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==Ancestries== *Among the typical RPG fare (Humans, Elves, Dwarves, Halflings, Gnomes) are [[Goblin]]s, Paizo's de-facto mascots for PF. As for the name? Well, [[SJW|the usual suspects]] claim that it's because calling them "Races" is problematic. Though it does also allow this part of the character to focus as much on biology as the culture the character was raised in. Also, somebody was cribbing notes from [[Starfinder]], as the growing list of possible Ancestries skews a little weirder and/or monstrous than many other games, including PF1e. **Races and classes have static HP values instead of Hit Die (with the racial HP only applying for 1st level). Unlike Starfinder, there's no Stamina by default. ***The ''Gamemastery Guide'' does include a quick-and dirty means to implement Stamina if you really want it: Just halve the default class Health and put the other half as stamina (+ Constitution). Of course, this will gunk up stuff like healing (since HP and Stamina are distinct pools), but you can recover this far quicker in exchange for a more limited means of recovery mid-battle. **Each race gives two fixed stat boosts and a fixed stat penalty as well as one stat bonus that can be assigned wherever you wish. Humans, being the snowflakes they are, just get two floating boosts. ***Tengu and Orcs, added in the ''Advanced Player's Guide'', are surprisingly closer to humans; both have one fixed stat boost (Dex and Strength, respectively) and one floating boost. ****Aaaaaand Paizo finally bit the race-dependent stats bullet in 2023, allowing players to replace each race's stat boosts with the humie-standard two boosts to whatever you want. Notably, Paizo is fully aware of how this might throw shit off and merely offers this as an option, though it is something of a net gain for the many races with a stat penalty. **Each race is divvied up into multiple subraces or "heritages". Each of these grants one specific benefit and can be the pre-req for ancestry feats (like the always-amusing Bouncy Goblin feat and its siblings). **Racial Weapon Proficiency is now a feat for each race, as is the ability to improve your proficiency in them if you don't already do so. ====Core Rulebook==== *'''[[Dwarves]]''' **10 HP, Medium sized, +2 Constitution, +2 Wisdom, +2 free boost to any ability, -2 Charisma ***Still everyone's favorite rock punching, medium-sized midgets, dwarf feats focus on crafting, resisting pansy-ass magic, your old ability to walk around in heavy armor like nobodies' business, and having your ancestors be angrier at pansy-ass magic than you are. Also of note is that all dwarves come by default with a Clan Dagger, a special weapon that they are always proficient in and treat like an icon of pride. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Ancient-Blooded Dwarf''': Your ancestors passed down their hatred of magic down to you. You gain +1 to saving throws. *'''Anvil Dwarf''': Your parents beat forging into you harder than they did the clan daggers. Become trained in Crafting, gained a souped-up skill feat that gives you not one, but two classes of items that grant you +1, later +2 to crafting checks with them. *'''Death Warden Dwarf''': You come from a long-lineage of gravekeepers, hell-bent on keeping the skeletons in their graves. You crit-success every time you succeed on a necromancy-based saving throw. *'''Elemental Heart Dwarf''': Introduced in the ''Lost Omens Character Guide'', you literally are exploding with elemental energy. You get a daily, 2-action attack that lets you explode with acid, cold, electric, or fire damage against every adjacent creature. *'''Forge Dwarf''': Not to be confused with the Anvil Dwarf, you think being around an active volcano is cozy. You get fire resistance equal to half your level and heat-based environmental effect resistance. *'''Oathkeeper Dwarf''': Introduced in the ''Lost Omens Character Guide'', your parents or peers never told you snitches get stitches, or that you didn't believe anyone could give you any in the first place. Your inability to lie gives you +1 to Sense Motive checks and to your DC against being lied to, and +2 to Diplomacy whenever you have to convince someone you cannot lie. To rub in that fact, you suffer a -4 penalty to Lie checks and your DC in Deception whenever someone is trying to Sense Motive against you. It ain't easy being LG. *'''Rock Dwarf''': Living in the mountains made you built like a brick-shit-house. You get +2 to saving throws against being knocked prone, shoved, or tripped, and you halve any push effect. *'''Strong-Blooded Dwarf''': Now you are just too angry to be poisoned. You gain poison resistance equal to half your level, and you shake off poison faster any time you succeed on a saving throw against any toxin that managed to pierce through your dwarven hide. </div></div> *'''[[Elves]]''' **6 HP, Medium sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Constitution ***The rapid progress of Golarion in the Age of Lost Omens have done little to change elves in any real respect. Still nigh-immortal, still dexterous, still magical, still stuck-up. Much of their feats focus on one these aspects, whether its gaining new spells, improving DEX-based skills, becoming one with nature, being incredibly difficult to change their minds on anything--external influences included, and using their absurdly long lives to pick up the occasional hobby faster than anyone else. ***A shocking consequence of the birth of the ORC is the retconning of the [[Drow]] from all existence. While understandable on some level due to Paizo's attempt to further distance themselves from what WotC started, this is viewed by some as a little overly zealous as there have been plenty of ways they could have revised them to be something less blatantly copied from Wizards - which means a lot more for SF since that setting has them as a more significant force. While their role as uber-evil demonic species is effectively being replaced by serpentfolk, there's been talk of "Cavern Elves" being the new replacement for dark-skinned elves. ***Your heritages includes: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Ancient Elves''': Introduced in the ''Lost Omens Character Guide'', you are only 200+ years young, and still have several centuries of adventuring left inside your old bones. Your "experience" lets you take a multiclass dedication feat other than their main class for free. Needless to say that this is quite powerful in freeing up feat space, as even humans needed to blow a racial feat at level 9 to pull that off. *'''Artic Elves''': Frozen tundras that can barely support any kind of life are still forests, and someone needs to be smug and superior about them. Being a long-eared Eskimo have granted you cold damage resistance equal to half your level and you can guard against freezing environmental hazards down one step. *'''Cavern Elf''': No one told you that the caves are for the dwarves. Your antithetical existence granted you darkvision. *'''Desert Elf''': Introduced in the ''Lost Omens Character Guide'', they are practically a reprint of Artic Elves. Cold damage resistance and wintery environmental effect resistance are replaced with fire damage resistance and heat-based environmental effect resistance. *'''Seer Elf''': Born with an inherent connection to magic, you understand magic even more than other elves (as if you needed anything else to be superior about). You start with Detect Magic as an arcane innate cantrip, and gain a +1 circumstance bonus to Identity Magic and Decipher Writing, if it has something to do with magic. *'''Whisper Elves''': Born with bigger, sharper, keener ears than most, no one's conversations are safe with you around. Whenever you use the Seek action to find undetected enemies, you can find one within a 60ft area instead of 30, and they gain a +2 circumstance bonus to finding them if they are within 30ft. *'''Woodland Elves''': Jungle life has bred you to be expert tree-<s>huggers</s>climbers. With a successful Climb check, you can traverse trees, vines, and other natural foliage half your run speed, your full speed if you crit-success it. You can also Take Cover in forest terrain, even if there is zero actual cover to use. We can only assume you either always bring a ghillie suit with you or you are merging with the forest itself. </div></div> *'''[[Gnomes]]''' **8 HP, Small sized, +2 Constitution, +2 Charisma, +2 free boost to any ability score, -2 Strength ***Always fending of the lethal case of boredom known as The Bleaching, gnomes have realized several neat tricks over the course of the edition shift into the Age of Lost Omens. Whether its attuning into the fey-natures, mastering illusions, tinkering with their own weapons to make them even deadlier (literally giving them the Deadly trait) or even being able to speak with animals, their racial feats are... rather situational. Cool to behold, nonetheless! Rather fitting for them, all things considering. Your heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Chameleon Gnome''': Latent magic within you lets you alter or change the colors of your entire body, much like a-- well, see the name. You start every day with some weird pattern or color scheme, and it takes an hour to change it to another. If your current color matches the color of the environment you