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Golarion is the name of the planet, the Inner Sea region is the part that receives the main focus, Lost Omens is the name of the campaign setting in meatspace, Pathfinder is the name of the game (all four are different things and simultaneously used for different purposes), and Ravounel does not claim to be Cheliax the way the ROC does, also cutting some duplication with the character sheet


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%% By convention, the names of Paizo's Adventure Paths are NOT italicised.
%%



''Pathfinder'' products are mostly set in what First Edition rulebooks refer to as "The Inner Sea," and more recent Second Edition books call "The Age of Lost Omens" [[note]]the only difference between the two is that "Age of Lost Omens" incorporates certain political changes that came about as parts of the storylines of Adventure Paths from First Edition, as well as a more concerted effort to make the southern parts of the map, particularly the Mwangi Expanse and Impossible Lands, a more integrated part of the setting[[/note]] which both ultimately deal with the same basic setting: the ConstructedWorld of Golarion.[[note]]Golarion is actually one of several populated planets in the setting's solar system, but the focus is almost exclusively to Golarion, the "Earth" of the setting. The other planets get far more discussion in Pathfinder's sci-fi counterpart, Starfinder, since it's far easier to get to the other planets in that game.[[/note]] The FantasyKitchenSink nature of the game's setting as a whole means that a large variety of {{fantasy}} genres are represented, along with certain {{horror}} and [[ScienceFiction sci-fi]] ones. This meant that you could run different themes of campaign merely by changing the locale on Golarion, rather than having to incorporate different settings, such as ''TabletopGame/{{Dragonlance}}'' vs. ''TabletopGame/{{Ravenloft}}'' vs. ''TabletopGame/{{Eberron}}'' vs. ''TabletopGame/DarkSun'' as in ''D&D''.

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''Pathfinder'' products are mostly set in what First Edition rulebooks refer to as "The Inner Sea," and more recent Second Edition books call "The the Age of Lost Omens" [[note]]the only difference between Omens campaign setting, centred around the two is that "Age Inner Sea region of Lost Omens" incorporates certain political changes that came about as parts of the storylines of Adventure Paths from First Edition, as well as a more concerted effort to make the southern parts of the map, particularly the Mwangi Expanse and Impossible Lands, a more integrated part of the setting[[/note]] which both ultimately deal with the same basic setting: the ConstructedWorld of Golarion.[[note]]Golarion Golarion. Golarion is actually one of several populated planets in the setting's solar system, but the overwhelming focus is almost exclusively given to Golarion, the "Earth" of the setting. The other planets get far more discussion in Pathfinder's sci-fi counterpart, Starfinder, since it's far easier to get to the other planets in that game.[[/note]] The FantasyKitchenSink nature of the game's setting as a whole means that a large variety of {{fantasy}} genres are represented, along with certain {{horror}} and [[ScienceFiction sci-fi]] ones. This meant that you could run different themes of campaign merely by changing the locale on Golarion, rather than having to incorporate different settings, such as ''TabletopGame/{{Dragonlance}}'' vs. ''TabletopGame/{{Ravenloft}}'' vs. ''TabletopGame/{{Eberron}}'' vs. ''TabletopGame/DarkSun'' as in ''D&D''.



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* AlternateHistory: The ''[[DieselPunk Rasputin Must Die!]]'' module in the ''Reign of Winter'' is basically a take on what events during UsefulNotes/WorldWarI could have been like if magic and other supernatural elements were involved.

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* AlternateHistory: The ''[[DieselPunk Rasputin Must Die!]]'' module in the ''Reign Reign of Winter'' Winter Adventure Path is basically a take on what events during UsefulNotes/WorldWarI could have been like if magic and other supernatural elements were involved.



* AmbiguouslyEvil: Mengkare, a Gold Dragon who founded his own nation and tried to create a utopia...through eugenics and dictatorship. [[TheExtremistWasRight It even seems to be working.]] Paizo admits in ''Champions of Corruption'' that the reason they have never stated his CharacterAlignment [[invoked]] is that they themselves can't agree on what it is. Subverted in the first Adventure Path for Second Edition, ''Age of Ashes'', where it's revealed that he [[spoiler:gradually fell from LawfulGood to LawfulNeutral and eventually to LawfulEvil. His eugenics program was created so he could harvest pure souls to end an avatar of Dahak, the evil god of dragonkind. That said it IS possible to persuade him to do a HeelFaceTurn and atone for his actions if you play your cards right.]]

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* AmbiguouslyEvil: Mengkare, a Gold Dragon who founded his own nation and tried to create a utopia...through eugenics and dictatorship. [[TheExtremistWasRight It even seems to be working.]] Paizo admits in ''Champions of Corruption'' that the reason they have never stated his CharacterAlignment [[invoked]] is that they themselves can't agree on what it is. Subverted in the first Adventure Path for Second Edition, ''Age Age of Ashes'', Ashes, where it's revealed that he [[spoiler:gradually fell from LawfulGood to LawfulNeutral and eventually to LawfulEvil. His eugenics program was created so he could harvest pure souls to end an avatar of Dahak, the evil god of dragonkind. That said it IS possible to persuade him to do a HeelFaceTurn and atone for his actions if you play your cards right.]]



