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core non-humanoid and versatile heritages are a thing now in the remaster
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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 [[https://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.
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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 [[https://tvtropes.org/pmwiki/pmwiki.php/Classes/Pathfinder class]] [[Characters/PathfinderClasses]] is only half of the equation; their race 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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!Core Races
[[folder:Dwarf]]
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dwarf.png]]
->'''Type:''' Humanoid (dwarf)
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.
[[folder:Dwarf]]
[[quoteright:340:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dwarf.png]]
->'''Type:''' Humanoid (dwarf)
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.
to:
[[folder:Dwarf]]
[[quoteright:340:https://static.
[[folder:Anadi]]
[[quoteright:531:https://static.tvtropes.
->'''Type:''' Humanoid (dwarf)
Dwarves once lived deep
Anadi are a species of peaceful and intelligent giant spiders who learned to take human form in
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* ElvesVersusDwarves: Downplayed. They don't actively hate elves, they just have little respect for them. Or for gnomes. Or for 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: The Grondaksen and Holtaksen are standard dwarves that originated underground, tunneled their way to the surface during the Age of Darkness, and pulled humanity out of the dark ages. Otherwise, the bald-shaved, monastic Ouat and xenophobic Pahmet dwarves of Osirion, the traditionalist Mbe'ke and totemist Taralu dwarves of the Mwangi Expanse are a bit different from the stereotype.
* 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: The Grondaksen and Holtaksen are standard dwarves that originated underground, tunneled their way to the surface during the Age of Darkness, and pulled humanity out of the dark ages. Otherwise, the bald-shaved, monastic Ouat and xenophobic Pahmet dwarves of Osirion, the traditionalist Mbe'ke and totemist Taralu dwarves of the Mwangi Expanse are a bit different from the stereotype.
to:
* ElvesVersusDwarves: Downplayed. They don't actively hate elves, they just have little respect for them. Or for gnomes. Or for halflings.
* FamilyHonor: Extremely important to them, and a BerserkButton if challenged.
* FireForgedFriends: The surest way to winAFormYouAreComfortableWith: Since most others found their respect.
* GoodOldWays: With long livesappearance to be extremely objectionable, anadis invented a fusion of transmutation and strong traditions, there's illusion magic that allows them to assume a lot humanoid form.
* ExoticExtendedMarriage: Anadi traditionally form "web marriages", were five ofcultural inertia.
them join together and take care of any offspring that arrives from them.
*LongLived: Barring misfortune, they can easily live over 300 years. It's a factor FriendlyNeighborhoodSpider: They are generally pacisfist and shy, prefering to keep it to themselves in their slight mistrust communities.
* GiantSpider: The anadi's natural form. They're five feet long from their front to back legs, and come in a variety ofhumans since colors.
* MageSpecies: Anadis possess an innate talent for illusion and transmutation.
* SpiderPeople: Some anadi can assume a hybrid form, but otherwise they'reused to building friendships over a century either fully human-looking or more.
* OurDwarvesAreAllTheSame: The Grondaksen and Holtaksen are standard dwarves that originated underground, tunneled their way to the surface during the Age of Darkness, and pulled humanity out of the dark ages. Otherwise, the bald-shaved, monastic Ouat and xenophobic Pahmet dwarves of Osirion, the traditionalist Mbe'ke and totemist Taralu dwarves of the Mwangi Expanse area bit different from the stereotype.GiantSpider.
* FamilyHonor: Extremely important to them, and a BerserkButton if challenged.
* FireForgedFriends: The surest way to win
* GoodOldWays: With long lives
* ExoticExtendedMarriage: Anadi traditionally form "web marriages", were five of
*
* GiantSpider: The anadi's natural form. They're five feet long from their front to back legs, and come in a variety of
* MageSpecies: Anadis possess an innate talent for illusion and transmutation.
* SpiderPeople: Some anadi can assume a hybrid form, but otherwise they're
* OurDwarvesAreAllTheSame: The Grondaksen and Holtaksen are standard dwarves that originated underground, tunneled their way to the surface during the Age of Darkness, and pulled humanity out of the dark ages. Otherwise, the bald-shaved, monastic Ouat and xenophobic Pahmet dwarves of Osirion, the traditionalist Mbe'ke and totemist Taralu dwarves of the Mwangi Expanse are
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[[folder:Elf]]
[[quoteright:474:https://static.tvtropes.org/pmwiki/pub/images/th_1510097169_7.jpg]]
->'''Type:''' Humanoid (elf)
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.
[[quoteright:474:https://static.tvtropes.org/pmwiki/pub/images/th_1510097169_7.jpg]]
->'''Type:''' Humanoid (elf)
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.
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[[quoteright:474:https://static.
[[quoteright:501:https://static.tvtropes.
->'''Type:''' Humanoid
Elves were one
Creations of the
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* 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.
* 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.
%%* OurElvesAreDifferent:
* {{Reincarnation}}: Their culture supports this belief, hoping for a final rebirth as creatures of the wild.
* 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.
* TimeDissonance: Such that being raised in the company of 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.
* 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.
* 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.
%%* OurElvesAreDifferent:
* {{Reincarnation}}: Their culture supports this belief, hoping for a final rebirth as creatures of the wild.
* 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.
* TimeDissonance: Such that being raised in the company of 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.
to:
* AncientAstronauts: Their refuge Sovyrian, where they bunkered down AndroidIdentifier: They look almost exactly human except for a few thousand years to wait out the Earthfall, subtle metallic sheen in their eyes and faint circuit-like patterns on their skin, which [[TronLines glow]] when they active their [[{{Nanomachines}} nanite surge]].
* ArtificialHuman: The most notable aspect of androids is that despite being artificial creatures, they actually have souls and are classified as humanoids, not constructs. They are often depicted as unusually pale (almost white), with unnatural hair colors and TronLines on them, and can generally pass as human despite "[[TheStoic awkward mannerisms]]", but [[AlienBlood bleed watery coolant]].
* GoingNative: When theneighbouring planet Castrovel Technic League was overthrown and is accessed via PortalNetwork.
* ElvesVersusDwarves: Even less so thanthe dwarves themselves. While Black Sovereign Kevoth-Kul offered androids a home, some entered his palace, becoming honorary Kellids. In the following years, these androids have dedicated themselves to adopting the Kellid way of life. They no longer hide their heritage, instead openly embracing their dualistic android and Kellid identities.
* LuckManipulationMechanic: Their racial ability "[[{{Nanomachines}} nanite surge]]" gives them a bonus proportional to their character level on any one d20 roll per day.
* MachineBlood: Androids bleed watery coolant instead of blood.
* 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 and even have souls. They 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 theylook down on circulate their healing nanites like blood through their bodies via pale fluids. They are inexhaustible, immune to diseases and resistant to other races as immature children, they acknowledge biological effects, and fortified against mental effects, but also suffer the talents as a whole of said races, from gnomish magical talent same maladies and dwarven craft to even mere pity for halflings vulnerabilities of constructs and fascination with humans.
are susceptible to supernatural curses, including [[NinjaPirateZombieRobot lycanthropy]].
*LongLived: The longest-lived of TheNthDoctor: Inverted, the common races by a large margin, second only same body is host to the luckiest a succession of the Planetouched.
* MonochromaticEyes: Elf eyes are pretty much all iris.
%%* OurElvesAreDifferent:
different people.
* {{Reincarnation}}:Their culture supports Inverted. When an android dies of old age, its 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 belief, hoping for a final rebirth "renewal".
* RobotWizard: They can become spellcasters ascreatures of the wild.
easily as any natural race, and in fact tend to have keen interest in magic and spiritualism.
*RubberForeheadAliens: By now they've more or less assimilated into Golarian society along with the rest of the FantasyKitchenSink, but TronLines: These cover their species actually originates on the planet Castrovel.
* TimeDissonance: Such that being raised in the company of shorter-lived races can leave them emotionally damaged.
* VestigialEmpire: They left it behindbodies when they realized what a catastrophe Earthfall would be, were quite put out to return from Sovyrian to find use their old lands occupied by humans, nanites.
* UncannyValley: It's stated that as androids age andhave had only occasional success in reclaiming parts of get closer to their territory since.rebooting, the more obviously creepily-inhuman-trying-to-be-human they get. It's left amibiguous as to how this shows, likely to be left to player hands.
* ArtificialHuman: The most notable aspect of androids is that despite being artificial creatures, they actually have souls and are classified as humanoids, not constructs. They are often depicted as unusually pale (almost white), with unnatural hair colors and TronLines on them, and can generally pass as human despite "[[TheStoic awkward mannerisms]]", but [[AlienBlood bleed watery coolant]].
* GoingNative: When the
* ElvesVersusDwarves: Even less so than
* LuckManipulationMechanic: Their racial ability "[[{{Nanomachines}} nanite surge]]" gives them a bonus proportional to their character level on any one d20 roll per day.
* MachineBlood: Androids bleed watery coolant instead of blood.
* 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 and even have souls. They 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
*
* MonochromaticEyes: Elf eyes are pretty much all iris.
%%* OurElvesAreDifferent:
* {{Reincarnation}}:
* RobotWizard: They can become spellcasters as
*
* TimeDissonance: Such that being raised in the company of shorter-lived races can leave them emotionally damaged.
* VestigialEmpire: They left it behind
* UncannyValley: It's stated that as androids age and
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[[folder:Gnome]]
[[quoteright:677:https://static.tvtropes.org/pmwiki/pub/images/gnome02.png]]
[[caption-width-right:677:]]
->'''Type:''' Humanoid (gnome)
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.
[[quoteright:677:https://static.tvtropes.org/pmwiki/pub/images/gnome02.png]]
[[caption-width-right:677:]]
->'''Type:''' Humanoid (gnome)
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.
to:
[[quoteright:677:https://static.tvtropes.org/pmwiki/pub/images/gnome02.png]]
[[caption-width-right:677:]]
->'''Type:''' Humanoid
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.
Mysterious, psychically inclined humanoids.
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* AlbinosAreFreaks: Gnomes can literally die of malaise if they suffer chronic boredom. Those who survive the ordeal become colourless, [[TheAgeless ageless]], and [[DissonantSerenity eerily serene]]; these Bleachlings are alternately revered and reviled, and tend to withdraw from gnomish society.
* 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.
* DoesThisRemindYouOfAnything: Gnomes who fail to seek out new experiences and otherwise get too bored tend to suffer The Bleaching, so called because it turns their (normally [[AmazingTechnicolorPopulation very colorful]]) skin a stark white, makes them lose their sense of wonder and lust for life, and often results in DeathByDespair or them being DrivenToSuicide. Aside from the skin color change, this pretty much exactly describes the symptoms of clinical depression.
* {{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.
* 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.
* DoesThisRemindYouOfAnything: Gnomes who fail to seek out new experiences and otherwise get too bored tend to suffer The Bleaching, so called because it turns their (normally [[AmazingTechnicolorPopulation very colorful]]) skin a stark white, makes them lose their sense of wonder and lust for life, and often results in DeathByDespair or them being DrivenToSuicide. Aside from the skin color change, this pretty much exactly describes the symptoms of clinical depression.
* {{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.
to:
* AlbinosAreFreaks: Gnomes can literally die of malaise if they suffer chronic boredom. Those who survive the ordeal become colourless, [[TheAgeless ageless]], and [[DissonantSerenity eerily serene]]; these Bleachlings are alternately revered and reviled, and tend to withdraw from gnomish society.
* 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.
* DoesThisRemindYouOfAnything: Gnomes who fail to seek out new experiences and otherwise get too bored tend to suffer The Bleaching, so called because it turns their (normally [[AmazingTechnicolorPopulation very colorful]]) skin a stark white, makes them lose their sense of wonder and lust for life, and often results in DeathByDespair or them being DrivenToSuicide. Aside from the skin color change, this pretty much exactly describes the symptoms of clinical depression.
* {{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.TheBlank: They have to keep themselves interested and entertained at no faces; no eyes, no mouth. They absorb all times; once they start becoming bored, they go nutrients through a process known as the bleaching, which is often fatal. Yes, gnomes can literally be bored to death.
* SpeaksFluentAnimal: One ofair and "see" the world with their racial abilities lets them do this.
telepathy.
*WeaksauceWeakness: Boredom can literally drive them insane and kill them.{{Telepathy}}: Their only means of communication due to having no mouths. They substitute thought components for verbal components in spells.
* 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.
* DoesThisRemindYouOfAnything: Gnomes who fail to seek out new experiences and otherwise get too bored tend to suffer The Bleaching, so called because it turns their (normally [[AmazingTechnicolorPopulation very colorful]]) skin a stark white, makes them lose their sense of wonder and lust for life, and often results in DeathByDespair or them being DrivenToSuicide. Aside from the skin color change, this pretty much exactly describes the symptoms of clinical depression.
* {{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.
* SpeaksFluentAnimal: One of
*
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[[folder:Goblin]]
[[quoteright:791:https://static.tvtropes.org/pmwiki/pub/images/goblin02.png]]
->'''Type:''' Humanoid (goblinoid)
Small and stupid, but still crafty and dangerous, goblins are very widespread on Golarion. However, their general mannerisms and lifestyle means that most are incompatible with society at large.
[[quoteright:791:https://static.tvtropes.org/pmwiki/pub/images/goblin02.png]]
->'''Type:''' Humanoid (goblinoid)
Small and stupid, but still crafty and dangerous, goblins are very widespread on Golarion. However, their general mannerisms and lifestyle means that most are incompatible with society at large.
to:
[[quoteright:791:https://static.
->'''Type:''' Humanoid (aquatic)
[[quoteright:356:https://static.tvtropes.
->'''Type:''' Humanoid (goblinoid)
Small and stupid, but still crafty and dangerous, goblins are very widespread on Golarion. However, their general mannerisms and lifestyle means that most are incompatible with society at large.
The mutated offspring of the few Azlanti to survive Earthfall.
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* 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. ''Pathfinder Second Edition'' goes into a bit more detail. Basically a lot of goblins live, breed, and die so quickly they're stuck in a state of perpetual childhood. It's actually possible for goblins to be relatively mild {{Cloudcuckoolander}}s, but it's only recently become common for them to reach that point. A lot of goblins are still debased anthropophages and barghest and Lamashtu worshippers.
* AscendedExtra: Goblins were playable in 1e, but being an AlwaysChaoticEvil monster race made it a stretch to have them work with most player character parties. Come 2nd Edition, they've been promoted to a core race, and have had their lore developed so there's legitimate reasons for goblins to be seen in civil Golarion society.
%%* AttentionDeficitOohShiny: Even during combat.
* BigBeautifulWoman: 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.
* 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.
* 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, which arguably is the only mental stat that makes sense for them to be high in because of their bombastic personalities. This is because they're still based on 3rd Edition ''D&D'' goblins, who weren't remotely insane or stupid. This was rectified in second edition, with charisma being their boosted mental stat and wisdom being their penalty stat.
* GeniusDitz: They have a penalty to ''Wisdom'', not Intelligence; in 2E, many goblins are gleeful - and highly competent - alchemists.
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* ImAHumanitarian: Human flesh is a goblin delicacy.
* IncendiaryExponent: Goblins who take the Torch Goblin feat can set themselves on fire to make themselves more dangerous in close combat. It's not quite as insane as it sounds, since it can only be taken by goblins who are resistant to fire, but still a good illustration of their pyromania. After all, it only hurts them ''less'' until high levels.
* 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 character.
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* OurGoblinsAreDifferent: Goblins are dangerously stupid pyromaniacs who loathe dogs and horses (the feeling is mutual), are terrified of writing (it can steal your soul!), and sing horrible merry songs about eating babies. They also have a subrace called "monkey goblins" who use their hand-like feet and prehensile, rat-like tails to live an arboreal life. They serve as the franchise's MascotMook, and are included among the base playable races of Second Edition alongside the traditional humans, elves, dwarves and half-elves and half-orcs, which operate under the assumption that players are taking the role of one of a small but growing minority of goblins who are attempting to integrate more into civilization.
* 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, 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.
* AlwaysChaoticEvil: Not ''always'', but there's a definite trend. ''Pathfinder Second Edition'' goes into a bit more detail. Basically a lot of goblins live, breed, and die so quickly they're stuck in a state of perpetual childhood. It's actually possible for goblins to be relatively mild {{Cloudcuckoolander}}s, but it's only recently become common for them to reach that point. A lot of goblins are still debased anthropophages and barghest and Lamashtu worshippers.
* AscendedExtra: Goblins were playable in 1e, but being an AlwaysChaoticEvil monster race made it a stretch to have them work with most player character parties. Come 2nd Edition, they've been promoted to a core race, and have had their lore developed so there's legitimate reasons for goblins to be seen in civil Golarion society.
%%* AttentionDeficitOohShiny: Even during combat.
* BigBeautifulWoman: 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.
* 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.
* 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, which arguably is the only mental stat that makes sense for them to be high in because of their bombastic personalities. This is because they're still based on 3rd Edition ''D&D'' goblins, who weren't remotely insane or stupid. This was rectified in second edition, with charisma being their boosted mental stat and wisdom being their penalty stat.
* GeniusDitz: They have a penalty to ''Wisdom'', not Intelligence; in 2E, many goblins are gleeful - and highly competent - alchemists.
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* ImAHumanitarian: Human flesh is a goblin delicacy.
* IncendiaryExponent: Goblins who take the Torch Goblin feat can set themselves on fire to make themselves more dangerous in close combat. It's not quite as insane as it sounds, since it can only be taken by goblins who are resistant to fire, but still a good illustration of their pyromania. After all, it only hurts them ''less'' until high levels.
* 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 character.
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* OurGoblinsAreDifferent: Goblins are dangerously stupid pyromaniacs who loathe dogs and horses (the feeling is mutual), are terrified of writing (it can steal your soul!), and sing horrible merry songs about eating babies. They also have a subrace called "monkey goblins" who use their hand-like feet and prehensile, rat-like tails to live an arboreal life. They serve as the franchise's MascotMook, and are included among the base playable races of Second Edition alongside the traditional humans, elves, dwarves and half-elves and half-orcs, which operate under the assumption that players are taking the role of one of a small but growing minority of goblins who are attempting to integrate more into civilization.
* 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, 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.
to:
* 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. ''Pathfinder Second Edition'' goes into a bit more detail. Basically a lot of goblins live, breed, and die so quickly they're stuck in a state of perpetual childhood. It's actually possible for goblins to be relatively mild {{Cloudcuckoolander}}s, but it's only recently become common for them to reach that point. A lot of goblins are still debased anthropophages and barghest and Lamashtu worshippers.
* AscendedExtra: Goblins were playable in 1e, but being an AlwaysChaoticEvil monster race made it a stretch to have them work with most player character parties. Come 2nd Edition, they've been promoted to a core race, and have had their lore developed so there's legitimate reasons for goblins to be seen in civil Golarion society.
%%* AttentionDeficitOohShiny: Even during combat.
* BigBeautifulWoman: 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 oneApparentlyHumanMerfolk: Depending of the most logical things about goblins.
* BreakoutCharacter: ''Pathfinder'' goblins'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 unique design and characterisation from their original ''Dungeons and Dragons'' versions proved immensley popular alien look, with players, eventually promoting Paizo to promote them to a core race in 2nd Edition.
* 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, which arguably is the only mental stat that makes sense for them to be high in because of their bombastic personalities. This is because they're still based on 3rd Edition ''D&D'' goblins, who weren't remotely insane or stupid. This was rectified in second edition, with charisma being their boosted mental stat and wisdom being their penalty stat.
* GeniusDitz: They have a penalty to ''Wisdom'', not Intelligence; in 2E, many goblins are gleeful - and highly competent - alchemists.
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* ImAHumanitarian: Human flesh is a goblin delicacy.
* IncendiaryExponent: Goblins who take the Torch Goblin feat can set themselves on fire to make themselves more dangerous in close combat. It's not quite as insane as it sounds, since it can only be taken by goblins who are resistant to fire, but still a good illustration of their pyromania. After all, it only hurts them ''less'' until high levels.
* 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 character.
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* OurGoblinsAreDifferent: Goblins are dangerously stupid pyromaniacs who loathe dogs and horses (the feeling is mutual), are terrified of writing (it can steal your soul!), and sing horrible merry songs about eating babies. They also have a subrace called "monkey goblins" who use their hand-like feet and prehensile, rat-like tails to live an arboreal life. They serve as the franchise's MascotMook, and are included among the base playable races of Second Edition alongside the traditional humans, elves, dwarves and half-elves and half-orcs, which operate under the assumption that players are taking the role of one of a small but growing minority of goblins who are attempting to integrate more into civilization.
* 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, 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 orblue skin and resistance to cold temperatures, aquatic grindylows glowing spots across their bodies.
* SlaveRace: Remnants of the Azlanti who were mutated andcavern-dwelling goblins with bulbous eyes and long limbs adapted for climbing.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.
* AlwaysChaoticEvil: Not ''always'', but there's a definite trend. ''Pathfinder Second Edition'' goes into a bit more detail. Basically a lot of goblins live, breed, and die so quickly they're stuck in a state of perpetual childhood. It's actually possible for goblins to be relatively mild {{Cloudcuckoolander}}s, but it's only recently become common for them to reach that point. A lot of goblins are still debased anthropophages and barghest and Lamashtu worshippers.
* AscendedExtra: Goblins were playable in 1e, but being an AlwaysChaoticEvil monster race made it a stretch to have them work with most player character parties. Come 2nd Edition, they've been promoted to a core race, and have had their lore developed so there's legitimate reasons for goblins to be seen in civil Golarion society.
%%* AttentionDeficitOohShiny: Even during combat.
* BigBeautifulWoman: 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
* BreakoutCharacter: ''Pathfinder'' 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, which arguably is the only mental stat that makes sense for them to be high in because of their bombastic personalities. This is because they're still based on 3rd Edition ''D&D'' goblins, who weren't remotely insane or stupid. This was rectified in second edition, with charisma being their boosted mental stat and wisdom being their penalty stat.
* GeniusDitz: They have a penalty to ''Wisdom'', not Intelligence; in 2E, many goblins are gleeful - and highly competent - alchemists.
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* ImAHumanitarian: Human flesh is a goblin delicacy.
* IncendiaryExponent: Goblins who take the Torch Goblin feat can set themselves on fire to make themselves more dangerous in close combat. It's not quite as insane as it sounds, since it can only be taken by goblins who are resistant to fire, but still a good illustration of their pyromania. After all, it only hurts them ''less'' until high levels.
* 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 character.
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* OurGoblinsAreDifferent: Goblins are dangerously stupid pyromaniacs who loathe dogs and horses (the feeling is mutual), are terrified of writing (it can steal your soul!), and sing horrible merry songs about eating babies. They also have a subrace called "monkey goblins" who use their hand-like feet and prehensile, rat-like tails to live an arboreal life. They serve as the franchise's MascotMook, and are included among the base playable races of Second Edition alongside the traditional humans, elves, dwarves and half-elves and half-orcs, which operate under the assumption that players are taking the role of one of a small but growing minority of goblins who are attempting to integrate more into civilization.
* 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, 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
* SlaveRace: Remnants of the Azlanti who were mutated and
Changed line(s) 100,104 (click to see context) from:
[[folder:Halfling]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_halfling.png]]
->'''Type:''' Humanoid (halfling)
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
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_halfling.png]]
->'''Type:''' Humanoid (halfling)
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:
[[quoteright:290:https://static.
->'''Type:''' Humanoid (dark folk)
[[quoteright:515:https://static.tvtropes.
->'''Type:''' Humanoid (halfling)
Nobody really knows where halflings come from. As far as even
Dark folk, remnants of the
Changed line(s) 106,112 (click to see context) from:
* BeneathNotice: In many cases, living unobtrusively at the fringes of civilization is a survival mechanism for them.
* CreepyDoll: Invoked by a racial option.
* {{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.
* CreepyDoll: Invoked by a racial option.
* {{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.
to:
* BeneathNotice: In many cases, living unobtrusively at DayHurtsDarkAdjustedEyes: While not blinded by the fringes of civilization is a survival mechanism for them.
light, they are dazed in bright light.
*CreepyDoll: Invoked by a racial option.
* {{Hobbits}}: ''Pathfinder'' halflingsTheExile: Caligni often end up suffering an unfortunate accident before adulthood (apparently they tend to be cheerful opportunists who prefer to avoid end up annoying the limelight and the problems powers that come with it. In many human nations, halflings 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.
* HumanSubspecies: Dark folk, in general, areprized this; humans altered by the extraplanar owbs into creatures of shadow after having fled Earthfall; they're not so monstrous or degenerate as servants and, the morlocks, but are still often 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 inless enlightened kingdoms, slaves.darkness" ability, which allows them to see perfectly even in supernaturally dark places (which block the more typical darkvision).
*IndyPloy: They 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 tojump into situations and figure things out from there.
* OralTradition: Fables and folk histories arework closely with the owbs who enslave their cultural mainstays.
race.
* SlaveRace:In Cheliax, Katapesh, and other locations they're most often found as slaves. It's mentioned in many parts of To the world they're often servants.
* SufferTheSlings: Slings are a signature weapon for halflings.owbs. Caligni may rebel, or not.
*
* {{Hobbits}}: ''Pathfinder'' halflings
* HumanSubspecies: Dark folk, in general, are
* InnateNightVision: All dark folk have the "see in
*
* TheQuisling: Evil caligni tend to
* OralTradition: Fables and folk histories are
* SlaveRace:
* SufferTheSlings: Slings are a signature weapon for halflings.
Changed line(s) 115,119 (click to see context) from:
[[folder:Half-Elf]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_half_elf.png]]
->'''Type:''' Humanoid (human, elf)
The children of humans and elves, half-elves often find themselves torn between the two very different societies they were born to -- too human to fit in among the long-lived elves and too elven for the human families they will outlive, half-elves have trouble finding places they belong in.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_half_elf.png]]
->'''Type:''' Humanoid (human, elf)
The children of humans and elves, half-elves often find themselves torn between the two very different societies they were born to -- too human to fit in among the long-lived elves and too elven for the human families they will outlive, half-elves have trouble finding places they belong in.
to:
[[quoteright:300:https://static.
[[quoteright:727:https://static.tvtropes.
->'''Type:''' Humanoid
The children
A race of
Changed line(s) 121,128 (click to see context) from:
* 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: They originated, and many still are born, from human-elf parings, although they're now a true breeding race in themselves.
* TrueBreedingHybrid: Some countries have significant enough populations of half-elves that it's far from uncommon for self-sustaining communities to 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.
* 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.
* 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: They originated, and many still are born, from human-elf parings, although they're now a true breeding race in themselves.
* TrueBreedingHybrid: Some countries have significant enough populations of half-elves that it's far from uncommon for self-sustaining communities to 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.
* 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.
to:
* BeneathNotice: In many cases, living unobtrusively BeastMan: At the far end of their portrayals' anthropomorphic zigzagging, they resemble bipedal felines whose only concessions to anthropomorphism are opposable thumbs.
* CatFolk: A fairly typical species of fantasy humanoid felines, generally native to the tropics and distinguished by very feline curiosity.
* CatGirl: Their official artwork tends to flip-flop on their anthropomorphism, and at thefringes 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 accessmost human-like end they tend to the ''Paragon Surge'' spell, which can resemble humans with minor feline features.
* DependingOnTheArtist: Catfolk tend to beexploited to [[GameBreaker game-breaking]] effect.
* HalfBreedDiscrimination: Elves view their human traits as an obstacle. Humans view them as a way to link the social bridgerepresented wildly differently from one another in artwork. They vary between them.
* HalfHumanHybrid: They originated,the cat girl trope, one that is more evocative of the [[Franchise/TheElderScrolls Khajiit]], and many still are born, from human-elf parings, one that looks like something out of ''WesternAnimation/ThunderCats''. James Jacobs, the creative director, 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." 2nd Edition seems to have pretty much been set on the "anthropomorphic cat" look as far as art is concerned, although they're now a true breeding race in themselves.
* TrueBreedingHybrid: Some countries have significant enough populations of half-elvesit restates that it's far appearances canonically vary.
* UpliftedAnimal: According to their own legends, the catfolk originated fromuncommon for self-sustaining communities to 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, panthers 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.
* 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 bloodlarge cats that ordinary half-elves get (including long lives), with were given intelligence, bipedalism and thumbs by ancient spirits to act as guardians for the exception of perceptive ability.world.
* CatFolk: A fairly typical species of fantasy humanoid felines, generally native to the tropics and distinguished by very feline curiosity.
* CatGirl: Their official artwork tends to flip-flop on their anthropomorphism, and at the
* 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
* DependingOnTheArtist: Catfolk tend to be
* HalfBreedDiscrimination: Elves view their human traits as an obstacle. Humans view them as a way to link the social bridge
* HalfHumanHybrid: They originated,
* TrueBreedingHybrid: Some countries have significant enough populations of half-elves
* UpliftedAnimal: According to their own legends, the catfolk originated from
* 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
Changed line(s) 131,136 (click to see context) from:
[[folder:Half-Orc]]
[[quoteright:520:https://static.tvtropes.org/pmwiki/pub/images/halforc01.png]]
[[caption-width-right:520:]]
->'''Type:''' Humanoid (human, orc)
Half-orcs are the offspring of orcs and other humanoid races, chiefly humans. If half-elves have a hard time fitting into society, half-orcs 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 half-orcs 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.
[[quoteright:520:https://static.tvtropes.org/pmwiki/pub/images/halforc01.png]]
[[caption-width-right:520:]]
->'''Type:''' Humanoid (human, orc)
Half-orcs are the offspring of orcs and other humanoid races, chiefly humans. If half-elves have a hard time fitting into society, half-orcs 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 half-orcs 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.
to:
[[quoteright:520:https://static.
[[quoteright:260:https://static.tvtropes.
[[caption-width-right:520:]]
->'''Type:''' Humanoid
Half-orcs are
An offshoot of the
Changed line(s) 138,141 (click to see context) from:
* 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.
* 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: 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 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.
* 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: 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]].
to:
* ChildByRape: Emphasized, BlackAndGreyMorality: They fight against the myriad horrors that dwell in [[BeneathTheEarth the Darklands]], 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 ofdon't particularly care about those same orcs to thrive in their war-like society, they are still valued for potential cleverness by their beastly forefathers.
who dwell above them.
*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 FantasticRacism: They hate dwarves, especially 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: 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]].hryngar.
* 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
*
* NotQuiteDead: 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]].
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[[folder:Human]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_human.png]]
->'''Type:''' Humanoid (human)
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_human.png]]
->'''Type:''' Humanoid (human)
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Type:''' Humanoid
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.
Changed line(s) 148,152 (click to see context) from:
* 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, gillmen and mongrelmen.
* 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.
* PurposelyOverpowered: In 1st Edition, Azlanti humans gain a bonus to all ability scores. For comparison, normal humans only gain that bonus in ''one'' single ability score. They're also [[DyingRace effectively extinct]] (except for a few who have survived to the present day via very specific means), particularly implausible [=PCs=] in most adventures without a convoluted backstory, and the game instructs that they should be only playable with explicit GM permission. In 2nd Edition, as it became more plausible for them to be [=PC=]s (courtesy of a city that was transported from ancient Thassilon to the present day after escaping a StableTimeLoop), they're no longer overpowered. They can take a background to reflect having once been a resident of Thassilon, but otherwise aren't any different from other human characters.
* 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.
* 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.
* 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.
* PurposelyOverpowered: In 1st Edition, Azlanti humans gain a bonus to all ability scores. For comparison, normal humans only gain that bonus in ''one'' single ability score. They're also [[DyingRace effectively extinct]] (except for a few who have survived to the present day via very specific means), particularly implausible [=PCs=] in most adventures without a convoluted backstory, and the game instructs that they should be only playable with explicit GM permission. In 2nd Edition, as it became more plausible for them to be [=PC=]s (courtesy of a city that was transported from ancient Thassilon to the present day after escaping a StableTimeLoop), they're no longer overpowered. They can take a background to reflect having once been a resident of Thassilon, but otherwise aren't any different from other human characters.
* 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.
to:
* HumansAreAverage: As expected, they're pretty much the "default" race and don't have any unique race traits. Later material eventually did AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give them unique 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.[[invoked]]
* 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.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate racetraits.
* HumansAreSpecial: As with ''TabletopGame/DungeonsAndDragons'', notable for being able to take an additional feat and able to fit into any class. Also, theretrait, drow, like dhampirs, are a handful of other, non-human races descended from them, such as skum, gillmen and mongrelmen.
left dazzled by daylight.
*JackOfAllStats: Humans are regarded as basically the best race in ''Pathfinder'', since FantasticRacism: They hate all non-drow, but their versatility lends dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with themwell in order to every class be taken with anything approaching respect.
* OurElvesAreDifferent: Archetypal dark elves --though there are some cases where specific races have special class synergies that top humans.
* PurposelyOverpowered: In 1st Edition, Azlanti humans gain a bonus to all ability scores. For comparison, normal humans only gain that bonus in ''one'' single ability score. They're also [[DyingRace effectively extinct]] (except for a few who have survivedsubterranean, cruel to the present day via very specific means), particularly implausible [=PCs=] in most adventures without a convoluted backstory, point of absurdity, lavender-skinned and the game instructs that they should be only playable with explicit GM permission. In 2nd Edition, as it became more plausible for them to be [=PC=]s (courtesy of a city that was transported from ancient Thassilon to the present day after escaping a StableTimeLoop), they're no longer overpowered. They can take a background to reflect having once been a resident of Thassilon, but otherwise aren't any different from other human characters.
* 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.tendency towards [[{{Stripperific}} less than modest clothing styles]].
* 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.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race
* HumansAreSpecial: As with ''TabletopGame/DungeonsAndDragons'', notable for being able to take an additional feat and able to fit into any class. Also, there
*
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them
* OurElvesAreDifferent: Archetypal dark elves --
* PurposelyOverpowered: In 1st Edition, Azlanti humans gain a bonus to all ability scores. For comparison, normal humans only gain that bonus in ''one'' single ability score. They're also [[DyingRace effectively extinct]] (except for a few who have survived
* 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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!Other Humanoid Races
[[folder:Anadi]]
[[quoteright:531:https://static.tvtropes.org/pmwiki/pub/images/anadi_anadihunter.png]]
Anadi are a species of peaceful and intelligent giant spiders who learned to take human form in order to better communicate with other races.
