From 5823fbbf9f4d0dd4f6ea6c4140b41417e35d0189 Mon Sep 17 00:00:00 2001 From: Ambrose <45524683+ammalagonc@users.noreply.github.com> Date: Thu, 2 Jan 2025 17:26:15 -0500 Subject: [PATCH] Add missing size, rarity and traits to the Ancestry journal entries (#17887) --- packs/journals/ancestries.json | 62 +++++++++++++++++----------------- 1 file changed, 31 insertions(+), 31 deletions(-) diff --git a/packs/journals/ancestries.json b/packs/journals/ancestries.json index ffd82e95a30..e3dac241505 100644 --- a/packs/journals/ancestries.json +++ b/packs/journals/ancestries.json @@ -13,7 +13,7 @@ "src": null, "system": {}, "text": { - "content": "
Anadi people are reclusive, sapient spiders who hail from the jungles of southern Garund. Though they act in many ways like natural-born shapeshifters, their twin forms actually stem from carefully developed magic.
As a communal and peaceful people, anadi ancestors endeavored to establish trade with the neighbors of ttheir homeland. However, these anadi soon learned that most others found their appearance to be extremely objectionable. Wishing to avoid conflict, ancient anadi retreated into isolation until they could find a solution. The answer came when their greatest scholars innovated a fusion of transmutation and illusion magic that allowed them to assume a humanoid form. The technique was developed, perfected, and eventually taught to the overwhelming majority of anadi.
Early efforts with their new approach to diplomacy have yielded much better results, though sporadic contact means that some outsiders whisper false legends about anadi, such as claims that they are humans who transform into monstrous spiders at moonrise. Even contemporary explorers have reported anadi as human-spider hybrids. The anadi people of the current day strive to slowly but surely create a world where they no longer need to hide their true nature.
Anadi in their true form resemble human-sized spiders with a variety of colorations. Some tones look simple or muted while other remain striking and vibrant, with most patterns inherited from an anadi's parentage. A typical anadi measures five feet in length from their front legs to their rear legs when standing comfortably.
All anadi possesses the ability to transform into a human guise. This form can resemble any human ethnicity, but it's usually one that blends in with the region of an anadi's hatching. Anadi reach physical maturity after 13 years, going through multiple phases of molting along the way. A typical anadi lives to be about 80 years old.
Anadi live in a communal society, sharing peaceful lives farming mushrooms or weaving warm blankets. Their culture places great value on cooperation and mutual respect. Due to this cultural upbringing, anadi often have issues facing severe conflict and often come off to other ancestries as very shy. Their history of dealing with arachnophobia in other peoples-which anadi understand is often instinctual and very difficult to control-likewise means that anadi do their best to be accommodating and comforting, even in situations that aren't necessarily fair to them.
The cooperative nature of anadi society and their dislike of violence means many anadi lean toward good alignments. They're more often neutral than chaotic or lawful, though the latter aren't unheard of.
Legends say Grandmother Spider rescued anadi people from servitude and brought them to Golarion, becoming their patron deity in the process. Her values of mutual care and playful trickery interweave into anadi culture, and even those who don't worship her tell tales of her adventures.
Anadi names are given by the members of the web marriage that raised them. Each parent contributes a single syllable, usually the first, from their own name. Older anadi who feel their identity has settled often take on or are given a phrase-title to honor them as well. Anadi who live among human populations rarely take a cover name, but some might adopt one if their given name strongly contrasts the norm in the local culture.
Altava, Anavachti, Strings-On-The-River Inkeelah, Kerialnamu, Maracha, Leaves-Shelter-Her-Feet Naiala, Orvasa, Reloana, Rivuken, Velachamon
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Wisdom, Free
Attribute Flaw Constitution
Languages Anadi, Mwangi
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Iruxi, Kholo, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
Fangs You were born with a natural means for hunting and self-defense. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.
Change Shape
(anadi, arcane, concentrate, polymorph, transmutation) You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't off-guard when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.Anadi are well-suited to survive in the wild, having developed diverse heritages even before the widespread use of transformation magic. Choose one of the following anadi heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Adaptive Anadi]
@UUID[Compendium.pf2e.heritages.Item.Polychromatic Anadi]
@UUID[Compendium.pf2e.heritages.Item.Snaring Anadi]
@UUID[Compendium.pf2e.heritages.Item.Spindly Anadi]
@UUID[Compendium.pf2e.heritages.Item.Venomous Anadi]
", + "content": "Anadi people are reclusive, sapient spiders who hail from the jungles of southern Garund. Though they act in many ways like natural-born shapeshifters, their twin forms actually stem from carefully developed magic.
As a communal and peaceful people, anadi ancestors endeavored to establish trade with the neighbors of ttheir homeland. However, these anadi soon learned that most others found their appearance to be extremely objectionable. Wishing to avoid conflict, ancient anadi retreated into isolation until they could find a solution. The answer came when their greatest scholars innovated a fusion of transmutation and illusion magic that allowed them to assume a humanoid form. The technique was developed, perfected, and eventually taught to the overwhelming majority of anadi.
Early efforts with their new approach to diplomacy have yielded much better results, though sporadic contact means that some outsiders whisper false legends about anadi, such as claims that they are humans who transform into monstrous spiders at moonrise. Even contemporary explorers have reported anadi as human-spider hybrids. The anadi people of the current day strive to slowly but surely create a world where they no longer need to hide their true nature.
Anadi in their true form resemble human-sized spiders with a variety of colorations. Some tones look simple or muted while other remain striking and vibrant, with most patterns inherited from an anadi's parentage. A typical anadi measures five feet in length from their front legs to their rear legs when standing comfortably.
All anadi possesses the ability to transform into a human guise. This form can resemble any human ethnicity, but it's usually one that blends in with the region of an anadi's hatching. Anadi reach physical maturity after 13 years, going through multiple phases of molting along the way. A typical anadi lives to be about 80 years old.
Anadi live in a communal society, sharing peaceful lives farming mushrooms or weaving warm blankets. Their culture places great value on cooperation and mutual respect. Due to this cultural upbringing, anadi often have issues facing severe conflict and often come off to other ancestries as very shy. Their history of dealing with arachnophobia in other peoples-which anadi understand is often instinctual and very difficult to control-likewise means that anadi do their best to be accommodating and comforting, even in situations that aren't necessarily fair to them.
The cooperative nature of anadi society and their dislike of violence means many anadi lean toward good alignments. They're more often neutral than chaotic or lawful, though the latter aren't unheard of.
Legends say Grandmother Spider rescued anadi people from servitude and brought them to Golarion, becoming their patron deity in the process. Her values of mutual care and playful trickery interweave into anadi culture, and even those who don't worship her tell tales of her adventures.
Anadi names are given by the members of the web marriage that raised them. Each parent contributes a single syllable, usually the first, from their own name. Older anadi who feel their identity has settled often take on or are given a phrase-title to honor them as well. Anadi who live among human populations rarely take a cover name, but some might adopt one if their given name strongly contrasts the norm in the local culture.
Altava, Anavachti, Strings-On-The-River Inkeelah, Kerialnamu, Maracha, Leaves-Shelter-Her-Feet Naiala, Orvasa, Reloana, Rivuken, Velachamon
Rarity Rare
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Wisdom, Free
Attribute Flaw Constitution
Languages Anadi, Mwangi
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Iruxi, Kholo, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Anadi, Humanoid
Fangs You were born with a natural means for hunting and self-defense. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.
Change Shape
(anadi, arcane, concentrate, polymorph, transmutation) You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't off-guard when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.Anadi are well-suited to survive in the wild, having developed diverse heritages even before the widespread use of transformation magic. Choose one of the following anadi heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Adaptive Anadi]
@UUID[Compendium.pf2e.heritages.Item.Polychromatic Anadi]
@UUID[Compendium.pf2e.heritages.Item.Snaring Anadi]
@UUID[Compendium.pf2e.heritages.Item.Spindly Anadi]
@UUID[Compendium.pf2e.heritages.Item.Venomous Anadi]
", "format": 1 }, "title": { @@ -34,7 +34,7 @@ "src": null, "system": {}, "text": { - "content": "Technological wonders from another world, androids have synthetic bodies and living souls. Their dual nature makes them quick-thinking and calm under pressure, but comfortable in stillness and solitude.
Androids first arrived on Golarion during the Rain of Stars, when an interstellar vessel from the far-off planet of Androffa crash-landed, scattering debris across Numeria. While some android survivors of this crash still walk Golarion today, most were created from the technological pods, known as foundries, that operate sporadically amid the starship's wreckage. Androids birthed from these mechanical wombs possess mature bodies and newborn souls, both organic and synthetic; they emerge knowing only their creators' language and the motor skills necessary for survival. They have no understanding of their surroundings, origin, or purpose. Most learn how to behave through keen observation while wandering Numeria.
Androids tend to be logical introverts, rational and contemplative. Insatiably curious, with an urge to understand themselves and the world around them, androids place great value on intellectual pursuits. They have difficulty interpreting and expressing emotions, both in themselves and in others, which makes them seem distant and uncaring. While androids can forge emotional bonds, they find it more difficult to connect with non-androids.
If you want a character that's a synthetic foreigner in a fantastic world, forced to learn the nuances of reality and society through the powers of observation and logic alone, you should play an android.
Androids were created in humanity's image; thus, foundries produce androids that represent all humankind. Androids display great diversity in coloration and ethnicity, height and body shape, and gender identity. Androids breathe, eat, and sleep like a human, although they're incapable of biological procreation. Their bodies contain microscopic nanites, transported by fluid too watery to be blood, that manage their organic processes. These nanites are controlled through biological circuitry that resembles tattoos and is typically located along an android's hands, forearms, face, or neck. Many androids can harness their nanites to increase their bodies' efficiency, causing the circuitry to glow.
Androids don't grow old. Instead, their organic appearance becomes less convincing over time, causing them to look more artificial. After a century, most androids feel their time coming to an end and willingly release their souls to the Boneyard to face Pharasma's judgment. Their bodies then shut down, entering a lifeless hibernation as their nanites begin restoration protocol and reset their synthetic bodies to their original manufactured state. After a few weeks, a new soul enters the android's form, triggering reinitialization. This process, called Renewal, is an event to be celebrated, akin to bearing a child. Those that die by violence can't Renew, so androids go to great lengths to protect themselves and their brethren from harm.
Androids have a history of being exploited, enslaved, and destroyed by their Numerian neighbors, so they hide in order to survive. Most choose to keep their ancestry secret by integrating into human society or by adapting to a nomadic lifestyle. Some androids eschew humanity to live among their kind. Such groups often remain small by necessity; while a pair of androids can avoid danger through careful secrecy, large groups attract too much attention.
Android communities are efficient and highly organized. Each citizen understands their role and takes pride in filling it effectively. Debates and lectures frequently occur, as androids seek to understand themselves and their world through education and inquiry. These insular and secretive enclaves relocate when discovered.
Most androids are neutral. They care for their own safety and that of their companions and their kind. Androids interested in religion usually worship Casandalee or Brigh, goddesses that unite invention and life. Other popular deities include Desna, Irori, and Gozreh.
Androids adopt the naming conventions of their surrounding societies, while those raised among their own kind instead select a single name that utilizes Androffan phonology. Occasionally, such androids add a numerical designation to their names, denoting how many generations their body has hosted life as a kind of homage to their bloodline.
Anati, Daniv, Era-4, Feralia, Gelegor, Ilgos-5, Koresh, Oris, Prime, Urdun, Verity-3, Ymry
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Intelligence, Free
Attribute Flaw Charisma
Languages Common, Androffan
Additional Languages equal to your Intelligence modifier (if positive). Choose from Chthonian, Empyreal, Draconic, Dwarven, Sakvroth, Utopian, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Constructed Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.
Emotionally Unaware You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.
@UUID[Compendium.pf2e.heritages.Item.Artisan Android]
@UUID[Compendium.pf2e.heritages.Item.Impersonator Android]
@UUID[Compendium.pf2e.heritages.Item.Laborer Android]
@UUID[Compendium.pf2e.heritages.Item.Polyglot Android]
@UUID[Compendium.pf2e.heritages.Item.Warrior Android]
", + "content": "Technological wonders from another world, androids have synthetic bodies and living souls. Their dual nature makes them quick-thinking and calm under pressure, but comfortable in stillness and solitude.
Androids first arrived on Golarion during the Rain of Stars, when an interstellar vessel from the far-off planet of Androffa crash-landed, scattering debris across Numeria. While some android survivors of this crash still walk Golarion today, most were created from the technological pods, known as foundries, that operate sporadically amid the starship's wreckage. Androids birthed from these mechanical wombs possess mature bodies and newborn souls, both organic and synthetic; they emerge knowing only their creators' language and the motor skills necessary for survival. They have no understanding of their surroundings, origin, or purpose. Most learn how to behave through keen observation while wandering Numeria.
Androids tend to be logical introverts, rational and contemplative. Insatiably curious, with an urge to understand themselves and the world around them, androids place great value on intellectual pursuits. They have difficulty interpreting and expressing emotions, both in themselves and in others, which makes them seem distant and uncaring. While androids can forge emotional bonds, they find it more difficult to connect with non-androids.
If you want a character that's a synthetic foreigner in a fantastic world, forced to learn the nuances of reality and society through the powers of observation and logic alone, you should play an android.
Androids were created in humanity's image; thus, foundries produce androids that represent all humankind. Androids display great diversity in coloration and ethnicity, height and body shape, and gender identity. Androids breathe, eat, and sleep like a human, although they're incapable of biological procreation. Their bodies contain microscopic nanites, transported by fluid too watery to be blood, that manage their organic processes. These nanites are controlled through biological circuitry that resembles tattoos and is typically located along an android's hands, forearms, face, or neck. Many androids can harness their nanites to increase their bodies' efficiency, causing the circuitry to glow.
Androids don't grow old. Instead, their organic appearance becomes less convincing over time, causing them to look more artificial. After a century, most androids feel their time coming to an end and willingly release their souls to the Boneyard to face Pharasma's judgment. Their bodies then shut down, entering a lifeless hibernation as their nanites begin restoration protocol and reset their synthetic bodies to their original manufactured state. After a few weeks, a new soul enters the android's form, triggering reinitialization. This process, called Renewal, is an event to be celebrated, akin to bearing a child. Those that die by violence can't Renew, so androids go to great lengths to protect themselves and their brethren from harm.
Androids have a history of being exploited, enslaved, and destroyed by their Numerian neighbors, so they hide in order to survive. Most choose to keep their ancestry secret by integrating into human society or by adapting to a nomadic lifestyle. Some androids eschew humanity to live among their kind. Such groups often remain small by necessity; while a pair of androids can avoid danger through careful secrecy, large groups attract too much attention.
Android communities are efficient and highly organized. Each citizen understands their role and takes pride in filling it effectively. Debates and lectures frequently occur, as androids seek to understand themselves and their world through education and inquiry. These insular and secretive enclaves relocate when discovered.
Most androids are neutral. They care for their own safety and that of their companions and their kind. Androids interested in religion usually worship Casandalee or Brigh, goddesses that unite invention and life. Other popular deities include Desna, Irori, and Gozreh.
Androids adopt the naming conventions of their surrounding societies, while those raised among their own kind instead select a single name that utilizes Androffan phonology. Occasionally, such androids add a numerical designation to their names, denoting how many generations their body has hosted life as a kind of homage to their bloodline.
Anati, Daniv, Era-4, Feralia, Gelegor, Ilgos-5, Koresh, Oris, Prime, Urdun, Verity-3, Ymry
Rarity Rare
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Intelligence, Free
Attribute Flaw Charisma
Languages Common, Androffan
Additional Languages equal to your Intelligence modifier (if positive). Choose from Chthonian, Empyreal, Draconic, Dwarven, Sakvroth, Utopian, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Android, Humanoid
Senses Low-Light Vision
Constructed Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.
Emotionally Unaware You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.
@UUID[Compendium.pf2e.heritages.Item.Artisan Android]
@UUID[Compendium.pf2e.heritages.Item.Impersonator Android]
@UUID[Compendium.pf2e.heritages.Item.Laborer Android]
@UUID[Compendium.pf2e.heritages.Item.Polyglot Android]
@UUID[Compendium.pf2e.heritages.Item.Warrior Android]
", "format": 1 }, "title": { @@ -76,7 +76,7 @@ "src": null, "system": {}, "text": { - "content": "These intelligent constructs house actual souls and represent what remains of a dying empire's last attempt at greatness. Automatons combine technological ingenuity with magical power, creating a blended being wholly unique to Golarion.
The Jistka Imperium was the first major human civilization to emerge after Earthfall, arising around the area that would later become Rahadoum and enduring for seven centuries thanks to great advancements in civics and the sciences. However, Jistka's leaders often favored aggressive uses of technology, and early advances paved the way for arrogance, petty infighting, and corruption. The Jistka Imperium's expansionist tendencies and lack of diplomacy earned the Imperium many enemies over the course of its existence. The most notable of these foes was the empire of Ancient Osirion. Osirion's enmity ultimately sealed the Imperium's fate, as they employed clever and depraved magic that proved more than a match for Jistka's legendary golem army, even when the Jistkans began to cut corners and bind fiends into their golems. In a desperate attempt to fight back against internal corruption and external pressures, a cabal of concerned Jistkans formed the Artificer Conclave to develop new technologies to stave off the Imperium's collapse and return Jistka to its former glory. The most successful of these developments were automatons, which the Conclave believed to be the pinnacle of Jistkan constructs-or at least, the last hope for Jistka's salvation. Conclave creators transplanted the mind, life force, and soul of Jistkan individuals into these constructs, creating magical and technological marvels powered by the life energy of the greatest warriors and scholars the organization could recruit. Unfortunately, despite the Conclave's best efforts, the automatons' arrival happened too late to save the already doomed Imperium. The empire collapsed, leaving automatons to fend for themselves.
The exceptional and forward-thinking construction of automatons means that a fair number remain today, millennia later, scattered to the winds. However, the passage of time has revealed one of automatons' greatest weaknesses: their mortal psyches. Only the strongest willed have managed to retain their memories, sense of self, and lucidity after all this time. As each automaton remains as unique as any living person on Golarion; a given automaton has their own personality, shaped by countless experiences. Most automatons behave reclusively, preferring to avoid others due to fear of attachment or misunderstanding. Even automatons who are more willing to live in the open understand that their unique nature makes them a prime target for hunters, scholars, or worse. Rare is the automaton that lives without the regular occurrence of distrust or worry.
Automatons share a common construction-a blend of magically treated metals and stone. This design allows automatons to withstand the rigors of direct combat and makes them particularly hardy. Their heavy bodies can move just as quickly as other combatants, making automatons intimidating foes. The design of an automaton varies depending on the needs of its role. Most automatons have a basic humanoid shape, though some instead have shapes that closely resemble animals. The majority of automatons have a single eye that glows with a dim, magical light. Each also contains a powerful artifact that both houses its individual soul and uses a combination of life and planar energy for power. These automaton cores are marvels of magical engineering whose method of creation has been lost to time.
As constructs, automatons typically don't need to breathe, eat, or sleep; however, the body of an automaton needs to vent an imperceivable magical exhaust at a constant rate. This venting process requires breathable air to prevent a buildup of exhaust that can clog the automaton's systems, sometimes to fatal effect. Thus, automatons can still suffocate much like living creatures. Though they don't sleep, automatons require a period of magical recalibration and restoration which stabilizes the energies within their core. Without this process, an automaton core is incapable of fully powering the automaton and they enter an inefficient state (similar to a humanoid who doesn't get 8 hours of sleep).
Automatons don't age and the design of their cores grants them a seemingly endless power source. Many automatons that exist today are thousands of years old, their bodies as efficient as the day of their creation, even if their minds might have deteriorated with the strain of the ages. Automatons lost over time typically met violent ends. An automaton's body is just as vulnerable to destruction as any other construct, though destroying an automaton core is more difficult. As such, an automaton's soul might remain trapped within its core for years after the destruction of its body. This was the intent of the original creators, who hoped to provide functional immortality. However, in reality, the destruction of the body more often leads to a malfunction, requiring magical intervention such as resurrection magic to restore the automaton completely. In the case of the core's destruction, or if it malfunctions catastrophically enough that it can no longer hold the soul, the core releases the spirit to the River of Souls.
In some cases, an automaton can learn how to consciously or subconsciously influence its core. These automatons eventually learn how to release their souls from their cores, allowing their souls to move on when they feel they have achieved a satisfying life. This act leaves the automaton as a mindless construct, typically still active but no longer capable of anything but aimless wandering and occasional acts of self-defense.
Due to the disparate fates of automatons, many of them lead solitary lives. There are a few cases of automatons originally designed to work together, such as groups of warriors, who remain as a team and dwell together in hideouts or travel together as wanderers. These groups are few and far between, however, and automaton settlements are even rarer. The only pockets of automatons that begin to resemble settlements typically hide among the ruins of Jistka. These groups can hold dozens of automatons, but any attempts to contact or visit them tend to be fruitless. Such gatherings are especially secretive, and the resident automatons will protect their homes at any cost.
Automatons are far more likely to encounter other ancestries. Depending on the automaton's personality, this encounter could go a number of ways, ranging from extreme secrecy to open visitation. An automaton's unique appearance makes them stand out regardless of where they're found, but most others look upon them with awe or curiosity rather than fear. Magical constructs aren't an alien concept across Golarion, but many of them are mindless. After making it past the initial shock of a thinking construct, it's often not difficult for most grasp how to engage with an automaton. However, automatons are more likely to find the semblance of an everyday life in large cities like Absalom, Azir, or Quantium. Regardless of where they go, an automaton must remain on the lookout for those who would attempt to take their body for study or to access their core.
The people of the Jistka Imperium saw the aeons of Axis as ideal beings whose behavior was worthy of emulation, so many Jistkans were lawful neutral. Since many automatons contain Jistkan souls, most automatons are lawful neutral, or at least lawful in some capacity. Over the centuries, however, a fair number of automatons have drifted toward neutral alignments as their outlooks change without a primary society or set of ideals upon which to cling. Automatons tend to worship gods of technology or magic like Brigh and Nethys, or various monitor demigods. Worship of Irori and Pharasma are somewhat common among automatons as well. Pharasmin automatons likely learn how to release their souls from their cores, and often choose to do so. Though they are ancient beings from long before the time of Casandalee, a small number of automatons have recognized the new artificial goddess as a kindred spirit.
An automaton typically keeps the name they had before their transformation into a construct, if they can remember it. Even when other memories fade, memory of their name often remains. As such, many automatons have names with Jistkan origins. Second most common are automatons who had to give themselves a new name, as they lost their memories of the old one at some point. Those automatons that particularly believed in the cause of the Artificer Conclave might instead take the name of one of the conclave's members in honor of the cause that they gave their body to support. Some automatons prefer to change their names over their lifetimes, either selecting a new name from a culture they encountered or adding a title to represent a significant moment in their lives. In some cases an automaton will use a particularly cherished title in place of any other name.
Alnhaman, Busmin, The Doleful, Enoh, Himar, Kantral, The Kindred, Numinar, Scholar, Tehkis, Wayfarer, Yulmian
Hit Points 8
Size Medium or Small
Speed 25 feet
Attribute Boosts Strength, Free
Languages Common, Utopian
Additional Languages equal to your Intelligence modifier (if positive). Choose from Chthonian, Diabolic, Dwarven, Elven, Empyreal, Petran, Pyric, Sussuran, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region). At the GM's discretion, if you still have memories from your time in Jistka, you might speak Jistka instead of Common.
Senses Low-Light Vision
Automaton Core Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don't have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via vitality energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points.
Constructed Body Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can't recover until you enter standby for 2 hours.
@UUID[Compendium.pf2e.heritages.Item.Hunter Automaton]
@UUID[Compendium.pf2e.heritages.Item.Mage Automaton]
@UUID[Compendium.pf2e.heritages.Item.Sharpshooter Automaton]
@UUID[Compendium.pf2e.heritages.Item.Warrior Automaton]
", + "content": "These intelligent constructs house actual souls and represent what remains of a dying empire's last attempt at greatness. Automatons combine technological ingenuity with magical power, creating a blended being wholly unique to Golarion.
The Jistka Imperium was the first major human civilization to emerge after Earthfall, arising around the area that would later become Rahadoum and enduring for seven centuries thanks to great advancements in civics and the sciences. However, Jistka's leaders often favored aggressive uses of technology, and early advances paved the way for arrogance, petty infighting, and corruption. The Jistka Imperium's expansionist tendencies and lack of diplomacy earned the Imperium many enemies over the course of its existence. The most notable of these foes was the empire of Ancient Osirion. Osirion's enmity ultimately sealed the Imperium's fate, as they employed clever and depraved magic that proved more than a match for Jistka's legendary golem army, even when the Jistkans began to cut corners and bind fiends into their golems. In a desperate attempt to fight back against internal corruption and external pressures, a cabal of concerned Jistkans formed the Artificer Conclave to develop new technologies to stave off the Imperium's collapse and return Jistka to its former glory. The most successful of these developments were automatons, which the Conclave believed to be the pinnacle of Jistkan constructs-or at least, the last hope for Jistka's salvation. Conclave creators transplanted the mind, life force, and soul of Jistkan individuals into these constructs, creating magical and technological marvels powered by the life energy of the greatest warriors and scholars the organization could recruit. Unfortunately, despite the Conclave's best efforts, the automatons' arrival happened too late to save the already doomed Imperium. The empire collapsed, leaving automatons to fend for themselves.
The exceptional and forward-thinking construction of automatons means that a fair number remain today, millennia later, scattered to the winds. However, the passage of time has revealed one of automatons' greatest weaknesses: their mortal psyches. Only the strongest willed have managed to retain their memories, sense of self, and lucidity after all this time. As each automaton remains as unique as any living person on Golarion; a given automaton has their own personality, shaped by countless experiences. Most automatons behave reclusively, preferring to avoid others due to fear of attachment or misunderstanding. Even automatons who are more willing to live in the open understand that their unique nature makes them a prime target for hunters, scholars, or worse. Rare is the automaton that lives without the regular occurrence of distrust or worry.
Automatons share a common construction-a blend of magically treated metals and stone. This design allows automatons to withstand the rigors of direct combat and makes them particularly hardy. Their heavy bodies can move just as quickly as other combatants, making automatons intimidating foes. The design of an automaton varies depending on the needs of its role. Most automatons have a basic humanoid shape, though some instead have shapes that closely resemble animals. The majority of automatons have a single eye that glows with a dim, magical light. Each also contains a powerful artifact that both houses its individual soul and uses a combination of life and planar energy for power. These automaton cores are marvels of magical engineering whose method of creation has been lost to time.
As constructs, automatons typically don't need to breathe, eat, or sleep; however, the body of an automaton needs to vent an imperceivable magical exhaust at a constant rate. This venting process requires breathable air to prevent a buildup of exhaust that can clog the automaton's systems, sometimes to fatal effect. Thus, automatons can still suffocate much like living creatures. Though they don't sleep, automatons require a period of magical recalibration and restoration which stabilizes the energies within their core. Without this process, an automaton core is incapable of fully powering the automaton and they enter an inefficient state (similar to a humanoid who doesn't get 8 hours of sleep).
Automatons don't age and the design of their cores grants them a seemingly endless power source. Many automatons that exist today are thousands of years old, their bodies as efficient as the day of their creation, even if their minds might have deteriorated with the strain of the ages. Automatons lost over time typically met violent ends. An automaton's body is just as vulnerable to destruction as any other construct, though destroying an automaton core is more difficult. As such, an automaton's soul might remain trapped within its core for years after the destruction of its body. This was the intent of the original creators, who hoped to provide functional immortality. However, in reality, the destruction of the body more often leads to a malfunction, requiring magical intervention such as resurrection magic to restore the automaton completely. In the case of the core's destruction, or if it malfunctions catastrophically enough that it can no longer hold the soul, the core releases the spirit to the River of Souls.
In some cases, an automaton can learn how to consciously or subconsciously influence its core. These automatons eventually learn how to release their souls from their cores, allowing their souls to move on when they feel they have achieved a satisfying life. This act leaves the automaton as a mindless construct, typically still active but no longer capable of anything but aimless wandering and occasional acts of self-defense.
Due to the disparate fates of automatons, many of them lead solitary lives. There are a few cases of automatons originally designed to work together, such as groups of warriors, who remain as a team and dwell together in hideouts or travel together as wanderers. These groups are few and far between, however, and automaton settlements are even rarer. The only pockets of automatons that begin to resemble settlements typically hide among the ruins of Jistka. These groups can hold dozens of automatons, but any attempts to contact or visit them tend to be fruitless. Such gatherings are especially secretive, and the resident automatons will protect their homes at any cost.
Automatons are far more likely to encounter other ancestries. Depending on the automaton's personality, this encounter could go a number of ways, ranging from extreme secrecy to open visitation. An automaton's unique appearance makes them stand out regardless of where they're found, but most others look upon them with awe or curiosity rather than fear. Magical constructs aren't an alien concept across Golarion, but many of them are mindless. After making it past the initial shock of a thinking construct, it's often not difficult for most grasp how to engage with an automaton. However, automatons are more likely to find the semblance of an everyday life in large cities like Absalom, Azir, or Quantium. Regardless of where they go, an automaton must remain on the lookout for those who would attempt to take their body for study or to access their core.
The people of the Jistka Imperium saw the aeons of Axis as ideal beings whose behavior was worthy of emulation, so many Jistkans were lawful neutral. Since many automatons contain Jistkan souls, most automatons are lawful neutral, or at least lawful in some capacity. Over the centuries, however, a fair number of automatons have drifted toward neutral alignments as their outlooks change without a primary society or set of ideals upon which to cling. Automatons tend to worship gods of technology or magic like Brigh and Nethys, or various monitor demigods. Worship of Irori and Pharasma are somewhat common among automatons as well. Pharasmin automatons likely learn how to release their souls from their cores, and often choose to do so. Though they are ancient beings from long before the time of Casandalee, a small number of automatons have recognized the new artificial goddess as a kindred spirit.
