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====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">
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