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  • Acceptable Targets: The ogres are pretty obviously a parody of all the negative sterotypes about rednecks and the like e.g stupid, mean, ugly, insane, perverted, prone to violence etc.
  • Alternative Character Interpretation: Is Desna just the goddess of dreams? Or... something else? Perhaps the sole good aligned Great Old One or Outer God. Considering she is a giant space butterfly who created a demigod from her own shadow, this interpretation isn't that far fetched.
  • Author's Saving Throw:
    • While it's certainly never killed D&D's popularity, there is periodic criticism of the dark skinned elves being evil. Pathfinder sidesteps this by making it clear that, yes, elves have a wide variety of skin tones. They also changed the Drow to purple or dark blue, to make them look even more unnatural.
    • Dirty Fighting enables people to make combat maneuvers of any kind without provoking attacks when they're flanking (and gives a bigger bonus if you do have the "improved" version), and also counts as Combat Expertise, Improved Unarmed Strike, and having a Dexterity and Intelligence of 13 for the purposes of qualifying for feats. Bypassing four different requirements in one and being a useful feat in its own right, it's basically an apology for the excessive feat tax on combat maneuvers.
    • Many players were disappointed that the "Council of Thieves" Adventure Path has the players start off as rebels wanting to free their city from Cheliax, but quickly sidetracks them with the rest of the actual plot. A later Adventure Path, "Hell's Rebels", focuses entirely on Rebellion.
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    • Resonance Points were divisive during the playtest of the 2nd Edition. Even people who liked them felt they needed a lot of iteration to get down pat. It didn't help that the alchemist had been refocused to make resonance a core part of its revamped formula mechanic. Thankfully, the alchemist's mechanics were eventually changed in a patch to make their formulae features separate from resonance, and after the playtest, Pazio announced that they'd be doing away with the resonance system entirely. The only remnant of it in the finished product is as the name for a cap on how many permanent magical items a character can have active at once (ten items, if you're wondering).
  • Base-Breaking Character: Folca, a daemonic harbinger of abduction, strangers, and sweets, has elicited extremely strong responses around the Paizo forums. Some players think that he's a decent fit for Pathfinder, considering how the game goes into disturbing territories regularly. Other players are disturbed by the content that Folca represents, believing that even if Pathfinder is a dark game, topics such as child abuse should be handled more carefully than for simple shock value. This issue has only gotten worse with the release of the Book of the Damned splatbook, which reveals his fiendish obedience ritual to explicitly traumatize or harm a child, putting his portfolio above simple implication.
  • Broken Base: There are several: the synthesist summoner archetype, the gunslinger class and the technology-is-king region of Numeria being among them.
    • The encounter with Iomedae in Herald of the Ivory Labyrinth has become rather divisive.
    • The Advanced Class Guide was rushed to print for GenCon 2014, fan-speculation being that the reason for this was so Paizo had something to show off, because Wizards of the Coast was premiering Dungeons & Dragons 5th Edition at the same time. This, however, led to glaring editing mistakes, and one class had a post-playtest downgrade - the Warpriest, which originally could make attacks using its level as Base Attack Bonus with its Sacred Weapon(s); there was much outcry over it being "bad", but an equal amount of cheering, as the Warpriest in the playtest was noted to completely run amok in groups due to this full-BAB plus 6th-level Spell progression. The divide is fairly 50/50 on Paizo's forums, and the book has received the worst/most mixed customer reviews (3.5/5 on Paizo's site) for any of the PRD "Big Books".
    • Pathfinder Unchained spawned many examples:
      • The Unchained summoner, being the remake of a class that's already divisive, was destined to crack opinions. For most of those who regarded it as too effective, it's a welcome series of nerfs that manages to retain the class's flavor and, unlike some other Unchained classes, offers a few new archetypes to replace those rendered ineffective by the swap (though at least a few argue that it was needed but went too far with some of the nerfs). To those who didn't mind where the summoner was, balance-wise, it's a bunch of unnecessary changes to a class Paizo has always been unnecessarily fixated on "fixing," even in light of well-acknowledged power differences between the other, more-versatile full casters and everyone else, and, unlike some of the other Unchained classes, no longer leaves the original class as an available option for Pathfinder Society play.