An automaton typically keeps the name they had before their transformation into a construct, if they can remember it. Even when other memories fade, memory of their name often remains. As such, many automatons have names with Jistkan origins. Second most common are automatons who had to give themselves a new name, as they lost their memories of the old one at some point. Those automatons that particularly believed in the cause of the Artificer Conclave might instead take the name of one of the conclave's members in honor of the cause that they gave their body to support. Some automatons prefer to change their names over their lifetimes, either selecting a new name from a culture they encountered or adding a title to represent a significant moment in their lives. In some cases an automaton will use a particularly cherished title in place of any other name.
Alnhaman, Busmin, The Doleful, Enoh, Himar, Kantral, The Kindred, Numinar, Scholar, Tehkis, Wayfarer, Yulmian
Rarity Rare
Hit Points 8
Size Medium or Small
Speed 25 feet
Attribute Boosts Strength, Free
Languages Common, Utopian
Additional Languages equal to your Intelligence modifier (if positive). Choose from Chthonian, Diabolic, Dwarven, Elven, Empyreal, Petran, Pyric, Sussuran, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region). At the GM's discretion, if you still have memories from your time in Jistka, you might speak Jistka instead of Common.
Traits Automaton, Construct
Senses Low-Light Vision
Automaton Core Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don't have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via vitality energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points.
Constructed Body Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can't recover until you enter standby for 2 hours.
@UUID[Compendium.pf2e.heritages.Item.Hunter Automaton]
@UUID[Compendium.pf2e.heritages.Item.Mage Automaton]
@UUID[Compendium.pf2e.heritages.Item.Sharpshooter Automaton]
@UUID[Compendium.pf2e.heritages.Item.Warrior Automaton]
", "format": 1 }, "title": { @@ -139,7 +139,7 @@ "src": null, "system": {}, "text": { - "content": "Curious and gregarious wanderers, catfolk combine the features of felines and humanoids in both appearance and temperament. They enjoy learning new things, collecting new tales and trinkets, and ensuring their loved ones are safe and happy. Catfolk view themselves as the chosen guardians of natural places in the world and are often recklessly brave, even in the face of overwhelming opposition. They believe that strong communities, breadth of experience, and continual selfimprovement aid them in this fight.
As quick as their reflexes are, catfolk have quicker tempers, shifting from effusive glee to aggrieved fury in an instant. Like mundane felines, catfolk involuntarily purr when pleased and growl when surprised or angry.
If you want a character who is curious, brave, friendly, and nimble in body and mind, you should play a catfolk.
Avoid interpersonal conflict by giving someone a cold shoulder or by simply leaving the area.
Ascribe more emotion than you feel to your involuntary purrs or growling.
Although all catfolk walk upright and have soft fur, a tail, large ears, and vertical pupils, they show at least as much variety as ordinary felines. Catfolk have nimble fingers with short claws that are usually retractable.
Catfolk mature quickly and are able to walk at only a few months old, but they start their careers at roughly the same age as humans do and live to be 60 or 70 years of age.
Catfolk call themselves amurruns, although many consider this name to be private. They raise their children in large extended families, where they are given latitude to explore and get into trouble from a remarkably young age. Catfolk learn a trade in a loose apprenticeship, and the majority learn several trades over their lives.
Catfolk societies are often led by an appointed leader who speaks on behalf of the community and mediates disputes. They prefer to deal with grievances by making an elaborate showing of disinterest, or even leaving a community for a time so the problem can die away.
Catfolk are given short names in their youth. Adolescent catfolk are free to choose a different name when they first leave home.
Sample Names: Alyara, Crinto, Drewan, Espes, Ferrus, Gerran, Halhat, Hoya, Ruun, Sevastin, Tespa, Yonsol, Zakkar, Zathra
Most catfolk believe they were uplifted from great primeval cats to confront the evil abominations despoiling natural places and laboring to unmake reality. Many, however, enjoy the freedom to travel and like to set their own paths in life. Religious catfolk most often practice a nebulous form of animism, appeasing the spirits of the land and the creatures they hunt to preserve the natural order.
travel the world, protect natural places, fastidiously maintain your appearance
leave questions unanswered
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Wisdom
Languages Amurrun, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Iruxi, Jotun, Fey, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Land on your Feet When you fall, you take only half the normal damage and don't land prone.
@UUID[Compendium.pf2e.heritages.Item.Clawed Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Flexible Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Hunting Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Jungle Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Liminal Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Nine Lives Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Sharp-Eared Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Winter Catfolk]
", + "content": "Curious and gregarious wanderers, catfolk combine the features of felines and humanoids in both appearance and temperament. They enjoy learning new things, collecting new tales and trinkets, and ensuring their loved ones are safe and happy. Catfolk view themselves as the chosen guardians of natural places in the world and are often recklessly brave, even in the face of overwhelming opposition. They believe that strong communities, breadth of experience, and continual selfimprovement aid them in this fight.
As quick as their reflexes are, catfolk have quicker tempers, shifting from effusive glee to aggrieved fury in an instant. Like mundane felines, catfolk involuntarily purr when pleased and growl when surprised or angry.
If you want a character who is curious, brave, friendly, and nimble in body and mind, you should play a catfolk.
Avoid interpersonal conflict by giving someone a cold shoulder or by simply leaving the area.
Ascribe more emotion than you feel to your involuntary purrs or growling.
Although all catfolk walk upright and have soft fur, a tail, large ears, and vertical pupils, they show at least as much variety as ordinary felines. Catfolk have nimble fingers with short claws that are usually retractable.
Catfolk mature quickly and are able to walk at only a few months old, but they start their careers at roughly the same age as humans do and live to be 60 or 70 years of age.
Catfolk call themselves amurruns, although many consider this name to be private. They raise their children in large extended families, where they are given latitude to explore and get into trouble from a remarkably young age. Catfolk learn a trade in a loose apprenticeship, and the majority learn several trades over their lives.
Catfolk societies are often led by an appointed leader who speaks on behalf of the community and mediates disputes. They prefer to deal with grievances by making an elaborate showing of disinterest, or even leaving a community for a time so the problem can die away.
Catfolk are given short names in their youth. Adolescent catfolk are free to choose a different name when they first leave home.
Sample Names: Alyara, Crinto, Drewan, Espes, Ferrus, Gerran, Halhat, Hoya, Ruun, Sevastin, Tespa, Yonsol, Zakkar, Zathra
Most catfolk believe they were uplifted from great primeval cats to confront the evil abominations despoiling natural places and laboring to unmake reality. Many, however, enjoy the freedom to travel and like to set their own paths in life. Religious catfolk most often practice a nebulous form of animism, appeasing the spirits of the land and the creatures they hunt to preserve the natural order.
travel the world, protect natural places, fastidiously maintain your appearance
leave questions unanswered
Rarity Uncommon
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Wisdom
Languages Amurrun, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Iruxi, Jotun, Fey, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Catfolk, Humanoid
Senses Low-Light Vision
Land on your Feet When you fall, you take only half the normal damage and don't land prone.
@UUID[Compendium.pf2e.heritages.Item.Clawed Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Flexible Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Hunting Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Jungle Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Liminal Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Nine Lives Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Sharp-Eared Catfolk]
@UUID[Compendium.pf2e.heritages.Item.Winter Catfolk]
", "format": 1 }, "title": { @@ -181,7 +181,7 @@ "src": null, "system": {}, "text": { - "content": "Conrasus are shards of cosmic force given consciousness who construct intricate exoskeletons to interface with the mortal world. Both an integral part of the underlying processes of the universe and strangely set apart, conrasus look to aeons to understand their existence.
Conrasus aren't entirely clear on their own origins. Some historians think them a failed experiment of a wizardly cabal—possibly a splinter of artificers from the ancient Jitska Imperium—who desperately hoped to bind a pleroma to bolster their army but who accidentally conjured shattered scraps of the aeon instead. Others believe conrasus were built by their ancestors using an accelerated, iterative evolution process as natural as one designed by those who build portions of their own bodies could ever hope to achieve. Most likely, it is a mix of the two.
The true form of a conrasu is an abstract chunk of spiritual essence. While their being exists beyond the truth of humanoid senses, to the mortal eye, their body usually resembles a globe of light, darkness, or space. Floating, internal pinpricks of illumination sit inside the ball, slightly obscured as if peeking through a gelatinous substance. These \"cores\" surround themselves with bodies made out of still-living wood, creating the form that most people recognize as a conrasu.
Conrasus themselves are called to a path and, once they find it, shape frames to create a suitable form, leading to a wide variety of appearances. As a conrasu ages, the supple green wood of ttheir body hardens, causing their limbs to lose mobility. Conrasus must constantly grow new arms and roots for their living exoskeleton, leaving their frozen limbs as immobile effigies along their shell.
Conrasus can't maintain their integrity without their wooden exoskeletons. A conrasu that loses its exoskeleton dissipates and dies, though they can be returned to life with magic like other beings.
There are three distinct types of conrasus. Maintainers tend and care for others, believing they must cultivate a proper balance between various forces. Shapers build and direct those around them, and feel that balance is maintained by those who strive to preserve the world's equilibrium. Lastly, correctors fix problems of all sorts, often acting as stalwart bastions of law who perceive the world in absolutes, with few to no shades of gray. True balance can be achieved only in cases where pressure and force have been applied to make necessary changes.
On rare occasions, a conrasu may hear and heed the call of another form of extraplanar being. One might serve a psychopomp, another an archon, and yet another might become a witch and adopt an unknown figure as a patron.
Many conrasus consider themselves bound to a specific aeon, following them like a deity and doing what they believe to be the aeon's bidding. As a result, almost all conrasus are lawful neutral in alignment.
Conrasus have little in the way of consciousness as others understand it before they self-actualize and leave the nursery-towns where they sprouted. That includes a name, a concept of gender, and even the passage of time beyond their little bubbles-these are picked up in the wider world. As a result, a conrasu might have nearly any appellation.
Automa, Azubu, Dumi, Emeka, Ganizadi, Locu, Incanes, Radi, Shell, Weave
Hit Points 10
Size Medium
Speed 25 feet
Attribute Boosts Constitution, Wisdom, Free
Attribute Flaw Charisma
Languages Mwangi, Rasu
Additional Languages equal to your Intelligence modifier (if positive). Choose from Celestial, Elven, Iruxi, Sylvan, Terran, Utopian, and any other languages to which you have access (such as the languages prevalent to your region).
Sunlight Healing A conrasu can enter a meditative, healing state as a 10-minute activity when exposed to direct sunlight, in which case they recover 1d8 Hit Points. At 3rd level, and every 2 levels thereafter, this healing increases by 1d8. Once a conrasu has recovered Hit Points in this way, they are temporarily immune to further uses of Sunlight Healing for 1 day.
As a conrasu grows, they take part in a rite that changes and enhances their form. Each rite has different benefits, which manifest as specific heritages. Choose one of the following conrasu heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Rite of Invocation]
@UUID[Compendium.pf2e.heritages.Item.Rite of Knowing]
@UUID[Compendium.pf2e.heritages.Item.Rite of Light]
@UUID[Compendium.pf2e.heritages.Item.Rite of Passage]
@UUID[Compendium.pf2e.heritages.Item.Rite of Reinforcement]
", + "content": "Conrasus are shards of cosmic force given consciousness who construct intricate exoskeletons to interface with the mortal world. Both an integral part of the underlying processes of the universe and strangely set apart, conrasus look to aeons to understand their existence.
Conrasus aren't entirely clear on their own origins. Some historians think them a failed experiment of a wizardly cabal—possibly a splinter of artificers from the ancient Jitska Imperium—who desperately hoped to bind a pleroma to bolster their army but who accidentally conjured shattered scraps of the aeon instead. Others believe conrasus were built by their ancestors using an accelerated, iterative evolution process as natural as one designed by those who build portions of their own bodies could ever hope to achieve. Most likely, it is a mix of the two.
The true form of a conrasu is an abstract chunk of spiritual essence. While their being exists beyond the truth of humanoid senses, to the mortal eye, their body usually resembles a globe of light, darkness, or space. Floating, internal pinpricks of illumination sit inside the ball, slightly obscured as if peeking through a gelatinous substance. These \"cores\" surround themselves with bodies made out of still-living wood, creating the form that most people recognize as a conrasu.
Conrasus themselves are called to a path and, once they find it, shape frames to create a suitable form, leading to a wide variety of appearances. As a conrasu ages, the supple green wood of ttheir body hardens, causing their limbs to lose mobility. Conrasus must constantly grow new arms and roots for their living exoskeleton, leaving their frozen limbs as immobile effigies along their shell.
Conrasus can't maintain their integrity without their wooden exoskeletons. A conrasu that loses its exoskeleton dissipates and dies, though they can be returned to life with magic like other beings.
There are three distinct types of conrasus. Maintainers tend and care for others, believing they must cultivate a proper balance between various forces. Shapers build and direct those around them, and feel that balance is maintained by those who strive to preserve the world's equilibrium. Lastly, correctors fix problems of all sorts, often acting as stalwart bastions of law who perceive the world in absolutes, with few to no shades of gray. True balance can be achieved only in cases where pressure and force have been applied to make necessary changes.
On rare occasions, a conrasu may hear and heed the call of another form of extraplanar being. One might serve a psychopomp, another an archon, and yet another might become a witch and adopt an unknown figure as a patron.
Many conrasus consider themselves bound to a specific aeon, following them like a deity and doing what they believe to be the aeon's bidding. As a result, almost all conrasus are lawful neutral in alignment.
Conrasus have little in the way of consciousness as others understand it before they self-actualize and leave the nursery-towns where they sprouted. That includes a name, a concept of gender, and even the passage of time beyond their little bubbles-these are picked up in the wider world. As a result, a conrasu might have nearly any appellation.
Automa, Azubu, Dumi, Emeka, Ganizadi, Locu, Incanes, Radi, Shell, Weave
Rarity Rare
Hit Points 10
Size Medium
Speed 25 feet
Attribute Boosts Constitution, Wisdom, Free
Attribute Flaw Charisma
Languages Mwangi, Rasu
Additional Languages equal to your Intelligence modifier (if positive). Choose from Celestial, Elven, Iruxi, Sylvan, Terran, Utopian, and any other languages to which you have access (such as the languages prevalent to your region).
Traits Aeon, Conrasu, Plant
Sunlight Healing A conrasu can enter a meditative, healing state as a 10-minute activity when exposed to direct sunlight, in which case they recover 1d8 Hit Points. At 3rd level, and every 2 levels thereafter, this healing increases by 1d8. Once a conrasu has recovered Hit Points in this way, they are temporarily immune to further uses of Sunlight Healing for 1 day.
As a conrasu grows, they take part in a rite that changes and enhances their form. Each rite has different benefits, which manifest as specific heritages. Choose one of the following conrasu heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Rite of Invocation]
@UUID[Compendium.pf2e.heritages.Item.Rite of Knowing]
@UUID[Compendium.pf2e.heritages.Item.Rite of Light]
@UUID[Compendium.pf2e.heritages.Item.Rite of Passage]
@UUID[Compendium.pf2e.heritages.Item.Rite of Reinforcement]
", "format": 1 }, "title": { @@ -202,7 +202,7 @@ "src": null, "system": {}, "text": { - "content": "Dwarves have a well-earned reputation as a stoic and stern people, but they also have an unbridled zeal and deeply value artisanship. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring. While trust from a dwarf is hard-won, once gained it is as strong as iron.
If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom, you should play a dwarf.
Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair and beards, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of maturity and honor among many dwarf clans.
Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming-of-age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.
Though the ancient dwarven empire fell long ago, overwhelmed by orc and goblinoid enemies, dwarves today retain many of the qualities that once propelled them to greatness: fierceness, gumption, and stubbornness in their endeavors. Dwarves live within mountain Sky Citadels dotted over the surface, which can create vast cultural divides between dwarf clans. Yet nearly all dwarven peoples share a passion for stonework, metalwork, and family.
Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf's birth and is distinctive to their clan. Dwarves honor their children with names of ancestors or dwarven heroes. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics.
Agna, Bodill, Edrukk, Grunyar, Ingra, Kotri, Morgrym, Rogar, Torra, Yangrit
Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder—especially when strong ale is involved. Torag, god of dwarvenkind, is dwarves' primary deity, though worship of Torag's family members is also common.
create art with utility, guard your community against those who would harm it, keep your clan dagger close
leave an activity or promise uncompleted, forsake your family
Hit Points 10
Size Medium
Speed 20 feet
Attribute Boosts Constitution, Wisdom, Free
Attribute Flaw Charisma
Languages Common, Dwarven
Additional languages equal to your Intelligence modifier (if it's positive). Choose from Gnomish, Goblin, Jotun, Orcish, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Darkvision
Clan Dagger You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.
@UUID[Compendium.pf2e.heritages.Item.Ancient-Blooded Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Anvil Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Death Warden Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Elemental Heart Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Forge Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Forge-Blessed Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Oathkeeper Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Rock Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Strong-Blooded Dwarf]
", + "content": "Dwarves have a well-earned reputation as a stoic and stern people, but they also have an unbridled zeal and deeply value artisanship. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring. While trust from a dwarf is hard-won, once gained it is as strong as iron.
If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom, you should play a dwarf.
Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair and beards, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of maturity and honor among many dwarf clans.
Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming-of-age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.
Though the ancient dwarven empire fell long ago, overwhelmed by orc and goblinoid enemies, dwarves today retain many of the qualities that once propelled them to greatness: fierceness, gumption, and stubbornness in their endeavors. Dwarves live within mountain Sky Citadels dotted over the surface, which can create vast cultural divides between dwarf clans. Yet nearly all dwarven peoples share a passion for stonework, metalwork, and family.
Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf's birth and is distinctive to their clan. Dwarves honor their children with names of ancestors or dwarven heroes. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics.
Agna, Bodill, Edrukk, Grunyar, Ingra, Kotri, Morgrym, Rogar, Torra, Yangrit
Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder—especially when strong ale is involved. Torag, god of dwarvenkind, is dwarves' primary deity, though worship of Torag's family members is also common.
create art with utility, guard your community against those who would harm it, keep your clan dagger close
leave an activity or promise uncompleted, forsake your family
Hit Points 10
Size Medium
Speed 20 feet
Attribute Boosts Constitution, Wisdom, Free
Attribute Flaw Charisma
Languages Common, Dwarven
Additional languages equal to your Intelligence modifier (if it's positive). Choose from Gnomish, Goblin, Jotun, Orcish, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Dwarf, Humanoid
Senses Darkvision
Clan Dagger You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.
@UUID[Compendium.pf2e.heritages.Item.Ancient-Blooded Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Anvil Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Death Warden Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Elemental Heart Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Forge Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Forge-Blessed Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Oathkeeper Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Rock Dwarf]
@UUID[Compendium.pf2e.heritages.Item.Strong-Blooded Dwarf]
", "format": 1 }, "title": { @@ -223,7 +223,7 @@ "src": null, "system": {}, "text": { - "content": "As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving Golarion in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes. Elves value kindness, intellect, and beauty, with many elves striving to improve their manners, appearance, and culture. Their studies delve into a level of detail that most shorter-lived peoples find excessive or inefficient. Elves are often rather private people, steeped in the secrets of their groves and kinship groups. They're slow to build friendships outside their kinsfolk, as elves who spend their lives among shorterlived peoples often become morose after watching generations of companions age and die. These elves are known as Forlorn among their fellow elves.
If you want a character who is magical, mystical, and mysterious, you should play an elf.
While generally taller than humans, elves possess a fragile grace, accentuated by long features and sharply pointed ears. Their eyes are wide and rounded, featuring large and often vibrantly colored pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light.
Elves gradually adapt to their environment and their companions, and they often take on physical traits reflecting their surroundings. An elf who has dwelled in primeval forests for centuries, for example, might exhibit verdant hair and gnarled fingers, while one who's lived in a desert might have golden pupils and skin. Elves reach physical adulthood around the age of 20, though they aren't considered to be fully emotionally mature by other elves until closer to the passing of their first century. A typical elf can live to around 600 years old.
The inborn patience and intellectual curiosity of elves make them excellent sages, philosophers, and wizards, and their societies are built upon their inherent sense of wonder and knowledge.
Elves hold deeply seated ideals of individualism, allowing each elf to explore multiple occupations before alighting on a particular pursuit or passion that suits her best. Elves bear notorious grudges against rivals, which elves call ‘ilduliel,' but these antagonistic relationships can sometimes blossom into friendships over time. An elf keeps their personal name secret among their family, while giving a nickname when meeting other people. This nickname can change over time, due to events in the elf's life or even on a whim. A single elf might be known by many names by associates of different ages and regions. Elven names consist of multiple syllables and are meant to flow lyrically—at least in the Elven tongue.
Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon
Elves are often emotional and capricious, yet they hold high ideals close to their hearts. They prefer deities who share their love of all things mystic and artistic. Desna and Shelyn are particular favorites, the former for her sense of wonder and the latter for her appreciation of artistry. Calistria is the most notorious of elven deities, as she represents many of the elven ideals taken to the extreme.
find beauty in nature and art, explore things others would keep hidden, demonstrate superiority to your rival
abandon your own path, force another creature to do something
Hit Points 6
Size Medium
Speed 30 feet
Attribute Boosts Dexterity, Intelligence, Free
Attribute Flaw Constitution
Languages Common, Elven
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Empyrean, Fey, Gnomish, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
@UUID[Compendium.pf2e.heritages.Item.Ancient Elf]
@UUID[Compendium.pf2e.heritages.Item.Arctic Elf]
@UUID[Compendium.pf2e.heritages.Item.Cavern Elf]
@UUID[Compendium.pf2e.heritages.Item.Desert Elf]
@UUID[Compendium.pf2e.heritages.Item.Seer Elf]
@UUID[Compendium.pf2e.heritages.Item.Whisper Elf]
@UUID[Compendium.pf2e.heritages.Item.Woodland Elf]
", + "content": "As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving Golarion in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes. Elves value kindness, intellect, and beauty, with many elves striving to improve their manners, appearance, and culture. Their studies delve into a level of detail that most shorter-lived peoples find excessive or inefficient. Elves are often rather private people, steeped in the secrets of their groves and kinship groups. They're slow to build friendships outside their kinsfolk, as elves who spend their lives among shorterlived peoples often become morose after watching generations of companions age and die. These elves are known as Forlorn among their fellow elves.
If you want a character who is magical, mystical, and mysterious, you should play an elf.
While generally taller than humans, elves possess a fragile grace, accentuated by long features and sharply pointed ears. Their eyes are wide and rounded, featuring large and often vibrantly colored pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light.
Elves gradually adapt to their environment and their companions, and they often take on physical traits reflecting their surroundings. An elf who has dwelled in primeval forests for centuries, for example, might exhibit verdant hair and gnarled fingers, while one who's lived in a desert might have golden pupils and skin. Elves reach physical adulthood around the age of 20, though they aren't considered to be fully emotionally mature by other elves until closer to the passing of their first century. A typical elf can live to around 600 years old.
The inborn patience and intellectual curiosity of elves make them excellent sages, philosophers, and wizards, and their societies are built upon their inherent sense of wonder and knowledge.
Elves hold deeply seated ideals of individualism, allowing each elf to explore multiple occupations before alighting on a particular pursuit or passion that suits her best. Elves bear notorious grudges against rivals, which elves call ‘ilduliel,' but these antagonistic relationships can sometimes blossom into friendships over time. An elf keeps their personal name secret among their family, while giving a nickname when meeting other people. This nickname can change over time, due to events in the elf's life or even on a whim. A single elf might be known by many names by associates of different ages and regions. Elven names consist of multiple syllables and are meant to flow lyrically—at least in the Elven tongue.
Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon
Elves are often emotional and capricious, yet they hold high ideals close to their hearts. They prefer deities who share their love of all things mystic and artistic. Desna and Shelyn are particular favorites, the former for her sense of wonder and the latter for her appreciation of artistry. Calistria is the most notorious of elven deities, as she represents many of the elven ideals taken to the extreme.
find beauty in nature and art, explore things others would keep hidden, demonstrate superiority to your rival
abandon your own path, force another creature to do something
Hit Points 6
Size Medium
Speed 30 feet
Attribute Boosts Dexterity, Intelligence, Free
Attribute Flaw Constitution
Languages Common, Elven
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Empyrean, Fey, Gnomish, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Elf, Humanoid
Senses Low-Light Vision
@UUID[Compendium.pf2e.heritages.Item.Ancient Elf]
@UUID[Compendium.pf2e.heritages.Item.Arctic Elf]
@UUID[Compendium.pf2e.heritages.Item.Cavern Elf]
@UUID[Compendium.pf2e.heritages.Item.Desert Elf]
@UUID[Compendium.pf2e.heritages.Item.Seer Elf]
@UUID[Compendium.pf2e.heritages.Item.Whisper Elf]
@UUID[Compendium.pf2e.heritages.Item.Woodland Elf]
", "format": 1 }, "title": { @@ -244,7 +244,7 @@ "src": null, "system": {}, "text": { - "content": "Once human and now something apart, fetchlings display the Shadow Plane's ancient influence through monochrome complexions, glowing eyes, and the casting of supernatural shadows.
Fetchlings are a striking people whose skin appears entirely drained of color. These lithe and shadowy beings seem to sink and vanish into the gloom. They see in darkness, exercise control over shadows, and have strange occult powers. Some fetchlings develop their powers enough to pass between the Shadow and Material Planes, leaving other ancestries to whisper about figures that emerge from shaded corners and then vanish without a trace. Through magic and other means, they've spread across Golarion and the planes beyond, as adaptable as the humans they once were.
The first fetchlings were refugees. Ages ago, when Earthfall destroyed ancient Azlant and cast the world into darkness, one small group of Azlanti pleaded for rescue. A mysterious hooded figure known as the Widow answered their call, slicing open a passage into the Shadow Plane. The Azlanti stepped through, trading the darkness of Earthfall for a deep shadow. As they navigated the plane's strange environs and dangerous inhabitants, its nature slowly worked monumental changes on the survivors.
If you want a character more at home in a mirror world of shadow, infused with umbral gloom, and who embodies the dualities of light and darkness, you should play a fetchling.
Most of the Shadow Plane appears as an altered version of the Material Plane but leeched of color. These same forces in the Shadow Plane have touched fetchlings, whose skin tones fall on a monochromatic scale from stark white to deep black, and all the shades of gray between. Their bodies are just as diverse in shape and size as humans, though most display a certain fluidity of motion reminiscent of shifting shadows. Fetchlings' reflective, pupilless eyes can pierce darkness. A fetchling's most notable feature is their shadow, which almost never faithfully reflects their body. Instead, fetchling shadows might have incongruous shapes or sizes, while others flicker, move of their own accord, or imitate the shadow of another nearby creature.
Most fetchlings remain close to Golarion on either the Material or Shadow Planes, either forming majority-fetchling communities or forging solitary paths. Both planar groups tend to be insular; many fetchling cultures preserve memories of their early, perilous days confronting the Shadow Plane's hostile or beguiling denizens. Their predilection for forming tight communal bonds and adapting to local customs has spread to become part of broader fetchling culture, reinforced by two major fetchling groups—the Estlaris and Sharedars—who live in the shadow of more powerful entities.
A culture of survival passed down through generations means many fetchlings prefer to maintain a cautious worldview and adapt to prevailing circumstances. As a result, many trend toward a neutral outlook on life. Some choose to join with local powers for personal or communal advancement, or to tear systems down from the inside. Others attempt to shatter what they see as fetters that bind them and their communities.
No small number of fetchlings are nonreligious, recognizing all gods' powers but revering none. Faithful fetchlings prefer gods that offer protection and stability, be it the pastoral embrace of Erastil or the binding chains of Zon-Kuthon. Those who travel alone or pass between planes seek the comfort of Alseta, Desna, and Gozreh. Calistria appeals to ambitious fetchlings, while Grandmother Spider and Sivanah help those who wish to move through the world unnoticed or unfettered. Some worship these three as a pantheon called the Laughing Veil; a few even include Norgorber as a fourth member.
Fetchlings adapted to a new world, and their names do the same. These names commonly include phonetic qualities from multiple languages or are simply local cultural names that fetchling families find compelling. Other dominant naming conventions include flowing sounds, harsh or hissing consonants, and surnames that refer to important relatives or community traits.
Amelisce, Ashka, Drosil, Eitsanara, Eomva, Ikyamek, Inva, Jegan, Lirtae, Meotrai, Sorsul, Zokaratz
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Free
Languages Common, Shadowtongue
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, D'ziriak, Necril, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Darkvision
@UUID[Compendium.pf2e.heritages.Item.Bright Fetchling]
@UUID[Compendium.pf2e.heritages.Item.Deep Fetchling]
@UUID[Compendium.pf2e.heritages.Item.Liminal Fetchling]
@UUID[Compendium.pf2e.heritages.Item.Resolute Fetchling]
@UUID[Compendium.pf2e.heritages.Item.Wisp Fetchling]
", + "content": "Once human and now something apart, fetchlings display the Shadow Plane's ancient influence through monochrome complexions, glowing eyes, and the casting of supernatural shadows.
Fetchlings are a striking people whose skin appears entirely drained of color. These lithe and shadowy beings seem to sink and vanish into the gloom. They see in darkness, exercise control over shadows, and have strange occult powers. Some fetchlings develop their powers enough to pass between the Shadow and Material Planes, leaving other ancestries to whisper about figures that emerge from shaded corners and then vanish without a trace. Through magic and other means, they've spread across Golarion and the planes beyond, as adaptable as the humans they once were.
The first fetchlings were refugees. Ages ago, when Earthfall destroyed ancient Azlant and cast the world into darkness, one small group of Azlanti pleaded for rescue. A mysterious hooded figure known as the Widow answered their call, slicing open a passage into the Shadow Plane. The Azlanti stepped through, trading the darkness of Earthfall for a deep shadow. As they navigated the plane's strange environs and dangerous inhabitants, its nature slowly worked monumental changes on the survivors.
If you want a character more at home in a mirror world of shadow, infused with umbral gloom, and who embodies the dualities of light and darkness, you should play a fetchling.
Most of the Shadow Plane appears as an altered version of the Material Plane but leeched of color. These same forces in the Shadow Plane have touched fetchlings, whose skin tones fall on a monochromatic scale from stark white to deep black, and all the shades of gray between. Their bodies are just as diverse in shape and size as humans, though most display a certain fluidity of motion reminiscent of shifting shadows. Fetchlings' reflective, pupilless eyes can pierce darkness. A fetchling's most notable feature is their shadow, which almost never faithfully reflects their body. Instead, fetchling shadows might have incongruous shapes or sizes, while others flicker, move of their own accord, or imitate the shadow of another nearby creature.