* AsianLionDogs:
** Foo creatures are spirits native to Nirvana that resemble regular animals with humanoid faces; every species of animal in existence has a foo counterpart, although dogs and lions are the most common. They can turn themselves into statues and back at will, and remain in a petrified state as long as they please.
** Guardian beasts, introduced in Second Edition, are a type of warden spirits bonded with a carved stone statue, which remains immobile during the day but animates after nightfall to patrol its assigned territory. Stone lions are by far the most common type of these beings, although the Tian-Min people create doglike statues instead and the holy sites of the vulpine goddess Daikitsu are protected by stone foxes. Regardless of type, these guardians are steadfastly honorable and dedicated to their wards, protecting them even if they become abandoned and ruined, and are known to give cryptic omens and warnings to those living in the buildings they protect.



%%* TheAtoner: [[http://pathfinderwiki.com/wiki/Seelah#History This is why Seelah is a paladin.]]



* BrainInAJar: The ''Carrion Crown'' adventure module ''Wake of the Watcher'' features a "brain archive" that contains several of these. As does ane adventure in ''Iron Gods'' called "[[ExactlyWhatItSaysOnTheTin Valley of the Brain Collectors]]" that features a motley assortment of Mi-Go and [[EldritchAbomination agents of the Dark Tapestry]].

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* BrainInAJar: The ''Carrion Crown'' adventure module ''Wake of the Watcher'' Watcher'', fourth volume of the Carrion Crown Adventure Path, features a "brain archive" that contains several of these. As does ane adventure in ''Iron Gods'' called "[[ExactlyWhatItSaysOnTheTin ''[[ExactlyWhatItSaysOnTheTin Valley of the Brain Collectors]]" that Collectors]]'', fourth volume of the Iron Gods Adventure Path, features a motley assortment of Mi-Go and [[EldritchAbomination agents of the Dark Tapestry]].



* CuttingOffTheBranches: With the update to 2nd Edition in 2019, several adventure paths got canonical endings in order to update the setting.
** ''Hell's Rebels'': [[spoiler:Ravounel became independent but is still very much under Cheliax's shadow, which regards it as a breakaway province (think mainland China and Taiwan).]]
** ''Hell's Vengeance'': [[spoiler:The Glorious Reclamation was defeated and its leaders executed, with Abrogail II able to stabilize Cheliax.]]
** ''Iron Gods'': [[spoiler:Kevoth-Kul the Black Sovereign was freed from his addictions and now opposes the Technic League.]]
** ''Ironfang Invasion'': [[spoiler:The [=PCs=] defeated General Azaersi, but then brokered peace between her new nation of Oprak and Nirmathas rather than destroying it.]]
** ''Reign of Winter'': [[spoiler:Baba Yaga was freed, Queen Elvanna was defeated, and [[UsefulNotes/AnastasiaNikolaevnaRomanova Anastasia Romanov]] was rescued from Earth and made the new Queen of Irrisen.]]
** ''Return of the Runelords'': [[spoiler:Working for Runelord Sorshen, the [=PCs=] defeated Runelord Alaznist and freed Belimarius and the city of Xin-Edasseril from stasis and restored them to Varisia as the nation of New Thassilon.]]
** ''Ruins of Azlant'': [[spoiler:Andoran's colony in shattered Azlant was saved.]]
** ''Serpent's Skull'': [[spoiler:Abrogail II failed to reconquer Vidrian.]]
** ''Skull & Shackles'': [[spoiler:The [=PCs=] declined the role of Hurricane Queen, giving it to Tessa Fairwind.]]
** ''Tyrant's Grasp'': [[spoiler:Tar-Baphon's march on Absalom was defeated, but the lich is very much stil around.]]
** ''War for the Crown'': [[spoiler:Eutropia becomes Grand Princess of Taldor, with her deceased brother Carrius resurrected and freed; he is now her heir.]]