[[folder:Anadi]]
[[quoteright:531:https://static.tvtropes.org/pmwiki/pub/images/anadi_anadihunter.png]]
Anadi are a species of peaceful and intelligent giant spiders who learned to take human form in order to better communicate with other races.
to:
[[folder:Anadi]]
[[quoteright:531:https://static.
[[quoteright:340:https://static.tvtropes.
Anadi are a species
->'''Type:''' Humanoid (dwarf)
Dwarves once lived deep in the Darklands beneath Golarion's surface, until [[ColonyDrop Earthfall]], the impact of
Changed line(s) 160,165 (click to see context) from:
* AFormYouAreComfortableWith: Since most others found their appearance to be extremely objectionable, anadis invented a fusion of transmutation and illusion magic that allows them to assume a humanoid form.
* ExoticExtendedMarriage: Anadi traditionally form "web marriages", were five of them join together and take care of any offspring that arrives from them.
* FriendlyNeighborhoodSpider: They are generally pacisfist and shy, prefering to keep it to themselves in their communities.
* GiantSpider: The anadi's natural form. They're five feet long from their front to back legs, and come in a variety of colors.
* MageSpecies: Anadis possess an innate talent for illusion and transmutation.
* SpiderPeople: Some anadi can assume a hybrid form, but otherwise they're either fully human-looking or a GiantSpider.
* ExoticExtendedMarriage: Anadi traditionally form "web marriages", were five of them join together and take care of any offspring that arrives from them.
* FriendlyNeighborhoodSpider: They are generally pacisfist and shy, prefering to keep it to themselves in their communities.
* GiantSpider: The anadi's natural form. They're five feet long from their front to back legs, and come in a variety of colors.
* MageSpecies: Anadis possess an innate talent for illusion and transmutation.
* SpiderPeople: Some anadi can assume a hybrid form, but otherwise they're either fully human-looking or a GiantSpider.
to:
* AFormYouAreComfortableWith: Since most others found FamilyHonor: Extremely important to them, and a BerserkButton if challenged.
* FireForgedFriends: The surest way to win theirappearance to be extremely objectionable, anadis invented a fusion of transmutation respect.
* GoodOldWays: With long lives andillusion magic that allows them to assume strong traditions, there's a humanoid form.
* ExoticExtendedMarriage: Anadi traditionally form "web marriages", were fivelot of them join together and take care of any offspring that arrives from them.
cultural inertia.
*FriendlyNeighborhoodSpider: They are generally pacisfist and shy, prefering to keep it to themselves LongLived: Barring misfortune, they can easily live over 300 years. It's a factor in their communities.
* GiantSpider: The anadi's natural form. They're five feet long from their front to back legs, and come in a varietyslight mistrust of colors.
* MageSpecies: Anadis possess an innate talent for illusion and transmutation.
* SpiderPeople: Some anadi can assume a hybrid form, but otherwisehumans since they're either fully human-looking used to building friendships over a century or more.
* OurDwarvesAreAllTheSame: The Grondaksen and Holtaksen are standard dwarves that originated underground, tunneled their way to the surface during the Age of Darkness, and pulled humanity out of the dark ages. Otherwise, the bald-shaved, monastic Ouat and xenophobic Pahmet dwarves of Osirion, the traditionalist Mbe'ke and totemist Taralu dwarves of the Mwangi Expanse are aGiantSpider.bit different from the stereotype.
* FireForgedFriends: The surest way to win their
* GoodOldWays: With long lives and
* ExoticExtendedMarriage: Anadi traditionally form "web marriages", were five
*
* GiantSpider: The anadi's natural form. They're five feet long from their front to back legs, and come in a variety
* MageSpecies: Anadis possess an innate talent for illusion and transmutation.
* SpiderPeople: Some anadi can assume a hybrid form, but otherwise
* OurDwarvesAreAllTheSame: The Grondaksen and Holtaksen are standard dwarves that originated underground, tunneled their way to the surface during the Age of Darkness, and pulled humanity out of the dark ages. Otherwise, the bald-shaved, monastic Ouat and xenophobic Pahmet dwarves of Osirion, the traditionalist Mbe'ke and totemist Taralu dwarves of the Mwangi Expanse are a
Changed line(s) 168,172 (click to see context) from:
[[folder:Android]]
[[quoteright:501:https://static.tvtropes.org/pmwiki/pub/images/android01.png]]
->'''Type:''' Humanoid (android)
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.
[[quoteright:501:https://static.tvtropes.org/pmwiki/pub/images/android01.png]]
->'''Type:''' Humanoid (android)
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:
[[quoteright:501:https://static.
[[quoteright:474:https://static.tvtropes.
->'''Type:''' Humanoid
Creations
Elves were one of the
Changed line(s) 174,185 (click to see context) from:
* 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]].
* ArtificialHuman: The most notable aspect of androids is that despite being artificial creatures, they actually have souls and are classified as humanoids, not constructs. They are often depicted as unusually pale (almost white), with unnatural hair colors and TronLines on them, and can generally pass as human despite "[[TheStoic awkward mannerisms]]", but [[AlienBlood bleed watery coolant]].
* GoingNative: When the Technic League was overthrown and the Black Sovereign Kevoth-Kul offered androids a home, some entered his palace, becoming honorary Kellids. In the following years, these androids have dedicated themselves to adopting the Kellid way of life. They no longer hide their heritage, instead openly embracing their dualistic android and Kellid identities.
* LuckManipulationMechanic: Their racial ability "[[{{Nanomachines}} nanite surge]]" gives them a bonus proportional to their character level on any one d20 roll per day.
* MachineBlood: Androids bleed watery coolant instead of blood.
* 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 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, its 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".
* RobotWizard: They can become spellcasters as easily as any natural race, and in fact tend to have keen interest in magic and spiritualism.
* TronLines: These cover their bodies when they use their nanites.
* UncannyValley: It's stated that as androids age and get closer to their rebooting, the more obviously creepily-inhuman-trying-to-be-human they get. It's left amibiguous as to how this shows, likely to be left to player hands.
* ArtificialHuman: The most notable aspect of androids is that despite being artificial creatures, they actually have souls and are classified as humanoids, not constructs. They are often depicted as unusually pale (almost white), with unnatural hair colors and TronLines on them, and can generally pass as human despite "[[TheStoic awkward mannerisms]]", but [[AlienBlood bleed watery coolant]].
* GoingNative: When the Technic League was overthrown and the Black Sovereign Kevoth-Kul offered androids a home, some entered his palace, becoming honorary Kellids. In the following years, these androids have dedicated themselves to adopting the Kellid way of life. They no longer hide their heritage, instead openly embracing their dualistic android and Kellid identities.
* LuckManipulationMechanic: Their racial ability "[[{{Nanomachines}} nanite surge]]" gives them a bonus proportional to their character level on any one d20 roll per day.
* MachineBlood: Androids bleed watery coolant instead of blood.
* 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 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, its 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".
* RobotWizard: They can become spellcasters as easily as any natural race, and in fact tend to have keen interest in magic and spiritualism.
* TronLines: These cover their bodies when they use their nanites.
* UncannyValley: It's stated that as androids age and get closer to their rebooting, the more obviously creepily-inhuman-trying-to-be-human they get. It's left amibiguous as to how this shows, likely to be left to player hands.
to:
* AndroidIdentifier: They look almost exactly human except AncientAstronauts: Their refuge Sovyrian, where they bunkered down 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]].
* ArtificialHuman: The most notable aspect of androidsfew thousand years to wait out the Earthfall, is that despite being artificial creatures, they actually have souls on the neighbouring planet Castrovel and are classified as humanoids, not constructs. They are often depicted as unusually pale (almost white), with unnatural hair colors and TronLines on them, and can generally pass as human despite "[[TheStoic awkward mannerisms]]", but [[AlienBlood bleed watery coolant]].
is accessed via PortalNetwork.
*GoingNative: When ElvesVersusDwarves: Even less so than the Technic League was overthrown and the Black Sovereign Kevoth-Kul offered androids a home, some entered his palace, becoming honorary Kellids. In the following years, these androids have dedicated themselves to adopting the Kellid way of life. They no longer hide their heritage, instead openly embracing their dualistic android and Kellid identities.
* LuckManipulationMechanic: Their racial ability "[[{{Nanomachines}} nanite surge]]" gives them a bonus proportional to their character level on any one d20 roll per day.
* MachineBlood: Androids bleed watery coolant instead of blood.
* 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 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, anddwarves themselves. While they circulate their healing nanites like blood through their bodies via pale fluids. They are inexhaustible, immune to diseases and resistant to look down on other biological effects, races as immature children, they acknowledge the talents as a whole of said races, from gnomish magical talent and fortified against mental effects, but also suffer dwarven craft to even mere pity for halflings and fascination with humans.
* LongLived: The longest-lived of thesame maladies and vulnerabilities common races by a large margin, second only to the luckiest of constructs and the Planetouched.
* MonochromaticEyes: Elf eyes aresusceptible to supernatural curses, including [[NinjaPirateZombieRobot lycanthropy]].
* TheNthDoctor: Inverted, the same body is host to a succession of different people.
pretty much all iris.
* {{Reincarnation}}:Inverted. When an android dies Their culture supports this belief, hoping for a final rebirth as creatures of old age, its nanites go the wild.
* RubberForeheadAliens: By now they've more or less assimilated intoan accelerated repair mode. But once Golarian society along with the body is repaired just like new, a brand new soul will come to inhabit it. They call this "renewal".
* RobotWizard: They can become spellcasters as easily as any natural race, and in fact tend to have keen interest in magic and spiritualism.
* TronLines: These coverrest of the FantasyKitchenSink, but their bodies species actually originates on the planet Castrovel.
* TimeDissonance: Such that being raised in the company of shorter-lived races can leave them emotionally damaged.
* VestigialEmpire: They left it behind when theyuse realized what a catastrophe Earthfall would be, were quite put out to return from Sovyrian to find their nanites.
* UncannyValley: It's stated that as androids ageold lands occupied by humans, and get closer to have had only occasional success in reclaiming parts of their rebooting, the more obviously creepily-inhuman-trying-to-be-human they get. It's left amibiguous as to how this shows, likely to be left to player hands.territory since.
* ArtificialHuman: The most notable aspect of androids
*
* LuckManipulationMechanic: Their racial ability "[[{{Nanomachines}} nanite surge]]" gives them a bonus proportional to their character level on any one d20 roll per day.
* MachineBlood: Androids bleed watery coolant instead of blood.
* 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 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
* LongLived: The longest-lived of the
* MonochromaticEyes: Elf eyes are
* TheNthDoctor: Inverted, the same body is host to a succession of different people.
* {{Reincarnation}}:
* RubberForeheadAliens: By now they've more or less assimilated into
* RobotWizard: They can become spellcasters as easily as any natural race, and in fact tend to have keen interest in magic and spiritualism.
* TronLines: These cover
* TimeDissonance: Such that being raised in the company of shorter-lived races can leave them emotionally damaged.
* VestigialEmpire: They left it behind when they
* UncannyValley: It's stated that as androids age
Changed line(s) 188,191 (click to see context) from:
[[folder:Astomoi]]
->'''Type:''' Humanoid (astomoi)
Mysterious, psychically inclined humanoids.
->'''Type:''' Humanoid (astomoi)
Mysterious, psychically inclined humanoids.
to:
[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/fetchling01.png]]
->'''Type:'''
Mysterious, psychically inclined humanoids.
Descendants of humans who traveled to or were trapped in the Plane of Shadow.
Changed line(s) 193,194 (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 due to having no mouths. They substitute thought components for verbal components in spells.
* {{Telepathy}}: Their only means of communication due to having no mouths. They substitute thought components for verbal components in spells.
to:
* TheBlank: AlternateCompanyEquivalent: They're conceptually similar to ''D&D''[='=]s shadar-kai and shades in origin, if not in personality.
* AmazingTechnicolorPopulation: DownplayedTrope. Their adoptive home has drained their hair and skin of bright colors. Their complexion ranges from stark white to deep black, and includes all the various shades of gray between those two extremes.
* CastingAShadow: They haveno faces; no eyes, no mouth. They absorb all nutrients through in-born shadow magic that lets them LieToTheBeholder and eventually shift into the air Netherworld.
* CreepilyLongArms: Artwork of the male and"see" the world with female fetchling show their telepathy.
arms are ''incredibly'' long, reaching past their knees.
*{{Telepathy}}: 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 Netherworld. However, many Fetchlings do work as merchants and tradesmen between the Universe and the Netherworld which just fuels the term and the way humans might still see them.
* HumanSubspecies: They're descended from humans who were magically changed after living for long periods on the Netherworld (in 2nd Edition, they're treated as an independent ancestry instead of a versatile heritage, suggesting that fetchlings descended from non-human humanoids do not exist). They're too warped to be of the same ancestry, similarly to how drow are descended but distinct from elves. This makes them closer to a species of ''Homo'' than a subspecies of ''Homo sapiens''.
* LivingShadow: They have an ancestral feat that lets them interact with nearby objects by manipulating their own shadow, and can later learn to turn their shadow into a HyperspaceArsenal with enough space to hide a spare weapon or two in their own shadow.
* MonochromaticEyes: Theironly means eyes are pupilless and pronounced, and they typically [[GlowingEyes glow]] a luminescent shade of communication due yellow or greenish yellow, though rare individuals possess blue-green eyes.
* StealthExpert: They're humans who were trapped in the Netherworld and developed an affinity tohaving no mouths. They substitute thought components for verbal components in spells.it, eventually becoming another planar-themed human offshoot.
* AmazingTechnicolorPopulation: DownplayedTrope. Their adoptive home has drained their hair and skin of bright colors. Their complexion ranges from stark white to deep black, and includes all the various shades of gray between those two extremes.
* CastingAShadow: They have
* CreepilyLongArms: Artwork of the male and
*
* HumanSubspecies: They're descended from humans who were magically changed after living for long periods on the Netherworld (in 2nd Edition, they're treated as an independent ancestry instead of a versatile heritage, suggesting that fetchlings descended from non-human humanoids do not exist). They're too warped to be of the same ancestry, similarly to how drow are descended but distinct from elves. This makes them closer to a species of ''Homo'' than a subspecies of ''Homo sapiens''.
* LivingShadow: They have an ancestral feat that lets them interact with nearby objects by manipulating their own shadow, and can later learn to turn their shadow into a HyperspaceArsenal with enough space to hide a spare weapon or two in their own shadow.
* MonochromaticEyes: Their
* StealthExpert: They're humans who were trapped in the Netherworld and developed an affinity to
Changed line(s) 197,202 (click to see context) from:
[[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.
->'''Type:''' Humanoid (aquatic)
[[quoteright:356:https://static.tvtropes.org/pmwiki/pub/images/azarketi01.png]]
The mutated offspring of the few Azlanti to survive Earthfall.
to:
->'''Type:''' Humanoid (aquatic)
[[quoteright:356:https://static.
[[quoteright:677:https://static.tvtropes.
The mutated offspring of
[[caption-width-right:677:]]
->'''Type:''' Humanoid (gnome)
Gnomes were originally from the
Changed line(s) 204,205 (click to see context) from:
* 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 aboleths 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.
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the aboleths 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.
to:
* ApparentlyHumanMerfolk: Depending AlbinosAreFreaks: Gnomes can literally die of malaise if they suffer chronic boredom. Those who survive the ordeal become colourless, [[TheAgeless ageless]], and [[DissonantSerenity eerily serene]]; these Bleachlings are alternately revered and reviled, and tend to withdraw from gnomish society.
* 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.
* DoesThisRemindYouOfAnything: Gnomes who fail to seek out new experiences and otherwise get too bored tend to suffer the Bleaching, so called because it turns their (normally [[AmazingTechnicolorPopulation very colorful]]) skin a stark white, makes them lose their sense of wonder and lust for life, and often results in DeathByDespair or them being DrivenToSuicide. Aside from the skin color change, this pretty much exactly describes the symptoms of clinical depression.
* {{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 thetype. Some look more or less like average humans, albeit with purple eyes gnomish racial weapons is the Battle Ladder. You heard that right.
* OtherworldlyTechnicolourHair: Gnomes are originally from the [[LandOfFaerie First World]], andgills on can have unusual hair colours (bright green being a common one). Those who don't have enough whimsy and excitement in their necks. Others life suffer from a terminal condition called the Bleaching, where they lose all their colour.
* OurGnomesAreWeirder: They actually havesmall fins instead of hair, to be. They have to keep themselves interested and the ones that live in more deep area of the seas such entertained at all times; once they start becoming bored, they go through a process known 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 aboleths after they destroyed the Azlanti Empire during the Earthfall, they feeling on the subject are mixed, some still defaultbleaching, which is often fatal. Yes, gnomes can literally be bored to their rule, while others go out death.
* SpeaksFluentAnimal: One of theirway destroy racial abilities lets them were they do this.
* WeaksauceWeakness: Boredom canfind it.literally drive them insane and kill them.
* 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.
* DoesThisRemindYouOfAnything: Gnomes who fail to seek out new experiences and otherwise get too bored tend to suffer the Bleaching, so called because it turns their (normally [[AmazingTechnicolorPopulation very colorful]]) skin a stark white, makes them lose their sense of wonder and lust for life, and often results in DeathByDespair or them being DrivenToSuicide. Aside from the skin color change, this pretty much exactly describes the symptoms of clinical depression.
* {{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
* OtherworldlyTechnicolourHair: Gnomes are originally from the [[LandOfFaerie First World]], and
* OurGnomesAreWeirder: They actually have
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the aboleths after they destroyed the Azlanti Empire during the Earthfall, they feeling on the subject are mixed, some still default
* SpeaksFluentAnimal: One of their
* WeaksauceWeakness: Boredom can
Changed line(s) 208,212 (click to see context) from:
[[folder:Caligni]]
->'''Type:''' Humanoid (dark folk)
[[quoteright:515:https://static.tvtropes.org/pmwiki/pub/images/516px_dark_stalker_9.jpg]]
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.
->'''Type:''' Humanoid (dark folk)
[[quoteright:515:https://static.tvtropes.org/pmwiki/pub/images/516px_dark_stalker_9.jpg]]
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:
->'''Type:''' Humanoid (dark folk)
[[quoteright:515:https://static.
[[quoteright:791:https://static.tvtropes.
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,
->'''Type:''' Humanoid (goblinoid)
Small and
Changed line(s) 214,220 (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.
* HumanSubspecies: Dark folk, in general, are this; humans altered by the extraplanar owbs into creatures of shadow after having fled Earthfall; they're not so monstrous or degenerate as the morlocks, but are still often 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 work closely with the owbs who enslave their race.
* SlaveRace: To the owbs. Caligni may rebel, or not.
* 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.
* HumanSubspecies: Dark folk, in general, are this; humans altered by the extraplanar owbs into creatures of shadow after having fled Earthfall; they're not so monstrous or degenerate as the morlocks, but are still often 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 work closely with the owbs who enslave their race.
* SlaveRace: To the owbs. Caligni may rebel, or not.
to:
* DayHurtsDarkAdjustedEyes: While not blinded by 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 light, neglect they are dazed undergo results in bright light.
* TheExile: Caligni often end up suffering an unfortunate accident before adulthood (apparently they tendmany infant goblins starving to end up annoying the powers that be) unless they anticipate this death or being cannibalized by their siblings.
* AlwaysChaoticEvil: Not ''always'', but there's a definite trend. A lot of goblins live, breed, andleave 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.
* HumanSubspecies: Dark folk, in general, are this; humans altered by the extraplanar owbs into creatures of shadow after having fled Earthfall;die so quickly they're not so monstrous or degenerate as the morlocks, stuck in a state of perpetual childhood. It's actually possible for goblins to be relatively mild {{Cloudcuckoolander}}s, but it's only recently become common for them to reach that point. A lot of goblins are still often malevolent. Caligni specifically are genetic throwbacks among dark folk; they're closer to what the debased anthropophages and barghest and Lamashtu worshippers.
* AscendedExtra: Goblins were playable in 1e, but being an AlwaysChaoticEvil monster racewas before the owbs began breeding made it a stretch to have them into specialized subraces.
* InnateNightVision: All dark folkwork with most player character parties. Come 2nd Edition, they've been promoted to a core race, and have the "see had their lore developed so there's legitimate reasons for goblins to be seen in darkness" ability, which allows civil Golarion society.
* BigBeautifulWoman: 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 tosee perfectly keep weight on, is one of the most logical things about goblins.
* 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.
* 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 insupernaturally dark places (which block the more typical darkvision).middle of a fight, like suddenly running off after a small animal, stopping to pick their nose, or charging off at another goblin for a punch-up or a BurpingContest.
*LightEmUp: Oddly 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 arace shrouded 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 1st Edition goblins must have. Ready for the answer? A -2 to Charisma, which arguably is the only mental stat that makes sense for them to be high indarkness; when because of their bombastic personalities. This is because they're still based on 3rd Edition ''D&D'' goblins, who weren't remotely insane or stupid. This was rectified in 2nd Edition, with Charisma being their boosted mental stat and Wisdom being their penalty stat.
* GeniusDitz: They have a penalty to ''Wisdom'', not Intelligence; many goblins are gleeful and highly competent alchemists.
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* IncendiaryExponent: Goblins who take the Torch Goblin feat can set themselves on fire to make themselves more dangerous in close combat. It's not quite as insane as it sounds, since it can only be taken by goblins who are resistant to fire, but still a good illustration of their pyromania. After all, it only hurts them ''less'' until high levels.
* LaughablyEvil: While theydie, are as malicious as the bigger goblinoids, they explode in a flash of light that blinds all those within five feet of them.
* TheQuisling: Evil calignitend to work closely with the owbs who enslave 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 theirrace.
* SlaveRace: Toown racial Barbarian archetype, the owbs. Caligni may rebel, 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 character.
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* OurGoblinsAreDifferent: Goblins are dangerously stupid pyromaniacs who loathe dogs and horses (the feeling is mutual), are terrified of writing (it can steal your soul!), and sing horrible merry songs about eating babies. They also have a subrace called "monkey goblins" who use their hand-like feet and prehensile, rat-like tails to live an arboreal life. They serve as the franchise's MascotMook, and are included among the base playable races of Second Edition alongside the traditional humans, elves and dwarves, which operate under the assumption that players are taking the role of one of a small but growing minority of goblins who are attempting to integrate more into civilization.
* 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 ornot. 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, 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.
* TheExile: Caligni often end up suffering an unfortunate accident before adulthood (apparently they tend
* AlwaysChaoticEvil: Not ''always'', but there's a definite trend. A lot of goblins live, breed, and
* HumanSubspecies: Dark folk, in general, are this; humans altered by the extraplanar owbs into creatures of shadow after having fled Earthfall;
* AscendedExtra: Goblins were playable in 1e, but being an AlwaysChaoticEvil monster race
* InnateNightVision: All dark folk
* BigBeautifulWoman: 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
* 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.
* 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
*
* FetusTerrible: Goblins are born with a full set of teeth and an appetite for meat, to the point that pregnant goblins secrete a
* GameplayAndStorySegregation: Look at all these other tropes, then ponder what kind of massive mental stat penalties 1st Edition goblins must have. Ready for the answer? A -2 to Charisma, which arguably is the only mental stat that makes sense for them to be high in
* GeniusDitz: They have a penalty to ''Wisdom'', not Intelligence; many goblins are gleeful and highly competent alchemists.
* {{Gonk}}: Complete with comically oversize heads, BaldOfEvil, RedEyesTakeWarning, and MoreTeethThanTheOsmondFamily.
* IncendiaryExponent: Goblins who take the Torch Goblin feat can set themselves on fire to make themselves more dangerous in close combat. It's not quite as insane as it sounds, since it can only be taken by goblins who are resistant to fire, but still a good illustration of their pyromania. After all, it only hurts them ''less'' until high levels.
* LaughablyEvil: While they
* TheQuisling: Evil caligni
* 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
* SlaveRace: To
* 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 character.
* MonstrousCannibalism: Goblin flesh is pretty much the primary food source for goblins.
* OurGoblinsAreDifferent: Goblins are dangerously stupid pyromaniacs who loathe dogs and horses (the feeling is mutual), are terrified of writing (it can steal your soul!), and sing horrible merry songs about eating babies. They also have a subrace called "monkey goblins" who use their hand-like feet and prehensile, rat-like tails to live an arboreal life. They serve as the franchise's MascotMook, and are included among the base playable races of Second Edition alongside the traditional humans, elves and dwarves, which operate under the assumption that players are taking the role of one of a small but growing minority of goblins who are attempting to integrate more into civilization.
* 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
* 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, 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.
Changed line(s) 223,227 (click to see context) from:
[[folder:Catfolk (Amurrun)]]
[[quoteright:727:https://static.tvtropes.org/pmwiki/pub/images/catfolk01.png]]
->'''Type:''' Humanoid (catfolk)
A race of anthropomorphic cats native to southern Garund, but whose restlessness and curiosity often brings them to every corner of the world.
[[quoteright:727:https://static.tvtropes.org/pmwiki/pub/images/catfolk01.png]]
->'''Type:''' Humanoid (catfolk)
A race of anthropomorphic cats native to southern Garund, but whose restlessness and curiosity often brings them to every corner of the world.
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->'''Type:''' Humanoid (catfolk)
A race of anthropomorphic cats native to southern Garund, but
Frightening-looking horselike humanoids whose
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* BeastMan: At the far end of their portrayals' anthropomorphic zigzagging, they resemble bipedal felines whose only concessions to anthropomorphism are opposable thumbs.
* CatFolk: A fairly typical species of fantasy humanoid felines, generally native to the tropics and distinguished by very feline curiosity.
* 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.
* DependingOnTheArtist: Catfolk tend to be represented wildly differently from one another 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." 2nd Edition seems to have pretty much been set on the "anthropomorphic cat" look as far as art is concerned, although it restates that appearances canonically vary.
* UpliftedAnimal: According to their own legends, the catfolk originated from panthers and other large cats that were given intelligence, bipedalism and thumbs by ancient spirits to act as guardians for the world.
* CatFolk: A fairly typical species of fantasy humanoid felines, generally native to the tropics and distinguished by very feline curiosity.
* 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.
* DependingOnTheArtist: Catfolk tend to be represented wildly differently from one another 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." 2nd Edition seems to have pretty much been set on the "anthropomorphic cat" look as far as art is concerned, although it restates that appearances canonically vary.
* UpliftedAnimal: According to their own legends, the catfolk originated from panthers and other large cats that were given intelligence, bipedalism and thumbs by ancient spirits to act as guardians for the world.
to:
* BeastMan: At the far end of their portrayals' anthropomorphic zigzagging, they resemble bipedal felines whose only concessions to anthropomorphism are opposable thumbs.
* CatFolk: A fairly typical species of fantasy humanoid felines, generally native to the tropics and distinguished by very feline curiosity.
* CatGirl:BizarreAlienBiology: 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.
* DependingOnTheArtist: Catfolk tend to be represented wildly differently from one another in artwork. They vary between the cat girl trope, one that is more evocative of the [[Franchise/TheElderScrolls Khajiit]], and oneface/snout has a portion that looks like something out a wooden visor. Their hair? Those are eyes.
* EminentlyEnigmaticRace: Being descendents of''WesternAnimation/ThunderCats''. James Jacobs, the creative lead, prefers the cat-girl look, but fan opinion a prey race, they find safety in not being seen and looking like scary, tough demons.
* ExtraEyes: A goloma's face has eight gelatinous, shining eyes. The back of a goloma's head and neck ismixed. ''Inner Sea Races'' seems to have worked this inconsistency into the species' lore, saying coated in black hair that catfolk can run the whole spectrum mentioned above, "varying wildly between regions or even between families." 2nd Edition seems to have pretty much been set on the "anthropomorphic cat" is filled with thousands of tiny, peering eyes.
* FaceOfAThug: They look incredibly frightening, but don't mean any harm. In fact, they're descended from ''prey''.
* LovableCoward: {{Exaggerated|Trope}}. The goloma are an ''entire species'' of this, asfar as art is concerned, although it restates they know that appearances canonically vary.
* UpliftedAnimal: According toothers will be afraid of them and may respond by "defending" themselves. Fluff states they picked up their own legends, the catfolk originated tendencies towards cowardice and stealth due to having descended from panthers and other large cats that were given intelligence, bipedalism and thumbs by ancient spirits to act as guardians for the world.a prey race a long time ago.
* CatFolk: A fairly typical species of fantasy humanoid felines, generally native to the tropics and distinguished by very feline curiosity.
* CatGirl:
* DependingOnTheArtist: Catfolk tend to be represented wildly differently from one another in artwork. They vary between the cat girl trope, one that is more evocative of the [[Franchise/TheElderScrolls Khajiit]], and one
* EminentlyEnigmaticRace: Being descendents of
* ExtraEyes: A goloma's face has eight gelatinous, shining eyes. The back of a goloma's head and neck is
* FaceOfAThug: They look incredibly frightening, but don't mean any harm. In fact, they're descended from ''prey''.
* LovableCoward: {{Exaggerated|Trope}}. The goloma are an ''entire species'' of this, as
* UpliftedAnimal: According to
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[[folder:Drathnelar]]
[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_svirfneblin.png]]
->'''Type:''' Humanoid (gnome)
An offshoot of the gnomes, inhabiting the subterranean Darklands.
[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_svirfneblin.png]]
->'''Type:''' Humanoid (gnome)
An offshoot of the gnomes, inhabiting the subterranean Darklands.
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->'''Type:''' Humanoid
An offshoot of the gnomes, inhabiting the subterranean Darklands.
Frog-people that tend to live in marshes. Distantly related to Boggards.
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* 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.
* FantasticRacism: They hate dwarves, especially the hryngar.
* FantasticRacism: They hate dwarves, especially the hryngar.
to:
* BlackAndGreyMorality: They fight against the myriad horrors that dwell in [[BeneathTheEarth the Darklands]], BewitchedAmphibians: Not ''literally'', but they don't particularly care about those who dwell above them.
* FantasticRacism: They hate dwarves,do invoke it, especially with the hryngar.[[Literature/TheFrogPrince "Princely" trait.]]
* ChameleonCamouflage: In swamps and jungles, they just blend into the background.
* FrogMen: Literally two-and-a-half-feet-tall bipedal frogs.
* PoisonousPerson: The Toxic Skin alternate racial trait makes them this. With the right feats, they can literally weaponize this — that is, they can create a simple melee weapon out of their poison.
* RoyalRapier: The Princely alternate racial trait, among other things, gives them automatic proficiency with rapiers regardless of their class.
* FantasticRacism: They hate dwarves,
* ChameleonCamouflage: In swamps and jungles, they just blend into the background.
* FrogMen: Literally two-and-a-half-feet-tall bipedal frogs.
* PoisonousPerson: The Toxic Skin alternate racial trait makes them this. With the right feats, they can literally weaponize this — that is, they can create a simple melee weapon out of their poison.
* RoyalRapier: The Princely alternate racial trait, among other things, gives them automatic proficiency with rapiers regardless of their class.
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[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)
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.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)
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.
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->'''Type:''' Humanoid
The descendants of
Nobody really knows where halflings come from. As far as even the
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* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, 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.[[invoked]]
* 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.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]].
* 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.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]].
to:
* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. BeneathNotice: In theory, many cases, living unobtrusively at the drow species as a whole fringes of civilization 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 a survival mechanism 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.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught bythem.
*CardCarryingVillain: These guys developed vegepygmies so CreepyDoll: Invoked by a racial option.
* {{Hobbits}}: ''Pathfinder'' halflings tend to be cheerful opportunists who prefer to avoid the limelight and the problems thateven their ''vegetables'' could be made to suffer.come with it. In many human nations, halflings are prized as servants and, in less enlightened kingdoms, slaves.
*ChuckCunninghamSyndrome: When the game transitioned IndyPloy: They tend to jump into situations and figure things out from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; there.
* OralTradition: Fables and folk histories are theirrole as Sekamina's main villainous species is now taken by the serpentfolk.
cultural mainstays.
*DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to beSlaveRace: In Cheliax, Katapesh, and other locations they're most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built onoften found as slaves. It's mentioned in many parts of the backs of its legions of slaves, but their contempt world they're often servants.
* SufferTheSlings: Slings are a signature weapon fortheir thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]].halflings.
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by
*
* {{Hobbits}}: ''Pathfinder'' halflings tend to be cheerful opportunists who prefer to avoid the limelight and the problems that
*
* OralTradition: Fables and folk histories are their
*
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be
* KlingonScientistsGetNoRespect: Drow society is built on
* SufferTheSlings: Slings are a signature weapon for
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]].
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[[folder:Fetchling (Kayal)]]
[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/fetchling01.png]]
->'''Type:''' Outsider (native)
Descendants of humans who traveled to or were trapped in the Plane of Shadow.
[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/fetchling01.png]]
->'''Type:''' Outsider (native)
Descendants of humans who traveled to or were trapped in the Plane of Shadow.
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->'''Type:'''
Descendants
Larger, tougher, and meaner cousins of
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* AlternateCompanyEquivalent: They're conceptually similar to ''D&D''[='=]s shadar-kai and shades in origin, if not in personality.
* AmazingTechnicolorPopulation: DownplayedTrope. Their adoptive home has drained their hair and skin of bright colors. Their complexion ranges from stark white to deep black, and includes all the various shades of gray between those two extremes.
* 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.
* HumanSubspecies: They're descended from humans who were magically changed after living for long periods on the Shadow Plane (in 2nd Edition, they're treated as an independent ancestry instead of a versatile heritage, suggesting that fetchlings descended from non-human humanoids do not exist). They're too warped to be of the same ancestry, similarly to how drow are descended but distinct from elves. This makes them closer to a species of ''Homo'' than a subspecies of ''Homo sapiens''.
* LivingShadow: They have an ancestral feat that lets them interact with nearby objects by manipulating their own shadow, and can later learn to turn their shadow into a HyperspaceArsenal with enough space to hide a spare weapon or two in their own shadow.