      • The Unchained monk. In stark contrast to the rogue rework in the same book, the Unchained monk has a few minor tweaks to the manner in which it gains ki powers to make it a bit more customizable and full-BAB, but little else, and it loses the monk's traditional advantage of three good saves in the process. Worse, the rework completely altered some of the monk's core abilities and mechanics, rendering unusable a number of popular and powerful Archetypes that needed them to trade out. Many fans who were looking forward to some love for a class that, if not in quite as bad of shape as the rogue, still definitely needed a boost to put it on par with the other martials, were very disappointed, arguing the remake fixed some minor issues but didn't really address the monk's core problems. Dungeons & Dragons 5th Edition's alterations to the class are generally seen as a much bigger step in the right direction. Others, usually those who liked the old monk's power level just fine, feel the resulting class isn't bad, just a lateral rather than forward shift that's still a fine and playable class that keeps the monk right where it used to be, and they regard that as a good thing.
      • Most agree the rogue needed a bit of a boost and welcome the many changes and advantages that the Unchained rogue represents, particularly that, unlike the other Unchained variants, the rogue doesn't have to lose anything to get them (meaning almost all archetypes for the 'base' Rogue still work fine). But a number of players are still unhappy, feeling that making the rogue too effective in combat waters down the class's skillmonkey feel.
      • Some even think the new "skill unlock" system Rogues have was pushing it a bit far past balancing, with the interpretation that this means certain skill-monkeys could be better at the skills other classes are flavored to specialize in.
    • The late 2015 errata and changes to previous books. While many previously-troubled archetypes got welcome reworks, and some saw increases in raw power, many previously-unique classes and archetypes were either completely remade beyond recognition or just nerfed into the ground. Worse, these changes started by impacting the effectiveness of many of the most popular methods and tactics martial classes relied on to do their jobs, bending the already-strained fighter-caster power dynamic even more in the caster's favor.
    • The reveal of Pathfinder 2nd Edition (or 2e) has imported the edition wars of Dungeons & Dragons to Pathfinder just by the announcement. Paizo had expected this division.
      • When Paizo revealed 2e, there were two camps. One side being excited of the update believe this is a necessary fresh start for the system, allowing them to import better received mechanics from Pathfinder Unchained and Starfinder into the core rules while also deal infamous issues like the Linear Warriors, Quadratic Wizards problem. The other side was less enthused about this news, worrying that the game will end up becoming more like D&D 5th Edition at the cost of Character Customization and gameplay depth and/or were angered that 9 years of Sourcebooks are rendered mechanically incompatible for future books once second edition comes out.
      • Things became no less intense once the playtest dropped, though not always for the reasons listed above. Some main points of contention were the level-based numbers scaling (which some loved for simplifying progression and flattening the power curve between players, regardless of their specialization, and others hated for the same reason), the general power level of the characters (was it necessary for the sake of balance and the GM's sanity, or had Paizo just nerfed everything equally without considering how this would affect player experience? Not helped by a math glitch that made all characters significantly weaker than they should have been), the game's complexity (simpler than its predecessor certainly, but some viewed it as still very difficult to learn), and the test campaign Doomsday Dawn (which Paizo evidently designed to stress test the system in a way that they knew wasn't going to be fun, but forgot to mention this in the build-up materials to the playtest, leading many to treat it as a normal campaign and quit in frustration). The playtest system also was oft compared to, of all things, Dungeons and Dragons 4e.
  • Crazy Awesome:
    • Cayden Cailean, in his mortal life as well as during his godhood.
    • The entire premise of Rasputin Must Die!.