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* CuttingOffTheBranches: With the update to 2nd Edition in 2019, several all adventure paths (except Kingmaker) got canonical endings in order to update the setting.
** ''Hell's Rebels'': [[spoiler:Ravounel became independent but is still very much under Cheliax's shadow, which regards it as a breakaway province (think mainland China and Taiwan).Serpent's Skull: [[spoiler:The serpentfolk's plots to return their god Ydersius to full power was thwarted.]]
** ''Hell's Vengeance'': Skull & Shackles: [[spoiler:The Glorious Reclamation was defeated and its leaders executed, with Abrogail II able [=PCs=] declined the role of Hurricane Queen, giving it to stabilize Cheliax.Tessa Fairwind.]]
** ''Iron Gods'': [[spoiler:Kevoth-Kul Reign of Winter: [[spoiler:Baba Yaga was freed, Queen Elvanna was defeated, and [[UsefulNotes/AnastasiaNikolaevnaRomanova Anastasia Romanova]] was resurrected and made the Black Sovereign was freed from his addictions and now opposes the Technic League.new Queen of Irrisen.]]
** ''Ironfang Invasion'': Wrath of the Righteous: [[spoiler:The [=PCs=] defeated General Azaersi, but then brokered peace between her Worldwound was successfully closed, and Queen Galfrey ascended to become Iomedae's new nation Herald. Nocticula ascended to become a goddess of Oprak redemption, freedom, and Nirmathas rather than destroying it.the arts. Irabeth and Anevia Tirabade retired to Irabeth's family farm.]]
** ''Reign of Winter'': [[spoiler:Baba Yaga was freed, Queen Elvanna Iron Gods: [[spoiler:The Technic League was defeated, and [[UsefulNotes/AnastasiaNikolaevnaRomanova Anastasia Romanov]] Casandalee became a new divine being, Kevoth-Kul the Black Sovereign was rescued freed from Earth and made the new Queen of Irrisen.his addictions.]]
** ''Return of the Runelords'': [[spoiler:Working for Runelord Sorshen, the [=PCs=] Mummy's Mask: [[spoiler:Pharaoh Hakotep I was defeated Runelord Alaznist and freed Belimarius and quickly after his return, causing the city of Xin-Edasseril from stasis and restored them current Pharaoh Khemet III to Varisia as the nation of New Thassilon.close Osirion's ancient tombs to foreign explorers.]]
** ''Ruins of Azlant'': [[spoiler:Andoran's colony in shattered Azlant was saved.Hell's Rebels: [[spoiler:Ravounel became independent but is still very much under Cheliax's shadow, which regards it as a breakaway province.]]
** ''Serpent's Skull'': [[spoiler:Abrogail Hell's Vengeance: [[spoiler:The Glorious Reclamation was defeated and its leaders executed, with Abrogail II failed able to reconquer Vidrian.stabilize Cheliax, though Rahadoum seized the opportunity to annex Khari.]]
** ''Skull & Shackles'': Ironfang Invasion: [[spoiler:The [=PCs=] declined the role defeated General Azaersi, but then brokered peace between her new nation of Hurricane Queen, giving it to Tessa Fairwind.Oprak and Nirmathas rather than destroying it.]]
** ''Tyrant's Grasp'': [[spoiler:Tar-Baphon's march on Absalom Ruins of Azlant: [[spoiler:Andoran's colony in shattered Azlant was defeated, but the lich is very much stil around.saved.]]
** ''War War for the Crown'': Crown: [[spoiler:Eutropia becomes Grand Princess of Taldor, with her deceased brother Carrius resurrected and freed; he is now her heir.]]
** Return of the Runelords: [[spoiler:Working for Runelord Sorshen, the [=PCs=] defeated Runelord Alaznist and freed Belimarius and the city of Xin-Edasseril from stasis and restored them to Varisia as the nation of New Thassilon.]]
** Tyrant's Grasp: [[spoiler:Tar-Baphon was freed from imprisonment, but his assault on Absalom failed.
]]



** ''Wrath of the Righteous'': [[spoiler:The Worldwound was successfully closed, and Queen Galfrey ascended to become Iomedae's new Herald. Nocticula ascended to become a goddess of redemption, freedom, and the arts. Irabeth and Anevia Tirabade retired to Irabeth's family farm.]]



* {{Dhampyr}}: By name, balanced as a playable race by watering down the strengths and weaknesses full blooded vampires would have.
** Bonus points for including a racial archetype that lets you basically play as ''Film/{{Blade}}''.
** Dhampyrs return as a Versatile Heritage in ''Second Edition''.



%%* FrogMen: The swamp-dwelling boggards.



* {{Gashadokuro}}: Gashadokuros are powerful, dangerous undead created when multiple people die at once, their bodies eventually combining into an animated agglomeration of bones. At least one specimen is among the numerous undead that haunt the Border Wood between Taldor and Qadira as a legacy of the two countries' bitter fighting over the forest. The gashadokuro was formed when a company of soldiers remained trapped in a blocked-off ravine and collectively starved to death; luckily for everyone else, the gashadokuro itself is still stuck in the ravine.



** Queen Ileosa of Korvosa (the primary villain of ''Curse of the Crimson Throne'') is a tyrant who keeps an AmazonBrigade of spies and bodyguards called the Grey Maidens brainwashed to follow her without question. She's psychotically petty and vain, too: she specifically picks beautiful women and then has their faces scarred as part of their induction.

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** Queen Ileosa of Korvosa (the primary villain of ''Curse Curse of the Crimson Throne'') Throne) is a tyrant who keeps an AmazonBrigade of spies and bodyguards called the Grey Maidens brainwashed to follow her without question. She's psychotically petty and vain, too: she specifically picks beautiful women and then has their faces scarred as part of their induction.



%%* MascotMook: Goblins.



** ''Rise of the Runelords'': Goblin attack on a small town -> [[spoiler:Plot to resurrect evil tyrant that has been dead for millenia.]]
** ''Legacy of Fire'': An astrologer dies to a mysterious fire -> [[spoiler:Mad genie and its minions try to steal an EldritchAbomination's power.]]
** ''Kingmaker'': Nation offers a group of adventurers a chance to forge their own kingdom -> [[spoiler:Mad faerie plans to steal a large chunk of Golarion to attract her former lover's attention.]]
** ''Carrion Crown'': Accidental death of a doctor -> [[spoiler:Attempt to bring back a powerful lich.]]
** ''Skulls & Shackles'': People get shangaied to work on a pirate ship -> [[spoiler:Cheliaxian plot to take over a pirate nation.]]
** ''Iron Gods'': Flame that fuels Torch's industry gets stolen -> [[spoiler:Mad AI tries to become a god.]]
** ''Wrath of the Righteous'': Attack on crusader city during a holy day -> [[spoiler:Plot to turn magical defenses against crusaders and enslave them]] -> [[spoiler:Attempt to cause the [[{{Hellgate}} Worldwound]] to increase in size, drawing much of Golarion within its influence.]]