* MonochromaticEyes: Their eyes are pupilless and pronounced, and they typically [[GlowingEyes glow]] a luminescent shade of yellow or greenish yellow, though rare individuals possess blue-green eyes.
* StealthExpert: They're humans who were trapped in the Shadow Plane and developed an affinity to it, eventually becoming another planar-themed human offshoot.
* AmazingTechnicolorPopulation: DownplayedTrope. Their adoptive home has drained their hair and skin of bright colors. Their complexion ranges from stark white to deep black, and includes all the various shades of gray between those two extremes.
* 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.
* HumanSubspecies: They're descended from humans who were magically changed after living for long periods on the Shadow Plane (in 2nd Edition, they're treated as an independent ancestry instead of a versatile heritage, suggesting that fetchlings descended from non-human humanoids do not exist). They're too warped to be of the same ancestry, similarly to how drow are descended but distinct from elves. This makes them closer to a species of ''Homo'' than a subspecies of ''Homo sapiens''.
* LivingShadow: They have an ancestral feat that lets them interact with nearby objects by manipulating their own shadow, and can later learn to turn their shadow into a HyperspaceArsenal with enough space to hide a spare weapon or two in their own shadow.
* MonochromaticEyes: Their eyes are pupilless and pronounced, and they typically [[GlowingEyes glow]] a luminescent shade of yellow or greenish yellow, though rare individuals possess blue-green eyes.
* StealthExpert: They're humans who were trapped in the Shadow Plane and developed an affinity to it, eventually becoming another planar-themed human offshoot.
to:
* AlternateCompanyEquivalent: They're conceptually similar to ''D&D''[='=]s shadar-kai BaldOfEvil: Males and shades in origin, if not in personality.
females alike, though the evil part is societal rather than inherent.
*AmazingTechnicolorPopulation: DownplayedTrope. Their adoptive home has drained EvilChancellor: Hobgoblins sometimes take legitimate jobs as advisers or warmasters, but even there, they constantly scheme to pull their hair employers into more wars and skin of bright colors. Their complexion ranges from stark white conflicts.
* FantasticRacism: Hobgoblins ''hate'' elves, which they were created todeep black, fight -- elves and includes all aiuvarins are the various shades only captives they always kill out of gray between those two extremes.
* CastingAShadow: They have in-born shadowhand rather than enslave, and they detest magic that lets them LieToTheBeholder and eventually shift into the Plane of Shadow.
chiefly because elves commonly practice it.
*CreepilyLongArms: Artwork of the male and female fetchling show their arms are ''incredibly'' long, reaching past their knees.
* DoNotCallMePaul: Many fetchlings consider the term fetchlingNonIndicativeName: The word "Hob" in English pertains to impish creatures; "hobgoblin" therefore, was traditionally an insult and prefer the term "kayal", impish goblin, while true goblins were human-sized.
** Since ''Pathfinder'' descends from ''D&D'', whichmeans "shadow people". The reason behind this is that the term "fetchling" was given to them written by humans who saw them as tools to "fetch" unique [[Creator/GaryGygax people with a tentative understanding of European folklore at best]] and rare resources which took a great deal of inspiration from ''Literature/TheLordOfTheRings'', which largely made the Shadow Plane. same mistake, the misnomer stuck, and "Goblins" became the diminutive guys while "Hobgoblins" became the taller, smarter cousins.
** However,many Fetchlings do work as merchants Hob (usually Old Hob) has also been a nickname or euphemism for the Devil, and tradesmen between ''Pathfinder''[='=]s Hobgoblins were, according to in-universe speculation, a creation of the Material Plane long-disappeared Devil Canzoriant, who wanted something more robust and the Shadow Plane which just fuels the term and the way humans might still see them.
* HumanSubspecies: They're descended from humans who were magically changed after livingobedient for long periods on the Shadow Plane (in 2nd his slave warriors. This is their canon origin in Second Edition, they're treated as an independent ancestry instead of a versatile heritage, suggesting there are several feats that fetchlings descended from non-human humanoids do not exist). They're too warped to be reflect a fount of vitality they were blessed with when they were created by Canzoriant using the [[AnimatingArtifact Cantorian Spring]], and the Lost Omens Ancestry Guide doesn't offer any alternatives.
* OurGoblinsAreDifferent: Hobgoblins are a highly militaristic offshoot of thesame ancestry, similarly to how drow are descended but distinct from elves. This makes them closer to a main goblin species of ''Homo'' and are much more organized and orderly than a subspecies of ''Homo sapiens''.
* LivingShadow: They have an ancestral feat that lets them interact with nearby objects by manipulatingtheir own shadow, and can later learn to turn their shadow into a HyperspaceArsenal with enough space to hide a spare weapon or two in their own shadow.
* MonochromaticEyes: Their eyessmaller cousins, but are pupilless and pronounced, and so universally {{ambitio|nIsEvil}}us that they typically [[GlowingEyes glow]] have consistent trouble in holding a luminescent shade tribe or army together for long. Despite this, two hobgoblin nations exist, although both are fairly recent. Kaoling, in Tian Xia, was established following the collapse of yellow the empire of Lung Wa a century or greenish yellow, though rare individuals possess blue-green eyes.
* StealthExpert: They're humans who were trappedso before the setting's present time, and is known for its incredibly treacherous and cutthroat politics; Oprak, in the Shadow Plane Mindspin Mountains of Avistan, is established after the events of the Ironfang Invasion Adventure Path as a homeland for hobgoblins in particular and developed an affinity monster races in general, and is held together by the iron will of its ruler, General Azaersi.
* ProudWarriorRace: Their entire society is organized around their military.
* SlaveMooks: Hobgoblins were created from regular goblins by a now long-forgotten faction in order toit, eventually becoming another planar-themed human offshoot.provide armies of magically-controlled soldiers with whom to attack the then-powerful elven civilization.
* TheStarscream: Despite being militant and well organized, this is the reason they aren't a bigger power; any high-ranking hobgoblin spends as much time watching his back from underlings as planning conquest.
* TheSpartanWay: Their childhoods aren't fun.
*
* FantasticRacism: Hobgoblins ''hate'' elves, which they were created to
* CastingAShadow: They have in-born shadow
*
* DoNotCallMePaul: Many fetchlings consider the term fetchling
** Since ''Pathfinder'' descends from ''D&D'', which
** However,
* HumanSubspecies: They're descended from humans who were magically changed after living
* OurGoblinsAreDifferent: Hobgoblins are a highly militaristic offshoot of the
* LivingShadow: They have an ancestral feat that lets them interact with nearby objects by manipulating
* MonochromaticEyes: Their eyes
* StealthExpert: They're humans who were trapped
* 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
* TheStarscream: Despite being militant and well organized, this is the reason they aren't a bigger power; any high-ranking hobgoblin spends as much time watching his back from underlings as planning conquest.
* TheSpartanWay: Their childhoods aren't fun.
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[[folder:Gnoll]]
[[quoteright:417:https://static.tvtropes.org/pmwiki/pub/images/gnoll02.png]]
->'''Type:''' Humanoid (gnoll)
Humanoid hyenas, infamous for their savagery and laziness.
[[quoteright:417:https://static.tvtropes.org/pmwiki/pub/images/gnoll02.png]]
->'''Type:''' Humanoid (gnoll)
Humanoid hyenas, infamous for their savagery and laziness.
to:
[[quoteright:417:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Type:''' Humanoid
Humanoid hyenas, infamous for their savagery and laziness.
Changed line(s) 285,295 (click to see context) from:
* 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.
* CuteBruiser: Ant gnolls are pretty cute - they're visually based on [[RidiculouslyCuteCritter aardwolves]], big-eyed, big-eared, and the size of halflings, but they're as strong as their larger relatives.
* DivergentCharacterEvolution: As a creature brought over via the OGL, gnolls in 1st Edition heavily resembled the ''TabletopGame/DungeonsAndDragons'' 3rd Edition version: (mostly) evil-aligned hyena-men known for their savagery and laziness when an orc won't do. In 2nd Edition, they have been given a more nuanced portrayal, while gnolls in ''D&D'' 5th Edition have become outright demonic.
* 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]]. The only exception is the Kholo gnolls of the Mwangi Expanse, who are far less malevolent. They are still seen as rather sinister by other peoples of the region for being ruthless {{Combat Pragmatist}}s who eat the corpses of other humanoids, though the Kholo themselves view the latter as a sign of respect.
* ImAHumanitarian: As mentioned above, Kholo gnolls eat their own dead as a sign of reverence, and extend the "honor" to any respected foes they fell in battle, hoping to incorporate their enemy's strength into their clan as a genuine sign of admiration. [[DeliberateValuesDissonance Other humanoids tend not to understand this.]] It doesn't help that Lamashtu-worshipping gnolls eat their enemies just because they're hungry.
* 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.
* LittlePeople: Ant Gnolls are a breed of Gnoll that stands only three feet tall and resembles an Aardwolf more than a hyena.
* 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.
* CuteBruiser: Ant gnolls are pretty cute - they're visually based on [[RidiculouslyCuteCritter aardwolves]], big-eyed, big-eared, and the size of halflings, but they're as strong as their larger relatives.
* DivergentCharacterEvolution: As a creature brought over via the OGL, gnolls in 1st Edition heavily resembled the ''TabletopGame/DungeonsAndDragons'' 3rd Edition version: (mostly) evil-aligned hyena-men known for their savagery and laziness when an orc won't do. In 2nd Edition, they have been given a more nuanced portrayal, while gnolls in ''D&D'' 5th Edition have become outright demonic.
* 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]]. The only exception is the Kholo gnolls of the Mwangi Expanse, who are far less malevolent. They are still seen as rather sinister by other peoples of the region for being ruthless {{Combat Pragmatist}}s who eat the corpses of other humanoids, though the Kholo themselves view the latter as a sign of respect.
* ImAHumanitarian: As mentioned above, Kholo gnolls eat their own dead as a sign of reverence, and extend the "honor" to any respected foes they fell in battle, hoping to incorporate their enemy's strength into their clan as a genuine sign of admiration. [[DeliberateValuesDissonance Other humanoids tend not to understand this.]] It doesn't help that Lamashtu-worshipping gnolls eat their enemies just because they're hungry.
* 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.
* LittlePeople: Ant Gnolls are a breed of Gnoll that stands only three feet tall and resembles an Aardwolf more than a hyena.
* 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.
to:
* 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.
* CuteBruiser: Ant gnolls are pretty cute -HumansAreAverage: As expected, they're visually based on [[RidiculouslyCuteCritter aardwolves]], big-eyed, big-eared, 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, gillmen and mongrelmen.
* 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.
* PurposelyOverpowered: In 1st Edition, Azlanti humans gain a bonus to all ability scores. For comparison, normal humans only gain that bonus in ''one'' single ability score. They're also [[DyingRace effectively extinct]] (except for a few who have survived to the present day via very specific means), particularly implausible [=PCs=] in most adventures without a convoluted backstory, and thesize of halflings, but they're as strong as their larger relatives.
* DivergentCharacterEvolution: As a creature brought over via the OGL, gnolls in 1st Edition heavily resembled the ''TabletopGame/DungeonsAndDragons'' 3rd Edition version: (mostly) evil-aligned hyena-men known for their savagery and laziness when an orc won't do.game instructs that they should be only playable with explicit GM permission. In 2nd Edition, they have been given a as it became more nuanced portrayal, while gnolls in ''D&D'' 5th Edition have become outright demonic.
* FateWorseThanDeath: Gnolls consider exileplausible for them to be this -- [=PC=]s (courtesy of a city that was transported from ancient Thassilon to the present day after escaping a StableTimeLoop), they're very social creatures, and fear dying far less than they fear being alone. In gnoll society, the death penalty exists no longer overpowered. They can take a background to reflect having once been a resident of Thassilon, 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 raidingotherwise aren't any different from 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]]. The only exception is the Kholo gnolls of the Mwangi Expanse, who are far less malevolent. They are still seen as rather sinister by other peoples of the region for being ruthless {{Combat Pragmatist}}s who eat the corpses of other humanoids, though the Kholo themselves view the latter as a sign of respect.
* ImAHumanitarian: As mentioned above, Kholo gnolls eat their own dead as a sign of reverence, and extend the "honor" to any respected foes they fell in battle, hoping to incorporate their enemy's strength into their clan as a genuine sign of admiration. [[DeliberateValuesDissonance Other humanoids tend not to understand this.]] It doesn't help that Lamashtu-worshipping gnolls eat their enemies just because they're hungry.
* 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.
* LittlePeople: Ant Gnolls are a breed of Gnoll that stands only three feet tall and resembles an Aardwolf more than a hyena.
* 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.human characters.
* CuteBruiser: Ant gnolls are pretty cute -
* 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.
* 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.
* PurposelyOverpowered: In 1st Edition, Azlanti humans gain a bonus to all ability scores. For comparison, normal humans only gain that bonus in ''one'' single ability score. They're also [[DyingRace effectively extinct]] (except for a few who have survived to the present day via very specific means), particularly implausible [=PCs=] in most adventures without a convoluted backstory, and the
* DivergentCharacterEvolution: As a creature brought over via the OGL, gnolls in 1st Edition heavily resembled the ''TabletopGame/DungeonsAndDragons'' 3rd Edition version: (mostly) evil-aligned hyena-men known for their savagery and laziness when an orc won't do.
* FateWorseThanDeath: Gnolls consider exile
* HeinousHyena: They're humanoid hyenas known for their tremendous slothfulness and horrific savagery, with lifestyles centered chiefly on raiding
* ImAHumanitarian: As mentioned above, Kholo gnolls eat their own dead as a sign of reverence, and extend the "honor" to any respected foes they fell in battle, hoping to incorporate their enemy's strength into their clan as a genuine sign of admiration. [[DeliberateValuesDissonance Other humanoids tend not to understand this.]] It doesn't help that Lamashtu-worshipping gnolls eat their enemies just because they're hungry.
* 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.
* LittlePeople: Ant Gnolls are a breed of Gnoll that stands only three feet tall and resembles an Aardwolf more than a hyena.
* 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.
Changed line(s) 298,302 (click to see context) from:
[[folder:Goloma]]
[[quoteright:362:https://static.tvtropes.org/pmwiki/pub/images/goloma01.png]]
Frightening-looking horselike humanoids whose faces resemble elaborate, equine wooden masks/helmets.
[[quoteright:362:https://static.tvtropes.org/pmwiki/pub/images/goloma01.png]]
Frightening-looking horselike humanoids whose faces resemble elaborate, equine wooden masks/helmets.
to:
[[quoteright:362:https://static.
[[quoteright:250:https://static.tvtropes.
Frightening-looking horselike humanoids whose faces resemble elaborate, equine wooden masks/helmets.
->'''Type:''' Humanoid (dwarf)
The ancestors of hryngar were those dwarves who refused to undertake the Quest for the Sky. Most of them fell to worshiping Droskar, the god of endless toil.
Changed line(s) 304,308 (click to see context) from:
* BizarreAlienBiology: Their face/snout has a portion that looks like a wooden visor. Their hair? Those are eyes.
* EminentlyEnigmaticRace: Being descendents of a prey race, they find safety in not being seen and looking like scary, tough demons.
* ExtraEyes: A goloma's face has eight gelatinous, shining eyes. The back of a goloma's head and neck is coated in black hair that is filled with thousands of tiny, peering eyes.
* FaceOfAThug: They look incredibly frightening, but don't mean any harm. In fact, they're descended from ''prey''.
* LovableCoward: {{Exaggerated|Trope}}. The goloma are an ''entire species'' of this, as they know that others will be afraid of them and may respond by "defending" themselves. Fluff states they picked up their tendencies towards cowardice and stealth due to having descended from a prey race a long time ago.
* EminentlyEnigmaticRace: Being descendents of a prey race, they find safety in not being seen and looking like scary, tough demons.
* ExtraEyes: A goloma's face has eight gelatinous, shining eyes. The back of a goloma's head and neck is coated in black hair that is filled with thousands of tiny, peering eyes.
* FaceOfAThug: They look incredibly frightening, but don't mean any harm. In fact, they're descended from ''prey''.
* LovableCoward: {{Exaggerated|Trope}}. The goloma are an ''entire species'' of this, as they know that others will be afraid of them and may respond by "defending" themselves. Fluff states they picked up their tendencies towards cowardice and stealth due to having descended from a prey race a long time ago.
to:
* BizarreAlienBiology: Their face/snout has a portion that looks like a wooden visor. Their hair? Those are eyes.
* EminentlyEnigmaticRace: Being descendents of a prey race, they find safety in not being seen and looking like scary, tough demons.
* ExtraEyes: A goloma's face has eight gelatinous, shining eyes. The back of a goloma's head and neck is coated in blackBaldOfEvil: Unlike surface dwarves, hryngar men can't grow hair that is filled 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 withthousands his backing, at the cost of tiny, peering eyes.
becoming the hryngar.
*FaceOfAThug: EvilCounterpart: Hryngar are the evil versions of dwarves.
* FantasticRacism: Theylook incredibly frightening, but don't mean any harm. In fact, they're descended from ''prey''.
* LovableCoward: {{Exaggerated|Trope}}. The goloma are an ''entire species'' of this, as they know thatdespise surface dwarves above all others will be afraid of and usually kill them on sight.
* HorseOfADifferentColor: Hryngar traditionally use giant insects as mounts andmay respond by "defending" themselves. Fluff states they picked up beasts of burden; chapel beetles, a type of especially large stag beetle-like creatures, are the favored steeds of Droskar's priests.
* {{Invisibility}}: Most hryngar can go invisible as a spell-like ability.
* NeverMyFault: Hryngar rarely accept personal responsibility for failures, preferring instead to blame theirtendencies towards cowardice misfortune on others. This extends to a cultural level; they do not enjoy their servitude to Droskar, but would rather blame everyone else, especially other Darklands residents and stealth due the rest of the dwarven race, for their lot rather than admit their own faulty choice.
* OurDwarvesAreAllTheSame: Evil, subterranean offshoots of the main dwarf race whose culture of tradition and physical work has curdled into dogmatism and joyless toil.
* PsychicPowers: Very rarely, hryngar are born with innate psychic abilities. As the hryngar believe such powers tohaving descended be a blessing from a prey race a long time ago.Droskar, such inviduals are held in high esteem in their society.
* EminentlyEnigmaticRace: Being descendents of a prey race, they find safety in not being seen and looking like scary, tough demons.
* ExtraEyes: A goloma's face has eight gelatinous, shining eyes. The back of a goloma's head and neck is coated in black
* 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
*
* FantasticRacism: They
* LovableCoward: {{Exaggerated|Trope}}. The goloma are an ''entire species'' of this, as they know that
* HorseOfADifferentColor: Hryngar traditionally use giant insects as mounts and
* {{Invisibility}}: Most hryngar can go invisible as a spell-like ability.
* NeverMyFault: Hryngar rarely accept personal responsibility for failures, preferring instead to blame their
* OurDwarvesAreAllTheSame: Evil, subterranean offshoots of the main dwarf race whose culture of tradition and physical work has curdled into dogmatism and joyless toil.
* PsychicPowers: Very rarely, hryngar are born with innate psychic abilities. As the hryngar believe such powers to
Changed line(s) 311,316 (click to see context) from:
[[folder:Grippli]]
[[quoteright:417:https://static.tvtropes.org/pmwiki/pub/images/grippli01.png]]
->'''Type:''' Humanoid (grippli)
Frog-people that tend to live in marshes. Distantly related to Boggards.
[[quoteright:417:https://static.tvtropes.org/pmwiki/pub/images/grippli01.png]]
->'''Type:''' Humanoid (grippli)
Frog-people that tend to live in marshes. Distantly related to Boggards.
to:
[[quoteright:417:https://static.tvtropes.org/pmwiki/pub/images/grippli01.png]]
->'''Type:''' Humanoid
Frog-people
Four-armed aliens from a barbaric desert world who were brought to Golarion in the same spaceship that
Changed line(s) 318,322 (click to see context) from:
* BewitchedAmphibians: Not ''literally'', but they do invoke it, especially with the [[Literature/TheFrogPrince "Princely" trait.]]
* ChameleonCamouflage: In swamps and jungles, they just blend into the background.
* FrogMen: Literally two-and-a-half-feet-tall bipedal frogs.
* PoisonousPerson: The Toxic Skin alternate racial trait makes them this. With the right feats, they can literally weaponize this — that is, they can create a simple melee weapon out of their poison.
* RoyalRapier: The Princely alternate racial trait, among other things, gives them automatic proficiency with rapiers regardless of their class.
* ChameleonCamouflage: In swamps and jungles, they just blend into the background.
* FrogMen: Literally two-and-a-half-feet-tall bipedal frogs.
* PoisonousPerson: The Toxic Skin alternate racial trait makes them this. With the right feats, they can literally weaponize this — that is, they can create a simple melee weapon out of their poison.
* RoyalRapier: The Princely alternate racial trait, among other things, gives them automatic proficiency with rapiers regardless of their class.
to:
* BewitchedAmphibians: Not ''literally'', but they do invoke it, especially with the [[Literature/TheFrogPrince "Princely" trait.]]
MultiArmedAndDangerous: Four arms.
*ChameleonCamouflage: In swamps {{Multishot}}: Kasatha specialize in archery, and jungles, they just blend into the background.
* FrogMen: Literally two-and-a-half-feet-tall bipedal frogs.
* PoisonousPerson: The Toxic Skin alternate racial trait makes them this. With the right feats, they can literally weaponize this —even have a ranger archetype that is, they can create a simple melee weapon out of their poison.
* RoyalRapier: The Princely alternate racial trait, among other things, gives them automatic proficiency with rapiers regardless of their class.specializes in using two bows at once.
*
* FrogMen: Literally two-and-a-half-feet-tall bipedal frogs.
* PoisonousPerson: The Toxic Skin alternate racial trait makes them this. With the right feats, they can literally weaponize this —
* RoyalRapier: The Princely alternate racial trait, among other things, gives them automatic proficiency with rapiers regardless of their class.
Changed line(s) 325,329 (click to see context) from:
[[folder:Hobgoblin]]
[[quoteright:695:https://static.tvtropes.org/pmwiki/pub/images/hobgoblin02.png]]
->'''Type:''' Humanoid (goblinoid)
Larger, tougher, and meaner cousins of goblins, the hobgoblins have recently begun to rise in prominence in Golarion's political stage through the founding of two hobgoblin nations: Kaoling, in Tian Xia, establishing during the chaos following the collapse of Lung Wa, and more recently Oprak in the Mindspin Mountains of Avistan.
[[quoteright:695:https://static.tvtropes.org/pmwiki/pub/images/hobgoblin02.png]]
->'''Type:''' Humanoid (goblinoid)
Larger, tougher, and meaner cousins of goblins, the hobgoblins have recently begun to rise in prominence in Golarion's political stage through the founding of two hobgoblin nations: Kaoling, in Tian Xia, establishing during the chaos following the collapse of Lung Wa, and more recently Oprak in the Mindspin Mountains of Avistan.
to:
[[quoteright:695:https://static.
[[quoteright:648:https://static.tvtropes.
Larger, tougher, and meaner cousins of goblins, the hobgoblins have recently begun to rise in prominence in Golarion's political stage through the founding of two hobgoblin nations: Kaoling, in Tian Xia, establishing during the chaos following the collapse of Lung Wa, and more recently Oprak in the Mindspin Mountains of Avistan.
Changed line(s) 331,341 (click to see context) from:
* BaldOfEvil: Males and females alike, though the evil part is societal rather than inherent.
* EvilChancellor: Hobgoblins 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. This is their canon origin in Second Edition, as there are several feats that reflect a fount of vitality they were blessed with when they were created by Canzoriant using the [[AnimatingArtifact Cantorian Spring]], and the Lost Omens Ancestry Guide doesn't offer any alternatives.
* OurGoblinsAreDifferent: Hobgoblins are a highly militaristic offshoot of the main goblin species and are much more organized and orderly than their smaller cousins, but are so universally {{ambitio|nIsEvil}}us that they have consistent trouble in holding a tribe or army together for long. Despite this, two hobgoblin nations exist, although both are fairly recent. Kaoling, in Tian Xia, was established following the collapse of the empire of Lung Wa a century or so before the setting's present time, and is known for its incredibly treacherous and cutthroat politics; Oprak, in the Mindspin Mountains of Avistan, is established after the events of the Ironfang Invasion Adventure Path as a homeland for hobgoblins in particular and monster races in general, and is held together by the iron will of its ruler, General Azaersi.
* 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.
* TheStarscream: Despite being militant and well organized, this is the reason they aren't a bigger power; any high-ranking hobgoblin spends as much time watching his back from underlings as planning conquest.
* TheSpartanWay: Their childhoods aren't fun.
* EvilChancellor: Hobgoblins 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. This is their canon origin in Second Edition, as there are several feats that reflect a fount of vitality they were blessed with when they were created by Canzoriant using the [[AnimatingArtifact Cantorian Spring]], and the Lost Omens Ancestry Guide doesn't offer any alternatives.
* OurGoblinsAreDifferent: Hobgoblins are a highly militaristic offshoot of the main goblin species and are much more organized and orderly than their smaller cousins, but are so universally {{ambitio|nIsEvil}}us that they have consistent trouble in holding a tribe or army together for long. Despite this, two hobgoblin nations exist, although both are fairly recent. Kaoling, in Tian Xia, was established following the collapse of the empire of Lung Wa a century or so before the setting's present time, and is known for its incredibly treacherous and cutthroat politics; Oprak, in the Mindspin Mountains of Avistan, is established after the events of the Ironfang Invasion Adventure Path as a homeland for hobgoblins in particular and monster races in general, and is held together by the iron will of its ruler, General Azaersi.
* 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.
* TheStarscream: Despite being militant and well organized, this is the reason they aren't a bigger power; any high-ranking hobgoblin spends as much time watching his back from underlings as planning conquest.
* TheSpartanWay: Their childhoods aren't fun.
to:
* BaldOfEvil: Males and females alike, though the evil part is societal rather than inherent.
* EvilChancellor: Hobgoblins 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 peopleBeastMan: Kashrishi resemble halfling-sized bipedal rhinoceroses with a tentative understanding the occasional odd insectile feature.
* TheEmpath: Kashrishi are capable ofEuropean folklore at best]] discerning a creature's emotional state 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, accordingimpulses through proximity.
* HiveMind: They're ''mistaken'' toin-universe speculation, a creation of the long-disappeared Devil Canzoriant, who wanted something more robust and obedient for his slave warriors. This is their canon origin in Second Edition, as there are several feats that reflect a fount of vitality they were blessed with when they were created by Canzoriant using the [[AnimatingArtifact Cantorian Spring]], and the Lost Omens Ancestry Guide doesn't offer any alternatives.
* OurGoblinsAreDifferent: Hobgoblins are a highly militaristic offshoot of the main goblin species and are much more organized and orderly than their smaller cousins, but are so universally {{ambitio|nIsEvil}}us that theyhave consistent trouble in holding a tribe or army together for long. Despite this, two hobgoblin nations exist, although both are fairly recent. Kaoling, in Tian Xia, was established following the collapse of the empire of Lung Wa a century or so before the setting's present time, and is known for its but they're really incredibly treacherous and cutthroat politics; Oprak, in the Mindspin Mountains of Avistan, is established after the events of the Ironfang Invasion Adventure Path as a homeland for hobgoblins in particular and monster races in general, and is held together by the iron will of its ruler, General Azaersi.
empathetic.
*ProudWarriorRace: Their entire society is organized around their military.
HornedHumanoid: All kashrishi have signature crystalline horns.
*SlaveMooks: Hobgoblins were created from regular goblins by a now long-forgotten faction in order to provide armies of magically-controlled soldiers MixAndMatchCritters: They're humanoids with whom to attack the then-powerful elven civilization.
* TheStarscream: Despite being militantrhino and well organized, this is the reason insect characteristics, with some having more insect features and some having more rhino features. As they aren't a bigger power; any high-ranking hobgoblin spends as much time watching his back from underlings as planning conquest.
* TheSpartanWay: Their childhoods aren't fun.evolve in response to the environment, they may also take in aspects of other animals.
* EvilChancellor: Hobgoblins 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
* TheEmpath: Kashrishi are capable of
** However, Hob (usually Old Hob) has also been a nickname or euphemism for the Devil, and ''Pathfinder''[='=]s Hobgoblins were, according
* HiveMind: They're ''mistaken'' to
* OurGoblinsAreDifferent: Hobgoblins are a highly militaristic offshoot of the main goblin species and are much more organized and orderly than their smaller cousins, but are so universally {{ambitio|nIsEvil}}us that they
*
*
* TheStarscream: Despite being militant
* TheSpartanWay: Their childhoods aren't fun.
Changed line(s) 344,348 (click to see context) from:
[[folder:Hryngar]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_duergar_6.png]]
->'''Type:''' Humanoid (dwarf)
The ancestors of hryngar were those dwarves who refused to undertake the Quest for the Sky. Most of them fell to worshiping Droskar, the god of endless toil.
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_duergar_6.png]]
->'''Type:''' Humanoid (dwarf)
The ancestors of hryngar 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:
[[quoteright:250:https://static.
[[quoteright:417:https://static.tvtropes.
->'''Type:''' Humanoid
The ancestors of hryngar were those dwarves who refused to undertake the Quest
Humanoid hyenas, infamous for
Changed line(s) 350,358 (click to see context) from:
* BaldOfEvil: Unlike surface dwarves, hryngar men 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 hryngar.
* EvilCounterpart: Hryngar are the evil versions of dwarves.
* FantasticRacism: They despise surface dwarves above all others and usually kill them on sight.
* HorseOfADifferentColor: Hryngar traditionally use giant insects as mounts and beasts of burden; chapel beetles, a type of especially large stag beetle-like creatures, are the favored steeds of Droskar's priests.
* {{Invisibility}}: Most hryngar can go invisible as a spell-like ability.
* NeverMyFault: Hryngar rarely accept personal responsibility for failures, preferring instead to blame their misfortune on others. This extends to a cultural level; they do not enjoy their servitude to Droskar, but would rather blame everyone else, especially other Darklands residents and the rest of the dwarven race, for their lot rather than admit their own faulty choice.
* OurDwarvesAreAllTheSame: Evil, subterranean offshoots of the main dwarf race whose culture of tradition and physical work has curdled into dogmatism and joyless toil.
* PsychicPowers: Very rarely, hryngar are born with innate psychic abilities. As the hryngar believe such powers to be a blessing from Droskar, such inviduals are held in high esteem in their society.
* 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 hryngar.
* EvilCounterpart: Hryngar are the evil versions of dwarves.
* FantasticRacism: They despise surface dwarves above all others and usually kill them on sight.
* HorseOfADifferentColor: Hryngar traditionally use giant insects as mounts and beasts of burden; chapel beetles, a type of especially large stag beetle-like creatures, are the favored steeds of Droskar's priests.
* {{Invisibility}}: Most hryngar can go invisible as a spell-like ability.
* NeverMyFault: Hryngar rarely accept personal responsibility for failures, preferring instead to blame their misfortune on others. This extends to a cultural level; they do not enjoy their servitude to Droskar, but would rather blame everyone else, especially other Darklands residents and the rest of the dwarven race, for their lot rather than admit their own faulty choice.
* OurDwarvesAreAllTheSame: Evil, subterranean offshoots of the main dwarf race whose culture of tradition and physical work has curdled into dogmatism and joyless toil.
* PsychicPowers: Very rarely, hryngar are born with innate psychic abilities. As the hryngar believe such powers to be a blessing from Droskar, such inviduals are held in high esteem in their society.
to:
* BaldOfEvil: Unlike surface dwarves, hryngar men can't grow hair 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.
* CuteBruiser: Ant kholo are pretty cute--they're visually based on [[RidiculouslyCuteCritter aardwolves]], big-eyed, big-eared, and the size of halflings, but they're as strong as theirscalps.
larger relatives.
*DealWithTheDevil: After centuries of losing battles against [[DeathWorld Darklands]] monsters drove [[TheRemnant DivergentCharacterEvolution: As a creature brought over via the dwarven remnant]] to OGL, gnolls in 1st Edition heavily resembled the [[DarkestHour brink of extinction]], Droskar offered them survival in exchange ''TabletopGame/DungeonsAndDragons'' 3rd Edition version: (mostly) evil-aligned hyena-men known for their absolute obedience. They reclaimed much of their empire with his backing, at the cost of becoming the hryngar.
* EvilCounterpart: Hryngar are the evil versions of dwarves.
* FantasticRacism: They despise surface dwarves above all otherssavagery and usually kill them on sight.
laziness when an orc won't do. In 2nd Edition, they have been given a more nuanced portrayal, while gnolls in ''D&D'' 5th Edition have become outright demonic.
*HorseOfADifferentColor: Hryngar traditionally use giant insects as mounts and beasts of burden; chapel beetles, a type of especially large stag beetle-like FateWorseThanDeath: Kholo consider exile to be this -- they're very social creatures, are the favored steeds of Droskar's priests.
* {{Invisibility}}: Most hryngar can go invisible as a spell-like ability.
* NeverMyFault: Hryngar rarely accept personal responsibility for failures, preferring instead to blame their misfortune on others. This extends to a cultural level;and fear dying far less than they do fear being alone. In kholo society, the death penalty exists but is used for crimes that, while serious, are not enjoy their servitude to Droskar, but would rather blame everyone else, especially other Darklands residents and considered the rest of the dwarven race, 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 theirlot 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 kholo]]. Kholo of the Mwangi Expanse are far less malevolent but still seen as rather than admit sinister by other peoples of the region for being ruthless {{Combat Pragmatist}}s who eat the corpses of other humanoids, though the Kholo themselves view the latter as a sign of respect.
* ImAHumanitarian: Kholo eat their ownfaulty choice.
* OurDwarvesAreAllTheSame: Evil, subterranean offshootsdead as a sign of reverence, and extend the main dwarf race whose culture of tradition and physical work has curdled "honor" to any respected foes they fell in battle, hoping to incorporate their enemy's strength into dogmatism their clan as a genuine sign of admiration. [[DeliberateValuesDissonance Other humanoids tend not to understand this.]] It doesn't help that Lamashtu-worshipping kholo eat their enemies just because they're hungry.