  • Creator's Favorite: The Aasimar race are sometimes accused of being this in design terms, since they have many benefits but no drawbacks and aren't considered to be overpowered enough to ban in most non-PFS games.
  • Ensemble Dark Horse: Laori Vaus, Perky Goth elf chick from Curse of the Crimson Throne.
  • Evil Is Sexy:
    • Seltyiel, being the Lawful Evil iconic magus and Mr. Fanservice, seems to have a sizable fanbase.
    • Queen Ileosa's outfits sure love to show off her 36 Charisma.
    • Nocticula has this in spades, being a demon lord of lust and succubi, though she no longer fits this after her Heel–Face Turn. Her brother, Socothbenoth, is no slacker, either.
    • Sorshen, Runelord of Lust, was this as well, as a beautiful woman who wore practically nothing, but in the modern day she's both changed her ways and started wearing actual clothes.
  • Fandom Rivalry: Mentioning one enjoys Pathfinder will bring Dungeons & Dragons fans out of the woodwork to tell them all the reasons they're wrong for liking it, and vice versa.
  • Fan-Preferred Couple:
    • In some circles, Valeros the human iconic fighter and Imrijka the half-orc iconic inquisitor. This was made canon in Spiral of Bones, though they make it clear that it's a casual relationship without any real commitment.
    • Likewise, Amiri, the human iconic barbarian and Oloch, the half-orc iconic warpriest.
  • Fetish Retardant: Urgathoa, goddess of the undead. A sexy Eerie Pale-Skinned Brunette from the waist up, but rotting and skeletal from the waist down.
  • Foe Yay:
    • Lamashtu towards Shelyn, whom she wants to corrupt.
    • Everyone loves Shelyn, so most of the Evil Gods tend to like her like this.
    • Sarenrae and Asmodeus have a little of this going on; Inner Sea Gods even mentions their rivalry is a passionate one.
  • Fridge Horror:
    • Chainmail is not a clingy formfitting material, yet Laori from Curse of the Crimson Throne wears a skin-tight bodysuit made of the stuff, studded with hooks, spikes and other pointy bits. Zon-Kuthon's priesthood are noted elsewhere for sewing or otherwise integrating their vestments into their flesh...
    • An in-universe example: many have noted that the qlippoth often bear some resemblance to the more bizarre animals living on the Material Plane (such as insects, arachnids, and cephalopods.) The implications for this are unclear, yet still disturbing and generally something sages and philosophers don't like to dwell on.
  • Game-Breaker:
    • Depending on who you ask, the 3.5 CoDzilla (overpowered "Cleric or Druid") problem has either been preserved or addressed, with both sides arguing that their claims are correct. Given that everything boils down to individual player preference and the skill of the GameMaster to arbitrate these things, its probably best to Agree to Disagree. However, most people agree that the problem at least has been toned down.
    • End-level spellcasters in general, unless you buff the CRAP out of your enemies' saves. Or give them spell resistance.
      • Or give them the stealth/dexterity to act first. Concentration checks to cast while taking damage is no longer a skill in Pathfinder... while this means that you don't have to spend precious skill to do it, it also means that there's no way to nullify it, or set up enough skill buffs that you'll automatically succeed. A rogue flanking a caster will make casting especially difficult, and fighters actually have a lot of options that make in a nightmare to try to cast against them within 30 feet.
    • The Synthesist Summoner archetype breaks the game so thoroughly that it's officially banned from organized play. Basically, it allowed the player to max out their character's mental stats, then make an Eidolon with maxed-out physical stats. Synthesist Eidolons appear merged with their Summoner, combining their stats.
      • Some argue that it is no worse than the normal summoner or a CoDzilla, it just interacts with the party in a way that makes the existing flaws obvious. A CoDzilla can outshine the fighter too, but that is really all the Synthesist does, so they can't avoid it. In fact, it's easily possible to claim that the Synthesist is weaker than a normal summoner, as the Synthesist loses the second set of actions granted by the eidolon and is forced to choose between casting buffs and attacking. Generally, the Synthesist has much better defenses than a normal summoner, but loses out on a great deal of offensive power.