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** ''Rise Rise of the Runelords'': Runelords: Goblin attack on a small town -> [[spoiler:Plot to resurrect evil tyrant that has been dead for millenia.]]
** ''Legacy Legacy of Fire'': Fire: An astrologer dies to a mysterious fire -> [[spoiler:Mad genie and its minions try to steal an EldritchAbomination's power.]]
** ''Kingmaker'': Kingmaker: Nation offers a group of adventurers a chance to forge their own kingdom -> [[spoiler:Mad faerie plans to steal a large chunk of Golarion to attract her former lover's attention.]]
** ''Carrion Crown'': Carrion Crown: Accidental death of a doctor -> [[spoiler:Attempt to bring back a powerful lich.]]
** ''Skulls Skulls & Shackles'': Shackles: People get shangaied to work on a pirate ship -> [[spoiler:Cheliaxian plot to take over a pirate nation.]]
** ''Iron Gods'': Iron Gods: Flame that fuels Torch's industry gets stolen -> [[spoiler:Mad AI tries to become a god.]]
** ''Wrath Wrath of the Righteous'': Righteous: Attack on crusader city during a holy day -> [[spoiler:Plot to turn magical defenses against crusaders and enslave them]] -> [[spoiler:Attempt to cause the [[{{Hellgate}} Worldwound]] to increase in size, drawing much of Golarion within its influence.]]



* PerpetuallyProtean: Chaos Beasts have no set form except a single eye and a maw with MoreTeethThanTheOsmondFamily. They shapeshift every turn, and are actually immune to ForcedTransformation of any stripe, including ''Flesh to Stone'' and the like.



* PirateGirl: Besmara, the goddess of pirates, strife, and sea monsters.



** ''Inner Sea Gods'' compiles all articles written about the twenty core gods from ''Gods of Golarion'', ''Faiths of Purity'', ''Faiths of Balance'', ''Faiths of Corruption'', and various adventure path modules. But ''Inner Sea Gods'' also changes many details from these articles that the developers have backpedalled on; for instance, in Gorum's article in ''War of the River Kings'', there is mention of growing tensions between him and Pharasma, who is otherwise stated to be the one god that none of the other gods cross. In ''Inner Sea Gods'', this is changed to growing tensions between Gorum and Urgothoa.

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** ''Inner Sea Gods'' compiles all articles written about the twenty core gods from ''Gods of Golarion'', & Magic'', ''Faiths of Purity'', ''Faiths of Balance'', ''Faiths of Corruption'', and various adventure path modules. But ''Inner Sea Gods'' also changes many details from these articles that the developers have backpedalled on; for instance, in Gorum's article in ''War of the River Kings'', there is mention of growing tensions between him and Pharasma, who is otherwise stated to be the one god that none of the other gods cross. In ''Inner Sea Gods'', this is changed to growing tensions between Gorum and Urgothoa.
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** Finally, Golarion itself is home to two minor races of fiends: the rakshasas and the oni. Rakshasas are eternally reincarnating fiends with bestial aspects and bodies with one aspect reversed, which establish twisted caste systems. Oni are evil spirits whose burning hatred of humanoids causes them to incarnate as monstrously powerful examples of various races.

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** Finally, Golarion itself is home to two minor races of fiends: the rakshasas and the oni. Rakshasas are eternally reincarnating fiends with bestial aspects and bodies with one aspect reversed, which establish twisted caste systems. Oni are evil spirits whose burning hatred of humanoids causes them to incarnate as monstrously powerful examples of various races. There's also sakhils, which are corrupted {{psychopomp}}s that rebelled against Pharasma and [[ScrewDestiny the inevitability of the end of the universe]].
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** ''Return of the Runelords'': [[spoiler:Working for Runelord Sorshen, the [=PCs=] freed Belimarius and the city of Xin-Edasseril from stasis and restored them to Varisia.]]

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** ''Return of the Runelords'': [[spoiler:Working for Runelord Sorshen, the [=PCs=] defeated Runelord Alaznist and freed Belimarius and the city of Xin-Edasseril from stasis and restored them to Varisia.Varisia as the nation of New Thassilon.]]



** ''Wrath of the Righteous'': [[spoiler:The Worldwound was successfully closed, and Queen Galfrey ascended to become Iomedae's new Herald. Irabeth and Anevia Tirabade retired to Irabeth's family farm.]]

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** ''Wrath of the Righteous'': [[spoiler:The Worldwound was successfully closed, and Queen Galfrey ascended to become Iomedae's new Herald. Nocticula ascended to become a goddess of redemption, freedom, and the arts. Irabeth and Anevia Tirabade retired to Irabeth's family farm.]]

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** ''Serpent's Skull'': [[spoiler:Abrogail II fails to reconquer Vidrian.]]