Most fetchlings remain close to Golarion on either the Material or Shadow Planes, either forming majority-fetchling communities or forging solitary paths. Both planar groups tend to be insular; many fetchling cultures preserve memories of their early, perilous days confronting the Shadow Plane's hostile or beguiling denizens. Their predilection for forming tight communal bonds and adapting to local customs has spread to become part of broader fetchling culture, reinforced by two major fetchling groups—the Estlaris and Sharedars—who live in the shadow of more powerful entities.
A culture of survival passed down through generations means many fetchlings prefer to maintain a cautious worldview and adapt to prevailing circumstances. As a result, many trend toward a neutral outlook on life. Some choose to join with local powers for personal or communal advancement, or to tear systems down from the inside. Others attempt to shatter what they see as fetters that bind them and their communities.
No small number of fetchlings are nonreligious, recognizing all gods' powers but revering none. Faithful fetchlings prefer gods that offer protection and stability, be it the pastoral embrace of Erastil or the binding chains of Zon-Kuthon. Those who travel alone or pass between planes seek the comfort of Alseta, Desna, and Gozreh. Calistria appeals to ambitious fetchlings, while Grandmother Spider and Sivanah help those who wish to move through the world unnoticed or unfettered. Some worship these three as a pantheon called the Laughing Veil; a few even include Norgorber as a fourth member.
Fetchlings adapted to a new world, and their names do the same. These names commonly include phonetic qualities from multiple languages or are simply local cultural names that fetchling families find compelling. Other dominant naming conventions include flowing sounds, harsh or hissing consonants, and surnames that refer to important relatives or community traits.
Amelisce, Ashka, Drosil, Eitsanara, Eomva, Ikyamek, Inva, Jegan, Lirtae, Meotrai, Sorsul, Zokaratz
Rarity Uncommon
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Free
Languages Common, Shadowtongue
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, D'ziriak, Necril, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Fetchling, Humanoid
Senses Darkvision
@UUID[Compendium.pf2e.heritages.Item.Bright Fetchling]
@UUID[Compendium.pf2e.heritages.Item.Deep Fetchling]
@UUID[Compendium.pf2e.heritages.Item.Liminal Fetchling]
@UUID[Compendium.pf2e.heritages.Item.Resolute Fetchling]
@UUID[Compendium.pf2e.heritages.Item.Wisp Fetchling]
", "format": 1 }, "title": { @@ -265,7 +265,7 @@ "src": null, "system": {}, "text": { - "content": "Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, or unnatural energies. Their unorthodox appearance can make it difficult for them to find a place for themselves in the world.
Magic and science that can warp bone and twist sinew are all too common on Golarion. Fleshwarps are those who have been permanently altered by such methods—sometimes a sapient being created whole cloth from inanimate flesh, but often a victim unwillingly transformed by strange energies or sadistic creators.
The ancestry name \"fleshwarp\" is an umbrella term, since on Golarion the actual fleshwarping process is more infamously well-known than are alterations caused by uncontrolled magic, technology, or fringe science. Whether practiced by Thassilonian wizards, Nexian fleshcrafters, or the drow of the Darklands, fleshwarping is the craft of reshaping flesh and mind in vats of foul magical reagents. This has led some scholars of monsters to argue that only those beings created by traditional fleshwarping should be considered fleshwarps. Regardless of the source of their altered forms, fleshwarps bear their new shape forever, transformed beings living a wild and strange existence beyond what was possible for their original ancestry.
Although fleshwarps are humanoid, no two look the same. One might possess limbs in unusual places and skin as smooth as glass, while another might have a thick matting of spiny fur. Some might have animalistic features, like a boar snout, scales, or cloven hooves. Others have entirely alien appearances, such as bulging eyes on the backs of their hands. Some may have only subtly uncanny features that differentiate them, such as glowing teeth, smoking eyes, or fingernails made of bone. The only commonality among fleshwarps is their mismatched nature. Let your imagination run wild when creating a fleshwarp character!
If you want a character who is tough and hardy, can change their form as they grow, and can use their wholly unique appearance to inspire awe or fear in others, you should play a fleshwarp.
Fleshwarps are humanoids, ranging from 5 to 7 feet tall and from just under 100 pounds to more than 300 pounds. The proportion and appearance of their limbs and features differ widely, but fleshwarps functionally have two legs, two arms, and a single head; a fleshwarp with more limbs than this should consider an appropriate ancestry feat to reflect this variance, or one of their limbs might be vestigial and mostly nonfunctional. Fleshwarps differ widely in their appearance due to the unique circumstances of their creation. Even fleshwarp siblings or two people transformed through the same procedure might look wildly different.
Fleshwarps are so few in number that congregations of them are rare. They most often live on their own, with a small family group, or at the outskirts of a community. Some thrive in cities, however, where they can remain anonymous among the crowds while pursuing careers that allow them to avoid contact with people who might fear or persecute them.
Fleshwarps value endurance and are quick to learn from others, so those who come into contact with others of their kind usually share stories that help each other survive, hide, or thrive more effectively. How a fleshwarp formed can be a painful or horrifying subject, one they consider rude to discuss with anyone besides close friends or loved ones.
Fleshwarps have little to gain from the broader society, and therefore rarely work to support society in turn, beyond perhaps helping other fleshwarps. They need to be able to adapt quickly to survive on their own. As a consequence, few fleshwarps are lawful. Although bigoted or short-sighted people view fleshwarps as monsters, fleshwarps are no more or less prone to evil than any other people, and most seek only to live their lives without trouble. Most are neutral in alignment, for while alienation doesn't force a fleshwarp to feel contempt for others, neither does it encourage a fleshwarp to avoid it. This is especially true for fleshwarps living in the societies that gave birth to their traumatic transformation. Fleshwarps aren't often casually religious; most either have little to do with faith at all (viewing themselves as scorned by the gods or simply seeing faith as impractical for survival) or are exceptionally devout. Religious fleshwarps often revere Arazni, Calistria, Desna, or Gozreh; evil fleshwarps typically turn to Lamashtu, finding consolation in the Mother of Monsters.
Fleshwarps can come from-and thus have names from-any culture or ancestry, but some give themselves new names after being transformed, whether to celebrate the change, recognize a new phase of their lives, or conceal their past identity. Many fleshwarps also carry a descriptive nickname granted to them by others, such as \"Triple Handed,\" \"Barkfoot,\" or \"Many-Mouth.\"
Fleshwarps don't keep nicknames they find personally offensive, but they tend to keep ones that describe their distinctive appearances or that are given by people they care about.
Borble, Dag, Feff, Hurn, Kemp, Omber, Ostro, Shurni, Surm, Wumpin
Hit Points 10
Size Medium or Small
Speed 25 feet
Attribute Boosts Constitution, Free
Languages Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Elven, Goblin, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Unusual Anatomy Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.
@UUID[Compendium.pf2e.heritages.Item.Cataphract Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Created Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Discarded Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Mutated Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Shapewrought Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Surgewise Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Technological Fleshwarp]
", + "content": "Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, or unnatural energies. Their unorthodox appearance can make it difficult for them to find a place for themselves in the world.
Magic and science that can warp bone and twist sinew are all too common on Golarion. Fleshwarps are those who have been permanently altered by such methods—sometimes a sapient being created whole cloth from inanimate flesh, but often a victim unwillingly transformed by strange energies or sadistic creators.
The ancestry name \"fleshwarp\" is an umbrella term, since on Golarion the actual fleshwarping process is more infamously well-known than are alterations caused by uncontrolled magic, technology, or fringe science. Whether practiced by Thassilonian wizards, Nexian fleshcrafters, or the drow of the Darklands, fleshwarping is the craft of reshaping flesh and mind in vats of foul magical reagents. This has led some scholars of monsters to argue that only those beings created by traditional fleshwarping should be considered fleshwarps. Regardless of the source of their altered forms, fleshwarps bear their new shape forever, transformed beings living a wild and strange existence beyond what was possible for their original ancestry.
Although fleshwarps are humanoid, no two look the same. One might possess limbs in unusual places and skin as smooth as glass, while another might have a thick matting of spiny fur. Some might have animalistic features, like a boar snout, scales, or cloven hooves. Others have entirely alien appearances, such as bulging eyes on the backs of their hands. Some may have only subtly uncanny features that differentiate them, such as glowing teeth, smoking eyes, or fingernails made of bone. The only commonality among fleshwarps is their mismatched nature. Let your imagination run wild when creating a fleshwarp character!
If you want a character who is tough and hardy, can change their form as they grow, and can use their wholly unique appearance to inspire awe or fear in others, you should play a fleshwarp.
Fleshwarps are humanoids, ranging from 5 to 7 feet tall and from just under 100 pounds to more than 300 pounds. The proportion and appearance of their limbs and features differ widely, but fleshwarps functionally have two legs, two arms, and a single head; a fleshwarp with more limbs than this should consider an appropriate ancestry feat to reflect this variance, or one of their limbs might be vestigial and mostly nonfunctional. Fleshwarps differ widely in their appearance due to the unique circumstances of their creation. Even fleshwarp siblings or two people transformed through the same procedure might look wildly different.
Fleshwarps are so few in number that congregations of them are rare. They most often live on their own, with a small family group, or at the outskirts of a community. Some thrive in cities, however, where they can remain anonymous among the crowds while pursuing careers that allow them to avoid contact with people who might fear or persecute them.
Fleshwarps value endurance and are quick to learn from others, so those who come into contact with others of their kind usually share stories that help each other survive, hide, or thrive more effectively. How a fleshwarp formed can be a painful or horrifying subject, one they consider rude to discuss with anyone besides close friends or loved ones.
Fleshwarps have little to gain from the broader society, and therefore rarely work to support society in turn, beyond perhaps helping other fleshwarps. They need to be able to adapt quickly to survive on their own. As a consequence, few fleshwarps are lawful. Although bigoted or short-sighted people view fleshwarps as monsters, fleshwarps are no more or less prone to evil than any other people, and most seek only to live their lives without trouble. Most are neutral in alignment, for while alienation doesn't force a fleshwarp to feel contempt for others, neither does it encourage a fleshwarp to avoid it. This is especially true for fleshwarps living in the societies that gave birth to their traumatic transformation. Fleshwarps aren't often casually religious; most either have little to do with faith at all (viewing themselves as scorned by the gods or simply seeing faith as impractical for survival) or are exceptionally devout. Religious fleshwarps often revere Arazni, Calistria, Desna, or Gozreh; evil fleshwarps typically turn to Lamashtu, finding consolation in the Mother of Monsters.
Fleshwarps can come from-and thus have names from-any culture or ancestry, but some give themselves new names after being transformed, whether to celebrate the change, recognize a new phase of their lives, or conceal their past identity. Many fleshwarps also carry a descriptive nickname granted to them by others, such as \"Triple Handed,\" \"Barkfoot,\" or \"Many-Mouth.\"
Fleshwarps don't keep nicknames they find personally offensive, but they tend to keep ones that describe their distinctive appearances or that are given by people they care about.
Borble, Dag, Feff, Hurn, Kemp, Omber, Ostro, Shurni, Surm, Wumpin
Rarity Rare
Hit Points 10
Size Medium or Small
Speed 25 feet
Attribute Boosts Constitution, Free
Languages Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Elven, Goblin, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Aberration, Humanoid
Senses Low-Light Vision
Unusual Anatomy Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.
@UUID[Compendium.pf2e.heritages.Item.Cataphract Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Created Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Discarded Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Mutated Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Shapewrought Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Surgewise Fleshwarp]
@UUID[Compendium.pf2e.heritages.Item.Technological Fleshwarp]
", "format": 1 }, "title": { @@ -328,7 +328,7 @@ "src": null, "system": {}, "text": { - "content": "The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big. Many goblins enjoy simpler delights like songs, fire, and eating, and hate reading, dogs, and horses. Other goblins might have more complex pursuits, though, such as tinkering with scraps or concocting snacks and explosives from most anything.
If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.
Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.
Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.
Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.
Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as \"longshanks,\" won't treat them kindly. Learning to trust longshanks is difficult for a goblin, and it's been only in recent years that such a partnership has even been an option. Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier.
Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini
Even the most well-intentioned goblins have trouble following the rules, meaning goblin adventurers are often unsure whether they're on the right side of the law. Organized worship likewise confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating—sometimes even attributing deific status to fellow goblins of note. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though, and many goblin adventurers adopt the worship of Cayden Cailean.
invent songs for every occasion, turn trash into your treasures, solve problems with fire
trust a dog or horse, learn to read
Hit Points 6
Size Small
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Wisdom
Languages Common, Goblin
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnomish, Kholo, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Darkvision
@UUID[Compendium.pf2e.heritages.Item.Charhide Goblin]
@UUID[Compendium.pf2e.heritages.Item.Irongut Goblin]
@UUID[Compendium.pf2e.heritages.Item.Razortooth Goblin]
@UUID[Compendium.pf2e.heritages.Item.Snow Goblin]
@UUID[Compendium.pf2e.heritages.Item.Tailed Goblin]
@UUID[Compendium.pf2e.heritages.Item.Treedweller Goblin]
@UUID[Compendium.pf2e.heritages.Item.Unbreakable Goblin]
", + "content": "The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big. Many goblins enjoy simpler delights like songs, fire, and eating, and hate reading, dogs, and horses. Other goblins might have more complex pursuits, though, such as tinkering with scraps or concocting snacks and explosives from most anything.
If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.
Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.
Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.
Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.
Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as \"longshanks,\" won't treat them kindly. Learning to trust longshanks is difficult for a goblin, and it's been only in recent years that such a partnership has even been an option. Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier.
Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini
Even the most well-intentioned goblins have trouble following the rules, meaning goblin adventurers are often unsure whether they're on the right side of the law. Organized worship likewise confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating—sometimes even attributing deific status to fellow goblins of note. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though, and many goblin adventurers adopt the worship of Cayden Cailean.
invent songs for every occasion, turn trash into your treasures, solve problems with fire
trust a dog or horse, learn to read
Hit Points 6
Size Small
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Wisdom
Languages Common, Goblin
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnomish, Kholo, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Goblin, Humanoid
Senses Darkvision
@UUID[Compendium.pf2e.heritages.Item.Charhide Goblin]
@UUID[Compendium.pf2e.heritages.Item.Irongut Goblin]
@UUID[Compendium.pf2e.heritages.Item.Razortooth Goblin]
@UUID[Compendium.pf2e.heritages.Item.Snow Goblin]
@UUID[Compendium.pf2e.heritages.Item.Tailed Goblin]
@UUID[Compendium.pf2e.heritages.Item.Treedweller Goblin]
@UUID[Compendium.pf2e.heritages.Item.Unbreakable Goblin]
", "format": 1 }, "title": { @@ -349,7 +349,7 @@ "src": null, "system": {}, "text": { - "content": "Golomas fear most other people and deliberately use their unusual biology to frighten off those they consider to be dangerous predators. Rarely seen and poorly understood, golomas' many-eyed and wooden faced visages instill terror in most they meet.
Though just as capable of being dangerous as any intelligent creature on Golarion, golomas have a deep-rooted psychological understanding that they are prey, and that all two-eyed people are predators. As a result, golomas rarely reveal themselves to others, and when they do, they often adopt threatening personas as a means to protect themselves. Even those few golomas who venture out into greater Mwangi society often have trouble relating to other ancestries, due to their strong differences in perception and mindset.
Golomas are humanoids with rough skin that ranges in color from warm brown to ebony, although sickly gray or white individuals with albinism are not uncommon. Their fingers and feet are coated with a thin layer of chitin. A goloma's face is an oblong wedge made of smooth chitin, almost resembling a wooden mask. Protruding from this face are eight gelatinous, shining eyes. A goloma's mouth and jaw are located beneath their face-plate, and a bony crest juts from the top of their chitinous visage. The back of a goloma's head and neck is coated in black hair that is filled with thousands of tiny, peering eyes. These eyes tend to glow and squirm as they look around-an unsettling sight for most.
An ancient goloma story states that during a calamity unleashed long ago, gods and demons burst forth from the earth to steal the eyes from other creatures. Only the golomas and others who were in hiding were spared-yet golomas soon began to be hunted by the now two-eyed people, who were hungry to take goloma eyes to replace what they had lost. This accurately sums up most golomas' mentalities: to be exposed is to be vulnerable, and to trust a stranger is deadly. Golomas usually travel and live with groups of other golomas, as this is where they feel most comfortable.
Golomas learn at a young age to be vigilant at all times, observing the environment for any irregularities and then reacting with quick, calculated instinct rather than deliberative action. Other ancestries often perceive golomas to be paranoid and hypervigilant. Golomas are also better at wide-scale observation than observation of specific things-they can easily notice commonalities across large fields but have difficulty remembering what a specific object or creature looked like. This only increases their paranoia, as they have trouble visually distinguishing known friends from potentially hostile foes.
Golomas tend to focus on their own survival and thus are typically neutral, though those who find more comfort in conformity than others trend toward lawful alignments. Golomas often pay homage to Kalekot, a deity of protective fear, as the guardian of their people, though not one to be trusted. Kalekot is called upon to curse those who victimize golomas, as most feel that justice can only be attained using supernatural means. Other popular gods include Mazludeh and Grandmother Spider, who encourage the strength of community, though a typical goloma's idea of community is often very insular.
A goloma's true name is kept among golomas, as there are hundreds of cautionary tales of what could happen if another creature learns a goloma's true name. Names tend to lack soft syllables, which golomas often struggle to pronounce, and typically consist of hard consonants and individually enunciated vowels instead. Among other people, golomas tend to use names that are intended to be intimidating, taking elements and sounds from Aklo, Necril, or words from local languages that seem to cause strong reactions.
Biqkuul, Ehbouja, Haamaah, Kouzo, Quaerjii, Tebaazu, Uruueda, Zekuukeu
Hit Points 8
Size Medium
Speed 30 feet
Attribute Boosts Wisdom, Free
Languages Goloma, Mwangi
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Chthonian, Draconic, Elven, Fey, Halfling, Necril, Orcish, and any other languages to which you have access (such as the languages prevalent in your region)
Eyes in Back You have eyes that point in several different directions and instinctively notice movement in the peripheries of your vision. When you use the Seek basic action, you can look for creatures in two areas instead of one. If precision is necessary, you can select two 30-foot cones or 15-foot bursts within line of sight instead of one.
Choose one of the following goloma heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Farsight Goloma]
@UUID[Compendium.pf2e.heritages.Item.Frightful Goloma]
@UUID[Compendium.pf2e.heritages.Item.Insightful Goloma]
@UUID[Compendium.pf2e.heritages.Item.Vicious Goloma]
@UUID[Compendium.pf2e.heritages.Item.Vigilant Goloma]
", + "content": "Golomas fear most other people and deliberately use their unusual biology to frighten off those they consider to be dangerous predators. Rarely seen and poorly understood, golomas' many-eyed and wooden faced visages instill terror in most they meet.
Though just as capable of being dangerous as any intelligent creature on Golarion, golomas have a deep-rooted psychological understanding that they are prey, and that all two-eyed people are predators. As a result, golomas rarely reveal themselves to others, and when they do, they often adopt threatening personas as a means to protect themselves. Even those few golomas who venture out into greater Mwangi society often have trouble relating to other ancestries, due to their strong differences in perception and mindset.
Golomas are humanoids with rough skin that ranges in color from warm brown to ebony, although sickly gray or white individuals with albinism are not uncommon. Their fingers and feet are coated with a thin layer of chitin. A goloma's face is an oblong wedge made of smooth chitin, almost resembling a wooden mask. Protruding from this face are eight gelatinous, shining eyes. A goloma's mouth and jaw are located beneath their face-plate, and a bony crest juts from the top of their chitinous visage. The back of a goloma's head and neck is coated in black hair that is filled with thousands of tiny, peering eyes. These eyes tend to glow and squirm as they look around-an unsettling sight for most.
An ancient goloma story states that during a calamity unleashed long ago, gods and demons burst forth from the earth to steal the eyes from other creatures. Only the golomas and others who were in hiding were spared-yet golomas soon began to be hunted by the now two-eyed people, who were hungry to take goloma eyes to replace what they had lost. This accurately sums up most golomas' mentalities: to be exposed is to be vulnerable, and to trust a stranger is deadly. Golomas usually travel and live with groups of other golomas, as this is where they feel most comfortable.
Golomas learn at a young age to be vigilant at all times, observing the environment for any irregularities and then reacting with quick, calculated instinct rather than deliberative action. Other ancestries often perceive golomas to be paranoid and hypervigilant. Golomas are also better at wide-scale observation than observation of specific things-they can easily notice commonalities across large fields but have difficulty remembering what a specific object or creature looked like. This only increases their paranoia, as they have trouble visually distinguishing known friends from potentially hostile foes.
Golomas tend to focus on their own survival and thus are typically neutral, though those who find more comfort in conformity than others trend toward lawful alignments. Golomas often pay homage to Kalekot, a deity of protective fear, as the guardian of their people, though not one to be trusted. Kalekot is called upon to curse those who victimize golomas, as most feel that justice can only be attained using supernatural means. Other popular gods include Mazludeh and Grandmother Spider, who encourage the strength of community, though a typical goloma's idea of community is often very insular.
A goloma's true name is kept among golomas, as there are hundreds of cautionary tales of what could happen if another creature learns a goloma's true name. Names tend to lack soft syllables, which golomas often struggle to pronounce, and typically consist of hard consonants and individually enunciated vowels instead. Among other people, golomas tend to use names that are intended to be intimidating, taking elements and sounds from Aklo, Necril, or words from local languages that seem to cause strong reactions.
Biqkuul, Ehbouja, Haamaah, Kouzo, Quaerjii, Tebaazu, Uruueda, Zekuukeu
Rarity Rare
Hit Points 8
Size Medium
Speed 30 feet
Attribute Boosts Wisdom, Free
Languages Goloma, Mwangi
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Chthonian, Draconic, Elven, Fey, Halfling, Necril, Orcish, and any other languages to which you have access (such as the languages prevalent in your region)
Traits Goloma, Humanoid
Eyes in Back You have eyes that point in several different directions and instinctively notice movement in the peripheries of your vision. When you use the Seek basic action, you can look for creatures in two areas instead of one. If precision is necessary, you can select two 30-foot cones or 15-foot bursts within line of sight instead of one.
Choose one of the following goloma heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Farsight Goloma]
@UUID[Compendium.pf2e.heritages.Item.Frightful Goloma]
@UUID[Compendium.pf2e.heritages.Item.Insightful Goloma]
@UUID[Compendium.pf2e.heritages.Item.Vicious Goloma]
@UUID[Compendium.pf2e.heritages.Item.Vigilant Goloma]
", "format": 1 }, "title": { @@ -370,7 +370,7 @@ "src": null, "system": {}, "text": { - "content": "Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within larger cities, carving out small communities alongside taller folk. Optimistic, cheerful, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado. At once excitable and easygoing, halflings are the best kind of opportunists, and their passions favor joy over violence. While their curiosity sometimes drives them toward adventure, halflings also carry strong ties to house and home.
If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.
Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child.
Most halflings prefer to walk barefoot rather than wear shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black.
Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.
Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have few cultural centers in the Inner Sea region, and they instead tend to weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family. Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance for their people. However, they understand that elves and humans might have longer names to suit their own aesthetics.
Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra
Halflings are loyal to their friends and their family, but they aren't afraid to do what needs to be done in order to survive. Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture and beliefs of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures. Halflings favor gods that either grant luck, like Desna, or encourage guile, like Norgorber, and many appreciate Cayden Cailean's role as a liberator, as well as any religions common among other ancestries around them.
share good meals with friends and strangers alike, stand up to bullies and oppressors, stay beneath the taller folk's notice
take your luck for granted
Hit Points 6
Size Small
Speed 25 feet
Attribute Boosts Dexterity, Wisdom, Free
Attribute Flaw Strength
Languages Common, Halfling
Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).
Keen Eyes Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
@UUID[Compendium.pf2e.heritages.Item.Gutsy Halfling]
@UUID[Compendium.pf2e.heritages.Item.Hillock Halfling]
@UUID[Compendium.pf2e.heritages.Item.Jinxed Halfling]
@UUID[Compendium.pf2e.heritages.Item.Nomadic Halfling]
@UUID[Compendium.pf2e.heritages.Item.Observant Halfling]
@UUID[Compendium.pf2e.heritages.Item.Twilight Halfling]
@UUID[Compendium.pf2e.heritages.Item.Wildwood Halfling]
", + "content": "Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within larger cities, carving out small communities alongside taller folk. Optimistic, cheerful, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado. At once excitable and easygoing, halflings are the best kind of opportunists, and their passions favor joy over violence. While their curiosity sometimes drives them toward adventure, halflings also carry strong ties to house and home.
If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.
Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child.
Most halflings prefer to walk barefoot rather than wear shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black.
Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.
Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have few cultural centers in the Inner Sea region, and they instead tend to weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family. Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance for their people. However, they understand that elves and humans might have longer names to suit their own aesthetics.
Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra
Halflings are loyal to their friends and their family, but they aren't afraid to do what needs to be done in order to survive. Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture and beliefs of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures. Halflings favor gods that either grant luck, like Desna, or encourage guile, like Norgorber, and many appreciate Cayden Cailean's role as a liberator, as well as any religions common among other ancestries around them.
share good meals with friends and strangers alike, stand up to bullies and oppressors, stay beneath the taller folk's notice
take your luck for granted
Hit Points 6
Size Small
Speed 25 feet
Attribute Boosts Dexterity, Wisdom, Free
Attribute Flaw Strength
Languages Common, Halfling
Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Halfling, Humanoid
Keen Eyes Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
@UUID[Compendium.pf2e.heritages.Item.Gutsy Halfling]
@UUID[Compendium.pf2e.heritages.Item.Hillock Halfling]
@UUID[Compendium.pf2e.heritages.Item.Jinxed Halfling]
@UUID[Compendium.pf2e.heritages.Item.Nomadic Halfling]
@UUID[Compendium.pf2e.heritages.Item.Observant Halfling]
@UUID[Compendium.pf2e.heritages.Item.Twilight Halfling]
@UUID[Compendium.pf2e.heritages.Item.Wildwood Halfling]
", "format": 1 }, "title": { @@ -391,7 +391,7 @@ "src": null, "system": {}, "text": { - "content": "Taller and stronger than their goblin kin, hobgoblins are equals in strength and size to humans, with broad shoulders and long, powerful arms. The Avistani cycle of unthinking conflict with hobgoblins has recently been upended by Oprak, the newly established hobgoblin nation in the mountains between Nidal and Nirmathas. Now under strict orders to not start conflicts with other nations, these hobgoblins have begun to cautiously investigate in the spirit of cooperation rather than conquest. Many people, especially those who suffered terrible cruelties caused by hobgoblins, fear that this is simply a pause in aggression while Oprak gains enough strength to crush its rivals. Others hope these bold soldiers might prove to be powerful allies.
Encourage a clear chain of command among any group you travel with, following orders even if you disagree with them.
Recognize your incredible endurance, dedication, and discipline.
Hobgoblins have bald, wide heads and beady eyes, as well as gray skin that becomes steely blue when tanned. They're remarkably hardy; hobgoblins recover from illnesses quickly and are able to exert themselves for long periods of time with little difficulty.
Hobgoblins mature quickly, and most can walk, talk, and hold a weapon by the time they are 1 year old. They reach adolescence by the age of 8 to 12 and adulthood around 14. Hobgoblins typically live up to 70 years of age.
Hobgoblins structure their society after military hierarchies. Even civilian groups such as farming collectives or trading houses organize into regiments, companies, and divisions. Hobgoblin veterans hold a high place in their society, usually becoming leaders or advisors. Magic is rarely practiced and often derided, as most hobgoblins don't trust it over the strength of their own sword arms. Their arts tend to have a military bent; many hobgoblins consider stirring marches and weaponsmithing the only artistic endeavors worth pursuing.
Like goblins, hobgoblin names tend to be simple, though hobgoblin names usually sound more guttural and forceful. On rare occasions, hobgoblins will alter their names, keeping the core but adding aspects, usually in response to extreme trauma or a life-altering event. Hobgoblins have no surnames, considering them both pointless and presumptuous; an individual's merits and demerits are to be earned by their actions, not by an association with a particular lineage.
Aze, Druknar, Ghargam, Hathkren, Imakra, Kralaeng, Mazkol, Olzu, Rezal, Sivkrag, Volmak, Zornum
Most hobgoblins prefer to live within established hierarchies. While many consider sentimentality weak, those with mild temperaments have recently found success in diplomacy and international outreach. Faith has little place in hobgoblin society, as many feel it is impractical, though religious hobgoblins can gain a begrudging modicum of acceptance due to their useful healing magic.
disdain arcane magic, hide sentimentality and positive emotions, jump at chances to prove yourself
disobey military orders
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Constitution, Intelligence, Free
Attribute Flaw Wisdom
Languages Goblin, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Jotun, Halfling, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Darkvision
@UUID[Compendium.pf2e.heritages.Item.Elfbane Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Runtboss Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Shortshanks Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Smokeworker Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Steelskin Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Warmarch Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Warrenbred Hobgoblin]
", + "content": "Taller and stronger than their goblin kin, hobgoblins are equals in strength and size to humans, with broad shoulders and long, powerful arms. The Avistani cycle of unthinking conflict with hobgoblins has recently been upended by Oprak, the newly established hobgoblin nation in the mountains between Nidal and Nirmathas. Now under strict orders to not start conflicts with other nations, these hobgoblins have begun to cautiously investigate in the spirit of cooperation rather than conquest. Many people, especially those who suffered terrible cruelties caused by hobgoblins, fear that this is simply a pause in aggression while Oprak gains enough strength to crush its rivals. Others hope these bold soldiers might prove to be powerful allies.
Encourage a clear chain of command among any group you travel with, following orders even if you disagree with them.
Recognize your incredible endurance, dedication, and discipline.
