Quartz sync: Jan 11, 2026, 9:55 PM

This commit is contained in:
Robin Sving 2026-01-11 21:55:09 +01:00
parent a650808758
commit 21672609fe
3838 changed files with 188486 additions and 3463 deletions

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---
name: Bug report
about: Something about Quartz isn't working the way you expect
title: ""
labels: bug
assignees: ""
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots and Source**
If applicable, add screenshots to help explain your problem.
You can help speed up fixing the problem by either
1. providing a simple reproduction
2. linking to your Quartz repository where the problem can be observed
**Desktop (please complete the following information):**
- Quartz Version: [e.g. v4.1.2]
- `node` Version: [e.g. v18.16]
- `npm` version: [e.g. v10.1.0]
- OS: [e.g. iOS]
- Browser [e.g. chrome, safari]
**Additional context**
Add any other context about the problem here.

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---
name: Feature request
about: Suggest an idea or improvement for Quartz
title: ""
labels: enhancement
assignees: ""
---
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.
**Additional context**
Add any other context or screenshots about the feature request here.

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We are more than welcome contributions to Quartz (any type of bugfix, features, proposal, etc.) Most of the maintainers are somewhat the furthest from the "anti-LLM" camp (our professional work encapsulate everything you can think of about LLM).
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@ -20,6 +20,9 @@ Det finns flera effekter av detta
- Han blev alkoholist efter kriget, och levde i Absalom och söp och spelade kort under 4 år
- På grund av den förlust han kände efter deserteringen
# Effekter
Han har just nu [[Cayden Cailean - Minor Boon]], vilket inte är helt till en fördel när man är alkoholist.
# Tidslinje
37 år sedan - född. Desna dog, och en del av hennes ritning fäste sig vid Grimm.

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@ -20,5 +20,3 @@ Bör vara relaterade till hur vi vill påverka världen med våra nya krafter?
- Hur kan vi förinta [[Asmodeus]] så att han aldrig mer är ett hot för någon?
- Hur kan jag rädda [[Desna]] utan att själv dö?
- Vad hände med min mormor?

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Om man gör [[Mechanics/Rules/actions/Ready|Ready]] under två rundor i rad så kan man kasta en 2-action spell istället för bara en single action (*⬻{ .Pathfinder }*). Väldigt dödligt, och från och med nu så kommer ingen att vilja gå runt hörn.
Om man gör [[Mechanics/Rules/actions/Ready|Ready]] under två rundor i rad så kan man kasta en 2-action spell istället för bara en single action (*⬻{ .Pathfinder }*). Väldigt dödligt, och från och med nu så kommer ingen att vilja gå runt hörn :)

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---
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cssclasses: pf2e,pf2e-note
tags:
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- compendium/src/pf2e/av3
- compendium/src/pf2e/bl6
- compendium/src/pf2e/crb
- compendium/src/pf2e/logm
aliases: ["Domains"]
---
# Domains
## Abomination
_Source: Abomination Vaults #3: Eyes of Empty Death p. 65_
You seek to instill abhorrence and horror in those around you.
**Spells** [Lift Nature's Caul](compendium/spells/lift-natures-caul-av3.md), [Fearful Feast](compendium/spells/fearful-feast-av3.md)
## Air
_Source: Core Rulebook p. 441_
You can control winds and the weather.
**Spells** [Pushing Gust](compendium/spells/pushing-gust.md), [Disperse Into Air](compendium/spells/disperse-into-air.md)
## Ambition
_Source: Core Rulebook p. 441_
You strive to keep up with and outpace the competition.
**Spells** [Blind Ambition](compendium/spells/blind-ambition.md), [Competitive Edge](compendium/spells/competitive-edge.md)
## Change
_Source: Lost Omens: Gods & Magic p. 112_
You can restructure the physical and metaphysical.
**Spells** [Adapt Self](compendium/spells/adapt-self-logm.md), [Adaptive Ablation](compendium/spells/adaptive-ablation-logm.md)
## Cities
_Source: Core Rulebook p. 441_
You have powers over urban environments and denizens.
**Spells** [Face In The Crowd](compendium/spells/face-in-the-crowd.md), [Pulse Of The City](compendium/spells/pulse-of-the-city.md)
## Cold
_Source: Lost Omens: Gods & Magic p. 112_
You control ice, snow, and freezing temperatures.
**Spells** [Winter Bolt](compendium/spells/winter-bolt-logm.md), [Diamond Dust](compendium/spells/diamond-dust-logm.md)
## Confidence
_Source: Core Rulebook p. 441_
You overcome your fear and project pride.
**Spells** [Veil Of Confidence](compendium/spells/veil-of-confidence.md), [Delusional Pride](compendium/spells/delusional-pride.md)
## Creation
_Source: Core Rulebook p. 441_
You have divine abilities related to crafting and art.
**Spells** [Splash Of Art](compendium/spells/splash-of-art.md), [Artistic Flourish](compendium/spells/artistic-flourish.md)
## Darkness
_Source: Core Rulebook p. 441_
You operate in the darkness and take away the light.
**Spells** [Cloak Of Shadow](compendium/spells/cloak-of-shadow.md), [Darkened Eyes](compendium/spells/darkened-eyes.md)
## Death
_Source: Core Rulebook p. 441_
You have the power to end lives and destroy undead.
**Spells** [Death's Call](compendium/spells/deaths-call.md), [Eradicate Undeath](compendium/spells/eradicate-undeath.md)
## Decay
_Source: Lost Omens: Gods & Magic p. 112_
You have the power to spoil and deteriorate matter.
**Spells** [Withering Grasp](compendium/spells/withering-grasp-logm.md), [Fallow Field](compendium/spells/fallow-field-logm.md)
## Delirium
_Source: Lost Omens: Gods & Magic p. 113_
You can bring about hallucinations and restlessness.
**Spells** [Hyperfocus](compendium/spells/hyperfocus-logm.md), [Ephemeral Hazards](compendium/spells/ephemeral-hazards-logm.md)
## Destruction
_Source: Core Rulebook p. 441_
You are a conduit for divine devastation.
**Spells** [Cry Of Destruction](compendium/spells/cry-of-destruction.md), [Destructive Aura](compendium/spells/destructive-aura.md)
## Dreams
_Source: Core Rulebook p. 441_
You have the power to enter and manipulate dreams.
**Spells** [Sweet Dream](compendium/spells/sweet-dream.md), [Dreamer's Call](compendium/spells/dreamers-call.md)
## Dust
_Source: Lost Omens: Gods & Magic p. 114_
You have the power to dry and crumble what opposes you.
**Spells** [Parch](compendium/spells/parch-logm.md), [Dust Storm](compendium/spells/dust-storm-logm.md)
## Duty
_Source: Lost Omens: Gods & Magic p. 114_
You defend oaths and carry out your divine missions with great dedication.
**Spells** [Oathkeeper's Insignia](compendium/spells/oathkeepers-insignia-logm.md), [Dutiful Challenge](compendium/spells/dutiful-challenge-logm.md)
## Earth
_Source: Core Rulebook p. 441_
You control soil and stone.
**Spells** [Hurtling Stone](compendium/spells/hurtling-stone.md), [Localized Quake](compendium/spells/localized-quake.md)
## Family
_Source: Core Rulebook p. 441_
You aid and protect your family and community more effectively.
**Spells** [Soothing Words](compendium/spells/soothing-words.md), [Unity](compendium/spells/unity.md)
## Fate
_Source: Core Rulebook p. 441_
You see and understand hidden inevitabilities.
**Spells** [Read Fate](compendium/spells/read-fate.md), [Tempt Fate](compendium/spells/tempt-fate.md)
## Fire
_Source: Core Rulebook p. 441_
You control flame.
**Spells** [Fire Ray](compendium/spells/fire-ray.md), [Flame Barrier](compendium/spells/flame-barrier.md)
## Freedom
_Source: Core Rulebook p. 441_
You liberate yourself and others from shackles and constraints.
**Spells** [Unimpeded Stride](compendium/spells/unimpeded-stride.md), [Word Of Freedom](compendium/spells/word-of-freedom.md)
## Glyph
_Source: Lost Omens: Gods & Magic p. 114_
You wield power over written words and symbols.
**Spells** [Redact](compendium/spells/redact-logm.md), [Ghostly Transcription](compendium/spells/ghostly-transcription-logm.md)
## Healing
_Source: Core Rulebook p. 441_
Your healing magic is particularly potent.
**Spells** [Healer's Blessing](compendium/spells/healers-blessing.md), [Rebuke Death](compendium/spells/rebuke-death.md)
## Indulgence
_Source: Core Rulebook p. 441_
You feast mightily and can shake off the effects of overindulging.
**Spells** [Overstuff](compendium/spells/overstuff.md), [Take Its Course](compendium/spells/take-its-course.md)
## Introspection
_Source: Blood Lords #6: Ghost King's Rage p. 73_
You guide others in examining their lives, emotions, and motivations to ultimately become a truer version of themselves—a difficult and often painful process.
## Knowledge
_Source: Core Rulebook p. 441_
You receive divine insights.
**Spells** [Scholarly Recollection](compendium/spells/scholarly-recollection.md), [Know The Enemy](compendium/spells/know-the-enemy.md)
## Lightning
_Source: Lost Omens: Gods & Magic p. 115_
You control electricity, thunder, and storms.
**Spells** [Charged Javelin](compendium/spells/charged-javelin-logm.md), [Bottle The Storm](compendium/spells/bottle-the-storm-logm.md)
## Luck
_Source: Core Rulebook p. 441_
You're unnaturally lucky and keep out of harm's way.
**Spells** [Bit Of Luck](compendium/spells/bit-of-luck.md), [Lucky Break](compendium/spells/lucky-break.md)
## Magic
_Source: Core Rulebook p. 441_
You perform the unexpected and inexplicable.
**Spells** [Magic's Vessel](compendium/spells/magics-vessel.md), [Mystic Beacon](compendium/spells/mystic-beacon.md)
## Might
_Source: Core Rulebook p. 441_
Your physical power is bolstered by divine strength.
**Spells** [Athletic Rush](compendium/spells/athletic-rush.md), [Enduring Might](compendium/spells/enduring-might.md)
## Moon
_Source: Core Rulebook p. 441_
You command powers associated with the moon.
**Spells** [Moonbeam](compendium/spells/moonbeam.md), [Touch Of The Moon](compendium/spells/touch-of-the-moon.md)
## Naga
_Source: Agents of Edgewatch #5: Belly of the Black Whale p. 441_
Like the serpentine nagas, you're in tune with cosmic forces that Ravithra once controlled.
**Spells** [Split The Tongue](compendium/spells/split-the-tongue-aoe5.md), [Ordained Purpose](compendium/spells/ordained-purpose-aoe5.md)
## Nature
_Source: Core Rulebook p. 441_
You hold power over animals and plants.
**Spells** [Vibrant Thorns](compendium/spells/vibrant-thorns.md), [Nature's Bounty](compendium/spells/natures-bounty.md)
## Nightmares
_Source: Core Rulebook p. 441_
You fill minds with horror and dread.
**Spells** [Waking Nightmare](compendium/spells/waking-nightmare.md), [Shared Nightmare](compendium/spells/shared-nightmare.md)
## Pain
_Source: Core Rulebook p. 441_
You punish those who displease you with the sharp sting of pain.
**Spells** [Savor The Sting](compendium/spells/savor-the-sting.md), [Retributive Pain](compendium/spells/retributive-pain.md)
## Passion
_Source: Core Rulebook p. 441_
You evoke passion, whether as love or lust.
**Spells** [Charming Touch](compendium/spells/charming-touch.md), [Captivating Adoration](compendium/spells/captivating-adoration.md)
## Perfection
_Source: Core Rulebook p. 441_
You strive to perfect your mind, body, and spirit.
**Spells** [Perfected Mind](compendium/spells/perfected-mind.md), [Perfected Form](compendium/spells/perfected-form.md)
## Plague
_Source: Lost Omens: Gods & Magic p. 115_
You wield disease and pestilence like a weapon.
**Spells** [Divine Plagues](compendium/spells/divine-plagues-logm.md), [Foul Miasma](compendium/spells/foul-miasma-logm.md)
## Protection
_Source: Core Rulebook p. 441_
You ward yourself and others.
**Spells** [Protector's Sacrifice](compendium/spells/protectors-sacrifice.md), [Protector's Sphere](compendium/spells/protectors-sphere.md)
## Repose
_Source: Lost Omens: Gods & Magic p. 116_
You ease mental burdens.
**Spells** [Share Burden](compendium/spells/share-burden-logm.md), [Font Of Serenity](compendium/spells/font-of-serenity-logm.md)
## Secrecy
_Source: Core Rulebook p. 441_
You protect secrets and keep them hidden.
**Spells** [Forced Quiet](compendium/spells/forced-quiet.md), [Safeguard Secret](compendium/spells/safeguard-secret.md)
## Sorrow
_Source: Lost Omens: Gods & Magic p. 116_
You have a painful connection to melancholy and sadness.
**Spells** [Lament](compendium/spells/lament-logm.md), [Overflowing Sorrow](compendium/spells/overflowing-sorrow-logm.md)
## Soul
_Source: Lost Omens: Gods & Magic p. 117_
You wield power over the spiritual.
**Spells** [Eject Soul](compendium/spells/eject-soul-logm.md), [Ectoplasmic Interstice](compendium/spells/ectoplasmic-interstice-logm.md)
## Star
_Source: Lost Omens: Gods & Magic p. 117_
You command the power of the stars.
**Spells** [Zenith Star](compendium/spells/zenith-star-logm.md), [Asterism](compendium/spells/asterism-logm.md)
## Sun
_Source: Core Rulebook p. 441_
You harness the power of the sun and other light sources, and punish undead.
**Spells** [Dazzling Flash](compendium/spells/dazzling-flash.md), [Positive Luminance](compendium/spells/positive-luminance.md)
## Swarm
_Source: Lost Omens: Gods & Magic p. 117_
You exert control over masses of creatures.
**Spells** [Swarmsense](compendium/spells/swarmsense-logm.md), [Swarm Form](compendium/spells/swarm-form-logm.md)
## Time
_Source: Lost Omens: Gods & Magic p. 118_
You reign over the flow of time.
**Spells** [Delay Consequence](compendium/spells/delay-consequence-logm.md), [Stasis](compendium/spells/stasis-logm.md)
## Toil
_Source: Age of Ashes #4: Fires of the Haunted City p. 63_
You work constantly and refuse to let anything stand in your way.
**Spells** [Practice Makes Perfect](compendium/spells/practice-makes-perfect-aoa4.md), [Tireless Worker](compendium/spells/tireless-worker-aoa4.md)
## Travel
_Source: Core Rulebook p. 441_
You have power over movement and journeys.
**Spells** [Agile Feet](compendium/spells/agile-feet.md), [Traveler's Transit](compendium/spells/travelers-transit.md)
## Trickery
_Source: Core Rulebook p. 441_
You deceive others and cause mischief.
**Spells** [Sudden Shift](compendium/spells/sudden-shift.md), [Trickster's Twin](compendium/spells/tricksters-twin.md)
## Truth
_Source: Core Rulebook p. 441_
You pierce lies and discover the truth.
**Spells** [Word Of Truth](compendium/spells/word-of-truth.md), [Glimpse The Truth](compendium/spells/glimpse-the-truth.md)
## Tyranny
_Source: Core Rulebook p. 441_
You wield power to rule and enslave others.
**Spells** [Touch Of Obedience](compendium/spells/touch-of-obedience.md), [Commanding Lash](compendium/spells/commanding-lash.md)
## Undeath
_Source: Core Rulebook p. 441_
Your magic carries close ties to the undead.
**Spells** [Touch Of Undeath](compendium/spells/touch-of-undeath.md), [Malignant Sustenance](compendium/spells/malignant-sustenance.md)
## Vigil
_Source: Lost Omens: Gods & Magic p. 118_
You watch over those long passed and guard their secrets.
**Spells** [Object Memory](compendium/spells/object-memory-logm.md), [Remember The Lost](compendium/spells/remember-the-lost-logm.md)
## Void
_Source: Lost Omens: Gods & Magic p. 112_
You draw power from emptiness.
**Spells** [Empty Inside](compendium/spells/empty-inside-logm.md), [Door To Beyond](compendium/spells/door-to-beyond-logm.md)
## Water
_Source: Core Rulebook p. 441_
You control water and bodies of water.
**Spells** [Tidal Surge](compendium/spells/tidal-surge.md), [Downpour](compendium/spells/downpour.md)
## Wealth
_Source: Core Rulebook p. 441_
You hold power over wealth, trade, and treasure.
**Spells** [Appearance Of Wealth](compendium/spells/appearance-of-wealth.md), [Precious Metals](compendium/spells/precious-metals.md)
## Wyrmkin
_Source: Lost Omens: Gods & Magic p. 119_
You draw on the power of dragons, linnorms, and other powerful reptilian creatures.
**Spells** [Draconic Barrage](compendium/spells/draconic-barrage-logm.md), [Roar Of The Wyrm](compendium/spells/roar-of-the-wyrm-logm.md)
## Zeal
_Source: Core Rulebook p. 441_
Your inner fire increases your combat prowess.
**Spells** [Weapon Surge](compendium/spells/weapon-surge.md), [Zeal For Battle](compendium/spells/zeal-for-battle.md)

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---
# Aid `pf2:r`
### [[general]]
**Trigger** An ally is about to use an action that requires a skill check or attack roll.
**Requirements** The ally is willing to accept your aid, and you have prepared to help (see below).
* * *
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
* * *
**Critical Success** You grant your ally a +2 circumstance bonus to the triggering check. If you're a master with the check you attempted, the bonus is +3, and if you're legendary, it's +4.
**Success** You grant your ally a +1 circumstance bonus to the triggering check.
**Critical Failure** Your ally takes a 1 circumstance penalty to the triggering check.
[[Other Effects/Effect_ Aid|Effect: Aid]]
*Source: Pathfinder Player Core*
*ORC*

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# Arrest a Fall `pf2:r`
### [[general]]
**Trigger** You fall.
**Requirements** You have a fly Speed.
* * *
You attempt an Acrobatics check or Reflex save to slow your fall. The DC is typically 15, but it might be higher due to air turbulence or other circumstances.
* * *
**Success** You take no damage from the fall.
*Source: Pathfinder Player Core*
*ORC*

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---
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# Avert Gaze `pf2:1`
### [[general]]
You avert your gaze from danger, such as a medusa's gaze. You gain a +2 circumstance bonus to saves against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
*Source: Pathfinder Player Core*
*ORC*

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---
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---
# Burrow `pf2:1`
### [[general]][[move]]
**Requirements** You have a burrow Speed.
* * *
You dig your way through dirt, sand, or a similar loose material at a rate up to your burrow Speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
*Source: Pathfinder Player Core*
*ORC*

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# Crawl `pf2:1`
### [[move]]
**Category** defensive;
**Requirements** You are prone and your Speed is at least 10 feet.
* * *
You move 5 feet by crawling and continue to stay [[Conditions/Prone|Prone]].
*Source: Pathfinder Player Core*
*ORC*

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# Delay `pf2:0`
### [[general]]
**Category** interaction;
**Trigger** Your turn begins.
* * *
You wait for the right moment to act. The rest of your turn doesn't happen yet. Instead, you're removed from the initiative order. You can return to the initiative order as a free action triggered by the end of any other creature's turn. This permanently changes your initiative to the new position. You can't use reactions until you return to the initiative order. If you Delay an entire round without returning to the initiative order, the actions from the Delayed turn are lost, your initiative doesn't change, and your next turn occurs at your original position in the initiative order.
When you Delay, any [[Conditions/Persistent Damage|Persistent Damage]] or other negative effects that normally occur at the start or end of your turn occur immediately when you use the Delay action. Any beneficial effects that would end at any point during your turn also end. The GM might determine that other effects end when you Delay as well. Essentially, you can't Delay to avoid negative consequences that would happen on your turn or to extend beneficial effects that would end on your turn.
*Source: Pathfinder Player Core*
*ORC*