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** ''Ruins of Azlant'': [[spoiler:Andoran's colony in shattered Azlant was saved.]]
** ''Serpent's Skull'': [[spoiler:Abrogail II fails failed to reconquer Vidrian.]]
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** ''Hell's Rebels'': [[spoiler:Ravounel became independent but is still very much under Cheliax's shadow, which regards it as a breakaway province (think mainland China and Taiwan).]]
** ''Hell's Vengeance'': [[spoiler:The Glorious Reclamation was defeated and its leaders executed, with Abrogail II able to stabilize Cheliax.]]
** ''Iron Gods'': [[spoiler:Kevoth-Kul the Black Sovereign was freed from his addictions and now opposes the Technic League.]]
** ''Ironfang Invasion'': [[spoiler:The [=PCs=] defeated General Azaersi, but then brokered peace between her new nation of Oprak and Nirmathas rather than destroying it.]]
** ''Reign of Winter'': [[spoiler:Baba Yaga was freed, Queen Elvanna was defeated, and [[UsefulNotes/AnastasiaNikolaevnaRomanova Anastasia Romanov]] was rescued from Earth and made the new Queen of Irrisen.]]
** ''Return of the Runelords'': [[spoiler:Working for Runelord Sorshen, the [=PCs=] freed Belimarius and the city of Xin-Edasseril from stasis and restored them to Varisia.]]
** ''Serpent's Skull'': [[spoiler:Abrogail II fails to reconquer Vidrian.]]
** ''Skull & Shackles'': [[spoiler:The [=PCs=] declined the role of Hurricane Queen, giving it to Tessa Fairwind.]]
** ''Tyrant's Grasp'': [[spoiler:Tar-Baphon's march on Absalom was defeated, but the lich is very much stil around.]]
** ''War for the Crown'': [[spoiler:Eutropia becomes Grand Princess of Taldor, with her deceased brother Carrius resurrected and freed; he is now her heir.]]
** ''We Be Goblins!'': [[spoiler:The goblin [=PCs=] all survived and wound up on the Astral Plane.]]
** ''Wrath of the Righteous'': [[spoiler:The Worldwound was successfully closed, and Queen Galfrey ascended to become Iomedae's new Herald. Irabeth and Anevia Tirabade retired to Irabeth's family farm.]]

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Death By Sex is no longer a trope per this TRS thread Zero Context Examples and examples that do not fit existing tropes will be deleted.


* DeathBySex: Distressingly common:
** [[HarpingOnAboutHarpies Harpies]], being a OneGenderRace comprised solely of women, need to mate with humanoid males to propagate their race (as well as just for fun). However, they usually eat their lovers once they're done with them -- indeed, it's noted that it's actually considered bad luck in standard harpy culture to ''not'' eat the father of their daughter, unless he is powerful enough that it is worthwhile not to consume him once the harpy has been fertilized.
** Lamias (or at least the regular, matriarch and harridan versions) are much the same, except the way it's worded implies that partners dying from exhaustion, murderous flares of temper, drug overdose or sadism taken too far is actually more common than the lamia eating her lover.
** [[WickedWitch Hags]], again, need humanoid males to reproduce. They don't always kill their partner, though. It depends on how they feel. Especially if they think it'd be more "fun" to leave the resultant neonate hag-daughter in her daddy's care, they may well spare their unwitting mate.
** Jorogumos are [[SpiderPeople spider-women]] who, again, need humanoid mates to father their offspring. They then act like wasps, in that they implant the fertilized egg(s) into the father and paralyse him with their venom; when the egg hatches, the daughter fatally eats her father for nourishment.
** Thriae, again, are a CuteMonsterGirl race prone to eating their mates. But they're actually treated oddly sympathetically. First, only the Queens treat their consorts this way. The others form more emotional attachments. They also only do so when a lover has grown too old and feeble to reliably fertilize the Queen anymore, and they always use an anaesthetizing venom to render their former lover unconscious and devoid of pain before they begin. Finally, the consorts of Thriae queens are almost always volunteers.
** Ogres are a male example of this; it's been stated that they tend to rape humanoids (especially women) to death. Ogres, we'll remind you, are 10ft tall, 500 or so pound, horrifically strong, dim-witted sadists. You can put the pieces together as to what the general cause of death is.
** The players can actually cause this in a monster; a member of the [[OurSirensAreDifferent siren race]] is noted in the ''Bestiary 2'' for her tendency to commit suicide, or literally die of heartbreak, if a male she has her heart set on escapes from her whilst she's courting him.


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* OutWithABang: Distressingly common:
** [[HarpingOnAboutHarpies Harpies]], being a OneGenderRace comprised solely of women, need to mate with humanoid males to propagate their race (as well as just for fun). However, they usually eat their lovers once they're done with them -- indeed, it's noted that it's actually considered bad luck in standard harpy culture to ''not'' eat the father of their daughter, unless he is powerful enough that it is worthwhile not to consume him once the harpy has been fertilized.
** Lamias (or at least the regular, matriarch and harridan versions) are much the same, except the way it's worded implies that partners dying from exhaustion, murderous flares of temper, drug overdose or sadism taken too far is actually more common than the lamia eating her lover.
** [[WickedWitch Hags]], again, need humanoid males to reproduce. They don't always kill their partner, though. It depends on how they feel. Especially if they think it'd be more "fun" to leave the resultant neonate hag-daughter in her daddy's care, they may well spare their unwitting mate.
** Jorogumos are [[SpiderPeople spider-women]] who, again, need humanoid mates to father their offspring. They then act like wasps, in that they implant the fertilized egg(s) into the father and paralyse him with their venom; when the egg hatches, the daughter fatally eats her father for nourishment.
** Thriae, again, are a CuteMonsterGirl race prone to eating their mates. But they're actually treated oddly sympathetically. First, only the Queens treat their consorts this way. The others form more emotional attachments. They also only do so when a lover has grown too old and feeble to reliably fertilize the Queen anymore, and they always use an anaesthetizing venom to render their former lover unconscious and devoid of pain before they begin. Finally, the consorts of Thriae queens are almost always volunteers.
** Ogres are a male example of this; it's been stated that they tend to rape humanoids (especially women) to death. Ogres, we'll remind you, are 10ft tall, 500 or so pound, horrifically strong, dim-witted sadists. You can put the pieces together as to what the general cause of death is.
** The players can actually cause this in a monster; a member of the [[OurSirensAreDifferent siren race]] is noted in the ''Bestiary 2'' for her tendency to commit suicide, or literally die of heartbreak, if a male she has her heart set on escapes from her whilst she's courting him.
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* SinisterDeerSkull: Siabrae are a sort of druidic counterpart to liches, the result of {{Druid}}s and other primal spellcasters taking TheCorruption of the land into themselves in order to fight it off. Sometimes, this works, and so the ritual is still used, but more often instead of purifying the land they become preservers of their own twisted counterpart to nature. They don't have deer skulls ''per se'', but they have antlers made of stone, which is clearly meant to reflect their identity as corrupted protectors of the natural world.