Hobgoblins have bald, wide heads and beady eyes, as well as gray skin that becomes steely blue when tanned. They're remarkably hardy; hobgoblins recover from illnesses quickly and are able to exert themselves for long periods of time with little difficulty.
Hobgoblins mature quickly, and most can walk, talk, and hold a weapon by the time they are 1 year old. They reach adolescence by the age of 8 to 12 and adulthood around 14. Hobgoblins typically live up to 70 years of age.
Hobgoblins structure their society after military hierarchies. Even civilian groups such as farming collectives or trading houses organize into regiments, companies, and divisions. Hobgoblin veterans hold a high place in their society, usually becoming leaders or advisors. Magic is rarely practiced and often derided, as most hobgoblins don't trust it over the strength of their own sword arms. Their arts tend to have a military bent; many hobgoblins consider stirring marches and weaponsmithing the only artistic endeavors worth pursuing.
Like goblins, hobgoblin names tend to be simple, though hobgoblin names usually sound more guttural and forceful. On rare occasions, hobgoblins will alter their names, keeping the core but adding aspects, usually in response to extreme trauma or a life-altering event. Hobgoblins have no surnames, considering them both pointless and presumptuous; an individual's merits and demerits are to be earned by their actions, not by an association with a particular lineage.
Aze, Druknar, Ghargam, Hathkren, Imakra, Kralaeng, Mazkol, Olzu, Rezal, Sivkrag, Volmak, Zornum
Most hobgoblins prefer to live within established hierarchies. While many consider sentimentality weak, those with mild temperaments have recently found success in diplomacy and international outreach. Faith has little place in hobgoblin society, as many feel it is impractical, though religious hobgoblins can gain a begrudging modicum of acceptance due to their useful healing magic.
disdain arcane magic, hide sentimentality and positive emotions, jump at chances to prove yourself
disobey military orders
Rarity Uncommon
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Constitution, Intelligence, Free
Attribute Flaw Wisdom
Languages Goblin, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Jotun, Halfling, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Hobgoblin, Humanoid
Senses Darkvision
@UUID[Compendium.pf2e.heritages.Item.Elfbane Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Runtboss Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Shortshanks Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Smokeworker Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Steelskin Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Warmarch Hobgoblin]
@UUID[Compendium.pf2e.heritages.Item.Warrenbred Hobgoblin]
", "format": 1 }, "title": { @@ -412,7 +412,7 @@ "src": null, "system": {}, "text": { - "content": "As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.
Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.
If you want a character who can be just about anything, you should play a human.
Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.
Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans have exceptionally mutable physical characteristics compared to other ancestries, with greater variance in height, weight, and other physical parameters.
Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.
explore the world, strive for greatness, devote yourself to a moral outlook
waste what little time you have
Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.
A variety of human ethnic groups populates the continents within Golarion's Inner Sea region and in the lands beyond it. Human characters can be of any ethnicity, regardless of what lands they call home. Some examples of Golarion's ethnicities are presented below.
Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon regional language.
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Two free attribute boosts
Languages Common
Additional Languages equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).
@UUID[Compendium.pf2e.heritages.Item.Skilled Human]
@UUID[Compendium.pf2e.heritages.Item.Versatile Human]
@UUID[Compendium.pf2e.heritages.Item.Wintertouched Human]
These heritages are from the Beginner Box and grant non-standard heritage features.
@UUID[Compendium.pf2e.heritages.Item.Battle-Trained Human (BB)]
@UUID[Compendium.pf2e.heritages.Item.Warden Human (BB)]
@UUID[Compendium.pf2e.heritages.Item.Aiuvarin]
@UUID[Compendium.pf2e.heritages.Item.Dromaar]
", + "content": "As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.
Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.
If you want a character who can be just about anything, you should play a human.
Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.
Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans have exceptionally mutable physical characteristics compared to other ancestries, with greater variance in height, weight, and other physical parameters.
Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.
explore the world, strive for greatness, devote yourself to a moral outlook
waste what little time you have
Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.
A variety of human ethnic groups populates the continents within Golarion's Inner Sea region and in the lands beyond it. Human characters can be of any ethnicity, regardless of what lands they call home. Some examples of Golarion's ethnicities are presented below.
Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon regional language.
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Two free attribute boosts
Languages Common
Additional Languages equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).
Traits Human, Humanoid
@UUID[Compendium.pf2e.heritages.Item.Skilled Human]
@UUID[Compendium.pf2e.heritages.Item.Versatile Human]
@UUID[Compendium.pf2e.heritages.Item.Wintertouched Human]
These heritages are from the Beginner Box and grant non-standard heritage features.
@UUID[Compendium.pf2e.heritages.Item.Battle-Trained Human (BB)]
@UUID[Compendium.pf2e.heritages.Item.Warden Human (BB)]
@UUID[Compendium.pf2e.heritages.Item.Aiuvarin]
@UUID[Compendium.pf2e.heritages.Item.Dromaar]
", "format": 1 }, "title": { @@ -454,7 +454,7 @@ "src": null, "system": {}, "text": { - "content": "Kitsune are a charismatic and witty people with a connection to the spiritual that grants them many magical abilities, chiefly the power to shapechange into other forms. Whether they pass unseen among other peoples or hold their tails high, kitsune are clever observers of the societies around them.
Kitsune are shapechangers with two forms: one of a fox-headed humanoid and one largely depending on where they were raised. Those raised in populated areas typically have what's called a tailless form—a humanoid body without any fox features that resembles a more common ancestry, such as an elf or a human. In wooded or rural areas, their second form is more likely to be that of a fox.
Though all-kitsune settlements exist, most live among people of other ancestries, granting them a degree of external insight into social rules or dynamics that others process only subconsciously. Kitsune enjoy subverting expectations as much as they do going along with them. Their fondness for jokes, stories, and wordplay, especially when the twist of a riddle hinges on the listener's assumptions, reinforces their reputation as tricksters.
With dual forms and a connection to both the material and spiritual worlds, kitsune have diverse concepts of self and identity. Some even view their forms as separate individuals altogether, using them to explore different aspects of their personality.
If you want to play a character with innate magical talents and countless hidden facets, each revealed with a glint of the eye and a twisting grin, you should play a kitsune.
Kitsune have alert vulpine ears, pointed snouts, and short, semi-retractable claws on their fingers and toes. Their fur is dense, countershaded, and most often red,tan, black, or white in color. Kitsune have bushy tails that grow in number as they hone their innate magical abilities, to as many as nine.
Kitsune are rarely the majority in whatever communities they inhabit, and many go their whole lives without meeting another kitsune beyond their family. Their society, as much as it exists, centers primarily around the commonalities that kitsune find as they pass among other peoples. The same social perspective that helps them imitate others also makes them quick to notice signs that someone may need help or a kind word. Due to this, kitsune often form strong interpersonal relationships and tend to anchor their social circles.
When two kitsune do meet, they may find themselves exchanging light verbal repartee, enjoying the sport of trying to outwit each other. While it's considered a grave offense to outright give away another kitsune's shapechanging nature, kitsune relish surreptitiously forcing another to \"break character,\" shocking the other into disrupting their transformation through a well-placed comment.
Kitsune often have neutrality in their alignment from balancing their dual natures, though their instinct for stirring up trouble leads many to lean slightly toward chaos. Some possess the ability to control or bend the will of others, but even among those that do, only the evilest use these arts flippantly or selfishly.
The patron kitsune deity is Daikitsu, the goddess of crafting and agriculture. Though not all kitsune necessarily worship Daikitsu, most respect her as the purported source of their powers. Kitsune in Tian Xia often revere both Shizuru and Tsukiyo, seeing the duality of the sun and moon in their own multifaceted nature. A small sect of Avistani kitsune worship Sivanah, the goddess of illusion, respecting her position between perception and reality and believing the goddess's true form to be that of a kitsune-hidden behind not seven veils, but nine.
While kitsune have some traditional names, they're more likely to use names that are unremarkable in their local society, the better to pass unnoticed. Some 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.
Hamako, Haohiko, Kitsukou, Kon, Kwan-la, Talaro
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Charisma, Free
Languages Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Elven, Gnomish, Goblin, Halfling, Dwarven, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Change Shape(concentrate, divine, kitsune, polymorph, transmutation) You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.
@UUID[Compendium.pf2e.heritages.Item.Celestial Envoy Kitsune]
@UUID[Compendium.pf2e.heritages.Item.Dark Fields Kitsune]
@UUID[Compendium.pf2e.heritages.Item.Earthly Wilds Kitsune]
@UUID[Compendium.pf2e.heritages.Item.Empty Sky Kitsune]
@UUID[Compendium.pf2e.heritages.Item.Frozen Wind Kitsune]
", + "content": "Kitsune are a charismatic and witty people with a connection to the spiritual that grants them many magical abilities, chiefly the power to shapechange into other forms. Whether they pass unseen among other peoples or hold their tails high, kitsune are clever observers of the societies around them.
Kitsune are shapechangers with two forms: one of a fox-headed humanoid and one largely depending on where they were raised. Those raised in populated areas typically have what's called a tailless form—a humanoid body without any fox features that resembles a more common ancestry, such as an elf or a human. In wooded or rural areas, their second form is more likely to be that of a fox.
Though all-kitsune settlements exist, most live among people of other ancestries, granting them a degree of external insight into social rules or dynamics that others process only subconsciously. Kitsune enjoy subverting expectations as much as they do going along with them. Their fondness for jokes, stories, and wordplay, especially when the twist of a riddle hinges on the listener's assumptions, reinforces their reputation as tricksters.
With dual forms and a connection to both the material and spiritual worlds, kitsune have diverse concepts of self and identity. Some even view their forms as separate individuals altogether, using them to explore different aspects of their personality.
If you want to play a character with innate magical talents and countless hidden facets, each revealed with a glint of the eye and a twisting grin, you should play a kitsune.
Kitsune have alert vulpine ears, pointed snouts, and short, semi-retractable claws on their fingers and toes. Their fur is dense, countershaded, and most often red,tan, black, or white in color. Kitsune have bushy tails that grow in number as they hone their innate magical abilities, to as many as nine.
Kitsune are rarely the majority in whatever communities they inhabit, and many go their whole lives without meeting another kitsune beyond their family. Their society, as much as it exists, centers primarily around the commonalities that kitsune find as they pass among other peoples. The same social perspective that helps them imitate others also makes them quick to notice signs that someone may need help or a kind word. Due to this, kitsune often form strong interpersonal relationships and tend to anchor their social circles.
When two kitsune do meet, they may find themselves exchanging light verbal repartee, enjoying the sport of trying to outwit each other. While it's considered a grave offense to outright give away another kitsune's shapechanging nature, kitsune relish surreptitiously forcing another to \"break character,\" shocking the other into disrupting their transformation through a well-placed comment.
Kitsune often have neutrality in their alignment from balancing their dual natures, though their instinct for stirring up trouble leads many to lean slightly toward chaos. Some possess the ability to control or bend the will of others, but even among those that do, only the evilest use these arts flippantly or selfishly.
The patron kitsune deity is Daikitsu, the goddess of crafting and agriculture. Though not all kitsune necessarily worship Daikitsu, most respect her as the purported source of their powers. Kitsune in Tian Xia often revere both Shizuru and Tsukiyo, seeing the duality of the sun and moon in their own multifaceted nature. A small sect of Avistani kitsune worship Sivanah, the goddess of illusion, respecting her position between perception and reality and believing the goddess's true form to be that of a kitsune-hidden behind not seven veils, but nine.
While kitsune have some traditional names, they're more likely to use names that are unremarkable in their local society, the better to pass unnoticed. Some 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.
Hamako, Haohiko, Kitsukou, Kon, Kwan-la, Talaro
Rarity Uncommon
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Charisma, Free
Languages Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Elven, Gnomish, Goblin, Halfling, Dwarven, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Humanoid, Kitsune
Senses Low-Light Vision
Change Shape(concentrate, divine, kitsune, polymorph, transmutation) You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.
@UUID[Compendium.pf2e.heritages.Item.Celestial Envoy Kitsune]
@UUID[Compendium.pf2e.heritages.Item.Dark Fields Kitsune]
@UUID[Compendium.pf2e.heritages.Item.Earthly Wilds Kitsune]
@UUID[Compendium.pf2e.heritages.Item.Empty Sky Kitsune]
@UUID[Compendium.pf2e.heritages.Item.Frozen Wind Kitsune]
", "format": 1 }, "title": { @@ -475,7 +475,7 @@ "src": null, "system": {}, "text": { - "content": "Kholo have bad reputations as brutal raiders and demon-worshipers. Many believe that kholos are witches, cannibals, and worse. The truth is more complex. Kholos are eminently practical and pragmatic hunters and raiders. To them, honor is just another word for pointless risk. Any loss of a kholo affects not just the individual, but their packmates and kin as well. Wasting time on anything but victory, whether it's mercy or cruelty, is seen as little shy of immoral. Kholos are masters of ambushes, tactical feints, and psychological warfare. Equally misunderstood is the kholo practice of ancestor worship and endocannibalism. Kholos consume their dead as a sign of reverence, holding a grand feast and transforming the bones into art or weapons. Kholos extend this honor to respected foes, hoping to bring their enemy's cunning or strength into the clan.
Keep a bone from a favorite relative to ask for advice.
Respect the brutal efficiency of your hunting style.
Kholo are hyena-like humanoids with short muzzles, sharp teeth, and large and expressive round ears. Their bodies are covered in shaggy fur, rougher on the back and softer and lighter on the stomach and throat, usually in an off-white, tan, or brown shade; spots and stripes are both common. Kholos typically stand between 6 and 7 feet tall. Women are usually about a head taller than men and correspondingly stronger. Kholos are considered adults at 15 and live about 60 years on average.
Kholo generally live in semi-nomadic clans of 10 to 20 family groups, containing between 100 to 200 members. They are ruled by a council of female kholos who are typically selected from the elders of each family. Bonekeepers focus on tending to the wishes of kholo ancestors and gods—they take their name from the ancestral bones that festoon their clothing and homes. Storytellers serve as teachers and sages, and are expected to have an encyclopedic knowledge of clan history, regional lore, and anything else relevant to the clan.
Newborn kholos are given a root name, typically that of a bone, plant, or animal (though never Hyena, as this is considered narcissistic). As a kholo reaches certain milestones in their life, they add descriptors to their name.
Sample Names: Baobab, Jackal, Onyx Elephant in Shadows, Red Thorn, Unbent Iron Reed, White Acacia, Wistful Tooth, Woodpecker
Kholo have an unsentimental, matter-of-fact approach to life and prioritize results over methods. They are usually loyal and generous to their people and ruthless toward outsiders—whether this behavior is considered acceptable varies depending on who they view as \"their people.\"
Many kholos pay homage to Lamashtu, both as the originator of their people and a guide in a chaotic world. However, some kholos often give homage to Calistria and Shelyn. Nethys is the patron of bonekeepers
strengthen your allies and packmates, recount the tales of your ancestors, neutralize foes with tactics and cunning
risk yourself or your packmates for no reason, let a dead kholo or loved one rot like carrion
Hit Points 8
Speed 25 feet
Size Medium
Attribute Boosts Strength, Intelligence, Free
Attribute Flaw Wisdom
Languages Kholo, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Fey, Iruxi, Necril, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Bite Your sharp teeth and powerful jaws are fearsome weapons. You have a jaws unarmed attack that deals @Damage[1d6[piercing]] damage. Your jaws are in the brawling group.
@UUID[Compendium.pf2e.heritages.Item.Ant Kholo]
@UUID[Compendium.pf2e.heritages.Item.Cave Kholo]
@UUID[Compendium.pf2e.heritages.Item.Dog Kholo]
@UUID[Compendium.pf2e.heritages.Item.Great Kholo]
@UUID[Compendium.pf2e.heritages.Item.Sweetbreath Kholo]
@UUID[Compendium.pf2e.heritages.Item.Winter Kholo]
@UUID[Compendium.pf2e.heritages.Item.Witch Kholo]
", + "content": "Kholo have bad reputations as brutal raiders and demon-worshipers. Many believe that kholos are witches, cannibals, and worse. The truth is more complex. Kholos are eminently practical and pragmatic hunters and raiders. To them, honor is just another word for pointless risk. Any loss of a kholo affects not just the individual, but their packmates and kin as well. Wasting time on anything but victory, whether it's mercy or cruelty, is seen as little shy of immoral. Kholos are masters of ambushes, tactical feints, and psychological warfare. Equally misunderstood is the kholo practice of ancestor worship and endocannibalism. Kholos consume their dead as a sign of reverence, holding a grand feast and transforming the bones into art or weapons. Kholos extend this honor to respected foes, hoping to bring their enemy's cunning or strength into the clan.
Keep a bone from a favorite relative to ask for advice.
Respect the brutal efficiency of your hunting style.
Kholo are hyena-like humanoids with short muzzles, sharp teeth, and large and expressive round ears. Their bodies are covered in shaggy fur, rougher on the back and softer and lighter on the stomach and throat, usually in an off-white, tan, or brown shade; spots and stripes are both common. Kholos typically stand between 6 and 7 feet tall. Women are usually about a head taller than men and correspondingly stronger. Kholos are considered adults at 15 and live about 60 years on average.
Kholo generally live in semi-nomadic clans of 10 to 20 family groups, containing between 100 to 200 members. They are ruled by a council of female kholos who are typically selected from the elders of each family. Bonekeepers focus on tending to the wishes of kholo ancestors and gods—they take their name from the ancestral bones that festoon their clothing and homes. Storytellers serve as teachers and sages, and are expected to have an encyclopedic knowledge of clan history, regional lore, and anything else relevant to the clan.
Newborn kholos are given a root name, typically that of a bone, plant, or animal (though never Hyena, as this is considered narcissistic). As a kholo reaches certain milestones in their life, they add descriptors to their name.
Sample Names: Baobab, Jackal, Onyx Elephant in Shadows, Red Thorn, Unbent Iron Reed, White Acacia, Wistful Tooth, Woodpecker
Kholo have an unsentimental, matter-of-fact approach to life and prioritize results over methods. They are usually loyal and generous to their people and ruthless toward outsiders—whether this behavior is considered acceptable varies depending on who they view as \"their people.\"
Many kholos pay homage to Lamashtu, both as the originator of their people and a guide in a chaotic world. However, some kholos often give homage to Calistria and Shelyn. Nethys is the patron of bonekeepers
strengthen your allies and packmates, recount the tales of your ancestors, neutralize foes with tactics and cunning
risk yourself or your packmates for no reason, let a dead kholo or loved one rot like carrion
Rarity Uncommon
Hit Points 8
Speed 25 feet
Size Medium
Attribute Boosts Strength, Intelligence, Free
Attribute Flaw Wisdom
Languages Kholo, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Fey, Iruxi, Necril, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Kholo, Humanoid
Senses Low-Light Vision
Bite Your sharp teeth and powerful jaws are fearsome weapons. You have a jaws unarmed attack that deals @Damage[1d6[piercing]] damage. Your jaws are in the brawling group.
@UUID[Compendium.pf2e.heritages.Item.Ant Kholo]
@UUID[Compendium.pf2e.heritages.Item.Cave Kholo]
@UUID[Compendium.pf2e.heritages.Item.Dog Kholo]
@UUID[Compendium.pf2e.heritages.Item.Great Kholo]
@UUID[Compendium.pf2e.heritages.Item.Sweetbreath Kholo]
@UUID[Compendium.pf2e.heritages.Item.Winter Kholo]
@UUID[Compendium.pf2e.heritages.Item.Witch Kholo]
", "format": 1 }, "title": { @@ -496,7 +496,7 @@ "src": null, "system": {}, "text": { - "content": "Every kobold instinctively understands the importance of power, and many are inclined to venerate those who have it, whether they be mighty dragons, cruel fiends, imperious fey, or even ancient artifacts. Kobolds seek out these alliances out of a sense of pragmatism—after all, who would dare bully a kobold who serves an ancient dragon?—but also because kobold eggs incubated near such loci of power take on physical traits (and sometimes abilities) similar to those of the warren's benefactor. On their own, kobolds are ingenious crafters and devoted allies, but outsiders who trespass into their territory find them to be inspired skirmishers and clever ambushers. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world.
If you want a character with deadly cunning and who bears the mark of a powerful benefactor, you should play a kobold.
Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal.
Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses
Kobolds are short (about 3 feet tall), reptilian humanoids with slender bodies, long tails, and stout horns. Their features often reflect the nature of their warren's benefactor, such as vestigial draconic wings or glowing crystalline growths. These differences set warrens apart, though all kobolds are generally easily recognizable as such.
Kobolds mature quickly, reaching adulthood by about 12 years and living to about 60. Some rare kobolds live even longer after harnessing the power of a magical benefactor.
Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable benefactor (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). Kobold societies regularly adopt laws and cultural norms inspired by their benefactor's personality. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.
A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, they might add more syllables to their names. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.
Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz
All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, relying on their ancestral social strategies for survival
Organized religion feels natural for most kobolds. They're often drawn to deities related to their benefactors, such as Asmodeus if the benefactor is a devil, or dragon deities like Apsu and Dahak if the benefactor is a dragon. Kobolds also often find themselves drawn to cults, particularly those with powerful magical creatures as figureheads.
find your place in any power structure, take pride in your allies' strength, win with your wits
face a threat alone, throw caution to the wind
Hit Points 6
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Constitution
Languages Sakvroth, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Diabolic, Draconic, Dwarven, Empyrean, Fey, Gnomish, and Petran, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Darkvision
@UUID[Compendium.pf2e.heritages.Item.Caveclimber Kobold]
@UUID[Compendium.pf2e.heritages.Item.Cavernstalker Kobold]
@UUID[Compendium.pf2e.heritages.Item.Dragonscaled Kobold]
@UUID[Compendium.pf2e.heritages.Item.Elementheart Kobold]
@UUID[Compendium.pf2e.heritages.Item.Spellhorn Kobold]
@UUID[Compendium.pf2e.heritages.Item.Strongjaw Kobold]
@UUID[Compendium.pf2e.heritages.Item.Tunnelflood Kobold]
@UUID[Compendium.pf2e.heritages.Item.Venomtail Kobold]
", + "content": "Every kobold instinctively understands the importance of power, and many are inclined to venerate those who have it, whether they be mighty dragons, cruel fiends, imperious fey, or even ancient artifacts. Kobolds seek out these alliances out of a sense of pragmatism—after all, who would dare bully a kobold who serves an ancient dragon?—but also because kobold eggs incubated near such loci of power take on physical traits (and sometimes abilities) similar to those of the warren's benefactor. On their own, kobolds are ingenious crafters and devoted allies, but outsiders who trespass into their territory find them to be inspired skirmishers and clever ambushers. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world.
If you want a character with deadly cunning and who bears the mark of a powerful benefactor, you should play a kobold.
Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal.
Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses
Kobolds are short (about 3 feet tall), reptilian humanoids with slender bodies, long tails, and stout horns. Their features often reflect the nature of their warren's benefactor, such as vestigial draconic wings or glowing crystalline growths. These differences set warrens apart, though all kobolds are generally easily recognizable as such.
Kobolds mature quickly, reaching adulthood by about 12 years and living to about 60. Some rare kobolds live even longer after harnessing the power of a magical benefactor.
Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable benefactor (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). Kobold societies regularly adopt laws and cultural norms inspired by their benefactor's personality. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.
A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, they might add more syllables to their names. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.
Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz
All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, relying on their ancestral social strategies for survival
Organized religion feels natural for most kobolds. They're often drawn to deities related to their benefactors, such as Asmodeus if the benefactor is a devil, or dragon deities like Apsu and Dahak if the benefactor is a dragon. Kobolds also often find themselves drawn to cults, particularly those with powerful magical creatures as figureheads.
find your place in any power structure, take pride in your allies' strength, win with your wits
face a threat alone, throw caution to the wind
Rarity Uncommon
Hit Points 6
Size Small
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Constitution
Languages Sakvroth, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Diabolic, Draconic, Dwarven, Empyrean, Fey, Gnomish, and Petran, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Humanoid, Kobold
Senses Darkvision
@UUID[Compendium.pf2e.heritages.Item.Caveclimber Kobold]
@UUID[Compendium.pf2e.heritages.Item.Cavernstalker Kobold]
@UUID[Compendium.pf2e.heritages.Item.Dragonscaled Kobold]
@UUID[Compendium.pf2e.heritages.Item.Elementheart Kobold]
@UUID[Compendium.pf2e.heritages.Item.Spellhorn Kobold]
@UUID[Compendium.pf2e.heritages.Item.Strongjaw Kobold]
@UUID[Compendium.pf2e.heritages.Item.Tunnelflood Kobold]
@UUID[Compendium.pf2e.heritages.Item.Venomtail Kobold]
", "format": 1 }, "title": { @@ -517,7 +517,7 @@ "src": null, "system": {}, "text": { - "content": "Leshies are immortal spirits of nature temporarily granted physical forms. As guardians and emissaries of the environment, leshies are \"born\" when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, though it isn't uncommon for leshies to maintain lifelong bonds with their creators. Many leshies relish the opportunity to interact with the physical world. While most leshy spirits are ancient, they rarely recall past lifetimes and see their new life as a chance to experience the wonders of the world once more. If you want to play a character who is curious and connected to nature, you should play a leshy.
Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. A typical leshy is about 3 feet tall. Leshies begin their lives as adults and don't age.
To most leshies, the concept of family is not a matter of birth, but rather determined by bonds of loyalty and friendship. Leshies are dedicated allies, but they have little tolerance for those who would despoil nature. As much as they are happy to accept someone who earns their trust into their family, they expect family members to look out for them and their natural wards in return. Leshies are grouped into categories akin to ethnicities, but these are not connected to physical features; rather, they represent broad categories of characteristics of their spirits. Certain spirits are more likely to gravitate toward particular physical bodies, though this predisposition is far from absolute. Leshies' genders are determined by the spirits that inhabit their bodies. Some leshies are exclusively male or female, while many consider themselves both. Others, particularly fungus leshies, tend toward far more complex expressions of gender, or eschew the concept entirely. Leshies choose and change their names multiple times throughout their lives.
Scarlet in Summer, Verdant Taleweaver, Lurking Hunter, Masterful Sun Drinker, Noon Sky Evening Song, Snowy Pine Branch, Cascading Rapids
Leshies' beliefs generally focus on the natural world. Those with a philosophical bent lean toward the Green Faith, and Gozreh is the most popular deity among faithful leshies. Some leshies also venerate green men, powerful spirits of nature.
experience the physical world, form a family through loyalty and trust, protect parts of nature you embody
embrace unnatural magic or influences
Hit Points 8
Size Small
Speed 25 feet
Attribute Boosts Constitution, Wisdom, Free
Attribute Flaw Intelligence
Languages Common, Sylvan
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Plant Nourishment You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).
@UUID[Compendium.pf2e.heritages.Item.Cactus Leshy]
@UUID[Compendium.pf2e.heritages.Item.Fruit Leshy]
@UUID[Compendium.pf2e.heritages.Item.Fungus Leshy]
@UUID[Compendium.pf2e.heritages.Item.Gourd Leshy]
@UUID[Compendium.pf2e.heritages.Item.Leaf Leshy]
@UUID[Compendium.pf2e.heritages.Item.Lotus Leshy]
@UUID[Compendium.pf2e.heritages.Item.Pine Leshy]
@UUID[Compendium.pf2e.heritages.Item.Root Leshy]
@UUID[Compendium.pf2e.heritages.Item.Seaweed Leshy]
@UUID[Compendium.pf2e.heritages.Item.Vine Leshy]
", + "content": "Leshies are immortal spirits of nature temporarily granted physical forms. As guardians and emissaries of the environment, leshies are \"born\" when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, though it isn't uncommon for leshies to maintain lifelong bonds with their creators. Many leshies relish the opportunity to interact with the physical world. While most leshy spirits are ancient, they rarely recall past lifetimes and see their new life as a chance to experience the wonders of the world once more. If you want to play a character who is curious and connected to nature, you should play a leshy.
Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. A typical leshy is about 3 feet tall. Leshies begin their lives as adults and don't age.
To most leshies, the concept of family is not a matter of birth, but rather determined by bonds of loyalty and friendship. Leshies are dedicated allies, but they have little tolerance for those who would despoil nature. As much as they are happy to accept someone who earns their trust into their family, they expect family members to look out for them and their natural wards in return. Leshies are grouped into categories akin to ethnicities, but these are not connected to physical features; rather, they represent broad categories of characteristics of their spirits. Certain spirits are more likely to gravitate toward particular physical bodies, though this predisposition is far from absolute. Leshies' genders are determined by the spirits that inhabit their bodies. Some leshies are exclusively male or female, while many consider themselves both. Others, particularly fungus leshies, tend toward far more complex expressions of gender, or eschew the concept entirely. Leshies choose and change their names multiple times throughout their lives.
Scarlet in Summer, Verdant Taleweaver, Lurking Hunter, Masterful Sun Drinker, Noon Sky Evening Song, Snowy Pine Branch, Cascading Rapids
Leshies' beliefs generally focus on the natural world. Those with a philosophical bent lean toward the Green Faith, and Gozreh is the most popular deity among faithful leshies. Some leshies also venerate green men, powerful spirits of nature.
experience the physical world, form a family through loyalty and trust, protect parts of nature you embody
embrace unnatural magic or influences
Hit Points 8
Size Small
Speed 25 feet
Attribute Boosts Constitution, Wisdom, Free
Attribute Flaw Intelligence
Languages Common, Sylvan
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Leshy, Humanoid
Senses Low-Light Vision
Plant Nourishment You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).
@UUID[Compendium.pf2e.heritages.Item.Cactus Leshy]
@UUID[Compendium.pf2e.heritages.Item.Fruit Leshy]
@UUID[Compendium.pf2e.heritages.Item.Fungus Leshy]
@UUID[Compendium.pf2e.heritages.Item.Gourd Leshy]
@UUID[Compendium.pf2e.heritages.Item.Leaf Leshy]
@UUID[Compendium.pf2e.heritages.Item.Lotus Leshy]
@UUID[Compendium.pf2e.heritages.Item.Pine Leshy]
@UUID[Compendium.pf2e.heritages.Item.Root Leshy]
@UUID[Compendium.pf2e.heritages.Item.Seaweed Leshy]
@UUID[Compendium.pf2e.heritages.Item.Vine Leshy]
", "format": 1, "markdown": "" }, @@ -539,7 +539,7 @@ "src": null, "system": {}, "text": { - "content": "Lizardfolk are consummate survivors, heirs to empires considered ancient even by the elves.