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- category/interaction
- remaster
aliases: "Item.suU4KSN00eFyye4n"
license: ORC
---
# Dismiss `pf2:1`
### [[concentrate]][[general]]
**Category** interaction;
You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Drop Prone"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/move
- trait/
- category/defensive
- remaster
aliases: "Item.BJgNYfNJNgiFISDa"
license: ORC
---
# Drop Prone `pf2:1`
### [[general]][[move]]
**Category** defensive;
You fall [[Conditions/Prone|Prone]].
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Escape"
cssclasses: pf2e,pf2e-action
tags:
- trait/attack
- trait/general
- trait/
- category/interaction
- remaster
aliases: "Item.JoSLT6leJzOHudqf"
license: ORC
---
# Escape `pf2:1`
### [[attack]][[general]]
**Category** interaction;
You attempt to escape from being [[Conditions/Grabbed|Grabbed]], [[Conditions/Immobilized|Immobilized]], or [[Conditions/Restrained|Restrained]]. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your [[/act escape statistic=unarmed]]{unarmed attack modifier} against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an [[/act escape statistic=acrobatics]]{Acrobatics} or [[/act escape statistic=athletics]]{Athletics} check instead of using your attack modifier if you choose (but this action still has the attack trait).
* * *
**Critical Success** You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet.
**Success** You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target.
**Critical Failure** You don't get free, and you can't attempt to Escape again until your next turn.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Fly"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/move
- trait/
- category/interaction
- remaster
aliases: "Item.rvUHkn4wYB4PMr0R"
license: ORC
---
# Fly `pf2:1`
### [[general]][[move]]
**Category** interaction;
**Requirements** You have a fly Speed.
* * *
You move through the air up to your fly Speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you Fly to the ground, you don't take falling damage. You can use an action to Fly 0 feet to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Grab an Edge"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/manipulate
- trait/
- category/interaction
- remaster
aliases: "Item.KD5q9yIKIiuO7gRt"
license: ORC
---
# Grab an Edge `pf2:r`
### [[general]][[manipulate]]
**Category** interaction;
**Trigger** You fall from or past an edge or handhold.
**Requirements** Your hands are not tied behind your back or otherwise [[Conditions/Restrained|Restrained]].
* * *
When you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then [[Actions/Climb|Climb]] up using Athletics.
* * *
**Critical Success** You grab the edge or handhold, whether or not you have a hand free, typically by using a suitable held item to catch yourself (catching a battle axe on a ledge, for example). You still take damage from the distance fallen so far, but you treat the fall as though it were 30 feet shorter.
**Success** If you have at least one hand free, you grab the edge or handhold, stopping your fall. You still take damage from the distance fallen so far, but you treat the fall as though it were 20 feet shorter. If you have no hands free, you continue to fall as if you had failed the check.
**Critical Failure** You continue to fall, and if you've fallen 20 feet or more before you use this reaction, you take 10 bludgeoning damage from the impact for every 20 feet fallen.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Interact"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/manipulate
- trait/
- category/interaction
- remaster
aliases: "Item.TGDJsuXXl8MC6R59"
license: ORC
---
# Interact `pf2:1`
### [[general]][[manipulate]]
**Category** interaction;
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, draw a weapon, swap a held item for another, open a door, or achieve a similar effect. On rare occasions, you might have to attempt a skill check to determine if your Interact action was successful.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Leap"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/move
- trait/
- category/interaction
- remaster
aliases: "Item.GelltIom49VyTMWT"
license: ORC
---
# Leap `pf2:1`
### [[general]][[move]]
**Category** interaction;
You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a [[Actions/High Jump|High Jump]] or [[Actions/Long Jump|Long Jump]].
* **Horizontal** Jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet.
* **Vertical** Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Mount"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/move
- trait/
- category/interaction
- remaster
aliases: "Item.CUR5b8XDNDR5uBN5"
license: ORC
---
# Mount `pf2:1`
### [[general]][[move]]
**Category** interaction;
**Requirements** You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.
* * *
You move onto the creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Point Out"
cssclasses: pf2e,pf2e-action
tags:
- trait/auditory
- trait/manipulate
- trait/visual
- trait/
- category/interaction
- remaster
aliases: "Item.ThgFORfskEqAOfoV"
license: ORC
---
# Point Out `pf2:1`
### [[auditory]][[manipulate]][[visual]]
**Category** interaction;
**Requirements** A creature is undetected by one or more of your allies but isn't undetected by you.
* * *
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is [[Conditions/Hidden|Hidden]] to your allies, rather than [[Conditions/Undetected|Undetected]]. This works only for allies who can see you and are in a position where they could potentially detect the target. If your allies can't hear or understand you, they must succeed at a Perception check against the creature's Stealth DC or they misunderstand and believe the target is in a different location.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Raise a Shield"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/
- category/defensive
- remaster
aliases: "Item.gbkT0kCdGIlmoF3t"
license: ORC
---
# Raise a Shield `pf2:1`
### [[general]]
**Category** defensive;
**Requirements** You are wielding a shield.
* * *
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Ready"
cssclasses: pf2e,pf2e-action
tags:
- trait/concentrate
- trait/general
- trait/
- category/interaction
- remaster
aliases: "Item.LfBp92vfXkoR3mPn"
license: ORC
---
# Ready `pf2:2`
### [[concentrate]][[general]]
**Category** interaction;
You prepare to use an action that will occur outside your turn. Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.
If you have a multiple attack penalty and your readied action is an attack action, your readied attack takes the multiple attack penalty you had at the time you used Ready. This is one of the few times the multiple attack penalty applies when it's not your turn.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Release"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/manipulate
- trait/
- category/interaction
- remaster
aliases: "Item.FwTiFbZXx5Ilzda5"
license: ORC
---
# Release `pf2:0`
### [[general]][[manipulate]]
**Category** interaction;
You release something you're holding in your hand or hands. This might mean dropping an item, removing one hand from your weapon while continuing to hold it in another hand, releasing a rope suspending a chandelier, or performing a similar action. Unlike most manipulate actions, Release does not trigger reactions that can be triggered by actions with the manipulate trait (such as Reactive Strike).
If you want to prepare to Release something outside of your turn, use the [[Actions/Ready|Ready]] activity.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Seek"
cssclasses: pf2e,pf2e-action
tags:
- trait/concentrate
- trait/secret
- trait/
- category/interaction
- remaster
aliases: "Item.3dmyns63LojVZ22I"
license: ORC
---
# Seek `pf2:1`
### [[concentrate]][[secret]]
**Category** interaction;
You scan an area for signs of creatures or objects, possibly including secret doors or hazards. Choose an area to scan. The GM determines the area you can scan with one Seek action—almost always 30 feet or less in any dimension. The GM might impose a penalty if you search far away from you or adjust the number of actions it takes to Seek a particularly cluttered area.
The GM attempts a single secret [[/act seek]]{Perception} check for you and compares the result to the Stealth DCs of any [[Conditions/Undetected|Undetected]] or [[Conditions/Hidden|Hidden]] creatures in the area, or the DC to detect each object in the area (as determined by the GM or by someone [[Actions/Conceal an Object|Concealing the Object]]). A creature you detect might remain hidden, rather than becoming [[Conditions/Observed|Observed]], if you're using an imprecise sense or if an effect (such as [[Spells/Invisibility|Invisibility]]) prevents the subject from being observed.
* * *
**Critical Success** Any undetected or hidden creature you critically succeeded against becomes observed by you. You learn the location of objects in the area you critically succeeded against.
**Success** Any undetected creature you suceeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. You learn the location of any object or get a clue to its whereabouts, as determined by the GM.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Sense Motive"
cssclasses: pf2e,pf2e-action
tags:
- trait/concentrate
- trait/general
- trait/secret
- trait/
- category/interaction
- remaster
aliases: "Item.LMiY4CUbRmuEzLqd"
license: ORC
---
# Sense Motive `pf2:1`
### [[concentrate]][[general]][[secret]]
**Category** interaction;
You try to tell whether a creature's behavior is abnormal. Choose one creature and assess it for odd body language, signs of nervousness, and other indicators that it might be trying to deceive someone. The GM attempts a single secret [[/act sense-motive]]{Perception} check for you and compares the result to the Deception DC of the creature, the DC of a spell affecting the creature's mental state, or another appropriate DC determined by the GM. You typically can't try to Sense the Motive of the same creature again until the situation changes significantly.
* * *
**Critical Success** You determine the creature's true intentions and get a solid idea of any mental magic affecting it.
**Success** You can tell whether the creature is behaving normally, but you don't know its exact intentions or what magic might be affecting it.
**Failure** You detect what a deceptive creature wants you to believe. If they're not being deceptive, you believe they're behaving normally.
**Critical Failure** You get a false sense of the creature's intentions.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Stand"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/move
- trait/
- category/interaction
- remaster
aliases: "Item.flYX1kKdyK53NoX6"
license: ORC
---
# Stand `pf2:1`
### [[general]][[move]]
**Category** interaction;
You stand up from [[Conditions/Prone|Prone]].
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Step"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/move
- trait/
- category/interaction
- remaster
aliases: "Item.WPJdHzXwMy5yeodq"
license: ORC
---
# Step `pf2:1`
### [[general]][[move]]
**Category** interaction;
**Requirements** Your Speed is at least 10 feet.
* * *
You carefully move 5 feet. Unlike most types of movement, Stepping doesn't trigger reactions, such as [[Actions/Reactive Strike|Reactive Strike]], that can be triggered by move actions or upon leaving or entering a square.
You can't Step into difficult terrain, and you can't Step using a Speed other than your land Speed.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Stride"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/move
- trait/
- category/interaction
- remaster
aliases: "Item.is4N3q8hEfiPFndl"
license: ORC
---
# Stride `pf2:1`
### [[general]][[move]]
**Category** interaction;
You move up to your Speed.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Strike"
cssclasses: pf2e,pf2e-action
tags:
- trait/attack
- trait/
- category/offensive
- remaster
aliases: "Item.Vkn0qM9HYcKx5G3b"
license: ORC
---
# Strike `pf2:1`
### [[attack]]
**Category** offensive;
You attack with a weapon you're wielding or with an unarmed attack, targeting one creature within your reach (for a melee attack) or within range (for a ranged attack). Roll an attack roll using the attack modifier for the weapon or unarmed attack you're using, and compare the result to the target creature's AC to determine the effect.
* * *
**Critical Success** You make a damage roll according to the weapon or unarmed attack and deal double damage.
**Success** You make a damage roll according to the weapon or unarmed attack and deal damage.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Sustain"
cssclasses: pf2e,pf2e-action
tags:
- trait/concentrate
- trait/
- category/interaction
- remaster
aliases: "Item.0ribPznRUFgUHd7l"
license: ORC
---
# Sustain `pf2:1`
### [[concentrate]]
**Category** interaction;
Choose one of your effects that has a sustained duration or lists a special benefit when you Sustain it. Most such effects come from spells or magic item activations. If the effect has a sustained duration, its duration extends until the end of your next turn. (Sustaining more than once in the same turn doesn't extend the duration to subsequent turns.) If an ability can be sustained but doesn't list how long, it can be sustained up to 10 minutes.
An effect might list an additional benefit that occurs if you Sustain it, and this can even appear on effects that don't have a sustained duration. If the effect has both a special benefit and a sustained duration, your Sustain action extends the duration as well as having the special benefit.
If your Sustain action is disrupted, the ability ends.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Take Cover"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/
- category/interaction
- remaster
aliases: "Item.04PToqnqu9vHXKt1"
license: ORC
---
# Take Cover `pf2:1`
### [[general]]
**Category** interaction;
**Requirements** You are benefiting from cover, are near a feature that allows you to take cover, or are [[Conditions/Prone|Prone]].
* * *
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you would have standard cover, you instead gain greater cover, which provides a +4 circumstance bonus to AC; to Reflex saves against area effects; and to Stealth checks to [[Actions/Hide|Hide]], [[Actions/Sneak|Sneak]], or otherwise avoid detection. Otherwise, you gain the benefits of standard cover (a +2 circumstance bonus instead). This lasts until you move from your current space, use an attack action, become [[Conditions/Unconscious|Unconscious]], or end this effect as a free action.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Cast a Spell"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/
- category/interaction
- remaster
aliases: "Item.Er6CFYXtBBvaVXsC"
license: ORC
---
# Cast a Spell
### [[general]]
**Category** interaction;
You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell's stat block. As soon as the spellcasting actions are complete, the spell effect occurs.
Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell's stat block-for example, "\[reaction\] verbal."
**Long Casting** Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it's not necessary to break down which one you're providing at a given time. You can't use other actions or reactions while casting such a spell, though at the GM's discretion, you might be able to speak a few sentences. As with other activities that take a long time, these spells have the exploration trait, and you can't cast them in an encounter. If combat breaks out while you're casting one, your spell is disrupted.
**Spell Components** Each spell lists the spell components required to cast it after the action icons or text, such as "\[three-actions\] material, somatic, verbal." The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can't provide the components, you fail to Cast the Spell.
* Material (manipulate)
* Somatic (manipulate)
* Verbal (concentrate)
* Focus (manipulate)
**Disrupted and Lost Spells** Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you've already expended the spell slot, spent the spell's costs and actions, and used the Cast a Spell activity. If a spell is disrupted during a [[Actions/Sustain|Sustain a Spell]] action, the spell immediately ends.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Detect Magic"
cssclasses: pf2e,pf2e-action
tags:
- trait/concentrate
- trait/exploration
- trait/
- category/interaction
- remaster
aliases: "Item.eAjLqWfbhAkYowmi"
license: ORC
---
# Detect Magic
### [[concentrate]][[exploration]]
**Category** interaction;
You cast [[Spells/Detect Magic|Detect Magic]] at regular intervals. You move at half your travel speed or slower. You have no chance of accidentally overlooking a magic aura at a travel speed up to 300 feet per minute, but must be traveling no more than 150 feet per minute to detect magic auras before the party moves into them.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Eldritch Shot"
cssclasses: pf2e,pf2e-action
tags:
- trait/
- category/offensive
- remaster
aliases: "Item.66cL9jlTHP3Q6zXY"
license: ORC
---
# Eldritch Shot `pf2:3`
###
**Category** offensive;
**Requirements** You are wielding a bow or a loaded crossbow
* * *
**Effect** You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Eldritch Shot.
*Source: Pathfinder Player Core 2*
*ORC*

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---
obsidianUIMode: preview
title: "Flash of Grandeur"
cssclasses: pf2e,pf2e-action
tags:
- trait/champion
- trait/divine
- trait/
- category/defensive
- remaster
aliases: "Item.VtpgIOzgOatDJV2G"
license: ORC
---
# Flash of Grandeur `pf2:r`
### [[champion]][[divine]]
**Category** defensive;
**Trigger** An enemy damages your ally, and both are in your champion's aura
* * *
**Effect** Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. For 1 round, the attacker is affected by [[Spells/Revealing Light|Revealing Light]].
[[Feat_Feature Effects/Effect_ Champion's Resistance|Effect: Champion's Resistance]]
*Source: Pathfinder Player Core 2*
*ORC*

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---
obsidianUIMode: preview
title: "Follow the Expert"
cssclasses: pf2e,pf2e-action
tags:
- trait/auditory
- trait/concentrate
- trait/exploration
- trait/visual
- trait/
- category/interaction
- remaster
aliases: "Item.BhC2Ag2SgrkUVGlx"
license: ORC
---
# Follow the Expert
### [[auditory]][[concentrate]][[exploration]][[visual]]
**Category** interaction;
Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like [[Actions/Avoid Notice|Avoiding Notice]]). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks.
Thanks to your ally's assistance, you can add your level as a proficiency bonus to the associated skill check, even if you're untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally's proficiency (+2 for expert, +3 for master, and +4 for legendary).
[[Other Effects/Effect_ Follow The Expert|Effect: Follow The Expert]]
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Glimpse of Redemption"
cssclasses: pf2e,pf2e-action
tags:
- trait/champion
- trait/divine
- trait/
- category/defensive
- remaster
aliases: "Item.josDt3DAPucRQhVG"
license: ORC
---
# Glimpse of Redemption `pf2:r`
### [[champion]][[divine]]
**Category** defensive;
**Trigger** An enemy damages your ally, and both are in your champion's aura;
* * *
**Effect** Your enemy hesitates under the weight of sin as visions of redemption play in their mind's eye. The enemy must choose to repent or refuse, with the following effects. If the enemy is mindless or otherwise unable to repent, use the refuse result.
* **Repent** The ally is unharmed by the triggering damage.
* **Refuse** The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes [[Conditions/Enfeebled|Enfeebled 2]] until the end of its next turn
[[Feat_Feature Effects/Effect_ Champion's Resistance|Effect: Champion's Resistance]]
*Source: Pathfinder Player Core 2*
*ORC*

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---
obsidianUIMode: preview
title: "Invest an Item"
cssclasses: pf2e,pf2e-action
tags:
- trait/general
- trait/
- category/interaction
- remaster
aliases: "Item.xnXqxSak6KH6IOu0"
license: ORC
---
# Invest an Item
### [[general]]
**Category** interaction;
You invest your energy in an item with the invested trait as you don it. This process requires 1 or more Interact actions, usually taking the same amount of time it takes to don the item. Once you've Invested the Item, you benefit from its constant magical abilities as long as you meet its other requirements (for most invested items, the only other requirement is that you must be wearing the item). This investiture lasts until you remove the item.
You can invest no more than 10 items per day. If you remove an invested item, it loses its investiture. The item still counts against your daily limit after it loses its investiture. You reset the limit during your daily preparations, at which point you Invest your Items anew. If you're still wearing items you had invested the previous day, you can typically keep them invested on the new day, but they still count against your limit.
*Source: Pathfinder GM Core*
*ORC*

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@ -0,0 +1,26 @@
---
obsidianUIMode: preview
title: "Investigate"
cssclasses: pf2e,pf2e-action
tags:
- trait/concentrate
- trait/exploration
- trait/
- category/interaction
- remaster
aliases: "Item.mXRoyzc1AgPH7R3o"
license: ORC
---
# Investigate
### [[concentrate]][[exploration]]
**Category** interaction;
You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Quick Alchemy"
cssclasses: pf2e,pf2e-action
tags:
- trait/alchemist
- trait/manipulate
- trait/
- category/interaction
- remaster
aliases: "Item.eOoCQciyuRPwxZ8S"
license: ORC
---
# Quick Alchemy `pf2:1`
### [[alchemist]][[manipulate]]
**Category** interaction;
**Requirements** You're either holding or wearing an [[Equipment/Alchemist's Toolkit|Alchemist's Toolkit]]. and you have a free hand.
* * *
You can either use up a versatile vial to make another alchemical consumable at a moment's notice or create an especially short-lived versatile vial. Any effect created by an item made with Quick Alchemy that would have a duration longer than 10 minutes lasts for 10 minutes instead.
* **Create Consumable** You expend one of your versatile vials to create a single alchemical consumable item of your level or lower that's in your formula book. You don't have to spend the normal monetary cost in alchemical raw materials or need to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn. (As normal, you need only one formula for an item to create any level of that item.)
* **Quick Vial** You create a versatile vial that can be used only as a bomb or for the versatile vial option from your research field (it can't be used to create a consumable, for example). This item has the infused trait, but it remains potent only until the end of your current turn.
*Source: Pathfinder Player Core 2*
*ORC*

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---
obsidianUIMode: preview
title: "Quick Tincture"
cssclasses: pf2e,pf2e-action
tags:
- trait/investigator
- trait/manipulate
- trait/
- category/interaction
- remaster
aliases: "Item.wc0dnmu50PbpOn95"
license: ORC
---
# Quick Tincture `pf2:1`
### [[investigator]][[manipulate]]
**Category** interaction;
**Cost** 1 versatile vial
**Requirements** You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's toolkit, and you have a free hand.
* * *
You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.
*Source: Pathfinder Player Core 2*
*ORC*

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---
obsidianUIMode: preview
title: "Rage"
cssclasses: pf2e,pf2e-action
tags:
- trait/barbarian
- trait/concentrate
- trait/emotion
- trait/mental
- trait/
- category/offensive
- remaster
aliases: "Item.8qKHDN2rYA8lA0bn"
license: ORC
---
# Rage `pf2:1`
### [[barbarian]][[concentrate]][[emotion]][[mental]]
**Category** offensive;
**Requirements** You aren't [[Conditions/Fatigued|Fatigued]] or raging.
* * *
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. While you are raging:
* You deal 2 additional damage on melee Strikes. This additional damage is halved if your weapon or unarmed attack is agile.
* You can't use actions with the concentrate trait unless they also have the rage trait. You can [[Actions/Seek|Seek]] while raging.
Rage lasts for 1 minute, until you fall [[Conditions/Unconscious|Unconscious]], or until the encounter ends, whichever comes first. You can't voluntarily stop raging. When you stop raging, you lose any remaining temporary Hit Points from Rage, and can't gain temporary Hit Points from using the Rage action again for 1 minute.
[[Feat_Feature Effects/Effect_ Rage Temporary Hit Points Immunity|Effect: Rage Temporary Hit Points Immunity]]
*Source: Pathfinder Player Core 2*
*ORC*

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---
obsidianUIMode: preview
title: "Refocus"
cssclasses: pf2e,pf2e-action
tags:
- trait/concentrate
- trait/exploration
- trait/
- category/interaction
- remaster
aliases: "Item.YkQAGNZo6GaEicpG"
license: ORC
---
# Refocus
### [[concentrate]][[exploration]]
**Category** interaction;
**Requirements** You have a focus pool.
* * *
You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a holy deity can usually Refocus while tending the wounds of their allies.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Retraining"
cssclasses: pf2e,pf2e-action
tags:
- trait/downtime
- trait/
- category/interaction
- remaster
aliases: "Item.jeyV4zrcJqRsZ5zp"
license: ORC
---
# Retraining
### [[downtime]]
**Category** interaction;
Retraining offers a way to alter your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or attribute modifiers. You can't perform other downtime activities while retraining.
Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor. Some abilities can be difficult or impossible to retrain (for instance, witch can retrain their patron only in extraordinary circumstances).
When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't replace a skill feat you chose at 2nd level for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.
### Feats
You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat.
### Skills
You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. For instance, if your bard is a master in Performance and Stealth, and an expert in Occultism, you could reduce the character's proficiency in Stealth to expert and become a master in Occultism, but you couldn't reassign that skill increase to become legendary in Performance. Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.
You can also spend a week to retrain an initial trained skill you selected during character creation.
### Class Features
You can change a class feature that required a choice, making a different choice instead. Some, like changing a spell in your spell repertoire, take a week. The GM will tell you how long it takes to retrain larger choices like a druid order or a wizard school—it is always at least a month.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Scout"
cssclasses: pf2e,pf2e-action
tags:
- trait/concentrate
- trait/exploration
- trait/
- category/interaction
- remaster
aliases: "Item.FkT9t1YhzL6rW2II"
license: ORC
---
# Scout
### [[concentrate]][[exploration]]
**Category** interaction;
You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.
[[Other Effects/Effect_ Scout|Effect: Scout]]
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Search"
cssclasses: pf2e,pf2e-action
tags:
- trait/concentrate
- trait/exploration
- trait/
- category/interaction
- remaster
aliases: "Item.k24vWXZw3KrGKx1w"
license: ORC
---
# Search
### [[concentrate]][[exploration]]
**Category** interaction;
You [[Actions/Seek|Seek]] meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the [[Feats/Expeditious Search|Expeditious Search]] feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Sustain an Effect"
cssclasses: pf2e,pf2e-action
tags:
- trait/concentrate
- trait/exploration
- trait/
- category/interaction
- remaster
aliases: "Item.shstgKljdaF0c8T3"
license: ORC
---
# Sustain an Effect
### [[concentrate]][[exploration]]
**Category** interaction;
You Sustain one effect with a sustained duration while moving at half speed. Most such effects can be sustained for 10 minutes, though some specify they can be sustained for a different duration. Sustaining an effect that requires making complex decisions, such as _spectral weapon_, can make you [[Conditions/Fatigued|Fatigued]], as determined by the GM.
*Source: Pathfinder Player Core*
*ORC*

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---
obsidianUIMode: preview
title: "Take Control"
cssclasses: pf2e,pf2e-action
tags:
- trait/manipulate
- trait/
- category/interaction
aliases: "Item.xkiF1So8ougkUq6y"
license: OGL
---
# Take Control `pf2:1`
### [[manipulate]]
**Category** interaction;
**Requirements** You are aboard the vehicle and adjacent to its controls.
You grab the reins, the wheel, or some other mechanism to control the vehicle. Attempt a piloting check; on a success, you become the vehicle's pilot, or regain control of the vehicle if it was uncontrolled. Some vehicles have complicated controls that cause this action to become a multi-action activity.
*Source: Pathfinder Gamemastery Guide*
*OGL*