      • Speaking of Summoners and the power of extra actions, the Master Summoner Archetype doesn't seem very bad, until you hit the higher levels and he drowns the encounter in entire herds of Augmented Celestial/Fiendish/Flaming/etc...Tyrannosaurus Rexes.
    • Originally, the entire Gunslinger class got tarred with this brush. A full BAB ranged class that also targets Touch AC, which is almost universally the worst stat on most enemies and they add their DEX bonus to the damage their weapons deal, something no other class can do except for an expensive magic item ability for melee weapons only, or a feat chain that only works for one specific weapon. However, after years of real-world play, the class proven more balanced than initially thought, with many weaknesses enemies can utilize (limited out-of-combat utility, spells and terrain features that make hitting difficult even with touch AC, high-probability misfires at most levels, reduced range compared to other long-range weapons with powers that only work within the first range increment, expensive ammunition, water) becoming apparent. Now, players and DMs alike generally agree that neither the class nor Early Firearms like pistols and muskets are what is broken - it's Modern Firearms like revolvers that are, and thus, most campaigns only allow Early Firearms.
  • Technological weapons in genereal, especially at low levels, mainly for the same reason as the gunslinger: most of the require only ranged touch attacks to hit, meaning they ignore the target's armor bonus from worn armor or natural armor (i.e a tough hide, hard exoskeleton etc,) which is particularily bad for big creatures, which get a penalty for size and tend to have low Dexterity, meaing they will likely have a touch ac in the single digits. As if this weren't enough, high tech guns both do more damage than bows or even normal guns, and most do 3X or 4X damage on a crit, rather than the usual 2X. The railgun is probably the worst offender in this regard. They are somewhat balanced by being very expensive, but still aren't unattainble for a low level party (the railgun is 30000 gp, based on the wealth by level chart, a level 5 character has 10000 gp on average, meaning a normal size party of four or five could easily afford one by putting their resources together and selling stuff if necessary.)
    • Primalist bloodragers can trade in any of their bloodline powers they don't like for two barbarian rage powers at no other cost. For those not in the know, this basically makes them better versions of barbarians in practically every way. Like the synthesist, also banned from organized play.
    • Some of the races have particularly strong abilities which can completely level a game if not kept in check by a perceptive GM. Namely;
      • The Samsaran's Mystic Past Lives alternate racial ability allows them to take spells from any other class of the same arcane or divine typing.
      • The Kasantha have four arms, which allows them to a multitude of things that other players can't, as well as a bonus to AC.
      • The Svirfneblin have a bonus to AC and all saves, spell resistance, and are, on top of all that, small.
    • Then there are any of the races with natural flight...
  • Genius Bonus: The Bestiaries are gold mines for people familiar with mythical monsters. Most people will recognize the classical monsters pulled from Greco-Roman, Egyptian, and Norse mythology. A lesser, but still significant, number of people will recognize the single popular monsters from certain mythologies, like the Algonquian Wendigo, the Orcadian Nuckelavee, and various Yokai. But only very dedicated or specialized mythological scholars will be able to identify all the lesser known monsters right off the bat, which draw from Taíno, Mesopotamian, Persian, Aztec, Inuit, Ojibwe, Chinese, French, Aboriginal Australian, and Bagandan folklore and myth, among many others.
  • Hilarious in Hindsight:
    • Sarenrae's holy symbol features what would later become Dark Souls's "Praise the Sun" gesture.
    • Zon-Kuthon's origin story is in several aspects a Darker and Edgier version of Nightmare Moon's.note 
  • Jerkass Woobie:
    • Seltyiel, the token evil iconic, is rather pitiable if you read his backstory.
    • Tieflings are often depicted this way in the fluff, although as individuals they can be anything from Dark Is Not Evil to Complete Monsters.