* KlingonPromotion: The default response of a kholo tribe to regicide is to make the old leader's killer their new leader.
* LazyBum: Their laziness is their defining attribute.
* LittlePeople: Ant kholo are a breed that stands only three feet tall andjoyless toil.
resembles an aardwolf more than a hyena.
*PsychicPowers: Very rarely, hryngar PetTheDog: In spite of being cannibalistic demon-worshipping monsters, kholo are born with innate psychic abilities. As the hryngar believe such powers often fiercely loyal to their "pack", and many become depressed or unhinged without one. This is often given as a reason for kholo to become adventurers: to find a new family.
* MadeASlave: They tend to bea blessing from Droskar, such inviduals are held in high esteem in their society.extremely lazy, and take slaves of other species to do the necessary but tedious work they refuse to do themselves.
* CuteBruiser: Ant kholo are pretty cute--they're visually based on [[RidiculouslyCuteCritter aardwolves]], big-eyed, big-eared, and the size of halflings, but they're as strong as their
*
* EvilCounterpart: Hryngar are the evil versions of dwarves.
* FantasticRacism: They despise surface dwarves above all others
*
* {{Invisibility}}: Most hryngar can go invisible as a spell-like ability.
* NeverMyFault: Hryngar rarely accept personal responsibility for failures, preferring instead to blame their misfortune on others. This extends to a cultural level;
* HeinousHyena: They're humanoid hyenas known for their
* ImAHumanitarian: Kholo eat their own
* OurDwarvesAreAllTheSame: Evil, subterranean offshoots
* KlingonPromotion: The default response of a kholo tribe to regicide is to make the old leader's killer their new leader.
* LazyBum: Their laziness is their defining attribute.
* LittlePeople: Ant kholo are a breed that stands only three feet tall and
*
* MadeASlave: They tend to be
Changed line(s) 361,364 (click to see context) from:
[[folder:Kasatha]]
->'''Type:''' Humanoid (kasatha)
Four-armed aliens from a barbaric desert world who were brought to Golarion in the same spaceship that spawns the androids.
->'''Type:''' Humanoid (kasatha)
Four-armed aliens from a barbaric desert world who were brought to Golarion in the same spaceship that spawns the androids.
to:
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kitsune.png]]
->'''Type:''' Humanoid
Four-armed aliens from a barbaric desert world who were brought
Shapeshifting fox-folk native to
Changed line(s) 366,367 (click to see context) from:
* MultiArmedAndDangerous: Four arms.
* {{Multishot}}: Kasatha specialize in archery, and even have a ranger archetype that specializes in using two bows at once.
* {{Multishot}}: Kasatha specialize in archery, and even have a ranger archetype that specializes in using two bows at once.
to:
* MultiArmedAndDangerous: Four arms.
* {{Multishot}}: Kasatha specialize in archery,AsianFoxSpirit: Based on the mythological kitsune (and sharing traits with the mythical creatures themselves, along with the Chinese and even Korean equivalents, the ''huli jing'' and ''kumiho''), and similar to the real myth, they're shapeshifting foxes with magical affinities and frequently are tricksters. They get a feat for growing additional tails (just like versions of the ''kitsune'' myth), which can be taken eight times and grants more spell-like abilities with each tail (just as the same versions claim that ''kitsune'' grow more powerful with each additional tail). Lore notes there are large communities of kitsune in the equivalents to East Asia.
* {{Animorphism}}: Kitsune who grew up in sparsely-populated areas usually have the secondary form of a fox.
* CunningLikeAFox: They have aranger archetype reputation for trickery, often well-earned.
* FoxFolk: Kitsune are shapechangers with two forms. Their default form is thatspecializes of a fox-headed humanoid, while the secondary one resembles either a humanoid without fox features (if they grew up in using two bows cities) or a fox (if they were raised in the countryside).
* {{Humanshifting}}: Kitsune raised in populated areas areas 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.
* IHaveManyNames: Some kitsune have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name atonce.all for a fox form.
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.
* {{Multishot}}: Kasatha specialize in archery,
* {{Animorphism}}: Kitsune who grew up in sparsely-populated areas usually have the secondary form of a fox.
* CunningLikeAFox: They have a
* FoxFolk: Kitsune are shapechangers with two forms. Their default form is that
* {{Humanshifting}}: Kitsune raised in populated areas areas 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.
* IHaveManyNames: Some kitsune have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.
Changed line(s) 370,372 (click to see context) from:
[[folder:Kashrishi]]
[[quoteright:648:https://static.tvtropes.org/pmwiki/pub/images/kashrishi01.png]]
Strange, insect-like rhinos... or rhino-like insects.
[[quoteright:648:https://static.tvtropes.org/pmwiki/pub/images/kashrishi01.png]]
Strange, insect-like rhinos... or rhino-like insects.
to:
[[quoteright:648:https://static.
[[quoteright:960:https://static.tvtropes.
Short, profoundly arrogant draconic reptilian humanoids with delusions of grandeur.
Changed line(s) 374,378 (click to see context) from:
* BeastMan: Kashrishi resemble halfling-sized bipedal rhinoceroses with the occasional odd insectile feature.
* TheEmpath: Kashrishi are capable of discerning a creature's emotional state and impulses through proximity.
* HiveMind: They're ''mistaken'' to have this, but they're really incredibly empathetic.
* HornedHumanoid: All kashrishi have signature crystalline horns.
* MixAndMatchCritters: They're humanoids with rhino and insect characteristics, with some having more insect features and some having more rhino features. As they evolve in response to the environment, they may also take in aspects of other animals.
* TheEmpath: Kashrishi are capable of discerning a creature's emotional state and impulses through proximity.
* HiveMind: They're ''mistaken'' to have this, but they're really incredibly empathetic.
* HornedHumanoid: All kashrishi have signature crystalline horns.
* MixAndMatchCritters: They're humanoids with rhino and insect characteristics, with some having more insect features and some having more rhino features. As they evolve in response to the environment, they may also take in aspects of other animals.
to:
* BeastMan: Kashrishi resemble halfling-sized bipedal rhinoceroses 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, theoccasional odd insectile feature.
* TheEmpath: Kashrishidragonbreath kobolds, are capable of discerning a creature's emotional state 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 impulses through proximity.
bolts of electricity for blue ones.
*HiveMind: They're ''mistaken'' CombatPragmatist: Since one-on-one melee combat usually turns out badly for kobolds, they love to have this, but 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'rereally incredibly empathetic.
the ultimate {{Trap Master}}s, and [[ArsonMurderAndJaywalking they taste too terrible]] [[TooSpicyForYogSothoth for Darklands predators to eat them.]]
*HornedHumanoid: All kashrishi have signature crystalline horns.
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.
*MixAndMatchCritters: They're 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.
* OurKoboldsAreDifferent: Much like their ''TabletopGame/DungeonsAndDragons'' predecessors, they're small, reptilian humanoids distantly related to dragons. Second edition reimagines them as squatter beings withrhino almost toadlike faces and insect characteristics, broad, backwards-pointing horns. Their myths generally link them to dragons in some manner, usually with kobolds being dragons who were stripped of their power in some manner or with dragons having been created by empowering preexisting kobolds. In the modern day, kobolds live underground in mazelike warrens behind layers of deadly traps, are ancestral enemies of goblins, dwarves and gnomes and worship dragons as living gods. The vastly more insect features powerful dragons, in turn, mostly see kobolds as a cheap source of expandable minions and as a source of mild embarrassment otherwise.
** All kobolds have the scale color of one of the five types of chromatic dragon (white, black, green, blue and red). This is normally purely cosmetic, but a very rare variety, the dragonbreath kobolds, are able to use the BreathWeapon of their associated dragon type (respectively ice, acid, poison gas, lightning and fire).
** Culturally, kobolds are defined by strictly hierarchical societies, profound xenophobia towards anything that isn't a kobold or a dragon, fanatical devotion to their tribes and a vastly overwrought sense of self-importance -- kobolds believe themselves to be the true rulers of the world and as the creators of most forms of technology and civilization.
** While most kobolds live in complex tunnel systems underground, somehaving more rhino features. As tribes of green-scaled kobolds live nomadically deep within ancient forests.
* 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 theyevolve in response to taste too terrible for even the environment, predators in the Darklands to eat them.
* TrapMaster: Their specialty. Kobold lairs are almost always riddled with numerous, creative and deadly traps, and theymay also take in aspects of other animals.have several racial bonuses and archetypes to help with trapmaking.
* 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
* TheEmpath: Kashrishi
*
* 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
*
*
* 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.
* OurKoboldsAreDifferent: Much like their ''TabletopGame/DungeonsAndDragons'' predecessors, they're small, reptilian humanoids distantly related to dragons. Second edition reimagines them as squatter beings with
** All kobolds have the scale color of one of the five types of chromatic dragon (white, black, green, blue and red). This is normally purely cosmetic, but a very rare variety, the dragonbreath kobolds, are able to use the BreathWeapon of their associated dragon type (respectively ice, acid, poison gas, lightning and fire).
** Culturally, kobolds are defined by strictly hierarchical societies, profound xenophobia towards anything that isn't a kobold or a dragon, fanatical devotion to their tribes and a vastly overwrought sense of self-importance -- kobolds believe themselves to be the true rulers of the world and as the creators of most forms of technology and civilization.
** While most kobolds live in complex tunnel systems underground, some
* 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
* TrapMaster: Their specialty. Kobold lairs are almost always riddled with numerous, creative and deadly traps, and they
Changed line(s) 381,386 (click to see context) from:
[[folder:Kitsune]]
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kitsune.png]]
->'''Type:''' Humanoid (kitsune, shapechanger)
Shapeshifting fox-folk native to Tian Xia.
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kitsune.png]]
->'''Type:''' Humanoid (kitsune, shapechanger)
Shapeshifting fox-folk native to Tian Xia.
to:
[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kitsune.png]]
->'''Type:''' Humanoid
Shapeshifting fox-folk native to Tian Xia.
A savage, cannibalistic race that inhabits the westernmost islands of the Shackles.
Changed line(s) 388,394 (click to see context) from:
* AsianFoxSpirit: Based on the mythological kitsune (and sharing traits with the mythical creatures themselves, along with the Chinese and Korean equivalents, the ''huli jing'' and ''kumiho''), and similar to the real myth, they're shapeshifting foxes with magical affinities and frequently are tricksters. They get a feat for growing additional tails (just like versions of the ''kitsune'' myth), which can be taken eight times and grants more spell-like abilities with each tail (just as the same versions claim that ''kitsune'' grow more powerful with each additional tail). Lore notes there are large communities of kitsune in the equivalents to East Asia.
* {{Animorphism}}: Kitsune who grew up in sparsely-populated areas usually have the secondary form of a fox.
* CunningLikeAFox: They have a reputation for trickery, often well-earned.
* FoxFolk: Kitsune are shapechangers with two forms. Their default form is that of a fox-headed humanoid, while the secondary one resembles either a humanoid without fox features (if they grew up in cities) or a fox (if they were raised in the countryside).
* {{Humanshifting}}: Kitsune raised in populated areas areas 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.
* IHaveManyNames: Some kitsune have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at all for a fox form.
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.
* {{Animorphism}}: Kitsune who grew up in sparsely-populated areas usually have the secondary form of a fox.
* CunningLikeAFox: They have a reputation for trickery, often well-earned.
* FoxFolk: Kitsune are shapechangers with two forms. Their default form is that of a fox-headed humanoid, while the secondary one resembles either a humanoid without fox features (if they grew up in cities) or a fox (if they were raised in the countryside).
* {{Humanshifting}}: Kitsune raised in populated areas areas 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.
* IHaveManyNames: Some kitsune have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at all for a fox form.
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.
to:
* AsianFoxSpirit: Based on AlwaysChaoticEvil: They're essentially the mythological kitsune (and sharing traits with the mythical creatures themselves, along with the Chinese and Korean equivalents, the ''huli jing'' and ''kumiho''), and similar Shackles' answer to orcs.
* CannibalTribe: Kuru are savage, degenerate cannibals.
* BodyPaint: A distinctive quality of theirs; it might be {{blood|IsTheNewblack}} though.
* DayHurtsDarkAdjustedEyes: They're sensitive to thereal myth, they're shapeshifting foxes with magical affinities and frequently are tricksters. light.
* FaceHeelTurn: Theyget were once a feat for growing additional tails (just like versions of peaceful race native to the ''kitsune'' myth), which can be taken eight times Shackles. They were driven to the Cannibal Isles by encroaching pirates, and grants more spell-like abilities with each tail (just as the same versions claim that ''kitsune'' grow more powerful with each additional tail). Lore notes there Blood Queen's influence turned them into what they are large communities of kitsune in today.
* HumanSacrifice: Kuru often sacrifice their prey to theequivalents to East Asia.
Blood Queen.
*{{Animorphism}}: Kitsune who grew up in sparsely-populated areas usually have IAmAHumanitarian: They habitually eat other humanoids: the secondary form of a fox.
islands they inhabit are even known as "the Cannibal Isles".
*CunningLikeAFox: ManBitesMan: They have a reputation for trickery, often well-earned.
natural bite attack and gain temporary hit points from consuming the blood of their enemies.
*FoxFolk: Kitsune are shapechangers with two forms. 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: Theirdefault form is that of eyes are naturally solid red.
* ReligionOfEvil: They worship afox-headed humanoid, while monstrous entity known as the secondary one resembles either a humanoid without fox features (if they grew up in cities) or a fox (if they were raised in the countryside).
* {{Humanshifting}}: Kitsune raised in populated areas areas 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.
* IHaveManyNames: Some kitsune have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at all for a fox form.
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.Blood Queen.
* CannibalTribe: Kuru are savage, degenerate cannibals.
* BodyPaint: A distinctive quality of theirs; it might be {{blood|IsTheNewblack}} though.
* DayHurtsDarkAdjustedEyes: They're sensitive to the
* FaceHeelTurn: They
* HumanSacrifice: Kuru often sacrifice their prey to the
*
*
*
* RedEyesTakeWarning: Their
* ReligionOfEvil: They worship a
* {{Humanshifting}}: Kitsune raised in populated areas areas 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.
* IHaveManyNames: Some kitsune have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at all for a fox form.
* LovableRogue: Arguably, their Rogue Racial Archetype ''runs'' on exploiting this view. The Kitsune Tricksters use their guile and charms to get what they want.
Changed line(s) 397,401 (click to see context) from:
[[folder:Kobold]]
[[quoteright:960:https://static.tvtropes.org/pmwiki/pub/images/kobold01.png]]
->'''Type:''' Humanoid (reptilian)
Short, profoundly arrogant draconic reptilian humanoids with delusions of grandeur.
[[quoteright:960:https://static.tvtropes.org/pmwiki/pub/images/kobold01.png]]
->'''Type:''' Humanoid (reptilian)
Short, profoundly arrogant draconic reptilian humanoids with delusions of grandeur.
to:
[[quoteright:960:https://static.tvtropes.org/pmwiki/pub/images/kobold01.png]]
->'''Type:''' Humanoid
Short, profoundly arrogant draconic reptilian
Telepathic aliens from the planet Castrovel that resemble humanoids with
Changed line(s) 403,418 (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.
* OurKoboldsAreDifferent: Much like their ''TabletopGame/DungeonsAndDragons'' predecessors, they're small, reptilian humanoids distantly related to dragons. Second edition reimagines them as squatter beings with almost toadlike faces and broad, backwards-pointing horns. Their myths generally link them to dragons in some manner, usually with kobolds being dragons who were stripped of their power in some manner or with dragons having been created by empowering preexisting kobolds. In the modern day, kobolds live underground in mazelike warrens behind layers of deadly traps, are ancestral enemies of goblins, dwarves and gnomes and worship dragons as living gods. The vastly more powerful dragons, in turn, mostly see kobolds as a cheap source of expandable minions and as a source of mild embarrassment otherwise.
** All kobolds have the scale color of one of the five types of chromatic dragon (white, black, green, blue and red). This is normally purely cosmetic, but a very rare variety, the dragonbreath kobolds, are able to use the BreathWeapon of their associated dragon type (respectively ice, acid, poison gas, lightning and fire).
** Culturally, kobolds are defined by strictly hierarchical societies, profound xenophobia towards anything that isn't a kobold or a dragon, fanatical devotion to their tribes and a vastly overwrought sense of self-importance -- kobolds believe themselves to be the true rulers of the world and as the creators of most forms of technology and civilization.
** While most kobolds live in complex tunnel systems underground, some tribes of green-scaled kobolds live nomadically deep within ancient forests.
* 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.
* 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.
* OurKoboldsAreDifferent: Much like their ''TabletopGame/DungeonsAndDragons'' predecessors, they're small, reptilian humanoids distantly related to dragons. Second edition reimagines them as squatter beings with almost toadlike faces and broad, backwards-pointing horns. Their myths generally link them to dragons in some manner, usually with kobolds being dragons who were stripped of their power in some manner or with dragons having been created by empowering preexisting kobolds. In the modern day, kobolds live underground in mazelike warrens behind layers of deadly traps, are ancestral enemies of goblins, dwarves and gnomes and worship dragons as living gods. The vastly more powerful dragons, in turn, mostly see kobolds as a cheap source of expandable minions and as a source of mild embarrassment otherwise.
** All kobolds have the scale color of one of the five types of chromatic dragon (white, black, green, blue and red). This is normally purely cosmetic, but a very rare variety, the dragonbreath kobolds, are able to use the BreathWeapon of their associated dragon type (respectively ice, acid, poison gas, lightning and fire).
** Culturally, kobolds are defined by strictly hierarchical societies, profound xenophobia towards anything that isn't a kobold or a dragon, fanatical devotion to their tribes and a vastly overwrought sense of self-importance -- kobolds believe themselves to be the true rulers of the world and as the creators of most forms of technology and civilization.
** While most kobolds live in complex tunnel systems underground, some tribes of green-scaled kobolds live nomadically deep within ancient forests.
* 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.
to:
* AbhorrentAdmirer: Kobolds worship true dragons (both metaphorically and literally, depending on {{Expy}}: At least partly inspired by the circumstances), which they see as the greatest beings Cupians from Ralph Milne Farley's ''The Radio Man," 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 distractedtelepathic humanoids 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 workersantennae who consider hail from [[NoCommunitiesWereHarmed a life spent toiling productively to be a life well-spent, fantasy version of Venus]] 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.
[[InsectoidAliens formians]].
*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.
* OurKoboldsAreDifferent: MuchGreenSkinnedSpaceBabe: Female lashunta look like their ''TabletopGame/DungeonsAndDragons'' predecessors, they're small, reptilian humanoids distantly related to dragons. Second edition reimagines them as squatter beings with almost toadlike faces and broad, backwards-pointing horns. Their myths generally link them to dragons in some manner, usually with kobolds being dragons who were stripped of their power in some manner "idealized human or with dragons having been created by empowering preexisting kobolds. In the modern day, kobolds live underground in mazelike warrens behind layers of deadly traps, elf women", are ancestral enemies of goblins, dwarves and gnomes and worship dragons as living gods. The vastly more powerful dragons, in turn, mostly see kobolds as a cheap source of expandable minions and as a source of mild embarrassment otherwise.
** All kobolds have the scale color of one of the five types of chromatic dragon (white, black, green, blue and red). This is normally purely cosmetic, but a very rare variety, the dragonbreath kobolds, are able to use the BreathWeapon of their associated dragon type (respectively ice, acid, poison gas, lightning and fire).
** Culturally, kobolds are defined by strictly hierarchical societies, profound xenophobia towards anything that isn't a kobold or a dragon, fanatical devotion to their tribes and a vastly overwrought sense of self-importance -- kobolds believe themselves to be the true rulers of the world and as the creators of most forms of technology and civilization.
** While most kobolds live in complex tunnel systems underground, some tribes of green-scaled kobolds live nomadically deep within ancient forests.
* SmallNameBigEgo: They like to play up their draconic heritage in order to compensaterenowned for their obvious inferiority beauty, and live on a hot planet that is most comfortable in minimal clothing.
* 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 theiractual dragon ancestors. It's a big sore point.
* TooSpicyForYogSothoth: An entirely literal example: apparently they taste too terribleallies and BondCreatures, and their home planet is renowned for even the predators in the Darklands to eat them.
its psychics.
*TrapMaster: RubberForeheadAliens: Their specialty. Kobold lairs most alien feature is their antennae.
* SexyDimorphism: In 1st Edition, female lashunta arealmost always riddled with numerous, creative tall, lithe, commanding, and deadly traps, graceful; male lashunta are short, burly, brusque, and they have several racial bonuses hirsute. ''TabletopGame/{{Starfinder}}'' detaches the dimorphism from gender and archetypes retcons them as responses to help with trapmaking.different environmental stresses during puberty, something that was later carried over to ''Pathfinder'' 2nd Edition.
* SpaceElves: The women. The men are more like Space Dwarves.
* AbsoluteXenophobe: For the most part, other species are to be tormented, killed, avoided, or distracted
* 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
*
* OurKoboldsAreDifferent: Much
** All kobolds have the scale color of one of the five types of chromatic dragon (white, black, green, blue and red). This is normally purely cosmetic, but a very rare variety, the dragonbreath kobolds, are able to use the BreathWeapon of their associated dragon type (respectively ice, acid, poison gas, lightning and fire).
** Culturally, kobolds are defined by strictly hierarchical societies, profound xenophobia towards anything that isn't a kobold or a dragon, fanatical devotion to their tribes and a vastly overwrought sense of self-importance -- kobolds believe themselves to be the true rulers of the world and as the creators of most forms of technology and civilization.
** While most kobolds live in complex tunnel systems underground, some tribes of green-scaled kobolds live nomadically deep within ancient forests.
* SmallNameBigEgo: They like to play up their draconic heritage in order to compensate
* 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
* TooSpicyForYogSothoth: An entirely literal example: apparently they taste too terrible
*
* SexyDimorphism: In 1st Edition, female lashunta are
* SpaceElves: The women. The men are more like Space Dwarves.
Changed line(s) 421,424 (click to see context) from:
[[folder:Kuru]]
->'''Type:''' Humanoid (kuru)
A savage, cannibalistic race that inhabits the westernmost islands of the Shackles.
->'''Type:''' Humanoid (kuru)
A savage, cannibalistic race that inhabits the westernmost islands of the Shackles.
to:
[[quoteright:885:https://static.tvtropes.org/pmwiki/pub/images/lizardfolk01_9.png]]
->'''Type:''' Humanoid
A savage, cannibalistic race
Reptilian humanoids that
Changed line(s) 426,436 (click to see context) from:
* AlwaysChaoticEvil: They're essentially the Shackles' answer to orcs.
* CannibalTribe: Kuru are savage, degenerate cannibals.
* 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: Kuru often sacrifice their prey to the Blood Queen.
* 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.
* CannibalTribe: Kuru are savage, degenerate cannibals.
* 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: Kuru often sacrifice their prey to the Blood Queen.
* 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.
to:
* AlwaysChaoticEvil: ApeShallNeverKillApe: They take loyalty within a tribe very seriously.
* TheBeastmaster: Lizardfolk are quite skilled at taming large, powerful animals -- typically reptilian ones -- to serve as mounts, beasts of burdens and war animals. They typically use dinosaurs of almost any species in this role, but will sometimes keep wyverns as well.
* 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.
* DyingRace: Downplayed. Their relatively slow birthrate compared to mammals, plus the fact that most mammalian humanoids hate swamps [[HostileTerraforming and will happily drain them]], means that iruxi are being slowly outcompeted by mammalian humanoids. However, they anticipated this after the Earthfall (which was even more of a disaster for them than the mammals), and most tribes have contingencies in place; it's unlikely they will ever dominate the world again, but they're unlikely to go extinct anytime soon.
* EmotionlessReptile: The iruxi are known for their extremely stoic personalities. They tend to take a very passive, objective and long-term view to life and problems, preferring to calmly wait and watch before reaching decisions.
* {{Expy}}: They're essentially theShackles' answer same as ''TabletopGame/DungeonsAndDragons''' own Lizardfolk, down to orcs.
dwelling in swamplands, slow to trust outsiders, having aquatic bonuses, and having odd morals.
*CannibalTribe: Kuru are savage, FantasticRacism: They refuse to deal with elves due an unknown betrayal in their past, deeply distrust humans do their long history of territorial conflict and absolutely loathe boggards, whose society they consider a degenerate cannibals.
* 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: Kuru often sacrifice their prey to the Blood Queen.
* 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 bloodmockery of their enemies.
* MeaningfulName: In real life, [[https://en.wikipedia.org/wiki/Kuru_(disease) kuru]] is a prion-based disease that affectsown. On the nervous system, chiefly characterized by violent trembling other hand, they get along fine with dwarves and spasms. It is primarily contracted through cannibalism.
gnomes.
*RedEyesTakeWarning: Their eyes 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, arenaturally solid red.
much larger than their kin, and usually hold positions of authority.
*ReligionOfEvil: They worship a monstrous entity known as LizardFolk: Human-sized, bipedal reptiles who live in tribal societies and inhabit swamps.
* NobleSavage: Lizardfolk society, while primitive by theBlood Queen.quicker-breeding races' standards, has a great degree of cultural sophistication and artistic capability.
* TheBeastmaster: Lizardfolk are quite skilled at taming large, powerful animals -- typically reptilian ones -- to serve as mounts, beasts of burdens and war animals. They typically use dinosaurs of almost any species in this role, but will sometimes keep wyverns as well.
* 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.
* DyingRace: Downplayed. Their relatively slow birthrate compared to mammals, plus the fact that most mammalian humanoids hate swamps [[HostileTerraforming and will happily drain them]], means that iruxi are being slowly outcompeted by mammalian humanoids. However, they anticipated this after the Earthfall (which was even more of a disaster for them than the mammals), and most tribes have contingencies in place; it's unlikely they will ever dominate the world again, but they're unlikely to go extinct anytime soon.
* EmotionlessReptile: The iruxi are known for their extremely stoic personalities. They tend to take a very passive, objective and long-term view to life and problems, preferring to calmly wait and watch before reaching decisions.
* {{Expy}}: They're essentially the
*
* 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: Kuru often sacrifice their prey to the Blood Queen.
* 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
* MeaningfulName: In real life, [[https://en.wikipedia.org/wiki/Kuru_(disease) kuru]] is a prion-based disease that affects
*
* LargeAndInCharge: The lizard scions, a sub-race of lizardfolk, are
*
* NobleSavage: Lizardfolk society, while primitive by the
Changed line(s) 439,442 (click to see context) from:
[[folder:Lashunta]]
->'''Type:''' Humanoid (lashunta)
Telepathic aliens from the planet Castrovel that resemble humanoids with antennae.
->'''Type:''' Humanoid (lashunta)
Telepathic aliens from the planet Castrovel that resemble humanoids with antennae.
to:
[[quoteright:682:https://static.tvtropes.org/pmwiki/pub/images/682px_koloshkora.jpg]]
->'''Type:''' Humanoid
Telepathic aliens from the planet Castrovel that resemble humanoids
Fish people with
Changed line(s) 444,450 (click to see context) from:
* {{Expy}}: At least partly inspired by the Cupians from Ralph Milne Farley's ''The Radio Man," in being telepathic humanoids with antennae who hail from [[NoCommunitiesWereHarmed a fantasy version of Venus]] and are at odds with [[InsectoidAliens formians]].
* 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.
* 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.
* SexyDimorphism: In 1st Edition, female lashunta are tall, lithe, commanding, and graceful; male lashunta are short, burly, brusque, and hirsute. ''TabletopGame/{{Starfinder}}'' detaches the dimorphism from gender and retcons them as responses to different environmental stresses during puberty, something that was later carried over to ''Pathfinder'' 2nd Edition.
* SpaceElves: The women. The men are more like Space Dwarves.
* 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.
* 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.
* SexyDimorphism: In 1st Edition, female lashunta are tall, lithe, commanding, and graceful; male lashunta are short, burly, brusque, and hirsute. ''TabletopGame/{{Starfinder}}'' detaches the dimorphism from gender and retcons them as responses to different environmental stresses during puberty, something that was later carried over to ''Pathfinder'' 2nd Edition.
* SpaceElves: The women. The men are more like Space Dwarves.
to:
* CreepyGood: Despite their repulsive appearance and odour, locathahs are friendly towards their own kind and go to great lengths to befriend surface folk.
* {{Expy}}:At least partly inspired by They are a port of the Cupians same-named species from Ralph Milne Farley's ''The Radio Man," in being telepathic TabletopGame/DungeonsAndDragons, and most resemble their 3rd Ed appearance and behaviour (surprise!).
* FishPeople: Locathah are humanoids withantennae who hail from [[NoCommunitiesWereHarmed a fantasy version of Venus]] fish faces and are at odds with [[InsectoidAliens formians]].
* GreenSkinnedSpaceBabe: Female lashunta look like "idealized human or elf women", are renowned for their beauty,crested fins that exude a foul odour and live on a hot planet that is most comfortable in minimal clothing.
* 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.
* SexyDimorphism: In 1st Edition, female lashunta are tall, lithe, commanding, and graceful; male lashunta are short, burly, brusque, and hirsute. ''TabletopGame/{{Starfinder}}'' detachesthe dimorphism from gender and retcons them as responses to different environmental stresses during puberty, something that was later carried over to ''Pathfinder'' 2nd Edition.
* SpaceElves: The women. The men are more like Space Dwarves.sea.
* {{Expy}}:
* FishPeople: Locathah are humanoids with
* GreenSkinnedSpaceBabe: Female lashunta look like "idealized human or elf women", are renowned for their beauty,
* 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.
* SexyDimorphism: In 1st Edition, female lashunta are tall, lithe, commanding, and graceful; male lashunta are short, burly, brusque, and hirsute. ''TabletopGame/{{Starfinder}}'' detaches
* SpaceElves: The women. The men are more like Space Dwarves.
Changed line(s) 453,457 (click to see context) from:
[[folder:Lizardfolk]]
[[quoteright:885:https://static.tvtropes.org/pmwiki/pub/images/lizardfolk01_9.png]]
->'''Type:''' Humanoid (reptilian)
Reptilian humanoids that live in swamps and marshes, the lizardfolk -- ''iruxi'', as they name themselves -- are one of Golarion's most ancient species.
[[quoteright:885:https://static.tvtropes.org/pmwiki/pub/images/lizardfolk01_9.png]]
->'''Type:''' Humanoid (reptilian)
Reptilian humanoids that live in swamps and marshes, the lizardfolk -- ''iruxi'', as they name themselves -- are one of Golarion's most ancient species.
to:
[[quoteright:885:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Type:''' Humanoid
Reptilian humanoids that live in swamps and marshes,
Reclusive inhabitants of the
Changed line(s) 459,469 (click to see context) from:
* ApeShallNeverKillApe: They take loyalty within a tribe very seriously.
* TheBeastmaster: Lizardfolk are quite skilled at taming large, powerful animals -- typically reptilian ones -- to serve as mounts, beasts of burdens and war animals. They typically use dinosaurs of almost any species in this role, but will sometimes keep wyverns as well.
* 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.
* DyingRace: Downplayed. Their relatively slow birthrate compared to mammals, plus the fact that most mammalian humanoids hate swamps [[HostileTerraforming and will happily drain them]], means that iruxi are being slowly outcompeted by mammalian humanoids. However, they anticipated this after the Earthfall (which was even more of a disaster for them than the mammals), and most tribes have contingencies in place; it's unlikely they will ever dominate the world again, but they're unlikely to go extinct anytime soon.
* EmotionlessReptile: The iruxi are known for their extremely stoic personalities. They tend to take a very passive, objective and long-term view to life and problems, preferring to calmly wait and watch before reaching decisions.
* {{Expy}}: They're essentially the same as ''TabletopGame/DungeonsAndDragons''' own Lizardfolk, down to dwelling in swamplands, slow to trust outsiders, having aquatic bonuses, and having odd morals.
* FantasticRacism: They refuse to deal with elves due an unknown betrayal in their past, deeply distrust humans do their long history of territorial conflict and absolutely loathe boggards, whose society they consider a degenerate mockery of their own. On the other hand, they get along fine with dwarves and gnomes.
* 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.
* TheBeastmaster: Lizardfolk are quite skilled at taming large, powerful animals -- typically reptilian ones -- to serve as mounts, beasts of burdens and war animals. They typically use dinosaurs of almost any species in this role, but will sometimes keep wyverns as well.
* 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.
* DyingRace: Downplayed. Their relatively slow birthrate compared to mammals, plus the fact that most mammalian humanoids hate swamps [[HostileTerraforming and will happily drain them]], means that iruxi are being slowly outcompeted by mammalian humanoids. However, they anticipated this after the Earthfall (which was even more of a disaster for them than the mammals), and most tribes have contingencies in place; it's unlikely they will ever dominate the world again, but they're unlikely to go extinct anytime soon.
* EmotionlessReptile: The iruxi are known for their extremely stoic personalities. They tend to take a very passive, objective and long-term view to life and problems, preferring to calmly wait and watch before reaching decisions.
* {{Expy}}: They're essentially the same as ''TabletopGame/DungeonsAndDragons''' own Lizardfolk, down to dwelling in swamplands, slow to trust outsiders, having aquatic bonuses, and having odd morals.
* FantasticRacism: They refuse to deal with elves due an unknown betrayal in their past, deeply distrust humans do their long history of territorial conflict and absolutely loathe boggards, whose society they consider a degenerate mockery of their own. On the other hand, they get along fine with dwarves and gnomes.
* 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.
to:
* ApeShallNeverKillApe: They take loyalty within a tribe very seriously.
* TheBeastmaster: Lizardfolk are quite skilled at taming large, powerful animals -- typically reptilian ones -- to serve as mounts, beasts of burdens and war animals. They typically use dinosaurs of almost anyAbsoluteXenophobe: While they generally don't seek out other species in this role, but will sometimes keep wyverns as well.
* BlueAndOrangeMorality: The main cause ofto kill, they defend their conflicts with own territories mercilessly and view all other races. For example, they view sending one's greatest fighters to war instead of keeping them to guard species as invaders and enemies.