Lizardfolk move through the societies of other humanoids with the steely reserve of born predators. They have a well-deserved reputation as outstanding rangers and unsentimental fighters. Though lizardfolk have adapted to many different environments, many of them still prefer to remain near bodies of water, using their ability to hold their breath to their advantage. As a result, they usually prefer equipment that is not easily damaged by moisture, eschewing leather and metal for gear made of stone, ivory, glass, and bone.
Strive to adapt perfectly to your environment while also keeping your culture and traditions intact.
See you as cold-blooded and callous due to your subdued physical reactions.
Lizardfolk vary depending on their environment, but share toothy snouts and long, powerful tails. Many sport dorsal spikes or flashy neck frills that hint at their clan lineage. Lizardfolk reach physical adulthood at age 15 and live up to 120 years. The average lizardfolk stands 6 to 7 feet tall, but grows throughout their lifetime, gaining strength and size with age.
Known among themselves as iruxis, lizardfolk are raised communally from the moment they break from their shells. They have an oral tradition stretching back thousands of years, brought to life through epic poems, evocative carvings, and ancestral rites performed among fields of fossilized bone. Lizardfolk are passionate astrologers with one eye on the future. If they seem slow to act, it's because their long history has taught them the value of patience.
True iruxi settlements are often overlooked, as they are partially or mostly submerged in water. Lizardfolk bones often adorn the walls, as many lizardfolk believe these remains can be animated by ancestral spirits when the residents are in danger.
Lizardfolk names are typically chosen by the clan's astrologer in accordance to omens and which star signs are ascendant when an iruxi egg hatches.
Arasheg, Barashk, Essaru, Enshuk, Gishkim, Hazi, Inishish, Kutak, Nasha, Shulkuru, Tizkar, Utakish, Zelkelek
Most iruxis are unconcerned with heavy questions of morality and focus their efforts on a local level. Iruxi religion plays a large role in their culture, but in a heavily practical way, blending animism and ancestor worship with druidic rites. Of the gods, only Gozreh is commonly revered.
keep memories of the past alive, wait for your prey, adapt your plans to fit the environment
defy the will of the stars
Hit Points 8
Speed 25 feet
Attribute Boosts Strength, Wisdom, Free
Attribute Flaw Intelligence
Languages Iruxi, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Amurrun, Boggard, Draconic, Elven, Fey, Jotun, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region).
Claws Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.
Aquatic Adaptation Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.
@UUID[Compendium.pf2e.heritages.Item.Cliffscale Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Cloudleaper Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Frilled Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Sandstrider Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Unseen Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Wetlander Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Woodstalker Lizardfolk]
", + "content": "Lizardfolk are consummate survivors, heirs to empires considered ancient even by the elves.
Lizardfolk move through the societies of other humanoids with the steely reserve of born predators. They have a well-deserved reputation as outstanding rangers and unsentimental fighters. Though lizardfolk have adapted to many different environments, many of them still prefer to remain near bodies of water, using their ability to hold their breath to their advantage. As a result, they usually prefer equipment that is not easily damaged by moisture, eschewing leather and metal for gear made of stone, ivory, glass, and bone.
Strive to adapt perfectly to your environment while also keeping your culture and traditions intact.
See you as cold-blooded and callous due to your subdued physical reactions.
Lizardfolk vary depending on their environment, but share toothy snouts and long, powerful tails. Many sport dorsal spikes or flashy neck frills that hint at their clan lineage. Lizardfolk reach physical adulthood at age 15 and live up to 120 years. The average lizardfolk stands 6 to 7 feet tall, but grows throughout their lifetime, gaining strength and size with age.
Known among themselves as iruxis, lizardfolk are raised communally from the moment they break from their shells. They have an oral tradition stretching back thousands of years, brought to life through epic poems, evocative carvings, and ancestral rites performed among fields of fossilized bone. Lizardfolk are passionate astrologers with one eye on the future. If they seem slow to act, it's because their long history has taught them the value of patience.
True iruxi settlements are often overlooked, as they are partially or mostly submerged in water. Lizardfolk bones often adorn the walls, as many lizardfolk believe these remains can be animated by ancestral spirits when the residents are in danger.
Lizardfolk names are typically chosen by the clan's astrologer in accordance to omens and which star signs are ascendant when an iruxi egg hatches.
Arasheg, Barashk, Essaru, Enshuk, Gishkim, Hazi, Inishish, Kutak, Nasha, Shulkuru, Tizkar, Utakish, Zelkelek
Most iruxis are unconcerned with heavy questions of morality and focus their efforts on a local level. Iruxi religion plays a large role in their culture, but in a heavily practical way, blending animism and ancestor worship with druidic rites. Of the gods, only Gozreh is commonly revered.
keep memories of the past alive, wait for your prey, adapt your plans to fit the environment
defy the will of the stars
Rarity Uncommon
Hit Points 8
Speed 25 feet
Size Medium
Attribute Boosts Strength, Wisdom, Free
Attribute Flaw Intelligence
Languages Iruxi, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Amurrun, Boggard, Draconic, Elven, Fey, Jotun, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Lizardfolk, Humanoid
Claws Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.
Aquatic Adaptation Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.
@UUID[Compendium.pf2e.heritages.Item.Cliffscale Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Cloudleaper Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Frilled Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Sandstrider Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Unseen Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Wetlander Lizardfolk]
@UUID[Compendium.pf2e.heritages.Item.Woodstalker Lizardfolk]
", "format": 1 }, "title": { @@ -623,7 +623,7 @@ "src": null, "system": {}, "text": { - "content": "Orcs are forged in the fires of violence and conflict, often from the moment they are born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, often by challenging a higher-ranking member of their community for dominance. Orcs often struggle to gain acceptance among other communities, who frequently see them as brutes. Those who earn the loyalty of an orc friend, however, soon learn that an orc's fidelity and honesty are unparalleled. Orc culture teaches that they are shaped by the challenges they survive, and the most worthy survive the most hardships. Orcs who attain both a long life and great triumphs command immense respect.
If you want a character who is hardy, fearsome, and excels at feats of physical prowess, you should play an orc.
Orcs are tall and powerfully built, with long arms and stocky legs. Many orcs top 7 feet in height, though they tend to adopt broad, almost bow-legged stances and slouch forward at the shoulders. Orcs have rough skin, thick bones, and rock-hard muscles, making them suited to war and other physically demanding tasks. Orc skin color is typically some shade of green, though some orcs have other skin colors that reflect adaptations to their environments.
Orcs consider powerful builds, heavily scarred skin, large tusks, and tattoos attractive, regardless of gender. Orcs reach physical adulthood around the age of 17, with many orcs living to be up to 60 years old.
Most orc communities—known as holds—define themselves through two things: pain and glory. Each earns respect in near equal measure, so long as the pain is borne with stoicism. An orc with many scars who walks uncomplaining with a broken leg draws as much admiration as one who wins a great victory on the battlefield. Additionally, power defines the dynamics among families and holds. Weaker orcs work at the behest of the strong, with power constantly shifting between orcs that prove their might. Orcs tend to share in familial duties, raising children as a community and sharing responsibilities among the entire hold.
Arkus, Durra, Grask, Grillgiss, Krugga, Mahja, Murdut, Ollak, Onyat, Thurk, Uirch, Unach
A common orc saying is \"you are the scars that shape you.\" Violent, chaotic lives in violent, chaotic lands mean that most orcs tend to expect and accept violence. Lamashtu, and Rovagug are commonly worshiped among more war-minded orc communities, while less violent holds worship gods like Sarenrae, whose tenets of fire, redemption, and glory all hold some appeal to orc sensibilities.
While there are orc deities, their worship is surprisingly uncommon among orcs. Orcs believe that if a creature has a face and a name, it can be killed, and so their own deities are often targets, rather than objects of reverence. Some orc holds teach that the greatest members of the hold can earn a chance to challenge the orc deities for a place amid the pantheon.
become even stronger, share knowledge you won through pain, destroy the undead
accept defeat without proof of strength, reshape or reanimate a creature into something lesser
Hit Points 10
Size Medium
Speed 25 feet
Attribute Boosts Two free attribute boosts
Languages Common, Orcish
Additional Languages equal to your Intelligence modifier (if positive). Choose from Goblin, Jotun, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Darkvision
@UUID[Compendium.pf2e.heritages.Item.Badlands Orc]
@UUID[Compendium.pf2e.heritages.Item.Battle-Ready Orc]
@UUID[Compendium.pf2e.heritages.Item.Deep Orc]
@UUID[Compendium.pf2e.heritages.Item.Grave Orc]
@UUID[Compendium.pf2e.heritages.Item.Hold-Scarred Orc]
@UUID[Compendium.pf2e.heritages.Item.Rainfall Orc]
@UUID[Compendium.pf2e.heritages.Item.Winter Orc]
", + "content": "Orcs are forged in the fires of violence and conflict, often from the moment they are born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, often by challenging a higher-ranking member of their community for dominance. Orcs often struggle to gain acceptance among other communities, who frequently see them as brutes. Those who earn the loyalty of an orc friend, however, soon learn that an orc's fidelity and honesty are unparalleled. Orc culture teaches that they are shaped by the challenges they survive, and the most worthy survive the most hardships. Orcs who attain both a long life and great triumphs command immense respect.
If you want a character who is hardy, fearsome, and excels at feats of physical prowess, you should play an orc.
Orcs are tall and powerfully built, with long arms and stocky legs. Many orcs top 7 feet in height, though they tend to adopt broad, almost bow-legged stances and slouch forward at the shoulders. Orcs have rough skin, thick bones, and rock-hard muscles, making them suited to war and other physically demanding tasks. Orc skin color is typically some shade of green, though some orcs have other skin colors that reflect adaptations to their environments.
Orcs consider powerful builds, heavily scarred skin, large tusks, and tattoos attractive, regardless of gender. Orcs reach physical adulthood around the age of 17, with many orcs living to be up to 60 years old.
Most orc communities—known as holds—define themselves through two things: pain and glory. Each earns respect in near equal measure, so long as the pain is borne with stoicism. An orc with many scars who walks uncomplaining with a broken leg draws as much admiration as one who wins a great victory on the battlefield. Additionally, power defines the dynamics among families and holds. Weaker orcs work at the behest of the strong, with power constantly shifting between orcs that prove their might. Orcs tend to share in familial duties, raising children as a community and sharing responsibilities among the entire hold.
Arkus, Durra, Grask, Grillgiss, Krugga, Mahja, Murdut, Ollak, Onyat, Thurk, Uirch, Unach
A common orc saying is \"you are the scars that shape you.\" Violent, chaotic lives in violent, chaotic lands mean that most orcs tend to expect and accept violence. Lamashtu, and Rovagug are commonly worshiped among more war-minded orc communities, while less violent holds worship gods like Sarenrae, whose tenets of fire, redemption, and glory all hold some appeal to orc sensibilities.
While there are orc deities, their worship is surprisingly uncommon among orcs. Orcs believe that if a creature has a face and a name, it can be killed, and so their own deities are often targets, rather than objects of reverence. Some orc holds teach that the greatest members of the hold can earn a chance to challenge the orc deities for a place amid the pantheon.
become even stronger, share knowledge you won through pain, destroy the undead
accept defeat without proof of strength, reshape or reanimate a creature into something lesser
Hit Points 10
Size Medium
Speed 25 feet
Attribute Boosts Two free attribute boosts
Languages Common, Orcish
Additional Languages equal to your Intelligence modifier (if positive). Choose from Goblin, Jotun, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Orc, Humanoid
Senses Darkvision
@UUID[Compendium.pf2e.heritages.Item.Badlands Orc]
@UUID[Compendium.pf2e.heritages.Item.Battle-Ready Orc]
@UUID[Compendium.pf2e.heritages.Item.Deep Orc]
@UUID[Compendium.pf2e.heritages.Item.Grave Orc]
@UUID[Compendium.pf2e.heritages.Item.Hold-Scarred Orc]
@UUID[Compendium.pf2e.heritages.Item.Rainfall Orc]
@UUID[Compendium.pf2e.heritages.Item.Winter Orc]
", "format": 1, "markdown": "" }, @@ -645,7 +645,7 @@ "src": null, "system": {}, "text": { - "content": "Poppets are small, basic constructs that typically help their owners with simple tasks. Occasionally, poppets gain sapience, independence, and a spark of life. Elevated beyond mere helpers or playthings, these poppets are free to chart their own destinies.
Most commonly made of cloth, wicker, and wood, poppets are among the simplest of constructs. They serve as helpers to fetch tools, clean dishes, tidy rooms, or perform other light tasks. Their size and appearance vary, but nearly all poppets appear humanoid in shape and between 1 to 3 feet tall. They're usually roughly made with button eyes sewn onto blank faces, strings of yarn in place of hair, and a simple dress or tunic made from coarse, cheap cloth. Wealthy families sometimes purchase poppets as toys, with their squishy bodies and stitched smiles, to keep their children company. Most poppets can't speak and lack the intellect to understand speech beyond preprogrammed orders. Poppets can become familiars.
Very, very rarely, a common poppet spontaneously manifests a spark of life-a tiny bit of life essence- and becomes a thinking, independent creature. These events are exceedingly rare; fewer than one in a thousand gain this spark. A poppet might manifest this life essence through a magical fluke in its construction, a brush with ephemeral spirits, or even the fervent wish of a loving child. Whatever their origin, the poppets described here as an ancestry have their own life and free will. They might consider their creators or former owners to be friends, but they acknowledge no one as their master and often leave comfortable homes or workshops to seek their place in the world.
Sapient living poppets usually refer to themselves as \"awakened\" to indicate the moment they gained clear and true self‑awareness. Poppets might talk about this event as the time they \"popped up,\" \"woke up,\" or \"sparked alive.\" Most poppets celebrate two special anniversaries each year: the day of their initial creation (which, for most poppets, they must learn secondhand or by studying their creator's records) and the day they awoke to true consciousness.
Living poppets are both humanoids and constructs, which gives them some of the benefits and drawbacks of each category. Their bodies are usually made of wood and wicker, but they can be made of cloth, leather, tin, stuffing, or delicate clockwork. Either way, poppets burn or melt quickly and must take care to avoid fire. They virtually never look alike, as each is created from unique and unusual circumstances.
Poppets are fully alert and self‑aware when they awaken to sentience; although they might not know much at first, they instantly gain intelligence and consciousness. They must breathe and sleep, and they must consume food and water each day; through a sort of magical digestion they can restore rips, tears, or scuffs in their physical form. Poppets don't age the same way fleshy creatures do, but they slowly wear down in physical form as well as in mental acuity. A poppet that tends to their body and mind (and takes care to avoid fire) can live up to 30 years.
Free‑willed poppets are so rare that almost no such poppet has met another. Poppets normally live with larger creatures, though not always their creators, and tend to get along well in societies sized for larger creatures. Most live in cities because that's where toy makers, clockwork crafters, and other specialists have their shops, but poppets created by lonely hermits or reclusive inventors might prefer a life in the wilderness. Poppets often stay on the lookout for other creatures who, like them, have stumbled into self‑awareness. They 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.\"
Ordinary poppets are built as helpers and companions, and awakened poppets tend to retain this drive to aid others. They're therefore generally good, and more poppets are lawful than chaotic. Some spend their time trying to uncover secrets of their creation, find others like them, or keep out of trouble; these poppets are generally neutral in alignment. Poppets aren't typically religious unless a particular faith defined their creation, such as being made from scraps of Iomedaean altar cloth or woven from reeds around a sacred Gozren pool. These poppets tend to be vocally religious, even zealous, in their faith. Poppets who find religion later in their lives often revere Brigh, Casandalee, or Nethys.
Poppets generally choose their own names, usually descriptive nicknames based on their materials, patterns, size, or demeanor. They tend to pick up and shed nicknames throughout their lives, and they happily adopt nicknames given to them by people they like. 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.
Burlap, Buttoneyes, Checker, Clockwhirr, Fivestitch, Nettle, Scramble, Stuffing, Taffeta, Tattercap
Awkward and endearing, poppets are well‑regarded in all but the most insular and superstitious communities of Golarion. They're known to be able, helpful, and loyal little creatures who support a master's work or make an aristocrat's life easier, which is particularly true in large trade cities such as Absalom, Almas, the city of Katapesh, and Katheer. The key difference between ordinary poppets and living poppets, in most people's experiences, is responsive speech. Ordinary poppets usually can't talk; if they can, they reproduce only a few preprogrammed phrases by rote. They normally communicate with strangers via notes pinned to their bodies, like walking note boards. Awakened poppets not only talk but carry on lengthy, expressive conversations, which likely strikes even the most jaded urbanite as a marvelous wonder.
In regions where an entrenched nobility enjoys flaunting their wealth, poppets are even built specifically as toys. Taldor and Cheliax teem with aristocrats who pamper their children, grooming them for a life of leisure and devotion to family honor. These children have the best and most expensive toys, including poppets in fancy, frilly clothing. Such poppets are sometimes armed with subtle weaponry to fight against kidnappers or assassins who threaten their charges. Commoners in these nations treat poppets with deference and caution, as no one wants to risk the wrath of a spoiled scion. Awakened poppets from these lands sometimes believe themselves members of the aristocracy and can be snooty.
In nations such as Nex, Osirion, and Katapesh, where magic flows freely, construct servitors are common. As many people expect to see familiars and homunculi in their daily routines, a busy poppet rarely draws much attention. Such poppets are assumed to be on tasks for powerful masters, but they don't command too much respect-after all, if the task were truly important, the master wouldn't have sent a simple poppet. Poppets in these regions can expect to have to wait in lines, pester trade workers to get their attention, or barter like anyone else. They also tend to have simple and functional appearances with few ornamentations and a tendency to look shabby from years of work. Thus, poppets from these lands have a deeper understanding of common folk from spending so much time shoulder to shoulder (or, more likely, shoulder to thigh) among them.
Some poppets originate from crafted sophistication more so than magical skill. They might be cunning clockworks with interlocking piston‑powered gears or simply wood and wicker with ingenious hinges and well‑calibrated mechanisms inside. Others might look like toy soldiers or have visages of smooth, thin metal. Such poppets are most common in Alkenstar, Numeria, or around Absalom's Clockwork Cathedral. They often worry about rust, grit, or water spoiling their inner workings, to the point of being fussy.
There are few areas where poppets are outright feared, but Ustalav is one of them. Whispered stories of ghosts or curses tell tales of common objects, or even toys, given dread animation to inflict misery on a household, making citizens highly suspicious of poppets. This belief is unfortunate because Ustalav has more than its share of the creatures; eccentric inventors, professors desperate to prove abstruse theories, and possessing spirits from beyond the grave might give a poppet the spark of life. These poppets learn caution quickly, lest they be thrown into a bonfire or lake.
Because they're made from fragile materials, most poppets don't last very long before breaking down. A few rare exceptions survive from powerful ancient empires with well‑known mastery of constructs, such as the Azlanti Empire or the Jistka Imperium. These poppets might be incredibly old-older than they'll ever know, as such poppets awakened recently within an ancient ruin usually have no solid recollections of their creators or their original purpose. These poppets pose perhaps the deepest mysteries, as they might hold the keys to unlock secrets of lost civilizations.
It's rare to find two poppets that look alike, but the most significant and defining characteristic of a poppet isn't what they're made of. Rather, it's how they were imbued with life and independent thought. Magic animates most poppets, and those awakened gain their spark of life and sentience when something goes slightly off‑kilter with their enchantment. For unknown reasons-perhaps an accident or a creator's errant tinkering-a spark of life explodes into being, and a formerly lifeless series of nested commands and calculations synthesize together as true thought. The poppet suddenly gains life and self‑awareness, the ability to speak and reason, and a desire for freedom.
In some cases, a poppet's life essence originally belonged to another being. An errant fragment of a departed soul, psychic impression, or similar ephemeral sliver lodges within the little construct, and the poppet's magic fashions an entirely unique personality around it. A poppet awakened this way might have occasional glimpses into the being who donated this essence, but their life, mind, and soul are thereafter their own.
The rarest, and perhaps most precious, poppets are brought to life with love. These are faithful assistants or beloved toys that someone earnestly, honestly wished would become \"real.\" There's more magic in the world than found in formulas and litanies, and this wish magic awakens poppets in the best of circumstances: knowing they're cherished and able to respond with love of their own.
Hit Points 6
Size Small
Speed 25 feet
Attribute Boosts Constitution, Charisma, Free
Attribute Flaw Dexterity
Languages Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Gnomish, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Darkvision
Constructed The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by vitality energy and harmed by void energy as normal.
Flammable You have weakness to fire damage equal to one-third your level (minimum 1).
@UUID[Compendium.pf2e.heritages.Item.Ghost Poppet]
@UUID[Compendium.pf2e.heritages.Item.Stuffed Poppet]
@UUID[Compendium.pf2e.heritages.Item.Toy Poppet]
@UUID[Compendium.pf2e.heritages.Item.Windup Poppet]
@UUID[Compendium.pf2e.heritages.Item.Wishborn Poppet]
", + "content": "Poppets are small, basic constructs that typically help their owners with simple tasks. Occasionally, poppets gain sapience, independence, and a spark of life. Elevated beyond mere helpers or playthings, these poppets are free to chart their own destinies.
Most commonly made of cloth, wicker, and wood, poppets are among the simplest of constructs. They serve as helpers to fetch tools, clean dishes, tidy rooms, or perform other light tasks. Their size and appearance vary, but nearly all poppets appear humanoid in shape and between 1 to 3 feet tall. They're usually roughly made with button eyes sewn onto blank faces, strings of yarn in place of hair, and a simple dress or tunic made from coarse, cheap cloth. Wealthy families sometimes purchase poppets as toys, with their squishy bodies and stitched smiles, to keep their children company. Most poppets can't speak and lack the intellect to understand speech beyond preprogrammed orders. Poppets can become familiars.
Very, very rarely, a common poppet spontaneously manifests a spark of life-a tiny bit of life essence- and becomes a thinking, independent creature. These events are exceedingly rare; fewer than one in a thousand gain this spark. A poppet might manifest this life essence through a magical fluke in its construction, a brush with ephemeral spirits, or even the fervent wish of a loving child. Whatever their origin, the poppets described here as an ancestry have their own life and free will. They might consider their creators or former owners to be friends, but they acknowledge no one as their master and often leave comfortable homes or workshops to seek their place in the world.
Sapient living poppets usually refer to themselves as \"awakened\" to indicate the moment they gained clear and true self‑awareness. Poppets might talk about this event as the time they \"popped up,\" \"woke up,\" or \"sparked alive.\" Most poppets celebrate two special anniversaries each year: the day of their initial creation (which, for most poppets, they must learn secondhand or by studying their creator's records) and the day they awoke to true consciousness.
Living poppets are both humanoids and constructs, which gives them some of the benefits and drawbacks of each category. Their bodies are usually made of wood and wicker, but they can be made of cloth, leather, tin, stuffing, or delicate clockwork. Either way, poppets burn or melt quickly and must take care to avoid fire. They virtually never look alike, as each is created from unique and unusual circumstances.
Poppets are fully alert and self‑aware when they awaken to sentience; although they might not know much at first, they instantly gain intelligence and consciousness. They must breathe and sleep, and they must consume food and water each day; through a sort of magical digestion they can restore rips, tears, or scuffs in their physical form. Poppets don't age the same way fleshy creatures do, but they slowly wear down in physical form as well as in mental acuity. A poppet that tends to their body and mind (and takes care to avoid fire) can live up to 30 years.
Free‑willed poppets are so rare that almost no such poppet has met another. Poppets normally live with larger creatures, though not always their creators, and tend to get along well in societies sized for larger creatures. Most live in cities because that's where toy makers, clockwork crafters, and other specialists have their shops, but poppets created by lonely hermits or reclusive inventors might prefer a life in the wilderness. Poppets often stay on the lookout for other creatures who, like them, have stumbled into self‑awareness. They 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.\"
Ordinary poppets are built as helpers and companions, and awakened poppets tend to retain this drive to aid others. They're therefore generally good, and more poppets are lawful than chaotic. Some spend their time trying to uncover secrets of their creation, find others like them, or keep out of trouble; these poppets are generally neutral in alignment. Poppets aren't typically religious unless a particular faith defined their creation, such as being made from scraps of Iomedaean altar cloth or woven from reeds around a sacred Gozren pool. These poppets tend to be vocally religious, even zealous, in their faith. Poppets who find religion later in their lives often revere Brigh, Casandalee, or Nethys.
Poppets generally choose their own names, usually descriptive nicknames based on their materials, patterns, size, or demeanor. They tend to pick up and shed nicknames throughout their lives, and they happily adopt nicknames given to them by people they like. 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.
Burlap, Buttoneyes, Checker, Clockwhirr, Fivestitch, Nettle, Scramble, Stuffing, Taffeta, Tattercap
Awkward and endearing, poppets are well‑regarded in all but the most insular and superstitious communities of Golarion. They're known to be able, helpful, and loyal little creatures who support a master's work or make an aristocrat's life easier, which is particularly true in large trade cities such as Absalom, Almas, the city of Katapesh, and Katheer. The key difference between ordinary poppets and living poppets, in most people's experiences, is responsive speech. Ordinary poppets usually can't talk; if they can, they reproduce only a few preprogrammed phrases by rote. They normally communicate with strangers via notes pinned to their bodies, like walking note boards. Awakened poppets not only talk but carry on lengthy, expressive conversations, which likely strikes even the most jaded urbanite as a marvelous wonder.
In regions where an entrenched nobility enjoys flaunting their wealth, poppets are even built specifically as toys. Taldor and Cheliax teem with aristocrats who pamper their children, grooming them for a life of leisure and devotion to family honor. These children have the best and most expensive toys, including poppets in fancy, frilly clothing. Such poppets are sometimes armed with subtle weaponry to fight against kidnappers or assassins who threaten their charges. Commoners in these nations treat poppets with deference and caution, as no one wants to risk the wrath of a spoiled scion. Awakened poppets from these lands sometimes believe themselves members of the aristocracy and can be snooty.
In nations such as Nex, Osirion, and Katapesh, where magic flows freely, construct servitors are common. As many people expect to see familiars and homunculi in their daily routines, a busy poppet rarely draws much attention. Such poppets are assumed to be on tasks for powerful masters, but they don't command too much respect-after all, if the task were truly important, the master wouldn't have sent a simple poppet. Poppets in these regions can expect to have to wait in lines, pester trade workers to get their attention, or barter like anyone else. They also tend to have simple and functional appearances with few ornamentations and a tendency to look shabby from years of work. Thus, poppets from these lands have a deeper understanding of common folk from spending so much time shoulder to shoulder (or, more likely, shoulder to thigh) among them.
Some poppets originate from crafted sophistication more so than magical skill. They might be cunning clockworks with interlocking piston‑powered gears or simply wood and wicker with ingenious hinges and well‑calibrated mechanisms inside. Others might look like toy soldiers or have visages of smooth, thin metal. Such poppets are most common in Alkenstar, Numeria, or around Absalom's Clockwork Cathedral. They often worry about rust, grit, or water spoiling their inner workings, to the point of being fussy.
There are few areas where poppets are outright feared, but Ustalav is one of them. Whispered stories of ghosts or curses tell tales of common objects, or even toys, given dread animation to inflict misery on a household, making citizens highly suspicious of poppets. This belief is unfortunate because Ustalav has more than its share of the creatures; eccentric inventors, professors desperate to prove abstruse theories, and possessing spirits from beyond the grave might give a poppet the spark of life. These poppets learn caution quickly, lest they be thrown into a bonfire or lake.
Because they're made from fragile materials, most poppets don't last very long before breaking down. A few rare exceptions survive from powerful ancient empires with well‑known mastery of constructs, such as the Azlanti Empire or the Jistka Imperium. These poppets might be incredibly old-older than they'll ever know, as such poppets awakened recently within an ancient ruin usually have no solid recollections of their creators or their original purpose. These poppets pose perhaps the deepest mysteries, as they might hold the keys to unlock secrets of lost civilizations.
It's rare to find two poppets that look alike, but the most significant and defining characteristic of a poppet isn't what they're made of. Rather, it's how they were imbued with life and independent thought. Magic animates most poppets, and those awakened gain their spark of life and sentience when something goes slightly off‑kilter with their enchantment. For unknown reasons-perhaps an accident or a creator's errant tinkering-a spark of life explodes into being, and a formerly lifeless series of nested commands and calculations synthesize together as true thought. The poppet suddenly gains life and self‑awareness, the ability to speak and reason, and a desire for freedom.
In some cases, a poppet's life essence originally belonged to another being. An errant fragment of a departed soul, psychic impression, or similar ephemeral sliver lodges within the little construct, and the poppet's magic fashions an entirely unique personality around it. A poppet awakened this way might have occasional glimpses into the being who donated this essence, but their life, mind, and soul are thereafter their own.
The rarest, and perhaps most precious, poppets are brought to life with love. These are faithful assistants or beloved toys that someone earnestly, honestly wished would become \"real.\" There's more magic in the world than found in formulas and litanies, and this wish magic awakens poppets in the best of circumstances: knowing they're cherished and able to respond with love of their own.
Rarity Rare
Hit Points 6
Size Small
Speed 25 feet
Attribute Boosts Constitution, Charisma, Free
Attribute Flaw Dexterity
Languages Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Gnomish, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Construct, Humanoid
Senses Darkvision
Constructed The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by vitality energy and harmed by void energy as normal.
Flammable You have weakness to fire damage equal to one-third your level (minimum 1).
@UUID[Compendium.pf2e.heritages.Item.Ghost Poppet]
@UUID[Compendium.pf2e.heritages.Item.Stuffed Poppet]
@UUID[Compendium.pf2e.heritages.Item.Toy Poppet]
@UUID[Compendium.pf2e.heritages.Item.Windup Poppet]
@UUID[Compendium.pf2e.heritages.Item.Wishborn Poppet]
", "format": 1 }, "title": { @@ -666,7 +666,7 @@ "src": null, "system": {}, "text": { - "content": "Ysoki are beings that most surface-dwelling humanoids refer to as \"ratfolk.\" They are a communal people who prefer cramped conditions, with up to 100 individuals living in a given home. If they can't find homes in town, ratfolk may instead live in caves and cavern complexes, as these provide great storage for the many and varied goods they bring back from trading expeditions.