are in, you can spend an action to gain +2 circumstance bonus to Stealth checks as long as you are in it or it stays that color! *'''Fey-Touched Gnome''': Your family never let go of their fey origins, keeping them close to them for ages. This lets you gain the fey trait and one Primal cantrip to take as an innate spell. You can spend 10-minutes, once per day, to meditate, realigning all your fey chakras with the First World, to swap it out for another Primal cantrip. *'''Sensate Gnome''': Everything about the world is just a tad bit brighter, sounds clearer, and smells way sicker to you. You can use your sense of smell to locate and hunt things in down like a bloodhound, within a 30ft area. You also have +2 to Perception checks if you are trying to find an undetected creature within your smelling range. *'''Umbral Gnome''': Black may not be a color, but it is to you. You gain darkvision. *'''Vivacious Gnome''': You are so much the life of the party, un-life phases you less. You gain negative damage resistance equal to half your level; and while you can't get rid of the Doomed condition easier, you do treat it as one stage less severe than others, meaning Doomed 1 means absolutely nothing to you. A little useful for the [[Oracle]] class. *'''Wellspring Gnome''': Something other than primal fey magic has gripped your being. You can pick either the arcane, divine, or occult spell list as to what has altered your being, getting an innate cantrip from that spell list. Whenever you have you gain an ancestry feat that grants an innate primal cantrip, you instead alter the spell to be your chosen tradition. </div></div> *'''[[Goblins]]''' **6 HP, Small sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score, -2 Wisdom ***Over the years, the goblins have become tired of being stereotyped as [[Always Chaotic Evil]] assholes that rape, pillage, and burn the common folk and/or cannon fodder. Taking up the adventuring mantle in the hopes of changing the outlooks of everyone, they have become somewhat more friendly to hang around with. They still are natural pyromaniacs and will eat any trash they find off the street, so they have quite the long way to go before they will be 100% welcomed in anyone's house. Their racial feats, paying homage to their violent pasts, focus a lot on crowd control, dealing extra damage, and being quite hard to punish in response. Your choices of heritages are: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Charhide Goblin''': Your family has a long history of being on the receiving end of "Kill it with fire!". Mercifully, you aren't quite as flammable as your elders. You gain fire damage resistance equal to half your level, and it only takes DC10 flat check over a DC15 to put yourself out if you ever do catch fire. *'''Irongut Goblin''': One man's trash is another goblin's five-star cuisine! You can always find a meal to eat, even in the poorest of villages, as long as garbage is easily available. You also can still eat and drink while you suffer the Sickened condition (VERY useful for Mutagenist Alchemist builds!). You gain a +2 circumstance bonus to your saving throws, and even turn any successful Fortitude saving throw with this bonus into a crit-success, against getting afflictions, becoming Sickened, and even for removing the Sickened condition, as long as it from something you would have ate. *'''Razortooth Goblin''': Your family always had very, uncomfortably sharp teeth. You gain a 1d6 piercing jaws unarmed attack. *'''Snow Goblin''': Cool, chill, maybe even a little coldhearted, your blue fur is testament that you can weather any snowstorm with ease. You gain cold damage resistance equal to half your level and resist cold environments down one stage. *'''Tailed Goblin''': Introduced in the ''Lost Omens Character Guide'', you are descended from monkeys more directly than even the humans. You gain +2 to your Climb checks, gain a skill feat that lets you fight while climbing unabated, and can even use your tail to reduce the number of free hands you need to climb up with! *'''Treedweller Goblin''': Introduced in the ''Lost Omens Character Guide''. Taking a page out the elves' playbook, you become one with nature. As long as you are in a forest or jungle, you get +2 to your Stealth, Survival checks to find food, and your Survival DC to cover your tracks well. *'''Unbreakable Goblin''': You were always called "thick-skulled" growing up, no one knew how literal you'd took it. You gain 10 base HP over 6, and you take half-damage from falls. </div></div> *'''[[Halflings]]''' **6 HP, Small-sized, +2 Dexterity, +2 Wisdom, +2 free boost to any ability score, -2 Strength ***Happy-go-lucky and struck with a case of permanent wanderlust, the not-Hobbits haven't changed much in the edition shift, outside of losing their ability to pass as human (and look like a child doing so. Though the Core Rulebook's description of them still refer them as "...some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child"). Much of their racial feats focus on their innate luck, being small and innocent, blending in their surroundings, or making sure no one can catch them when the first three fail them. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Gutsy Halfling''': Just because you are small, doesn't mean you lack big cajones. You turn any successful saving throw against a Mental effect into a crit-success. *'''Hillock Halfling''': Being a rural hick has its perks. You can add your Level whenever you are regaining HP while resting overnight, and you can snack on something while someone is using Treat Wounds on you to add your Level to the amount of HP you would recover. The book is vague on what counts as a snack or even where you get it from, so speak with your [[DM]] about if you get an infinite stash of bananas or something. *'''Jinxed Halfling''': Introduced in the ''Advanced Player's Guide'', instead of being blessed with supernatural luck, you can curse others with bad luck! You are unable to take any feat relating to Halfling Luck, but you gain the Jinx action, which lets you, once a day, make them roll a Will saving throw to avoid becoming Clumsy. It isn't a great subrace, given how much you lose over what you gain, so you probably have to be jinxed to take it. *'''Nomadic Halfling''': Your family's always been on the move, never been one to settle down, and it has been that way for generations. Your experience with all the cultures you've run into let you gain two additional languages. It also boosts the Multilingual feat, letting you take a grand total of three additional languages every time you gain it. *'''Observant Halfling''': Introduced in the ''Lost Omens Character Guide'', your awareness towers over your height. You gain +1 to all Perception DCs, not to your checks, however. *'''Twilight Halfling''': The dark of night have always been a friend to your family, and you are no exception. You gain low-light vision. *'''Wildwood Halfling''': Your big, hairy feet has never got in the way of running about in the forest. You ignore any difficult terrain regarding trees, foliage, and undergrowth. </div></div> *'''[[Humans]]''' **8 HP, Medium sized, +2 to any two ability scores of your choosing ***They are humans. Not much to talk about. Still the most versatile and adaptable of any race, regardless of how much you believe in [[Humanity Fuck Yeah]] or not. Even their feats are more practical than they are flashy. Their heritages are more interesting than they are, being the receptacles of [[Half-Elves]] and [[Half-Orcs]] races, and possibly any other specifically half-human bloodline that will be printed. Humans can choose these as their subrace to gain access to their respective traits, low-light vision, and their respective full ancestry feat line, as well as feats specific for them. **'''[[Half-Elf]]''' feats lets them utilize their dual-lives to their advantage, whether its blending in with elves or humans, or being so supernaturally charming, no one will care about being a freak of nature. **'''[[Half-Orc]]''' feats (or the few that exists as of the time of this writing) lets you use your added brainpower to fool those that you are as dumb as you look or empathize with monsters. It's better to tap into Orc feats with, especially the many that were added when they became a player race as of the ''Advanced Player's Guide''. **Your more human-specific heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Skilled Heritage''': The human mind craves knowledge for meaningless tasks that may or may not gain meaning. You automatically become Trained in one skill of your choice, becoming an Expert in it at 5th Level. *'''Versatile Heritage''': You believe in your adaptability more than you honestly should. You gain any general feat that you meet the prerequisites for. *'''Wintertouched Heritage''': Introduced in the ''Lost Omens Character Guide'', your burning passion for humanity keeps you warm in the coldest of climates. You gain cold damage resistance equal to half your level and resist environmental effects down one stage. </div></div> <div class="toccolours mw-collapsible mw-collapsed"> ====Lost Omens Splatbooks==== <div class="mw-collapsible-content"> =====Lost Omens Character Guide===== *'''[[Hobgoblin]]s **8 HP, Medium sized, +2 Constitution, +2 Intelligence, +2 free boost to any ability score, -2 Wisdom *** Thanks to the events of the ''Ironfang Invasion'' [[Adventure Path]], hobgoblins have been elevated into a full society within the mountains of the Nirmanthas region. The heroes of the Adventure Path canonically managed to talk down the invading warlord into ending her continental conquest. However, General Azaersi decided to maintain her claim over the region and establish the hobgoblin nation of Oprak. The residents of Nirmanthas and its neighbor, Nidal, are cautiously optimistic that their new hobgoblins neighbors would make great allies, though some believe they are just biding their time and strength, ready to begin ''Ironfang Invasion 2: Electric Boogaloo''. In the meantime, hobgoblins continue to grow stronger, fiercer, and more militant under the general's rule. Hobgoblin feats are small in number at the time of this writing, focusing on supporting their allies or stacking debuffs on foes. They can be quite powerful, if you play your cards right. Your options for heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Elfbane Hobgoblin''': Your lineage were bred to be weapons against the elves. You gain the ''Resist Elf Magic'' reaction, letting you gain a +1 bonus towards your saving throws against magical effects, +2 if it is an arcane spell. *'''Runtboss Hobgoblin''': You are used to ordering around goblins. You automatically gained the ability to Coerce multiple creatures, and any successful attempt to Coerce goblins will crit-succeed. You also cannot crit-fail such a check. *'''Shortshanks Hobgoblin''': Introduced in ''Lost Omens Ancestry Guide''. You have cartoonishly big shoulders and comically tiny legs. You get the Ride skill feat (Moving while on an animal is pretty much automatic) on top of not being flat-footed while climbing. *'''Smokeworker Hobgoblin''': Smoke and fire means little to you and your family. You gain fire damage resistance equal to half your level and you can always target creatures concealed behind smoke. *'''Steelskin Hobgoblin''': Introduced in ''Lost Omens Ancestry Guide''. Your skin is quite tough and calloused. You have an easier time recovering from any manner of persistent physical damage. *'''Warmarch Hobgoblin''': Your family never knew the difference between civilian life and military life, always being on the move. You can always find some kind of food in the wilderness as long as you don't crit-fail your Subsist check, and you can Hustle twice as long without tiring. *'''Warrenbred Hobgoblin''': Your family lived underground for generations, adapting for such a life. You can Seek undetected creatures in a 30ft area over a 15ft area using your ears, as long as you are underground. You also crit-succeed all successful Squeeze checks using your Acrobatics. </div></div> *'''[[Leshy| Leshies]]''' ** 8 HP, Small sized +2 Constitution, +2 Wisdom, +2 free boost to any ability score, -2 Intelligence *** Grown by a druid's love, care, and vehement rage against those that despoil nature, leshies are back in action! It appears that quite a few different types of leshies have followed suit with the vine leshies in gaining free will and independence. *** Their feat list, at the time of this writing, are as small as they are, being one of the few races to not get a full ancestry feat list. Still, they have some rather unique feats fitting for their plant-like bodies, such as increasing the range of all two-handed weapons by making their arms into vine-like whips, using their leaves to glide through the air, disguising themselves as ordinary houseplants, or performing photosynthesis to heal. *** Not every form of leshy is playable, given that they are still a borderline [[construct]] tasked with serving their druidic creators, but those with enough of a free will can choose to be: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Cactus Leshy''': Introduced in ''Lost Omens Ancestry Guide''. You're as prickly as a cactus. Your unarmed attacks are now a bit more dangerous on account of your thorns. *'''Fungus Leshy''': You are certainly a fun guy. Your mushroom-like senses grant you darkvision. *'''Fruit Leshy''': Introduced in ''Lost Omens Ancestry Guide''. Your deliciousness is now very apparent. Once per day you grow a special fruit that heals about as much as casting heal at your level. *'''Gourd Leshy''': You abide to that intelligence penalty and literally lack a brain. You have better uses for the space betwixt your ears (or lack thereof). You can store up to 1 Bulk worth of items within your head, making it more difficult to snatch from you. You can also draw and use an item in the same action, if it was the only thing inside your head. *'''Leaf Leshy''': Born from leaves, your body is incredibly light. No matter how far you fall, your will never take any falling damage. *'''Lotus Leshy''': Introduced in ''Lost Omens Ancestry Guide''. You can float on water, though it requires an Acrobatics check to walk on a moving body of water like a river. *'''Root Leshy''': Introduced in ''Lost Omens Ancestry Guide''. You're much more in touch with the earth. You now have 10 racial HP and are slightly harder to knock over or shove. *'''Seaweed Leshy''': Introduced in ''Lost Omens Ancestry Guide''. You're amphibious now, given a swimming speed but at the cost of a slower walk speed. *'''Vine Leshy''': Your vines let you clamber up any surface with little challenge. You require no hands to Climb, and you always get a crit-success whenever you successfully pass an Athletics check to Climb. </div></div> *'''[[Lizardfolk]]''' **8 HP, Medium sized, +2 Strength, +2 Wisdom, +2 free boost to any ability score, -2 Intelligence *** The lizardfolk are still the highly traditional reptilians seen in first edition. *** Like leshies, their feat list is small and incomplete at the time of this writing. What they do get is plenty of feats that make use of their brutish strength and natural weapons, getting deadly claw, jaw, and tail strikes. They also gain a few feats that makes traversal like swimming and climbing easier. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Cliffscale Lizardfolk''': You have sticky pads on the soles of your feet that makes climbing up any surface easier. You can fight easier while climbing, and as long as you lack footwear, you can climb without using your hands. Anytime you successfully roll an Athletics check to Climb, you automatically crit-succeed. *'''Cloudleaper Lizardfolk''': Introduced in ''Lost Omens Ancestry Guide''. You have flaps of skin on the sides of your body that make you more like a glider. As long as you have the room, you can never suffer falling damage. *'''Frilled Lizardfolk''': You have spiny dorsal fins around your neck that you can flare up to intimidate anyone wondering how the hell you don't cut yourself with 'em. If your opponent can see you, you can Demoralize without speaking. You also gain a 2-action activity that lets you channel your inner [[JoJo's Bizarre Adventure| JoJo villain]] and walk towards anyone menacingly, giving them Frightened 2 over Frightened 1. *'''Sandstrider Lizardfolk''': You got thick scales that reflect the sun's oppressive rays, granting you fire damage resistance equal to half your level, hot environmental protection, and the ability to 10 times as long without food or drink. However, cold weather hurts you more, treating any cold environment as one level more extreme than normal. *'''Unseen Lizardfolk''': You got chameleon skin. You can spend an action to blend in with an environment that matches your skin color, granting you +2 to Stealth checks. You can also spend an hour to completely change your skin color. *'''Wetlander Lizardfolk''': You and your family always lived in places like swamps, marshes, rivers, and other bodies of waters. You gain a 15ft swim speed. *'''Woodstalker Lizardfolk''': Introduced in ''Lost Omens Ancestry Guide''. You are one with the woods. You can hide behind any forest or jungle terrain. You also gain the Terrain Stalker skill feat (You can hide in the underbrush and sneak without issue). </div></div> =====Lost Omens Ancestry Guide===== *'''[[Android]]s''' **8 HP, Medium sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Charisma *** Remain mostly untouched, though they lose their immunity to emotion-based effects and have their immunities to disease and poison degraded to just slightly better saving throws to resist them. *** Many of their feats utilize their nanites (including bringing back the Nanite Surge feature that 1E androids had to lug around). Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Artisan Android''': You are a skilled crafter. You gain training in Crafting the Specialty Crafting skill feat (A bonus to crafting a specific type of item). *'''Impersonator Android''': You're a [[Fallout|Synth who can pass themselves off as just a normal joe]]. You can easily impersonate a normal person and trick people into thinking the same, though you can't try and impersonate other people so easily. *'''Laborer Android''': You are a bot of burden. You gain training in Athletics and the Hefty Hauler skill feat (You can carry more stuff. Woo~). *'''Polyglot Android''': Your memory banks understand languages easily. You start off with two more languages and getting the Multilingual feat lets you learn three additional languages each time. *'''Warrior Android''': You're a droid built for war. You are proficient in all simple and martial weapons. </div></div> *'''[[Gillman|Azarketi]]''' **8 HP, Medium sized, +2 Constitution, +2 Charisma, +2 free boost to any ability score, -2 Wisdom *** Essentially rebranded [[Aventi|Gillmen]]. They are the descendants of the Azlanti empire, mutated into being fish-men by [[algollthu|algollthus]]. This makes them into partially amphibious humanoids, meaning they need to get wet once at least every 24 hours. Funnily enough, the Azarketi wasn't supposed to be introduced in the ''Ancestry Guide'', instead being introduced in ''Absalom, City of Lost Omens''. However, that splat got indefinitely delayed, forcing Paizo to release them as part of a web supplement that came with the Ancestry Guide. *** Many of their feats either tie into their past with algollthus or their unparalleled skills in water. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Ancient Scale Azarketi''': You are so used to the darkness of the depths that you can see perfectly fine in the darkness. As a side-perk, you are also bioluminescent. *'''Benthic Azarketi''': You are resistant to the chills of the deep. You gain a resistance to cold damage and can descend to the deep seas without issue. *'''Inured Azarketi''': You've adjusted to the polluted waters. You gain resistance to poison damage and can last on land for longer. *'''Mistbreath Azarketi''': You are capable of living without ever needing to swim. You no longer need to dive under water in order to survive, being fine just with a mere misting or wiping. This allows you to walk faster, but your swimming speed suffers. *'''Murkeyed Azarketi''': You have lived in muddy waters, so you can see through poor light. You can notice hidden things more easily. *'''River Azarketi''': Your have lived in a river rather than the depths. Any time you use Athletics to swim in a river, any success you roll becomes a crit success. *'''Spined Azarketi''': You have poisonous spines you can shoot out of your body. *'''Tactile Azarketi''': You have some manner of detecting the current well, like feelers or really sensitive skin. You gain a sort of blindsense using ocean waves and can easily sense your way in the water. *'''Thalassic Azarketi''': You are a warrior, capable of fighting in the depths. You have the Underwater Marauder skill feat (You can use slashing and bludgeoning weapons underwater without penalty) and can throw piercing ranged weapons without any issue. </div></div> *'''[[Fetchling]]s''' **8 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score *** Remain the same edgy darkfolk with feats focusing on how they want to bend the darkness. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Bright Fetchling''': You're actually more of a flashlight than a shadow-boi. You gain the light and dancing light cantrips and can emit a dim light from your own body. *'''Deep Fetchling''': You are most accustomed to the biting chills of the dark. You gain a resistance to cold damage. *'''Liminal Fetchling''': Your ties to the shadow and ethereal planes let you sense the unseen more quickly. *'''Resolute Fetchling''': You are accustomed to the horrors of the dark. Whenever you pass a save against an emotion effect, it counts as a critical success. *'''Wisp Fetchling''': You're actually more insubstantial than most. Not only are you small sized, but you are trained in Acrobatics (with a bonus for sliding through things) and gain the Quick Squeeze Squeeze skill feat (You can move more quickly when squeezing past). </div></div> *'''[[Fleshwarps]]''' **10 HP, Medium sized, +2 Constitution, +2 free boost to any ability score *** A catch-all term for any manner of folk afflicted by horrible things, twisted into abominations. *** Your various feats include ways to weaponize your affliction. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Created Fleshwarp''': You're Frankenstein's Monster. You are immune to starvation and can resist poison more easily. *'''Mutated Fleshwarp''': Your mutation was brought about by wild magic, like the mana wastes. You can recover from persistent bleed more easily as a result. *'''Shapewrought Fleshwarp''': Your transformation was particularly excruciating, as you were awake and aware for every second of it. As a result, you gain resistant to mental damage. *'''Technological Fleshwarp''': A fancy way of saying you're a cyborg with a partly-cybernetic brain. When you pass a save against emotion effects, it counts as a critical success. </div></div> *'''[[Kitsune]]s''' **8 HP, Medium sized, +2 Charisma, +2 free boost to any ability score *** Kitsune start off with their ability to transform into a more humanoid form or a fox form, depending on your heritage (by default, a humanoid form based off an existing ancestry, in case you use a Versatile Heritage or Paizo forgets to print one...). *** They have a rather shallow pool of feats, focusing chiefly on either their magical nature or their shapeshifting. **** The multi-tail shenanigans isn't a feat this time, instead of giving them more tails based on their highest level spell slot, highest level cantrip, or the number of Ancestry Feats they get, up to nine. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Celestial Envoy Kitsune''': You have a stronger bond to the gods. You have a special reaction that improve resistance against divine effects. *'''Dark Fields Kitsune''': Your form is unsettling, capable of terrifying with a mere glance and then feeding off that fear for THP. You do not have a humanoid form, instead opting to turn into a fox. *'''Earthly Wilds Kitsune''': You can bite! Yeah, that's it. Also, because you're more in touch with your inner animal, you can only turn into a fox. *'''Empty Sky Kitsune''': You have a better bond to the magic than most. You gain the Kitsune Spell Familiarity race feat (gain a cantrip). *'''Frozen Winds Kitsune''': You are used to the cold. You gain resistance to cold damage and are less affected by cold weather. </div></div> *'''[[Sprite]]''' **6 HP. Tiny sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Strength *** By default, all attacks are magical, which might help ease the financial burden of buying magical weapons for a bit. *** Are like gnomes in that they're distant descendants from their forebears in the First World. As a result, these sprites lack wings...until you invest in the feat chain necessary to make that flight last as long as you wish. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Draxie''': You're something akin to a faerie dragon. You gain telepathy, but it only works with whoever you touch. *'''Grig''': You are Jiminiy Cricket. You have a bonus for doing long jumps and have ghost sound as an innate cantrip. *'''Luminous Sprite''': You are a living torch. Way to take one for the team. *'''Melixie''': You're apparently able to talk to bugs and arachnids (and other arthropods) like people. *'''Nyktera''': You're essentially a tiny bat. You gain improved hearing and have an exclusive feat made for talking to bats. *'''[[Pixie]]''': You're a little bigger than most sprites, being Small instead of Tiny. </div></div> *'''[[Strix]]''' **8 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score *** Have their human-hating nature be the result of their hate for what old Cheliax had done to them. *** Those wings do not help with flying...without investing in a feat chain, with the slight benefit of getting flight earlier than other flight-based feat chains. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Nightglider Strix''': You are totally nocturnal. You get darkvision. *'''Predator Strix''': You have a 1d4 claw attack. *'''Scavenger Strix''': Name says it all. You get training in Survival (plus a minor bonus for surviving off the land) and the Forager Skill Feat (you can get more food for folks). *'''Shoreline Strix''': Your parents may have been seagulls. You have training in Athletics and the Underwater Marauder skill feat (You can use slashing and bludgeoning weapons underwater without penalty). *'''Songbird Strix''': You are secretly a canary. You have an easier time impersonating voices and singing. </div></div> =====Lost Omens: [[Golarion#Mwangi_Expanse|Mwangi Expanse]]===== *'''[[Anadi]]''' **8 HP, Medium sized, +2 Dexterity, +2 Wisdom, -2 Constitution, +2 free boost to any ability score *** A strange race of sentient spiders that hide around the Mwangi Expanse. *** They shape-shift because people are kinda creeped out at the idea of talking spiders and they managed to make a spell that's pretty much common knowledge among them. *** Several feats focus on either being a spider or your magical heritage. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Adaptive Anandi''': You managed to get your shape-shifting magic to turn you into some other humanoid race. As such, you get the Adopted Ancestry feat for this particular race. *'''Polychromatic Anandi''': Your fur is a weird and eyecatching hue that wouldn't look off in a [[Slaanesh]]i band. You gain training in Performance and the Impressive Performance skill feat. *'''Snaring Anandi''': Your true form's fangs have a special sort of curvature to them. As a spider, your bites have the Grapple and Trip traits. *'''Spindly Anandi''': You have particularly long limbs, improving your speed to 30 feet. *'''Venomous Anandi''': Name on the label. You gain a few daily uses of this venom that coats your fangs and deals extra poison damage on a hit. </div></div> *'''Conrasu''' **10 HP, Medium sized, +2 Constitution, +2 Wisdom, -2 Charisma, +2 free boost to any ability score *** Unlike things like [[Warforged]], these are shards of some cosmic consciousness coalesced into a physical shell and personality. They form wooden shells that are specially formed to their particular needs. *** Have the ability to heal themselves a bit when in sunlight. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Rite of Invocation Conrasu:''' You augmented your shell with magic. You gain one arcane or occult cantrip to cast at-will. *'''Rite of Knowing Conrasu''': Your ties to [[Axis]] are stronger than most. You gain a special action that helps improve your successes with recalling information. *'''Rite of Light Conrasu''': Your shell is particularly abundant with light. You can hare the healing you gain from sunlight with an ally. *'''Rite of Passage Conrasu''': Your shell is well-connected to the plants it is made from. You are immune to difficult terrain caused from undergrowth and are better at keeping balance in the forest. *'''Rite of Reinforcement Conrasu''': Your shell has hardened to the point that it's better than even most armor. This makes your shell into a built-in form of medium plate armor that can't be removed, but you can improve like regular armor and you can still sleep in it. </div></div> *'''Goloma''' **8 HP, Medium sized, +2 Wisdom, +2 free boost to any ability score *** Bizarre beast-like humanoids that look like they're wearing multi-eyed masks. Due to some ancient traumas, they believe themselves to be some sort of valuable prey and thus adopt personas to become more dangerous than they may be. *** Have two sets of eyes for twice the spotting. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Farsight Goloma''': Your vision is augmented. You get darkvision. *'''Frightful Goloma''': Your appearance is quite disarming. You get training in Intimidation and the Intimidating Glare skill feat. *'''Insightful Goloma''': You're more perceptive than most in social situations. You have an easier time spotting lies and social cues. *'''Vicious Goloma''': Your hands have sharpened into dangerous claws. These claws can be used as unarmed attacks. *'''Vigilant Goloma''': You have become more vigilant of any magical traps. You gain Detect Magic as an at-will cantrip as well as improved chances to spot magical traps. </div></div> *'''[[Gnoll]]''' **8 HP, Medium sized, +2 Strength, +2 Intelligence, -2 Wisdom, +2 free boost to any ability score *** Rather than being a singular race of murderfucking hyena-men like prior lore, there is a subspecies of gnolls called "Kholo" who live in the Mwangi Expanse. These Kholo aren't nearly as insane, being more a race of pragmatic savages who wish to be left alone. *** Remain otherwise ruthless to an extreme, seeing things like honor and chivalry as pointless. They also [[Kroot|ritualistically devour their fallen ancestors and worthy foes in hopes of absorbing their traits]] and using their bones to make weapons. *** Have lowlight vision and their bite attack by default <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Ant Gnoll''': You look like an aardwolf rather than any of the larger hyena species, being Small-sized rather than Medium. You get training in Deception and a bonus in using Deception to feign innocence, discerning lies, and using Deception as initiative. *'''Great Gnoll''': You're much bigger and bulkier than others of your lot. Your racial HP is increased to 10 and gain a bonus to trip or shove your adversaries. *'''Sweetbreath Gnoll''': Your breath smells oddly pleasant, making others more willing to listen to you. You gain training in Diplomacy and gain an advantage to such checks when others can smell your breath. *'''Witch Gnoll''': You are a strange one who knows how to make unsettling sounds. You can cast Ghost Sound as an innate cantrip and gain an advantage to deceive your foes using your voice. </div></div> *'''Shisk''' **8 HP, Medium sized, +2 Intelligence, +2 free boost to any ability score *** Look more like humans that have porcupine quills growing out of their bodies. That said, it requires certain feats for these quills to be actually deadly. *** Have darksight by default because of their subterranean lifestyles. **** Also thanks to their rather tribal lifestyles, they're rather cagey about what they share with others. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Lorekeeper Shisk''': You are known for your particular knowledge. You gain proficiency in Lore and one other Intelligence or Wisdom-based skill and improve the proficiency in that skill at level 5. *'''Quillcoat Shisk''': Your quills are particularly nasty, able to catch onto an attacking enemy and break off on them for retaliatory damage. *'''Spellkeeper Shisk''': You are better known for your magical knowledge. You gain one occult or primal cantrip to cast at-will. *'''Stonestep Shisk''': You're quite good on your feet thanks to your cave-dwelling lifestyle. You ignore difficult terrain made by naturally-formed rubble. *'''Stronggut Shisk''': Your metabolism is particularly slow. You don't even need to eat for a week before you begin to starve while poisons take longer to set in. </div></div> =====Lost Omens: Grand Bazaar===== *'''Poppet''' ** 6 HP, Small sized, +2 Constitution, +2 Charisma, -2 Dexterity, +2 free boost to any ability score *** Pinocchio or Winnie the Pooh, as a species. Poppets are magically animated constructs designed to perform minor tasks, and sometimes one gains sentience and becomes an adventurer<ref>''"'Oh bother', said Winnie the Rogue, as he leapt onto the Ogre's back in order to stab it..."''</ref>. *** Fragile looking, vulnerable to flame, still need to eat and drink. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Ghost Poppet''': Animated by a bit of life force and soul from a normal person, usually at the moment of death. Resists Negative Energy. *'''Stuffed Poppet''': You lack anything inside your skin but stuffing. Takes no fall damage, no matter how far they fall, and gain access to a feat ("Nothing but Fluff") that gives you resistance to precision damage. *'''Toy Poppet''': See that "Small" size up there? Replace it with ''Tiny'', with all that implies. *'''Windup Poppet''': As long as you're wound, you don't need to eat. (Still need air and sleep, though.) *'''Wishborn Poppet''': ''When you wish upon a star...'' If you roll a success on a emotion or fear effect, get a crit instead. </div></div> =====Lost Omens: Impossible Lands===== *'''[[Ghoran]]''' **8 HP, Medium sized, +2 Constitution, +2 free boost to any ability score ***As with the Leshies, the Ghorans are plantfolk who don't need to eat, instead subsisting on sunlight for photosynthesis. *** Originally, they were the result of a druid trying to make a super-adaptable plant and succeeding so hard that the plants eventually evolved into sentient lifeforms. Each one houses a soul that dates back much further, which some can tap into for some extra knowledge using feats. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Ancient Ash Ghoran''': You have a stronger link to your past lives, providing a bonus trained skill that becomes Expert as you level up. *'''Enchanting Lily Ghoran''': You actually smell very nice for a humanoid planty. You're not only trained in Diplomacy but you also get a bonus when talking to people who can smell you. *'''Strong Oak Ghoran''': You're more tree-man than plant-man. Because of this, you're harder to grab and harder to knock down by tripping. *'''Thorned Rose Ghoran''': Roses, thorns, you get the gist. You get a daily special reaction that can make an enemy that hits you scratch themselves on your thorns, dealing ongoing bleed damage. </div></div> *'''[[Kashirishi]]''' **8 HP, Small sized, +2 Constitution, +2 free boost to any ability score ***Surprisingly, a wholly new race of empathic humanoid rhinos that are as small as halflings. Sadly, those horns aren't very dangerous, being more useful as personal lanterns as they're made with crystals rather than ivory. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Athamasi Kashrishi''': For some reason, you have a second set of vestigial arms. While you can't grab anything, they can help with climbing while your hands can do other things. *'''Lethoci Kashrishi''': Your society is more coastal, frequently used to swimming in the ocean. You gain a bonus on Athletics checks for swimming and can't critfail swimming checks. *'''Nascent Kashrishi''': Surprisingly, these are a less developed sort of psychic rhino-man, but it provides its own sort of potential. This provides you with a bonus ancestry feat. *'''Trogloshi Kashrishi''': Your body actually has more luminescent patterns in addition to your horn. You get the Crystal Luminescence feat, which makes your horn glow brighter, especially when casting spells. You can take this feat again to become more of a lighthouse and make turning the light on/off a free action. *'''Xyloshi Kashrishi''': Contrary to most, your horn is actually capable of being used as a natural weapon, dealing 1d6 piercing damage with Finesse. </div></div> *'''[[Nagaji]]''' **10 HP, Medium sized, +2 Strength, +2 free boost to any ability score ***Your bite is a d6 piercing natural weapon. ***While the Nagaji are returning from last edition, the Naga-descended people actually got way more variety to their shapes. They're now capable of being more than just scaly snakemen, they can even look more like [[lamia]]s. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Hooded Nagaji''': Your head is that of a cobra. This means that you now gain a short-ranged venom spit attack that deals 1d4 poison damage and deals ongoing damage on a crit. *'''Sacred Nagaji''': The aforementioned Lamia-like species, considered uplifted snakes rather than crafted by Nagas. You can't bite people, but you can instead slap people with your tail, dealing 1d6 bludgeoning damage and becoming harder to trip or grab. *'''Titan Nagaji''': You are literally built different, swoler than fuck. Your scales now act as a natural suit of armor that you can't remove, but it will be an issue if you try making a class that doesn't value Strength to some degree. *'''Venomshield Nagaji''': Snakes naturally develop a resistance to their own venom, so why can't you? This grants a resistance to poison damage and a bonus to resist any poison. *'''Whipfang Nagaji''': You have a freakishly long neck. You can use this neck to your advantage by spending an action to extend the range of your bite attack. </div></div> *'''[[Vanara]]''' **6 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score ***The monkey-men return, complete with a prehensile tail they can use almost like a third hand. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Bandaage Vanara''': The most common sort of Vanara, this clan has spread their influence quite wide and have adapted to life in civilization. You suffer no penalties from being in a crowd. *'''Lahkgyan Vanara''': Though created in the monkey-god's image, they are very ruthless rather than tricksy. You gain a 1d6 bite attack. *'''Ragdyan Vanara''': The eldest of the heritages, tracing back to the origins of the Vanaras, you value stories and tradition more than others. You can cast one harmless divine cantrip as an innate spell. *'''Wajaghand Vanara''': The descendants of Vanaras once enslaved by a Rakshasa, leaving scars that have persisted generations. You gain extra resistance to spells and powers that tamper with emotions. </div></div> *'''[[Vishkanya]]''' **6 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score ***Far more humanlike than the Nagaji, but their spit and blood contain very potent venoms that they can use on their own weapons. Through various ancestry feats, you can make this venom even more powerful and more crippling. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Elusive Vishkanya''': You are a lot more slippery than others in a literal sense. You get a bonus to escape and can move faster when squeezing in tight spaces. *'''Keen-Venom Vishkanya''': Through some keen work, you are capable of using your venom on a weapon as you draw it. *'''Old-Blood Vishkanya''': The eldest of the heritages, tracing back to immigrants who sought to reclaim Jamelray. You're trained in Diplomacy and get either the Streetwise or Courtly Graces skill feat. *'''Prismatic Vishkanya''': Your scales are actually quite shiny and sparkly. You are not only proficient in Performance, but you also get the Fascinating Performance feat. *'''Scalekeeper Vishkanya''': Your skills lie in book-keeping and history. This gives you the ability to recall knowledge for free once per day. *'''Venom-Resistant Vishkanya''': While your innards contain venom, you also have plenty of antivenoms. You not only get resistance to poison, but your saves against poisons also decrease the severity of it even faster. </div></div> </div></div> ====Extinction Curse==== *'''[[Shoonie]]s''' **6 HP, Small sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score, -2 Constitution ***The first of the brand-new races to Pathfinder Second Edition, Shoonies were added to the game in the third book of the ''Extinction Curse'' [[Adventure Path]]. Pug-like dogfolk living within the Isle of Kortos, they are a pacifistic, kindhearted people that believe no one is beyond redemption or second chances (even if the low base HP and Constitution penalty makes them a little unsuited for <s>Paladin</s>Champion builds). This doesn't stop the few that suffer a personal offense or that threatens their people's peaceful life from becoming adventurers. Shoony feats are few in number and not all that powerful, focusing on traversal and navigating through and around opponents, but they are one of the few playable races of the time of this writing that are able to gain a burrowing speed with them! The heritage options they have are the following: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Bloodhound Shoony''': Your family's stout snouts not only are able to block out foul stenches, but they can ascertain specific threats that their other senses cannot pick up. They gain the ''imprecise scent'' sense with a range of 30ft, and gain a +2 to any Survival check to Track those they have smelled before. *'''Fishseeker Shoony''': Years of patient, calming fishing has honed your reflexes. Any time you successfully Grab An Edge, you crit-success the check. Any time you would crit-fail such a check, you only fail to, so you don't have to test if shoonies lack collarbones like real dogs. Also, anytime someone fails to Disarm you, you cause them to crit-fail their check! *'''Paddler Shoony''': Your kin never found much issue living the swamp life. You ignore difficult terrain and greater difficult terrain regarding bogs, and you crit-succeed any successful Swim check. *'''Thickcoat Shoony''': Despite most shoonies living in humid marshes and isles, your family was somehow living up north. You have a much thicker coat of fur that grants you cold damage resistance equal to half your level, you resist freezing environments down one stage, and you can always target creatures concealed only by snow. However, heat-based environments are one level more extreme to you than normal.</div> </div> ====Advanced Player's Guide==== *'''[[Catfolk]]''' **8 HP, Medium sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score, -2 Wisdom ***The felines have returned to the play space, and the [[Furry|furries rejoiced.]] Lithe, wild, somewhat matriarchal, and always like to satiate their curiosity, the amurrans of Golarion are still out and about the place. Their feats focus heavily on improving their movement and manipulating rolls to avoid worst-case scenarios, including the ability to use their reaction to instantly revive a comrade from being knocked out at Level 13. Your pick of the heritage litter includes: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Clawed Catfolk''': Your family always had deadly claws, capable of gouging out eyes and leaving nasty wounds. You gain a 1d6 claw strike. *'''Flexible Catfolk''': Introduced in ''Lost Omens Ancestry Guide''. You have the catlike trait of squeezing out of tight spots. As long as you don't need to squeeze, you don't count tight spots as difficult terrain. You also gain a bonus to slip out of binds. *'''Hunting Catfolk''': You're a natural predator. Stalking your prey comes easy to you. You have a 30ft ''imprecise scent'' using your sense of smell. You also have +2 to any Survival check made to Track your prey that you've smelt before. *'''Jungle Catfolk''': Your kin is closer to panthers and jaguars than just the regular, ol' pussy-cat. You ignore difficult undergrowth terrain, and treat greater difficult undergrowth terrain as just difficult terrain. *'''Liminal Catfolk''': Introduced in ''Lost Omens Ancestry Guide''. You might be related to the Cheshire Cat. You know Detect Magic as an innate spell and have an easier time identifying certain beings from beyond the material plane. *'''Nine Lives Catfolk''': Great misfortune always seemed to evade or be mitigated with your family, being able to come back from any life-threatening disaster. Whenever you would be KO'd by a critical hit, you only go down to Dying 1, instead of Dying 2. *'''Sharp-Eared Catfolk''': Introduced in ''Lost Omens Ancestry Guide''. You can pick up noises far more easily, helping you pick out hidden creatures a little faster. *'''Winter Catfolk''': A thick coat of fur guards you from the cold, granting you cold damage resistance equal to half your level, and you treat every cold environmental effect as one step less extreme than normal. Not too thick, else heat might be an issue for you... </div></div> *'''[[Kobold]]s''' **6 HP, Small sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score, -2 Constitution ***Everyone's favorite scrappy, overconfident, dragon-loving cannon-fodder returns in the APG. While the intervening years between first and second edition hasn't altered them too much society-wise, they have changed quite a bit appearance-wise. They have wider, flatter heads, more pronounced horns, and a thicker frame, giving them a more reptilian appearance fitting for their dragon-descended claims. Feat-wise, they have a rather short list, but there are some quite useful effects focusing on their innate ability to breathe the elements like their dragon patron, excel in their trap-making abilities, or...to a take a page out of the [[5E]] Kobold playbook and cry, whine, and cringe to negate critical damage or Feint... At least that last bit is optional and they don't have sun sensitivity, unlike their brethren from the [[Wizards of the Coast| coast]]. Their heritages are the following: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Cavern