* OddFriendship: With theyoung to be completely insane.
* DyingRace: Downplayed. Their relatively slow birthrate compared to mammals, plus the fact that most mammalian humanoids hate swamps [[HostileTerraforming''[[EldritchAbomination aboleths]]'', of all things. The aboleth were their creators, and will happily drain them]], means that iruxi are being slowly outcompeted by mammalian humanoids. However, they anticipated to this after the Earthfall (which was even more of a disaster for them than the mammals), and most tribes have contingencies in place; it's unlikely they will ever dominate the world again, but day they're unlikely to go extinct anytime soon.
the only creatures the merfolk think of as allies.
*EmotionlessReptile: The iruxi are known for their OurMermaidsAreDifferent: Amphibious, pointy-eared and extremely stoic personalities. reclusive, but otherwise fairly standard.
* ServantRace: Theytend to take a very passive, objective were created as the aboleths' first foray into creating humanoid servitor species, and long-term view to life this day often serve the fishlike aberrations as agents and problems, preferring to calmly wait and watch before reaching decisions.
* {{Expy}}: They're essentially the same as ''TabletopGame/DungeonsAndDragons''' own Lizardfolk, down to dwelling in swamplands, slow to trust outsiders, having aquatic bonuses, and having odd morals.
* FantasticRacism: They refuse to deal with elves due an unknown betrayal in their past, deeply distrust humans do their long history of territorial conflict and absolutely loathe boggards, whose society they consider a degenerate mockery of their own. On the other hand, they get along fine with dwarves and gnomes.
* 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.unwitting wardens.
* TheBeastmaster: Lizardfolk are quite skilled at taming large, powerful animals -- typically reptilian ones -- to serve as mounts, beasts of burdens and war animals. They typically use dinosaurs of almost any
* BlueAndOrangeMorality: The main cause of
* OddFriendship: With the
* DyingRace: Downplayed. Their relatively slow birthrate compared to mammals, plus the fact that most mammalian humanoids hate swamps [[HostileTerraforming
*
* ServantRace: They
* {{Expy}}: They're essentially the same as ''TabletopGame/DungeonsAndDragons''' own Lizardfolk, down to dwelling in swamplands, slow to trust outsiders, having aquatic bonuses, and having odd morals.
* FantasticRacism: They refuse to deal with elves due an unknown betrayal in their past, deeply distrust humans do their long history of territorial conflict and absolutely loathe boggards, whose society they consider a degenerate mockery of their own. On the other hand, they get along fine with dwarves and gnomes.
* 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.
Changed line(s) 472,476 (click to see context) from:
[[folder:Locathah]]
[[quoteright:682:https://static.tvtropes.org/pmwiki/pub/images/682px_koloshkora.jpg]]
->'''Type:''' Humanoid (aquatic)
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.
[[quoteright:682:https://static.tvtropes.org/pmwiki/pub/images/682px_koloshkora.jpg]]
->'''Type:''' Humanoid (aquatic)
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.
to:
[[quoteright:682:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Type:''' Humanoid
Fish people with an emphasis on
A goblin subrace from Mediogalti Island off the
Changed line(s) 478,480 (click to see context) from:
* 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.
* {{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.
to:
* CreepyGood: Despite their repulsive appearance and odour, locathahs are friendly towards DemotedToExtra: In mechanical terms, they went from being their own kind and go ancestry in 1E to great lengths just a Heritage in 2E.
* HumanSacrifice: They're believed tobefriend surface folk.
practice it.
*{{Expy}}: They are a port of the same-named species PrehensileTail: Their main distinction from TabletopGame/DungeonsAndDragons, and most resemble other goblins is their 3rd Ed appearance and behaviour (surprise!).
prehensile, monkey-like tail, which they can use as an additional grasping limb.
*FishPeople: Locathah are humanoids with fish faces and crested fins {{Pyromaniac}}: Like regular goblins, they love them some fire. It's suspected that exude a foul odour and live in their current city is at least the sea.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.
* HumanSacrifice: They're believed to
*
*
* ReligionOfEvil: They're suspected to be demon-worshipers.
* TreeTopTown: Ganda-Uj is an especially primitive example of this.
Changed line(s) 483,487 (click to see context) from:
[[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.
[[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.
to:
[[quoteright:300:https://static.
[[quoteright:736:https://static.tvtropes.
->'''Type:''' Humanoid
Reclusive inhabitants
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
Changed line(s) 489,492 (click to see context) from:
* 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.
* 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 BornUnderTheSail: They descend from Azlanti seafarers who were pulled along with the seas as they generally don't seek out rushed into the Darklands and maintain their ancestors' maritime traditions, sailing the breadth of the Sightless Sea on ivory ships and living on floating island-cities. Not all munavri take to the sea -- most priests and craftsmen never leave their islands -- but sea travel still plays an important part in their culture and all young munavri are expected to build a skiff and learn how to sail.
* CraftedFromAnimals: Their distinctive ivory ships are crafted from the bones and teeth of the monsters of the Sightless Sea.
* DayHurtsDarkAdjustedEyes: Munavri do not handle bright light well, due to their subterranean lifestyles and their albinism.
* 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.
* MageSpecies: All munavri are psychic.
* NoSocialSkills: Munavris have little reason to engage in spoken conversations with one another and have thus very little familiarity with common social etiquette. When non-telepaths have to interact with them, munavris will routinely go off on lengthy tangents, overshare personal problems and private information, and completely miss their speaking partners' cues to end the discussion. In general, conversations with a munavri tend to be both rather uncomfortable and a lot longer than they need to be.
* PsychicPowers: All munavri are natural psychics, having gained the ability shortly after coming to Orv. Telepathy is present universally, as is the ability to instantly tell an object's purpose and nature, but otherspecies powers can manifest as well.
* PurposelyOverpowered: In 1st Edition, outside of Azlanti humans, munavri are the most overpowered race not tokill, have any racial hit dice; they defend gain bonuses to all of their own territories mercilessly ability scores, only taking a slight penalty to strength, and view all have a plethora of 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 thebonuses, with only creatures slight mechanical weaknesses. On the merfolk think other hand, they live in an isolated cavern beneath the earth on a separate continent from where most of as allies.
* OurMermaidsAreDifferent: Amphibious, pointy-earedthe action in Golarion takes place, meaning they are particularly impractical and extremely reclusive, but otherwise fairly standard.
* ServantRace: They were created asimplausible for them to be [=PCs=] in most adventures without a convoluted backstory -- and by the aboleths' first foray into creating humanoid servitor species, time an adventure can make its way to where they live, most enemies will be even more ludicrously overpowered anyway.
* {{Telepathy}}: Munavri are natural telepaths, and almost never speak aloud tothis day often serve the fishlike aberrations as agents and unwitting wardens.one another.
* CraftedFromAnimals: Their distinctive ivory ships are crafted from the bones and teeth of the monsters of the Sightless Sea.
* DayHurtsDarkAdjustedEyes: Munavri do not handle bright light well, due to their subterranean lifestyles and their albinism.
* 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.
* MageSpecies: All munavri are psychic.
* NoSocialSkills: Munavris have little reason to engage in spoken conversations with one another and have thus very little familiarity with common social etiquette. When non-telepaths have to interact with them, munavris will routinely go off on lengthy tangents, overshare personal problems and private information, and completely miss their speaking partners' cues to end the discussion. In general, conversations with a munavri tend to be both rather uncomfortable and a lot longer than they need to be.
* PsychicPowers: All munavri are natural psychics, having gained the ability shortly after coming to Orv. Telepathy is present universally, as is the ability to instantly tell an object's purpose and nature, but other
* PurposelyOverpowered: In 1st Edition, outside of Azlanti humans, munavri are the most overpowered race not to
* OddFriendship: With the ''[[EldritchAbomination aboleths]]'', of all things. The aboleth were their creators, and to this day they're the
* OurMermaidsAreDifferent: Amphibious, pointy-eared
* ServantRace: They were created as
* {{Telepathy}}: Munavri are natural telepaths, and almost never speak aloud to
Changed line(s) 495,499 (click to see context) from:
[[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.
[[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:
[[quoteright:300:https://static.
->'''Type:''' Humanoid (reptilian)
[[quoteright:576:https://static.tvtropes.
->'''Type:''' Humanoid (goblinoid)
A goblin subrace from Mediogalti Island off
Snake-humanoids created by the
Changed line(s) 501,506 (click to see context) from:
* 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.
* 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.
to:
* DemotedToExtra: In mechanical terms, DumbMuscle: First edition nagaji have a racial bonus to Strength, a penalty to Intelligence, and a lack of understanding for logic and education.
* LongNeck: Whipfang nagaji have a long, flexible neck that can curl into a striking pose like that of a snake, and allows them to bite with surprising distance and speed.
* 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]]. 2e subverts this, stating that theywent from being were created by their own ancestry in 1E to just a Heritage in 2E.
* HumanSacrifice: They're believed to practice it.
* PrehensileTail: Their main distinction fromgoddess as equals and venerate the naga as spiritual guides and guardians rather than necessarily as rulers (even though many nagaji societies ''are'' ruled by nagas), but most other goblins is humanoids assume that they have no interests aside from mindlessly serving nagas.
* SnakePeople: The typical nagaji has a scaled humanoid body and a serpentine head. Sacred nagaji stand out from the rest of theirprehensile, 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 leastspecies, with the fifth site to bear upper body of a beautiful human and the name, lower body of a green or white snake, to 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.point they're sometimes mistaken for lamias.
* LongNeck: Whipfang nagaji have a long, flexible neck that can curl into a striking pose like that of a snake, and allows them to bite with surprising distance and speed.
* 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]]. 2e subverts this, stating that they
* HumanSacrifice: They're believed to practice it.
* PrehensileTail: Their main distinction from
* SnakePeople: The typical nagaji has a scaled humanoid body and a serpentine head. Sacred nagaji stand out from the rest of their
* {{Pyromaniac}}: Like regular goblins, they love them some fire. It's suspected that their current city is at least
* ReligionOfEvil: They're suspected to be demon-worshipers.
* TreeTopTown: Ganda-Uj is an especially primitive example of this.
Changed line(s) 509,513 (click to see context) from:
[[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..
[[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..
to:
[[quoteright:736:https://static.tvtropes.org/pmwiki/pub/images/1eda2ac75ba20f23d022bf60e2ded8dd.jpg]]
->'''Type:''' Humanoid
A race of
Changed line(s) 515,523 (click to see context) from:
* BornUnderTheSail: They descend from Azlanti seafarers who were pulled along with the seas as they rushed into the Darklands and maintain their ancestors' maritime traditions, sailing the breadth of the Sightless Sea on ivory ships and living on floating island-cities. Not all munavri take to the sea -- most priests and craftsmen never leave their islands -- but sea travel still plays an important part in their culture and all young munavri are expected to build a skiff and learn how to sail.
* CraftedFromAnimals: Their distinctive ivory ships are crafted from the bones and teeth of the monsters of the Sightless Sea.
* DayHurtsDarkAdjustedEyes: Munavri do not handle bright light well, due to their subterranean lifestyles and their albinism.
* 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.
* MageSpecies: All munavri are psychic.
* NoSocialSkills: Munavris have little reason to engage in spoken conversations with one another and have thus very little familiarity with common social etiquette. When non-telepaths have to interact with them, munavris will routinely go off on lengthy tangents, overshare personal problems and private information, and completely miss their speaking partners' cues to end the discussion. In general, conversations with a munavri tend to be both rather uncomfortable and a lot longer than they need to be.
* PsychicPowers: All munavri are natural psychics, having gained the ability shortly after coming to Orv. Telepathy is present universally, as is the ability to instantly tell an object's purpose and nature, but other powers can manifest as well.
* PurposelyOverpowered: In 1st Edition, 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 [=PCs=] in most adventures without a convoluted backstory -- and by the time an adventure can make its way to where they live, most enemies will be even more ludicrously overpowered anyway.
* {{Telepathy}}: Munavri are natural telepaths, and almost never speak aloud to one another.
* CraftedFromAnimals: Their distinctive ivory ships are crafted from the bones and teeth of the monsters of the Sightless Sea.
* DayHurtsDarkAdjustedEyes: Munavri do not handle bright light well, due to their subterranean lifestyles and their albinism.
* 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.
* MageSpecies: All munavri are psychic.
* NoSocialSkills: Munavris have little reason to engage in spoken conversations with one another and have thus very little familiarity with common social etiquette. When non-telepaths have to interact with them, munavris will routinely go off on lengthy tangents, overshare personal problems and private information, and completely miss their speaking partners' cues to end the discussion. In general, conversations with a munavri tend to be both rather uncomfortable and a lot longer than they need to be.
* PsychicPowers: All munavri are natural psychics, having gained the ability shortly after coming to Orv. Telepathy is present universally, as is the ability to instantly tell an object's purpose and nature, but other powers can manifest as well.
* PurposelyOverpowered: In 1st Edition, 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 [=PCs=] in most adventures without a convoluted backstory -- and by the time an adventure can make its way to where they live, most enemies will be even more ludicrously overpowered anyway.
* {{Telepathy}}: Munavri are natural telepaths, and almost never speak aloud to one another.
to:
* BornUnderTheSail: BeastMan: They descend from Azlanti seafarers who were pulled along with the seas as they rushed into the Darklands and maintain their ancestors' maritime traditions, sailing the breadth of the Sightless Sea on ivory ships and living on floating island-cities. Not all munavri take to the sea -- most priests and craftsmen never leave their islands -- but sea travel still plays an important part in their culture and all young munavri are expected to build a skiff and learn how to sail.
resemble small anthropomorphic orangutans.
*CraftedFromAnimals: Their distinctive ivory ships are crafted from the bones and teeth of the monsters of the Sightless Sea.
* DayHurtsDarkAdjustedEyes: Munavri do not handle bright light well, due to their subterranean lifestyles and their albinism.
* HumanSubspecies:BigfootSasquatchAndYeti: 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.
* MageSpecies: All munavri are psychic.
* NoSocialSkills: Munavris have little reason to engage in spoken conversations with one another and have thus very little familiarity with common social etiquette. When non-telepaths have to interact with them, munavris will routinely go off on lengthy tangents, overshare personal problems and private information, and completely miss their speaking partners' cues to end the discussion. In general, conversations witha munavri tend to be both rather uncomfortable and a lot longer than they need to be.
* PsychicPowers: All munavri are natural psychics, having gained the ability shortly after coming to Orv. Telepathy is present universally, as is the ability to instantly tell an object's purpose and nature, but other powers can manifest as well.
* PurposelyOverpowered: In 1st Edition, 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 mostsmaller offshoot of the action in Golarion takes place, meaning they are particularly impractical and implausible for them to be [=PCs=] in most adventures without sasquatch species.
* PintSizedPowerhouse: They get aconvoluted backstory -- and by the time an adventure can make its way to where they live, most enemies will be even more ludicrously overpowered anyway.
* {{Telepathy}}: Munavri are natural telepaths, and almost never speak aloud to one another.strength bonus despite their small size.
*
* DayHurtsDarkAdjustedEyes: Munavri do not handle bright light well, due to their subterranean lifestyles and their albinism.
* HumanSubspecies:
* MageSpecies: All munavri are psychic.
* NoSocialSkills: Munavris have little reason to engage in spoken conversations with one another and have thus very little familiarity with common social etiquette. When non-telepaths have to interact with them, munavris will routinely go off on lengthy tangents, overshare personal problems and private information, and completely miss their speaking partners' cues to end the discussion. In general, conversations with
* PsychicPowers: All munavri are natural psychics, having gained the ability shortly after coming to Orv. Telepathy is present universally, as is the ability to instantly tell an object's purpose and nature, but other powers can manifest as well.
* PurposelyOverpowered: In 1st Edition, 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
* PintSizedPowerhouse: They get a
* {{Telepathy}}: Munavri are natural telepaths, and almost never speak aloud to one another.
Changed line(s) 526,530 (click to see context) from:
[[folder:Nagaji]]
->'''Type:''' Humanoid (reptilian)
[[quoteright:576:https://static.tvtropes.org/pmwiki/pub/images/nagaji03.png]]
Snake-humanoids created by the goddess Nalinivati, who was inspired by both humans and nagas themselves. Many devote themselves to naga, or at the very least, an ideal.
->'''Type:''' Humanoid (reptilian)
[[quoteright:576:https://static.tvtropes.org/pmwiki/pub/images/nagaji03.png]]
Snake-humanoids created by the goddess Nalinivati, who was inspired by both humans and nagas themselves. Many devote themselves to naga, or at the very least, an ideal.
to:
->'''Type:''' Humanoid (reptilian)
[[quoteright:576:https://static.
[[quoteright:320:https://static.tvtropes.
Snake-humanoids created by
->'''Type:''' Humanoid (orc)
Ancestral enemies of the
Changed line(s) 532,536 (click to see context) from:
* DumbMuscle: First edition nagaji have a racial bonus to Strength, a penalty to Intelligence, and a lack of understanding for logic and education.
* LongNeck: Whipfang nagaji have a long, flexible neck that can curl into a striking pose like that of a snake, and allows them to bite with surprising distance and speed.
* 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]]. 2e subverts this, stating that they were created by their goddess as equals and venerate the naga as spiritual guides and guardians rather than necessarily as rulers (even though many nagaji societies ''are'' ruled by nagas), but most other humanoids assume that they have no interests aside from mindlessly serving nagas.
* SnakePeople: The typical nagaji has a scaled humanoid body and a serpentine head. Sacred nagaji stand out from the rest of their species, with the upper body of a beautiful human and the lower body of a green or white snake, to the point they're sometimes mistaken for lamias.
* LongNeck: Whipfang nagaji have a long, flexible neck that can curl into a striking pose like that of a snake, and allows them to bite with surprising distance and speed.
* 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]]. 2e subverts this, stating that they were created by their goddess as equals and venerate the naga as spiritual guides and guardians rather than necessarily as rulers (even though many nagaji societies ''are'' ruled by nagas), but most other humanoids assume that they have no interests aside from mindlessly serving nagas.
* SnakePeople: The typical nagaji has a scaled humanoid body and a serpentine head. Sacred nagaji stand out from the rest of their species, with the upper body of a beautiful human and the lower body of a green or white snake, to the point they're sometimes mistaken for lamias.
to:
* DumbMuscle: First edition nagaji have a racial bonus to Strength, a penalty to Intelligence, and a lack of understanding for logic and education.
* LongNeck: Whipfang nagaji have a long, flexible neck that can curl into a striking pose like that of a snake, and allows them to bite with surprising distance and speed.
* PoisonousPerson: Some nagaji are capable of spitting venom.
* ServantRace: According to legend, nagaji were created byAlwaysChaoticEvil: Being pretty much the naga as servants. [[HappinessInSlavery They claim to be okay with it]]. 2e subverts this, stating that TropeCodifier, they were created by their goddess usually depicted as equals evil throughout 1st Edition, mostly due to having evil gods and venerate {{Demon Lords|And Archdevils}} as patrons. 2nd Edition has [[ZigzaggingTrope zigzagged]] this - orcs are described this way in the naga as spiritual guides and guardians rather than necessarily as rulers (even though many nagaji societies ''are'' ruled by nagas), Bestiary (much like Goblins), but most other humanoids assume the Advanced Players Guide gives no indication that they have no interests aside from mindlessly serving nagas.
* SnakePeople: The typical nagaji has a scaled humanoid bodyan inherently-evil nature, and a serpentine head. Sacred nagaji stand out from there are examples of good-leaning orc societies on Golarion such as the rest Matanji orcs of the Mwangi Expanse.
* AmazingTechnicolorPopulation: All orcs have bright green skin.
* ArchEnemy: Dwarves; theirspecies, oldest and most hated enemy, the dwarves have shattered orc empires both above and below ground.
* BloodKnight: Their culture revolves around combat.
* BrutishCharacterBrutishWeapon: The greataxe is a favoured weapon among orcs, and synergizes well with their brute strength.
* DayHurtsDarkAdjustedEyes: Orcs are a subterranean race in origin and have low light tolerance. There's an alternate racial trait to avert this, however, described as theupper body result of an orc staring into the sun for long periods rather than "be defeated" by it.
* {{Determinator}}: Orcs can keep fighting even when their hit points slip into the negatives.
* 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.
* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* HorseOfADifferentColor: Orcs like their mounts powerful, frightening and impressive. They usually tame megafaunal predators for this purpose, especially dire wolves and smilodons, and will eagerly bribe or pressure more exotic monsters such as drakes and manticores to serve as steeds when the opportunity arises.
* MachoMasochism: A common orc saying goes "you are your scars"; they believe that MiseryBuildsCharacter, and even the loser of abeautiful human fight that endures incredible pain [[GracefulLoser with dignity]] earns almost as much as the winner.
* ProudWarriorRace: Of {{Blood Knight}}s, though they tend to view things like honor and loyalty as getting in thelower body way of a green or white snake, to the point they're sometimes mistaken for lamias.brute force.
* WorthyOpponent: They see humans as this, partly because they see them as being [[HumansAreBastards just as bloodthirsty]] as they are.
* LongNeck: Whipfang nagaji have a long, flexible neck that can curl into a striking pose like that of a snake, and allows them to bite with surprising distance and speed.
* PoisonousPerson: Some nagaji are capable of spitting venom.
* ServantRace: According to legend, nagaji were created by
* SnakePeople: The typical nagaji has a scaled humanoid body
* AmazingTechnicolorPopulation: All orcs have bright green skin.
* ArchEnemy: Dwarves; their
* BloodKnight: Their culture revolves around combat.
* BrutishCharacterBrutishWeapon: The greataxe is a favoured weapon among orcs, and synergizes well with their brute strength.
* DayHurtsDarkAdjustedEyes: Orcs are a subterranean race in origin and have low light tolerance. There's an alternate racial trait to avert this, however, described as the
* {{Determinator}}: Orcs can keep fighting even when their hit points slip into the negatives.
* 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.
* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* HorseOfADifferentColor: Orcs like their mounts powerful, frightening and impressive. They usually tame megafaunal predators for this purpose, especially dire wolves and smilodons, and will eagerly bribe or pressure more exotic monsters such as drakes and manticores to serve as steeds when the opportunity arises.
* MachoMasochism: A common orc saying goes "you are your scars"; they believe that MiseryBuildsCharacter, and even the loser of a
* ProudWarriorRace: Of {{Blood Knight}}s, though they tend to view things like honor and loyalty as getting in the
* WorthyOpponent: They see humans as this, partly because they see them as being [[HumansAreBastards just as bloodthirsty]] as they are.
Changed line(s) 539,542 (click to see context) from:
[[folder:Orang-Pendak]]
->'''Type:''' Humanoid (sasquatch)
A race of small, reclusive, apelike hunter-gatherers related to sasquatches.
->'''Type:''' Humanoid (sasquatch)
A race of small, reclusive, apelike hunter-gatherers related to sasquatches.
to:
[[quoteright:772:https://static.tvtropes.org/pmwiki/pub/images/ratfolk02.png]]
->'''Type:''' Humanoid
A race of small, reclusive, apelike hunter-gatherers related to sasquatches.
Child-sized, quick-witted anthropomorphic rats, more properly called ysoki.
Changed line(s) 544,546 (click to see context) from:
* BeastMan: They resemble small anthropomorphic orangutans.
* BigfootSasquatchAndYeti: They're a smaller offshoot of the sasquatch species.
* PintSizedPowerhouse: They get a strength bonus despite their small size.
* BigfootSasquatchAndYeti: They're a smaller offshoot of the sasquatch species.
* PintSizedPowerhouse: They get a strength bonus despite their small size.
to:
* BeastMan: They resemble small anthropomorphic orangutans.
* BigfootSasquatchAndYeti: They're a smaller offshootBashBrothers: As part of the sasquatch 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.
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: Humanoid rats about the size of a halfling, who live in large groups within twisting warrens, are strongly associated with disease and common rodents, and are typically highly distrusted by other species.
*PintSizedPowerhouse: They get ThinkingUpPortals: Ratfolk created a strength bonus despite 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 small size.presence on Akiton, Golarion, and Castrovel.
* 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.
* BigfootSasquatchAndYeti: They're a smaller offshoot
* 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.
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: Humanoid rats about the size of a halfling, who live in large groups within twisting warrens, are strongly associated with disease and common rodents, and are typically highly distrusted by other species.
*
* 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.
Changed line(s) 549,553 (click to see context) from:
[[folder:Orc]]
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_orc_1.png]]
->'''Type:''' Humanoid (orc)
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.
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_orc_1.png]]
->'''Type:''' Humanoid (orc)
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:
[[quoteright:320:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_orc_1.png]]
->'''Type:''' Humanoid
Ancestral enemies
Bipedal reptiles from another planet, or perhaps another plane. Reptoids disguise themselves as other races and take positions of
Changed line(s) 555,567 (click to see context) from:
* 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.
* AmazingTechnicolorPopulation: All orcs have bright green skin.
* ArchEnemy: Dwarves; their oldest and most hated enemy, the dwarves have shattered orc empires both above and below ground.
* BloodKnight: Their culture revolves around combat.
* BrutishCharacterBrutishWeapon: The greataxe is a favoured weapon among orcs, and synergizes well with their brute strength.
* DayHurtsDarkAdjustedEyes: Orcs are a subterranean race in origin and have low light tolerance. There's an alternate racial trait to avert this, however, described as the result of an orc staring into the sun for long periods rather than "be defeated" by it.
* {{Determinator}}: Orcs can keep fighting even when their hit points slip into the negatives.
* 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.
* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* HorseOfADifferentColor: Orcs like their mounts powerful, frightening and impressive. They usually tame megafaunal predators for this purpose, especially dire wolves and smilodons, and will eagerly bribe or pressure more exotic monsters such as drakes and manticores to serve as steeds when the opportunity arises.
* MachoMasochism: A common orc saying goes "you are your scars"; they believe that MiseryBuildsCharacter, and even the loser of a fight that endures incredible pain [[GracefulLoser with dignity]] earns almost as much as the winner.
* 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.
* AmazingTechnicolorPopulation: All orcs have bright green skin.
* ArchEnemy: Dwarves; their oldest and most hated enemy, the dwarves have shattered orc empires both above and below ground.
* BloodKnight: Their culture revolves around combat.
* BrutishCharacterBrutishWeapon: The greataxe is a favoured weapon among orcs, and synergizes well with their brute strength.
* DayHurtsDarkAdjustedEyes: Orcs are a subterranean race in origin and have low light tolerance. There's an alternate racial trait to avert this, however, described as the result of an orc staring into the sun for long periods rather than "be defeated" by it.
* {{Determinator}}: Orcs can keep fighting even when their hit points slip into the negatives.
* 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.
* FantasticRacism: They view elves and dwarves with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* HorseOfADifferentColor: Orcs like their mounts powerful, frightening and impressive. They usually tame megafaunal predators for this purpose, especially dire wolves and smilodons, and will eagerly bribe or pressure more exotic monsters such as drakes and manticores to serve as steeds when the opportunity arises.
* MachoMasochism: A common orc saying goes "you are your scars"; they believe that MiseryBuildsCharacter, and even the loser of a fight that endures incredible pain [[GracefulLoser with dignity]] earns almost as much as the winner.
* 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.
to:
* AlwaysChaoticEvil: Being pretty much AncientConspiracy: No one has any idea of how long 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 Reptoids have an inherently-evil nature, and there are examples of good-leaning orc societies been screwing around on Golarion such as the Matanji orcs of the Mwangi Expanse.
Golarion, but it's clear they've been here a while.
*AmazingTechnicolorPopulation: All orcs have bright green skin.
* ArchEnemy: Dwarves;LizardFolk: In their oldest and most hated enemy, the dwarves have shattered orc empires both above and below ground.true form, they're scaly, tailed humanoids with wide, lipless mouths filled with sharp teeth.
* NebulousEvilOrganisation: They're invading, all right, but no one, even those who are lucky enough to take a Reptoid alive, can figure out ''why'' they're invading.
*BloodKnight: Their culture revolves around combat.
* BrutishCharacterBrutishWeapon: The greataxe is a favoured weapon among orcs,ReptilianConspiracy: They're shapeshifting humanoid lizard aliens sent to infiltrate society, gain positions of power, and synergizes well with prepare for the invasion.
* VoluntaryShapeshifting: They have one specific humanoid form they can transform into, but can alter theirbrute strength.
* DayHurtsDarkAdjustedEyes: Orcs are a subterranean race in origin and have low light tolerance. There's an alternate racial trait to avert this, however, described as the result of an orc staring into the sun for long periods rather than "be defeated" by it.
* {{Determinator}}: Orcs can keep fighting even when their hit points slip into the negatives.
* 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.
* FantasticRacism: They view elves and dwarveshumanoid form with hatred and resentment, halflings and gnomes with hatred and contempt, and humans with plain hatred.
* HorseOfADifferentColor: Orcs like their mounts powerful, frightening and impressive. They usually tame megafaunal predators for this purpose, especially dire wolves and smilodons, and will eagerly bribe or pressure more exotic monsters such as drakes and manticores to serve as steeds when the opportunity arises.
* MachoMasochism: A common orc saying goes "you are your scars"; they believe that MiseryBuildsCharacter, and even the losera week of a fight that endures incredible pain [[GracefulLoser with dignity]] earns almost as much as the winner.
* 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.preparation.
*
* ArchEnemy: Dwarves;
* NebulousEvilOrganisation: They're invading, all right, but no one, even those who are lucky enough to take a Reptoid alive, can figure out ''why'' they're invading.
*
* BrutishCharacterBrutishWeapon: The greataxe is a favoured weapon among orcs,
* VoluntaryShapeshifting: They have one specific humanoid form they can transform into, but can alter their
* DayHurtsDarkAdjustedEyes: Orcs are a subterranean race in origin and have low light tolerance. There's an alternate racial trait to avert this, however, described as the result of an orc staring into the sun for long periods rather than "be defeated" by it.
* {{Determinator}}: Orcs can keep fighting even when their hit points slip into the negatives.
* 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.
* FantasticRacism: They view elves and dwarves
* HorseOfADifferentColor: Orcs like their mounts powerful, frightening and impressive. They usually tame megafaunal predators for this purpose, especially dire wolves and smilodons, and will eagerly bribe or pressure more exotic monsters such as drakes and manticores to serve as steeds when the opportunity arises.
* MachoMasochism: A common orc saying goes "you are your scars"; they believe that MiseryBuildsCharacter, and even the loser
* 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.
Changed line(s) 570,575 (click to see context) from:
[[folder:Ratfolk]]
[[quoteright:772:https://static.tvtropes.org/pmwiki/pub/images/ratfolk02.png]]
->'''Type:''' Humanoid (ratfolk)
Child-sized, quick-witted anthropomorphic rats, more properly called ysoki.
[[quoteright:772:https://static.tvtropes.org/pmwiki/pub/images/ratfolk02.png]]
->'''Type:''' Humanoid (ratfolk)
Child-sized, quick-witted anthropomorphic rats, more properly called ysoki.
to:
[[quoteright:772:https://static.tvtropes.org/pmwiki/pub/images/ratfolk02.png]]
->'''Type:''' Humanoid (ratfolk)
Child-sized, quick-witted anthropomorphic rats, more properly called ysoki.
->'''Type:'''Humanoid (rougarou)
Wolf-headed humanoids who can shapeshift into wolves.
Changed line(s) 577,582 (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.
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: Humanoid rats about the size of a halfling, who live in large groups within twisting warrens, are strongly associated with disease and common rodents, and are typically highly distrusted by other species.
* 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.
* 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.
* 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.
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: Humanoid rats about the size of a halfling, who live in large groups within twisting warrens, are strongly associated with disease and common rodents, and are typically highly distrusted by other species.
* 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.
* 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.
to:
* BashBrothers: As part of the below trope DumbMuscle: Described as "strong 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:alert, but simplistic." They resolve conflicts gain a bonus to be mutually beneficial among their people if it can be helped, strength and care deeply for their kin. a penalty to intelligence.
* IAmNotWeasel: Theyeven get a racial trait that allows a pair to share hate being mistaken for werewolves. (Understandable, since werewolves in ''Pathfinder'' are usually ChaoticEvil.)
* NobleWolf: Wolf people, and described as generally trustworthy and upstanding.
* TheNoseKnows: Appropriately for canids, they have thesame square.
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: Humanoid rats about the size of a halfling, who live in large groups within twisting warrens, are strongly associated with disease and common rodents, and are typically highly distrusted by other species.
* ThinkingUpPortals: Ratfolk created ascent 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.
ability.
*YouDirtyRat: {{Averted}}. They tend towards neutrality and have close family ties. Some actually are so against VoluntaryShapeshifting: Have the AnimalStereotype they get an alternate race trait ability to turn into wolves once per day.
* WolfMan: Their usual form, easily mistaken forit.being that of a werewolf.
* CloseKnitCommunity:
* IAmNotWeasel: They
* NobleWolf: Wolf people, and described as generally trustworthy and upstanding.
* TheNoseKnows: Appropriately for canids, they have the
* PlagueMaster: The Plague Bringer Alchemist, their AnimalStereotype archetype.
* RatMen: Humanoid rats about the size of a halfling, who live in large groups within twisting warrens, are strongly associated with disease and common rodents, and are typically highly distrusted by other species.
* ThinkingUpPortals: Ratfolk created a
*
* WolfMan: Their usual form, easily mistaken for
Changed line(s) 585,588 (click to see context) from:
[[folder:Reptoid]]
->'''Type:''' Humanoid (Reptilian, shapechanger)
Bipedal reptiles from another planet, or perhaps another plane. Reptoids disguise themselves as other races and take positions of power to prepare Golarion for an invasion of Reptoids.
->'''Type:''' Humanoid (Reptilian, shapechanger)
Bipedal reptiles from another planet, or perhaps another plane. Reptoids disguise themselves as other races and take positions of power to prepare Golarion for an invasion of Reptoids.
to:
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/samsaran_2000.jpg]]
->'''Type:''' Humanoid
Bipedal reptiles from another planet, or perhaps another plane. Reptoids disguise themselves as other races and take positions
A group of
Changed line(s) 590,594 (click to see context) from:
* AncientConspiracy: No one has any idea of how long the Reptoids have been screwing around on Golarion, but it's clear they've been here a while.