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---
title: "Anadi"
noteType: ":sticky-note:"
aliases: "Anadi"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.9dpHTBpL3j8ZpqTS
tags:
- JournalEntryPage
---
# Anadi
_Anadi people are reclusive, sapient spiders who hail from the jungles of southern Garund. Though they act in many ways like natural-born shapeshifters, their twin forms actually stem from carefully developed magic._
* * *
As a communal and peaceful people, anadi ancestors endeavored to establish trade with the neighbors of ttheir homeland. However, these anadi soon learned that most others found their appearance to be extremely objectionable. Wishing to avoid conflict, ancient anadi retreated into isolation until they could find a solution. The answer came when their greatest scholars innovated a fusion of transmutation and illusion magic that allowed them to assume a humanoid form. The technique was developed, perfected, and eventually taught to the overwhelming majority of anadi.
Early efforts with their new approach to diplomacy have yielded much better results, though sporadic contact means that some outsiders whisper false legends about anadi, such as claims that they are humans who transform into monstrous spiders at moonrise. Even contemporary explorers have reported anadi as human-spider hybrids. The anadi people of the current day strive to slowly but surely create a world where they no longer need to hide their true nature.
## You Might...
* Only reveal your true form to people who have earned your trust.
* Openly express sympathy for misrepresented and unfairly stigmatized cultures.
* Provide for those you hold dear and defend them from danger without hesitation.
## Others Probably...
* Appreciate your willingness to seek nonviolent solutions to complicated problems.
* Have a strong reaction to seeing your natural form.
* Assume you have an affinity for druidic magic, given your ability to transform.
## Physical Description
Anadi in their true form resemble human-sized spiders with a variety of colorations. Some tones look simple or muted while other remain striking and vibrant, with most patterns inherited from an anadi's parentage. A typical anadi measures five feet in length from their front legs to their rear legs when standing comfortably.
All anadi possesses the ability to transform into a human guise. This form can resemble any human ethnicity, but it's usually one that blends in with the region of an anadi's hatching. Anadi reach physical maturity after 13 years, going through multiple phases of molting along the way. A typical anadi lives to be about 80 years old.
## Society
Anadi live in a communal society, sharing peaceful lives farming mushrooms or weaving warm blankets. Their culture places great value on cooperation and mutual respect. Due to this cultural upbringing, anadi often have issues facing severe conflict and often come off to other ancestries as very shy. Their history of dealing with arachnophobia in other peoples-which anadi understand is often instinctual and very difficult to control-likewise means that anadi do their best to be accommodating and comforting, even in situations that aren't necessarily fair to them.
## Alignment and Religion
The cooperative nature of anadi society and their dislike of violence means many anadi lean toward good alignments. They're more often neutral than chaotic or lawful, though the latter aren't unheard of.
Legends say Grandmother Spider rescued anadi people from servitude and brought them to Golarion, becoming their patron deity in the process. Her values of mutual care and playful trickery interweave into anadi culture, and even those who don't worship her tell tales of her adventures.
## Names
Anadi names are given by the members of the web marriage that raised them. Each parent contributes a single syllable, usually the first, from their own name. Older anadi who feel their identity has settled often take on or are given a phrase-title to honor them as well. Anadi who live among human populations rarely take a cover name, but some might adopt one if their given name strongly contrasts the norm in the local culture.
### Sample Names
Altava, Anavachti, Strings-On-The-River Inkeelah, Kerialnamu, Maracha, Leaves-Shelter-Her-Feet Naiala, Orvasa, Reloana, Rivuken, Velachamon
## Anadi Mechanics
**Hit Points** 8
**Size** Medium
**Speed** 25 feet
**Ability Boosts** Dexterity, Wisdom, Free
**Ability Flaw** Constitution
**Languages** Anadi, Mwangi
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnoll, Iruxi, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
**Fangs** You were born with a natural means for hunting and self-defense. You gain a fangs unarmed attack that deals 1d6 piercing damage. Your fangs are in the brawling group and have the finesse and unarmed traits.
**Change Shape** (anadi, arcane, concentrate, polymorph, transmutation) You change into your human or spider shape. Each shape has a specific, persistent appearance. In your human shape, you can't use unarmed attacks granted by your ancestry. You aren't off-guard when climbing in your spider shape. However, in your spider shape you can't use weapons, shields, or other held items of any sort, and you are limited in what actions you can take that have the manipulate trait. The only manipulate actions you can take are to Cast a Spell with somatic components, weave silk or webbing, or simple Interact actions such as opening an unlocked door. Your spider legs can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish. The GM might determine other manipulate actions are appropriate for your spider legs.
## Anadi Heritages
[[Adaptive Anadi]]
[[Polychromatic Anadi]]
[[Snaring Anadi]]
[[Spindly Anadi]]
[[Venomous Anadi]]

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---
title: "Ancestries"
noteType: ":book:"
aliases: "Ancestries"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn
tags:
- JournalEntry
---
# Ancestries
## Table of Contents
- [[Anadi]]
- [[Android]]
- [[Automaton]]
- [[Azarketi]]
- [[Catfolk]]
- [[Conrasu]]
- [[Dwarf]]
- [[Elf]]
- [[Fetchling]]
- [[Fleshwarp]]
- [[Ghoran]]
- [[Gnoll]]
- [[Gnome]]
- [[Goblin]]
- [[Goloma]]
- [[Grippli]]
- [[Halfling]]
- [[Hobgoblin]]
- [[Human]]
- [[Kashrishi]]
- [[Kitsune]]
- [[Kobold]]
- [[Leshy]]
- [[Lizardfolk]]
- [[Nagaji]]
- [[Orc]]
- [[Poppet]]
- [[Ratfolk]]
- [[Shisk]]
- [[Shoony]]
- [[Skeleton]]
- [[Sprite]]
- [[Strix]]
- [[Tengu]]
- [[Vanara]]
- [[Vishkanya]]
- [[Versatile Heritages]]

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---
title: "Android"
noteType: ":sticky-note:"
aliases: "Android"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.dyusFHHyaQOaQhZ0
tags:
- JournalEntryPage
---
# Android
_Technological wonders from another world, androids have synthetic bodies and living souls. Their dual nature makes them quick-thinking and calm under pressure, but comfortable in stillness and solitude._
* * *
Androids first arrived on Golarion during the Rain of Stars, when an interstellar vessel from the far-off planet of Androffa crash-landed, scattering debris across Numeria. While some android survivors of this crash still walk Golarion today, most were created from the technological pods, known as foundries, that operate sporadically amid the starship's wreckage. Androids birthed from these mechanical wombs possess mature bodies and newborn souls, both organic and synthetic; they emerge knowing only their creators' language and the motor skills necessary for survival. They have no understanding of their surroundings, origin, or purpose. Most learn how to behave through keen observation while wandering Numeria.
Androids tend to be logical introverts, rational and contemplative. Insatiably curious, with an urge to understand themselves and the world around them, androids place great value on intellectual pursuits. They have difficulty interpreting and expressing emotions, both in themselves and in others, which makes them seem distant and uncaring. While androids can forge emotional bonds, they find it more difficult to connect with non-androids.
If you want a character that's a synthetic foreigner in a fantastic world, forced to learn the nuances of reality and society through the powers of observation and logic alone, you should play an android.
## You Might...
* Keep your identity a secret, assuming others want to exploit or harm you.
* Plan ahead, preparing multiple contingencies for even simple tasks.
* Calculate the repercussions of your actions, inventions, and thoughts before sharing them.
## Others Probably...
* Assume you understand how to operate technology and that you can capably communicate with constructs and robots.
* Believe you to be immortal and envy your eternal youth and vigor.
* Think you have no feelings and that you can't form emotional connections with others.
## Physical Description
Androids were created in humanity's image; thus, foundries produce androids that represent all humankind. Androids display great diversity in coloration and ethnicity, height and body shape, and gender identity. Androids breathe, eat, and sleep like a human, although they're incapable of biological procreation. Their bodies contain microscopic nanites, transported by fluid too watery to be blood, that manage their organic processes. These nanites are controlled through biological circuitry that resembles tattoos and is typically located along an android's hands, forearms, face, or neck. Many androids can harness their nanites to increase their bodies' efficiency, causing the circuitry to glow.
Androids don't grow old. Instead, their organic appearance becomes less convincing over time, causing them to look more artificial. After a century, most androids feel their time coming to an end and willingly release their souls to the Boneyard to face Pharasma's judgment. Their bodies then shut down, entering a lifeless hibernation as their nanites begin restoration protocol and reset their synthetic bodies to their original manufactured state. After a few weeks, a new soul enters the android's form, triggering reinitialization. This process, called Renewal, is an event to be celebrated, akin to bearing a child. Those that die by violence can't Renew, so androids go to great lengths to protect themselves and their brethren from harm.
## Society
Androids have a history of being exploited, enslaved, and destroyed by their Numerian neighbors, so they hide in order to survive. Most choose to keep their ancestry secret by integrating into human society or by adapting to a nomadic lifestyle. Some androids eschew humanity to live among their kind. Such groups often remain small by necessity; while a pair of androids can avoid danger through careful secrecy, large groups attract too much attention.
Android communities are efficient and highly organized. Each citizen understands their role and takes pride in filling it effectively. Debates and lectures frequently occur, as androids seek to understand themselves and their world through education and inquiry. These insular and secretive enclaves relocate when discovered.
## Alignment and Religion
Most androids are neutral. They care for their own safety and that of their companions and their kind. Androids interested in religion usually worship Casandalee or Brigh, goddesses that unite invention and life. Other popular deities include Desna, Irori, and Gozreh.
## Names
Androids adopt the naming conventions of their surrounding societies, while those raised among their own kind instead select a single name that utilizes Androffan phonology. Occasionally, such androids add a numerical designation to their names, denoting how many generations their body has hosted life as a kind of homage to their bloodline.
### Sample Names
Anati, Daniv, Era-4, Feralia, Gelegor, Ilgos-5, Koresh, Oris, Prime, Urdun, Verity-3, Ymry
## Android Mechanics
**Hit Points** 8
**Size** Medium
**Speed** 25 feet
**Ability Boosts** Dexterity, Intelligence, Free
**Ability Flaw** Charisma
**Languages** Common, Androffan
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Celestial, Draconic, Dwarven, Undercommon, Utopian, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Low-Light Vision
**Constructed** Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.
**Emotionally Unaware** You find it difficult to understand and express complex emotions. You take a -1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.
## Android Heritages
[[Artisan Android]]
[[Impersonator Android]]
[[Laborer Android]]
[[Polyglot Android]]
[[Warrior Android]]

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---
title: "Automaton"
noteType: ":sticky-note:"
aliases: "Automaton"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.rsx8cRI20oEDgfQh
tags:
- JournalEntryPage
---
# Automaton
_These intelligent constructs house actual souls and represent what remains of a dying empire's last attempt at greatness. Automatons combine technological ingenuity with magical power, creating a blended being wholly unique to Golarion._
* * *
The Jistka Imperium was the first major human civilization to emerge after Earthfall, arising around the area that would later become Rahadoum and enduring for seven centuries thanks to great advancements in civics and the sciences. However, Jistka's leaders often favored aggressive uses of technology, and early advances paved the way for arrogance, petty infighting, and corruption. The Jistka Imperium's expansionist tendencies and lack of diplomacy earned the Imperium many enemies over the course of its existence. The most notable of these foes was the empire of Ancient Osirion. Osirion's enmity ultimately sealed the Imperium's fate, as they employed clever and depraved magic that proved more than a match for Jistka's legendary golem army, even when the Jistkans began to cut corners and bind fiends into their golems. In a desperate attempt to fight back against internal corruption and external pressures, a cabal of concerned Jistkans formed the Artificer Conclave to develop new technologies to stave off the Imperium's collapse and return Jistka to its former glory. The most successful of these developments were automatons, which the Conclave believed to be the pinnacle of Jistkan constructs-or at least, the last hope for Jistka's salvation. Conclave creators transplanted the mind, life force, and soul of Jistkan individuals into these constructs, creating magical and technological marvels powered by the life energy of the greatest warriors and scholars the organization could recruit. Unfortunately, despite the Conclave's best efforts, the automatons' arrival happened too late to save the already doomed Imperium. The empire collapsed, leaving automatons to fend for themselves.
The exceptional and forward-thinking construction of automatons means that a fair number remain today, millennia later, scattered to the winds. However, the passage of time has revealed one of automatons' greatest weaknesses: their mortal psyches. Only the strongest willed have managed to retain their memories, sense of self, and lucidity after all this time. As each automaton remains as unique as any living person on Golarion; a given automaton has their own personality, shaped by countless experiences. Most automatons behave reclusively, preferring to avoid others due to fear of attachment or misunderstanding. Even automatons who are more willing to live in the open understand that their unique nature makes them a prime target for hunters, scholars, or worse. Rare is the automaton that lives without the regular occurrence of distrust or worry.
## You Might...
* Have lived for several centuries and through many significant events.
* Be hesitant to trust others until they've earned it.
* Remember little of your life before becoming an automaton.
## Others Probably...
* Mistake you for a mindless construct when they first see you.
* Assume you have secret knowledge about magic and technology.
* Look upon you with awe.
## Physical Description
Automatons share a common construction-a blend of magically treated metals and stone. This design allows automatons to withstand the rigors of direct combat and makes them particularly hardy. Their heavy bodies can move just as quickly as other combatants, making automatons intimidating foes. The design of an automaton varies depending on the needs of its role. Most automatons have a basic humanoid shape, though some instead have shapes that closely resemble animals. The majority of automatons have a single eye that glows with a dim, magical light. Each also contains a powerful artifact that both houses its individual soul and uses a combination of life and planar energy for power. These automaton cores are marvels of magical engineering whose method of creation has been lost to time.
As constructs, automatons typically don't need to breathe, eat, or sleep; however, the body of an automaton needs to vent an imperceivable magical exhaust at a constant rate. This venting process requires breathable air to prevent a buildup of exhaust that can clog the automaton's systems, sometimes to fatal effect. Thus, automatons can still suffocate much like living creatures. Though they don't sleep, automatons require a period of magical recalibration and restoration which stabilizes the energies within their core. Without this process, an automaton core is incapable of fully powering the automaton and they enter an inefficient state (similar to a humanoid who doesn't get 8 hours of sleep).
Automatons don't age and the design of their cores grants them a seemingly endless power source. Many automatons that exist today are thousands of years old, their bodies as efficient as the day of their creation, even if their minds might have deteriorated with the strain of the ages. Automatons lost over time typically met violent ends. An automaton's body is just as vulnerable to destruction as any other construct, though destroying an automaton core is more difficult. As such, an automaton's soul might remain trapped within its core for years after the destruction of its body. This was the intent of the original creators, who hoped to provide functional immortality. However, in reality, the destruction of the body more often leads to a malfunction, requiring magical intervention such as resurrection magic to restore the automaton completely. In the case of the core's destruction, or if it malfunctions catastrophically enough that it can no longer hold the soul, the core releases the spirit to the River of Souls.
In some cases, an automaton can learn how to consciously or subconsciously influence its core. These automatons eventually learn how to release their souls from their cores, allowing their souls to move on when they feel they have achieved a satisfying life. This act leaves the automaton as a mindless construct, typically still active but no longer capable of anything but aimless wandering and occasional acts of self-defense.
## Society
Due to the disparate fates of automatons, many of them lead solitary lives. There are a few cases of automatons originally designed to work together, such as groups of warriors, who remain as a team and dwell together in hideouts or travel together as wanderers. These groups are few and far between, however, and automaton settlements are even rarer. The only pockets of automatons that begin to resemble settlements typically hide among the ruins of Jistka. These groups can hold dozens of automatons, but any attempts to contact or visit them tend to be fruitless. Such gatherings are especially secretive, and the resident automatons will protect their homes at any cost.
Automatons are far more likely to encounter other ancestries. Depending on the automaton's personality, this encounter could go a number of ways, ranging from extreme secrecy to open visitation. An automaton's unique appearance makes them stand out regardless of where they're found, but most others look upon them with awe or curiosity rather than fear. Magical constructs aren't an alien concept across Golarion, but many of them are mindless. After making it past the initial shock of a thinking construct, it's often not difficult for most grasp how to engage with an automaton. However, automatons are more likely to find the semblance of an everyday life in large cities like Absalom, Azir, or Quantium. Regardless of where they go, an automaton must remain on the lookout for those who would attempt to take their body for study or to access their core.
## Alignment and Religion
The people of the Jistka Imperium saw the aeons of Axis as ideal beings whose behavior was worthy of emulation, so many Jistkans were lawful neutral. Since many automatons contain Jistkan souls, most automatons are lawful neutral, or at least lawful in some capacity. Over the centuries, however, a fair number of automatons have drifted toward neutral alignments as their outlooks change without a primary society or set of ideals upon which to cling. Automatons tend to worship gods of technology or magic like Brigh and Nethys, or various monitor demigods. Worship of Irori and Pharasma are somewhat common among automatons as well. Pharasmin automatons likely learn how to release their souls from their cores, and often choose to do so. Though they are ancient beings from long before the time of Casandalee, a small number of automatons have recognized the new artificial goddess as a kindred spirit.
## Names
An automaton typically keeps the name they had before their transformation into a construct, if they can remember it. Even when other memories fade, memory of their name often remains. As such, many automatons have names with Jistkan origins. Second most common are automatons who had to give themselves a new name, as they lost their memories of the old one at some point. Those automatons that particularly believed in the cause of the Artificer Conclave might instead take the name of one of the conclave's members in honor of the cause that they gave their body to support. Some automatons prefer to change their names over their lifetimes, either selecting a new name from a culture they encountered or adding a title to represent a significant moment in their lives. In some cases an automaton will use a particularly cherished title in place of any other name.
### Sample Names
Alnhaman, Busmin, The Doleful, Enoh, Himar, Kantral, The Kindred, Numinar, Scholar, Tehkis, Wayfarer, Yulmian
## Automaton Mechanics
**Hit Points** 8
**Size** Medium or Small
**Speed** 25 feet
**Ability Boosts** Strength, Free
**Languages** Common, Utopian
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Aquan, Auran, Celestial, Dwarven, Elven, Ignan, Infernal, Terran, and any other languages to which you have access (such as the languages prevalent in your region). At the GM's discretion, if you still have memories from your time in Jistka, you might speak Jistka instead of Common.
**Senses** Low-Light Vision
**Automaton Core** Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don't have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via vitality energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points.
**Constructed Body** Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can't recover until you enter standby for 2 hours.
## Automaton Heritages
[[Hunter Automaton]]
[[Mage Automaton]]
[[Sharpshooter Automaton]]
[[Warrior Automaton]]

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---
title: "Azarketi"
noteType: ":sticky-note:"
aliases: "Azarketi"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.SNhp04cirQnnBTbb
tags:
- JournalEntryPage
---
# Azarketi
Azarketis, inheritors of a shattered empire's legacy, hold their proud traditions close but still surface to interact with the rest of the world.
The aquatic humanoids of the Inner Sea share a somber and burdened history. Most refer to these aquatic peoples as gillmen or sometimes Low Azlanti, though they typically refer to themselves as azarketi, an Azlanti word that translates roughly to “people of the seas.” After Earthfall, these proud humans were mutated into aquatic servants by their alghollthu foes. Feeling like they don't fully belong with their human brethren nor with the sea that binds them, many azarketis struggle for a sense of identity and purpose. Though they remain distrusted by the surface dwellers, azarketis celebrate their unique lineage and their descent from the venerated Azlanti culture.
## You Might...
* Ambitiously seek to defy negative perceptions and prejudice laid against you.
* Be reclusive and skeptical of strangers.
* Regard the water as your home, but be intrigued by societies along the shore.
## Others probably...
* Assume you are an ambassador to the sea and ask for your advice on nautical matters.
* Misunderstand your gentle gestures and mild expressions.
* Treat you with distrust or suspicion and anticipate betrayal from you.
## Physical Description
Azarketis appear as regal, athletic humans. Their soft, hydrophilic skin ranges in tones from pearlescent white to pinkish, greenish, or brown tones reminiscent of coral. Azarketis with hair are somewhat rare; many sport fins or scaled ridges on their heads instead. Like the Azlanti people from which they descend, they often have violet eyes. Their aquatic lineage is obvious thanks to the sets of three gills on either side of their necks, as well as their webbed hands and feet. Azarketis have been known to live longer than humans, although they mature at about the same rate.
## Society
Azarketis lack the center for combined culture that helps other groups maintain a cohesive identity. The vastness of the oceans and waterways spread these swift-swimming people across the Inner Sea and beyond. Many azarketis rely only on the small familial groups in their immediate community and prefer smaller populations with comrades they trust and know intimately.
Some azarketis prefer to foster connections with their surface-dwelling brethren. Living in ports, river towns and along the shore allows azarketis a greater scope of opportunities not afforded to exclusively land or sea peoples. Although integrating with land society can be difficult, azarketis manage by forming bonded communities. Members will often have fond familial names for one another, regardless of actual relation.
If they have the means, some azarketis dress in attire reflecting their Azlanti heritage. More commonly, azarketis do their best to remain inconspicuous when they emerge from the water. Many will wear shemaghs or other head wrappings, which both hide their gills and provide a few extra comfortable hours out of water if soaked before donning.
## Alignment and Religion
As they are typically outsiders to the domains of surface life, azarketis tend toward deities with an affinity for the ocean or other forms of water, the most popular being Gozreh. They are also likely to give reverence to other deities of nature or navigation, such as Desna.
Some azarketis are tempted toward the call of the deep and serve their old alghollthu masters as gods. These individuals are enticed by eldritch entities such as the mysterious veiled masters—powerful beings of the deep ocean responsible for both uplifting and destroying the Azlanti people.
Azarketis vary wildly in beliefs and values, as evidenced by their broad divergence in allegiance; thus, azarketis can be of any alignment.
## Names
Azarketis often take the names of nautical, weather, or geographical features important to the azarketi's family. Other azarketi groups will choose human names in order to encourage conformity with surface cultures. Some azarketi names have been passed down through so many generations that they still use ancient Azlanti roots or refer to bodies of water that no longer exist.
### Sample Names
Aft, Aliz, Cascade, Delta, Harbor, Ilani, Inkua, Jib, Lagoon, Lobay, Marine, Tidal, Windward, Zarket
## Azarketi Mechanics
**Hit Points** 8
**Size** Medium
**Speed** 20 feet, Swim 30 feet
**Ability Boosts** Constitution, Charisma, Free
**Ability Flaw** Wisdom
**Languages** Common, Alghollthu
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Aquan, Azlanti, Draconic, Elven, and Undercommon and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Low-Light Vision
**Hydration** While you are an amphibious being equally as capable on land as in the water, your body requires you to return to aquatic environments at least once in a 24-hour period. You must submerge in water in order to rehydrate your water-acclimated skin. If you fail to do this, your skin begins to crack and your gills become painful. After the first 24 hours outside of water, you take a -1 status penalty to Fortitude saves. After 48 hours, you struggle to breathe air and begin to suffocate until returned to water.
## Azarketi Heritages
[[Ancient Scale Azarketi]]
[[Benthic Azarketi]]
[[Inured Azarketi]]
[[Mistbreath Azarketi]]
[[Murkeyed Azarketi]]
[[River Azarketi]]
[[Spined Azarketi]]
[[Tactile Azarketi]]
[[Thalassic Azarketi]]