    • NUALIA TOBYN. Put on a pedestal by her neighbors, restricted in her activities by her adoptive father, knocked up by her Bastard Boyfriend who then left her, disowned by her father, and gave still birth to a deformed monster thanks to being in an area desecrated by Lamashtu at the time. No wonder she went crazy.
    • Arazni, so very much. She started out as a paladin following the god Aroden, only to have her god die mysteriously and to be horribly killed by the Whispering Tyrant shortly after. As if this weren't enough, the evil Necromancer Geb turned her into a lich under his control out of spite towards the Knights of Ozem. While she eventually broke free of his control, she remains a twisted and evil undead demigod with none of her original goodly nature.
  • Les Yay:
    • Between three of the four major good-aligned goddess, no less.
    • Merisiel and Kyra, if the "Ask Merisiel" thread on Paizo's forums is to be believed. Apparently, if she could spend one night alone with any of her companions, it would be Kyra and what she would do... is not something that she would be allowed to say in polite company. All we've got is her line about how humans "can be super sexy and intriguing, especially when they worship Sarenrae and wear so much armor that you can't make out the details but just barely."
    Merisiel: Kyra's still kinda a stick in the mud, but she's getting better at it. Slowly. Operation "loosen up the cute cleric" continues into its fourth year, in other words.
    Merisiel: Best part about Kyra's healing magic? They're touch spells, and she's too kind-hearted to NOT heal someone who's actually hurt.
    Kyra: By the Light of the Dawn, people, STOP encouraging her! I have enough problems keeping Valeros in line...
    Merisiel (to Kyra): Kissy kissy!
    • And then, the fifth volume of the Pathfinder Comic and Word of God confirms (finally) that Kyra and Merisiel are in a relationship.
  • LGBT Fanbase: The developers have stated their intent to appeal to a wide variety of players, regardless of race, gender or sexual preference, and have designed several characters to represent that variety.
    • Many lesbian and gay NPCs appear throughout the various modules.
      • At least two wlw couples involving a trans woman appear in the adventure paths; Anevia Tirabade (human) and Irabeth Tirabade (half-orc)note  in Wrath of the Righteous, and Marislova (half-elf) and Jadrenka (changeling) in Reign of Winter.
      • Two of the main allied NPCs in Wrath of the Righteousnote  are in a gay relationship.
    • In general, Paizo has openly stated that, unless said otherwise, any romancable NPC has a compatible sexuality with whatever PC chooses to romance them. And they rarely say otherwise.
    • Of the four major Good Goddesses, three of them count each other as lovers.
  • Magnificent Bastard:
    • Asmodeus, Lord of Hell and the God of Sin, was the first traitor in history. Born the twin brother of the god of Goodness, Ihys, the two different on Ihys's insistence on imbuing mortals with free will, causing a war among the gods. Asmodeus committed the first act of treachery and slew his brother, but honored him by letting free will remain. Asmodeus will work with the gods of good to outwit greater threats such as Rovagug, but remains a deceptive and brilliant archdevil who will manipulate everyone to his end goals, even acquiring entire kingdoms via clever dealing. Asmodeus is also believed to have authored the contract around all creation, perhaps even writing in an extra clause to ensure his victory in the long run, never being at a loss for a clever ploy, even if he refuses to ever tell a direct lie. Of course, this all assumes that he's telling the truth, and given Concordance of Rivals' revelations about Pharasma, his role in the creation of the cosmos is at least very suspect.
    • Skull & Shackles: Admiral Druvalia Thrune is the Big Bad, The Woman Behind the Man to Captain Barnabas Harrigan, and the source, directly or indirectly, of all the misery experienced by the player characters. Determined to escape the accusation that her career has been advanced by nepotism alone, Druvalia uses her catspaw, Harrigan to undermine the Shackles' defenses, while her great-uncle's vast wealth enables her to finance a private armada, which her deal with the archdevil Geryon enables her to sail through the Eye of Abendego and strike at the Hurricane King's domains. With only the players even aware that her invasion is about to take place, and the support of one of the rulers of Hell, Druvalia seems to hold a winning hand, and if the PCs do not bring their best game, she is easily capable of running the table and reducing the Shackles to a Chelish colony.