Ratfolk love to travel, and they can often be found on the road in merchant caravans. They're good with their hands and have a keen eye for spotting anything out of the ordinary, from threats to treasures. They're also inveterate hoarders; ysoki warrens are crammed full of unusual odds and ends gathered by previous generations and stowed away in preparation for some future emergency.
If you want a character who is smart, fast, welltraveled, and adaptable, try playing a ratfolk!
Like to travel near and far in search of new experiences, likely collecting trinkets along the way
Think you're crowding them and invading their personal space.
Ratfolk have whiskered snouts, large ears, and hairless tails, and typically have red eyes and short brown or black fur. A common ratfolk is 4 feet tall and weighs around 80 pounds. Ratfolk vary considerably, however; even a single family group can exhibit substantial variation in hair color, eye color, or size.
Instinct drives ratfolk to maintain cleanliness, though this is also reinforced through their strong social structures. Because their appearance is often considered disturbing by other humanoids—and people may even mistake them for wererats—ratfolk often conceal their physical features with layers of clothing when moving through spaces dominated by other ancestries.
Ysoki culture values cooperation and community. Every ratfolk learns—through communal games, social occasions, and sports—to forge fast friendships and connections with ratfolk outside their family. With a long tradition of working as traders and tinkers, ratfolk travel frequently from one town to another. Their wagons are usually grouped into caravans of up to half a dozen vehicles. Ysoki wagons are pulled by exceptionally large giant rats, and many ratfolk can speak to such animals.
Every ysoki family has perhaps two dozen names that have been passed down from generation to generation, sometimes with minor alterations or alternative nicknames. Ratfolk are often assigned nicknames and sobriquets by humanoids they interact with, but most find these names distasteful and endure them only when outside their communities.
Barnan, Chikis, Chonan, Deto, Jass, Jix, Knagi, Kubi, Lolo, Ninnec, Nos, Rak, Renzi, Skigim, Tali, Zess
Ratfolk care more about their family than abstract concepts of good and evil. Their warrens might be chaotic dens filled with hoarded knickknacks, but they also obey strict social codes.
Though ratfolk revere their ancestors and tend to acknowledge whatever deity is prevalent in their local area, Lao Shu Po has a special role in ysoki culture. Grandmother Rat embodies many things that are otherwise antithetical to ratfolk—she urges followers to put their own interests above others. To most ratfolk, Grandmother Rat accomplishes all those things they need done, but which they would not wish to do.
put your community's interests above your own, maintain a cleanly appearance, be honest in your dealings
throw away something that might be useful
Hit Points 6
Speed 25 feet
Attribute Boosts Dexterity, Intelligence, Free
Attribute Flaw Free
Languages Ysoki, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Gnomish, Goblin, Halfling, Kholo, Orcish, Sakvroth, or any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Sharp Teeth Your prominent incisors offer an alternative to the fists other humanoids bring to a fight. You have a jaws unarmed attack that deals 1d4 piercing damage, is in the brawling group, and has the agile and finesse traits.
@UUID[Compendium.pf2e.heritages.Item.Deep Rat]
@UUID[Compendium.pf2e.heritages.Item.Desert Rat]
@UUID[Compendium.pf2e.heritages.Item.Longsnout Rat]
@UUID[Compendium.pf2e.heritages.Item.Sewer Rat]
@UUID[Compendium.pf2e.heritages.Item.Shadow Rat]
@UUID[Compendium.pf2e.heritages.Item.Snow Rat]
@UUID[Compendium.pf2e.heritages.Item.Tunnel Rat]
", + "content": "Ysoki are beings that most surface-dwelling humanoids refer to as \"ratfolk.\" They are a communal people who prefer cramped conditions, with up to 100 individuals living in a given home. If they can't find homes in town, ratfolk may instead live in caves and cavern complexes, as these provide great storage for the many and varied goods they bring back from trading expeditions.
Ratfolk love to travel, and they can often be found on the road in merchant caravans. They're good with their hands and have a keen eye for spotting anything out of the ordinary, from threats to treasures. They're also inveterate hoarders; ysoki warrens are crammed full of unusual odds and ends gathered by previous generations and stowed away in preparation for some future emergency.
If you want a character who is smart, fast, welltraveled, and adaptable, try playing a ratfolk!
Like to travel near and far in search of new experiences, likely collecting trinkets along the way
Think you're crowding them and invading their personal space.
Ratfolk have whiskered snouts, large ears, and hairless tails, and typically have red eyes and short brown or black fur. A common ratfolk is 4 feet tall and weighs around 80 pounds. Ratfolk vary considerably, however; even a single family group can exhibit substantial variation in hair color, eye color, or size.
Instinct drives ratfolk to maintain cleanliness, though this is also reinforced through their strong social structures. Because their appearance is often considered disturbing by other humanoids—and people may even mistake them for wererats—ratfolk often conceal their physical features with layers of clothing when moving through spaces dominated by other ancestries.
Ysoki culture values cooperation and community. Every ratfolk learns—through communal games, social occasions, and sports—to forge fast friendships and connections with ratfolk outside their family. With a long tradition of working as traders and tinkers, ratfolk travel frequently from one town to another. Their wagons are usually grouped into caravans of up to half a dozen vehicles. Ysoki wagons are pulled by exceptionally large giant rats, and many ratfolk can speak to such animals.
Every ysoki family has perhaps two dozen names that have been passed down from generation to generation, sometimes with minor alterations or alternative nicknames. Ratfolk are often assigned nicknames and sobriquets by humanoids they interact with, but most find these names distasteful and endure them only when outside their communities.
Barnan, Chikis, Chonan, Deto, Jass, Jix, Knagi, Kubi, Lolo, Ninnec, Nos, Rak, Renzi, Skigim, Tali, Zess
Ratfolk care more about their family than abstract concepts of good and evil. Their warrens might be chaotic dens filled with hoarded knickknacks, but they also obey strict social codes.
Though ratfolk revere their ancestors and tend to acknowledge whatever deity is prevalent in their local area, Lao Shu Po has a special role in ysoki culture. Grandmother Rat embodies many things that are otherwise antithetical to ratfolk—she urges followers to put their own interests above others. To most ratfolk, Grandmother Rat accomplishes all those things they need done, but which they would not wish to do.
put your community's interests above your own, maintain a cleanly appearance, be honest in your dealings
throw away something that might be useful
Rarity Uncommon
Hit Points 6
Speed 25 feet
Size Small
Attribute Boosts Dexterity, Intelligence, Free
Attribute Flaw Free
Languages Ysoki, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Gnomish, Goblin, Halfling, Kholo, Orcish, Sakvroth, or any other languages to which you have access (such as the languages prevalent in your region).
Traits Humanoid, Ratfolk
Senses Low-Light Vision
Sharp Teeth Your prominent incisors offer an alternative to the fists other humanoids bring to a fight. You have a jaws unarmed attack that deals 1d4 piercing damage, is in the brawling group, and has the agile and finesse traits.
@UUID[Compendium.pf2e.heritages.Item.Deep Rat]
@UUID[Compendium.pf2e.heritages.Item.Desert Rat]
@UUID[Compendium.pf2e.heritages.Item.Longsnout Rat]
@UUID[Compendium.pf2e.heritages.Item.Sewer Rat]
@UUID[Compendium.pf2e.heritages.Item.Shadow Rat]
@UUID[Compendium.pf2e.heritages.Item.Snow Rat]
@UUID[Compendium.pf2e.heritages.Item.Tunnel Rat]
", "format": 1 }, "title": { @@ -729,7 +729,7 @@ "src": null, "system": {}, "text": { - "content": "Shisks are secretive mountain-dwellers, bone-feathered humanoids who lurk underground in dark tunnels and caverns. Their fascination with collecting and protecting esoteric knowledge is one of the few things that can persuade them to explore the outside world.
Shisks rarely encounter other peoples, even in the Mwangi Expanse. Shisks subsist on low-calorie diets of vegetables and insects, causing them to rarely compete with others for resources or seek out people to trade. They have a tight-knit society, wary of outsiders, though they don't outright attack visitors. Their history is passed down verbally and musically, and they rarely maintain written records in order to keep their knowledge safe. Often the only proof that shisks exist comes from explorers finding signs of their architecture: organic and low-impact adobe buildings carved out of mountains rather than built atop them.
Shisks have features and skin-tones similar to humans, usually ranging from deep tan to deep black. They are lighter than their body size might indicate, due to having hollow bones. Shisks have no body hair-instead, their backs are covered in vestigial plumage that now grow only as bony quills that resemble calcified pin feathers. Though shisks can't fly, these spines are longer around their arms, as if they once had wings. A shisk's eyes contract into slits in the sunlight and are typically warmly colored, from hazel and brown to more unique colors like red or amber. Shisks have two prominent narrow fangs as the front teeth on their upper jaw, causing some people to mistake them for asanbosams or vampires.
Though rarely encountered, shisks are willing to speak, host, and trade with outsiders. Their economy might be confusing to others: they greatly eschew materialism in favor of information and the arts. They freely give away material goods for knowledge or even performances, considering themselves on the \"winning\" side of 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.
Shisk are so paranoid that different communities of shisks have been known to clash with one another over secrets. Wars are fought not over territory or resources, but over coveted information. On a few occasions, when shisk sages or diplomats convinced different groups of shisks to put aside their differences and collaborate, great puzzles and mysteries of Golarion have been solved in a matter of hours.
Shisk clothing is loose and breathable, and often minimal to avoid catching on their bony feathers. Due to their society's disregard for materialism, the shisk live in great harmony with nature around them, taking only what they need. Shisk often take up simple hobbies, such as sunbathing.
Seeing themselves as part of the natural world and typically focused on their own pursuits instead of society, most shisks adopt neutral alignments. Some shisks are patrons of gods that have been long forgotten. Many shisks worship the sun god Chohar, a fact which might seem odd for people who dwell underground. The Green Faith is highly common among shisks, but when seeking out personal gods to revere, most shisks prefer gods of knowledge and secrets such as Irez, Nethys, or Norgorber.
Shisk names are usually granted by their parents, though these names often have secret meanings known only to their families. They are often filled with sibilant syllables, occasionally punctuated by sharp vowels.
Adomssha, Asjossa, Chishinsa, Dalissho, Lessia, Lishassha, Somissu, Quinshu
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Intelligence, Free
Languages Mwangi, Shisk
Additional Languages equal to your Intelligence modifier (if positive). Choose from any Common language, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Darkvision
Choose one of the following shisk heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Lorekeeper Shisk]
@UUID[Compendium.pf2e.heritages.Item.Quillcoat Shisk]
@UUID[Compendium.pf2e.heritages.Item.Spellkeeper Shisk]
@UUID[Compendium.pf2e.heritages.Item.Stonestep Shisk]
@UUID[Compendium.pf2e.heritages.Item.Stronggut Shisk]
", + "content": "Shisks are secretive mountain-dwellers, bone-feathered humanoids who lurk underground in dark tunnels and caverns. Their fascination with collecting and protecting esoteric knowledge is one of the few things that can persuade them to explore the outside world.
Shisks rarely encounter other peoples, even in the Mwangi Expanse. Shisks subsist on low-calorie diets of vegetables and insects, causing them to rarely compete with others for resources or seek out people to trade. They have a tight-knit society, wary of outsiders, though they don't outright attack visitors. Their history is passed down verbally and musically, and they rarely maintain written records in order to keep their knowledge safe. Often the only proof that shisks exist comes from explorers finding signs of their architecture: organic and low-impact adobe buildings carved out of mountains rather than built atop them.
Shisks have features and skin-tones similar to humans, usually ranging from deep tan to deep black. They are lighter than their body size might indicate, due to having hollow bones. Shisks have no body hair-instead, their backs are covered in vestigial plumage that now grow only as bony quills that resemble calcified pin feathers. Though shisks can't fly, these spines are longer around their arms, as if they once had wings. A shisk's eyes contract into slits in the sunlight and are typically warmly colored, from hazel and brown to more unique colors like red or amber. Shisks have two prominent narrow fangs as the front teeth on their upper jaw, causing some people to mistake them for asanbosams or vampires.
Though rarely encountered, shisks are willing to speak, host, and trade with outsiders. Their economy might be confusing to others: they greatly eschew materialism in favor of information and the arts. They freely give away material goods for knowledge or even performances, considering themselves on the \"winning\" side of 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.
Shisk are so paranoid that different communities of shisks have been known to clash with one another over secrets. Wars are fought not over territory or resources, but over coveted information. On a few occasions, when shisk sages or diplomats convinced different groups of shisks to put aside their differences and collaborate, great puzzles and mysteries of Golarion have been solved in a matter of hours.
Shisk clothing is loose and breathable, and often minimal to avoid catching on their bony feathers. Due to their society's disregard for materialism, the shisk live in great harmony with nature around them, taking only what they need. Shisk often take up simple hobbies, such as sunbathing.
Seeing themselves as part of the natural world and typically focused on their own pursuits instead of society, most shisks adopt neutral alignments. Some shisks are patrons of gods that have been long forgotten. Many shisks worship the sun god Chohar, a fact which might seem odd for people who dwell underground. The Green Faith is highly common among shisks, but when seeking out personal gods to revere, most shisks prefer gods of knowledge and secrets such as Irez, Nethys, or Norgorber.
Shisk names are usually granted by their parents, though these names often have secret meanings known only to their families. They are often filled with sibilant syllables, occasionally punctuated by sharp vowels.
Adomssha, Asjossa, Chishinsa, Dalissho, Lessia, Lishassha, Somissu, Quinshu
Rarity Rare
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Intelligence, Free
Languages Mwangi, Shisk
Additional Languages equal to your Intelligence modifier (if positive). Choose from any Common language, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Humanoid, Shisk
Senses Darkvision
Choose one of the following shisk heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Lorekeeper Shisk]
@UUID[Compendium.pf2e.heritages.Item.Quillcoat Shisk]
@UUID[Compendium.pf2e.heritages.Item.Spellkeeper Shisk]
@UUID[Compendium.pf2e.heritages.Item.Stonestep Shisk]
@UUID[Compendium.pf2e.heritages.Item.Stronggut Shisk]
", "format": 1 }, "title": { @@ -750,7 +750,7 @@ "src": null, "system": {}, "text": { - "content": "Diminutive humanoids who resemble squat, bipedal dogs, shoonies are sometimes mistaken for weak and insular pacifists. However, their sheer perseverance, incredible work ethic, and resourceful use of diplomacy make shoonies far from helpless.
According to shoonies, Aroden created their kind to provide him with pleasant company soon after he created the Isle of Kortos. Shoony culture is rooted in this myth and its implications, which help to explain the ancestry's long reputation for hospitality, good will, and pacifism. War is antithetical to the shoony way of life; shoonies rely on cooperation and persistence to make their way through a world that can seem at times hellbent on destroying them. Shoonies are unflappable in their optimism and always see the best in others, even when faced with frequent subjugation and exploitation that might create bitterness or xenophobia among other societies. To shoonies, peace is a goal always worth striving for, and no villain is beyond redemption, so they aim to resolve problems with peaceful solutions.
Shoonies are squat, furry humanoids with flattened canid faces and wet, black eyes. Their fur can be a variety of hues and patterns, with the most common colors being fawn or black, and their loose skin gives even the fittest shoony a pudgy appearance. Shoonies have short, curly tails that sometimes wag involuntarily when the shoony is content or particularly excited or pleased. Like canines, shoonies cannot sweat; they pant to mitigate heat and exertion, and it is not uncommon to see a shoony with a perpetually lolling tongue.
A shoony reaches maturity after just 8 to 10 years, and the elders of their villages rarely reach the age of 50. Little differentiates male and female shoonies except during the late stages of pregnancy, and as they age, both sexes develop graying facial fur, wrinkled skin, and frail joints. The average shoony is 3-1/2 feet tall and weighs 100 pounds.
Despite the shoony drive toward communal living, most shoony settlements are farming villages with populations of no more than a hundred. Shoonies work hard to make their lands bountiful and recognize that large, dense populations can negatively affect the ecosystem. Monster attacks, natural disasters, and exploitation from stronger cultures have all also limited the spread of shoonies across the Inner Sea region.
Despite their short lifespans, shoonies are happy-go-lucky people with an irrepressible love for the land and their fellow shoonies, and remain optimistic even under the worst circumstances. The simple pleasures of living on this beautiful world, engaging in hard work, and surrounding themselves with loved ones motivate shoonies to push through the hardships that all too often befall their people.
Most shoony societies encourage empathy and loyalty, so they're rarely evil, but they're also practical, traditional, and timid. Most shoony adventurers are neutral good or lawful good. Religion is a cornerstone of shoony village life; shoonies primarily worshipped Aroden until his apparent death. In his absence, many shoonies have adopted Erastil as their patron deity because his emphasis on family, community, and living off the land naturally meshes with typical shoony values. Noble shoonies-especially warriors-sometimes look to Iomedae as an exemplar of integrity, hard work, and sacrifice.
Few shoonies willingly choose to leave their homeland and friends in favor of facing the unknown, and the circumstances that lead a shoony to adventure are often dramatic and life-altering, if not tragic. That said, some shoonies do travel the world in search of riches to bring back to their village or to avenge their kinfolk, and shoony adventurers who show bravery or ingenuity are sure to earn a place in the legends of their people.
Typical shoonies have the acolyte, farmhand, hunter, laborer, or warrior backgrounds, or the animal wrangler or rigger backgrounds. Many shoony adventurers are fighters who hone their skills to become stalwart defenders of their friends. Some shoonies pursue religious study and become clerics or champions, while others develop their foraging and hunting skills as talented druids and rangers.
With their strong family values and emphasis on found friends, it's no wonder that shoonies take particular pride in naming their children after other loved ones. Shoony names are short, guttural, and often sound like loose strings of unassociated vowels and soft consonants to people of other ancestries. Shoonies value names and take great care to learn and speak the correct pronunciations of their friends' names.
Ahogo, Arnbin, Bighmor, Bondin, Domwurd, Ebmeur, Gopor, Gurna, Hiemgur, Mufurlo, Oriog, Pulumar, Raliamar, Ruggion, Uhulrig, Ungrin.
Hit Points 6
Size Small
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Constitution
Languages Common, Shoony
Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Gnomish, Goblin, Halfling, Terran, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Blunt Snout Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose. When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll.
Shoonies have developed a variety of physiological traits to account for their various roles in shoony society. Choose one of the following shoony heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Bloodhound Shoony]
@UUID[Compendium.pf2e.heritages.Item.Fishseeker Shoony]
@UUID[Compendium.pf2e.heritages.Item.Paddler Shoony]
@UUID[Compendium.pf2e.heritages.Item.Thickcoat Shoony]
", + "content": "Diminutive humanoids who resemble squat, bipedal dogs, shoonies are sometimes mistaken for weak and insular pacifists. However, their sheer perseverance, incredible work ethic, and resourceful use of diplomacy make shoonies far from helpless.
According to shoonies, Aroden created their kind to provide him with pleasant company soon after he created the Isle of Kortos. Shoony culture is rooted in this myth and its implications, which help to explain the ancestry's long reputation for hospitality, good will, and pacifism. War is antithetical to the shoony way of life; shoonies rely on cooperation and persistence to make their way through a world that can seem at times hellbent on destroying them. Shoonies are unflappable in their optimism and always see the best in others, even when faced with frequent subjugation and exploitation that might create bitterness or xenophobia among other societies. To shoonies, peace is a goal always worth striving for, and no villain is beyond redemption, so they aim to resolve problems with peaceful solutions.
Shoonies are squat, furry humanoids with flattened canid faces and wet, black eyes. Their fur can be a variety of hues and patterns, with the most common colors being fawn or black, and their loose skin gives even the fittest shoony a pudgy appearance. Shoonies have short, curly tails that sometimes wag involuntarily when the shoony is content or particularly excited or pleased. Like canines, shoonies cannot sweat; they pant to mitigate heat and exertion, and it is not uncommon to see a shoony with a perpetually lolling tongue.
A shoony reaches maturity after just 8 to 10 years, and the elders of their villages rarely reach the age of 50. Little differentiates male and female shoonies except during the late stages of pregnancy, and as they age, both sexes develop graying facial fur, wrinkled skin, and frail joints. The average shoony is 3-1/2 feet tall and weighs 100 pounds.
Despite the shoony drive toward communal living, most shoony settlements are farming villages with populations of no more than a hundred. Shoonies work hard to make their lands bountiful and recognize that large, dense populations can negatively affect the ecosystem. Monster attacks, natural disasters, and exploitation from stronger cultures have all also limited the spread of shoonies across the Inner Sea region.
Despite their short lifespans, shoonies are happy-go-lucky people with an irrepressible love for the land and their fellow shoonies, and remain optimistic even under the worst circumstances. The simple pleasures of living on this beautiful world, engaging in hard work, and surrounding themselves with loved ones motivate shoonies to push through the hardships that all too often befall their people.
Most shoony societies encourage empathy and loyalty, so they're rarely evil, but they're also practical, traditional, and timid. Most shoony adventurers are neutral good or lawful good. Religion is a cornerstone of shoony village life; shoonies primarily worshipped Aroden until his apparent death. In his absence, many shoonies have adopted Erastil as their patron deity because his emphasis on family, community, and living off the land naturally meshes with typical shoony values. Noble shoonies-especially warriors-sometimes look to Iomedae as an exemplar of integrity, hard work, and sacrifice.
Few shoonies willingly choose to leave their homeland and friends in favor of facing the unknown, and the circumstances that lead a shoony to adventure are often dramatic and life-altering, if not tragic. That said, some shoonies do travel the world in search of riches to bring back to their village or to avenge their kinfolk, and shoony adventurers who show bravery or ingenuity are sure to earn a place in the legends of their people.
Typical shoonies have the acolyte, farmhand, hunter, laborer, or warrior backgrounds, or the animal wrangler or rigger backgrounds. Many shoony adventurers are fighters who hone their skills to become stalwart defenders of their friends. Some shoonies pursue religious study and become clerics or champions, while others develop their foraging and hunting skills as talented druids and rangers.
With their strong family values and emphasis on found friends, it's no wonder that shoonies take particular pride in naming their children after other loved ones. Shoony names are short, guttural, and often sound like loose strings of unassociated vowels and soft consonants to people of other ancestries. Shoonies value names and take great care to learn and speak the correct pronunciations of their friends' names.
Ahogo, Arnbin, Bighmor, Bondin, Domwurd, Ebmeur, Gopor, Gurna, Hiemgur, Mufurlo, Oriog, Pulumar, Raliamar, Ruggion, Uhulrig, Ungrin.
Rarity Rare
Hit Points 6
Size Small
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Constitution
Languages Common, Shoony
Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Gnomish, Goblin, Halfling, Terran, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Humanoid, Shoony
Senses Low-Light Vision
Blunt Snout Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose. When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll.
Shoonies have developed a variety of physiological traits to account for their various roles in shoony society. Choose one of the following shoony heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Bloodhound Shoony]
@UUID[Compendium.pf2e.heritages.Item.Fishseeker Shoony]
@UUID[Compendium.pf2e.heritages.Item.Paddler Shoony]
@UUID[Compendium.pf2e.heritages.Item.Thickcoat Shoony]
", "format": 1 }, "title": { @@ -771,7 +771,7 @@ "src": null, "system": {}, "text": { - "content": "Skeletons are considered among the lowest types of undead. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. However, the animated bones of dragons, giants, and other great beasts make for dangerous foes. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Some necromancers turn their strongest enemies into skeletal undead servants, assuming they can keep control of them.
Skeleton adventurers were usually skilled and powerful in their former lives. Through unremitting force of will or extraordinary circumstances, their ego and ideals persist even in death. However, the very act of rising as a skeletal undead is traumatic. Memories of one's former life are usually fractured or hazy, if anything can be remembered at all. For some, these memories return with time; for others, they're gone forever. For the most part, this comes down to how the skeleton views themself: either as a continuation of the person they once were, or an entirely new being.
Skeleton adventurers often set themselves apart from other skeletons by dressing as flamboyantly as their station allows. Large, feathered caps, ornate armor, embroidered silks, or glittering jewelry are likely staples of their wardrobe. Some carve intricate \"tattoos\" into their bones or paint their skulls to maintain a sense of self that simple skeletons lack, and to signal to the living they're not like other undead.
Skeleton adventurers must come to terms with their new identity. They aren't bound by the limitations of the living and are often underestimated.
Aside from their complete lack of flesh and organs, skeletons vary widely in appearance, reflecting the broad diversity of all living beings. They can be tall, short, or anywhere in between. Skeletons of creatures with horns, wings, or tails retain them, although they are usually useless in their skeletal state. Skeletons raised from fresh remains tend to have stark white bones, while older ones tend to be gray or yellowed. Skeletons who adventure for a while often possess faint lines crisscrossing their bones like scars, indicating where they were injured in previous battles.
Across Golarion, intelligent skeletons rarely gather in large enough numbers to constitute any kind of settlement. Even in Geb, where their numbers are highest, they typically mingle with other undead rather than band together. Many skeletons would rather keep company with those who remind them of their former life (although such reminders can just as easily lead to revulsion derived by the void energy infused within them). Gebbite skeletons are usually treated as members of the servant class and rarely have any upward social mobility.
Outside Geb, skeletons are far more solitary. Some might hide on the outskirts of society or move about in disguise, but it's difficult for them to find acceptance among the living. While they may not be feared in places like Nidal or Sekamina, they're also not likely to be respected.
While undead are almost always evil, some intelligent skeletons manage to stave off the corruption of the void energy that powers them. Other than the tendency to become twisted toward evil over time, skeletons typically lean toward the alignments of their creators or their former selves. Skeletons without any particular loyalty or allegiance trend toward neutral evil alignment, or neutral if they can stave off evil.
Skeletons who embrace their undeath often worship gods of death, such as Urgathoa, while those who resent it typically look toward gods of life and redemption. Accepting deities without particularly zealous anti-undead dogma, such as Shelyn, are popular among those who wish to fight against their destructive influences and become something greater than the purpose for which they were created.
No widespread naming convention exists for skeletons. When necromancers bother to name skeletons they've raised, they typically choose names that suit their own tastes, the way one would name a pet. Others might be named for their role or job. Skeletons with their memories intact might choose to keep their name from when they were alive, but others might choose new names based on their undead experiences.
Clatterjaw, Creaker, Doorstop, Final Sacrifice, Gochiyo, Lectern, Macefodder, Sixth Lancer, Skulldyr, Xelim
Hit Points 6
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Intelligence
Languages Common, Necril
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Diabolic, Dwarven, Elven, Orcish, Sakvroth, and any other languages to which you have access (such as languages prevalent in your region).
Undeath You have @UUID[Compendium.pf2e.ancestryfeatures.Item.Basic Undead Benefits]. For your undead hunger, you don't eat flesh like ghouls or drink blood like vampires, but you do collect bones you can use to help yourself mend.
@UUID[Compendium.pf2e.heritages.Item.Compact Skeleton]
@UUID[Compendium.pf2e.heritages.Item.Fodder Skeleton]
@UUID[Compendium.pf2e.heritages.Item.Monstrous Skeleton]
@UUID[Compendium.pf2e.heritages.Item.Shifting Skeleton]
@UUID[Compendium.pf2e.heritages.Item.Sturdy Skeleton]
", + "content": "Skeletons are considered among the lowest types of undead. They're typically mindless creatures, lacking many of the abilities that make other undead a serious threat. However, the animated bones of dragons, giants, and other great beasts make for dangerous foes. Powerful living creatures can retain some of their might and intellect upon returning as a skeleton. Some necromancers turn their strongest enemies into skeletal undead servants, assuming they can keep control of them.
Skeleton adventurers were usually skilled and powerful in their former lives. Through unremitting force of will or extraordinary circumstances, their ego and ideals persist even in death. However, the very act of rising as a skeletal undead is traumatic. Memories of one's former life are usually fractured or hazy, if anything can be remembered at all. For some, these memories return with time; for others, they're gone forever. For the most part, this comes down to how the skeleton views themself: either as a continuation of the person they once were, or an entirely new being.
Skeleton adventurers often set themselves apart from other skeletons by dressing as flamboyantly as their station allows. Large, feathered caps, ornate armor, embroidered silks, or glittering jewelry are likely staples of their wardrobe. Some carve intricate \"tattoos\" into their bones or paint their skulls to maintain a sense of self that simple skeletons lack, and to signal to the living they're not like other undead.
Skeleton adventurers must come to terms with their new identity. They aren't bound by the limitations of the living and are often underestimated.
Aside from their complete lack of flesh and organs, skeletons vary widely in appearance, reflecting the broad diversity of all living beings. They can be tall, short, or anywhere in between. Skeletons of creatures with horns, wings, or tails retain them, although they are usually useless in their skeletal state. Skeletons raised from fresh remains tend to have stark white bones, while older ones tend to be gray or yellowed. Skeletons who adventure for a while often possess faint lines crisscrossing their bones like scars, indicating where they were injured in previous battles.
Across Golarion, intelligent skeletons rarely gather in large enough numbers to constitute any kind of settlement. Even in Geb, where their numbers are highest, they typically mingle with other undead rather than band together. Many skeletons would rather keep company with those who remind them of their former life (although such reminders can just as easily lead to revulsion derived by the void energy infused within them). Gebbite skeletons are usually treated as members of the servant class and rarely have any upward social mobility.
Outside Geb, skeletons are far more solitary. Some might hide on the outskirts of society or move about in disguise, but it's difficult for them to find acceptance among the living. While they may not be feared in places like Nidal or Sekamina, they're also not likely to be respected.
While undead are almost always evil, some intelligent skeletons manage to stave off the corruption of the void energy that powers them. Other than the tendency to become twisted toward evil over time, skeletons typically lean toward the alignments of their creators or their former selves. Skeletons without any particular loyalty or allegiance trend toward neutral evil alignment, or neutral if they can stave off evil.