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---
title: "Catfolk"
noteType: ":sticky-note:"
aliases: "Catfolk"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.5S1Pq3GoEzLfBbH7
tags:
- JournalEntryPage
---
# Catfolk
_Curious and gregarious wanderers, catfolk combine features of felines and humanoids in both appearance and temperament. They enjoy learning new things, collecting new tales and trinkets, and ensuring their loved ones are safe and happy. Catfolk view themselves as chosen guardians of natural places in the world and are often recklessly brave, even in the face of overwhelming opposition._
* * *
Catfolk are outgoing, active humanoids who delight in discovery, whether of hidden ruins or a comfortable place to nap. They are exceptionally social, both within their tight-knit communities and with other creatures they meet. Remarkably brave, catfolk see themselves as guardians of the world against forces that would assail it, and they believe that strong communities, breadth of experience, and continual self-improvement aid them in this fight.
Catfolk have fast reflexes and are even able to twist themselves in the air while falling to land on their feet. As quick as these reflexes are, catfolk have quicker tempers, shifting from effusive glee to aggrieved fury in an instant. Like mundane felines, catfolk involuntarily purr when pleased and growl when surprised or angry.
If you want a character who is curious, brave, friendly, and nimble in body and mind, you should play a catfolk.
## You Might...
* Demonstrate genuine interest by asking a lot of enthusiastic questions.
* Avoid interpersonal conflict by giving someone a cold shoulder or by simply leaving the area.
* Carefully scout a target or problem before striking at it quickly.
## Others Probably...
* Think you monopolize conversations with your incessant queries or opinions.
* Consider you haughty or prideful.
* Ascribe more emotion than you feel to your involuntary purrs or growling.
## Physical Description
Although all catfolk walk upright and have soft fur, a long tail, large ears, and vertical pupils, they show at least as much variety as ordinary felines. Catfolk have nimble fingers with short claws that are usually retractable. Most catfolk take great pride in maintaining their appearance and rarely suffer the indignity of being wet or dirty if they can avoid it.
Catfolk mature quickly and are able to walk at only a few months old, but they otherwise start their careers at roughly the same age as humans do and live to be 60 or 70 years of age. Catfolk are rarely taller than the average human and, because of their lean builds, almost never weigh as much as a human of similar height.
## Society
Catfolk call themselves amurruns, although many consider this name to be private. They raise their children in large extended families, where they are given what many other humanoids see as a distressing latitude to explore and get into trouble from a remarkably young age. Catfolk learn a trade in a loose apprenticeship, and the majority learn several trades over their lives.
Catfolk societies are often led by an appointed leader who speaks on behalf of the community and mediates disputes. A catfolk leader is most often a spellcaster and usually female. Catfolk prefer to deal with grievances by making an elaborate showing of disinterest, or even leaving a community for a time so the problem can die away or work itself out.
## Alignment and Religion
Catfolk aren't a particularly religious people, but most do believe they were uplifted from great primeval cats to confront the evil abominations despoiling natural places and laboring to unmake reality. The gods blessed catfolk with language, the use of tools and weapons, and a strong sense of community.
Most catfolk are good. They enjoy the freedom to travel and like to set their own paths in life, so more catfolk are chaotic than lawful. Religious catfolk most often practice a nebulous form of animism, appeasing the spirits of the land and the creatures they hunt to preserve the natural order.
## Adventurers
Catfolk delight in venturing into unexplored areas, whether untrammeled wildernesses or ancient dungeons. They like finding treasures and baubles, but for most catfolk, the experience of the journey itself is the true reward.
Typical catfolk backgrounds include acrobat, artist, gambler, hunter, nomad, and scout, plus bandit, courier, insurgent, outrider, and root worker. Catfolk's inherent curiosity and agility mean they excel as swashbucklers, bards, fighters, and rogues. Their love of the natural world and drive to puzzle out secrets of all types leads many to become investigators, druids, or sorcerers.
## Names
Catfolk are given short names in their youth. Adolescent catfolk are free to choose a different name when they first leave home, though some simply keep the name they've gotten used to. Catfolk love to add titles and honorifics to their names. Some catfolk use their titles exclusively among non-catfolk, and so become known by epithets like Six Fates, Fiend Killer, or Mistcloak.
### Sample Names
Alyara, Crinto, Drewan, Espes, Ferrus, Gerran, Halhat, Hoya, Ruun, Sevastin, Tespa, Yonsol, Zakkar, Zathra
## Catfolk Mechanics
**Hit Points** 8
**Size** Medium
**Speed** 25 feet
**Ability Boosts** Dexterity, Charisma, Free
**Ability Flaw** Wisdom
**Languages** Amurrun, Common
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Iruxi (the language of lizardfolk), Jotun, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Low-Light Vision
**Land on your Feet** When you fall, you take only half the normal damage and don't land prone.
## Catfolk Heritages
[[Clawed Catfolk]]
[[Flexible Catfolk]]
[[Hunting Catfolk]]
[[Jungle Catfolk]]
[[Liminal Catfolk]]
[[Nine Lives Catfolk]]
[[Sharp-Eared Catfolk]]
[[Winter Catfolk]]

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---
title: "Conrasu"
noteType: ":sticky-note:"
aliases: "Conrasu"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.ufWdokSN5W3Einus
tags:
- JournalEntryPage
---
# Conrasu
_Conrasus are shards of cosmic force given consciousness who construct intricate exoskeletons to interface with the mortal world. Both an integral part of the underlying processes of the universe and strangely set apart, conrasus look to aeons to understand their existence._
* * *
Conrasus aren't entirely clear on their own origins. Some historians think them a failed experiment of a wizardly cabal—possibly a splinter of artificers from the ancient Jitska Imperium—who desperately hoped to bind a pleroma to bolster their army but who accidentally conjured shattered scraps of the aeon instead. Others believe conrasus were built by their ancestors using an accelerated, iterative evolution process as natural as one designed by those who build portions of their own bodies could ever hope to achieve. Most likely, it is a mix of the two.
## You Might...
* Do your best to determine and act upon the will of your guiding aeon.
* Use rituals and repetitive actions as a means to meditate and reflect on your purpose.
* Have difficulty applying your cosmic instincts and senses to a physical existence.
## Others Probably...
* View you as part of a hivemind at best or lacking in free will at worst.
* Have trouble understanding your perspective or attempts at communication.
* Look to you as the expert on any matters involving aeons or related beings.
## Physical Description
The true form of a conrasu is an abstract chunk of spiritual essence. While their being exists beyond the truth of humanoid senses, to the mortal eye, their body usually resembles a globe of light, darkness, or space. Floating, internal pinpricks of illumination sit inside the ball, slightly obscured as if peeking through a gelatinous substance. These “cores” surround themselves with bodies made out of still-living wood, creating the form that most people recognize as a conrasu.
Conrasus themselves are called to a path and, once they find it, shape frames to create a suitable form, leading to a wide variety of appearances. As a conrasu ages, the supple green wood of ttheir body hardens, causing their limbs to lose mobility. Conrasus must constantly grow new arms and roots for their living exoskeleton, leaving their frozen limbs as immobile effigies along their shell.
Conrasus can't maintain their integrity without their wooden exoskeletons. A conrasu that loses its exoskeleton dissipates and dies, though they can be returned to life with magic like other beings.
## Society
There are three distinct types of conrasus. Maintainers tend and care for others, believing they must cultivate a proper balance between various forces. Shapers build and direct those around them, and feel that balance is maintained by those who strive to preserve the world's equilibrium. Lastly, correctors fix problems of all sorts, often acting as stalwart bastions of law who perceive the world in absolutes, with few to no shades of gray. True balance can be achieved only in cases where pressure and force have been applied to make necessary changes.
On rare occasions, a conrasu may hear and heed the call of another form of extraplanar being. One might serve a psychopomp, another an archon, and yet another might become a witch and adopt an unknown figure as a patron.
## Alignment and Religion
Many conrasus consider themselves bound to a specific aeon, following them like a deity and doing what they believe to be the aeon's bidding. As a result, almost all conrasus are lawful neutral in alignment.
## Names
Conrasus have little in the way of consciousness as others understand it before they self-actualize and leave the nursery-towns where they sprouted. That includes a name, a concept of gender, and even the passage of time beyond their little bubbles-these are picked up in the wider world. As a result, a conrasu might have nearly any appellation.
### Sample Names
Automa, Azubu, Dumi, Emeka, Ganizadi, Locu, Incanes, Radi, Shell, Weave
## Conrasu Mechanics
**Hit Points** 10
**Size** Medium
**Speed** 25 feet
**Ability Boosts** Constitution, Wisdom, Free
**Ability Flaw** Charisma
**Languages** Mwangi, Rasu
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Celestial, Elven, Iruxi, Sylvan, Terran, Utopian, and any other languages to which you have access (such as the languages prevalent to your region).
**Sunlight Healing** A conrasu can enter a meditative, healing state as a 10-minute activity when exposed to direct sunlight, in which case they recover 1d8 Hit Points. At 3rd level, and every 2 levels thereafter, this healing increases by 1d8. Once a conrasu has recovered Hit Points in this way, they are temporarily immune to further uses of Sunlight Healing for 1 day.
## Conrasu Heritages
[[Rite of Invocation]]
[[Rite of Knowing]]
[[Rite of Light]]
[[Rite of Passage]]
[[Rite of Reinforcement]]

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---
title: "Dwarf"
noteType: ":sticky-note:"
aliases: "Dwarf"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.XzRv30zY3UXRbBho
tags:
- JournalEntryPage
---
# Dwarf
Dwarves have a well-earned reputation as a stoic and stern people, but they also have an unbridled zeal and deeply value artisanship. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring. While trust from a dwarf is hard-won, once gained it is as strong as iron.
If you want to play a character who is as hard as nails, a stubborn and unrelenting adventurer, with a mix of rugged toughness and deep wisdom, you should play a dwarf.
## You Might...
* Strive to uphold your personal honor and refuse to back down
* Appreciate quality craftsmanship in all forms and insist upon it for all your gear.
## Others Probably...
* See you as stubborn, though whether this is an asset or a detriment changes from moment to moment.
* Recognize the deep connection you have with your family, heritage, and friends.
## Physical Description
Dwarves are short and stocky, standing about a foot shorter than most humans. They have wide, compact bodies and burly frames. Dwarves of all genders pride themselves on the length of their hair and beards, which they often braid into intricate patterns, some of which represent specific clans. A long beard is a sign of maturity and honor among many dwarf clans.
Dwarves typically reach physical adulthood around the age of 25, though their traditionalist culture places more value on completing coming-of-age ceremonies unique to each clan than reaching a certain age. A typical dwarf can live to around 350 years old.
## Society
Though the ancient dwarven empire fell long ago, overwhelmed by orc and goblinoid enemies, dwarves today retain many of the qualities that once propelled them to greatness: fierceness, gumption, and stubbornness in their endeavors. Dwarves live within mountain Sky Citadels dotted over the surface, which can create vast cultural divides between dwarf clans. Yet nearly all dwarven peoples share a passion for stonework, metalwork, and family.
Few dwarves are seen without their clan dagger strapped to their belt. This dagger is forged just before a dwarf's birth and is distinctive to their clan. Dwarves honor their children with names of ancestors or dwarven heroes. When introducing themselves, dwarves tend to list their family and clan, plus any number of other familial connections and honorifics.
### Sample Names
Agna, Bodill, Edrukk, Grunyar, Ingra, Kotri, Morgrym, Rogar, Torra, Yangrit
## Beliefs
Dwarves tend to value honor and closely follow the traditions of their clans and kingdoms. They have a strong sense of friendship and justice, though they are often very particular about who they consider a friend. They work hard and play harder—especially when strong ale is involved. Torag, god of dwarvenkind, is dwarves primary deity, though worship of Torags family members is also common.
#### **Popular Edicts**
create art with utility, guard your community against those who would harm it, keep your clan dagger close
#### **Popular Anathema**
leave an activity or promise uncompleted, forsake your family
## Dwarf Mechanics
**Hit Points** 10
**Size** Medium
**Speed** 20 feet
**Ability Boosts** Constitution, Wisdom, Free
**Ability Flaw** Charisma
**Languages** Common, Dwarven
**Additional languages** equal to your Intelligence modifier (if it's positive). Choose from Gnomish, Goblin, Jotun, Orcish, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Darkvision
**Clan Dagger** You get one clan dagger of your clan for free, as it was given to you at birth. Selling this dagger is a terrible taboo and earns you the disdain of other dwarves.
## Dwarf Heritages
[[Ancient-Blooded Dwarf]]
[[Anvil Dwarf]]
[[Death Warden Dwarf]]
[[Elemental Heart Dwarf]]
[[Forge Dwarf]]
[[Forge-Blessed Dwarf]]
[[Oathkeeper Dwarf]]
[[Rock Dwarf]]
[[Strong-Blooded Dwarf]]

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---
title: "Elf"
noteType: ":sticky-note:"
aliases: "Elf"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.3cfdiId1IoxLsF9V
tags:
- JournalEntryPage
---
# Elf
As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving Golarion in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes. Elves value kindness, intellect, and beauty, with many elves striving to improve their manners, appearance, and culture. Their studies delve into a level of detail that most shorter-lived peoples find excessive or inefficient. Elves are often rather private people, steeped in the secrets of their groves and kinship groups. They're slow to build friendships outside their kinsfolk, as elves who spend their lives among shorterlived peoples often become morose after watching generations of companions age and die. These elves are known as Forlorn among their fellow elves.
If you want a character who is magical, mystical, and mysterious, you should play an elf.
## You Might...
* Carefully curate your relationships with people with shorter lifespans.
* Adopt specialized or obscure interests simply for the sake of mastering them.
## Others Probably...
* Focus on your appearance, either admiring your grace or treating you as if youre physically fragile.
* Worry that you privately look down on them, or feel like youre condescending and aloof.
## Physical Description
While generally taller than humans, elves possess a fragile grace, accentuated by long features and sharply pointed ears. Their eyes are wide and rounded, featuring large and often vibrantly colored pupils that make up the entire visible portion of the eye. These pupils give them an alien look and allow them to see sharply even in very little light.
Elves gradually adapt to their environment and their companions, and they often take on physical traits reflecting their surroundings. An elf who has dwelled in primeval forests for centuries, for example, might exhibit verdant hair and gnarled fingers, while one who's lived in a desert might have golden pupils and skin. Elves reach physical adulthood around the age of 20, though they aren't considered to be fully emotionally mature by other elves until closer to the passing of their first century. A typical elf can live to around 600 years old.
## Society
The inborn patience and intellectual curiosity of elves make them excellent sages, philosophers, and wizards, and their societies are built upon their inherent sense of wonder and knowledge.
Elves hold deeply seated ideals of individualism, allowing each elf to explore multiple occupations before alighting on a particular pursuit or passion that suits her best. Elves bear notorious grudges against rivals, which elves call ilduliel,' but these antagonistic relationships can sometimes blossom into friendships over time. An elf keeps their personal name secret among their family, while giving a nickname when meeting other people. This nickname can change over time, due to events in the elf's life or even on a whim. A single elf might be known by many names by associates of different ages and regions. Elven names consist of multiple syllables and are meant to flow lyrically—at least in the Elven tongue.
### Sample Names
Aerel, Amrunelara, Caladrel, Dardlara, Faunra, Heldalel, Jathal, Lanliss, Oparal, Seldlon, Soumral, Talathel, Tessara, Variel, Yalandlara, Zordlon
## Beliefs
Elves are often emotional and capricious, yet they hold high ideals close to their hearts. They prefer deities who share their love of all things mystic and artistic. Desna and Shelyn are particular favorites, the former for her sense of wonder and the latter for her appreciation of artistry. Calistria is the most notorious of elven deities, as she represents many of the elven ideals taken to the extreme.
#### **Popular Edicts**
find beauty in nature and art, explore things others would keep hidden, demonstrate superiority to your rival
#### **Popular Anathema**
abandon your own path, force another creature to do something
## Elf Mechanics
**Hit Points** 6
**Size** Medium
**Speed** 30 feet
**Ability Boosts** Dexterity, Intelligence, Free
**Ability Flaw** Constitution
**Languages** Common, Elven
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Empyrean, Fey, Gnomish, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Low-Light Vision
## Elf Heritages
[[Ancient Elf]]
[[Arctic Elf]]
[[Cavern Elf]]
[[Desert Elf]]
[[Seer Elf]]
[[Whisper Elf]]
[[Woodland Elf]]

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---
title: "Fetchling"
noteType: ":sticky-note:"
aliases: "Fetchling"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.RlMgeku1FNJjF7YR
tags:
- JournalEntryPage
---
# Fetchling
_Once human and now something apart, fetchlings display the Shadow Plane's ancient influence through monochrome complexions, glowing eyes, and the casting of supernatural shadows._
* * *
Fetchlings are a striking people whose skin appears entirely drained of color. These lithe and shadowy beings seem to sink and vanish into the gloom. They see in darkness, exercise control over shadows, and have strange occult powers. Some fetchlings develop their powers enough to pass between the Shadow and Material Planes, leaving other ancestries to whisper about figures that emerge from shaded corners and then vanish without a trace. Through magic and other means, they've spread across Golarion and the planes beyond, as adaptable as the humans they once were.
The first fetchlings were refugees. Ages ago, when Earthfall destroyed ancient Azlant and cast the world into darkness, one small group of Azlanti pleaded for rescue. A mysterious hooded figure known as the Widow answered their call, slicing open a passage into the Shadow Plane. The Azlanti stepped through, trading the darkness of Earthfall for a deep shadow. As they navigated the plane's strange environs and dangerous inhabitants, its nature slowly worked monumental changes on the survivors.
If you want a character more at home in a mirror world of shadow, infused with umbral gloom, and who embodies the dualities of light and darkness, you should play a fetchling.
## You Might…
* Live and work in gloomy areas of dim light with plenty of shadows, only providing bright light when expecting visitors.
* Look to people's shadows as a way of identifying them, alongside features like stature or facial structure.
* Maintain composure when faced with strange creatures and circumstances.
## Others Probably…
* Believe you have shadowy powers, such as the ability to consume light as food, melt into darkness, or travel between planes.
* Expect you to be cautious, reserved, and a loner.
* Express interest in your ancestral physiological connection to the Shadow Plane.
## Physical Description
Most of the Shadow Plane appears as an altered version of the Material Plane but leeched of color. These same forces in the Shadow Plane have touched fetchlings, whose skin tones fall on a monochromatic scale from stark white to deep black, and all the shades of gray between. Their bodies are just as diverse in shape and size as humans, though most display a certain fluidity of motion reminiscent of shifting shadows. Fetchlings' reflective, pupilless eyes can pierce darkness. A fetchling's most notable feature is their shadow, which almost never faithfully reflects their body. Instead, fetchling shadows might have incongruous shapes or sizes, while others flicker, move of their own accord, or imitate the shadow of another nearby creature.
## Society
Most fetchlings remain close to Golarion on either the Material or Shadow Planes, either forming majority-fetchling communities or forging solitary paths. Both planar groups tend to be insular; many fetchling cultures preserve memories of their early, perilous days confronting the Shadow Plane's hostile or beguiling denizens. Their predilection for forming tight communal bonds and adapting to local customs has spread to become part of broader fetchling culture, reinforced by two major fetchling groups—the Estlaris and Sharedars—who live in the shadow of more powerful entities.
## Alignment and Religion
A culture of survival passed down through generations means many fetchlings prefer to maintain a cautious worldview and adapt to prevailing circumstances. As a result, many trend toward a neutral outlook on life. Some choose to join with local powers for personal or communal advancement, or to tear systems down from the inside. Others attempt to shatter what they see as fetters that bind them and their communities.
No small number of fetchlings are nonreligious, recognizing all gods' powers but revering none. Faithful fetchlings prefer gods that offer protection and stability, be it the pastoral embrace of Erastil or the binding chains of Zon-Kuthon. Those who travel alone or pass between planes seek the comfort of Alseta, Desna, and Gozreh. Calistria appeals to ambitious fetchlings, while Grandmother Spider and Sivanah help those who wish to move through the world unnoticed or unfettered. Some worship these three as a pantheon called the Laughing Veil; a few even include Norgorber as a fourth member.
## Names
Fetchlings adapted to a new world, and their names do the same. These names commonly include phonetic qualities from multiple languages or are simply local cultural names that fetchling families find compelling. Other dominant naming conventions include flowing sounds, harsh or hissing consonants, and surnames that refer to important relatives or community traits.
### Sample Names
Amelisce, Ashka, Drosil, Eitsanara, Eomva, Ikyamek, Inva, Jegan, Lirtae, Meotrai, Sorsul, Zokaratz
## Fetchling Mechanics
**Hit Points** 8
**Size** Medium
**Speed** 25 feet
**Ability Boosts** Dexterity, Free
**Languages** Common, Shadowtongue
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, D'ziriak, Necril, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Darkvision
## Fetchling Heritages
[[Bright Fetchling]]
[[Deep Fetchling]]
[[Liminal Fetchling]]
[[Resolute Fetchling]]
[[Wisp Fetchling]]