    • Ironfang Invasion: General Azaersi is a brilliant and overambitious hobgoblin general who dreams of building a new homeland for her people atop the bickering human nations of Nirmathas and Molthune. Recruiting dozens of Molthune's monstrous mercenary regiments to her service, securing the alliance of the dark naga Zanathura, the greater barghest Azlowe, and the legendary dragonslayer Kraelos, and rallying hobgoblins from across the continent and beyond, Azaersi builds her Ironfang Legion into one of the deadliest fighting forces in Avistan, and with the aid of a powerful magical artifact, is able to deploy them wherever she sees fit. Rendered all but invincible in the field, Azaersi overruns most of Nirmathas and a large part of Molthune, with the players the only ones who are able to even check her. Unable to best her army in the field, the PCs will likely have to resort to a decapitation strike to remove Azaersi from the head of the Legion—unless they can present her with evidence of treachery from her comrades, in which case, much to their surprise, they may find themselves negotiating a reasonable peace with the hobgoblin generalissimo.
  • Memetic Mutation:
  • Moral Event Horizon: What Zon-Kuthon, god of pain, did to his father.
  • Narm: The Qlippoth Lord Isph-Aun-Vuln: her stats and description are actually pretty scary, however her picture looks rather like a giant meatball with a mouth and eyes, which is pretty hard to take seriously. Honestly, the illustrations for most of the Qlippoth Lords have this issue.
  • Never Live It Down: Iomedae has a reputation as a Jerkass God despite being Lawful Good, mainly due to a very odd and out of character scene in Herald Of The Ivory Labyrinth which even the writer has admitted was written horribly.
  • Rescued from the Scrappy Heap:
    • The developers sought to do this with some of the classic monsters in the splatbook Misfit Monsters Redeemed, specifically going for some of the most laughed-at monsters from the older editions of D&D, such as the Dire Corby, Wolf-in-sheep's-clothing, and the infamous Flumph (which is now a good-aligned extraplanar messenger warning adventurers about threats from beyond the stars).
    • The 3.5 soulknife class was always something people loved in concept, but hated in execution. Following the new Pathfinder version put out by Dreamscarred Press, the soulknife is now, while not as top-tier as most casters, solidly on par with martial classes like the fighter and barbarian, and has a number of cool and unique tricks to give it its own unique flavor.
    • 3.5's Tome of Battle supplement was the opposite, in several ways. It filled a niche that many players wanted to see filled, but many people felt that it made martial classes too similar to spellcasters. Dreamscarred Press revived its Maneuvers mechanic with their Path of War supplement, which instead embraced the larger-than-life, almost magical feel that Tome of Battle had.
    • To hear the Paizo forum-goers tell it, the Rogue was the most god-awful waste of paper and ink e'er to have been sent to print. And then the book, Pathfinder Unchained came out, and released an upgraded version of the Rogue which left all the original parts intact and added on a whole bunch of other abilities, including giving the Rogue unique tricks with Skills, a very nasty set of tricks called Debilitating Strikes which make the rogue a combat-tactics monster, upping the power of many of their weakest Talents (to the point that several became the BEST talents overnight), and granting Weapon Finesse as an automatic Bonus Feat at level 1, with the ability to further use Dexterity in place of Strength to determine damage with the Rogue's Weapon of Choice at level 3! And because all that happened was the addition of stuff to the Rogue, that means that all the previously-published Archetypes now work with the Unchained! Rogue.
    • Goblins in D&D are fairly bland low-level canon-fodder who typically exist solely as minions to more powerful monsters. Pathfinder made them into a delightfully insane Mascot Mook race who love fire, fear writing (it takes words out of your head!), despise dogs and horses, sing hilariously gruesome songs as they go into battle, and don't fully understand their own mortality. They even have their own popular series of adventures to star in, and have been upgraded to a core playable race in 2nd edition.