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Tear Jerker is a YMMV trope and shouldn't be linked on the work page.


* DeliberatelyNonLethalAttack: In ''1E'', all attacks made with weapons that aren't specifically labeled as non-lethal deal lethal damage by default, but by announcing a non-lethal attack before rolling to hit and taking a -4 penalty on said roll, a player can convert their weapon's regular damage into non-lethal one. If the cumulative amount of non-lethal damage exceeds the target's remaining HitPoints, they are rendered safely unconscious (whereas if they were just reduced to 0 HP, they'd be unconscious ''and'' risk bleeding to death without immediate first aid).

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* DeliberatelyNonLethalAttack: DeliberatelyNonLethalAttack:
**
In ''1E'', all attacks made with weapons that aren't specifically labeled as non-lethal deal lethal damage by default, but by announcing a non-lethal attack before rolling to hit and taking a -4 penalty on said roll, a player can convert their weapon's regular damage into non-lethal one. If the cumulative amount of non-lethal damage exceeds the target's remaining HitPoints, they are rendered safely unconscious (whereas if they were just reduced to 0 HP, they'd be unconscious ''and'' risk bleeding to death without immediate first aid).



* DelicateAndSickly: In ''Seven Days To The Grave'' there is a girl named Brienna Soldado who is suffering from [[TheVirus Blood Veil]] and will die within a few days if not cured. The [[https://crimson-throne-2013.obsidianportal.com/characters/brienna picture alone]] is a TearJerker.

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* DelicateAndSickly: In ''Seven Days To The Grave'' there is a girl named Brienna Soldado who is suffering from [[TheVirus Blood Veil]] and will die within a few days if not cured. The [[https://crimson-throne-2013.obsidianportal.com/characters/brienna picture alone]] is a TearJerker.



* DePowerZone: With the spell "Create Greater Demiplane", a spellcaster can modify a PocketDimension to block all magic and supernatural powers within. However, it needs to be cast from inside the demiplane, so if there isn't already an exit portal, [[TooDumbToLive they're in trouble]].



** [[TheGunslinger Gunslingers]] with the right ItemCrafting [[SkillScoresAndPerks feats]] can [[MarkedBullet inscribe a specific enemy's name]] on a bullet. It deals bonus damage against that enemy but is less accurate against anything else.
** The "Named Bullet" spell enchants a piece of ammunition to deal an ArmorPiercingAttack, an automatic CriticalHit, and extra damage against the named creature.

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** [[TheGunslinger Gunslingers]] with the right ItemCrafting [[SkillScoresAndPerks feats]] feats can [[MarkedBullet inscribe a specific enemy's name]] on a bullet. It deals bonus damage against that enemy but is less accurate against anything else.
** The spell "Named Bullet" spell enchants a piece of ammunition to deal an ArmorPiercingAttack, an automatic CriticalHit, and extra damage against the named creature.
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* SummonBinding:
** First Edition: The spell ''magic circle against alignment'' can be used in combination with the ''planar binding'' and ''dimensional anchor'' spells to imprison a summoned extraplanar being ("Outsider") of the specified alignment within the location for as long as the circle of powdered silver making up the magic circle remains unbroken (though the spells have to be renewed periodically).
** Second Edition's version of ''planar binding'' is a ritual that incorporates the magic circle as an optional step that requires a crafting skill check rather than a separate spell. If the summoners neglect to include it, or fail the skill check, the called creature can attack the summoners or leave without making a bargain.
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Thousands of years ago, the Human empire of Azlant thrived on the surface, while secretly ruled from the deep by the Aboleths, the aquatic monsters that lifted them to greatness. As humanity developed, they grew resentful and resisted against their aquatic masters. Fearing the growing power of the humans, the Aboleths sent a massive asteroid [[ColonyDrop crashing onto their homeland]]. Azlant was destroyed, and most of the surface civilizations on the nearby continents of Arcadia and Avistan were devastated [[HoistByTheirOwnPetard (but then, so too were the Aboleths.)]] Meanwhile, the Elves, who had foreseen the coming Earthfall, mostly fled to the sanctuary of Sovyrian on the planet Castrovel, while the underground-dwelling Dwarves took the impact as a sign from their gods to make their way to the surface, beginning the "Quest for Sky," driving their Orc rivals before them.