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---
title: "Fleshwarp"
noteType: ":sticky-note:"
aliases: "Fleshwarp"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.vTB1bTYVE4onyyy1
tags:
- JournalEntryPage
---
# Fleshwarp
_Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, or unnatural energies. Their unorthodox appearance can make it difficult for them to find a place for themselves in the world._
* * *
Magic and science that can warp bone and twist sinew are all too common on Golarion. Fleshwarps are those who have been permanently altered by such methods—sometimes a sapient being created whole cloth from inanimate flesh, but often a victim unwillingly transformed by strange energies or sadistic creators.
The ancestry name "fleshwarp" is an umbrella term, since on Golarion the actual fleshwarping process is more infamously well-known than are alterations caused by uncontrolled magic, technology, or fringe science. Whether practiced by Thassilonian wizards, Nexian fleshcrafters, or the drow of the Darklands, fleshwarping is the craft of reshaping flesh and mind in vats of foul magical reagents. This has led some scholars of monsters to argue that only those beings created by traditional fleshwarping should be considered fleshwarps. Regardless of the source of their altered forms, fleshwarps bear their new shape forever, transformed beings living a wild and strange existence beyond what was possible for their original ancestry.
Although fleshwarps are humanoid, no two look the same. One might possess limbs in unusual places and skin as smooth as glass, while another might have a thick matting of spiny fur. Some might have animalistic features, like a boar snout, scales, or cloven hooves. Others have entirely alien appearances, such as bulging eyes on the backs of their hands. Some may have only subtly uncanny features that differentiate them, such as glowing teeth, smoking eyes, or fingernails made of bone. The only commonality among fleshwarps is their mismatched nature. Let your imagination run wild when creating a fleshwarp character!
If you want a character who is tough and hardy, can change their form as they grow, and can use their wholly unique appearance to inspire awe or fear in others, you should play a fleshwarp.
## You Might...
* Embrace your unusual appearance to inspire respect or fear.
* Be used to relying on yourself.
* Distrust large groups of people, particularly mobs, based on past experiences.
## Others Probably...
* Find your physiology fascinating or terrifying.
* Assume you are an expert on strange creatures or occult phenomena.
* Consider you an enigmatic and unpredictable—and perhaps even dangerous—outsider.
## Physical Description
Fleshwarps are humanoids, ranging from 5 to 7 feet tall and from just under 100 pounds to more than 300 pounds. The proportion and appearance of their limbs and features differ widely, but fleshwarps functionally have two legs, two arms, and a single head; a fleshwarp with more limbs than this should consider an appropriate ancestry feat to reflect this variance, or one of their limbs might be vestigial and mostly nonfunctional. Fleshwarps differ widely in their appearance due to the unique circumstances of their creation. Even fleshwarp siblings or two people transformed through the same procedure might look wildly different.
## Society
Fleshwarps are so few in number that congregations of them are rare. They most often live on their own, with a small family group, or at the outskirts of a community. Some thrive in cities, however, where they can remain anonymous among the crowds while pursuing careers that allow them to avoid contact with people who might fear or persecute them.
Fleshwarps value endurance and are quick to learn from others, so those who come into contact with others of their kind usually share stories that help each other survive, hide, or thrive more effectively. How a fleshwarp formed can be a painful or horrifying subject, one they consider rude to discuss with anyone besides close friends or loved ones.
## Alignment and Religion
Fleshwarps have little to gain from the broader society, and therefore rarely work to support society in turn, beyond perhaps helping other fleshwarps. They need to be able to adapt quickly to survive on their own. As a consequence, few fleshwarps are lawful. Although bigoted or short-sighted people view fleshwarps as monsters, fleshwarps are no more or less prone to evil than any other people, and most seek only to live their lives without trouble. Most are neutral in alignment, for while alienation doesn't force a fleshwarp to feel contempt for others, neither does it encourage a fleshwarp to avoid it. This is especially true for fleshwarps living in the societies that gave birth to their traumatic transformation. Fleshwarps aren't often casually religious; most either have little to do with faith at all (viewing themselves as scorned by the gods or simply seeing faith as impractical for survival) or are exceptionally devout. Religious fleshwarps often revere Arazni, Calistria, Desna, or Gozreh; evil fleshwarps typically turn to Lamashtu, finding consolation in the Mother of Monsters.
## Names
Fleshwarps can come from-and thus have names from-any culture or ancestry, but some give themselves new names after being transformed, whether to celebrate the change, recognize a new phase of their lives, or conceal their past identity. Many fleshwarps also carry a descriptive nickname granted to them by others, such as "Triple Handed," "Barkfoot," or "Many-Mouth."
Fleshwarps don't keep nicknames they find personally offensive, but they tend to keep ones that describe their distinctive appearances or that are given by people they care about.
### Sample Names
Borble, Dag, Feff, Hurn, Kemp, Omber, Ostro, Shurni, Surm, Wumpin
## Fleshwarp Mechanics
**Hit Points** 10
**Size** Medium or Small
**Speed** 25 feet
**Ability Boosts** Constitution, Free
**Languages** Common
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Draconic, Dwarven, Elven, Goblin, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Low-Light Vision
**Unusual Anatomy** Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons.
## Fleshwarp Heritages
[[Cataphract Fleshwarp]]
[[Created Fleshwarp]]
[[Discarded Fleshwarp]]
[[Mutated Fleshwarp]]
[[Shapewrought Fleshwarp]]
[[Surgewise Fleshwarp]]
[[Technological Fleshwarp]]

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---
title: "Ghoran"
noteType: ":sticky-note:"
aliases: "Ghoran"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.kRjkrWAqQNXj3LLP
tags:
- JournalEntryPage
---
# Ghoran
These intelligent plant people, created by a long-dead druid, possess a sort of immortality through their seeds—unless these are destroyed by external events other than merely the ravages of time.
During the height of the wars between Geb and Nex long ago, the archmage Nex asked the renegade druid Ghorus to create a plant that would feed his people even in the most inhospitable land. Ghorus did so, developing a flower that would adapt to every environment and withstand every sort of magecraft and spellworking. He succeeded too well. In the strange soil of the Impossible Lands, the flower grew and soon began to think—and then to walk and speak. These were the first ghorans. Despite their new awareness, ghorans found that many other peoples were adept at ignoring inconvenient truths, especially those involving where their next meal might come from. Bit by bit, seed by seed, ghorans grew themselves into humanoid forms, hoping to engender sympathy by mirroring the appearance of humanoids. It eventually worked, and the ghorans won citizenship and protected status in the nation of Nex. Even so, time and predation has taken its toll; the population of ghorans is small and ever dwindling.
Each ghoran is essentially an ancient spark of life that inhabits, successively, a series of plantlike bodies. Every twenty years or so, a ghoran produces a seed. Their old body withers away as their soul enters the seed, which then swiftly produces a new body. The process brings with it minor changes in personality and some loss of more distant memories, such that each new ghoran is related to their predecessor while still being a different individual. The art of creating more ghorans died with the druid Ghorus, so they're a tiny but stable minority in the Impossible Lands, dwindling bit by bit over the centuries as a few of them fall to violence and mischance.
If you want a character who's an ancient and alien soul, trying to survive and thrive in a strange and hostile world, you should play a ghoran.
## You Might...
* Offhandedly mention events from thousands of years ago.
* Find "animal" behaviors strange.
* Constantly make small changes to your body.
## Others Probably...
* Have a hard time recognizing you after not seeing you for a while.
* Are either intimidated or fascinated by how long you've lived and how much you know.
* Have heard you're delicious.
## Physical Description
Roughly humanoid in size and shape, a ghoran's body is mostly made up of a fibrous plant material resembling a woody vine, with a face like an enormous, colorful flower. Ghorans have a great deal of control over the shape and structure of their bodies: with a few hours of effort, a ghoran might make themselves taller or shorter, long-limbed or barrel-chested. They have a reputation for tasting deliciously sweet and herbaceous. Most people merely find this quality a curiosity and don't attempt to take a bite, but animals in the wild will sometimes seek them out and attack them. Though they can learn to smile or laugh to fit in with other ancestries, they tend to use a different set of emotional signifiers, fluttering their face-petals to show happiness and making a rustling sound when agitated or upset. Every ghoran has a large cavity within their torso that contains a large seed. When a ghoran's body becomes too decrepit to function, they impart their memories into the seed and plant it into the ground. Within 1 to 2 months, a new ghoran body finishes growing from the seed, and the original ghoran collapses into a pile of inert organic matter. This curious method of propagation leaves a ghoran vulnerable, and many ghorans are defensive about the process among non-ghoran peoples.Being plants, ghorans have no innate understanding of gender in the human sense. Ghorans who find themselves in the company of other ancestries sometimes adopt a more masculine or feminine form, though just as many don't bother.
## Society
Ghorans originated in Nex, and most reside as a tiny minority population in that land. In its major cities, they have built little enclaves of their own in neighborhoods featuring sweeping parks and massive trees, with the largest of these enclaves being in Quantium. While they don't possess the magical ability to enter an extradimensional home within a tree like dryads, ghorans live among the trees, typically making their homes within the neighborhoods' big parks. They are extremely skilled at building their abodes so that they don't disrupt the lives of the local flora. Visitors to a ghoran enclave might not realize initially that they've entered a home, assuming instead that they're in a recreational public space. Ghorans don't typically mind the unexpected company so long as the visitors are respectful of the park, of their homes, and of any ghorans they meet. The ghorans who live in major cities are relatively social and accepting of other ancestries, and they tend to be eager to interact, learn about others, and engage in trade. Outside of these cities, ghorans inhabit small, remote communities in the foothills of the Shattered Range and dwell in secluded forests, and they tend to be much more isolationist. Remembering well that Ghorus originally created their ancestry as food for the "animals," they generally have no great desire to get to know other ancestries. However, as each new incarnation slightly shifts a ghoran's personality, they sometimes develop a wanderlust that spurs them to leave an isolated home and travel into the wider world. Often, such ghorans hold bits—or even troves—of ancient lore lost to the outside world for many years, so their journeys can sometimes lead to important new discoveries for others in the Impossible Lands and beyond.
Among themselves, ghorans cooperate easily and instinctively, with no need for a formal government. Work is apportioned by a silent consensus derived from thousands of years of experience, as everyone does what they're best at to cover necessary tasks. This silent consensus is already practiced at determining how to adjust and adapt when one ghoran falls ill or changes in a new incarnation. The addition of new ghorans traveling from afar or of members of other ancestries can sometimes throw off this natural rhythm. The new addition is an unknown quantity, so the entire community keeps tabs on the newcomers, to a potentially unsettling extent, for a short period of analysis. This practice isn't out of any distrust or desire for harm, but rather out of curiosity and a need to understand what the newcomers do well and where they need assistance. Once the ghoran community has drawn a conclusion, they adjust their actions accordingly—everyone simply begins to perform tasks differently to allow newcomers to fit in and contribute, with no official meeting or declaration. In most cases, one of the members of the community realizes they should tell non-ghoran newcomers what the community expects of them, but sometimes no one realizes there's a need to communicate. When this happens, it can leave the ghoran community and the newcomers perplexed at the others' actions and choices, as the community expects the newcomers to simply pitch in and fill the need while the newcomers wait to be told what the community expects of them.
Ghoran communities, operating on this ancient consensus, generally don't have anything resembling leaders. Nonetheless, a community will sometimes appoint a single ghoran as an envoy to outsiders and even give them a title to make the "animals" more comfortable when receiving a message from the whole community.
## Alignment and religion
Ghorans typically lack driving forces toward good or evil, though their plant-derived values can sometimes make them come across as amoral to people who are not likewise plant based. They have a slight tendency toward law, especially in their own communities. While most ghorans aren't particularly religious, spiritually oriented ones tend to worship nature by means of the Green Faith or, less commonly, Gozreh or one of the Eldest (such as the plantlike Green Mother). They rarely find interest in human-centric deities, as ghorans have distinctly different thought processes and priorities. Faith is a matter that usually doesn't change much from seed to seed and incarnation to incarnation, and that means that the newer deities, especially those ascended in the last few millennia ("recently," from the ghoran perspective) have almost no foothold in ghoran communities.
## Names
Most ghorans pick a new name with each incarnation, usually selecting a name or concept that they found pleasing in a past life. Occasionally, a ghoran might reuse a name for several incarnations in a row, especially if remaining in a community of other peoples, though each incarnation is still a distinct person.
### Sample Names
Amsalu, Ash, Emnet, Sieri, Ooniel, Arshmarish, Velt, Delphinium, Hach, Emerald, Sable
## Ghoran Heritages
Created with the express purpose of adapting to their environment, ghorans display several distinct physical morphs. Choose one ghoran heritage at 1st level.
[[Ancient Ash]]
[[Enchanting Lily]]
[[Strong Oak]]
[[Thorned Rose]]

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---
title: "Gnoll"
noteType: ":sticky-note:"
aliases: "Gnoll"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.xBV8oGvecw7abZxc
tags:
- JournalEntryPage
---
# Gnoll
_Powerfully-built humanoids that resemble hyenas, gnolls are cunning warriors and hunters. Their frightening visage and efficient tactics have given them an ill-starred reputation._
* * *
In lands to the east, such as Katapesh, gnolls have earned themselves well-deserved reputations as brutal slavers and demon-worshippers. Even in the Mwangi Expanse, many outsiders believe that gnolls are witches, cannibals, and worse. The truth is more complex.
Mwangi gnolls, known to themselves as “kholo,” are eminently practical and pragmatic hunters and raiders. To gnolls, honor is just another word for pointless risk. Any loss of a gnoll affects not just the individual, but their packmates and kin as well. Wasting time on anything but victory, whether it's mercy or cruelty, is seen as little shy of immoral. Gnolls see effectiveness as a cardinal virtue and believe that the best fight is one that never gives the opponent a chance to strike back. Mwangi gnolls are masters of ambushes, tactical feints, and psychological warfare-none of which endears them to their neighbors.
Equally misunderstood is the gnoll practice of ancestor worship and endocannibalism. Gnolls consume their dead as a sign of reverence, holding a grand feast and transforming the bones of the fallen into art or weapons. Gnolls extend this honor to respected foes, hoping to bring their enemy's cunning or strength into the clan. While it's a sign of admiration, not everyone sees it that way.
## You Might...
* Always try to work smarter, not harder.
* Be very physically demonstrative—often hugging, punching, or licking your friends.
* Keep a bone from a favorite relative to ask for advice.
## Others Probably...
* Are intimidated by your size, teeth, and eerie laugh.
* Assume that you are dishonorable or worse.
* Respect the brutal efficiency of your hunting style.
## Physical Description
Gnolls are large, hyena-like humanoids with short muzzles, sharp teeth, and large and expressive round ears. Their bodies are covered in shaggy fur, rougher on the back and softer and lighter on the stomach and throat, usually in an off-white, tan, or brown shade-spots and stripes are both common. Gnolls typically stand between six and seven feet tall. Women are usually about a head taller than men, and correspondingly stronger. Gnolls are considered adults at fifteen, and live about 60 years on average, though some can reach a hundred or more in good health.
## Society
Kholo generally live in clans of 10 to 20 interrelated family groups, containing between 100 to 200 gnolls. They are ruled by a council of female gnolls, typically selected from the oldest members of each family. This council of elders selects one of their number as a Chief Elder, who is essentially the first among equals and sets the agenda. The council is advised by the clan's bonekeeper and storyteller, as well as one or more younger gnolls who lead hunting and raiding packs.
Bonekeepers focus on tending to the wishes of gnoll ancestors and gods-they take their name from the ancestral bones that festoon their clothing and homes. Storytellers serve as teachers and sages, and are expected to have an encyclopedic knowledge of clan history, regional lore, and anything else relevant to the clan. They usually speak several languages.
Kholo women typically work as hunters, warriors, and leaders, while men become artisans, caretakers, and gatherers. However, adherence to gender roles varies from clan to clan. Members of either gender can become bonekeepers or storytellers, and these positions often routes to authority for male gnolls.
## Alignment and Religion
Mwangi gnolls have an unsentimental, matter-of-fact approach to life, and prioritize results over methods. They are usually loyal and generous to their people and ruthless toward outsiders-gnolls are typically chaotic neutral but can skew good or evil depending on who they view as “their people.”
Gnolls appeal to their ancestors on a day-to-day basis, invoking their kin to bless cubs, ward off disease, or grant luck on hunts. Gnolls call upon the gods on special occasions or in times of great crisis. Most kholo give homage to Calistria and Shelyn as the Elder and Younger Sisters, twin goddesses of power and beauty. Nethys, the Brother, is the patron of bonekeepers, and Lamashtu, while a popular deity in other gnoll societies, is propitiated as the Old Mother, a goddess called upon only as a very last resort, and otherwise begged to stay away.
## Names
Newborn kholo are given a root name, typically that of a bone, plant, or animal (though never Hyena, as this is considered narcissistic and arrogant). As a gnoll reaches certain milestones in life, they add descriptors to their name. Root names are often passed down through families, while descriptors are chosen to fit the gnoll's personality, usually in raucous ceremonies.
### Sample Names
Baobab, Jackal, Onyx Elephant in Shadows, Red Thorn, Unbent Iron Reed, White Acacia, Wistful Tooth, Woodpecker
## Gnoll Mechanics
**Hit Points** 8
**Size** Medium
**Speed** 25 feet
**Ability Boosts** Strength, Intelligence, Free
**Ability Flaw** Wisdom
**Languages** Common, Gnoll
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Iruxi, Necril, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Low-Light Vision
**Bite** Your sharp teeth and powerful jaws are fearsome weapons. You have a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group.
## Gnoll Heritages
[[Ant Gnoll]]
[[Great Gnoll]]
[[Sweetbreath Gnoll]]
[[Witch Gnoll]]

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---
title: "Gnome"
noteType: ":sticky-note:"
aliases: "Gnome"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.qIu10HByKeRaPPvD
tags:
- JournalEntryPage
---
# Gnome
Long ago, early gnome ancestors emigrated from the First World, realm of the fey. While it's unclear why the first gnomes wandered to Golarion, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naivete. Always hungry for new experiences, gnomes constantly wander both mentally and physically, attempting to stave off a terrible ailment that threatens all of their people. This affliction, known as the Bleaching, strikes gnomes who fail to dream, innovate, and take in new experiences. The Bleaching slowly drains the color—literally—from gnomes, and it plunges those affected into states of deep depression that eventually claim their lives. Very few gnomes survive this scourge, becoming deeply morose and wise survivors known as bleachlings.
If you want a character with boundless enthusiasm and an alien, fey outlook on morality and life, you should play a gnome.
## You Might...
* Embrace learning and hop from one area of study to another without warning.
* Speak, think, and move quickly, and lose patience with those who cant keep up.
## Others Probably...
* Appreciate your enthusiasm and the energy with which you approach new situations.
* Struggle to understand your motivations or adapt to your rapid changes of direction.
## Physical Description
Most gnomes stand just over 3 feet in height and weigh little more than a human child. They exhibit a wide range of natural skin, hair, and eye colors. For gnomes that haven't begun the Bleaching, nearly any hair and eye color other than white is possible, with vibrant colors most frequent, while skin tones span a slightly narrower spectrum and tend toward earthy tones and pinkish hues, though occasionally green, black, or pale blue.
Gnomes typically reach physical maturity at the age of 18, though many gnomes maintain a childlike curiosity about the world even into adulthood. A gnome can theoretically live to any age if they can stave off the Bleaching indefinitely, but in practice gnomes rarely live longer than around 400 years.
## Society
While most gnomes adopt some of the cultural practices of the region in which they live, they tend to pick and choose, adjusting their communities to fit their own fey logic. This often leads to majority gnome communities eventually consisting almost entirely of gnomes, as other people, bewildered by gnomish political decisions, choose to move elsewhere. Gnomes have little culture that they would consider entirely their own. Exceptionally few gnome kingdoms or nations exist on the surface of Golarion, and most gnomes wouldn't know what to do with such a state if they had one.
By necessity, few gnomes marry for life, instead allowing relationships to run their course before amicably moving on, the better to stave off the Bleaching with new experiences. Though gnome families tend to be small, many gnome communities raise children communally, with fluid family boundaries. Gnome names can get quite complex and polysyllabic. Gnomes rarely concern themselves with how easy their names are to pronounce, and they often go by shorter nicknames. Among gnomes, the shorter the name, the more feminine it's considered to be.
### Sample Names
Abroshtor, Bastargre, Besh, Fijit, Halungalom, Krolmnite, Neji, Majet, Pai, Poshment, Queck, Trig, Zarzuket, Zatqualmie
## Beliefs
Though gnomes are impulsive tricksters with inscrutable motives and confusing methods, many at least attempt to make the world a better place. They are prone to fits of powerful emotion and are rarely shy about helping those they believe deserve it. Gnomes most commonly worship deities that value individuality and nature, such as Cayden Cailean, Desna, Gozreh, and Shelyn.
#### **Popular Edicts**
seek new experiences, embrace your inspiration, move from obsession to obsession
#### **Popular Anathema**
slow down to explain yourself, deprive someone of all stimulation
## Gnome Mechanics
**Hit Points** 8
**Size** Small
**Speed** 25 feet
**Ability Boosts** Constitution, Charisma, Free
**Ability Flaw** Strength
**Languages** Common, Gnomish, Sylvan
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Goblin, Jotun, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Low-Light Vision
## Gnome Heritages
[[Chameleon Gnome]]
[[Fey-Touched Gnome]]
[[Sensate Gnome]]
[[Umbral Gnome]]
[[Vivacious Gnome]]
[[Wellspring Gnome]]