* LizardFolk: In their true form, they're scaly, tailed humanoids with wide, lipless mouths filled with sharp teeth.
* NebulousEvilOrganisation: They're invading, all right, but no one, even those who are lucky enough to take a Reptoid alive, can figure out ''why'' they're invading.
* ReptilianConspiracy: They're shapeshifting humanoid lizard aliens sent to infiltrate society, gain positions of power, and prepare for the invasion.
* VoluntaryShapeshifting: They have one specific humanoid form they can transform into, but can alter their humanoid form with a week of preparation.
* LizardFolk: In their true form, they're scaly, tailed humanoids with wide, lipless mouths filled with sharp teeth.
* NebulousEvilOrganisation: They're invading, all right, but no one, even those who are lucky enough to take a Reptoid alive, can figure out ''why'' they're invading.
* ReptilianConspiracy: They're shapeshifting humanoid lizard aliens sent to infiltrate society, gain positions of power, and prepare for the invasion.
* VoluntaryShapeshifting: They have one specific humanoid form they can transform into, but can alter their humanoid form with a week of preparation.
to:
* AncientConspiracy: No one has any idea of how long the Reptoids have been screwing around on Golarion, but it's clear they've been here a while.
AlienBlood: It looks like water.
*LizardFolk: In DeliberateValuesDissonance: A common reaction to their true form, they're scaly, tailed humanoids with wide, lipless mouths filled with sharp teeth.
* NebulousEvilOrganisation: They're invading, all right, but no one, even those who are lucky enoughreincarnation is to take see it as a Reptoid alive, can figure out ''why'' they're invading.
* ReptilianConspiracy: They're shapeshifting humanoid lizard aliens sent to infiltrate society, gain positions of power, and prepare forcurse, much like the invasion.
* VoluntaryShapeshifting:Rakshasa. They have one specific humanoid form disagree.
* {{Reincarnation}}: Samsarans reincarnate in an eternal cycle in search of enlightenment. Each time theycan transform into, but can alter are reincarnated, they [[PastLifeMemories retain some faint memories of their humanoid form with past life,]] but might have a week vastly different personality. This reincarnation is even part of preparation.their reproduction: samsaran women give birth to ''human'' children, who may reincarnate into samsarans if they led a harmonious first life.
*
* NebulousEvilOrganisation: They're invading, all right, but no one, even those who are lucky enough
* ReptilianConspiracy: They're shapeshifting humanoid lizard aliens sent to infiltrate society, gain positions of power, and prepare for
* VoluntaryShapeshifting:
* {{Reincarnation}}: Samsarans reincarnate in an eternal cycle in search of enlightenment. Each time they
Changed line(s) 597,600 (click to see context) from:
[[folder:Rougarou]]
->'''Type:'''Humanoid (rougarou)
Wolf-headed humanoids who can shapeshift into wolves.
->'''Type:'''Humanoid (rougarou)
Wolf-headed humanoids who can shapeshift into wolves.
to:
->'''Type:'''Humanoid (rougarou)
Wolf-headed humanoids who can shapeshift into wolves.
[[quoteright:306:https://static.tvtropes.org/pmwiki/pub/images/shabti_8.png]]
->'''Type:''' Outsider (native)
A race of outsider-constructs, they are created to bear the punishment of the sins of mortal kings.
Changed line(s) 602,607 (click to see context) from:
* DumbMuscle: Described as "strong and alert, but simplistic." They gain a bonus to strength and a penalty to intelligence.
* IAmNotWeasel: They hate being mistaken for werewolves. (Understandable, since werewolves in ''Pathfinder'' are usually ChaoticEvil.)
* NobleWolf: Wolf people, and described as generally trustworthy and upstanding.
* TheNoseKnows: Appropriately for canids, they have the scent special ability.
* VoluntaryShapeshifting: Have the ability to turn into wolves once per day.
* WolfMan: Their usual form, easily mistaken for being that of a werewolf.
* IAmNotWeasel: They hate being mistaken for werewolves. (Understandable, since werewolves in ''Pathfinder'' are usually ChaoticEvil.)
* NobleWolf: Wolf people, and described as generally trustworthy and upstanding.
* TheNoseKnows: Appropriately for canids, they have the scent special ability.
* VoluntaryShapeshifting: Have the ability to turn into wolves once per day.
* WolfMan: Their usual form, easily mistaken for being that of a werewolf.
to:
* DumbMuscle: Described as "strong and alert, but simplistic." TheAgeless: They gain a bonus to strength have biological immortality and a penalty to intelligence.
will never die of old age, but can still be killed.
*IAmNotWeasel: They hate being mistaken for werewolves. (Understandable, since werewolves in ''Pathfinder'' are usually ChaoticEvil.)
* NobleWolf: Wolf people, and described as generally trustworthy and upstanding.
* TheNoseKnows: Appropriately for canids,ArtificialHuman: In theory, they have could be artificial versions of anything -- it just takes mortals with the scent special ability.
* VoluntaryShapeshifting: Haveproper magical know how to make one to take their place in the ability to turn into wolves once per day.
afterlife. As a result, they're biologically sterile and can't sexually reproduce.
*WolfMan: AmazingTechnicolorPopulation: Their usual form, easily mistaken for being 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 ofa werewolf.the mortals whose likeness they bear. This pisses Pharasma off to no end, and her agents free shabti wherever they are found.
* SculptedPhysique: They're created to look like idealized versions of mortals, appearing like living statues.
*
* NobleWolf: Wolf people, and described as generally trustworthy and upstanding.
* TheNoseKnows: Appropriately for canids,
* VoluntaryShapeshifting: Have
*
* 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
* SculptedPhysique: They're created to look like idealized versions of mortals, appearing like living statues.
Changed line(s) 610,614 (click to see context) from:
[[folder:Samsaran]]
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/samsaran_2000.jpg]]
->'''Type:''' Humanoid (samsaran)
A group of blue-skinned humanoids who reincarnate rather than reproduce conventionally.
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/samsaran_2000.jpg]]
->'''Type:''' Humanoid (samsaran)
A group of blue-skinned humanoids who reincarnate rather than reproduce conventionally.
to:
[[quoteright:1000:https://static.
[[quoteright:353:https://static.tvtropes.
->'''Type:''' Humanoid (samsaran)
A group of blue-skinned
Subterranean humanoids
Changed line(s) 616,618 (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.
* {{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. This reincarnation is even part of their reproduction: samsaran women give birth to ''human'' children, who may reincarnate into samsarans if they led a harmonious first life.
* DeliberateValuesDissonance: A common reaction to their reincarnation is to see it as a curse, much like the Rakshasa. They disagree.
* {{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. This reincarnation is even part of their reproduction: samsaran women give birth to ''human'' children, who may reincarnate into samsarans if they led a harmonious first life.
to:
* AlienBlood: It looks like water.
* DeliberateValuesDissonance: A common reaction toLittleBitBeastly: One of the most human-looking non-core ancestries, shisks are in essence humans with quills. The game does hint that they may have been BirdPeople once upon a time, as the quills are described as atrophied plumage and are concentrated around their reincarnation arms.
* NaturalWeapon: An ancestry of lorekeepers and mystics who are also covered in deadly spines, just in case anyone thinks they can get away with picking on the SquishyWizard.
* WorthlessYellowRocks: Shisks eschew materialism and freely give away material goods for knowledge or even performances, considering themselves winning a bargain if people are willing to take material things in exchange for valuable information. They never give away information for material goods, only for other knowledge, and they rarely ask for material goods in trades. This is also one reason it's rare to seeit as a curse, much like the Rakshasa. They disagree.
* {{Reincarnation}}: Samsarans reincarnate in an eternal cycle in search of enlightenment. Each timeShisk: they are reincarnated, subsist on cave vegetation and insects, so why would they [[PastLifeMemories retain some faint memories of their past life,]] but might have a vastly different personality. This reincarnation is even part of their reproduction: samsaran women give birth need to ''human'' children, who may reincarnate into samsarans if they led a harmonious first life. find new resources in the outside world?
* DeliberateValuesDissonance: A common reaction to
* NaturalWeapon: An ancestry of lorekeepers and mystics who are also covered in deadly spines, just in case anyone thinks they can get away with picking on the SquishyWizard.
* WorthlessYellowRocks: Shisks eschew materialism and freely give away material goods for knowledge or even performances, considering themselves winning a bargain if people are willing to take material things in exchange for valuable information. They never give away information for material goods, only for other knowledge, and they rarely ask for material goods in trades. This is also one reason it's rare to see
* {{Reincarnation}}: Samsarans reincarnate in an eternal cycle in search of enlightenment. Each time
Changed line(s) 621,625 (click to see context) from:
[[folder:Shabti]]
[[quoteright:306:https://static.tvtropes.org/pmwiki/pub/images/shabti_8.png]]
->'''Type:''' Outsider (native)
A race of outsider-constructs, they are created to bear the punishment of the sins of mortal kings.
[[quoteright:306:https://static.tvtropes.org/pmwiki/pub/images/shabti_8.png]]
->'''Type:''' Outsider (native)
A race of outsider-constructs, they are created to bear the punishment of the sins of mortal kings.
to:
[[quoteright:306:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Type:''' Outsider (native)
A race of outsider-constructs, they are created to bear the punishment of the sins of mortal kings.
Small, peaceable humanoids resembling anthropomorphic pug dogs.
Changed line(s) 627,632 (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 shabti wherever they are found.
* SculptedPhysique: They're created to look like idealized versions of mortals, appearing like living statues.
* 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 shabti wherever they are found.
* SculptedPhysique: They're created to look like idealized versions of mortals, appearing like living statues.
to:
* TheAgeless: They have biological immortality AllLovingHero: Shoonies are very sociable 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 withcooperative by nature and always see the proper magical know how to make one to take their place best in the afterlife. As a result, they're biologically sterile and can't sexually reproduce.
others.
*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 shabti wherever they{{Arcadia}}: Most shoony communities are found.
small, idyllic farming villages.
*SculptedPhysique: BeastMan: They're created humanoid pugs.
* CutenessProximity: People sometimes unconsciously fawn over them.
* {{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.
* LogicalWeakness: Being pug-people, shoonies are prone tolook like idealized versions the breathing problems of mortals, appearing like living statues.normal pugs. They take a racial penalty to Constitution and only live half as long as humans do.
* MisterMuffykins: Strongly averted. Shoonies are friendly and peace-loving pug folk.
* ArtificialHuman: In theory, they could be artificial versions of anything -- it just takes mortals with
*
* 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 shabti wherever they
*
* CutenessProximity: People sometimes unconsciously fawn over them.
* {{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.
* LogicalWeakness: Being pug-people, shoonies are prone to
* MisterMuffykins: Strongly averted. Shoonies are friendly and peace-loving pug folk.
Changed line(s) 635,638 (click to see context) from:
[[folder:Shisk]]
[[quoteright:353:https://static.tvtropes.org/pmwiki/pub/images/shisk01.png]]
Subterranean humanoids with bony quills prominently on their bodies. They rarely encounter others in the Mwangi Expanse, partially by choice and partially because they biologically have little need to seek anything outside a cave.
[[quoteright:353:https://static.tvtropes.org/pmwiki/pub/images/shisk01.png]]
Subterranean humanoids with bony quills prominently on their bodies. They rarely encounter others in the Mwangi Expanse, partially by choice and partially because they biologically have little need to seek anything outside a cave.
to:
[[quoteright:353:https://static.
[[quoteright:348:https://static.tvtropes.
Black-skinned {{Winged Humanoid}}s who primarily live on
Changed line(s) 640,642 (click to see context) from:
* LittleBitBeastly: One of the most human-looking non-core ancestries, shisks are in essence humans with quills. The game does hint that they may have been BirdPeople once upon a time, as the quills are described as atrophied plumage and are concentrated around their arms.
* NaturalWeapon: An ancestry of lorekeepers and mystics who are also covered in deadly spines, just in case anyone thinks they can get away with picking on the SquishyWizard.
* WorthlessYellowRocks: Shisks eschew materialism and freely give away material goods for knowledge or even performances, considering themselves winning a bargain if people are willing to take material things in exchange for valuable information. They never give away information for material goods, only for other knowledge, and they rarely ask for material goods in trades. This is also one reason it's rare to see Shisk: they subsist on cave vegetation and insects, so why would they need to find new resources in the outside world?
* NaturalWeapon: An ancestry of lorekeepers and mystics who are also covered in deadly spines, just in case anyone thinks they can get away with picking on the SquishyWizard.
* WorthlessYellowRocks: Shisks eschew materialism and freely give away material goods for knowledge or even performances, considering themselves winning a bargain if people are willing to take material things in exchange for valuable information. They never give away information for material goods, only for other knowledge, and they rarely ask for material goods in trades. This is also one reason it's rare to see Shisk: they subsist on cave vegetation and insects, so why would they need to find new resources in the outside world?
to:
* LittleBitBeastly: One 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 themost human-looking non-core ancestries, shisks are in essence humans with quills. The game does hint that they may have been BirdPeople once upon a time, as the quills are described as atrophied plumage and are concentrated around their arms.
* NaturalWeapon: An ancestry of lorekeepers and mystics who are also covered in deadly spines, just in case anyone thinks they can get away with picking on the SquishyWizard.
* WorthlessYellowRocks: Shisks eschew materialism and freely give away material goods for knowledge or even performances, consideringInner Sea strix community views themselves winning a bargain if people are willing 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. There is even an ancestry feat in 2nd Edition that gives you bonuses against humans specifically.
* GameplayAndStorySegregation: In 2nd Edition, despite having wings, strix [=PCs=] cannot fly by default until they takematerial things ancestry feats, with strix in exchange 1st Edition and NPC strix in the Bestiary 3 having innate fly speeds. A sidebar in ''Ancestry Guide'' states that a GM can allow free flying for valuable information. They never give away information for material goods, only for other knowledge, and strix should they want, but be aware of its game breaking potential at lower levels.
* RoaringRampageOfRevenge: This is part of their philosophy; they rarelyask for material goods in trades. attack first, but take great vengeance against any offense, such as killing dozens of humans to avenge the death of a single strix. This is also one reason it's rare hasn't done anything to see Shisk: they subsist on cave vegetation and insects, so why would they need to find new resources in help relations between the outside world?two races.
* SlaveRace: They were originally bred to be this by the syrinx.
* YouKilledMyFather: Strix have a long history of taking revenge for their fallen family members.
* 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
* NaturalWeapon: An ancestry of lorekeepers and mystics who are also covered in deadly spines, just in case anyone thinks they can get away with picking on the SquishyWizard.
* WorthlessYellowRocks: Shisks eschew materialism and freely give away material goods for knowledge or even performances, considering
* FantasticRacism: Strix loathe humans due to having been hunted by them to near extinction. There is even an ancestry feat in 2nd Edition that gives you bonuses against humans specifically.
* GameplayAndStorySegregation: In 2nd Edition, despite having wings, strix [=PCs=] cannot fly by default until they take
* RoaringRampageOfRevenge: This is part of their philosophy; they rarely
* SlaveRace: They were originally bred to be this by the syrinx.
* YouKilledMyFather: Strix have a long history of taking revenge for their fallen family members.
Changed line(s) 645,647 (click to see context) from:
[[folder:Shoony]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/shoony.png]]
Small, peaceable humanoids resembling anthropomorphic pug dogs.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/shoony.png]]
Small, peaceable humanoids resembling anthropomorphic pug dogs.
to:
[[quoteright:300:https://static.
[[quoteright:1000:https://static.tvtropes.
Small, peaceable
->'''Type:''' Humanoid (syrinx)
Cerebral, philosophical, wholly evil owl-like humanoids
Changed line(s) 649,655 (click to see context) from:
* AllLovingHero: Shoonies are very sociable and cooperative by nature and always see the best in others.
* {{Arcadia}}: Most shoony communities are small, idyllic farming villages.
* BeastMan: They're humanoid pugs.
* CutenessProximity: People sometimes unconsciously fawn over them.
* {{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.
* LogicalWeakness: Being pug-people, shoonies are prone to the breathing problems of normal pugs. They take a racial penalty to Constitution and only live half as long as humans do.
* MisterMuffykins: Strongly averted. Shoonies are friendly and peace-loving pug folk.
* {{Arcadia}}: Most shoony communities are small, idyllic farming villages.
* BeastMan: They're humanoid pugs.
* CutenessProximity: People sometimes unconsciously fawn over them.
* {{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.
* LogicalWeakness: Being pug-people, shoonies are prone to the breathing problems of normal pugs. They take a racial penalty to Constitution and only live half as long as humans do.
* MisterMuffykins: Strongly averted. Shoonies are friendly and peace-loving pug folk.
to:
* AllLovingHero: Shoonies are very sociable and cooperative by nature and always see FantasticRacism: They believe that they have the best in others.
* {{Arcadia}}: Most shoony communities are small, idyllic farming villages.
* BeastMan: They're humanoid pugs.
* CutenessProximity: People sometimes unconsciously fawnright 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.
*{{Hobbits}}: Shoonies OminousOwl: Of the anthropomorphic variety -- the syrinx are small, hairy (or in this case furry), good-natured people who enjoy evil, imperialistic slavers seeking to conquer the simple pleasures of life who will heed the call of heroism if they need to.
world.
%%* UtopiaJustifiesTheMeans: Their justification for mass enslavement.
*LogicalWeakness: Being pug-people, shoonies are prone to the breathing problems of normal pugs. They take a racial penalty to Constitution WickedCultured: Their culture highly values art and only live half as long as humans do.
* MisterMuffykins: Strongly averted. Shoonies are friendly and peace-loving pug folk.philosophy. It's also solidly LawfulEvil.
* {{Arcadia}}: Most shoony communities are small, idyllic farming villages.
* BeastMan: They're humanoid pugs.
* CutenessProximity: People sometimes unconsciously fawn
* 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.
*
%%* UtopiaJustifiesTheMeans: Their justification for mass enslavement.
*
* MisterMuffykins: Strongly averted. Shoonies are friendly and peace-loving pug folk.
Changed line(s) 658,664 (click to see context) from:
[[folder:Strix]]
[[quoteright:348:https://static.tvtropes.org/pmwiki/pub/images/strix01.png]]
->'''Type:''' Humanoid (strix)
Black-skinned {{Winged Humanoid}}s who primarily live on isolated peaks and mountain ranges around Cheliax.
[[quoteright:348:https://static.tvtropes.org/pmwiki/pub/images/strix01.png]]
->'''Type:''' Humanoid (strix)
Black-skinned {{Winged Humanoid}}s who primarily live on isolated peaks and mountain ranges around Cheliax.
to:
[[quoteright:348:https://static.
[[quoteright:738:https://static.tvtropes.
->'''Type:''' Humanoid
Black-skinned {{Winged Humanoid}}s who primarily live on isolated peaks and mountain ranges around Cheliax.
Crow-like, bird-headed humanoids.
Changed line(s) 666,672 (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. There is even an ancestry feat in 2nd Edition that gives you bonuses against humans specifically.
* GameplayAndStorySegregation: In 2nd Edition, despite having wings, strix [=PCs=] cannot fly by default until they take ancestry feats, with strix in 1st Edition and NPC strix in the Bestiary 3 having innate fly speeds. A sidebar in ''Ancestry Guide'' states that a GM can allow free flying for strix should they want, but be aware of its game breaking potential at lower levels.
* 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: They were originally bred to be this by the syrinx.
* YouKilledMyFather: Strix have a long history of taking revenge for their fallen family members.
* 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. There is even an ancestry feat in 2nd Edition that gives you bonuses against humans specifically.
* GameplayAndStorySegregation: In 2nd Edition, despite having wings, strix [=PCs=] cannot fly by default until they take ancestry feats, with strix in 1st Edition and NPC strix in the Bestiary 3 having innate fly speeds. A sidebar in ''Ancestry Guide'' states that a GM can allow free flying for strix should they want, but be aware of its game breaking potential at lower levels.
* 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: They were originally bred to be this by the syrinx.
* YouKilledMyFather: Strix have a long history of taking revenge for their fallen family members.
to:
* CloseKnitCommunity: Despite their bad reputations.
* TheExile: A strix PC is likelyAlternateCompanyEquivalent: Tengus are equivalent 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 ''TabletopGame/DungeonsAndDragons'' kenkus, being thieving, wingless crows based on Japanese mythology holds that they were banished from their homeland in Arcadia treated with suspicion 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.
others.
* BirdPeople: Hunched-over crow people, normally lacking wings.
* FantasticRacism:Strix loathe humans due 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 tohaving been hunted by 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 tonear extinction. There is even an ancestry feat in 2nd Edition that gives you bonuses against humans specifically.
* GameplayAndStorySegregation: In 2nd Edition, despite having wings, strix [=PCs=] cannot fly by default until they take ancestry feats, with strix in 1st Edition and NPC strix inbecome long-nosed humans, the Bestiary 3 having innate fly speeds. A sidebar in ''Ancestry Guide'' states that a GM can allow free flying for strix should they want, but be aware of its game breaking potential at lower levels.
* RoaringRampageOfRevenge: This is part of their philosophy; they rarely attack first, but take great vengeance against any offense, such as killing dozens of humansother allows them to avenge become ''Large'' crows... though the death of a single strix. This hasn't done anything to help relations between the two races.
* SlaveRace: They were originally bred to be this by the syrinx.
* YouKilledMyFather: Strix have a long history of taking revenge for their fallen family members.latter requires Tengu Wings first.
* TheExile: A strix PC is likely
* BirdPeople: Hunched-over crow people, normally lacking wings.
* FantasticRacism:
* 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
* 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
* GameplayAndStorySegregation: In 2nd Edition, despite having wings, strix [=PCs=] cannot fly by default until they take ancestry feats, with strix in 1st Edition and NPC strix in
* RoaringRampageOfRevenge: This is part of their philosophy; they rarely attack first, but take great vengeance against any offense, such as killing dozens of humans
* SlaveRace: They were originally bred to be this by the syrinx.
* YouKilledMyFather: Strix have a long history of taking revenge for their fallen family members.
Changed line(s) 675,679 (click to see context) from:
[[folder:Syrinx]]
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ff701427ba3747bbb15bb08a0e58a8da_1290738278.png]]
->'''Type:''' Humanoid (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.
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/ff701427ba3747bbb15bb08a0e58a8da_1290738278.png]]
->'''Type:''' Humanoid (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:
[[quoteright:1000:https://static.
[[quoteright:290:https://static.tvtropes.
[[caption-width-right:290:A winterborn triaxian.]]
->'''Type:''' Humanoid
Cerebral, philosophical, wholly
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
Changed line(s) 681,685 (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.
* 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.
to:
* FantasticRacism: They believe BizarreAlienBiology: Triaxians are seasonally dimorphic: summer and winter on Triaxus last for several generations each, so the species has developed different-looking variants that they have the right are more suited to mastery over every other race, especially either summer or winter.
* DragonRider: Triaxians live alongside dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the oneswithout wings.
in the Allied Territories will, however.
*LightIsNotGood: A race LittleBitBeastly: Triaxians have pointed ears, and in winter grow a coat of gold-feathered philosophers short fur, giving them a slightly catlike look.
* NamedAfterTheirPlanet: On Golarion, this species (whose proper name is ''ryphorian'') is simply referred to as Triaxians, after their home planet Triaxus.
* OurElvesAreDifferent: They're essentially just either albino elves whodesire to bring peace to all lands that they lay eyes upon. By conquering might grow some fur, or ''actually dark'' elves [[AC:In Space!]] Oh, and enslaving them.
* OminousOwl: Ofwith a symbiotic link to 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.local Dragonborn equivalents.
* DragonRider: Triaxians live alongside dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the ones
*
* NamedAfterTheirPlanet: On Golarion, this species (whose proper name is ''ryphorian'') is simply referred to as Triaxians, after their home planet Triaxus.
* OurElvesAreDifferent: They're essentially just either albino elves who
* OminousOwl: Of
%%* UtopiaJustifiesTheMeans: Their justification for mass enslavement.
* WickedCultured: Their culture highly values art and philosophy. It's also solidly LawfulEvil.
Changed line(s) 688,691 (click to see context) from:
[[folder:Tengu]]
[[quoteright:738:https://static.tvtropes.org/pmwiki/pub/images/tengu01.png]]
->'''Type:''' Humanoid (tengu)
Crow-like, bird-headed humanoids.
[[quoteright:738:https://static.tvtropes.org/pmwiki/pub/images/tengu01.png]]
->'''Type:''' Humanoid (tengu)
Crow-like, bird-headed humanoids.
to:
[[quoteright:738:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Type:'''
Crow-like, bird-headed humanoids.
A long time ago, the tritons came to Golarion from the Plane of Water. Having dwelled in the Universe for ages, the tritons now consider Golarion their home and live in all of its major seas and oceans.
Changed line(s) 693,699 (click to see context) from:
* AlternateCompanyEquivalent: Tengus are equivalent to ''TabletopGame/DungeonsAndDragons'' kenkus, being thieving, wingless crows based on Japanese mythology treated with suspicion by others.
* 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.
* 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.
to:
* AlternateCompanyEquivalent: Tengus are equivalent to ''TabletopGame/DungeonsAndDragons'' kenkus, being thieving, wingless crows based on Japanese mythology treated AmazingTechnicolorPopulation: They're usually depicted with suspicion by others.
blue or blue-green skin.
*BirdPeople: Hunched-over crow people, normally lacking wings.
ArchEnemy: Tritons oppose all evil creatures on principle, but have a particular loathing for aboleths and krakens.
*FantasticRacism: BlowThatHorn: They receive this, being one have a tradition 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 thatshaping conch shells into large horns, which they soak up can blow to summon marine creatures to their aid; some have different effects, such as causing supernatural fear in the bad luck from people around them. blower's enemies or battering them with jets of water. They exploit this to get a measure cannot be used by members 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, theother allows them to become ''Large'' crows... though species, but inspired the latter requires Tengu Wings first.creation of ''triton's conches''.
* FishPeople: Downplayed. They're mostly humanoid, but breathe water, have blue skin and fins, and have either fish tails for legs or frog-like webbed feet.
* HorseOfADifferentColor: They often ride sea creatures such as dolphins, sea turtles and [[SeahorseSteed giant seahorses]].
* ProngsOfPoseidon: Fitting a race of aquatic warriors named and designed after Poseidon's herald, they usually wield tridents.
*
*
* GoodLuckCharm: They've cultivated a reputation as "Jinx Eaters" among Inner Sea pirates who believe that
* 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
* FishPeople: Downplayed. They're mostly humanoid, but breathe water, have blue skin and fins, and have either fish tails for legs or frog-like webbed feet.
* HorseOfADifferentColor: They often ride sea creatures such as dolphins, sea turtles and [[SeahorseSteed giant seahorses]].
* ProngsOfPoseidon: Fitting a race of aquatic warriors named and designed after Poseidon's herald, they usually wield tridents.
Changed line(s) 702,707 (click to see context) from:
[[folder:Triaxian]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_triaxian.png]]
[[caption-width-right:290:A winterborn triaxian.]]
->'''Type:''' Humanoid (Triaxian)
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.
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_triaxian.png]]
[[caption-width-right:290:A winterborn triaxian.]]
->'''Type:''' Humanoid (Triaxian)
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:
[[quoteright:290:https://static.
[[quoteright:735:https://static.tvtropes.
[[caption-width-right:290:A winterborn triaxian.]]
->'''Type:'''
The natives of Triaxus, a planet in Golarion's solar system
A hulking subterranean insectoid race with a
Changed line(s) 709,713 (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 alongside 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.
* NamedAfterTheirPlanet: On Golarion, this species (whose proper name is ''ryphorian'') is simply referred to as Triaxians, after their home planet Triaxus.
* OurElvesAreDifferent: They're essentially just either albino elves who might grow some fur, or ''actually dark'' elves [[AC:In Space!]] Oh, and with a symbiotic link to the local Dragonborn equivalents.
* DragonRider: Triaxians live alongside 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.
* NamedAfterTheirPlanet: On Golarion, this species (whose proper name is ''ryphorian'') is simply referred to as Triaxians, after their home planet Triaxus.
* OurElvesAreDifferent: They're essentially just either albino elves who might grow some fur, or ''actually dark'' elves [[AC:In Space!]] Oh, and with a symbiotic link to the local Dragonborn equivalents.
to:
* 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 TheBigGuy: The only standard race to either summer or winter.
* DragonRider: Triaxians live alongside dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the onesbe in the Allied Territories will, however.
"large" category.
*LittleBitBeastly: Triaxians have pointed ears, DarkIsNotEvil: Though scary in appearance and in winter grow a coat of short fur, giving them a slightly catlike look.
* NamedAfterTheirPlanet: On Golarion, this species (whose proper name is ''ryphorian'') is simply referred to as Triaxians, aftervery short-tempered, their home planet Triaxus.
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.
*OurElvesAreDifferent: DumbMuscle: They're essentially just either albino elves 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 whomight grow some fur, or ''actually dark'' elves [[AC:In Space!]] Oh, were enslaved by the hryngar 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 asymbiotic link to the local Dragonborn equivalents.Barbarian's Rage]].''
* DragonRider: Triaxians live alongside dragonkin, lesser dragons with opposable thumbs that can form bonds with humanoids. Only the ones
*
* NamedAfterTheirPlanet: On Golarion, this species (whose proper name is ''ryphorian'') is simply referred to as Triaxians, after
*
* MultiArmedAndDangerous: They have four smaller arms that they use for grappling.
* SlaveRace: The descendants of a docile race who
* 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
Changed line(s) 716,720 (click to see context) from:
[[folder:Triton]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_triton.png]]
->'''Type:''' Outsider (native)
A long time ago, the tritons came to Golarion from the Plane of Water. Having dwelled in the material plane for ages, the tritons now consider Golarion their home and live in all of its major seas and oceans.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_triton.png]]
->'''Type:''' Outsider (native)
A long time ago, the tritons came to Golarion from the Plane of Water. Having dwelled in the material plane for ages, the tritons now consider Golarion their home and live in all of its major seas and oceans.
to:
[[quoteright:300:https://static.
[[quoteright:282:https://static.tvtropes.
->'''Type:'''
A long time ago, the tritons came to Golarion from the Plane of Water. Having dwelled in the material plane for ages, the tritons now consider Golarion their home and live in all of its major seas and oceans.
Changed line(s) 722,727 (click to see context) from:
* AmazingTechnicolorPopulation: They're usually depicted with blue or blue-green skin.
* ArchEnemy: Tritons oppose all evil creatures on principle, but have a particular loathing for aboleths and krakens.
* BlowThatHorn: They have a tradition of shaping conch shells into large horns, which they can blow to summon marine creatures to their aid; some have different effects, such as causing supernatural fear in the blower's enemies or battering them with jets of water. They cannot be used by members of other species, but inspired the creation of ''triton's conches''.
* FishPeople: Downplayed. They're mostly humanoid, but breathe water, have blue skin and fins, and have either fish tails for legs or frog-like webbed feet.
* HorseOfADifferentColor: They often ride sea creatures such as dolphins, sea turtles and [[SeahorseSteed giant seahorses]].
* ProngsOfPoseidon: Fitting a race of aquatic warriors named and designed after Poseidon's herald, they usually wield tridents.
* ArchEnemy: Tritons oppose all evil creatures on principle, but have a particular loathing for aboleths and krakens.
* BlowThatHorn: They have a tradition of shaping conch shells into large horns, which they can blow to summon marine creatures to their aid; some have different effects, such as causing supernatural fear in the blower's enemies or battering them with jets of water. They cannot be used by members of other species, but inspired the creation of ''triton's conches''.
* FishPeople: Downplayed. They're mostly humanoid, but breathe water, have blue skin and fins, and have either fish tails for legs or frog-like webbed feet.
* HorseOfADifferentColor: They often ride sea creatures such as dolphins, sea turtles and [[SeahorseSteed giant seahorses]].
* ProngsOfPoseidon: Fitting a race of aquatic warriors named and designed after Poseidon's herald, they usually wield tridents.
to:
* AmazingTechnicolorPopulation: They're usually depicted with blue or blue-green skin.
BeastFolk: Vanaras are intelligent, monkeylike humanoids.
*ArchEnemy: Tritons oppose all evil creatures on principle, but have a particular loathing for aboleths and krakens.
* BlowThatHorn:CuriousAsAMonkey: They have a tradition of shaping conch shells into large horns, which they can blow innate curosity and desire to summon marine creatures to explore both the world aroung then, and their aid; some have different effects, such as causing supernatural fear in the blower's enemies or battering them with jets of water. They cannot own internal selves.
* PrehensileTail: A vanara has a long, flexible tail that can be usedby members of other species, but inspired the creation of ''triton's conches''.
to carry objects.
*FishPeople: Downplayed. They're mostly humanoid, but breathe water, have blue skin and fins, and have either fish tails for legs or frog-like webbed feet.
* HorseOfADifferentColor:StealthPun: They often ride sea creatures such as dolphins, sea turtles and [[SeahorseSteed giant seahorses]].
* ProngsOfPoseidon: Fitting a race of aquatic warriors named and designed after Poseidon's herald, they usually wield tridents.are good at roguish roles, making them skill monkeys.
*
* BlowThatHorn:
* PrehensileTail: A vanara has a long, flexible tail that can be used
*
* HorseOfADifferentColor:
* ProngsOfPoseidon: Fitting a race of aquatic warriors named and designed after Poseidon's herald, they usually wield tridents.
Changed line(s) 730,734 (click to see context) from:
[[folder:Trox]]
[[quoteright:735:https://static.tvtropes.org/pmwiki/pub/images/46537717258995fbdd26f8a2e36480e2_173018632.jpg]]
->'''Type:''' Monstrous humanoid
A hulking subterranean insectoid race with a history of really bad neighbours.
[[quoteright:735:https://static.tvtropes.org/pmwiki/pub/images/46537717258995fbdd26f8a2e36480e2_173018632.jpg]]
->'''Type:''' Monstrous humanoid
A hulking subterranean insectoid race with a history of really bad neighbours.
to:
[[quoteright:735:https://static.