Kobold''': Your family's home was as tight and compact as the egg you hatched from. You can move half your Speed whenever you successfully Climb rock walls and other stone terrain, and your full speed if you crit-succeed the check. You also crit-success all successful Squeeze checks. *'''Draconic Sycophant''': Introduced in the ''Lost Omens Ancestry Guide''. You are a skilled climber. You get the Combat Climber skill feat (You can fight while climbing and don't count as being flat-footed). In particular, you can use your tail for climbing and wield weapons with both hands. In addition, any time you pass an Athletics check for climbing, you count it as a critical success. *'''Dragonscaled Kobold''': While all kobolds have scale colors equal to their draconic exemplar, your scales are far closer to them in color and elemental protection. You gain resistance equal to half your level of your draconic exemplar's damage type, and you double the resistance against dragon's Breath Weapon strikes. *'''Spellscale Kobold''': You can tap into your latent draconic magics. You gain an arcane cantrip. *'''Strongjaw Kobold''': You have a vicious set of chompers, coming from your mother, father, or both! You gain a 1d6 jaw attack. *'''Tunnelflood Kobold''': Introduced in ''Lost Omens Ancestry Guide''. Your warren was frequently flooded. You gain a swim speed. *'''Venomtail Kobold''': Your tail is tipped with a spur, filled with a deadly venom. You can, once a day, spend one action coat any piercing or slashing weapon with it to deal persistent poison damage equal to your level against your opponent, should you land your next blow. </div></div> *'''[[Orc]]s''' **10 HP, Medium sized, +2 Strength, +2 free boost to any ability score ***The green-skinned boys are back in town! Ferocious, brutish, and undying, the orcs come swinging with a vicious, full-sized feat list. The APG sidesteps a lot of their more "violent" tendencies of pillaging and "conception" of half-orcs, preferring to focus on their glory-seeking, honesty and unbreakable loyalty to those they see as equals or treat them nicely. They are a society looking to surpass their shitty upbringings, wanting to move on from their long history of conflict.... by way of conflict. Their feat list focuses a lot on resisting magic, improving their deadly strength, or finding new and exciting ways to ''refuse to die''. This also helps half-orcs tremendously, who started with a comparatively small list of feats they could take, in comparison to half-elves. One of the few niceties orcs have ever given to their illegitimate kin. Their list of heritages have: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Badlands Orc''': Your homeland was as equally as harsh and inhospitable as you are. You can Hustle without tiring for twice as long than normal, and you gain environmental heat resistance, dropping it down one level. *'''Battle-Ready Orc''': Introduced in the ''Lost Omens Ancestry Guide''. Your countenance is particularly frightening. You are trained in Intimidation and have the Intimidating Glare skill feat (You can scare folks with just your eyes alone). *'''Deep Orc''': Your red eyes and calloused hands are proof that the cavernous depths have fostered your family. You gain two skill feats, one that grants +1 to Survival checks while you are underground, the other letting you fight while climbing easier. *'''Grave Orc''': Introduced in ''Lost Omens Ancestry Guide''. You were exposed to necromantic energies that didn't quite kill you, even though it should have. You gain resistance to negative energy damage and a bonus to saves against necromancy. *'''Hold-Scarred Orc''': Your family has a longstanding tradition of ritually scarring or tattooing themselves. You gain 12 base HP from your ancestry, not 10, and you gain a general feat that increases the Dying value threshold to 5, instead of 4. *'''Rainfall Orc''': Growing up in the flooding rain forests have given you a literally sink-or-swim mentality. You have a +2 bonus to Athletics checks requiring you to Swim or Climb, and a +1 bonus to saving throws against diseases. *'''Winter Orc''': Introduced in ''Lost Omens Ancestry Guide''. Another generic winter-theme. You gain resistance to cold damage and treat cold weather as one degree lesser. </div></div> *'''[[Ratfolk]]''' **6 HP, Small sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Strength ***Diligent, communal, and insightful, the ratfolk return, continuing to fight against the stereotypes and discriminatory actions of the other natives of Golarion, hoping to break the not-[[Skaven]] or other monstrous outlooks most have of them. With their large families and discerning natures, they prefer to keep to themselves. As a nod to [[Starfinder]], Paizo has officially [[Retcon| retconned]] the ratfolk into [[Ysoki]], even given them their ability to store small objects into their cheek pouches as a feat! Speaking of which, their racial feats aren't all that useful, mostly focusing on their hoarding tendencies, navigation, minor improvements to their crafting skills, or just improving their cheek pouch storage size. Their heritages are: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Deep Rat''': Your family dug their homes deeper than any other rat you know. You gain darkvision. *'''Desert Rat''': Arid lands and desert sandscapes meant nothing to your kin or you. You can scamper on all-fours, increasing your movement Speed to 30ft, as well as treating environmental hazards based on heat as one degree less severe. Though cold weather is one degree more... *'''Longsnout Rat''': Your sniffer is longer and stronger than most other rats. You gain a 30ft radius to your sense of smell to find creatures, and a +2 circumstance bonus to any Seek check. *'''Sewer Rat''': Surviving on garbage came natural to your family, giving you an iron stomach and hardy blood. You gain an immunity to the filth fever disease, as well as the ability to recover quicker from successful poison or disease saving throws, decreasing their Stage by 2 instead of 1 on a success, and 3 instead of 2 on a crit-success. *'''Shadow Rat''': Your dark fur and dour attitude frightens the local fauna. You become Trained in Intimidation, and you can Coerce animals. You can also Demoralize any animal without a penalty for not sharing their language. However, all animals treat you with disrespect in kind, decreasing their default attitude towards you down one stage. This can be a little problematic for any nature-based campaign, as you piss off every species of wild beast within the immediate area into attacking you just by ''existing''. *'''Snow Rat''': Introduced in ''Lost Omens Ancestry Guide''. You are a very fluffy rodent. You get a resistance to cold damage and treat cold weather as one step less dangerous. *'''Tunnel Rat''': Introduced in ''Lost Omens Ancestry Guide''. You're quite used to tight places. You have the Quick Squeeze skill feat (You can move and squeeze through a tight space at the same time) and any tight spots that don't require you to squeeze don't count as difficult terrain. </div></div> *'''[[Tengu]]''' **6 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score ***Your default ability is having a d6 pecking attack. ***The tengu caw there way back into player hands, picking up a lot of new tricks, based around their youkai origins. While they still are scavengers of ill-repute like in first edition, some have became natural "jinx-eaters", able to absorb misfortune, perfect for guiding ships and other mercantile-based trades. Others follow their old, sword-based martial talents, a much easier feat to accomplish thanks to their much more practical stat line for such a calling. Sure, their ancestry feat list isn't too long, but it does have many practical abilities. Such as screwing over any fortune/misfortune effect, growing wings with a fly speed, or even assuming a human-based disguised form that can later evolve into a ''giant [[oni]] monstrosity with Enlarge and Fly as innate spells.'' The tengu are definitely one of the biggest winners of the edition shift so far! Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Dogtooth Tengu''': Your beak also has sharp teeth inside it. Your peck attack has the Deadly d8 feature, making crits more dangerous. *'''Jinxed Tengu''': Curses mean nothing to your family at this point. Any curse or misfortune effect you succeed in turns into a crit-success. And whenever you would suffer the Doomed status, you can make a DC17 flat check to try to reduce the status value by 1. *'''Mountainkeeper Tengu''': Your family has a keen link to the spirits of the realm, thanks to their generations of ascetism and spirituality. You gain the Disrupt Undead cantrip as an innate primal spell, and any other spell you would gain from your heritage or ancestry can be cast as either divine or primal. *'''Skyborn Tengu''': Something about you has gifted you with a lighter frame or even entire (unusable) wings! You take no falling damage, no matter how far you fall. *'''Stormtossed Tengu''': You have a hankering for storm-chasing, or storms had a hankering for you, ever since you were a chick. You gain electricity damage resistance equal to half your Level and you can target any creature concealed by rain or fog without a flat check. *'''Taloned Tengu''': In addition to the tengu standard of their strong beaks, your family always had strong claws! You gain a 1d4 claw strike. *'''Wavediver Tengu''': Introduced in ''Lost Omens Ancestry Guide''. Your particular family is adept at dealing with the waves. You gain a swim speed. You have a special feat that makes getting wet less of an issue. </div></div> ====Guns & Gears==== *'''Automaton''' **8 HP, Medium or Small sized, +2 Strength, +2 free boost to any ability score *** The remnants of an ancient [[magitech]] empire who couldn't build these things fast enough to stop their own collapse due to making so many enemies. *** Rather than the vague origins of [[Warforged]], these guys are explicitly stated to have souls transplanted from human donors - and the effects of being a human in a nigh-immortal shell went as well as you'd expect. *** Have low-light vision because you're a robot. *** Share the Warforged philosophy of being technically living constructs. While immune to sleep or starvation, they can still be healed by normal means and can be affected by many things most constructs would otherwise be able to ignore. *** Have plenty of feats that provide some badass tricks that being a robot gives. However, there are also some later feats that can improve you earlier feats to become even stronger. As an example, one of your feats provides you with built-in medium armor which, if upgraded, gives you a DC 17 check to degrade a critical hit you suffer into a normal hit. One of your capstone feats turns you into a FUCKING MAGICAL CANNON. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Hunter Automata''': For some reason, your appearance is more animalistic than humanoid. This includes being able to move faster when on all fours, but only if your hands are free. You also have ways of being sneaky from a feat. *'''Mage Automaton''': Your chassis has the ability to tap into your core more easily, allowing you to cast more easily. This allows you to cast one arcane cantrip as an innate spell. A later feat lets you also gain a spell slot from this. *'''Sharpshooter Automaton''': Your eyesight and reflexes are among the keenest in the world. You get a special action you can use to reduce the penalties inflicted by shooting beyond a weapon's first range bracket. A later feat turns you into a sort of scrap cannon, letting you shoot out random scrap you picked up throughout the day as a rain of shrapnel. *'''Warrior Automaton''': Your frame is quite bulky, being made for close combat. This gives you an unarmed attack that deals 1d6 damage. A later feat also gives you the chance to piledrive a grappled opponent into the ground. </div></div> ====Book of the Dead==== *'''Skeleton''' **6 HP, Medium sized, +2 Dexterity, +2 Charisma, +2 free boost to any ability score *** The meme is real, you are now the spooky scary skellingtons. *** While you lack any hunger, you still need to collect bones for repairs. *** Have a lot of feats based on disassembly, from merely collapsing into a pile of bones to using your ribs as weapons and rearranging your structure into something akin to an animal. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Compact Skeleton''': You might have once been something like a Halfling or Gnome, meaning that you are Small. You gain the Tight Squeeze skill feat even if you lack the prerequisite skill training and you don't count tight spaces as difficult terrain. *'''Fodder Skeleton''': The most common type of skeleton, raised from a great many different species including humans. Because of how efficiently necromantic energy runs through you, your speed improves to 30 feet. *'''Monstrous Skeleton''': You were raised from the remains of monstrous humanoid creature, if not an actual beast. You gain a unique natural weapon that deals 1d6 damage based on some unique physical trait. *'''Sturdy Skeleton''': Your frame is quite bulky, likely being made from some hardy being like an Orc or Dwarf. Your ancestry gives you 10 HP and you gain the Diehard feat. </div></div> ====Versatile Heritages==== <div class="toccolours mw-collapsible mw-collapsed"> No longer your half-_ will always be part human, now your can tack on any of the following to your [[Original character, do not steal|OC]] by replacing their normal subrace. Technically, the half-elves and half-orcs fit here too. None of them really give you a lot beside access to their feats. In other words: You can now be a Dwarf Dhampir or Elf Tiefling, but you're only getting more feat options and a low-light vision upgrade, compared to other heritages' much more direct (if situational) bonuses. <div class="mw-collapsible-content"> *'''[[Aasimar]]''' ** Most of the tricks remain, though your some of your level 1 feats lock you into either having Angel, Archon or Azata origins. A later feat even lets you call upon one of your forebears as a ritual. *'''[[Aphorite]]''' ** Tied to the plane of Law rather than good or evil. This doesn't allow to take feats to tie yourself to either devils or archons, meaning that your feat list is pretty slim. *'''[[Shifter|Beastkin]]''' ** Rebranded skinwalkers/shifters. Unfortunately, you can't really use some of your more esoteric beastfolk qualities, such as those belonging to birds or sharks (while you can be any animal, down to a T. rex, you don't get their different speeds and senses without some mid-to-late-game feats), and your natural weapon is rather poor. Luckily, you can turn into an animal, gain innate spells, and essentially become permanently large. *'''[[Changeling]]''' ** Altered somewhat from their initial appearance, Changelings are still the offspring of [[Hag]]s. Now they can be of any race and sex, instead of being humanoid and female-only. They still suffer from, women especially, what is known as "''the Call''", the psychic influence from their mothers that is pushing them to join their coven and turn into hags themselves (begs an interesting question about what happens to the men that end up following the Call...). **Their Level 1 subrace feat are split between Brine May, Callow May, Dream May, and Slag May origins, based off the type of hag their mothers are. Later feats provide bonuses like resistance to mental effects, dealing mental damage with your claw strikes, and eventually gaining access to some Hag Magic spells. *'''[[Dhampir]]''' ** Vampires were never really restricted by the base creature, now neither are their hybrid offspring. ** Compared to other versatile heritages, they're rather limited in their racial feat choices. Not a bad thing though, as you get all the important vampire stuff early on. *'''[[Duskwalker]]''' ** Basically a psychopomp-based equivalent to Aasimar and Tieflings. Feat list is very limited, but it might be due to their very specific origin. ''Lost Omens Ancestry Guide'' added a series of feats having you honor and mimic psychopomps around Golarion, such as morrignas, catrinas, and calacas. **Despite the above mentioned feats, the closest you have to some sort of heritage feats are two: one gives you a re-roll on a save that would have otherwise killed you (due to dying from some freak accident like choking on a bone or something) or getting a free strike before going down (as a result of having been deliberately killed and resolving to avoid having another killer get away). *'''[[Ganzi]]''' ** Remain beings tied to the plane of Chaos. Instead of low-light vision, they get resistance equal to half their level against to acid, electricity, or sonic...with the caveat being it's ''randomly picked'' at the start of the day. Chaos indeed... ** Have quite a few feats tied to tail shenanigans like Tieflings. *'''[[Ifrit]]''' ** Remain fire-based, having resistance to fire damage and are less affected by extreme heat. Various feats include more fire-based tricks. ** Have level 1 feats based on the various subraces 1E introduced. *'''[[Oread]]''' ** Lack any sort of native resistance to acid, but have better vision in darkness. Various feats include using earth and steel to reinforce your weapons and armor. *'''[[Doppelganger | Reflection]]''' ** You are the result of something going horribly wrong (or right), being an unnatural duplicate of someone. You get level 1 feats that lock your lineages to being the result of Cloning, a Mirror duplicate, or the result of a polymorph spell gone wrong. ** You gain feats to confuse mental attacks and even yourself about how is the real progenitor with additional powers based on your lineage. ** Have level 1 feats based on the various subraces 1E introduced. *'''[[Suli]]''' ** Remain the element-neutral descendants of genies. Various feats utilize their ties to elemental magic. *'''[[Sylph]]''' ** Lack any sort of native resistance to electricity, but have better vision in darkness. Various feats let you deal with the wind as well as control it. ** Have level 1 feats based on the various subraces 1E introduced. *'''[[Tiefling]]''' ** You get level 1 feats that lock your lineages to devil, daemon or demon as well as a later feat to call upon said forebear. ** A good bit of your feats focus on your more distinct anatomy like a speed boost from hooves, natural weapons and tail trickery. *'''[[Undine]]''' ** Lack any sort of native resistance to cold, but have a minor swim speed. Various feats let you do fun things with water. ** Have level 1 feats based on the various subraces 1E introduced. </div></div>
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