  • Scrappy Mechanic:
    • Burn, the kineticist's Cast from Hit Points mechanic, is this to many players and even kineticist guide writers. The common criticisms are that it's obnoxious to track, leaves the kineticist ridiculously squishy (a fully-powered kineticist averages 1.5 hit points per level), and doesn't feel like Avatar: The Last Airbender.
    • The medium's influence mechanic is similarly much-despised, since it rapidly shoots up, can offer very harsh penalties very quickly, and cannot really be reduced until the medium selects a new spirit. And getting five points of influence turns the character into an NPC until the channelling finishes.
    • Combat Expertise, an underwhelming feat that lets you trade attack rolls for an improvement to AC. Its sole purpose beyond that seems to be serving as a wall for feats, being prerequisite to no less than twenty-nine core Pathfinder feats, including all of the "Improved" Combat Maneuver feats (Improved Trip, Improved Disarm, Improved Grapple) which remove the ability for enemies to take Attacks of Opportunity for you using these maneuvers. It just seems to be there solely so players can't take these feats at first level.
    • Everything about the Eldritch Scion archetype for the Magus. It gains spontaneous casting, but loses spell recall, all casting and the arcane pool is determined by charisma, they get a gutted version of the Bloodrage called "Mystic Focus" which they need to spend an arcane point to enter, which isn't so bad on it's own, but they need to be in the Mystic Focus in order to use Spell Combat (one of their signature abilities), until they reach level 8.
    • Resonance Points in the 2e playtest were almost universally reviled. Power gamers didn't like how it put a hard cap on magic items, preventing people from creating powerful builds akin to what was in 1e, and almost everyone hated how you needed to spend resonance to use consumable magic items, such as potions and wands. When the playtest was complete, Pazio announced that they'd be doing away with the resonance system in the official launch.
  • Squick:
    • Lamashtu has this covered. See Nightmare Fuel above.
    • Zon-Kuthon. He's covered in ripped flesh and sucking wounds.
  • Tear Jerker: Planar Adventures says that Shelyn has a part of her godly realm set aside for Zon-Kuthon so if he ever redeems himself he they can live together again, which in turn implies she'd be willing to forgive him for everything.
  • Ugly Cute:
    • Golarion Goblins, unlike most versions of D&D, are essentially pyromaniac psycho chibis. Even cuter in the expansion books, where they tend to dress up as other monsters and carry around big d20s.
    • Fungus Leshy as well. Most of the leshy are Ridiculously Cute Critters, but the fungus-based ones look like baby spawn of Shub-Niggurath.
    • Cacodaemons, the lowliest of all daemons, are essentially flying mouths with eyes. They want to eat your soul, but how do they look so huggable while doing it?
    • Similarly, quasits, which are the demon counterparts to imps and cacos. The one in the bestiary is trying to look evil, but the fact that it's standing next to a candle kinda ruins the effect and makes it look somewhat adorable.
  • Uncanny Valley: Droogami's face in his 2e illustration looks disturbingly human.
  • Unintentionally Unsympathetic: Iomedae. Mainly due to a certain infamous bizarre and out of character scene in "Herald Of The Ivory Labyrinth", where she has a messenger essentially abduct the heroes so she can grill them for information about her Herald (while blasting them with sonic damage each time they give a wrong answer).
  • Viewer Gender Confusion: Yoon's artwork in the "Meet the Iconics" had some readers confused on what gender she was, as she's around 8 to 10, though the text clearly states she's a girl. Notably, it's only that art that caused this, as all other artwork of Yoon gave her eyeliner and lipstick, and also made her more clearly feminine.
  • Win Back the Crowd: Partly the intent of the game's entire creation. The creators capitalised on the many D&D fans left in the cold by 4E and made Pathfinder largely in response to the 4E criticisms.
  • Woobie Species:

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