Strength and a free boost before the remaster (enabling {{Genius Bruiser}}s who also boosted Intelligence or {{Warrior Poet}}s who boosted Wisdom), and two free boosts in Remastered while keeping their endurance.


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* RealAfterAll: Orc folk beliefs are notorious for two things, how ridiculously complex and tedious they are to uphold when not outright violent, and how effective they are at actually being a PowerNullifier.
* SmarterThanYouLook: As of Second Edition, orcs are explicitly a lot more perceptive and canny than their tribal culture and ProudWarriorRace mentality makes them seem - their "superstitions" are in fact [[RealAfterAll effective countermagic measures]], though they don't know quite how it works.
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* AlwaysChaoticEvil: Being pretty much the TropeCodifier, they were usually depicted as evil throughout 1st Edition, mostly due to having evil gods and {{Demon Lords|And Archdevils}} as patrons. 2nd Edition has [[ZigzaggingTrope zigzagged]] this - orcs are described this way in the Bestiary (much like Goblins), but the Advanced Players Guide gives no indication that they have an inherently-evil nature, and there are examples of good-leaning orc societies on Golarion such as the Matanji orcs of the Mwangi Expanse.

to:

* AlwaysChaoticEvil: Being pretty much As befitting the TropeCodifier, TropeCodifier of ''Lord of the Rings'' and ''Dungeons and Dragons'' orcs being violent warmongers, they were usually depicted as evil throughout 1st Edition, mostly due to having evil gods and {{Demon Lords|And Archdevils}} as patrons. 2nd Edition has [[ZigzaggingTrope zigzagged]] this - orcs are described this way in the Bestiary (much like Goblins), but the Advanced Players Guide gives no indication that they have an inherently-evil nature, and there are examples of good-leaning orc societies on Golarion such as the Matanji orcs of the Mwangi Expanse.



* {{Hobbits}}: Shoonies are small, hairy (or in this case furry), good-natured people who enjoy the simple pleasures of life who will heed the call of heroism if they need to.

to:

* {{Hobbits}}: Shoonies are small, hairy (or in this case furry), good-natured people who enjoy the simple pleasures of life who will heed the call of heroism if they need to.to, but otherwise would prefer to live the simple life, not unlike halflings.



* MischiefMakingMonkey: Vanaras tend to appreciate and play pranks and games, thought usually they draw the line at actually harming others.

to:

* MischiefMakingMonkey: Vanaras tend to appreciate and play pranks and games, thought though they usually they draw the line at actually harming others.
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* MischiefMakingMonkeys: Vanaras tend to appreciate and play pranks and games, thought they draw the line at actually harming others.

to:

* MischiefMakingMonkeys: MischiefMakingMonkey: Vanaras tend to appreciate and play pranks and games, thought usually they draw the line at actually harming others.
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* MischievousMakingMonkeys: Vanaras tend to appreciate and play pranks and games, thought they draw the line at actually harming others.

to:

* MischievousMakingMonkeys: MischiefMakingMonkeys: Vanaras tend to appreciate and play pranks and games, thought they draw the line at actually harming others.
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* MischievousMakingMonkeys: Vanaras tend to appreciate and play pranks and games, thought they draw the line at actually harming others.
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* HatesReading: Goblins traditionally hate reading and writing, because of a supperstition that it will rob them of their souls and steal their thoughts. This supperstition is born of their origins, when Asmodeus tricked the goblin gods with a contract that enslaved them until Lamashtu liberated them. As with most of their overtly negative aspects thought, 2e edition has downplayed this aspect a bit, with some Goblins starting to learn to read and write so they can intregate themselves better with other societies.

to:

* HatesReading: Goblins traditionally hate reading and writing, because of a supperstition superstition that it will rob them of their souls and steal their thoughts. This supperstition superstition is born of their origins, when Asmodeus tricked the goblin gods with a contract that enslaved them until Lamashtu liberated them. As with most of their overtly negative aspects thought, 2e edition though, Second Edition has downplayed this aspect a bit, with some Goblins goblins starting to learn to read and write so they can intregate integrate themselves better with other societies. Others have found workarounds. For example, [[SquareRaceRoundClass goblin wizards]] have invented a pop-up SpellBook.