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---
title: "Goblin"
noteType: ":sticky-note:"
aliases: "Goblin"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.Gn0XGCWDb0N4zLE0
tags:
- JournalEntryPage
---
# Goblin
The convoluted histories other people cling to don't interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big. Many goblins enjoy simpler delights like songs, fire, and eating, and hate reading, dogs, and horses. Other goblins might have more complex pursuits, though, such as tinkering with scraps or concocting snacks and explosives from most anything.
If you want a character who is eccentric, enthusiastic, and fun-loving, you should play a goblin.
## You Might...
* Strive to prove that you have a place among other civilized peoples, perhaps even to yourself.
* Lighten the heavy emotional burdens others carry (and amuse yourself) with antics and pranks.
## Others Probably...
* Work to ensure you dont accidentally (or intentionally) set too many things on fire.
* Wonder how you survive given your ancestrys typical gastronomic choices, reckless behavior, and love of fire.
## Physical Description
Goblins are stumpy humanoids with large bodies, scrawny limbs, and massively oversized heads with large ears and beady red eyes. Their skin ranges from green to gray to blue, and they often bear scars, boils, and rashes. Goblins average 3 feet tall. Most are bald, with little or no body hair. Their jagged teeth fall out and regrow constantly, and their fast metabolism means they eat constantly and nap frequently. Mutations are also more common among goblins than other peoples, and goblins usually view particularly salient mutations as a sign of power or fortune.
Goblins reach adolescence by the age of 3 and adulthood 4 or 5 years later. Goblins can live 50 years or more, but without anyone to protect them from each other or themselves, few live past 20 years of age.
## Society
Goblins tend to flock to strong leaders, forming small tribes. These tribes rarely number more than a hundred, though the larger a tribe is, the more diligent the leader must be to keep order—a notoriously difficult task. Play and creativity matter more to goblins than productivity or study, and their encampments erupt with songs and laughter.
Goblins bond closely with their allies, fiercely protecting those companions who have protected them or offered a sympathetic ear. Goblins tend to assume for their own protection that members of taller ancestries, which goblins often refer to colloquially as "longshanks," won't treat them kindly. Learning to trust longshanks is difficult for a goblin, and it's been only in recent years that such a partnership has even been an option. Goblins keep their names simple. A good name should be easy to pronounce, short enough to shout without getting winded, and taste good to say. The namer often picks a word that rhymes with something they like so that writing songs is easier.
### Sample Names
Ak, Bokker, Frum, Guzmuk, Krobby, Loohi, Mazmord, Neeka, Omgot, Ranzak, Rickle, Tup, Wakla, Yonk, Zibini
## Beliefs
Even the most well-intentioned goblins have trouble following the rules, meaning goblin adventurers are often unsure whether they're on the right side of the law. Organized worship likewise confounds goblins, and most of them would rather pick their own deities, choosing powerful monsters, natural wonders, or anything else they find fascinating—sometimes even attributing deific status to fellow goblins of note. Goblins who spend time around people of other ancestries might adopt some of their beliefs, though, and many goblin adventurers adopt the worship of Cayden Cailean.
#### **Popular Edicts**
invent songs for every occasion, turn trash into your treasures, solve problems with fire
#### **Popular Anathema**
trust a dog or horse, learn to read
## Goblin Mechanics
**Hit Points** 6
**Size** Small
**Speed** 25 feet
**Ability Boosts** Dexterity, Charisma, Free
**Ability Flaw** Wisdom
**Languages** Common, Goblin
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnomish, Kholo, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Darkvision
## Goblin Heritages
[[Charhide Goblin]]
[[Irongut Goblin]]
[[Razortooth Goblin]]
[[Snow Goblin]]
[[Tailed Goblin]]
[[Unbreakable Goblin]]

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---
title: "Goloma"
noteType: ":sticky-note:"
aliases: "Goloma"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.jKglnHBFvzI80tIe
tags:
- JournalEntryPage
---
# Goloma
_Golomas fear most other people and deliberately use their unusual biology to frighten off those they consider to be dangerous predators. Rarely seen and poorly understood, golomas' many-eyed and wooden faced visages instill terror in most they meet._
* * *
Though just as capable of being dangerous as any intelligent creature on Golarion, golomas have a deep-rooted psychological understanding that they are prey, and that all two-eyed people are predators. As a result, golomas rarely reveal themselves to others, and when they do, they often adopt threatening personas as a means to protect themselves. Even those few golomas who venture out into greater Mwangi society often have trouble relating to other ancestries, due to their strong differences in perception and mindset.
## You Might...
* Instinctively process large amounts of disparate information quickly and efficiently.
* Project an air of intimidation to conceal your nervous disposition.
* Have difficulty distinguishing individual objects or people from others that are similar.
## Others Probably...
* Are frightened by your strange physiology.
* Mistake your difficulties with identifying distinct people from one another as indifference.
* Are awed by your skill at noticing minute details at a glance and drawing rapid conclusions.
## Physical Description
Golomas are humanoids with rough skin that ranges in color from warm brown to ebony, although sickly gray or white individuals with albinism are not uncommon. Their fingers and feet are coated with a thin layer of chitin. A goloma's face is an oblong wedge made of smooth chitin, almost resembling a wooden mask. Protruding from this face are eight gelatinous, shining eyes. A goloma's mouth and jaw are located beneath their face-plate, and a bony crest juts from the top of their chitinous visage. The back of a goloma's head and neck is coated in black hair that is filled with thousands of tiny, peering eyes. These eyes tend to glow and squirm as they look around-an unsettling sight for most.
## Society
An ancient goloma story states that during a calamity unleashed long ago, gods and demons burst forth from the earth to steal the eyes from other creatures. Only the golomas and others who were in hiding were spared-yet golomas soon began to be hunted by the now two-eyed people, who were hungry to take goloma eyes to replace what they had lost. This accurately sums up most golomas' mentalities: to be exposed is to be vulnerable, and to trust a stranger is deadly. Golomas usually travel and live with groups of other golomas, as this is where they feel most comfortable.
Golomas learn at a young age to be vigilant at all times, observing the environment for any irregularities and then reacting with quick, calculated instinct rather than deliberative action. Other ancestries often perceive golomas to be paranoid and hypervigilant. Golomas are also better at wide-scale observation than observation of specific things-they can easily notice commonalities across large fields but have difficulty remembering what a specific object or creature looked like. This only increases their paranoia, as they have trouble visually distinguishing known friends from potentially hostile foes.
## Alignment and Religion
Golomas tend to focus on their own survival and thus are typically neutral, though those who find more comfort in conformity than others trend toward lawful alignments. Golomas often pay homage to Kalekot, a deity of protective fear, as the guardian of their people, though not one to be trusted. Kalekot is called upon to curse those who victimize golomas, as most feel that justice can only be attained using supernatural means. Other popular gods include Mazludeh and Grandmother Spider, who encourage the strength of community, though a typical goloma's idea of community is often very insular.
## Names
A goloma's true name is kept among golomas, as there are hundreds of cautionary tales of what could happen if another creature learns a goloma's true name. Names tend to lack soft syllables, which golomas often struggle to pronounce, and typically consist of hard consonants and individually enunciated vowels instead. Among other people, golomas tend to use names that are intended to be intimidating, taking elements and sounds from Aklo, Necril, or words from local languages that seem to cause strong reactions.
### Sample Names
Biqkuul, Ehbouja, Haamaah, Kouzo, Quaerjii, Tebaazu, Uruueda, Zekuukeu
## Goloma Mechanics
**Hit Points** 8
**Size** Medium
**Speed** 30 feet
**Ability Boosts** Wisdom, Free
**Languages** Goloma, Mwangi
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Aklo, Draconic, Elven, Halfling, Necril, Orcish, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region)
**Eyes in Back** You have eyes that point in several different directions and instinctively notice movement in the peripheries of your vision. When you use the Seek basic action, you can look for creatures in two areas instead of one. If precision is necessary, you can select two 30-foot cones or 15-foot bursts within line of sight instead of one.
## Goloma Heritages
[[Farsight Goloma]]
[[Frightful Goloma]]
[[Insightful Goloma]]
[[Vicious Goloma]]
[[Vigilant Goloma]]

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---
title: "Grippli"
noteType: ":sticky-note:"
aliases: "Grippli"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.FhIJtKcINEe7fipX
tags:
- JournalEntryPage
---
# Grippli
_Gripplis are a shy and cautious people who generally seek to avoid being drawn into the complicated and dangerous affairs of others. Despite their outlook and small stature, gripplis often take bold and noble action when the situation demands it._
* * *
Reclusive and canny, gripplis are treetop survivalists who harvest their homes' bounty and defend themselves against terrible threats. Their reliance on cunning and simple tools has led to gripplis being mischaracterized as primitive, yet this overlooks their shaping of the land with hidden orchards and camouflaged causeways that allow gripplis to live in prosperous peace. Gripplis are most likely to emerge from their forest homes to trade, explore, and combat threats that would despoil the world.
## You Might...
* Seek out clever ways to exploit your environment when overcoming challenges.
* Make friends slowly, concerned by cautionary tales of exploitative strangers.
* Be fiercely protective of your home or community.
## Others Probably
* Assume you dislike cities and people who live in them.
* Trust in your impartial, measured approach to understanding situations and solving problems.
* Give you space, fearing that touching you would prove toxic.
## Physical Description
Gripplis resemble humanoid tree frogs, with oversized eyes, wide mouths, and gangly physiques. Their slight frames and large toes afford excellent grip while climbing, while their colorful skin provides reliable camouflage that varies by their home environment-green and brown for jungle-dwelling groups, blue and orange for riparian communities, and many other colors between. A grippli grows quickly, reaching adult size of about 2 feet in height about 3 years after hatching, though they're only considered adults around age 12. Gripplis rarely live beyond 60 years, though exceptional individuals occasionally live as long as a century.
## Society
Gripplis lead a sophisticated hunter-gatherer lifestyle with which they reshape the landscape to suit their needs: building spillways to trap fish, seeding fruit-bearing trees, sowing cover-granting foliage for future hunts, and more techniques that often escape an agriculturist's eye. These strategies rely on community cooperation as well as dispersed populations, so gripplis commonly live in small villages, each part of a complex web of alliances and relationships. Reclusiveness has preserved grippli lives and lifestyles for millennia, yet they increasingly find themselves threatened by ancient evils and new explorers alike.
## Alignment and Religion
Taught to wait, observe, and respect natural processes of life and death, many gripplis adopt neutral alignments. Those who take a more active role suppressing evils that take refuge in the jungles are often neutral good, most notably those rare fiend-keepers who absorb an evil being into their soul to contain and eventually transform its villainy through virtuous acts. Nature deities such as Gozreh or Erastil often earn gripplis' respect, yet communities often prefer less prominent, more intimate divinities such as empyreal lords, psychopomp ushers, or the fey Eldest.
## Names
Grippli names often include resonant vowels and chirped consonants that remain difficult for non-gripplis to vocalize properly. Gripplis that travel widely often adopt one or more names more easily replicated by their associates.
### Sample Names
Aalpo'ol, Bogwynne, Ctaprak, Eegru, Gpoun, Gruoksh, Hrrauti, Iopo, Iykiki, Kyrsiik, Mhruugu, Oplugo, Quaasol, Yolkuu, Ztaal
## Grippli Mechanics
**Hit Points** 6
**Size** Small
**Speed** 25 feet
**Ability Boosts** Dexterity, Wisdom, Free
**Ability Flaw** Strength
**Languages** Common, Grippli
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Abyssal, Aquan, Boggard, Draconic, Elven, Iruxi, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Low-Light Vision
## Grippli Heritages
[[Poisonhide Grippli]]
[[Snaptongue Grippli]]
[[Stickytoe Grippli]]
[[Windweb Grippli]]

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---
title: "Halfling"
noteType: ":sticky-note:"
aliases: "Halfling"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.voI7uPS9vsG74JIn
tags:
- JournalEntryPage
---
# Halfling
Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within larger cities, carving out small communities alongside taller folk. Optimistic, cheerful, and driven by powerful wanderlust, halflings make up for their short stature with an abundance of bravado. At once excitable and easygoing, halflings are the best kind of opportunists, and their passions favor joy over violence. While their curiosity sometimes drives them toward adventure, halflings also carry strong ties to house and home.
If you want to play a character who must contend with these opposing drives toward adventure and comfort, you should play a halfling.
## You Might...
* Get along well with a wide variety of people and enjoy meeting new friends.
* Find it difficult to resist indulging your curiosity, even when you know its going to lead to trouble.
## Others Probably...
* Appreciate your ability to always find a silver lining or something to laugh about, no matter how dire the situation.
* Think you bring good luck with you.
## Physical Description
Halflings are short humanoids who look vaguely like smaller humans. They rarely grow to be more than 3 feet in height. Halfling proportions vary, with some looking like shorter adult humans with slightly larger heads and others having proportions closer to those of a human child.
Most halflings prefer to walk barefoot rather than wear shoes, and those who do so develop roughly calloused soles on their feet over time. Tufts of thick, often-curly hair warm the tops of their broad, tanned feet. Halfling skin tones tend toward rich, tawny shades like amber or oak, and their hair color ranges from a light golden blond to raven black.
Halflings reach physical adulthood around the age of 20. A typical halfling can live to be around 150 years old.
## Society
Despite their jovial and friendly nature, halflings don't usually tend to congregate. They have few cultural centers in the Inner Sea region, and they instead tend to weave themselves throughout the societies of the world. Halflings eke out whatever living they can manage, many performing menial labor or holding simple service jobs. Some halflings reject city life, instead turning to the open road and traveling from place to place in search of fortune and fame. These nomadic halflings often travel in small groups, sharing hardships and simple pleasures among close friends and family. Halfling names are usually two to three syllables, with a gentle sound that avoids hard consonants. Preferring their names to sound humble, halflings see overly long or complex names as a sign of arrogance for their people. However, they understand that elves and humans might have longer names to suit their own aesthetics.
### Sample Names
Anafa, Antal, Bellis, Boram, Etune, Filiu, Jamir, Kaleb, Linna, Marra, Miro, Rillka, Sistra, Sumak, Yamyra
## Beliefs
Halflings are loyal to their friends and their family, but they aren't afraid to do what needs to be done in order to survive. Wherever halflings go, they seamlessly blend into the society they find themselves in, adapting to the culture and beliefs of the predominant ancestry around them and adding their uniquely halfling twists, creating a blend of cultural diffusion that enriches both cultures. Halflings favor gods that either grant luck, like Desna, or encourage guile, like Norgorber, and many appreciate Cayden Cailean's role as a liberator, as well as any religions common among other ancestries around them.
#### **Popular Edicts**
share good meals with friends and strangers alike, stand up to bullies and oppressors, stay beneath the taller folk's notice
#### **Popular Anathema**
take your luck for granted
## Halfling Mechanics
**Hit Points** 6
**Size** Small
**Speed** 25 feet
**Ability Boosts** Dexterity, Wisdom, Free
**Ability Flaw** Strength
**Languages** Common, Halfling
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Dwarven, Elven, Gnomish, Goblin, and any other languages to which you have access (such as the languages prevalent in your region).
**Keen Eyes** Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
## Halfling Heritages
[[Gutsy Halfling]]
[[Hillock Halfling]]
[[Jinxed Halfling]]
[[Nomadic Halfling]]
[[Observant Halfling]]
[[Twilight Halfling]]
[[Wildwood Halfling]]

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---
title: "Hobgoblin"
noteType: ":sticky-note:"
aliases: "Hobgoblin"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.DuWzeY4zugKFFthl
tags:
- JournalEntryPage
---
# Hobgoblin
_Taller and stronger than their goblin kin, hobgoblins are equals in strength and size to humans, with broad shoulders and long, powerful arms._
* * *
The reputation of hobgoblins in the Inner Sea region has been upended by Oprak, the hobgoblin nation established recently in the mountains between Nidal and Nirmathas. The Ironfang Legion that stormed through Molthune and Nirmathas only a few years ago made a calculated decision to cease fighting, claim Oprak as a new homeland, and seek peace with its neighbors. Now under strict orders to not start conflicts with other nations, the hobgoblins of Oprak have begun to cautiously investigate Avistan in the spirit of cooperation rather than conquest. Many people, especially those that suffered terrible cruelties under the Ironfang Legion, fear that this is simply a pause in aggression while Oprak gains enough strength to crush its rivals. Others hope these bold soldiers might prove to be allies against the endless hordes of the Whispering Tyrant.
## You Might...
* Seek out the most effective and practical solutions to any problem.
* Encourage a clear chain of command among any group you travel with, following orders even if you disagree with them.
* Look for opportune alliances with other creatures, even if you don't fully understand or trust them.
## Others Probably...
* Consider you dangerous, due to your reputation and intimidating appearance.
* Assume you hate magic and other mystical arts.
* Recognize your incredible endurance, dedication, and discipline.
## Physical Description
Hobgoblins stand nearly as tall as humans, though they tend to have shorter legs and longer arms and torsos. They have the bald, wide heads and beady eyes, and gray skin that becomes steely blue when tanned. Hobgoblins are remarkably hardy; they recover from illnesses quickly and are able to exert themselves for long periods of time with little difficulty.
Hobgoblins mature quickly, and most can walk, talk, and hold a weapon by the time they are 1 year old, reaching adolescence by the age of 8 to 12 and adulthood around 14. Hobgoblins typically live up to 70 years of age.
## Society
Hobgoblins structure their society after military hierarchies. Even civilian groups such as farming collectives or trading houses organize into regiments, companies, and divisions. Most hobgoblins fixate on social status, and many constantly strive to advance their social position. Hobgoblin punishments are primarily social demotions, although execution or slavery are common for serious crimes, such as arson or desertion.
Hobgoblin veterans hold a high place in their society, usually becoming leaders or advisors. Magic is rarely practiced and often derided, as most hobgoblins don't trust it over the strength of their own sword arms. Their arts tend to have a military bent; many hobgoblins consider stirring marches and weaponsmithing the only artistic endeavors worth pursuing, though Oprak's enforced era of peace is beginning to change this.
## Alignment and Religion
Though familiar with the chaos of war, most hobgoblins have orderly minds and prefer to live within established hierarchies. While many hobgoblins consider sentimentality weak, those with mild temperaments have recently found success in diplomacy and international outreach. As a result, hobgoblin adventurers are usually lawful neutral, with only those rejecting or raised outside of their militaristic society chaotic. Faith has little place in hobgoblin society, as many feel it is impractical, though religious hobgoblins can gain a begrudging modicum of acceptance due to their useful healing magic.
## Adventurers
Hobgoblin society's rigid militaristic hierarchy produces excellent adventurers, as hobgoblins reach adulthood trained for combat. Due to their upbringing, many hobgoblins have the warrior background. The laborer, martial disciple, miner, and scout backgrounds are also common. Hobgoblins raised away from their people often have the criminal, hermit, or nomad backgrounds instead. Hobgoblins are most often fighters, rangers, or rogues, although hobgoblin rogues approach their class with a disciplined mindset. Hobgoblins hold an ancestral grudge against elves and a distrust of arcane magic, which they call 'elf magic.' Hobgoblin practitioners of arcane magic are exceedingly rare and usually shunned by other hobgoblins. Particularly clever hobgoblins usually become alchemists.
## Names
Like goblins, hobgoblin names tend to be simple, though hobgoblin names usually sound more guttural and forceful. On rare occasions, hobgoblins will alter their names, keeping the core but adding aspects, usually in response to an extreme trauma or a life-altering event. Hobgoblins have no surnames, considering them both pointless and presumptuous; an individual's merits and demerits are to be earned by their actions, not by an association with a particular lineage.
### Sample Names
Aze, Druknar, Ghargam, Hathkren, Imakra, Kralaeng, Mazkol, Olzu, Rezal, Sivkrag, Volmak, Zornum
## Hobgoblin Mechanics
**Hit Points** 8
**Size** Medium
**Speed** 25 feet
**Ability Boosts** Constitution, Intelligence, Free
**Ability Flaw** Wisdom
**Languages** Common, Goblin
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Gnoll, Jotun, Halfling, Orcish, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Darkvision
## Hobgoblin Heritages
[[Elfbane Hobgoblin]]
[[Runtboss Hobgoblin]]
[[Shortshanks Hobgoblin]]
[[Smokeworker Hobgoblin]]
[[Steelskin Hobgoblin]]
[[Warmarch Hobgoblin]]
[[Warrenbred Hobgoblin]]

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---
title: "Human"
noteType: ":sticky-note:"
aliases: "Human"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.7pU8yM7yPMw92SY3
tags:
- JournalEntryPage
---
# Human
As unpredictable and varied as any of Golarion's peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history, and today they are the most populous people in the realms around the Inner Sea.
Humans' ambition, versatility, and exceptional potential have led to their status as the world's predominant ancestry. Their empires and nations are vast, sprawling things, and their citizens carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is diverse and tumultuous, running the gamut from nomadic to imperial, sinister to saintly. Many of them venture forth to explore, to map the expanse of the multiverse, to search for long-lost treasure, or to lead mighty armies to conquer their neighbors—for no better reason than because they can.
If you want a character who can be just about anything, you should play a human.
## You Might...
* Strive to achieve greatness, either in your own right or on behalf of a cause.
* Seek to understand your purpose in the world.
* Cherish your relationships with family and friends.
## Others Probably...
* Respect your flexibility, your adaptability, and—in most cases— your openmindedness.
* Distrust your intentions, fearing you seek only power or wealth.
* Aren't sure what to expect from you and are hesitant to assume your intentions.
## Physical Description
Humans' physical characteristics are as varied as the world's climes. Humans have a wide variety of skin and hair colors, body types, and facial features. Generally speaking, their skin has a darker hue the closer to the equator they or their ancestors lived.
Humans reach physical adulthood around the age of 15, though mental maturity occurs a few years later. A typical human can live to be around 90 years old. Humans have exceptionally mutable physical characteristics compared to other ancestries, with greater variance in height, weight, and other physical parameters.
## Beliefs
Human variety also manifests in terms of their governments, attitudes, and social norms. Though the oldest of human cultures can trace their shared histories thousands of years into the past, when compared to the societies of the elves or dwarves, human civilizations seem in a state of constant flux as empires fragment and new kingdoms subsume the old.
#### **Popular Edicts**
explore the world, strive for greatness, devote yourself to a moral outlook
#### **Popular Anathema**
waste what little time you have
## Names
Unlike many ancestral cultures, which generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of northern tribes have different names than those dwelling in southern nation-states. Humans throughout much of the world speak Common (though some continents on Golarion have their own regional common languages), yet their names are as varied as their beliefs and appearances.
### Ethnicities
A variety of human ethnic groups populates the continents within Golarion's Inner Sea region and in the lands beyond it. Human characters can be of any ethnicity, regardless of what lands they call home. Some examples of Golarion's ethnicities are presented below.
Characters of human ethnicities in the Inner Sea region speak Common (also known as Taldane), and some ethnicities grant access to an uncommon regional language.
* Garundi span the nations along the southern shores of the Inner Sea.
* Keleshites trace their origins to the Keleshite Empire in the eastern deserts.
* Kellids live among the mountains and steppes of northern Avistan.
* Mwangi are spread across the vast continent of Garund.
* Shoanti make their homes in the harsh badlands of the Storval Plateau.
* Taldans occupy much of Avistan thanks to a fallen empire.
* Tians originally come from the far-off continent of Tian Xia.
* Ulfens reside in coastal towns of western Avistan.
* Varisians historically favored a nomadic life of roving caravans.
* Human Mechanics
* **Hit Points** 8
**Size** Medium
**Speed** 25 feet
**Ability Boosts** Two free ability boosts
**Languages** Common
**Additional Languages** equal to 1 + your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).
## Human Heritages
[[Skilled Heritage]]
[[Versatile Heritage]]
[[Wintertouched Human]]
## Beginner Box Heritages
_These heritages are from the Beginner Box and grant non-standard heritage features._
[[Battle-Trained Human (BB)]]
[[Warden Human (BB)]]
## Half-Human Heritages
[[Aiuvarin]]
[[Dromaar]]