[[quoteright:649:https://static.tvtropes.
[[caption-width-right:649:]]
->'''Type:'''
A hulking subterranean insectoid race with a history of really bad neighbours.
Changed line(s) 736,743 (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 hryngar 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]].''
* 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 hryngar 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]].''
to:
* TheBigGuy: The BlankWhiteEyes: Whether they have these or HellishPupils varies DependingOnTheArtist, but either way they are usually 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 armsnoticeable tell that they use for grappling.
are not human.
*SlaveRace: The descendants of a docile race who were enslaved by the hryngar PoisonousPerson: Vishkanya have poisonous fangs, 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 todelight in coating 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 stacksweapons with a Barbarian's Rage]].''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.
* 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
*
* SuperStrength: Trox outdo Orcs by having a natural +6 to
* 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
* 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.
Changed line(s) 746,748 (click to see context) from:
[[folder:Vanara]]
[[quoteright:282:https://static.tvtropes.org/pmwiki/pub/images/vanara02.png]]
->'''Type:''' Humanoid (vanara)
[[quoteright:282:https://static.tvtropes.org/pmwiki/pub/images/vanara02.png]]
->'''Type:''' Humanoid (vanara)
to:
[[quoteright:282:https://static.
[[quoteright:1000:https://static.tvtropes.
->'''Type:''' Humanoid
Gnome-like creatures native to the Netherworld.
Changed line(s) 750,753 (click to see context) from:
* BeastFolk: Vanaras are intelligent, monkeylike humanoids.
* CuriousAsAMonkey: They have innate curosity and desire to explore both the world aroung then, and their own internal selves.
* PrehensileTail: A vanara has a long, flexible tail that can be used to carry objects.
* StealthPun: They are good at roguish roles, making them skill monkeys.
* CuriousAsAMonkey: They have innate curosity and desire to explore both the world aroung then, and their own internal selves.
* PrehensileTail: A vanara has a long, flexible tail that can be used to carry objects.
* StealthPun: They are good at roguish roles, making them skill monkeys.
to:
* BeastFolk: Vanaras are intelligent, monkeylike humanoids.
* CuriousAsAMonkey:CastingAShadow: They even have innate curosity a bard archetype built around shadow puppetry, and desire to explore both the world aroung then, are themselves named for and designed after Javanese shadow puppets.
* CoveredInScars: It's part of theirown internal selves.
body art.
*PrehensileTail: A vanara has a long, flexible tail 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 can be used matter).
* HiddenElfVillage: When not in the Netherworld, they try quite hard tocarry objects.
* StealthPun: They are good at roguish roles, making them skill monkeys.avoid notice.
* CuriousAsAMonkey:
* CoveredInScars: It's part of their
*
* HiddenElfVillage: When not in the Netherworld, they try quite hard to
* StealthPun: They are good at roguish roles, making them skill monkeys.
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[[folder:Vishkanya]]
[[quoteright:649:https://static.tvtropes.org/pmwiki/pub/images/vishkanya02.png]]
[[caption-width-right:649:]]
->'''Type:''' Humanoid (vishkanya)
[[quoteright:649:https://static.tvtropes.org/pmwiki/pub/images/vishkanya02.png]]
[[caption-width-right:649:]]
->'''Type:''' Humanoid (vishkanya)
to:
[[quoteright:649:https://static.tvtropes.org/pmwiki/pub/images/vishkanya02.png]]
[[caption-width-right:649:]]
[[folder:Dragonkin]]
->'''Type:'''
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.
Changed line(s) 761,764 (click to see context) from:
* 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.
* 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.
to:
* BlankWhiteEyes: Whether they BreathWeapon: Dragonkin 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 coatingrespective attacks their scales would indicate.
* 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 alayer humanoid, whom they will allow to ride them into battle.
* PsychicLink: The bond between Dragonkin and Rider is one ofpoisonous 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.these.
* PoisonousPerson: Vishkanya have poisonous fangs, and delight in coating
* 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
* PsychicLink: The bond between Dragonkin and Rider is one of
* 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.
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[[folder:Wayang]]
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/wayang_2000.jpg]]
->'''Type:''' Humanoid (wayang)
Gnome-like creatures native to the Plane of Shadow.
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/wayang_2000.jpg]]
->'''Type:''' Humanoid (wayang)
Gnome-like creatures native to the Plane of Shadow.
to:
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/wayang_2000.jpg]]
->'''Type:'''
Gnome-like creatures native to the Plane
A rare winged offshoot of
Changed line(s) 772,775 (click to see context) from:
* CastingAShadow: They even have a bard archetype built around shadow puppetry, and are themselves named for and designed after Javanese shadow puppets.
* 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.
* 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:
* CastingAShadow: They even have a bard archetype built around shadow puppetry, 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 arethemselves named for and designed multitudes of treasure caches hidden throughout the areas where they occupy, left abandoned after Javanese shadow puppets.
they were driven back.
*CoveredInScars: It's part WingedHumanoid: They're otherwise regular kobolds -- diminutive LizardFolk -- with draconic wings, a mark of great status among 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.kind.
* 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
*
* 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.
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!Dragon Races
[[folder:Dragonkin]]
->'''Type:''' Dragon
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.
[[folder:Dragonkin]]
->'''Type:''' Dragon
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:
->'''Type:''' Dragon
These smaller dragons share
[[quoteright:960:https://static.tvtropes.org/pmwiki/pub/images/fleshwarp01.png]]
Not all [[{{Biomanipulation}} fleshwarping]] results in insane, mentally broken monsters; sometimes the
Changed line(s) 785,788 (click to see context) from:
* BreathWeapon: Dragonkin have the respective attacks their scales would indicate.
* 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.
* 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.
to:
* BreathWeapon: Dragonkin have the respective attacks ArtificialHuman: A few fleshwarps are sapient beings created whole cloth from inanimate flesh.
* DitzyGenius: Some fleshwarps created by Ustalavic scientists are taken as pupils by theirscales would indicate.
* 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 bondsmasters, raised with a humanoid, whom they will allow startlingly deep knowledge of alchemical or scientific practices but limited experience with the wider society.
* ForcedTransformation: Fleshwarpers intentionally use painful methods toride them transform unwilling victims into battle.
* PsychicLink:predictable shapes, most often driders. The bond between Dragonkin playable fleshwarps are those who escape before the process is complete or who survive a faulty process. Cultists of evil deities of transmutation like Haagenti or Yamasoth also sometimes forcibly transform victims, though in this case the fleshwarps are usually released afterwards, since it is the transformation itself that honours the gods.
* LighterAndSofter: Im 1E, fleshwarps were all {{Tragic Monster}}s at best, andRider is one the art itself BlackMagic of these. the highest degree due to how painful and unethical it was. In 2E, the very existence of playable fleshwarps shows the art has ethical applications by more benign (or at least [[PragmaticVillainy carefully restrained]]) practitioners; it's outright stated that many fleshwarps are created by [[MotherlyScientist people who love them]].
* DitzyGenius: Some fleshwarps created by Ustalavic scientists are taken as pupils by their
* 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
* ForcedTransformation: Fleshwarpers intentionally use painful methods to
* PsychicLink:
* LighterAndSofter: Im 1E, fleshwarps were all {{Tragic Monster}}s at best, and
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[[folder:Wyvaran]]
->'''Type:''' Dragon
A rare winged offshoot of kobolds, whose closer association with dragons gives them great prestige among their people.
->'''Type:''' Dragon
A rare winged offshoot of kobolds, whose closer association with dragons gives them great prestige among their people.
to:
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/yaddithian.png]]
->'''Type:'''
A rare winged offshoot of kobolds,
Bizarre, tapir-snouted aliens whose
Changed line(s) 796,799 (click to see context) from:
* 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.
* 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:
* BewareMyStingerTail: Inherited from their wyvern ancestry.
* DraconicHumanoid: They're crossbreedsLongLived: Yaddithians live for thousands of kobolds years, 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 thereare 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.completely unaffected by magical aging.
* DraconicHumanoid: They're crossbreeds
* DragonHoard: Like most dragonkin, they're largely driven to build their own. Their constantly shifting borders due to conflict with neighbors means that there
* WingedHumanoid: They're otherwise regular kobolds -- diminutive LizardFolk -- with draconic wings, a mark of great status among their kind.
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!Aberration Races
[[folder:Fleshwarp]]
[[quoteright:960:https://static.tvtropes.org/pmwiki/pub/images/fleshwarp01.png]]
Not all [[{{Biomanipulation}} fleshwarping]] results in insane, mentally broken monsters; sometimes the fleshwarper [[{{Transhuman}} wished to enhance rather than destroy]], sometimes they made something new and wonderful from inanimate matter, sometimes someone wasn't lucky enough to avoid the mutation of wild magic entirely but were so enough to retain their minds. Whatever the case, sentient fleshwarps, while unique and often freakish, [[DarkIsNotEvil are no better or worse than anyone else]].
[[folder:Fleshwarp]]
[[quoteright:960:https://static.tvtropes.org/pmwiki/pub/images/fleshwarp01.png]]
Not all [[{{Biomanipulation}} fleshwarping]] results in insane, mentally broken monsters; sometimes the fleshwarper [[{{Transhuman}} wished to enhance rather than destroy]], sometimes they made something new and wonderful from inanimate matter, sometimes someone wasn't lucky enough to avoid the mutation of wild magic entirely but were so enough to retain their minds. Whatever the case, sentient fleshwarps, while unique and often freakish, [[DarkIsNotEvil are no better or worse than anyone else]].
to:
[[folder:Fleshwarp]]
[[quoteright:960:https://static.
[[folder:Automaton]]
[[quoteright:1000:https://static.tvtropes.
Not all [[{{Biomanipulation}} fleshwarping]] results in insane, mentally broken monsters; sometimes the fleshwarper [[{{Transhuman}} wished to enhance rather than destroy]], sometimes they made something new
Essentially robot bodies for Jitska scientists, mages, and
Changed line(s) 809,812 (click to see context) from:
* ArtificialHuman: A few fleshwarps are sapient beings created whole cloth from inanimate flesh.
* DitzyGenius: Some fleshwarps created by Ustalavic scientists are taken as pupils by their masters, raised with a startlingly deep knowledge of alchemical or scientific practices but limited experience with the wider society.
* ForcedTransformation: Fleshwarpers intentionally use painful methods to transform unwilling victims into predictable shapes, most often driders. The playable fleshwarps are those who escape before the process is complete or who survive a faulty process. Cultists of evil deities of transmutation like Haagenti or Yamasoth also sometimes forcibly transform victims, though in this case the fleshwarps are usually released afterwards, since it is the transformation itself that honours the gods.
* LighterAndSofter: Im 1E, fleshwarps were all {{Tragic Monster}}s at best, and the art itself BlackMagic of the highest degree due to how painful and unethical it was. In 2E, the very existence of playable fleshwarps shows the art has ethical applications by more benign (or at least [[PragmaticVillainy carefully restrained]]) practitioners; it's outright stated that many fleshwarps are created by [[MotherlyScientist people who love them]].
* DitzyGenius: Some fleshwarps created by Ustalavic scientists are taken as pupils by their masters, raised with a startlingly deep knowledge of alchemical or scientific practices but limited experience with the wider society.
* ForcedTransformation: Fleshwarpers intentionally use painful methods to transform unwilling victims into predictable shapes, most often driders. The playable fleshwarps are those who escape before the process is complete or who survive a faulty process. Cultists of evil deities of transmutation like Haagenti or Yamasoth also sometimes forcibly transform victims, though in this case the fleshwarps are usually released afterwards, since it is the transformation itself that honours the gods.
* LighterAndSofter: Im 1E, fleshwarps were all {{Tragic Monster}}s at best, and the art itself BlackMagic of the highest degree due to how painful and unethical it was. In 2E, the very existence of playable fleshwarps shows the art has ethical applications by more benign (or at least [[PragmaticVillainy carefully restrained]]) practitioners; it's outright stated that many fleshwarps are created by [[MotherlyScientist people who love them]].
to:
* ArtificialHuman: A few fleshwarps are sapient beings created whole cloth from inanimate flesh.
* DitzyGenius: Some fleshwarps created by Ustalavic scientists are taken as pupils byTheAgeless: Since their masters, raised cores provide them with a startlingly deep knowledge of alchemical or scientific practices but limited experience with seemingly endless power source, many automatons have lived for millennia, their bodies as efficient as the wider society.
day of their creation, even if their minds might have deteriorated.
*ForcedTransformation: Fleshwarpers intentionally use painful methods AlternateCompanyEquivalent: Automatons fulfil a similar niche as warforged do in ''TabletopGame/DungeonsAndDragons'' and especially ''TabletopGame/{{Eberron}}'': unaging robotic frames manufactured by a cabal made to transform unwilling victims into predictable shapes, most often driders. The playable fleshwarps are those who escape before the process is complete or who house souls and survive a faulty process. Cultists world-ending conflict.
* CyberCyclops: The majority ofevil deities automatons have a single eye that glows with a dim, magical light.
* TheFogOfAges: Only the strongest willed automatons have managed to retain their memories, sense oftransmutation self, and lucidity after millennia of existence.
* 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.
* RunningOnAllFours: Hunter automatons, designed to serve as scouts or assassins, have a body resembling a pack hunter likeHaagenti a large cat or Yamasoth also sometimes forcibly transform victims, though in this case the fleshwarps are usually released afterwards, since it wolf. They typically move like a quadruped, but can still stand and fight like a biped.
* SoulPoweredEngine: Each automaton isthe transformation itself powered by an ''automaton core'', an artefact that honours the gods.
* LighterAndSofter: Im 1E, fleshwarps were all {{Tragic Monster}}s at best, and the art itself BlackMagic of the highest degree due to how painful and unethical it was. In 2E, the very existence of playable fleshwarps shows the art has ethical applications by more benign (or at least [[PragmaticVillainy carefully restrained]]) practitioners; it's outright stated that many fleshwarps are created by [[MotherlyScientist people who love them]].houses its individual soul.
* DitzyGenius: Some fleshwarps created by Ustalavic scientists are taken as pupils by
*
* CyberCyclops: The majority of
* TheFogOfAges: Only the strongest willed automatons have managed to retain their memories, sense of
* 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.
* RunningOnAllFours: Hunter automatons, designed to serve as scouts or assassins, have a body resembling a pack hunter like
* SoulPoweredEngine: Each automaton is
* LighterAndSofter: Im 1E, fleshwarps were all {{Tragic Monster}}s at best, and the art itself BlackMagic of the highest degree due to how painful and unethical it was. In 2E, the very existence of playable fleshwarps shows the art has ethical applications by more benign (or at least [[PragmaticVillainy carefully restrained]]) practitioners; it's outright stated that many fleshwarps are created by [[MotherlyScientist people who love them]].
Changed line(s) 815,819 (click to see context) from:
[[folder:Yaddithian]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/yaddithian.png]]
->'''Type:''' Aberration
Bizarre, tapir-snouted aliens whose world was devoured by bholes long ago, yaddithians are now a race of wanderers scattered throughout the universe.
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/yaddithian.png]]
->'''Type:''' Aberration
Bizarre, tapir-snouted aliens whose world was devoured by bholes long ago, yaddithians are now a race of wanderers scattered throughout the universe.
to:
[[quoteright:290:https://static.
[[quoteright:532:https://static.tvtropes.
Bizarre, tapir-snouted aliens whose
Changed line(s) 821 (click to see context) from:
* LongLived: Yaddithians live for thousands of years, and are completely unaffected by magical aging.
to:
* LongLived: Yaddithians live CompanionCube: Awakened poppets might have regular conversations with animated objects, golems, houseplants, statues or toys, in which they're deeply polite out of a desire to leave a good impression for thousands the time when the object wakes up.
* DeadGuyJunior: A poppet fashioned to look like a particular person, such as a doll sewn to resemble a deceased child, might proudly take the name ofyears, and are completely unaffected by magical aging.that person after awakening.
* DeadGuyJunior: A poppet fashioned to look like a particular person, such as a doll sewn to resemble a deceased child, might proudly take the name of
Changed line(s) 824,827 (click to see context) from:
!Construct Races
[[folder:Automaton]]
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/automaton02.png]]
Essentially robot bodies for Jitska scientists, mages, and soldiers trying to escape and undo their civilisations' destruction by way of SoulTransfer. Unfortunately for Jitska, most got distracted by their new bodies' capabilities and/or overestimated how much time would be needed to undo the destruction, and either abandoned their cause or came back to a ruin.
[[folder:Automaton]]
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/automaton02.png]]
Essentially robot bodies for Jitska scientists, mages, and soldiers trying to escape and undo their civilisations' destruction by way of SoulTransfer. Unfortunately for Jitska, most got distracted by their new bodies' capabilities and/or overestimated how much time would be needed to undo the destruction, and either abandoned their cause or came back to a ruin.
to:
[[folder:Automaton]]
[[quoteright:1000:https://static.
[[quoteright:474:https://static.tvtropes.
Essentially robot bodies for Jitska scientists, mages, and soldiers trying to escape and undo
->'''Type:''' Construct
Small wooden constructs created as assassins by a wizard, the wyrwoods killed their
Changed line(s) 829,835 (click to see context) from:
* TheAgeless: Since their cores provide them with a seemingly endless power source, many automatons have lived for millennia, their bodies as efficient as the day of their creation, even if their minds might have deteriorated.
* AlternateCompanyEquivalent: Automatons fulfil a similar niche as warforged do in ''TabletopGame/DungeonsAndDragons'' and especially ''TabletopGame/{{Eberron}}'': unaging robotic frames manufactured by a cabal made to house souls and survive a world-ending conflict.
* CyberCyclops: The majority of automatons have a single eye that glows with a dim, magical light.
* TheFogOfAges: Only the strongest willed automatons have managed to retain their memories, sense of self, and lucidity after millennia of existence.
* 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.
* RunningOnAllFours: Hunter automatons, designed to serve as scouts or assassins, have a body resembling a pack hunter like a large cat or wolf. They typically move like a quadruped, but can still stand and fight like a biped.
* SoulPoweredEngine: Each automaton is powered by an ''automaton core'', an artefact that houses its individual soul.
* AlternateCompanyEquivalent: Automatons fulfil a similar niche as warforged do in ''TabletopGame/DungeonsAndDragons'' and especially ''TabletopGame/{{Eberron}}'': unaging robotic frames manufactured by a cabal made to house souls and survive a world-ending conflict.
* CyberCyclops: The majority of automatons have a single eye that glows with a dim, magical light.
* TheFogOfAges: Only the strongest willed automatons have managed to retain their memories, sense of self, and lucidity after millennia of existence.
* 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.
* RunningOnAllFours: Hunter automatons, designed to serve as scouts or assassins, have a body resembling a pack hunter like a large cat or wolf. They typically move like a quadruped, but can still stand and fight like a biped.
* SoulPoweredEngine: Each automaton is powered by an ''automaton core'', an artefact that houses its individual soul.
to:
* TheAgeless: Since 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 theircores provide them with a seemingly endless power source, many automatons have lived for millennia, their bodies as efficient as the day of their creation, even if their minds might have deteriorated.
* AlternateCompanyEquivalent: Automatons fulfil a similar niche as warforged doown holdings in ''TabletopGame/DungeonsAndDragons'' and especially ''TabletopGame/{{Eberron}}'': unaging robotic frames manufactured by a cabal made to house souls and survive a world-ending conflict.
* CyberCyclops: The majority of automatons have a single eye that glows with a dim, magical light.
* TheFogOfAges: Only the strongest willed automatons have managed to retain their memories, sense of self, and lucidity after millennia of existence.
* 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.
* RunningOnAllFours: Hunter automatons, designed to serve as scouts or assassins, have a body resembling a pack hunter like a large cat or wolf. They typically move like a quadruped, but can still stand and fight like a biped.
* SoulPoweredEngine: Each automaton is powered by an ''automaton core'', an artefact that houses its individual soul.Arcadia.
* 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
* AlternateCompanyEquivalent: Automatons fulfil a similar niche as warforged do
* CyberCyclops: The majority of automatons have a single eye that glows with a dim, magical light.
* TheFogOfAges: Only the strongest willed automatons have managed to retain their memories, sense of self, and lucidity after millennia of existence.
* 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.
* RunningOnAllFours: Hunter automatons, designed to serve as scouts or assassins, have a body resembling a pack hunter like a large cat or wolf. They typically move like a quadruped, but can still stand and fight like a biped.
* SoulPoweredEngine: Each automaton is powered by an ''automaton core'', an artefact that houses its individual soul.
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[[folder:Poppet]]
[[quoteright:532:https://static.tvtropes.org/pmwiki/pub/images/poppet02.png]]
Magical dolls originally created to do simple labour that gained souls, that now wander the world in search of adventure.
[[quoteright:532:https://static.tvtropes.org/pmwiki/pub/images/poppet02.png]]
Magical dolls originally created to do simple labour that gained souls, that now wander the world in search of adventure.
to:
[[quoteright:532:https://static.tvtropes.org/pmwiki/pub/images/poppet02.png]]
Magical dolls originally created to do simple labour that gained souls, that now wander the world in search
[[folder:Gathlain]]
->'''Type:''' Fey
Small fey humanoids with wings made up of
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* CompanionCube: Awakened poppets might have regular conversations with animated objects, golems, houseplants, statues or toys, in which they're deeply polite out of a desire to leave a good impression for the time when the object wakes up.
* DeadGuyJunior: A poppet fashioned to look like a particular person, such as a doll sewn to resemble a deceased child, might proudly take the name of that person after awakening.
* DeadGuyJunior: A poppet fashioned to look like a particular person, such as a doll sewn to resemble a deceased child, might proudly take the name of that person after awakening.
to:
* CompanionCube: Awakened poppets might have OurFairiesAreDifferent: They're pretty much your standard fairy, but with plant wings.
* PlantPerson: While the gathlain itself is made of regularconversations with animated objects, golems, houseplants, statues or toys, in which they're deeply polite out of a desire flesh, it's impossible to leave a good impression for separate the time when plant symbiont from the object wakes up.
* DeadGuyJunior: A poppet fashioned to look like a particular person, such as a doll sewn to resemble a deceased child, might proudly take the name of that person after awakening.fey.
* PlantPerson: While the gathlain itself is made of regular
* DeadGuyJunior: A poppet fashioned to look like a particular person, such as a doll sewn to resemble a deceased child, might proudly take the name of that person after awakening.
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[[folder:Wyrwood]]
[[quoteright:474:https://static.tvtropes.org/pmwiki/pub/images/th_430119220.jpg]]
->'''Type:''' Construct
Small wooden constructs created as assassins by a wizard, the wyrwoods killed their master and stole the secret of creating more of their kind.
[[quoteright:474:https://static.tvtropes.org/pmwiki/pub/images/th_430119220.jpg]]
->'''Type:''' Construct
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:
[[quoteright:474:https://static.
[[quoteright:290:https://static.tvtropes.
->'''Type:'''
Small wooden constructs created as assassins by a wizard, the wyrwoods killed
Nymphs who watch over rivers, lakes and other bodies of freshwater, naiads are far more likely to interact with nearby humanoids than other nymphs are, visiting their
Changed line(s) 852,854 (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.
* 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.
to:
* ArtificialIntelligence: Designed as living servants HealingFactor: Naiads steadily recover their hit points while in a body of water they are bonded to.
* MakingASplash: Unsurprisingly, naiads have a fair bit of control over water -- most notably, they can create a direct powerful waves when near their bonded body of water.
* NatureSpirit: Inhabitants, embodiments and guardians of freshwater environments.
* OurNymphsAreDifferent: Female, humanoid fey who watch over and protect bodies of freshwater, and inspired by theAzlanti.
* CaptainErsatz: Of ''TabletopGame/{{Eberron}}'s'' Warforged.
* FantasticRacism: The people ofminor Greek deities with the Inner Sea don't recognize them same name and role. They were distinct creatures from "true" nymphs in 1st edition, but are reclassified as sentient or deserving part of rights, so they primarily stick to their own holdings a broadened nymph species in Arcadia.2nd edition's reshuffling of creature categories.
* MakingASplash: Unsurprisingly, naiads have a fair bit of control over water -- most notably, they can create a direct powerful waves when near their bonded body of water.
* NatureSpirit: Inhabitants, embodiments and guardians of freshwater environments.
* OurNymphsAreDifferent: Female, humanoid fey who watch over and protect bodies of freshwater, and inspired by the
* CaptainErsatz: Of ''TabletopGame/{{Eberron}}'s'' Warforged.
* FantasticRacism: The people of
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!Fey Races
[[folder:Gathlain]]
->'''Type:''' Fey
Small fey humanoids with wings made up of a symbiotic woody plant.
[[folder:Gathlain]]
->'''Type:''' Fey
Small fey humanoids with wings made up of a symbiotic woody plant.
to:
[[folder:Gathlain]]
->'''Type:''' Fey
Small
->'''Size:''' Tiny
The various members of the sprite family are often the first thing one pictures when thinking of the fey
Changed line(s) 864,872 (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.
[[/folder]]
[[folder:Naiad]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_naiad.png]]
->'''Type:''' Fey (water)
Nymphs who watch over rivers, lakes and other bodies of freshwater, naiads are far more likely to interact with nearby humanoids than other nymphs are, visiting their towns and on occasion even becoming adventurers themselves.
* PlantPerson: While the gathlain itself is made of regular flesh, it's impossible to separate the plant symbiont from the fey.
[[/folder]]
[[folder:Naiad]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_naiad.png]]
->'''Type:''' Fey (water)
Nymphs who watch over rivers, lakes and other bodies of freshwater, naiads are far more likely to interact with nearby humanoids than other nymphs are, visiting their towns and on occasion even becoming adventurers themselves.
to:
* OurFairiesAreDifferent: They're pretty {{Lilliputians}}: Few sprites get to much your standard fairy, but with plant wings.
taller than nine inches or so.
*PlantPerson: While the gathlain itself is made WingedHumanoid: Most sprites have insect wings, typically those of regular flesh, it's impossible to separate the plant symbiont from the fey.
[[/folder]]
[[folder:Naiad]]
[[quoteright:290:https://static.either butterflies or dragonflies. The Wingless, which include all PC sprites, slowly grow wings over time as their magical potential manifests, though some never grow wings at all.
!!Nyktera
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_naiad.png]]
->'''Type:''' Fey (water)
Nymphsorg/pmwiki/pub/images/nyktera.png]]
Nykteras, also called bat sprites, are highly gregarious and hospitable beings. They will shelter and care for anyone whowatch over rivers, lakes and other bodies of freshwater, naiads are far more likely to interact with nearby humanoids than other nymphs are, visiting needs their towns and on occasion even becoming adventurers themselves.hospitality, but will react wrathfully if their generosity is abused.
*
[[/folder]]
[[folder:Naiad]]
[[quoteright:290:https://static.
!!Nyktera
[[quoteright:350:https://static.tvtropes.
->'''Type:''' Fey (water)
Nymphs
Nykteras, also called bat sprites, are highly gregarious and hospitable beings. They will shelter and care for anyone who
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* HealingFactor: Naiads steadily recover their hit points while in a body of water they are bonded to.
* MakingASplash: Unsurprisingly, naiads have a fair bit of control over water -- most notably, they can create a direct powerful waves when near their bonded body of water.
* NatureSpirit: Inhabitants, embodiments and guardians of freshwater environments.
* OurNymphsAreDifferent: Female, humanoid fey who watch over and protect bodies of freshwater, and inspired by the minor Greek deities with the same name and role. They were distinct creatures from "true" nymphs in 1st edition, but are reclassified as part of a broadened nymph species in 2nd edition's reshuffling of creature categories.
[[/folder]]
[[folder:Sprite]]
->'''Size:''' Tiny
The various members of the sprite family are often the first thing one pictures when thinking of the fey -- tiny, whimsical beings resembling insect-winged humanoids, living carefree lives in the wilderness.
* MakingASplash: Unsurprisingly, naiads have a fair bit of control over water -- most notably, they can create a direct powerful waves when near their bonded body of water.
* NatureSpirit: Inhabitants, embodiments and guardians of freshwater environments.
* OurNymphsAreDifferent: Female, humanoid fey who watch over and protect bodies of freshwater, and inspired by the minor Greek deities with the same name and role. They were distinct creatures from "true" nymphs in 1st edition, but are reclassified as part of a broadened nymph species in 2nd edition's reshuffling of creature categories.
[[/folder]]
[[folder:Sprite]]
->'''Size:''' Tiny
The various members of the sprite family are often the first thing one pictures when thinking of the fey -- tiny, whimsical beings resembling insect-winged humanoids, living carefree lives in the wilderness.
to:
* HealingFactor: Naiads steadily recover BatPeople: Nykteras resemble tiny humanoid bats, and usually live underground and alongside bat species whose features they share.
* SacredHospitality: Nykteras take hospitality extremely seriously. They will not deny aid and rest to anyone who needs them, even bitter foes; however, if theirhit points while in hospitality is betrayed, the nyktera will fly into a body of water rage and savagely attack the perpetrator, and it and its family will try to mete out an appropriate punishment if they can't avenge themselves then and there.
!!Melixie
Melixie arebonded to.
* MakingASplash: Unsurprisingly, naiads havea fair bit particularly insectoid variant of control over water -- most notably, they can create a direct sprite, possessing the antennae and shells of several types of insects in addition to the typical wings. They possess powerful waves when near their bonded body of water.
* NatureSpirit: Inhabitants, embodimentssweet teeth, and guardians will ingest sugary liquids of freshwater environments.
* OurNymphsAreDifferent: Female, humanoid fey who watch over and protect bodies of freshwater, and inspired by the minor Greek deities with the same name and role. They were distinct creatures from "true" nymphsany sort in 1st edition, but are reclassified as part of a broadened nymph species in 2nd edition's reshuffling of creature categories.
[[/folder]]
[[folder:Sprite]]
->'''Size:''' Tiny
The various members of the sprite family are often the first thing one pictures when thinking of the fey -- tiny, whimsical beings resembling insect-winged humanoids, living carefree lives in the wilderness.alarming quantities.
* SacredHospitality: Nykteras take hospitality extremely seriously. They will not deny aid and rest to anyone who needs them, even bitter foes; however, if their
!!Melixie
Melixie are
* MakingASplash: Unsurprisingly, naiads have
* NatureSpirit: Inhabitants, embodiments
* OurNymphsAreDifferent: Female, humanoid fey who watch over and protect bodies of freshwater, and inspired by the minor Greek deities with the same name and role. They were distinct creatures from "true" nymphs
[[/folder]]
[[folder:Sprite]]
->'''Size:''' Tiny
The various members of the sprite family are often the first thing one pictures when thinking of the fey -- tiny, whimsical beings resembling insect-winged humanoids, living carefree lives in the wilderness.
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* {{Lilliputians}}: Few sprites get to much taller than nine inches or so.
* WingedHumanoid: Most sprites have insect wings, typically those of either butterflies or dragonflies. The Wingless, which include all PC sprites, slowly grow wings over time as their magical potential manifests, though some never grow wings at all.
!!Nyktera
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nyktera.png]]
Nykteras, also called bat sprites, are highly gregarious and hospitable beings. They will shelter and care for anyone who needs their hospitality, but will react wrathfully if their generosity is abused.
* WingedHumanoid: Most sprites have insect wings, typically those of either butterflies or dragonflies. The Wingless, which include all PC sprites, slowly grow wings over time as their magical potential manifests, though some never grow wings at all.
!!Nyktera
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nyktera.png]]
Nykteras, also called bat sprites, are highly gregarious and hospitable beings. They will shelter and care for anyone who needs their hospitality, but will react wrathfully if their generosity is abused.
to:
* {{Lilliputians}}: Few sprites get to much taller than nine inches or so.
* WingedHumanoid: Most spritesStockAnimalDiet: While they can have insect wings, typically those the traits of either butterflies or dragonflies. The Wingless, any type of insects, melixies most often resemble bees; fittingly, their favorite foods are sweet liquids such as honey and nectar.
* SweetTooth: Melixies live off of nothing but sugary liquids such as honey, nectar, juice and sugar water, whichinclude all PC sprites, slowly grow wings over time as their magical potential manifests, though some never grow wings at all.
!!Nyktera
they drink in tremendous quantities.
!!Grig
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nyktera.org/pmwiki/pub/images/pathfinder_grig.png]]
Nykteras, also called bat sprites, are highly gregarious and hospitable beings. They will shelter and care for anyone who needs The musicians of fairy society, the cricket-bodied grigs have a tendency to get themselves in more trouble than they can really handle in their hospitality, but will react wrathfully if their generosity is abused.zeal to vanquish foes.
* WingedHumanoid: Most sprites
* SweetTooth: Melixies live off of nothing but sugary liquids such as honey, nectar, juice and sugar water, which
!!Nyktera
!!Grig
[[quoteright:350:https://static.tvtropes.
Changed line(s) 892,897 (click to see context) from:
* BatPeople: Nykteras resemble tiny humanoid bats, and usually live underground and alongside bat species whose features they share.
* SacredHospitality: Nykteras take hospitality extremely seriously. They will not deny aid and rest to anyone who needs them, even bitter foes; however, if their hospitality is betrayed, the nyktera will fly into a rage and savagely attack the perpetrator, and it and its family will try to mete out an appropriate punishment if they can't avenge themselves then and there.
!!Melixie
Melixie are a particularly insectoid variant of sprite, possessing the antennae and shells of several types of insects in addition to the typical wings. They possess powerful sweet teeth, and will ingest sugary liquids of any sort in alarming quantities.
* SacredHospitality: Nykteras take hospitality extremely seriously. They will not deny aid and rest to anyone who needs them, even bitter foes; however, if their hospitality is betrayed, the nyktera will fly into a rage and savagely attack the perpetrator, and it and its family will try to mete out an appropriate punishment if they can't avenge themselves then and there.