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Thousands of years ago, the Human empire of Azlant thrived on the surface, while secretly ruled from the deep by the Aboleths, the aquatic monsters that lifted them to greatness. As humanity developed, they grew resentful and resisted against their aquatic masters. Fearing the growing power of the humans, the Aboleths sent a massive asteroid [[ColonyDrop crashing onto their homeland]]. Azlant was destroyed, and most of the surface civilizations on the nearby continents of Arcadia and Avistan were devastated [[HoistByTheirOwnPetard (but ([[HoistByTheirOwnPetard but then, so too were the Aboleths.)]] Aboleths]]). Meanwhile, the Elves, who had foreseen the coming Earthfall, mostly fled to the sanctuary of Sovyrian on the planet Castrovel, while the underground-dwelling Dwarves took the impact as a sign from their gods to make their way to the surface, beginning the "Quest for Sky," driving their Orc rivals before them.

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* TheAtoner: [[http://pathfinderwiki.com/wiki/Seelah#History This is why Seelah is a paladin.]]
* BadassAdorable: Abrogail Thrune II is a rare evil example. While she is usually depicted as pretty cute (and was originally meant to be a teenager), she is also the ruler of [[TheEmpire Cheliax]]

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* %%* TheAtoner: [[http://pathfinderwiki.com/wiki/Seelah#History This is why Seelah is a paladin.]]
* AxisMundi: Pharasma's Spire is an impossible tall stone tower in the Outer Planes, at whose peak sits the Boneyard when Pharasma holds her court and judges the souls of the dead. It plays an integral part in the settings cosmology -- all mortal souls pass through it on their way to the other Outer Planes and, as they do so, the spire grows infinitesimally taller each day. One day, unguessable far in the future, some prophecies say that it will grow tall enough to reach the far side of the hollow sphere that makes up the outer layer of the cosmos and pierce it, causing the universe to collapse like a bubble pierced by a needle.
* BadassAdorable: Abrogail Thrune II is a rare evil example. While she is usually depicted as pretty cute (and was originally meant to be a teenager), she is also the ruler of [[TheEmpire Cheliax]]Cheliax]].



* {{Baku}}: Baku resemble floating, shaggy and tusked tapirs, and can when feeding choose to eat all of a person's dreams — causing them to wake up later exhausted and unrefreshed — or only their nightmares — which grants immunity to nightmare-inducing magic or dream haunting by malicious beings. They are mortal enemies of the dream-haunting night hags, and go to great lengths to hunt them down, fight them and prevent them from preying on sleeping minds.

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* {{Baku}}: Baku resemble floating, shaggy and tusked tapirs, and can when feeding choose to eat all of a person's dreams -- causing them to wake up later exhausted and unrefreshed — or only their nightmares — which grants immunity to nightmare-inducing magic or dream haunting by malicious beings. They are mortal enemies of the dream-haunting night hags, and go to great lengths to hunt them down, fight them and prevent them from preying on sleeping minds.
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* RageAgainstTheHeavens: Primary motive of the asuras, constantly reincarnating beings born from divine mistakes. They're actually quite AffablyEvil, [[StraightEdgeEvil possessing little in the way of greed]] and [[ProudScholarRaceGuy quite sagely about reality]]. Doesn't mean they don't fight dirty-these guys are next-door neighbors to devils.

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* RageAgainstTheHeavens: Primary motive of the asuras, constantly reincarnating beings born from divine mistakes. They're actually quite AffablyEvil, [[StraightEdgeEvil possessing little in the way of greed]] and [[ProudScholarRaceGuy [[ProudScholarRace quite sagely about reality]]. Doesn't mean they don't fight dirty-these guys are next-door neighbors to devils.

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Recently, however, the prophesied return of Aroden instead brought weeks of natural disasters, including a massive storm that continues to blow to this day. The priests of Aroden suddenly lost their powers, and by all accounts, including from Pharasma, the Lady of Graves, goddess of Death herself, Aroden somehow had died. Thus began the current period in Golarion's history: the Age of Lost Omens, as storms wracked the world and prophecy lost its power. Cheliax fell into decline and civil war, until the [[ReligionofEvil devil-worshipping "Thrice-Damned"]] [[TheEmpire House of Thrune]] seized power. With Cheliax's fortunes faltering and its ruling classes having given themselves to devil worship, its former colonies broke away in a series of rebellions and are now beginning marches towards prominence...

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Recently, however, the prophesied return of Aroden instead brought weeks of natural disasters, including a massive storm that continues to blow to this day. The priests of Aroden suddenly lost their powers, and by all accounts, including from Pharasma, the Lady of Graves, goddess of Death herself, Aroden somehow had died. Thus began the current period in Golarion's history: the Age of Lost Omens, as storms wracked the world and prophecy lost its power. Cheliax fell into decline and civil war, until the [[ReligionofEvil devil-worshipping "Thrice-Damned"]] [[TheEmpire House of Thrune]] seized power. With Cheliax's fortunes faltering and its ruling classes having given themselves to devil worship, its former colonies broke away in a series of rebellions and are now beginning marches towards prominence...
prominence. In the north, a planar breach tore apart the nation of Sarkoris and opened the way for a massive demon invasion through the hole, now desperately held at bay by the crusaders of Mendev, while on the far eastern continent of Tian Xia, the continent-spanning Empire of Lung Wa [[BalkanizeMe shattered]] and its successor states are menaced by the oni warlords of Chu Ye.