Skeletons who embrace their undeath often worship gods of death, such as Urgathoa, while those who resent it typically look toward gods of life and redemption. Accepting deities without particularly zealous anti-undead dogma, such as Shelyn, are popular among those who wish to fight against their destructive influences and become something greater than the purpose for which they were created.
No widespread naming convention exists for skeletons. When necromancers bother to name skeletons they've raised, they typically choose names that suit their own tastes, the way one would name a pet. Others might be named for their role or job. Skeletons with their memories intact might choose to keep their name from when they were alive, but others might choose new names based on their undead experiences.
Clatterjaw, Creaker, Doorstop, Final Sacrifice, Gochiyo, Lectern, Macefodder, Sixth Lancer, Skulldyr, Xelim
Rarity Rare
Hit Points 6
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Intelligence
Languages Common, Necril
Additional Languages equal to your Intelligence modifier (if positive). Choose from Aklo, Diabolic, Dwarven, Elven, Orcish, Sakvroth, and any other languages to which you have access (such as languages prevalent in your region).
Traits Skeleton, Undead
Undeath You have @UUID[Compendium.pf2e.ancestryfeatures.Item.Basic Undead Benefits]. For your undead hunger, you don't eat flesh like ghouls or drink blood like vampires, but you do collect bones you can use to help yourself mend.
@UUID[Compendium.pf2e.heritages.Item.Compact Skeleton]
@UUID[Compendium.pf2e.heritages.Item.Fodder Skeleton]
@UUID[Compendium.pf2e.heritages.Item.Monstrous Skeleton]
@UUID[Compendium.pf2e.heritages.Item.Shifting Skeleton]
@UUID[Compendium.pf2e.heritages.Item.Sturdy Skeleton]
", "format": 1 }, "title": { @@ -792,7 +792,7 @@ "src": null, "system": {}, "text": { - "content": "Sprites are diminutive, whimsical, and exuberant creatures from the fey realm known as the First World. They love playing pranks, exploring new things, and embracing everything to do with magic.
When most people picture a fey, chances are they're thinking of a sprite. The majority of sprites remain in the First World, where they are essentially immortal, reincarnating to a new form of fey when their life eventually comes to an end. Some even meld together with others to form a more substantial body or split apart into multiple smaller fey. However, sprites are incredibly curious about all forms of magic, leading a significant number to risk the mortal world to explore the new possibilities offered by the unusually static nature of mortal existence. These creatures mix in with other, smaller groups of Material Plane comrades, including exiles from the First World, those whose family swore pacts to mortals, and even contemplative individuals curious to enter the mortal cycle of souls.
The first generation of Material Plane sprites were content to guard magical locations or objects, learn music, and play pranks on the unsuspecting. Panic struck when children born in the mortal world didn't form wings upon adulthood-some sprites transitioning to the mortal world likewise lost their wings after a time. Believing this to be a sign that the mortal world was too alien for them to live there, many of the initial sprite explorers returned to the safety of the First World.
However, their wingless children exhibited a potential unmatched by any of their ancestors, as well as a particular magical affinity for the mortal world. They became the mightiest of sprite heroes, but also, on occasion, the most dangerous villains. As they came close to reaching their full strength, many of them did grow their wings at long last: larger, unique, and more vibrant than any from the First World had seen before, a sign of their limitless potential.
If you want a character who is tiny, mercurial, and curious, you should play a sprite.
Sprites are tiny faeries whose features vary wildly based on their heritage. The Wingless-those with the potential to become powerful heroes and villains, including all PC sprites-slowly grow their wings over time as their magical potential manifests, though some never grow wings at all. Those sprites with humbler destinies typically grow wings when reaching full adulthood and mastering their innate magic. Sprites reach adulthood at around the same rate as humans do, but a typical fey who can manage to stay out of mischief and danger can live 1,000 years or more. Material Plane sprites who sense their time is coming to an end usually return to the First World to be reborn and start their adventure all over again.
Sprites habitually live in tiny, reclusive villages in areas with abundant magic, natural beauty, or other curiosities of interest. Other sprites live as loners or with small family or peer groups, traveling across the land in search of excitement.
Sprites run the gamut of alignments but are rarely lawful or evil. They are far more likely to worship the Eldest-the peculiar deities of the fey-than those of the mortal world. They have a particular affinity for Shyka, the many-formed Eldest of time, and the Lantern King, the trickster among their ranks. Among mortal deities, sprites appreciate Desna the most, and due to her iconic depiction as a butterfly-winged woman, some Desnan sprites claim her as one of their own. Sprites also readily comprehend the doctrines of Cayden Cailean and Shelyn, and the goddess of beauty and art is a particular favorite among grigs.
Sprite names are based entirely on their parents' whimsy. Sprites often adopt additional monikers later in life or change those assigned to them at birth; this is neither frowned upon nor considered abnormal.
Bree, Plumgrass, Cowrie, Flit, Moth, Zephyr, Naatalu, Pinebrush, Zandivar
Hit Points 6
Size Tiny
Speed 20 feet
Attribute Boosts Dexterity, Intelligence, Free
Attribute Flaw Strength
Languages Common, Sylvan
Additional Languages equal to your Intelligence modifier (if positive). Choose from Celestial, Draconic, Elven, Gnomish, Goblin, Jotun, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Magical Strikes Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons.
@UUID[Compendium.pf2e.heritages.Item.Draxie]
@UUID[Compendium.pf2e.heritages.Item.Grig]
@UUID[Compendium.pf2e.heritages.Item.Luminous Sprite]
@UUID[Compendium.pf2e.heritages.Item.Melixie]
@UUID[Compendium.pf2e.heritages.Item.Nyktera]
@UUID[Compendium.pf2e.heritages.Item.Pixie]
", + "content": "Sprites are diminutive, whimsical, and exuberant creatures from the fey realm known as the First World. They love playing pranks, exploring new things, and embracing everything to do with magic.
When most people picture a fey, chances are they're thinking of a sprite. The majority of sprites remain in the First World, where they are essentially immortal, reincarnating to a new form of fey when their life eventually comes to an end. Some even meld together with others to form a more substantial body or split apart into multiple smaller fey. However, sprites are incredibly curious about all forms of magic, leading a significant number to risk the mortal world to explore the new possibilities offered by the unusually static nature of mortal existence. These creatures mix in with other, smaller groups of Material Plane comrades, including exiles from the First World, those whose family swore pacts to mortals, and even contemplative individuals curious to enter the mortal cycle of souls.
The first generation of Material Plane sprites were content to guard magical locations or objects, learn music, and play pranks on the unsuspecting. Panic struck when children born in the mortal world didn't form wings upon adulthood-some sprites transitioning to the mortal world likewise lost their wings after a time. Believing this to be a sign that the mortal world was too alien for them to live there, many of the initial sprite explorers returned to the safety of the First World.
However, their wingless children exhibited a potential unmatched by any of their ancestors, as well as a particular magical affinity for the mortal world. They became the mightiest of sprite heroes, but also, on occasion, the most dangerous villains. As they came close to reaching their full strength, many of them did grow their wings at long last: larger, unique, and more vibrant than any from the First World had seen before, a sign of their limitless potential.
If you want a character who is tiny, mercurial, and curious, you should play a sprite.
Sprites are tiny faeries whose features vary wildly based on their heritage. The Wingless-those with the potential to become powerful heroes and villains, including all PC sprites-slowly grow their wings over time as their magical potential manifests, though some never grow wings at all. Those sprites with humbler destinies typically grow wings when reaching full adulthood and mastering their innate magic. Sprites reach adulthood at around the same rate as humans do, but a typical fey who can manage to stay out of mischief and danger can live 1,000 years or more. Material Plane sprites who sense their time is coming to an end usually return to the First World to be reborn and start their adventure all over again.
Sprites habitually live in tiny, reclusive villages in areas with abundant magic, natural beauty, or other curiosities of interest. Other sprites live as loners or with small family or peer groups, traveling across the land in search of excitement.
Sprites run the gamut of alignments but are rarely lawful or evil. They are far more likely to worship the Eldest-the peculiar deities of the fey-than those of the mortal world. They have a particular affinity for Shyka, the many-formed Eldest of time, and the Lantern King, the trickster among their ranks. Among mortal deities, sprites appreciate Desna the most, and due to her iconic depiction as a butterfly-winged woman, some Desnan sprites claim her as one of their own. Sprites also readily comprehend the doctrines of Cayden Cailean and Shelyn, and the goddess of beauty and art is a particular favorite among grigs.
Sprite names are based entirely on their parents' whimsy. Sprites often adopt additional monikers later in life or change those assigned to them at birth; this is neither frowned upon nor considered abnormal.
Bree, Plumgrass, Cowrie, Flit, Moth, Zephyr, Naatalu, Pinebrush, Zandivar
Rarity Rare
Hit Points 6
Size Tiny
Speed 20 feet
Attribute Boosts Dexterity, Intelligence, Free
Attribute Flaw Strength
Languages Common, Sylvan
Additional Languages equal to your Intelligence modifier (if positive). Choose from Celestial, Draconic, Elven, Gnomish, Goblin, Jotun, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Fey, Sprite
Senses Low-Light Vision
Magical Strikes Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons.
@UUID[Compendium.pf2e.heritages.Item.Draxie]
@UUID[Compendium.pf2e.heritages.Item.Grig]
@UUID[Compendium.pf2e.heritages.Item.Luminous Sprite]
@UUID[Compendium.pf2e.heritages.Item.Melixie]
@UUID[Compendium.pf2e.heritages.Item.Nyktera]
@UUID[Compendium.pf2e.heritages.Item.Pixie]
", "format": 1 }, "title": { @@ -813,7 +813,7 @@ "src": null, "system": {}, "text": { - "content": "Known as itarii in their own language, strix are reclusive avian humanoids devoted to their homelands and their tribes. They defend their precious communities with broad wingspans and razor talons.
Strix value ferocity, vengeance, and devotion above all else. Their dark, formidable wingspans and long history of taking revenge for their fallen family members have painted them as winged devils in the eyes of neighboring human populations. In contradiction to their misunderstood nature, strix boast a spiritual, artistic, and compassionate culture that is rarely seen outside of their roosts.
As strix populations begin to resurge and spread beyond the mountainous region known as the Devil's Perch, their tribes now speckle the landscape of Cheliax and surrounding nations. Soaring over mountains, forests, and beaches, strix are always brought home by the deep connections they share with their kinfolk.
If you want a character who is loyal yet enigmatic, fierce yet artistic, and who yearns to soar above the world, you should play a strix.
Strix are avian-influenced humanoids with intimidating talons and feathered wings sprouting from their backs. With an average height of 6 feet, strix are taller than most humans but are very light for their size. Strix are considered mature at 14 years of age and have an average lifespan of 40 years. They have pointed ears and large eyes that are typically black from sclera to pupil, but occasionally appear as a piercing golden color. Strix lack the ability to move their eyes independently of their head, resulting in distinctive jerky movements as their gaze snaps between targets. Their bodies are usually taut with defined musculature-a result of the strength necessary to flex their wings.
Strix are rare and reclusive people who cling to their ancestral territories. They live in modest-sized tribes, but some reside in smaller bands of tight-knit individuals. The largest settlements of strix reside on Devil's Perch, but a small number of their ilk have traveled far across Golarion. Strix feel an intense empathy and attachment to their family and other community members. They prioritize the needs of their community over their individual desires, and their bands and tribes benefit from an easy yet expertly organized division of labor. Strix tribes are led by a rokoa, a female tribal leader.
A long history of conflict with the nearby nation of Cheliax as bred into most strix a deep fear and suspicion of humans-who they call kotaara. Strix have struggled to keep hold of their territories and maintain their numbers in the face of constant conflict with these enemies who, in addition to trying to destroy what they believe to be winged devils, vastly outnumber them. Due to their strongly bonded groups, the loss of a single tribe member is devastating.
Due to their deep respect for the rules of a functioning society, strix are rarely chaotic, but some may be flexible on adopting the rules of outside societies. Strix are typically nonreligious and instead use stories from an epic known as the Korrsat Akra, or \"The Scattered Nest,\" to tell them of their origins and give them direction on their current place in the world. They have a deep investment in the lives of their fellows and experience intense grief at their passing. Pharasma is a common influence among religious strix due to the popularity of religious and spiritual practices honoring the lives and deaths in their beloved community. Gozreh is also an everyday influence for many strix, who beseech the Wind and the Waves to give them satisfying tailwinds for flight and protect their kin when the sky turns dark with fury. Erastil and even Torag represent two versions of social order and may be unifying deities across entire tribes.
Strix names consist of sounds that are reminiscent of chirping, screeches, or trilling by various birds, and their naming conventions are influenced primarily by tradition and spirituality. Strix in small communities might share a common syllable among all their names to express their unity. Due to their deep affection for their family members, naming children after other loved ones is very common, occasionally with an additional syllable or slight change to the pronunciation.
Chiit-iir, Cicreeti, Ikatarii, Irkoata, Kaata, Kiilo, Kirii, Rahka, Roatatwiil, Turiilo, Turuk, Twilii
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Free
Languages Common, Strix
Additional Languages equal to your Intelligence modifier (if positive). Choose from Diabolic, Draconic, Gnomish, Jotun, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Wings All strix possess powerful wings. While not all strix focus on honing their flying skills, a strong flap of their wings allows strix to travel longer distances when jumping. When Leaping horizontally, you move an additional 5 feet. You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed. Additionally, you take no damage from falling, no matter what distance you fall.
@UUID[Compendium.pf2e.heritages.Item.Nightglider Strix]
@UUID[Compendium.pf2e.heritages.Item.Predator Strix]
@UUID[Compendium.pf2e.heritages.Item.Scavenger Strix]
@UUID[Compendium.pf2e.heritages.Item.Shoreline Strix]
@UUID[Compendium.pf2e.heritages.Item.Songbird Strix]
", + "content": "Known as itarii in their own language, strix are reclusive avian humanoids devoted to their homelands and their tribes. They defend their precious communities with broad wingspans and razor talons.
Strix value ferocity, vengeance, and devotion above all else. Their dark, formidable wingspans and long history of taking revenge for their fallen family members have painted them as winged devils in the eyes of neighboring human populations. In contradiction to their misunderstood nature, strix boast a spiritual, artistic, and compassionate culture that is rarely seen outside of their roosts.
As strix populations begin to resurge and spread beyond the mountainous region known as the Devil's Perch, their tribes now speckle the landscape of Cheliax and surrounding nations. Soaring over mountains, forests, and beaches, strix are always brought home by the deep connections they share with their kinfolk.
If you want a character who is loyal yet enigmatic, fierce yet artistic, and who yearns to soar above the world, you should play a strix.
Strix are avian-influenced humanoids with intimidating talons and feathered wings sprouting from their backs. With an average height of 6 feet, strix are taller than most humans but are very light for their size. Strix are considered mature at 14 years of age and have an average lifespan of 40 years. They have pointed ears and large eyes that are typically black from sclera to pupil, but occasionally appear as a piercing golden color. Strix lack the ability to move their eyes independently of their head, resulting in distinctive jerky movements as their gaze snaps between targets. Their bodies are usually taut with defined musculature-a result of the strength necessary to flex their wings.
Strix are rare and reclusive people who cling to their ancestral territories. They live in modest-sized tribes, but some reside in smaller bands of tight-knit individuals. The largest settlements of strix reside on Devil's Perch, but a small number of their ilk have traveled far across Golarion. Strix feel an intense empathy and attachment to their family and other community members. They prioritize the needs of their community over their individual desires, and their bands and tribes benefit from an easy yet expertly organized division of labor. Strix tribes are led by a rokoa, a female tribal leader.
A long history of conflict with the nearby nation of Cheliax as bred into most strix a deep fear and suspicion of humans-who they call kotaara. Strix have struggled to keep hold of their territories and maintain their numbers in the face of constant conflict with these enemies who, in addition to trying to destroy what they believe to be winged devils, vastly outnumber them. Due to their strongly bonded groups, the loss of a single tribe member is devastating.
Due to their deep respect for the rules of a functioning society, strix are rarely chaotic, but some may be flexible on adopting the rules of outside societies. Strix are typically nonreligious and instead use stories from an epic known as the Korrsat Akra, or \"The Scattered Nest,\" to tell them of their origins and give them direction on their current place in the world. They have a deep investment in the lives of their fellows and experience intense grief at their passing. Pharasma is a common influence among religious strix due to the popularity of religious and spiritual practices honoring the lives and deaths in their beloved community. Gozreh is also an everyday influence for many strix, who beseech the Wind and the Waves to give them satisfying tailwinds for flight and protect their kin when the sky turns dark with fury. Erastil and even Torag represent two versions of social order and may be unifying deities across entire tribes.
Strix names consist of sounds that are reminiscent of chirping, screeches, or trilling by various birds, and their naming conventions are influenced primarily by tradition and spirituality. Strix in small communities might share a common syllable among all their names to express their unity. Due to their deep affection for their family members, naming children after other loved ones is very common, occasionally with an additional syllable or slight change to the pronunciation.
Chiit-iir, Cicreeti, Ikatarii, Irkoata, Kaata, Kiilo, Kirii, Rahka, Roatatwiil, Turiilo, Turuk, Twilii
Rarity Rare
Hit Points 8
Size Medium
Speed 25 feet
Attribute Boosts Dexterity, Free
Languages Common, Strix
Additional Languages equal to your Intelligence modifier (if positive). Choose from Diabolic, Draconic, Gnomish, Jotun, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Humanoid, Strix
Senses Low-Light Vision
Wings All strix possess powerful wings. While not all strix focus on honing their flying skills, a strong flap of their wings allows strix to travel longer distances when jumping. When Leaping horizontally, you move an additional 5 feet. You don't automatically fail your checks to High Jump or Long Jump if you don't Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed. Additionally, you take no damage from falling, no matter what distance you fall.
@UUID[Compendium.pf2e.heritages.Item.Nightglider Strix]
@UUID[Compendium.pf2e.heritages.Item.Predator Strix]
@UUID[Compendium.pf2e.heritages.Item.Scavenger Strix]
@UUID[Compendium.pf2e.heritages.Item.Shoreline Strix]
@UUID[Compendium.pf2e.heritages.Item.Songbird Strix]
", "format": 1 }, "title": { @@ -855,7 +855,7 @@ "src": null, "system": {}, "text": { - "content": "Tian Xia is replete with magically gifted ancestries—such as tengu, kitsune, yakshas, and yaoguai—whose powers bring them high regard and who, in turn, use their gifts for responsible ends. Tanuki aren't one of these ancestries. Instead, the shapeshifting raccoon dog–like humanoids use their powers of illusion and transformation in ways more people should: for fun! Tanuki delight in pranks and practical jokes, especially those that allow them to take the high and mighty down a notch and show them what life is like for everyone else. Where other peoples take pride in their storied histories, noble traditions, or intricate ceremonies, tanuki take pride in their simplicity and disregard for the world's many rules. Though some might claim this outlook reduces tanuki to uncouth rubes, tanuki feel it makes them more cultured; after all, one must know a rule to bend it, and one must understand a norm to break it.
That being said, their laid-back natures can cause tanuki, and others, no end of trouble. Their focus on living in the moment can often mean they're brought low by a problem they could've solved earlier with little effort. At the end of the day, tanuki rarely come out on top, and even their victories tend to be mixed with small defeats or embarrassment. A tanuki bard might save the day with the power of his music, but only because he played so off-key that bandits mistook him for a fearsome ghost. Tanuki are usually just fine with such an outcome, though. There's a truth to the world that tanuki know in their bellies: that the ups and downs of life are all just a big joke, and if everyone's going to be made a fool in the end, you might as well be the fool who gets to dance and have fun along the way! Life's a party, and tanuki intend to enjoy it as much as they can before their luck inevitably runs out.
If you want to play a character who loves to have fun—occasionally at another's or your own expense— who's always up for a party and perhaps a bit too clever for their own good, you should play a tanuki.
Tanuki are short humanoids who resemble bipedal raccoon dogs, usually growing between 3 and 4 feet tall. They tend to have rotund bodies, with large bellies that appear even wider due to their thick fur. A tanuki's face is likewise round, with wide-set, alert eyes outlined within a dark mask of fur. Tanuki have a single bushy tail that they take great pride in and to which they ascribe their powers. These qualities together give tanuki a strong cultural appreciation for rounded shapes over sharp angles, such as daruma dolls, circular doors, and the moon.
Tanuki often wear simple, rustic clothing, opting for plain garb over elegant frills or shining jewels. However, tanuki are known to go all-out for festivals and similar celebrations, which they see as the perfect opportunity to enjoy life to the fullest. Many tanuki make it a point to always carry a red vest and dancing towel in case an impromptu party breaks out.
Tanuki know that, among the many people of Golarion, they're underdogs, possessing neither the mastery of the heavens that tengu command nor the divine favor that kitsune enjoy. All things considered, tanuki know they have to support each other, building tight communities where everyone knows each other's names. These communities tend to exist on the outskirts of villages, often in abandoned warehouses or farms or else near temples and other public buildings. When tanuki societies overlap with those of other peoples, they usually function unseen with their own codes of honor, rarely noticed by those in power.
Tanuki love celebration and will hold any number of parties for even the smallest accomplishments—a project such as building a new bridge might have a kick-off ceremony, a toast when the plans are decided, a morale lunch when the workers have assembled, a banquet upon finishing the bridge, and a festival to dance over the bridge when it opens to the public. This proclivity is sometimes brought up as a reason for why tanuki endeavors tend to take an interminably long time (with some failing spectacularly along the way), but tanuki feel that it's important to celebrate what small victories they can. Besides, the community bonds forged among the participants are as much a part of the project as the actual building itself.
Tanuki tend toward unglamorous names with functional meanings, such as those that describe a tanuki's birth order or the weather or season on the day they were born. Tanuki surnames tend to be similar, describing either their family's profession or location in a town. These conventions make tanuki names feel relatively old-fashioned, though some avant-garde tanuki give their children (or themself) a grandiose name in defiance of their traditional station.
Ame, Chiyo, Chosuke, Hinata, Mari, Nao, Saya, Taro, Terao, Rei, Ichiro, Jiro, Saburo, Shiro, Satsuki, Mutsu, Nanami, Hazuki
Tanuki count no member of the Celestial Court among their own—a fact they see as further evidence that they have to stick up for each other since there's no tanuki deity looking out for them—but they find themselves drawn toward gods such as Kofusachi, whose boisterous and compassionate approach to life they consider aspirational. Though tanuki hold deep reverence toward the moon, they tend not to worship Tsukiyo, knowing he finds loud worship agitating, and they take care to not invoke his name or imagery during harvest moon or lunar new year celebrations to ensure their cheers and belly drums don't draw his attention. Tanuki with Inner Sea cultural traditions tend to revere Cayden Cailean, seeing the blood of a tanuki in his commoner status (and drunken accomplishments), with some tanuki statues even depicting Cayden with a big belly and leaf atop his head to suggest that he was simply a tanuki in human form, tricking the Avistani even to this day.
Tanuki generally use their powers to humble the rich and snobby; at the very least, they create illusions with no more evil in their hearts than a simple joke (or a free meal taken from one who can afford it), rather than acting out of malice. However, there are some tanuki do harbor resentment, which can take root and fester in their hearts. These tanuki turn to cruel ends, known for all manner of nefarious deeds, chief among them cooking their enemies into soups or stews once they've finished tricking them.
Popular Edicts
Choose excitement over stability, let bygones be bygones, make your community laugh
Popular Anathema
Feel entitled to social status, prank one of lower means than yourself, wallow in your failures
Hit Points 10
Size Small
Speed 25 feet
Attribute Boosts Constitution, Charisma, Free
Attribute Flaw Wisdom
Languages Common, Tanuki
Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Elven, Fey, Gnomish, Goblin, Kitsune, Tengu, and any other languages to which you have access (such as the languages prevalent in your region)
Change Shape
(concentrate, polymorph, primal, tanuki) You can transform into a mundane raccoon dog, using the statistics of pest form. This is a specific raccoon dog form that's the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a tanuki heritage or ancestry feat in this form. You can remain in your raccoon dog form indefinitely, and you can shift back to your tanuki form by using this action again.A tanuki's heritage reflects a unique virtue that beats in the tanuki's heart. Choose one of the following tanuki heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Ascetic Tanuki]
@UUID[Compendium.pf2e.heritages.Item.Courageous Tanuki]
@UUID[Compendium.pf2e.heritages.Item.Even-Tempered Tanuki]
@UUID[Compendium.pf2e.heritages.Item.Steadfast Tanuki]
@UUID[Compendium.pf2e.heritages.Item.Virtuous Tanuki]
", + "content": "Tian Xia is replete with magically gifted ancestries—such as tengu, kitsune, yakshas, and yaoguai—whose powers bring them high regard and who, in turn, use their gifts for responsible ends. Tanuki aren't one of these ancestries. Instead, the shapeshifting raccoon dog–like humanoids use their powers of illusion and transformation in ways more people should: for fun! Tanuki delight in pranks and practical jokes, especially those that allow them to take the high and mighty down a notch and show them what life is like for everyone else. Where other peoples take pride in their storied histories, noble traditions, or intricate ceremonies, tanuki take pride in their simplicity and disregard for the world's many rules. Though some might claim this outlook reduces tanuki to uncouth rubes, tanuki feel it makes them more cultured; after all, one must know a rule to bend it, and one must understand a norm to break it.
That being said, their laid-back natures can cause tanuki, and others, no end of trouble. Their focus on living in the moment can often mean they're brought low by a problem they could've solved earlier with little effort. At the end of the day, tanuki rarely come out on top, and even their victories tend to be mixed with small defeats or embarrassment. A tanuki bard might save the day with the power of his music, but only because he played so off-key that bandits mistook him for a fearsome ghost. Tanuki are usually just fine with such an outcome, though. There's a truth to the world that tanuki know in their bellies: that the ups and downs of life are all just a big joke, and if everyone's going to be made a fool in the end, you might as well be the fool who gets to dance and have fun along the way! Life's a party, and tanuki intend to enjoy it as much as they can before their luck inevitably runs out.
If you want to play a character who loves to have fun—occasionally at another's or your own expense— who's always up for a party and perhaps a bit too clever for their own good, you should play a tanuki.
Tanuki are short humanoids who resemble bipedal raccoon dogs, usually growing between 3 and 4 feet tall. They tend to have rotund bodies, with large bellies that appear even wider due to their thick fur. A tanuki's face is likewise round, with wide-set, alert eyes outlined within a dark mask of fur. Tanuki have a single bushy tail that they take great pride in and to which they ascribe their powers. These qualities together give tanuki a strong cultural appreciation for rounded shapes over sharp angles, such as daruma dolls, circular doors, and the moon.
Tanuki often wear simple, rustic clothing, opting for plain garb over elegant frills or shining jewels. However, tanuki are known to go all-out for festivals and similar celebrations, which they see as the perfect opportunity to enjoy life to the fullest. Many tanuki make it a point to always carry a red vest and dancing towel in case an impromptu party breaks out.
Tanuki know that, among the many people of Golarion, they're underdogs, possessing neither the mastery of the heavens that tengu command nor the divine favor that kitsune enjoy. All things considered, tanuki know they have to support each other, building tight communities where everyone knows each other's names. These communities tend to exist on the outskirts of villages, often in abandoned warehouses or farms or else near temples and other public buildings. When tanuki societies overlap with those of other peoples, they usually function unseen with their own codes of honor, rarely noticed by those in power.
Tanuki love celebration and will hold any number of parties for even the smallest accomplishments—a project such as building a new bridge might have a kick-off ceremony, a toast when the plans are decided, a morale lunch when the workers have assembled, a banquet upon finishing the bridge, and a festival to dance over the bridge when it opens to the public. This proclivity is sometimes brought up as a reason for why tanuki endeavors tend to take an interminably long time (with some failing spectacularly along the way), but tanuki feel that it's important to celebrate what small victories they can. Besides, the community bonds forged among the participants are as much a part of the project as the actual building itself.
Tanuki tend toward unglamorous names with functional meanings, such as those that describe a tanuki's birth order or the weather or season on the day they were born. Tanuki surnames tend to be similar, describing either their family's profession or location in a town. These conventions make tanuki names feel relatively old-fashioned, though some avant-garde tanuki give their children (or themself) a grandiose name in defiance of their traditional station.
Ame, Chiyo, Chosuke, Hinata, Mari, Nao, Saya, Taro, Terao, Rei, Ichiro, Jiro, Saburo, Shiro, Satsuki, Mutsu, Nanami, Hazuki
Tanuki count no member of the Celestial Court among their own—a fact they see as further evidence that they have to stick up for each other since there's no tanuki deity looking out for them—but they find themselves drawn toward gods such as Kofusachi, whose boisterous and compassionate approach to life they consider aspirational. Though tanuki hold deep reverence toward the moon, they tend not to worship Tsukiyo, knowing he finds loud worship agitating, and they take care to not invoke his name or imagery during harvest moon or lunar new year celebrations to ensure their cheers and belly drums don't draw his attention. Tanuki with Inner Sea cultural traditions tend to revere Cayden Cailean, seeing the blood of a tanuki in his commoner status (and drunken accomplishments), with some tanuki statues even depicting Cayden with a big belly and leaf atop his head to suggest that he was simply a tanuki in human form, tricking the Avistani even to this day.
Tanuki generally use their powers to humble the rich and snobby; at the very least, they create illusions with no more evil in their hearts than a simple joke (or a free meal taken from one who can afford it), rather than acting out of malice. However, there are some tanuki do harbor resentment, which can take root and fester in their hearts. These tanuki turn to cruel ends, known for all manner of nefarious deeds, chief among them cooking their enemies into soups or stews once they've finished tricking them.
Popular Edicts
Choose excitement over stability, let bygones be bygones, make your community laugh
Popular Anathema
Feel entitled to social status, prank one of lower means than yourself, wallow in your failures
Rarity Uncommon, Tanuki are common in Minkai, the Forest of Spirits, and Goka.