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---
title: "Kashrishi"
noteType: ":sticky-note:"
aliases: "Kashrishi"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.IJOH7nk0w1IybAhp
tags:
- JournalEntryPage
---
# Kashrishi
Kashrishi make their homes in remote areas of the world. These quiet beings have stout, durable frames and distinctive crystalline horns. Their inherent psychic abilities make them natural empaths but also occasionally burden them with the unceasing thoughts of their neighbors.
Kashrishi occupy a unique evolutionary branch native to the lands bordering the northern stretches of the Obari Ocean. Resembling halfling-sized bipedal rhinoceroses with the occasional odd insectile feature, kashrishi adapt to their environs with unusual efficiency, using a combination of rapid physical evolutions and inherent psychic powers. Kashrishi are often mistakenly referred to as having hive minds, though they're actually natural empaths, capable of discerning a creature's emotional state and impulses through proximity. This near-oracular behavior occasionally leads to misunderstandings with humanoids who think a kashrishi is reading their thoughts or otherwise magically influencing the conversation, though peoples more familiar with kashrishi come to value their unique insights and intuitive diplomacy.
Kashrishi have an atypical level of control over their physical forms, thanks to their psychic powers, and can evolve new features over the course of a single generation. Typically, these features are intentionally cultivated to help deal with a particular environmental obstacle, such as a change in weather patterns, or if an invasive species affects available food supplies near their settlements.
Kashrishi often tailor their evolutions to match the most successful creatures in their environment. Whether a testament to the resilience of insects or simply a quirk of their environment, many kashrishi evolutions are directly inspired by creatures like the rhinoceros beetle or giant water bug.
If you want a character that's visually distinct, able to naturally access the occult powers of the mind, and great at quickly making friends wherever they go, you should play a kashrishi.
## You Might...
* Be easily taken aback by people who are particularly loud, expressive, or emotional.
* Prefer the peaceful quiet of remote islands, treetops, and caverns.
* Act as a parental figure for the more excitable among your companions.
## Others Probably...
* Underestimate your strength and resilience.
* Mistake you for being unsociable when you're actually taking time to process mental and physical cues of which they're completely unaware.
* Value you for your patience and insights.
## Physical Description
Kashrishi have short but wide frames with remarkable strength for their size. All have signature crystalline horns, though these can grow in a variety of configurations. The most common kashrishi, xyloshis, have a large primary horn and between one and three smaller horns, typically arranged linearly from the tip of their nose and spanning along their nose and brow.
While most kashrishi have light sandy or gray skin tones, their coloration can also echo the tones of their crystalline horns; sapphire, ruby, or emerald patterns aren't so uncommon as to cause another kashrishi to take notice. Kashrishi with strong connections to specific creatures with whom they share their home environments might take on skin patterns or colorations that mirror those creatures. Some stories even talk about kashrishi with wings and butterfly patterns that cover their bodies, though no such kashrishi has been seen in the Impossible Lands for at least a century.
## Society
Despite their small stature, kashrishi tend to be terrible at hiding. Their crystalline horns are likely to flare with magical light when they exercise their innate magical powers, and they're raised in an environment where their parents or guardians can almost always find them by feeling for their emotions. As a result, kashrishi tend to be excessively honest and kind, avoiding harmful deceptions but also employing enough tact to ensure they don't evoke unpleasant emotional reactions from others.
Kashrishi lack a clear concept of charity, not because they're cruel or inconsiderate, but rather because their worldview is inherently inclusive of the people around them. Rare indeed is the kashrishi who exercises casual cruelty or who leaves another member of the community in need. Such actions lead to emotional reactions that cause turmoil for all kashrishi in the vicinity.
Kashrishi enjoy various team games, employing games of trivia as measures of both knowledge and psychic ability. They also appreciate games that involve bluffs and double-bluffs with blind cards, testing their abilities to keep their minds clear and their thoughts organized. Kashrishi don't generally condone the act of gambling with outsiders, as many find it challenging to deal with the implications of their psychic abilities, even if they strive to keep their powers secret.
Kashrishi generally engage in monogamous relationships with no real preference toward any particular gender pairing. The height of intimacy for a kashrishi is opening their mind fully to the psychic link of another kashrishi, an act much more personal than anything physical. This act doesn't let kashrishi know whether someone is perfectly compatible with them or that the two mesh entirely—simply that from moment to moment, their inner feelings are more accessible and open, so communication becomes not a guessing game but an entirely wholesome, true experience. Some kashrishi believe that psychic communication should be held exclusively for these intimate moments.
Kashrishi can be found in small groups on the island of Jalmeray and in larger communities occupying the many smaller islands surrounding it. Kashrishi in the Inner Sea region rarely venture beyond the Impossible Lands, though some of their oldest stories speak of a harrowing voyage across the Obari Ocean when their kind fled some long-past disaster.
Kashrishi have no natural enemies. They host pirates and merchants with equal hospitality, so long as that hospitality is respected by their guests. While kashrishi are exceptionally tolerant of the quirks and foibles of other species, they draw a hard line at anyone bringing outside conflicts into their communities. More than one canny pirate captain docks their ship at a kashrishi island after a particularly heated conflict, knowing the pirate hunters and military vessels seeking them won't encroach on kashrishi lands. Escaped criminals hoping to find a new lease on life might also hide in a kashrishi community, doing whatever they can to assist their hosts until whoever is hunting them gives up the chase.
## Alignment and religion
Most kashrishi are good, and almost instinctively kind because of their empathic abilities and tight-knit communities. Kashrishi are rarely interested in religion, though a few deities are more likely to be worshipped by kashrishi than others. Desna is known to kashrishi as "The Crystal Butterfly," and when a kashrishi child goes missing, their parents might pray the Crystal Butterfly uses the light of her wings to guide the child home. Besmara is also unusually likely to be worshipped by kashrishi, though her dogma among them is essentially a splinter faith that focuses on her primacy over sea monsters and storms with little regard to the piratical teachings for which most other ancestries know the goddess.
## Names
The empathic sense of a kashrishi has its own "mental fingerprint" that's unique to each member of the species, and this mental fingerprint can be conveyed through psychic communications as a name. Kashrishi who adventure with non-kashrishi often adopt descriptive names that their companions can more easily speak and remember.
### Sample Names
Climber, Firehorn, Guardian, Healer, Lantern, Mother, Scout, Softhand, Tempest, Warrior
## Kashrishi Heritages
A kashrishi's heritage reflects the unique evolutionary qualities they've adapted for their chosen environments. Choose one kashrishi heritage at 1st level.
[[Athamasi]]
[[Lethoci]]
[[Nascent]]
[[Trogloshi]]
[[Xyloshi]]

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---
title: "Kitsune"
noteType: ":sticky-note:"
aliases: "Kitsune"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.26YL1jOPQQS6k7A9
tags:
- JournalEntryPage
---
# Kitsune
_Kitsune are a charismatic and witty people with a connection to the spiritual that grants them many magical abilities, chiefly the power to shapechange into other forms. Whether they pass unseen among other peoples or hold their tails high, kitsune are clever observers of the societies around them._
* * *
Kitsune are shapechangers with two forms: one of a fox-headed humanoid and one largely depending on where they were raised. Those raised in populated areas typically have what's called a tailless form—a humanoid body without any fox features that resembles a more common ancestry, such as an elf or a human. In wooded or rural areas, their second form is more likely to be that of a fox.
Though all-kitsune settlements exist, most live among people of other ancestries, granting them a degree of external insight into social rules or dynamics that others process only subconsciously. Kitsune enjoy subverting expectations as much as they do going along with them. Their fondness for jokes, stories, and wordplay, especially when the twist of a riddle hinges on the listener's assumptions, reinforces their reputation as tricksters.
With dual forms and a connection to both the material and spiritual worlds, kitsune have diverse concepts of self and identity. Some even view their forms as separate individuals altogether, using them to explore different aspects of their personality.
If you want to play a character with innate magical talents and countless hidden facets, each revealed with a glint of the eye and a twisting grin, you should play a kitsune.
## You Might...
* Studiously observe the habits of those around you, taking mental notes on how to imitate them better.
* Delight in jokes, clever wordplay, pranks, or unnecessarily complex plots.
* Present a different, but authentic, side of yourself in each new situation.
## Others Probably...
* Are taken in by your magnetic personality and enigmatic nature.
* Marvel at your many supernatural abilities.
* Wonder what you aren't telling them.
## Physical Description
Kitsune have alert vulpine ears, pointed snouts, and short, semi-retractable claws on their fingers and toes. Their fur is dense, countershaded, and most often red,tan, black, or white in color. Kitsune have bushy tails that grow in number as they hone their innate magical abilities, to as many as nine.
## Society
Kitsune are rarely the majority in whatever communities they inhabit, and many go their whole lives without meeting another kitsune beyond their family. Their society, as much as it exists, centers primarily around the commonalities that kitsune find as they pass among other peoples. The same social perspective that helps them imitate others also makes them quick to notice signs that someone may need help or a kind word. Due to this, kitsune often form strong interpersonal relationships and tend to anchor their social circles.
When two kitsune do meet, they may find themselves exchanging light verbal repartee, enjoying the sport of trying to outwit each other. While it's considered a grave offense to outright give away another kitsune's shapechanging nature, kitsune relish surreptitiously forcing another to "break character," shocking the other into disrupting their transformation through a well-placed comment.
## Alignment and Religion
Kitsune often have neutrality in their alignment from balancing their dual natures, though their instinct for stirring up trouble leads many to lean slightly toward chaos. Some possess the ability to control or bend the will of others, but even among those that do, only the evilest use these arts flippantly or selfishly.
The patron kitsune deity is Daikitsu, the goddess of crafting and agriculture. Though not all kitsune necessarily worship Daikitsu, most respect her as the purported source of their powers. Kitsune in Tian Xia often revere both Shizuru and Tsukiyo, seeing the duality of the sun and moon in their own multifaceted nature. A small sect of Avistani kitsune worship Sivanah, the goddess of illusion, respecting her position between perception and reality and believing the goddess's true form to be that of a kitsune-hidden behind not seven veils, but nine.
## Names
While kitsune have some traditional names, they're more likely to use names that are unremarkable in their local society, the better to pass unnoticed. Some have different names for each form: a kitsune name for their kitsune form, a regional name for a tailless form, and possibly no name at all for a fox form.
### Sample Names
Hamako, Haohiko, Kitsukou, Kon, Kwan-la, Talaro
## Kitsune Mechanics
**Hit Points** 8
**Size** Medium
**Speed** 25 feet
**Ability Boosts** Charisma, Free
**Languages** Common
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Elven, Gnomish, Goblin, Halfling, Dwarven, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Low-Light Vision
**Change Shape**(concentrate, divine, kitsune, polymorph, transmutation) You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again.
## Kitsune Heritages
[[Celestial Envoy Kitsune]]
[[Dark Fields Kitsune]]
[[Earthly Wilds Kitsune]]
[[Empty Sky Kitsune]]
[[Frozen Wind Kitsune]]

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---
title: "Kobold"
noteType: ":sticky-note:"
aliases: "Kobold"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.naQrTTE7CXu5lnNt
tags:
- JournalEntryPage
---
# Kobold
_Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it's to their benefit, combining caution and cunning to make their fortunes in the wider world._
* * *
Kobolds are resourceful survivors whose snare-guarded warrens and opportunistic scavenging have cast them as villains to most other humanoids, with their draconic reverence lending them a reputation as mere minions and nuisances. Yet some kobolds have emerged from their secluded warrens seeking the relative safety of surface settlements, the lucrative prospects of the adventuring life, or validating awe from followers of their own.
If you want a character with oversized confidence, deadly cunning, and the ancient power of dragons flowing through their veins, you should play a kobold.
## You Might...
* Take pride in your draconic connections, whether you believe dragons are your ancestors or simply patrons.
* Analyze your surroundings, always looking for ambushes, advantageous terrain, and escape routes.
* Naturally observe, adopt, and respect group dynamics, whether as leader, subordinate, or equal.
## Others Probably...
* Assume that you are cowardly and won't stick around in the face of danger.
* Appreciate your ingenuity and resourcefulness, especially when it comes to building defenses.
* Consider your claims of draconic power to be overblown, delusional, or endearing.
## Physical Description
Kobolds are short (about 3 feet tall) reptilian humanoids with slender bodies and long tails. They often boast distant draconic ancestry, and every kobold displays one or more draconic features, such as stout horns, razor-sharp teeth, or—more rarely—vestigial wings or draconic breath. They mature quickly, reaching adulthood by about 12 years and living to about 60.
The color of a kobold's scales can vary widely. Most often, they mimic the hues of chromatic or metallic dragons, with a mix of slightly darker or lighter scales that create a mottled appearance. The scales of newly hatched kobolds often reflect the community's draconic exemplar, whether that's the dragon they currently serve or the dragon type from which they're descended.
## Society
Kobolds have an ingrained cautiousness that keeps them alive. They're secretive or subservient around powerful creatures to avoid becoming victims. This meekness fades once kobolds secure either a formidable patron (like a dragon) or a potent source of supernatural power (like an artifact or sorcerous leader). They often achieve an unshakable fervor and loyalty to their new cause or leader. However, kobolds are infamous for sensing a proverbial sinking ship, and once their source of power fails or seems doomed, their morale breaks swiftly.
Whether led by a dragon or not, kobolds almost always identify themselves with a type of dragon that serves as their spiritual exemplar. Their societies regularly adopt laws and cultural norms inspired by the exemplar's personality.
## Alignment and Religion
All but the most iconoclastic kobolds have a natural respect for hierarchies and rules, and so kobolds are rarely chaotic. Kobold adventurers tend to be lawful neutral or neutral, relying on their ancestral social strategies for survival.
Organized religion feels natural for most kobolds, especially when a deity assumes a commanding or tyrannical disposition. Many gravitate toward Abadar's order or Shelyn's artistic flair. More sinister communities uphold Asmodeus and other archdevils as common patrons. The dragon deities Apsu and Dahak are also common subjects of worship. Kobolds also often find themselves drawn to cults, particularly those with dragons or devils as figureheads.
## Adventurers
Kobolds often adventure in pursuit of the power, lore, and treasure that they feel befit their disproportionately large egos. When adventurers, militias, or careless tyrants shatter a kobold community, the survivors often latch onto new families, seeking emotional solace—and sometimes revenge. Typical kobold backgrounds include artisan, artist, criminal, hunter, miner, scout, and tinker, plus bandit, cultist, scavenger, and servant. Kobolds excel as bards, rangers, rogues, and sorcerers, though they also often channel their ingenuity as alchemists or wizards.
## Names
A young kobold's given name is rarely more than a syllable or two. However, as they age, achieve status, and accomplish great deeds, kobolds add more syllables to their names, imitating a common draconic practice. Kobolds rarely have surnames except in an effort to better fit into a community, in which case they typically adopt the surname of an inspiring figure in that group.
### Sample Names
Azrnak, Draahzin, Enga, Fazgyn, Fazij, Jekkajak, Kib, Kirrok, Mirkol, Tarka, Urkak, Varshez, Vroklan, Zekstikah, Zgaz
* * *
**PFS Note** Due to years of successful Pathfinder Society activities, all characters have access to the kobold ancestry.
## Kobold Mechanics
**Hit Points** 6
**Size** Small
**Speed** 25 feet
**Ability Boosts** Dexterity, Charisma, Free
**Ability Flaw** Constitution
**Languages** Common, Draconic
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Aklo, Dwarven, Gnomish, Infernal, Terran, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Darkvision
**Draconic Exemplar** You draw minor powers from your draconic exemplar. Choose a type of chromatic or metallic dragon to be your exemplar. This determines your scale color and appearance, and dragons sometimes look more favorably upon those kobolds who resemble them, at the GM's discretion. Your exemplar may also determine details of other abilities you have, using the [[Draconic Exemplar|Draconic Exemplars table]].
## Kobold Heritages
[[Caveclimber Kobold]]
[[Cavern Kobold]]
[[Dragonscaled Kobold]]
[[Spellscale Kobold]]
[[Strongjaw Kobold]]
[[Tunnelflood Kobold]]
[[Venomtail Kobold]]

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---
title: "Leshy"
noteType: ":sticky-note:"
aliases: "Leshy"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.SWkwNivrfzWZqas9
tags:
- JournalEntryPage
---
# Leshy
Leshies are immortal spirits of nature temporarily granted physical forms. As guardians and emissaries of the environment, leshies are "born" when a skilled druid or other master of primal magic conducts a ritual to create a suitable vessel, and then a spirit chooses that vessel to be their temporary home. Leshies are self-sufficient from the moment the ritual ends, though it isn't uncommon for leshies to maintain lifelong bonds with their creators. Many leshies relish the opportunity to interact with the physical world. While most leshy spirits are ancient, they rarely recall past lifetimes and see their new life as a chance to experience the wonders of the world once more. If you want to play a character who is curious and connected to nature, you should play a leshy.
## You Might...
* Act as a traveling agent for natural guardians who are unable to leave their territories.
* Encourage civilizations to cooperate with nature and build their cities in ecologically friendly ways.
## Others Probably...
* Think you are a curiosity due to your spiritual origins.
* Assume you know only about nature and are unfamiliar with civilization and society.
## Physical Description
Leshies are as varied as the material used to create their vessels, usually appearing as a bizarre mishmash of various plants or fungi. Their bodies are vaguely humanoid in shape, with numerous characteristics of the plant or fungus from which they were made. A typical leshy is about 3 feet tall. Leshies begin their lives as adults and don't age.
## Society
To most leshies, the concept of family is not a matter of birth, but rather determined by bonds of loyalty and friendship. Leshies are dedicated allies, but they have little tolerance for those who would despoil nature. As much as they are happy to accept someone who earns their trust into their family, they expect family members to look out for them and their natural wards in return. Leshies are grouped into categories akin to ethnicities, but these are not connected to physical features; rather, they represent broad categories of characteristics of their spirits. Certain spirits are more likely to gravitate toward particular physical bodies, though this predisposition is far from absolute. Leshies' genders are determined by the spirits that inhabit their bodies. Some leshies are exclusively male or female, while many consider themselves both. Others, particularly fungus leshies, tend toward far more complex expressions of gender, or eschew the concept entirely. Leshies choose and change their names multiple times throughout their lives.
### Sample Names
Scarlet in Summer, Verdant Taleweaver, Lurking Hunter, Masterful Sun Drinker, Noon Sky Evening Song, Snowy Pine Branch, Cascading Rapids
## Beliefs
Leshies' beliefs generally focus on the natural world. Those with a philosophical bent lean toward the Green Faith, and Gozreh is the most popular deity among faithful leshies. Some leshies also venerate green men, powerful spirits of nature.
#### **Popular Edicts**
experience the physical world, form a family through loyalty and trust, protect parts of nature you embody
#### **Popular Anathema**
embrace unnatural magic or influences
## Leshy Mechanics
**Hit Points** 8
**Size** Small
**Speed** 25 feet
**Attribute Boosts** Constitution, Wisdom, Free
**Ability Flaw** Intelligence
**Languages** Common, Sylvan
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Elven, Gnomish, Goblin, Halfling, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Low-Light Vision
**Plant Nourishment** You gain nourishment in the same way that the plants or fungi that match your body type normally do, through some combination of photosynthesis, absorbing minerals with your roots, or scavenging decaying matter. You typically do not need to pay for food. If you normally rely on photosynthesis and go without sunlight for 1 week, you begin to starve. You can derive nourishment from specially formulated bottles of sunlight instead of natural sunlight, but these bottles cost 10 times as much as standard rations (or 40 sp).
## Leshy Heritages
[[Cactus Leshy]]
[[Fruit Leshy]]
[[Fungus Leshy]]
[[Gourd Leshy]]
[[Leaf Leshy]]
[[Lotus Leshy]]
[[Pine Leshy]]
[[Root Leshy]]
[[Seaweed Leshy]]
[[Vine Leshy]]