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* WeakToFire: Since they are often made of flammable materials.

to:

* MyLittlePanzer: Some poppets have built-in weapons as they were designed to be the bodyguards of noble children.
* WeakToFire: Since they are often made of flammable materials.wood, cloth, and wicker.
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* WeakToFire: Since they are often made of flammable materials.
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None


* HatesRedaing: Goblins traditionally hate reading and writing, because of a supperstition that it will rob them of their souls and steal their thoughts. This supperstition is born of their origins, when Asmodeus tricked the goblin gods with a contract that enslaved them until Lamashtu liberated them. As with most of their overtly negative aspects thought, 2e edition has downplayed this aspect a bit, with some Goblins starting to learn to read and write so they can intregate themselves better with other societies.

to:

* HatesRedaing: HatesReading: Goblins traditionally hate reading and writing, because of a supperstition that it will rob them of their souls and steal their thoughts. This supperstition is born of their origins, when Asmodeus tricked the goblin gods with a contract that enslaved them until Lamashtu liberated them. As with most of their overtly negative aspects thought, 2e edition has downplayed this aspect a bit, with some Goblins starting to learn to read and write so they can intregate themselves better with other societies.
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None

Added DiffLines:

* HatesRedaing: Goblins traditionally hate reading and writing, because of a supperstition that it will rob them of their souls and steal their thoughts. This supperstition is born of their origins, when Asmodeus tricked the goblin gods with a contract that enslaved them until Lamashtu liberated them. As with most of their overtly negative aspects thought, 2e edition has downplayed this aspect a bit, with some Goblins starting to learn to read and write so they can intregate themselves better with other societies.

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* AndroidIdentifier: They look almost exactly human except for a subtle metallic sheen in their eyes and faint circuit-like patterns on their skin, which [[TronLines glow]] when they active their [[{{Nanomachines}} nanite surge]].

to:

* AndroidIdentifier: They look almost exactly human except for a subtle metallic sheen in their eyes and faint circuit-like patterns on their skin, which [[TronLines glow]] when they active their [[{{Nanomachines}} nanite surge]]. As an Android ages, it's stated they become more obviously inhuman in appearance.



* BizarreAlienBiology: Their face/snout has a portion that looks like a wooden visor. Their hair? Those are eyes.

to:

* BizarreAlienBiology: Their face/snout has a portion that looks like a wooden visor. visor or mask. Their hair? Those are eyes.eyes.
* DarkIsNotEvil: While Goloma are daemonic-looking horse-men with too many eyes and often dark-coloured in appearance, as a whole, their society simply wishes to be left alone.



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 that suits most of them just finefine.



* {{Expy}}: Like in ''Dungeons and Dragons'', they're still more-or-less [[Franchise/TolkiensLegendarium LOTR]] hobbits: bare-footed not-quite-humans who prefer the simple life, living in close-to-nature villages]] and generally tending towards trying to not get involved in other peoples' world-ending businesses.



* AlternateCompanyEquivalent: They're ports of Duergar from ''Dungeons & Dragons'', down to being fatalistic, pessimistic jerks who worship work for work's sake and utilitarianism to the extreme.



* ReptilianConspiracy: They're shapeshifting humanoid lizard aliens sent to infiltrate society, gain positions of power, and prepare for the invasion.

to:

* ReptilianConspiracy: They're shapeshifting humanoid lizard aliens from another world or dimension sent to infiltrate society, gain positions of power, and prepare for the invasion.



* DumbMuscle: Described as "strong and alert, but simplistic." They gain a bonus to strength and a penalty to intelligence.

to:

* DumbMuscle: Described as "strong and alert, but simplistic." simplistic". They gain a bonus to strength and a penalty to intelligence.



%%* UtopiaJustifiesTheMeans: Their justification for mass enslavement.

to:

%%* * UtopiaJustifiesTheMeans: Their justification for Only ''their'' culture is right and enlightened, and they justify mass enslavement.slavery and genocide as a means to spreading their "right" cultural values to the rest of the world.



* 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.

to:

* DraconicHumanoid: Dragonkin Dragonkin, while being far more bestial in form than DND's Dragonborn, 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, usually Triaxians, whom they will allow to ride them into battle.

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