!!Melixie
Melixie are a particularly insectoid variant of sprite, possessing the antennae and shells of several types of insects in addition to the typical wings. They possess powerful sweet teeth, and will ingest sugary liquids of any sort in alarming quantities.
to:
!!Draxie
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/draxie.png]]
Draxies are tiny
* SacredHospitality: Nykteras take hospitality extremely seriously. They will not deny aid and rest to anyone who needs them, even bitter foes; however, if their hospitality is betrayed, the nyktera will fly into a rage and savagely attack the perpetrator, and it and its family will try to mete out
!!Melixie
Melixie are a particularly insectoid variant of sprite, possessing the antennae and shells of several types of insects in addition to the typical wings. They possess powerful sweet teeth, and will ingest sugary liquids of any sort in alarming quantities.
Deleted line(s) 899,912 (click to see context) :
* StockAnimalDiet: While they can have the traits of any type of insects, melixies most often resemble bees; fittingly, their favorite foods are sweet liquids such as honey and nectar.
* SweetTooth: Melixies live off of nothing but sugary liquids such as honey, nectar, juice and sugar water, which they drink in tremendous quantities.
!!Grig
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_grig.png]]
The musicians of fairy society, the cricket-bodied grigs have a tendency to get themselves in more trouble than they can really handle in their zeal to vanquish foes.
----
!!Draxie
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/draxie.png]]
Draxies are tiny draconic humanoids with an undying passion for elaborate pranks.
----
* SweetTooth: Melixies live off of nothing but sugary liquids such as honey, nectar, juice and sugar water, which they drink in tremendous quantities.
!!Grig
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_grig.png]]
The musicians of fairy society, the cricket-bodied grigs have a tendency to get themselves in more trouble than they can really handle in their zeal to vanquish foes.
----
!!Draxie
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/draxie.png]]
Draxies are tiny draconic humanoids with an undying passion for elaborate pranks.
----
Changed line(s) 946 (click to see context) from:
* 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.
to:
* BlueAndOrangeMorality: ''Inner Sea Races'' explains that their Ghoran 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.
Changed line(s) 1055,1059 (click to see context) from:
!Heritages
Races usually resulting from the intermingling of heritage, whether through interbreeding or magical influence. In First Edition, they were treated as distinct races (with the implicit assumption that the mundane half is human); in Second Edition, they are changed into versatile heritages that can be taken by player characters on top of their own ancestries.
[[folder:Beastkin]]
->'''Type:''' Humanoid (skinwalker, shapechanger)
Races usually resulting from the intermingling of heritage, whether through interbreeding or magical influence. In First Edition, they were treated as distinct races (with the implicit assumption that the mundane half is human); in Second Edition, they are changed into versatile heritages that can be taken by player characters on top of their own ancestries.
[[folder:Beastkin]]
->'''Type:''' Humanoid (skinwalker, shapechanger)
to:
Races usually resulting from the intermingling of heritage, whether through interbreeding or magical influence. In First Edition, they were treated as distinct races (with the implicit assumption that the mundane half is human); in Second Edition, they are changed into versatile heritages that can be taken by player characters on top of their own ancestries.
[[folder:Beastkin]]
[[folder:Aiuvarin]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_half_elf.png]]
->'''Type:''' Humanoid
The children of humans and elves, aiuvarins often find themselves torn between the two very different societies they were born to -- too human to fit in among the long-lived elves and too elven for the human families they will outlive, aiuvarins have trouble finding places they belong in.
Changed line(s) 1061,1064 (click to see context) from:
* OurWerebeastsAreDifferent: Beastkin come in many variants, such as the werebear-blooded coldborn, the wereboar-blooded ragebred, the werecrocodile-blooded scalehearts, and the wereshark-blooded seascarred.
* OurWerewolvesAreDifferent: Beastkin is a blanket term for any person who has gained the ability to partially or fully transform into an animal, while maintaining a balance with their humanoid side. Most beastkin are born of werecreatures or have a werecreature ancestor in their lineage.
* SlidingScaleOfAnthropomorphism: Depending on the individual, their beast forms can be anything from 'is very nearly the creature they are turning into', 'Film/TheWolfMan1941-style humanoid creatures with some forms that suggest the animal they're turning into', to '[[LittleBitBeastly has cute ears and a tail]]'. Likewise, their "normal" forms may be anything from [[LittleBitBeastly said cute ears and a tail]] to being obviously [[BeastMan humanoid-shaped animals.]]
* UpliftedAnimal: There are rumours that some rare beastkin might be shapeshifting animals that somehow gained the form of a sapient species.
* OurWerewolvesAreDifferent: Beastkin is a blanket term for any person who has gained the ability to partially or fully transform into an animal, while maintaining a balance with their humanoid side. Most beastkin are born of werecreatures or have a werecreature ancestor in their lineage.
* SlidingScaleOfAnthropomorphism: Depending on the individual, their beast forms can be anything from 'is very nearly the creature they are turning into', 'Film/TheWolfMan1941-style humanoid creatures with some forms that suggest the animal they're turning into', to '[[LittleBitBeastly has cute ears and a tail]]'. Likewise, their "normal" forms may be anything from [[LittleBitBeastly said cute ears and a tail]] to being obviously [[BeastMan humanoid-shaped animals.]]
* UpliftedAnimal: There are rumours that some rare beastkin might be shapeshifting animals that somehow gained the form of a sapient species.
to:
* OurWerebeastsAreDifferent: Beastkin come in BeneathNotice: In many variants, such as cases, living unobtrusively at the werebear-blooded coldborn, fringes of civilization is a survival mechanism for them.
* BlessedWithSuck: Whether their heritage brings pride or shame depends on thewereboar-blooded ragebred, the werecrocodile-blooded scalehearts, region and the wereshark-blooded seascarred.
author.
*OurWerewolvesAreDifferent: Beastkin is a blanket term for any person who has gained the ability to partially or fully transform into an animal, while maintaining a balance with HalfBreedDiscrimination: Elves view their humanoid side. Most beastkin human traits as an obstacle. Humans view them as a way to link the social bridge between them.
* HalfHumanHybrid: They originated, and many still areborn of werecreatures or have a werecreature ancestor in their lineage.
* SlidingScaleOfAnthropomorphism: Depending on the individual, their beast forms can be anythingborn, from 'is very nearly the creature they are turning into', 'Film/TheWolfMan1941-style humanoid creatures with some forms that suggest the animal human-elf parings, although they're turning into', now a true breeding race in themselves.
* TrueBreedingHybrid: Some countries have significant enough populations of aiuvarins that it's far from uncommon for self-sustaining communities to'[[LittleBitBeastly has cute ears form, most notably the aiuvarin city of Erages within the elven kingdom of Kyonin. In many places, it's far more common for an aiuvarin to be born to two aiuvarin parents, and for those parents in turn to be the children of other aiuvarins, than for them to be born from a tail]]'. Likewise, human and elf pairing.
* UnevenHybrid: In-universe, many aiuvarins are actually born to ''human'' parents who just both happened to have faint elven heritage, although they still count as full aiuvarins characters from a gameplay perspective and keep most of the same traits from their"normal" forms may be anything from [[LittleBitBeastly said cute ears and a tail]] to being obviously [[BeastMan humanoid-shaped animals.]]
* UpliftedAnimal: There are rumourselven blood that some rare beastkin might be shapeshifting animals that somehow gained ordinary aiuvarins get (including long lives), with the form exception of a sapient species.perceptive ability.
* BlessedWithSuck: Whether their heritage brings pride or shame depends on the
*
* HalfHumanHybrid: They originated, and many still are
* SlidingScaleOfAnthropomorphism: Depending on the individual, their beast forms can be anything
* TrueBreedingHybrid: Some countries have significant enough populations of aiuvarins that it's far from uncommon for self-sustaining communities to
* UnevenHybrid: In-universe, many aiuvarins are actually born to ''human'' parents who just both happened to have faint elven heritage, although they still count as full aiuvarins characters from a gameplay perspective and keep most of the same traits from their
* UpliftedAnimal: There are rumours
Changed line(s) 1067,1071 (click to see context) from:
[[folder:Changeling]]
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_changeling.png]]
->'''Type:''' Humanoid (changeling)
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.
[[quoteright:290:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_changeling.png]]
->'''Type:''' Humanoid (changeling)
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.
to:
[[quoteright:290:https://static.
[[quoteright:520:https://static.tvtropes.
[[caption-width-right:520:]]
->'''Type:''' Humanoid
Changelings
Dromaars are
Changed line(s) 1073,1079 (click to see context) from:
* ChildByRape: Hags tend to take mates by trickery or by force, and generally do so without consent.
* FemmeFatalons: Changelings have dangerously sharp fingernails, and can get feats that allow them to make them more powerful in combat.
* HalfHumanHybrid: The offspring of human men and hags.
* MarkOfTheSupernatural: The easiest way to figure out if someone is a changeling is to check their eye color -- all changelings have mismatched eyes.
* {{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.
* OneGenderRace: All changelings are female in first edition. {{Downplayed|Trope}} in second edition, where male changelings exist but rarely become hags and are BeneathNotice as a result. Perhaps ''because'' these male changelings can become hags, it's not unusual for changelings to be drawn to other gender expressions, although female changelings are still most common.
* 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.
* FemmeFatalons: Changelings have dangerously sharp fingernails, and can get feats that allow them to make them more powerful in combat.
* HalfHumanHybrid: The offspring of human men and hags.
* MarkOfTheSupernatural: The easiest way to figure out if someone is a changeling is to check their eye color -- all changelings have mismatched eyes.
* {{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.
* OneGenderRace: All changelings are female in first edition. {{Downplayed|Trope}} in second edition, where male changelings exist but rarely become hags and are BeneathNotice as a result. Perhaps ''because'' these male changelings can become hags, it's not unusual for changelings to be drawn to other gender expressions, although female changelings are still most common.
* 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.
to:
* ChildByRape: Hags tend to take mates HalfBreedDiscrimination: Zig-zagged. They are often looked at as no different from pureblooded orcs by trickery or by force, other societies, but while they lack the sheer strength and generally do so without consent.
* FemmeFatalons: Changelings have dangerously sharp fingernails, and can get feats that allow themendurance of those same orcs to make them more powerful thrive in combat.
* HalfHumanHybrid: The offspring of human men and hags.
* MarkOfTheSupernatural: The easiest way to figure out if someone is a changeling is to checktheir eye color -- all changelings have mismatched eyes.
* {{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.
* OneGenderRace: All changelings are female in first edition. {{Downplayed|Trope}} in second edition, where male changelings exist but rarely become hags and are BeneathNotice as a result. Perhaps ''because'' these male changelings can become hags, it's not unusual for changelings to be drawn to other gender expressions, although female changelingswar-like society, they are still most common.
* ParentalAbandonment: The standard procedurevalued for hags is to leave potential cleverness by their children beastly forefathers.
* 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.
* NotQuiteDead: Dromaars can still stand even at negative hit points forsomeone 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 one more likely to seek out round after their mother.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]].
* FemmeFatalons: Changelings have dangerously sharp fingernails, and can get feats that allow them
* HalfHumanHybrid: The offspring of human men and hags.
* MarkOfTheSupernatural: The easiest way to figure out if someone is a changeling is to check
* {{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.
* OneGenderRace: All changelings are female in first edition. {{Downplayed|Trope}} in second edition, where male changelings exist but rarely become hags and are BeneathNotice as a result. Perhaps ''because'' these male changelings can become hags, it's not unusual for changelings to be drawn to other gender expressions, although female changelings
* ParentalAbandonment: The standard procedure
* 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.
* NotQuiteDead: Dromaars can still stand even at negative hit points for
Changed line(s) 1082,1084 (click to see context) from:
[[folder:Deep One Hybrid]]
->'''Type:''' Humanoid (human, deep one)
Yes, now you too can play as the degenerate spawn of Dagon.
->'''Type:''' Humanoid (human, deep one)
Yes, now you too can play as the degenerate spawn of Dagon.
to:
Races usually resulting from the intermingling of heritage, whether through interbreeding or magical influence. In First Edition, they were treated as distinct races (with the implicit assumption that the mundane half is human); in Second Edition, they are changed into versatile heritages that can be taken by player characters on top of their own ancestries.
[[folder:Beastkin]]
->'''Type:''' Humanoid
Yes, now you too can play as the degenerate spawn of Dagon.
Changed line(s) 1086,1087 (click to see context) from:
* HalfHumanHybrid: The offspring of humans and Deep Ones.
* {{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.
* {{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.
to:
* HalfHumanHybrid: The offspring of humans OurWerebeastsAreDifferent: Beastkin come in many variants, such as the werebear-blooded coldborn, the wereboar-blooded ragebred, the werecrocodile-blooded scalehearts, and Deep Ones.
the wereshark-blooded seascarred.
*{{Metamorphosis}}: Similar OurWerewolvesAreDifferent: Beastkin is a blanket term for any person who has gained the ability to changelings, partially or fully transform into an animal, while maintaining a balance with their humanoid side. Most beastkin are born of werecreatures or have a werecreature ancestor in their lineage.
* SlidingScaleOfAnthropomorphism: Depending on the individual, their beast forms can be anything from 'is very nearly the creature they are turning into', 'Film/TheWolfMan1941-style humanoid creatures with some forms that suggest the animal they'rethe larval stage of the deep ones. Deep one hybrids have it worse, though. While changelings can avoid turning into', to '[[LittleBitBeastly has cute ears and a tail]]'. Likewise, their fates by simply ignoring "normal" forms may be anything from [[LittleBitBeastly said cute ears and a tail]] to being obviously [[BeastMan humanoid-shaped animals.]]
* UpliftedAnimal: There are rumours that some rare beastkin might be shapeshifting animals that somehow gained thecall form 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.sapient species.
*
* SlidingScaleOfAnthropomorphism: Depending on the individual, their beast forms can be anything from 'is very nearly the creature they are turning into', 'Film/TheWolfMan1941-style humanoid creatures with some forms that suggest the animal they're
* UpliftedAnimal: There are rumours that some rare beastkin might be shapeshifting animals that somehow gained the
Changed line(s) 1090,1094 (click to see context) from:
[[folder:Dhampir]]
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dhampir.png]]
->'''Type:''' Humanoid (dhampir)
Half-alive children of vampires and mortals.
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dhampir.png]]
->'''Type:''' Humanoid (dhampir)
Half-alive children of vampires and mortals.
to:
[[quoteright:280:https://static.
[[quoteright:290:https://static.tvtropes.
->'''Type:''' Humanoid
Half-alive children
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
Changed line(s) 1096,1103 (click to see context) from:
* 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, allowing them to be used for any alignment.
* DayHurtsDarkAdjustedEyes: Without the "Dayborn" alternate race trait, dhampirs are dazzled by daylight.
* {{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.
* FantasticRacism: They get it pretty bad. Being half vampire, a dhampir is likely to be mistreated by others because of the physical characteristics they have, and being possibly the result of something horrific.
* 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.
* 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 is that, after having been shunned and treated as a monster for simply being born, they would rather embrace the part of them that seems to define them and get back at those who wronged them.
* 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, allowing them to be used for any alignment.
* DayHurtsDarkAdjustedEyes: Without the "Dayborn" alternate race trait, dhampirs are dazzled by daylight.
* {{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.
* FantasticRacism: They get it pretty bad. Being half vampire, a dhampir is likely to be mistreated by others because of the physical characteristics they have, and being possibly the result of something horrific.
* 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.
* 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 is that, after having been shunned and treated as a monster for simply being born, they would rather embrace the part of them that seems to define them and get back at those who wronged them.
to:
* 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 theyChildByRape: Hags tend to suffer mean a lot of take mates by trickery or by force, and generally do so without consent.
* FemmeFatalons: Changelings have dangerously sharp fingernails, and can get feats that allow them to make them more powerful in combat.
* HalfHumanHybrid: The offspring of human men and hags.
* MarkOfTheSupernatural: The easiest way to figure out if someone is a changeling is to check their eye color -- all changelings havea good chance mismatched eyes.
* {{Metamorphosis}}: Changelings are essentially the "larval" version of hags. Though some resist the call, most end up succumbing toevil. Some, however, do resist the lure of power and turn out well, allowing them transform into hags like their mothers.
* OneGenderRace: All changelings are female in first edition. {{Downplayed|Trope}} in second edition, where male changelings exist but rarely become hags and are BeneathNotice as a result. Perhaps ''because'' these male changelings can become hags, it's not unusual for changelings to beused drawn to other gender expressions, although female changelings are still most common.
* ParentalAbandonment: The standard procedure forany alignment.
* DayHurtsDarkAdjustedEyes: Without the "Dayborn" alternate race trait, dhampirs are dazzled by daylight.
* {{Dhampyr}}: The half-livinghags is to leave their children of vampires and living mortals, dhampirs are technically living beings for someone else to rear. If the changeling is lucky, they can live a moderate happy life, but are animated by negative, rather than positive, energy, and inherit their undead parents' aversion most tend to the sun.
* FantasticRacism: They get it pretty bad. Being half vampire, a dhampir is likely to be mistreated by othersend up being outcasts because of the physical characteristics they have, and being possibly the result of something horrific.
* LineageComesFromTheFather: Generally a dhampir is born from a mortal female, and a male vampire, though the rules do generally allow forit, making them more likely to be born differently, such as being concieved prior to the mother being made a vampire.
* ReviveKillsZombie: Likeseek out 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 is that, after having been shunned and treated as a monster for simply being born, they would rather embrace the part of them that seems to define them and get back at those who wronged them.mother.
* DarkIsNotEvil: Downplayed. They are ''not'' AlwaysChaoticEvil, but their undead legacy and the FantasticRacism they
* FemmeFatalons: Changelings have dangerously sharp fingernails, and can get feats that allow them to make them more powerful in combat.
* HalfHumanHybrid: The offspring of human men and hags.
* MarkOfTheSupernatural: The easiest way to figure out if someone is a changeling is to check their eye color -- all changelings have
* {{Metamorphosis}}: Changelings are essentially the "larval" version of hags. Though some resist the call, most end up succumbing to
* OneGenderRace: All changelings are female in first edition. {{Downplayed|Trope}} in second edition, where male changelings exist but rarely become hags and are BeneathNotice as a result. Perhaps ''because'' these male changelings can become hags, it's not unusual for changelings to be
* ParentalAbandonment: The standard procedure for
* DayHurtsDarkAdjustedEyes: Without the "Dayborn" alternate race trait, dhampirs are dazzled by daylight.
* {{Dhampyr}}: The half-living
* FantasticRacism: They get it pretty bad. Being half vampire, a dhampir is likely to be mistreated by others
* LineageComesFromTheFather: Generally a dhampir is born from a mortal female, and a male vampire, though the rules do generally allow for
* ReviveKillsZombie: Like
* ThenLetMeBeEvil: A common motivation for evil dhampir is that, after having been shunned and treated as a monster for simply being born, they would rather embrace the part of them that seems to define them and get back at those who wronged them.
Changed line(s) 1106,1107 (click to see context) from:
[[folder:Genie-Kin]]
->'''Type:''' Outsider (native)
->'''Type:''' Outsider (native)
to:
->'''Type:'''
Yes, now you too can play as the degenerate spawn of Dagon.
Changed line(s) 1109,1113 (click to see context) from:
* AdaptationNameChange: They're renamed, but otherwise functionally identical, versions of ''Dungeons & Dragons''[='=] genasi, planetouched humanoids descended from elemental beings, since the name ''genasi'' itself is trademarked. Individual types also have proper names (naari, oread, sylph, undine) instead of being simply called fire/earth/air/water genasi.
* TrueBreedingHybrid: All genie-kin originated from the intermingling of elementals, usually genies, and mortal humanoids. They're entirely capable of having children with each other, however, and in the present day most are born to parents of their own kind.
!!Ardande
[[quoteright:368:https://static.tvtropes.org/pmwiki/pub/images/planarscion_ardande.png]]
* TrueBreedingHybrid: All genie-kin originated from the intermingling of elementals, usually genies, and mortal humanoids. They're entirely capable of having children with each other, however, and in the present day most are born to parents of their own kind.
!!Ardande
[[quoteright:368:https://static.tvtropes.org/pmwiki/pub/images/planarscion_ardande.png]]
to:
* AdaptationNameChange: They're renamed, but otherwise functionally identical, versions HalfHumanHybrid: The offspring of ''Dungeons & Dragons''[='=] genasi, planetouched humanoids descended from elemental beings, since humans and Deep Ones.
* {{Metamorphosis}}: Similar to changelings, they're thename ''genasi'' itself is trademarked. Individual types also larval stage of the deep ones. Deep one hybrids have proper names (naari, oread, sylph, undine) instead of being it worse, though. While changelings can avoid their fates by simply called fire/earth/air/water genasi.
* TrueBreedingHybrid: All genie-kin originated fromignoring the intermingling of elementals, usually genies, and mortal humanoids. They're entirely capable of having children with each other, however, and in the present day most are born to parents call of their own kind.
!!Ardande
[[quoteright:368:https://static.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.
[[/folder]]
[[folder:Dhampir]]
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/planarscion_ardande.png]] org/pmwiki/pub/images/pathfinder_dhampir.png]]
->'''Type:''' Humanoid (dhampir)
Half-alive children of vampires and mortals.
* {{Metamorphosis}}: Similar to changelings, they're the
* TrueBreedingHybrid: All genie-kin originated from
!!Ardande
[[quoteright:368:https://static.
[[/folder]]
[[folder:Dhampir]]
[[quoteright:280:https://static.tvtropes.
->'''Type:''' Humanoid (dhampir)
Half-alive children of vampires and mortals.
Added DiffLines:
* 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, allowing them to be used for any alignment.
* DayHurtsDarkAdjustedEyes: Without the "Dayborn" alternate race trait, dhampirs are dazzled by daylight.
* {{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.
* FantasticRacism: They get it pretty bad. Being half vampire, a dhampir is likely to be mistreated by others because of the physical characteristics they have, and being possibly the result of something horrific.
* 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.
* 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 is that, after having been shunned and treated as a monster for simply being born, they would rather embrace the part of them that seems to define them and get back at those who wronged them.
[[/folder]]
[[folder:Genie-Kin]]
->'''Type:''' Outsider (native)
----
* AdaptationNameChange: They're renamed, but otherwise functionally identical, versions of ''Dungeons & Dragons''[='=] genasi, planetouched humanoids descended from elemental beings, since the name ''genasi'' itself is trademarked. Individual types also have proper names (naari, oread, sylph, undine) instead of being simply called fire/earth/air/water genasi.
* TrueBreedingHybrid: All genie-kin originated from the intermingling of elementals, usually genies, and mortal humanoids. They're entirely capable of having children with each other, however, and in the present day most are born to parents of their own kind.
!!Ardande
[[quoteright:368:https://static.tvtropes.org/pmwiki/pub/images/planarscion_ardande.png]]
----
* 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, allowing them to be used for any alignment.
* DayHurtsDarkAdjustedEyes: Without the "Dayborn" alternate race trait, dhampirs are dazzled by daylight.
* {{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.
* FantasticRacism: They get it pretty bad. Being half vampire, a dhampir is likely to be mistreated by others because of the physical characteristics they have, and being possibly the result of something horrific.
* 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.
* 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 is that, after having been shunned and treated as a monster for simply being born, they would rather embrace the part of them that seems to define them and get back at those who wronged them.
[[/folder]]
[[folder:Genie-Kin]]
->'''Type:''' Outsider (native)
----
* AdaptationNameChange: They're renamed, but otherwise functionally identical, versions of ''Dungeons & Dragons''[='=] genasi, planetouched humanoids descended from elemental beings, since the name ''genasi'' itself is trademarked. Individual types also have proper names (naari, oread, sylph, undine) instead of being simply called fire/earth/air/water genasi.
* TrueBreedingHybrid: All genie-kin originated from the intermingling of elementals, usually genies, and mortal humanoids. They're entirely capable of having children with each other, however, and in the present day most are born to parents of their own kind.
!!Ardande
[[quoteright:368:https://static.tvtropes.org/pmwiki/pub/images/planarscion_ardande.png]]
----
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->'''Type:''' Humanoid (tengu)
->'''Type:''' Humanoid (tengu)
Changed line(s) 1242 (click to see context) from:
* CloneAbgst: Many reflections have a degree of existential angst, struggling to find somewhere they feel they belong and won't be identified as a fake.
to:
* CloneAbgst: CloneAngst: Many reflections have a degree of existential angst, struggling to find somewhere they feel they belong and won't be identified as a fake.fake.
* CopiedTheMoralsToo: If their alignment doesn't oppose their progenitor's, reflections usually share the same alignment as the progenitor.
* EvilDoppelganger: Reflections created by a ''darkside mirror'' are always evil, as are those whose alignment is opposite of a good-aligned progenitor.
* CopiedTheMoralsToo: If their alignment doesn't oppose their progenitor's, reflections usually share the same alignment as the progenitor.
* EvilDoppelganger: Reflections created by a ''darkside mirror'' are always evil, as are those whose alignment is opposite of a good-aligned progenitor.
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Changed line(s) 1242 (click to see context) from:
* CloningBlues: Many reflections have a degree of existential angst, struggling to find somewhere they feel they belong and won't be identified as a fake.
to:
* CloningBlues: CloneAbgst: Many reflections have a degree of existential angst, struggling to find somewhere they feel they belong and won't be identified as a fake.
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AP 152 confirms that catfolk appearances still vary in 2nd Edition, we just don't see much of it in the art.
Changed line(s) 232 (click to see context) from:
* DependingOnTheArtist: Catfolk tend to be represented wildly differently from one another 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" 2nd Edition seems to have pretty much been set on the "anthropomorphic cat" look.
to:
* DependingOnTheArtist: Catfolk tend to be represented wildly differently from one another 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" families." 2nd Edition seems to have pretty much been set on the "anthropomorphic cat" look.look as far as art is concerned, although it restates that appearances canonically vary.
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Changed line(s) 454 (click to see context) from:
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_lizardfolk.png]]
to:
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Added DiffLines:
* ImAHumanitarian: As mentioned above, Kholo gnolls eat their own dead as a sign of reverence, and extend the "honor" to any respected foes they fell in battle, hoping to incorporate their enemy's strength into their clan as a genuine sign of admiration. [[DeliberateValuesDissonance Other humanoids tend not to understand this.]] It doesn't help that Lamashtu-worshipping gnolls eat their enemies just because they're hungry.
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None
* DivergentCharacterEvolution: As a creature brought over via the OGL, gnolls in 1st Edition heavily resembled the ''TabletopGame/DungeonsAndDragons'' 3rd Edition version: (mostly) evil-aligned hyena-men known for their savagery and laziness when an orc won't do. In 2nd Edition, they have been given a more nuanced portrayal, while gnolls in ''D&D'' 5th Edition have become outright demonic.
Changed line(s) 288,289 (click to see context) from:
* 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]].
** This is heavily {{Downplayed}} with the Kholo gnolls of the Mwangi expanse, who are far less malevolent. They are still seen as rather sinister by other peoples of the region for being ruthless {{Combat Pragmatist}}s who eat the corpses of other humanoids, though the Kholo themselves view the latter as a sign of respect.
** This is heavily {{Downplayed}} with the Kholo gnolls of the Mwangi expanse, who are far less malevolent. They are still seen as rather sinister by other peoples of the region for being ruthless {{Combat Pragmatist}}s who eat the corpses of other humanoids, though the Kholo themselves view the latter as a sign of respect.
to:
* 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]].
** Thisgnolls]]. The only exception is heavily {{Downplayed}} with the Kholo gnolls of the Mwangi expanse, Expanse, who are far less malevolent. They are still seen as rather sinister by other peoples of the region for being ruthless {{Combat Pragmatist}}s who eat the corpses of other humanoids, though the Kholo themselves view the latter as a sign of respect.
** This
Deleted line(s) 295 (click to see context) :
* MythologyGag: They fill the same role as their DND incarnations: (mostly) evil-aligned hyena-men known for their savagery and laziness when an orc won't do. Though in second edition and especially with ''The Mwangi Expanse'' setting book they've started to move away from this characterization, while DND's Gnolls have become outright demonic.
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* SlidingScaleOfAnthropomorphism: Depending on the creature, their Beast forms can be anything from 'is very nearly the creature they are turning into', 'Film/TheWolfMan1941-style humanoid creatures with some forms that suggest the animal they're turning into', to '[[LittleBitBeastly has cute ears and a tail]]'. Likewise, their "normal" forms may be anything from [[LittleBitBeastly said cute ears and a tail]] to being obviously [[BeastMan humanoid-shaped animals.]]
to:
* SlidingScaleOfAnthropomorphism: Depending on the creature, individual, their Beast beast forms can be anything from 'is very nearly the creature they are turning into', 'Film/TheWolfMan1941-style humanoid creatures with some forms that suggest the animal they're turning into', to '[[LittleBitBeastly has cute ears and a tail]]'. Likewise, their "normal" forms may be anything from [[LittleBitBeastly said cute ears and a tail]] to being obviously [[BeastMan humanoid-shaped animals.]]
Changed line(s) 1176,1177 (click to see context) from:
* SemiDivine: Most, but not all, nephilims have at least one celestial, monitor or fiendish ancestor. Aversions are usually the result of a parent being exposed to the Outer Planes, usually as a result of a DealWithTheDevil or occasionally an ArtifactOfDoom, though these nephilim aren't biologically different from their SemiDivine cousins.
to:
* SemiDivine: Most, but not all, nephilims nephilim have at least one celestial, monitor or fiendish ancestor. Aversions are usually the result of a parent being exposed to the Outer Planes, usually as a result of a DealWithTheDevil or occasionally an ArtifactOfDoom, though these nephilim aren't biologically different from their SemiDivine cousins.
Changed line(s) 1189 (click to see context) from:
Cambions 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 cambion births has increased at a steady pace since the death of Aroden.
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Cambions are touched by fiendish origins, whether directly descended from a demon, fiend, the result of a DealWithTheDevil, or simply tainted by unholy energy in the womb. For unknown reasons, the rate of cambion births has increased at a steady pace since the death of Aroden.
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* ApparentlyHumanMerfolk: Azarketi look more or less 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.
* 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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* ApparentlyHumanMerfolk: Azarketi Depending of the type. Some look more or less like average humans, albeit with purple eyes and gills on their necks.
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 aboleths after they destroyed the Azlanti Empire during theEarthfall.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.
* SlaveRace: Remnants of the Azlanti who were mutated and enslaved by the aboleths after they destroyed the Azlanti Empire during the
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* MythologyGag: They fill the same role as their DND incarnations: (mostly) evil-aligned hyena-men known for their savagery and laziness when an orc won't do.
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* MythologyGag: They fill the same role as their DND incarnations: (mostly) evil-aligned hyena-men known for their savagery and laziness when an orc won't do. Though in second edition and especially with ''The Mwangi Expanse'' setting book they've started to move away from this characterization, while DND's Gnolls have become outright demonic.
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* BewitchedAmphibian: Not ''literally'', but they do invoke it, especially with the [[Literature/TheFrogPrince "Princely" trait.]]
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* BewitchedAmphibian: BewitchedAmphibians: Not ''literally'', but they do invoke it, especially with the [[Literature/TheFrogPrince "Princely" trait.]]
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See How To Write An Example: Aim For "Final Draft" Quality. Don't leave junk like thiese around.
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Magical that gained souls, that now wander the world in search of adventure.
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Magical dolls originally created to do simple labour that gained souls, that now wander the world in search of adventure.
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The reason i've been changing the images is largelly to reflect how these are the playable ancestries and not just the monsters
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* ExoticEstendedMarriage: Anadi traditionally form "web marriages", were five of them join together and take care of any offspring that arrives from them.
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* ExoticEstendedMarriage: ExoticExtendedMarriage: Anadi traditionally form "web marriages", were five of them join together and take care of any offspring that arrives from them.
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Short, profoundly unpleasant reptilian humanoids with delusions of grandeur.
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Short, profoundly unpleasant arrogant draconic reptilian humanoids with delusions of grandeur.
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* AsianFoxSpirit: Based on the mythological kitsune (and sharing traits with the mythical creatures themselves, along with the Chinese and Korean equivalents, the ''huli jing'' and ''kumiho''), and similar to the real myth, they're shapeshifting foxes with magical affinities and frequently are tricksters. They get a feat for growing additional tails (just like versions of the ''kitsune'' myth), which can be taken eight times and grants more spell-like abilities with each tail (just as the same versions claim that ''kitsune'' grow more powerful with each additional tale). Lore notes there are large communities of kitsune in the equivalents to East Asia.
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* AsianFoxSpirit: Based on the mythological kitsune (and sharing traits with the mythical creatures themselves, along with the Chinese and Korean equivalents, the ''huli jing'' and ''kumiho''), and similar to the real myth, they're shapeshifting foxes with magical affinities and frequently are tricksters. They get a feat for growing additional tails (just like versions of the ''kitsune'' myth), which can be taken eight times and grants more spell-like abilities with each tail (just as the same versions claim that ''kitsune'' grow more powerful with each additional tale).tail). Lore notes there are large communities of kitsune in the equivalents to East Asia.
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* AsianFoxSpirit: Based on the mythological kitsune (and sharing traits with the mythical creatures themselves, along with the Chinese and Korean equivalents, the ''huli jing'' and ''kumiho''), and similar to the real myth, they're shapeshifting foxes with magical affinities. They get a feat for growing additional tails, which can be taken eight times and grants more spell-like abilities with each tail. Lore notes there are large communities of kitsune in the equivalents to East Asia.
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* AsianFoxSpirit: Based on the mythological kitsune (and sharing traits with the mythical creatures themselves, along with the Chinese and Korean equivalents, the ''huli jing'' and ''kumiho''), and similar to the real myth, they're shapeshifting foxes with magical affinities. affinities and frequently are tricksters. They get a feat for growing additional tails, tails (just like versions of the ''kitsune'' myth), which can be taken eight times and grants more spell-like abilities with each tail.tail (just as the same versions claim that ''kitsune'' grow more powerful with each additional tale). Lore notes there are large communities of kitsune in the equivalents to East Asia.
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* CastingAShadow: They even have a bard archetype built around shadow puppetry, and are themselves named for and designed on Javanese shadow puppets.
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* CastingAShadow: They even have a bard archetype built around shadow puppetry, and are themselves named for and designed on after Javanese shadow puppets.
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