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---
title: "Lizardfolk"
noteType: ":sticky-note:"
aliases: "Lizardfolk"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.cbLJs37Nc8FveriK
tags:
- JournalEntryPage
---
# Lizardfolk
_Lizardfolk are consummate survivors, heirs to empires considered ancient even by the elves._
* * *
Lizardfolk move through the societies of other humanoids with the steely reserve of born predators. They have a well-deserved reputation as outstanding rangers and unsentimental fighters. Though lizardfolk have adapted to many different environments, many of them still prefer to remain near bodies of water, using their ability to hold their breath to their advantage. As a result, lizardfolk usually prefer equipment that is not easily damaged by moisture, eschewing leather and metal for gear made of stone, ivory, glass, and bone.
## You Might...
* Demonstrate extreme patience, even when pressured to act.
* Hold your people's history in high regard and look to the past for solutions to present problems.
* Strive to adapt perfectly to your environment while also keeping your culture and traditions intact.
## Others Probably...
* Assume you are beholden to tradition and have ancient knowledge.
* See you as cold-blooded and callous due to your subdued physical reactions.
* Respect your impressive strength and your knowledge of natural areas.
## Physical Description
Lizardfolk vary depending on their environment, but share toothy snouts and long and powerful tails. Those from temperate or desert regions tend toward gray, green, or brown scales that aid in camouflage, while those from tropical climes are brightly colored. Many sport dorsal spikes or garish neck frills that hint at their clan lineage. Lizardfolk reach physical adulthood at age 15 and live up to 120 years. The average lizardfolk stands 6 to 7 feet tall, but grows throughout their lifetime, gaining strength and size with age.
## Society
Known among themselves as iruxi, lizardfolk are raised communally from the moment they break from their shells. They have an oral tradition stretching back thousands of years, brought to life through epic poems, evocative carvings, and ancestral rites performed among fields of fossilized bone. Lizardfolk are passionate astrologers with one eye on the future. If they seem slow to act, it is because their long history has taught them the value of patience.
The simple villages most outsiders associate with iruxi are the homes of migrants in outlying regions. True iruxi settlements are often overlooked, as they are partially or mostly submerged in water. These glass and stone complexes bear the mark of every generation of lizardfolk that lived within them, and lizardfolk bones often adorn the walls, as many lizardfolk believe these remains can be animated by ancestral spirits when the residents are in danger.
## Alignment and Religion
Most iruxi are unconcerned with heavy questions of morality and are therefore usually neutral in alignment. Adventuring iruxi who leave their people to travel might have any number of reasons for doing so and can be of any alignment. Iruxi religion plays a large role in their culture, but it is heavily practical, blending animism and ancestor worship with druidic rites. Of the gods, only Gozreh is commonly revered, but lizardfolk may call upon other powers devoted to ancient wyrms, astrology, nature, rivers, and might of arms, from kindly Desna to cruel Hanspur and certain demon lords.
## Adventurers
Some background options are particularly suitable for lizardfolk. Wilderness or martial backgrounds like the animal whisperer, hunter, scout, or warrior are ideal. Living at the margins of human civilization means an iruxi might have grown up as a hardy street urchin, traveled as a nomad or sailor, or found work as a laborer or gladiator. Lizardfolk's ties to the wilderness make them excellent rangers or druids. Their outstanding strength serves them well if they select the barbarian, fighter, or monk classes, though they can also strike from stealth as a rogue. Iruxi also have a strong oral tradition kept alive by lizardfolk bards and sorcerers.
## Names
Lizardfolk names come from their ancient language and tend to be traditional. Names are typically chosen by the clan's astrologer in accordance to omens and which star signs are ascendant when an iruxi egg hatches, though occasionally an iruxi's parents may name a hatchling for an ancestor or a beloved historical hero.
### Sample Names
Arasheg, Barashk, Essaru, Enshuk, Gishkim, Hazi, Inishish, Kutak, Nasha, Shulkuru, Tizkar, Utakish, Zelkekek
## Lizardfolk Mechanics
**Hit Points** 8
**Size** Medium
**Speed** 25 feet
**Ability Boosts** Strength, Wisdom, Free
**Ability Flaw** Intelligence
**Languages** Common, Iruxi
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Amurrun, Aquan, Boggard, Draconic, Elven, Jotun, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
**Claws** Your sharp claws offer an alternative to the fists other humanoids bring to a fight. You have a claw unarmed attack that deals 1d4 slashing damage and has the agile and finesse traits.
**Aquatic Adaptation** Your reptilian biology allows you to hold your breath for a long time. You gain the Breath Control general feat as a bonus feat.
## Lizardfolk Heritages
[[Cliffscale Lizardfolk]]
[[Cloudleaper Lizardfolk]]
[[Frilled Lizardfolk]]
[[Sandstrider Lizardfolk]]
[[Unseen Lizardfolk]]
[[Wetlander Lizardfolk]]
[[Woodstalker Lizardfolk]]

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---
title: "Nagaji"
noteType: ":sticky-note:"
aliases: "Nagaji"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.TlTIwW61zK0dk95v
tags:
- JournalEntryPage
---
# Nagaji
With humanoid figures and serpentine heads, nagaji are heralds, companions, and servitors of powerful nagas. They hold a deep reverence for holy areas and spiritual truths, an aspect many others find as intimidating as a nagaji's appearance.
Nagaji are creations of the goddess Nalinivati, who was inspired by both humans and nagas. This inspiration, alongside nagaji's devotion to nagas, has led many to claim nagaji were created to be servants. However, Nalinivati created nagaji simply for the sake of creating. She envisioned a world where nagas and nagaji worked together to succeed, with nagas serving as sacred guardians, and nagaji living as mortals upon Golarion, respecting nagas for their strength and wisdom. Nagaji live up to this expectation, forming nations, temples, and villages with as many varied governments, societies, and traditions as there are scales on a serpent's back. If nagaji can be said to share any trait, it's devotion, be it to a community, a temple, a concept, or a lifestyle. Most nagaji are also drawn to the spiritual in all its expressions, even the darker aspects of philosophies and religions.
If you want a character who combines the crushing strength and the sinuous mystery of a serpent, you should play a nagaji.
## You Might...
* Enjoy the intersection of spirituality and everyday life.
* Have deep reserves of patience for tasks others might find boring.
* Adhere to strong beliefs and traditions about your place in the universe.
## Others Probably...
* Assume you have no goals or interests beyond serving nagas.
* Find your unblinking eyes and serpentine features intimidating.
* Are awed by your connection and dedication to holy natural places.
## Physical Description
Nagaji are prone to sharp differences in appearance. Some have tails alongside legs, some have sharp claws on their hands and feet, and some are so unique from their kin that they're mistaken for lamias rather than nagaji. The most common nagaji features are a serpentine head and a humanoid body. They usually have the unblinking eyes of a snake, though other peoples often claim a nagaji's gaze is far more intense. Scales cover nagaji bodies, with patterns that resemble those of snakes or nagas. Depending on their heritage, a nagaji's neck might be as long as a swan's or as short as a human's, and many have a frill of skin or scales down their back. Nagaji tend to possess crushing strength, but how it manifests can vary; some have bulky figures, while others have the slender yet powerful musculature of a snake.
## Society
Nagaji communities widely vary, from ancient empires to tiny fishing villages. They tend to be isolated from other peoples, more as a matter of convenience than choice; nagaji have different physical needs than most ancestries, so even when integrated into mixed communities, they tend to live with other nagaji. Everything from marriage traditions, religion, social roles, valued arts, and methods of governance differs in specific nagaji communities. Within these communities, however, nagaji often have very strict and traditional views on these topics. Multiple instances of wars between nagaji have come about due to one group of nagaji finding another's practices unacceptable. This perspective applies to relations with other peoples as well. For instance, most nagaji consider themselves rivals and enemies of garudas due to their historical legends, even if the nagaji involved have never even seen a garuda.
Nagaji originated in the Tian Xia region of Nagajor. Though they have since spread across Golarion to regions such as Vudra and Jalmeray, many of them still carry traditions from their ancestral homeland. Tian and Vudrani concepts of elements, medicine, and spirituality are highly common among nagaji, especially given their tendency of seeing themselves as highly pious beings. Nagaji mostly eschew the human concept of castes, beyond the vague view of a "natural order" that sees nagas as holy guides to mortal nagaji, but they can see the appeal of the concept of karma and the righteousness of fulfilling their proper role in the universe. While they have little physical need for clothes, as they stick to hot and humid environments, nagaji wear them with pride and treat them as decorative elements in the same manner as jewelry.
As nagas are usually matriarchal, nagaji have a strong respect for women in leadership positions. Not all nagaji follow suit with matriarchal societies, but they tend to trace lineage through the mother, and almost no nagaji societies are strictly patriarchal.
## Alignment and religion
Nagaji are most commonly neutral but otherwise don't have any strong pull toward specific alignments. The presence of a naga can sway nagaji toward that naga's ethos, but a nagaji's view on life tends to be determined by the culture to which they belong.
Nagaji overwhelmingly worship Nalinivati, their creator, to the point that any nagaji who pay homage to a different god over Nalinivati provoke strong negative reactions from their kin. While nagaji believe reverence for Ravithra, the supposed mother of nagas, to be proper and accept it more readily than other faiths, most believe Ravithra shouldn't be troubled with the requests of mortal adherents. A very small minority of nagaji in Jalmeray are drawn to the worship of the war god Diomazul; these adherents are tolerated by other nagaji, but seen as just as terrifying and dangerous as their patron god and usually avoided.
## Names
Nagaji names vary depending on what region of the world they occupy, but they tend to possess short vowels when they have any at all. Nagaji usually name themselves or allow groups of siblings to name each other as children, a tradition that often sees nagaji eagerly shedding these names for new ones when they reach adulthood.
### Sample Names
Adesha, Garija, Kaya, Kuwana, Onok, Paravata, Sheni, Takasha, Tasi, Ulu, Vaski, Yulbin
## Nagaji Heritages
Nagaji physiology commonly varies between individuals. Choose one nagaji heritage at 1st level.
[[Hooded Nagaji]]
[[Sacred Nagaji]]
[[Titan Nagaji]]
[[Venomshield Nagaji]]
[[Whipfang Nagaji]]

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---
title: "Orc"
noteType: ":sticky-note:"
aliases: "Orc"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.GCxhDyf1ZNlLiDKZ
tags:
- JournalEntryPage
---
# Orc
Orcs are forged in the fires of violence and conflict, often from the moment they are born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, often by challenging a higher-ranking member of their community for dominance. Orcs often struggle to gain acceptance among other communities, who frequently see them as brutes. Those who earn the loyalty of an orc friend, however, soon learn that an orc's fidelity and honesty are unparalleled. Orc culture teaches that they are shaped by the challenges they survive, and the most worthy survive the most hardships. Orcs who attain both a long life and great triumphs command immense respect.
If you want a character who is hardy, fearsome, and excels at feats of physical prowess, you should play an orc.
## You Might...
* Eagerly meet any chance to prove your strength in a physical contest.
* View dying in glorious combat as preferable to a mundane death from old age or illness.
## Others Probably...
* See you as violent or lacking in discipline.
* Admire your forthrightness and blunt honesty.
## Physical Description
Orcs are tall and powerfully built, with long arms and stocky legs. Many orcs top 7 feet in height, though they tend to adopt broad, almost bow-legged stances and slouch forward at the shoulders. Orcs have rough skin, thick bones, and rock-hard muscles, making them suited to war and other physically demanding tasks. Orc skin color is typically some shade of green, though some orcs have other skin colors that reflect adaptations to their environments.
Orcs consider powerful builds, heavily scarred skin, large tusks, and tattoos attractive, regardless of gender. Orcs reach physical adulthood around the age of 17, with many orcs living to be up to 60 years old.
## Society
Most orc communities—known as holds—define themselves through two things: pain and glory. Each earns respect in near equal measure, so long as the pain is borne with stoicism. An orc with many scars who walks uncomplaining with a broken leg draws as much admiration as one who wins a great victory on the battlefield. Additionally, power defines the dynamics among families and holds. Weaker orcs work at the behest of the strong, with power constantly shifting between orcs that prove their might. Orcs tend to share in familial duties, raising children as a community and sharing responsibilities among the entire hold.
### Sample Names
Arkus, Durra, Grask, Grillgiss, Krugga, Mahja, Murdut, Ollak, Onyat, Thurk, Uirch, Unach
## Beliefs
A common orc saying is "you are the scars that shape you." Violent, chaotic lives in violent, chaotic lands mean that most orcs tend to expect and accept violence. Lamashtu, and Rovagug are commonly worshiped among more war-minded orc communities, while less violent holds worship gods like Sarenrae, whose tenets of fire, redemption, and glory all hold some appeal to orc sensibilities.
While there are orc deities, their worship is surprisingly uncommon among orcs. Orcs believe that if a creature has a face and a name, it can be killed, and so their own deities are often targets, rather than objects of reverence. Some orc holds teach that the greatest members of the hold can earn a chance to challenge the orc deities for a place amid the pantheon.
#### **Popular Edicts**
become even stronger, share knowledge you won through pain, destroy the undead
#### **Popular Anathema**
accept defeat without proof of strength, reshape or reanimate a creature into something lesser
## Orc Mechanics
**Hit Points** 10
**Size** Medium
**Speed** 25 feet
**Attribute Boosts** Two free attribute boosts
**Languages** Common, Orcish
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Goblin, Jotun, Petran, Sakvroth, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Darkvision
## Orc Heritages
[[Badlands Orc]]
[[Battle-Ready Orc]]
[[Deep Orc]]
[[Grave Orc]]
[[Hold-Scarred Orc]]
[[Rainfall Orc]]
[[Winter Orc]]

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---
title: "Poppet"
noteType: ":sticky-note:"
aliases: "Poppet"
foundryId: Compendium.pf2e.journals.JournalEntry.45SK8rdbbxvEHfMn.JournalEntryPage.Ck8L9livQph1GFal
tags:
- JournalEntryPage
---
# Poppet
_Poppets are small, basic constructs that typically help their owners with simple tasks. Occasionally, poppets gain sapience, independence, and a spark of life. Elevated beyond mere helpers or playthings, these poppets are free to chart their own destinies._
* * *
Most commonly made of cloth, wicker, and wood, poppets are among the simplest of constructs. They serve as helpers to fetch tools, clean dishes, tidy rooms, or perform other light tasks. Their size and appearance vary, but nearly all poppets appear humanoid in shape and between 1 to 3 feet tall. They're usually roughly made with button eyes sewn onto blank faces, strings of yarn in place of hair, and a simple dress or tunic made from coarse, cheap cloth. Wealthy families sometimes purchase poppets as toys, with their squishy bodies and stitched smiles, to keep their children company. Most poppets can't speak and lack the intellect to understand speech beyond preprogrammed orders. Poppets can become familiars.
Very, very rarely, a common poppet spontaneously manifests a spark of life-a tiny bit of life essence- and becomes a thinking, independent creature. These events are exceedingly rare; fewer than one in a thousand gain this spark. A poppet might manifest this life essence through a magical fluke in its construction, a brush with ephemeral spirits, or even the fervent wish of a loving child. Whatever their origin, the poppets described here as an ancestry have their own life and free will. They might consider their creators or former owners to be friends, but they acknowledge no one as their master and often leave comfortable homes or workshops to seek their place in the world.
Sapient living poppets usually refer to themselves as "awakened" to indicate the moment they gained clear and true selfawareness. Poppets might talk about this event as the time they "popped up," "woke up," or "sparked alive." Most poppets celebrate two special anniversaries each year: the day of their initial creation (which, for most poppets, they must learn secondhand or by studying their creator's records) and the day they awoke to true consciousness.
## You Might...
* Like surprising others with your unexpected cleverness and eloquence.
* Seek out other self-aware beings that most people might overlook.
* Rely on your harmless appearance to trick others.
## Others Probably...
* Mistake you for a toy.
* Doubt your ability to handle tasks that require any dexterity or complex thought.
* Wonder whether your mundane form conceals other magical marvels.
## Physical Description
Living poppets are both humanoids and constructs, which gives them some of the benefits and drawbacks of each category. Their bodies are usually made of wood and wicker, but they can be made of cloth, leather, tin, stuffing, or delicate clockwork. Either way, poppets burn or melt quickly and must take care to avoid fire. They virtually never look alike, as each is created from unique and unusual circumstances.
Poppets are fully alert and selfaware when they awaken to sentience; although they might not know much at first, they instantly gain intelligence and consciousness. They must breathe and sleep, and they must consume food and water each day; through a sort of magical digestion they can restore rips, tears, or scuffs in their physical form. Poppets don't age the same way fleshy creatures do, but they slowly wear down in physical form as well as in mental acuity. A poppet that tends to their body and mind (and takes care to avoid fire) can live up to 30 years.
## Society
Freewilled poppets are so rare that almost no such poppet has met another. Poppets normally live with larger creatures, though not always their creators, and tend to get along well in societies sized for larger creatures. Most live in cities because that's where toy makers, clockwork crafters, and other specialists have their shops, but poppets created by lonely hermits or reclusive inventors might prefer a life in the wilderness. Poppets often stay on the lookout for other creatures who, like them, have stumbled into selfawareness. They might have regular conversations with animated objects, golems, houseplants, statues, or toys, in which they're deeply polite out of a desire to leave a good impression for the time when the object "wakes up."
## Alignment and Religion
Ordinary poppets are built as helpers and companions, and awakened poppets tend to retain this drive to aid others. They're therefore generally good, and more poppets are lawful than chaotic. Some spend their time trying to uncover secrets of their creation, find others like them, or keep out of trouble; these poppets are generally neutral in alignment. Poppets aren't typically religious unless a particular faith defined their creation, such as being made from scraps of Iomedaean altar cloth or woven from reeds around a sacred Gozren pool. These poppets tend to be vocally religious, even zealous, in their faith. Poppets who find religion later in their lives often revere Brigh, Casandalee, or Nethys.
## Names
Poppets generally choose their own names, usually descriptive nicknames based on their materials, patterns, size, or demeanor. They tend to pick up and shed nicknames throughout their lives, and they happily adopt nicknames given to them by people they like. A poppet fashioned to look like a particular person, such as a doll sewn to resemble a deceased child, might proudly take the name of that person.
### Sample Names
Burlap, Buttoneyes, Checker, Clockwhirr, Fivestitch, Nettle, Scramble, Stuffing, Taffeta, Tattercap
## Poppets of the Inner Sea
Awkward and endearing, poppets are wellregarded in all but the most insular and superstitious communities of Golarion. They're known to be able, helpful, and loyal little creatures who support a master's work or make an aristocrat's life easier, which is particularly true in large trade cities such as Absalom, Almas, the city of Katapesh, and Katheer. The key difference between ordinary poppets and living poppets, in most people's experiences, is responsive speech. Ordinary poppets usually can't talk; if they can, they reproduce only a few preprogrammed phrases by rote. They normally communicate with strangers via notes pinned to their bodies, like walking note boards. Awakened poppets not only talk but carry on lengthy, expressive conversations, which likely strikes even the most jaded urbanite as a marvelous wonder.
In regions where an entrenched nobility enjoys flaunting their wealth, poppets are even built specifically as toys. Taldor and Cheliax teem with aristocrats who pamper their children, grooming them for a life of leisure and devotion to family honor. These children have the best and most expensive toys, including poppets in fancy, frilly clothing. Such poppets are sometimes armed with subtle weaponry to fight against kidnappers or assassins who threaten their charges. Commoners in these nations treat poppets with deference and caution, as no one wants to risk the wrath of a spoiled scion. Awakened poppets from these lands sometimes believe themselves members of the aristocracy and can be snooty.
In nations such as Nex, Osirion, and Katapesh, where magic flows freely, construct servitors are common. As many people expect to see familiars and homunculi in their daily routines, a busy poppet rarely draws much attention. Such poppets are assumed to be on tasks for powerful masters, but they don't command too much respect-after all, if the task were truly important, the master wouldn't have sent a simple poppet. Poppets in these regions can expect to have to wait in lines, pester trade workers to get their attention, or barter like anyone else. They also tend to have simple and functional appearances with few ornamentations and a tendency to look shabby from years of work. Thus, poppets from these lands have a deeper understanding of common folk from spending so much time shoulder to shoulder (or, more likely, shoulder to thigh) among them.
Some poppets originate from crafted sophistication more so than magical skill. They might be cunning clockworks with interlocking pistonpowered gears or simply wood and wicker with ingenious hinges and wellcalibrated mechanisms inside. Others might look like toy soldiers or have visages of smooth, thin metal. Such poppets are most common in Alkenstar, Numeria, or around Absalom's Clockwork Cathedral. They often worry about rust, grit, or water spoiling their inner workings, to the point of being fussy.
There are few areas where poppets are outright feared, but Ustalav is one of them. Whispered stories of ghosts or curses tell tales of common objects, or even toys, given dread animation to inflict misery on a household, making citizens highly suspicious of poppets. This belief is unfortunate because Ustalav has more than its share of the creatures; eccentric inventors, professors desperate to prove abstruse theories, and possessing spirits from beyond the grave might give a poppet the spark of life. These poppets learn caution quickly, lest they be thrown into a bonfire or lake.
Because they're made from fragile materials, most poppets don't last very long before breaking down. A few rare exceptions survive from powerful ancient empires with wellknown mastery of constructs, such as the Azlanti Empire or the Jistka Imperium. These poppets might be incredibly old-older than they'll ever know, as such poppets awakened recently within an ancient ruin usually have no solid recollections of their creators or their original purpose. These poppets pose perhaps the deepest mysteries, as they might hold the keys to unlock secrets of lost civilizations.
## Poppet Origins
It's rare to find two poppets that look alike, but the most significant and defining characteristic of a poppet isn't what they're made of. Rather, it's how they were imbued with life and independent thought. Magic animates most poppets, and those awakened gain their spark of life and sentience when something goes slightly offkilter with their enchantment. For unknown reasons-perhaps an accident or a creator's errant tinkering-a spark of life explodes into being, and a formerly lifeless series of nested commands and calculations synthesize together as true thought. The poppet suddenly gains life and selfawareness, the ability to speak and reason, and a desire for freedom.
In some cases, a poppet's life essence originally belonged to another being. An errant fragment of a departed soul, psychic impression, or similar ephemeral sliver lodges within the little construct, and the poppet's magic fashions an entirely unique personality around it. A poppet awakened this way might have occasional glimpses into the being who donated this essence, but their life, mind, and soul are thereafter their own.
The rarest, and perhaps most precious, poppets are brought to life with love. These are faithful assistants or beloved toys that someone earnestly, honestly wished would become "real." There's more magic in the world than found in formulas and litanies, and this wish magic awakens poppets in the best of circumstances: knowing they're cherished and able to respond with love of their own.
## Poppet Mechanics
**Hit Points** 6
**Size** Small
**Speed** 25 feet
**Ability Boosts** Constitution, Charisma, Free
**Ability Flaw** Dexterity
**Languages** Common
**Additional Languages** equal to your Intelligence modifier (if positive). Choose from Draconic, Dwarven, Elven, Gnomish, Goblin, Sylvan, and any other languages to which you have access (such as the languages prevalent in your region).
**Senses** Darkvision
**Constructed** The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by vitality energy and harmed by void energy as normal.
**Flammable** You have weakness to fire damage equal to one-third your level (minimum 1).
## Poppet Heritages
[[Ghost Poppet]]
[[Stuffed Poppet]]
[[Toy Poppet]]
[[Windup Poppet]]
[[Wishborn Poppet]]

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