Hit Points 10
Size Small
Speed 25 feet
Attribute Boosts Constitution, Charisma, Free
Attribute Flaw Wisdom
Languages Common, Tanuki
Additional Languages equal to your Intelligence modifier (if it's positive). Choose from Elven, Fey, Gnomish, Goblin, Kitsune, Tengu, and any other languages to which you have access (such as the languages prevalent in your region)
Change Shape
(concentrate, polymorph, primal, tanuki) You can transform into a mundane raccoon dog, using the statistics of pest form. This is a specific raccoon dog form that's the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a tanuki heritage or ancestry feat in this form. You can remain in your raccoon dog form indefinitely, and you can shift back to your tanuki form by using this action again.A tanuki's heritage reflects a unique virtue that beats in the tanuki's heart. Choose one of the following tanuki heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Ascetic Tanuki]
@UUID[Compendium.pf2e.heritages.Item.Courageous Tanuki]
@UUID[Compendium.pf2e.heritages.Item.Even-Tempered Tanuki]
@UUID[Compendium.pf2e.heritages.Item.Steadfast Tanuki]
@UUID[Compendium.pf2e.heritages.Item.Virtuous Tanuki]
", "format": 1 }, "title": { @@ -876,7 +876,7 @@ "src": null, "system": {}, "text": { - "content": "Tengu are survivalists and conversationalists, equally at home living off the wilderness and finding a niche in dense cities. They accumulate knowledge, tools, and companions, adding them to their collection as they travel.
The tengu diaspora has spread across Golarion in search of a better life, bringing their skill with blade crafting to lands far from their home. In maritime regions, tengu notably work as fishers, blacksmiths, and \"jinx eaters\"—members of ships' crews who are believed, accurately or otherwise, to absorb misfortune. Having lived in a variety of conditions and locations, tengu tend to be nonjudgmental, though their willingness to associate with lawbreakers has often led some to regard them with suspicion.
If you want to play a character hailing from a rich history of artisanship and tradition, but who happily picks up new practices as needed, you should play a tengu.
Voraciously absorb the practices of those around you, sometimes even forgetting where they came from.
Have trouble reading your expressions or regard you with suspicion and superstition.
Tengu have many avian characteristics. Their faces are tipped with sharp beaks and their scaled forearms and lower legs end in talons. As closed footwear tends to fit poorly unless custom made, many tengu wear open sandals or simply go barefoot. Tengu are rarely more than 5 feet tall, and they are even lighter than their smaller frames would suggest, as they have hollow bones. A small number of tengu have vestigial wings.
The greatest divide in tengu society is between tengu remaining in their ancestral home and those who have dispersed across the world. Tengu refer to these two groups as those \"in the roost\" and those \"migrating,\" respectively. Roosted tengu tend to be more traditionalist and conservative and are especially concerned with preserving their culture in the face of years of erosion from oppression. Migrating tengu, on the other hand, voraciously absorb the culture of the various nations and settlements that they now call home.
Roosted tengu tend toward more traditional names, while migrating tengu readily absorb and repurpose the culture of those around them.
Arkkak, Chuko, Dolgra, Dorodara, Kakkariel, Kora, Marrak, Mossarah, Pularrka, Rarorel, Ruk, Tak-Tak, Tsukotarra
Tengu often follow the faith of the region in which they were raised, though the tengu ancestral deity is the storm god Hei Feng. Before their diaspora, tengu practiced a syncretic faith that blended a polytheistic worship of the deities responsible for creating the natural world. As tengu folklore posits that tengu long ago descended from the night sky on shooting stars to rest upon Golarion's highest peaks, animist rites were practiced on mountains and other great natural features.
protect tengu traditions, adopt the lessons of other cultures, seek out natural wonders
lose control of your emotions
Hit Points 6
Speed 25 feet
Attribute Boosts Dexterity, Free
Languages Tengu, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Halfling, Gnomish, Goblin, Fey, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Sharp Beak With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.
@UUID[Compendium.pf2e.heritages.Item.Dogtooth Tengu]
@UUID[Compendium.pf2e.heritages.Item.Jinxed Tengu]
@UUID[Compendium.pf2e.heritages.Item.Mountainkeeper Tengu]
@UUID[Compendium.pf2e.heritages.Item.Skyborn Tengu]
@UUID[Compendium.pf2e.heritages.Item.Stormtossed Tengu]
@UUID[Compendium.pf2e.heritages.Item.Taloned Tengu]
@UUID[Compendium.pf2e.heritages.Item.Wavediver Tengu]
", + "content": "Tengu are survivalists and conversationalists, equally at home living off the wilderness and finding a niche in dense cities. They accumulate knowledge, tools, and companions, adding them to their collection as they travel.
The tengu diaspora has spread across Golarion in search of a better life, bringing their skill with blade crafting to lands far from their home. In maritime regions, tengu notably work as fishers, blacksmiths, and \"jinx eaters\"—members of ships' crews who are believed, accurately or otherwise, to absorb misfortune. Having lived in a variety of conditions and locations, tengu tend to be nonjudgmental, though their willingness to associate with lawbreakers has often led some to regard them with suspicion.
If you want to play a character hailing from a rich history of artisanship and tradition, but who happily picks up new practices as needed, you should play a tengu.
Voraciously absorb the practices of those around you, sometimes even forgetting where they came from.
Have trouble reading your expressions or regard you with suspicion and superstition.
Tengu have many avian characteristics. Their faces are tipped with sharp beaks and their scaled forearms and lower legs end in talons. As closed footwear tends to fit poorly unless custom made, many tengu wear open sandals or simply go barefoot. Tengu are rarely more than 5 feet tall, and they are even lighter than their smaller frames would suggest, as they have hollow bones. A small number of tengu have vestigial wings.
The greatest divide in tengu society is between tengu remaining in their ancestral home and those who have dispersed across the world. Tengu refer to these two groups as those \"in the roost\" and those \"migrating,\" respectively. Roosted tengu tend to be more traditionalist and conservative and are especially concerned with preserving their culture in the face of years of erosion from oppression. Migrating tengu, on the other hand, voraciously absorb the culture of the various nations and settlements that they now call home.
Roosted tengu tend toward more traditional names, while migrating tengu readily absorb and repurpose the culture of those around them.
Arkkak, Chuko, Dolgra, Dorodara, Kakkariel, Kora, Marrak, Mossarah, Pularrka, Rarorel, Ruk, Tak-Tak, Tsukotarra
Tengu often follow the faith of the region in which they were raised, though the tengu ancestral deity is the storm god Hei Feng. Before their diaspora, tengu practiced a syncretic faith that blended a polytheistic worship of the deities responsible for creating the natural world. As tengu folklore posits that tengu long ago descended from the night sky on shooting stars to rest upon Golarion's highest peaks, animist rites were practiced on mountains and other great natural features.
protect tengu traditions, adopt the lessons of other cultures, seek out natural wonders
lose control of your emotions
Rarity Uncommon
Hit Points 6
Speed 25 feet
Size Medium
Attribute Boosts Dexterity, Free
Languages Tengu, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Halfling, Gnomish, Goblin, Fey, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Humanoid, Tengu
Senses Low-Light Vision
Sharp Beak With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.
@UUID[Compendium.pf2e.heritages.Item.Dogtooth Tengu]
@UUID[Compendium.pf2e.heritages.Item.Jinxed Tengu]
@UUID[Compendium.pf2e.heritages.Item.Mountainkeeper Tengu]
@UUID[Compendium.pf2e.heritages.Item.Skyborn Tengu]
@UUID[Compendium.pf2e.heritages.Item.Stormtossed Tengu]
@UUID[Compendium.pf2e.heritages.Item.Taloned Tengu]
@UUID[Compendium.pf2e.heritages.Item.Wavediver Tengu]
", "format": 1 }, "title": { @@ -897,7 +897,7 @@ "src": null, "system": {}, "text": { - "content": "Tripkees are a shy and cautious people who generally seek to avoid being drawn into the affairs of others. Despite their cautious outlook and small stature, adventurous tripkees still take bold and noble action when the situation demands it.
Tripkees are reclusive treetop survivalists who harvest their homes' bounty, utilizing their canopy homes as natural fortifications against the threats posed by larger predators. Their reliance on cunning and simple tools has led to tripkees often being mischaracterized as rudimentary, though this does poor justice to their skill in the cultivation of hidden orchards and camouflaged causeways tucked away in treetop nations. Tripkees are most likely to emerge from their forest homes to trade, explore, and combat threats that would despoil the world.
If you want a character who is small in stature but large in spirit, and possesses qualities of a tree frog, you should play a tripkee.
Make friends slowly, concerned by cautionary tales of exploitative strangers.
Give you space, fearing that touching you would prove toxic.
Tripkees resemble humanoid tree frogs, with oversized eyes, wide mouths, and gangly physiques. Their slight frames and large toes can afford excellent grip while climbing, while their colorful skin provides reliable camouflage that varies by their home environment—green and brown for jungle-dwelling groups, blue and orange for riparian communities, and many other colors between. A tripkee grows quickly, reaching their adult size of approximately 2 feet in height about 3 years after hatching, though they're only considered adults around age 12. Tripkees rarely live beyond 60 years, though exceptional individuals occasionally live as long as a century.
Tripkees lead a sophisticated hunter-gatherer lifestyle within which they reshape the landscape to suit their needs: building spillways to trap fish, seeding fruit-bearing trees, sowing cover-granting foliage for future hunts, and more techniques that often escape an agriculturist's eye. These strategies rely on community cooperation as well as dispersed populations, so tripkees commonly live in small villages, each part of a complex web of alliances and relationships. Reclusiveness has preserved tripkee lives and lifestyles for millennia, yet they increasingly find themselves threatened by ancient evils and new explorers alike.
Tripkee names often include resonant vowels and chirped consonants that remain difficult for nontripkees to vocalize properly. Tripkees that travel widely often adopt one or more names more easily replicated by their associates.
Aalpo'ol, Bogwynne, Ctaprak, Eegru, Gpoun, Gruoksh, Hrrauti, Iopo, Iykiki, Kyrsiik, Mhruugu, Oplugo, Quaasol, Yolkuu, Ztaal
Taught to wait, observe, and respect natural processes of life and death, many tripkees adopt patient attitudes. Those who take a more active role suppressing cruelty may join organizations that blend religion and philosophy, such as the tripkee fiend-keepers who absorb an unholy being into their soul to contain and eventually transform its villainy through their own virtuous acts. Nature deities like Gozreh or Erastil often earn tripkees' respect, yet communities usually prefer less prominent, more intimate divinities such as empyreal lords, psychopomp ushers, or the fey Eldest
Popular Edicts improve your part of the world without causing harm to others, practice patience whenever possible
Popular Anathema create architecture that supplants the natural world, take rash action that brings risk to your community
Hit Points 6
Speed 25 feet
Attribute Boosts Dexterity, Wisdom, Free
Attribute Flaw Strength
Languages Tripkee, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Boggard, Chthonian, Draconic, Elven, Fey, Iruxi, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region).
Senses Low-Light Vision
Natural Climber You gain a +2 circumstance bonus to Athletics checks to Climb.
@UUID[Compendium.pf2e.heritages.Item.Poisonhide Tripkee]
@UUID[Compendium.pf2e.heritages.Item.Riverside Tripkee]
@UUID[Compendium.pf2e.heritages.Item.Snaptongue Tripkee]
@UUID[Compendium.pf2e.heritages.Item.Stickytoe Tripkee]
@UUID[Compendium.pf2e.heritages.Item.Thickskin Tripkee]
@UUID[Compendium.pf2e.heritages.Item.Windweb Tripkee]
", + "content": "Tripkees are a shy and cautious people who generally seek to avoid being drawn into the affairs of others. Despite their cautious outlook and small stature, adventurous tripkees still take bold and noble action when the situation demands it.
Tripkees are reclusive treetop survivalists who harvest their homes' bounty, utilizing their canopy homes as natural fortifications against the threats posed by larger predators. Their reliance on cunning and simple tools has led to tripkees often being mischaracterized as rudimentary, though this does poor justice to their skill in the cultivation of hidden orchards and camouflaged causeways tucked away in treetop nations. Tripkees are most likely to emerge from their forest homes to trade, explore, and combat threats that would despoil the world.
If you want a character who is small in stature but large in spirit, and possesses qualities of a tree frog, you should play a tripkee.
Make friends slowly, concerned by cautionary tales of exploitative strangers.
Give you space, fearing that touching you would prove toxic.
Tripkees resemble humanoid tree frogs, with oversized eyes, wide mouths, and gangly physiques. Their slight frames and large toes can afford excellent grip while climbing, while their colorful skin provides reliable camouflage that varies by their home environment—green and brown for jungle-dwelling groups, blue and orange for riparian communities, and many other colors between. A tripkee grows quickly, reaching their adult size of approximately 2 feet in height about 3 years after hatching, though they're only considered adults around age 12. Tripkees rarely live beyond 60 years, though exceptional individuals occasionally live as long as a century.
Tripkees lead a sophisticated hunter-gatherer lifestyle within which they reshape the landscape to suit their needs: building spillways to trap fish, seeding fruit-bearing trees, sowing cover-granting foliage for future hunts, and more techniques that often escape an agriculturist's eye. These strategies rely on community cooperation as well as dispersed populations, so tripkees commonly live in small villages, each part of a complex web of alliances and relationships. Reclusiveness has preserved tripkee lives and lifestyles for millennia, yet they increasingly find themselves threatened by ancient evils and new explorers alike.
Tripkee names often include resonant vowels and chirped consonants that remain difficult for nontripkees to vocalize properly. Tripkees that travel widely often adopt one or more names more easily replicated by their associates.
Aalpo'ol, Bogwynne, Ctaprak, Eegru, Gpoun, Gruoksh, Hrrauti, Iopo, Iykiki, Kyrsiik, Mhruugu, Oplugo, Quaasol, Yolkuu, Ztaal
Taught to wait, observe, and respect natural processes of life and death, many tripkees adopt patient attitudes. Those who take a more active role suppressing cruelty may join organizations that blend religion and philosophy, such as the tripkee fiend-keepers who absorb an unholy being into their soul to contain and eventually transform its villainy through their own virtuous acts. Nature deities like Gozreh or Erastil often earn tripkees' respect, yet communities usually prefer less prominent, more intimate divinities such as empyreal lords, psychopomp ushers, or the fey Eldest
Popular Edicts improve your part of the world without causing harm to others, practice patience whenever possible
Popular Anathema create architecture that supplants the natural world, take rash action that brings risk to your community
Rarity Uncommon
Hit Points 6
Speed 25 feet
Size Small
Attribute Boosts Dexterity, Wisdom, Free
Attribute Flaw Strength
Languages Tripkee, Common
Additional Languages equal to your Intelligence modifier (if positive). Choose from Boggard, Chthonian, Draconic, Elven, Fey, Iruxi, Thalassic, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Tripkee, Humanoid
Senses Low-Light Vision
Natural Climber You gain a +2 circumstance bonus to Athletics checks to Climb.
@UUID[Compendium.pf2e.heritages.Item.Poisonhide Tripkee]
@UUID[Compendium.pf2e.heritages.Item.Riverside Tripkee]
@UUID[Compendium.pf2e.heritages.Item.Snaptongue Tripkee]
@UUID[Compendium.pf2e.heritages.Item.Stickytoe Tripkee]
@UUID[Compendium.pf2e.heritages.Item.Thickskin Tripkee]
@UUID[Compendium.pf2e.heritages.Item.Windweb Tripkee]
", "format": 1 }, "title": { @@ -960,7 +960,7 @@ "src": null, "system": {}, "text": { - "content": "Wayangs are diasporic sojourners from the Netherworld where they lived and worked alongside their allies, lightweaving d'ziriaks. Both peoples shared affinities for artistic expression and spiritual introspection, inspiring each other's sensitivities to color, form, and function; they also bolstered each other's defense against rampaging dragons, oni, and undead. This idyll collapsed from divine meddling; some say when Abadar sentenced Zon-Kuthon to exile in the Netherworld, the Midnight Lord's deific presence distorted the plane into a nightmarish domain, while others accounts ascribe fiendish sources to this doom.
Whatever the reason, wayang and d'ziriak communities suffered terribly; Kuthites and velstracs colonized the Netherworld, engulfing it in religious wars of slaughter and brutality—an ongoing catastrophe that wayangs and d'ziriaks refer to as the Desecration. Despite both peoples' valorous resistance, with every generation, space and resources became scarcer. When the Age of Ashes created passageways between the Netherworld and Golarion, many wayangs sailed away for a better life.
These curious wayfarers became Tian Xia's first wayangs, who shared their skills and labor to eke out a solidarity of subsistence with Earthfall's survivors. These explorers also observed how Tian Xia's suffering souls weakened barriers to the Netherworld, whose malignant overlords absorbed the negative emotions to grow in power. While disappointments, melancholia, and other negative experiences were part and parcel of existence, the engineers of the Desecration exploited mortal emotions to oppress both the Universe and its shadow Netherworlds.
Realizing these planar interconnections, wayang leaders reached a bold conclusion: no world is free until all worlds are. To prevent the Netherworlds' colonial oppressors from harnessing mortal souls and to reclaim the darkness from its present state of malice and anguish, more wayang expeditions arrived in Tian Xia with exorcists and cursebreakers to purify paths to the Netherworld and starve its despots of spiritual power. Toward this end, wayang sages devised the Dissolution, a philosophy of drawing strength and peace from one's inner darkness. They shared their teachings discreetly with those in Tian Xia touched by darkness, instead of leaving such people to be preyed upon by velstracs and other depraved entities.
If you want to play a character who is at home in the shadows of Tian Xia's oceans and jungles, is heir to mystic and martial arts drawing upon the Netherworld's untainted power, and pursues obscure struggles against dark forces, you should play a wayang.
The rigors of an interplanar struggle and life on or near the seas of Tian Xia grant many wayangs wiry frames, and many carry themselves with a gravitas that belies their small stature. Despite long journeys under cloudless skies, wayangs' skin (ranging from ivory white to duskwood black) doesn't sunburn easily, a blessing attributed to the darkness's love for its children. Thick shadows flit and dance almost like a second layer of skin upon wayang bodies, sheltering them from the sun's glare. Wayangs further decorate their skin with intricate patterns of paint, which non-wayangs often misinterpret as scarification or tattoos. With concentration and training, wayangs can move their shadows independently of their body, an ability that both warriors and storytellers use to great effect, either in aiding their ambushes or illustrating their performances. Wayangs tend to grow their hair long, construct elaborate headdresses of shell and horn to hold their hair up in immaculate hairstyles, and favor long scarves or shawls over their shoulders.
Wayang society encompasses many tensions between communal and individualistic behaviors. While wayangs organize themselves into collectives modeled after agrarian villages or seafaring crews where everyone has to do their part for the shared betterment, hermits and iconoclasts are also afforded special places in wayang society. While individual wayang villages or ships might look to their leaders for direction in everyday matters, these leaders in turn also look to solitary gurus and unconventional visionaries for guidance and inspiration.
The wayang political universe is composed of multiple overlapping mandalas, concentrations of influence around central charismatic and powerful figures, such as experienced chieftains, ingenious artisans, or intrepid captains. In turn, these individual concentrations cohere around yet other figures famed for righteousness or wisdom, such as sagacious teachers, virtuous princes, or masterful occultists. This approach to social power is useful for organizing diverse diasporas scattered across islands and planes; each collective practices sufficient independence to pursue their own journeys while retaining enough interdependence to respond to others' calls for help and friendship.
Wayang interactions with other communities usually take place as visiting artisans bearing handcrafted goods of precious materials and exquisite quality. Beyond their aesthetic appeal, these items also provide potent supernatural protection against fiends and undead. Despite the high demand, wayangs don't sell them, but instead offer them freely only to those blessed by shadows, such as particular sorcerer bloodlines. Wayang emissaries use these gifts to aid potential allies and strengthen them against other forces of darkness. In time, many also hope to instruct their newfound friends in the secrets of the Dissolution and call upon their strength to overcome the Desecration.
Wayang names combine Tian-Sing, Minatan, and Vudrani elements, hints to the vast distances they've traveled. Names also tend toward the allegorically evocative, alluding to the names of places, gods, ancestors, and lineages. Few wayangs named after gods adhere to those deities' teachings, however, a fact that's infuriating to etymologists and theologians. Such supernatural names are instead chosen for their prestige and power, not piety—a practical decision for outsiders seeking protection and power in an unusual land.
Putri Rubah Hebat, Hakim Gunung Api, Raja Ribut Hitam, Adik Musang
It's common for a people with such long histories of alliances and respect for community to abide respectfully within society. Wayang society also has positive perceptions toward less pragmatic individuals; many resourceful wayang explorers and artisans embrace attitudes of curiosity and free-spiritedness. Life in darkness teaches the value of skepticism while discouraging moral absolutism or extremism. Wayangs are seldom cruel, perhaps as conscious rejections of the Desecration. Though few champion great causes, many practice quiet benevolence and empathy for those also suffering from oppression or cruelty.
Wayang religion is largely syncretic, incorporating Iroran austerities of meditation and self-mastery, Sangpotshi and Pharasman metaphysics of planar transmigration, and beliefs in the Netherworld's indigenous spirits and ancestors. Gods are generally seen as tutelary spirits who can help individual supplicants gain supernatural power. In particular, many invoke Lao Shu Po, whom wayangs call Sister Mousedeer. Her cleverness and ability to outmaneuver more powerful divinities and repurpose their power proves especially inspiring to anti-colonial efforts. Ascetics seeking power and wisdom also emulate Ragdya and Diomazul. Notably, despite valuing community and civilization, few worship Abadar due to his place in condemning the Netherworld to Zon-Kuthon's debasement. Ironically, some fallen wayangs have become Kuthite adherents and now strive to capture and torment their former fellows. Popular Edicts act selflessly toward your community, make powerful allies, reject the Desecration of darkness, seek inspiration for your art Popular Anathema cause a creature unnecessary pain, make compromises in the pursuit of freedom, sell your creations without concern, talk openly about the Dissolution
Rarity Uncommon
Hit Points 8
Size Small
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Constitution
Languages Common, Shadowtongue, Wayang, Additional languages equal to your Intelligence modifier (if it's positive). Choose from D'ziriak, Diabolic, Minatan, Nagaji, Thalassic, Vudran, Yaksha, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Humanoid Shadow Wayang
Darkvision You can see in darkness and dim light just as well as you can see in bright light.
Each wayang finds themself, and their shadow, drawn to a particular archetype, like a role in a performance. Choose one of the following wayang heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Shadow of the Courtier]
@UUID[Compendium.pf2e.heritages.Item.Shadow of the Hermit]
@UUID[Compendium.pf2e.heritages.Item.Shadow of the Sailor]
@UUID[Compendium.pf2e.heritages.Item.Shadow of the Smith]
@UUID[Compendium.pf2e.heritages.Item.Shadow of the Wanderer]
", + "content": "Wayangs are diasporic sojourners from the Netherworld where they lived and worked alongside their allies, lightweaving d'ziriaks. Both peoples shared affinities for artistic expression and spiritual introspection, inspiring each other's sensitivities to color, form, and function; they also bolstered each other's defense against rampaging dragons, oni, and undead. This idyll collapsed from divine meddling; some say when Abadar sentenced Zon-Kuthon to exile in the Netherworld, the Midnight Lord's deific presence distorted the plane into a nightmarish domain, while others accounts ascribe fiendish sources to this doom.
Whatever the reason, wayang and d'ziriak communities suffered terribly; Kuthites and velstracs colonized the Netherworld, engulfing it in religious wars of slaughter and brutality—an ongoing catastrophe that wayangs and d'ziriaks refer to as the Desecration. Despite both peoples' valorous resistance, with every generation, space and resources became scarcer. When the Age of Ashes created passageways between the Netherworld and Golarion, many wayangs sailed away for a better life.
These curious wayfarers became Tian Xia's first wayangs, who shared their skills and labor to eke out a solidarity of subsistence with Earthfall's survivors. These explorers also observed how Tian Xia's suffering souls weakened barriers to the Netherworld, whose malignant overlords absorbed the negative emotions to grow in power. While disappointments, melancholia, and other negative experiences were part and parcel of existence, the engineers of the Desecration exploited mortal emotions to oppress both the Universe and its shadow Netherworlds.
Realizing these planar interconnections, wayang leaders reached a bold conclusion: no world is free until all worlds are. To prevent the Netherworlds' colonial oppressors from harnessing mortal souls and to reclaim the darkness from its present state of malice and anguish, more wayang expeditions arrived in Tian Xia with exorcists and cursebreakers to purify paths to the Netherworld and starve its despots of spiritual power. Toward this end, wayang sages devised the Dissolution, a philosophy of drawing strength and peace from one's inner darkness. They shared their teachings discreetly with those in Tian Xia touched by darkness, instead of leaving such people to be preyed upon by velstracs and other depraved entities.
If you want to play a character who is at home in the shadows of Tian Xia's oceans and jungles, is heir to mystic and martial arts drawing upon the Netherworld's untainted power, and pursues obscure struggles against dark forces, you should play a wayang.
The rigors of an interplanar struggle and life on or near the seas of Tian Xia grant many wayangs wiry frames, and many carry themselves with a gravitas that belies their small stature. Despite long journeys under cloudless skies, wayangs' skin (ranging from ivory white to duskwood black) doesn't sunburn easily, a blessing attributed to the darkness's love for its children. Thick shadows flit and dance almost like a second layer of skin upon wayang bodies, sheltering them from the sun's glare. Wayangs further decorate their skin with intricate patterns of paint, which non-wayangs often misinterpret as scarification or tattoos. With concentration and training, wayangs can move their shadows independently of their body, an ability that both warriors and storytellers use to great effect, either in aiding their ambushes or illustrating their performances. Wayangs tend to grow their hair long, construct elaborate headdresses of shell and horn to hold their hair up in immaculate hairstyles, and favor long scarves or shawls over their shoulders.
Wayang society encompasses many tensions between communal and individualistic behaviors. While wayangs organize themselves into collectives modeled after agrarian villages or seafaring crews where everyone has to do their part for the shared betterment, hermits and iconoclasts are also afforded special places in wayang society. While individual wayang villages or ships might look to their leaders for direction in everyday matters, these leaders in turn also look to solitary gurus and unconventional visionaries for guidance and inspiration.
The wayang political universe is composed of multiple overlapping mandalas, concentrations of influence around central charismatic and powerful figures, such as experienced chieftains, ingenious artisans, or intrepid captains. In turn, these individual concentrations cohere around yet other figures famed for righteousness or wisdom, such as sagacious teachers, virtuous princes, or masterful occultists. This approach to social power is useful for organizing diverse diasporas scattered across islands and planes; each collective practices sufficient independence to pursue their own journeys while retaining enough interdependence to respond to others' calls for help and friendship.
Wayang interactions with other communities usually take place as visiting artisans bearing handcrafted goods of precious materials and exquisite quality. Beyond their aesthetic appeal, these items also provide potent supernatural protection against fiends and undead. Despite the high demand, wayangs don't sell them, but instead offer them freely only to those blessed by shadows, such as particular sorcerer bloodlines. Wayang emissaries use these gifts to aid potential allies and strengthen them against other forces of darkness. In time, many also hope to instruct their newfound friends in the secrets of the Dissolution and call upon their strength to overcome the Desecration.
Wayang names combine Tian-Sing, Minatan, and Vudrani elements, hints to the vast distances they've traveled. Names also tend toward the allegorically evocative, alluding to the names of places, gods, ancestors, and lineages. Few wayangs named after gods adhere to those deities' teachings, however, a fact that's infuriating to etymologists and theologians. Such supernatural names are instead chosen for their prestige and power, not piety—a practical decision for outsiders seeking protection and power in an unusual land.
Putri Rubah Hebat, Hakim Gunung Api, Raja Ribut Hitam, Adik Musang
It's common for a people with such long histories of alliances and respect for community to abide respectfully within society. Wayang society also has positive perceptions toward less pragmatic individuals; many resourceful wayang explorers and artisans embrace attitudes of curiosity and free-spiritedness. Life in darkness teaches the value of skepticism while discouraging moral absolutism or extremism. Wayangs are seldom cruel, perhaps as conscious rejections of the Desecration. Though few champion great causes, many practice quiet benevolence and empathy for those also suffering from oppression or cruelty.
Wayang religion is largely syncretic, incorporating Iroran austerities of meditation and self-mastery, Sangpotshi and Pharasman metaphysics of planar transmigration, and beliefs in the Netherworld's indigenous spirits and ancestors. Gods are generally seen as tutelary spirits who can help individual supplicants gain supernatural power. In particular, many invoke Lao Shu Po, whom wayangs call Sister Mousedeer. Her cleverness and ability to outmaneuver more powerful divinities and repurpose their power proves especially inspiring to anti-colonial efforts. Ascetics seeking power and wisdom also emulate Ragdya and Diomazul. Notably, despite valuing community and civilization, few worship Abadar due to his place in condemning the Netherworld to Zon-Kuthon's debasement. Ironically, some fallen wayangs have become Kuthite adherents and now strive to capture and torment their former fellows. Popular Edicts act selflessly toward your community, make powerful allies, reject the Desecration of darkness, seek inspiration for your art Popular Anathema cause a creature unnecessary pain, make compromises in the pursuit of freedom, sell your creations without concern, talk openly about the Dissolution
Rarity Uncommon
Hit Points 8
Size Small
Speed 25 feet
Attribute Boosts Dexterity, Charisma, Free
Attribute Flaw Constitution
Languages Common, Shadowtongue, Wayang, Additional languages equal to your Intelligence modifier (if it's positive). Choose from D'ziriak, Diabolic, Minatan, Nagaji, Thalassic, Vudran, Yaksha, and any other languages to which you have access (such as the languages prevalent in your region).
Traits Humanoid, Shadow, Wayang
Darkvision You can see in darkness and dim light just as well as you can see in bright light.
Each wayang finds themself, and their shadow, drawn to a particular archetype, like a role in a performance. Choose one of the following wayang heritages at 1st level.
@UUID[Compendium.pf2e.heritages.Item.Shadow of the Courtier]
@UUID[Compendium.pf2e.heritages.Item.Shadow of the Hermit]
@UUID[Compendium.pf2e.heritages.Item.Shadow of the Sailor]
@UUID[Compendium.pf2e.heritages.Item.Shadow of the Smith]
@UUID[Compendium.pf2e.heritages.Item.Shadow of the Wanderer]
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