* HammerHilt: The First Edition feats Weapon Trick (polearms) and Spear Dancing Style both allow a character wielding a two-handed polearm to club opponents with the shaft of the weapon rather than striking with the head. In the former case, the "Haft Bash" trick removes the brace and reach qualities and treats the weapon as a club; in the latter, the spear is treated as a Double Weapon with the shaft functioning as a light mace.

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* HammerHilt: The First Edition feats Weapon Trick (polearms) and Spear Dancing Style both allow a character wielding a two-handed polearm to club opponents with the shaft of the weapon rather than striking with the head. In the former case, the "Haft Bash" trick removes the brace and reach qualities and treats the weapon as a club; in the latter, the spear is treated as a Double Weapon DoubleWeapon, with the shaft functioning as a light mace.


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* HuntingAccident: Attempted in ''War for the Crown Part 2: Songbird, Scion, Saboteur''. After clashing with the [=PCs=], [[spoiler:Lord Titus Lotheed-Casava]] rigs the draw of hunting grounds for a [[HuntingTheMostDangerousGame "peasant hunt"]] so that the [=PCs=] are assigned to hunt in lands where [[spoiler:he knows a powerful manticore has taken up residence, hoping it will kill them]].
* HuntingTheMostDangerousGame: Taldor has a tradition called a "peasant hunt" where a convict is released into a hunting preserve dressed in an animal costume for partying aristocrats to pursue. If the peasant stays uncaptured for a full day, they get a pardon. Less malevolent than most examples because, at least in theory, the hunters are only allowed to use nonlethal means to bring down their quarry. The [=PCs=] have an opportunity to take part in one in part 2 of the ''War for the Crown'' campaign, [[spoiler:but one of their rivals rigs the draw of hunting grounds to assign them to a territory he knows is inhabited by a powerful manticore, [[HuntingAccident hoping it will kill them]]]].
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''Pathfinder'' products are mostly set in what First Edition rulebooks refer to as "The Inner Sea," and more recent Second Edition books call "The Age of Lost Omens" [[note]]the only difference between the two is that "Age of Lost Omens" incorporates certain political changes that came about as parts of the storylines of Adventure Paths from First Edition, as well as a more concerted effort to make Garund and especially the Mwangi Expanse a more integrated part of the setting[[/note]] which both ultimately deal with the same basic setting: the ConstructedWorld of Golarion. [[note]]Golarion is actually one of several populated planets in the setting's solar system, but the focus is almost exclusively to Golarion, the "Earth" of the setting. The other planets get far more discussion in Pathfinder's sci-fi counterpart, Starfinder, since it's far easier to get to the other planets in that game.[[/note]] The FantasyKitchenSink nature of the game's setting as a whole means that a large variety of {{fantasy}} genres are represented, along with certain {{horror}} and [[ScienceFiction sci-fi]] ones. This meant that you could run different themes of campaign merely by changing the locale on Golarion, rather than having to incorporate different settings, such as ''TabletopGame/{{Dragonlance}}'' vs. ''TabletopGame/{{Ravenloft}}'' vs. ''TabletopGame/{{Eberron}}'' vs. ''TabletopGame/DarkSun'' as in ''D&D''.

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''Pathfinder'' products are mostly set in what First Edition rulebooks refer to as "The Inner Sea," and more recent Second Edition books call "The Age of Lost Omens" [[note]]the only difference between the two is that "Age of Lost Omens" incorporates certain political changes that came about as parts of the storylines of Adventure Paths from First Edition, as well as a more concerted effort to make Garund and especially the southern parts of the map, particularly the Mwangi Expanse and Impossible Lands, a more integrated part of the setting[[/note]] which both ultimately deal with the same basic setting: the ConstructedWorld of Golarion. Golarion.[[note]]Golarion is actually one of several populated planets in the setting's solar system, but the focus is almost exclusively to Golarion, the "Earth" of the setting. The other planets get far more discussion in Pathfinder's sci-fi counterpart, Starfinder, since it's far easier to get to the other planets in that game.[[/note]] The FantasyKitchenSink nature of the game's setting as a whole means that a large variety of {{fantasy}} genres are represented, along with certain {{horror}} and [[ScienceFiction sci-fi]] ones. This meant that you could run different themes of campaign merely by changing the locale on Golarion, rather than having to incorporate different settings, such as ''TabletopGame/{{Dragonlance}}'' vs. ''TabletopGame/{{Ravenloft}}'' vs. ''TabletopGame/{{Eberron}}'' vs. ''TabletopGame/DarkSun'' as in ''D&D''.
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* OfficialGameVariant:
** ''Ultimate Combat'', which introduces firearms to First Edition, lists off five possible different campaign-wide TechnologyLevels for guns, [[FantasyGunControl modifying which types of firearms and gunslinging classes are available]]. These range from "No Guns", to the midlevel "Emerging Guns" (the Gunslinger class introduced in the book is intended for this tech level), up to "Guns Everywhere" (guns are reclassified as simple weapons and cost 10% of their listed value).
** The ''Pathfinder Unchained'' family of supplements for First Edition includes a number of variant rules, ranging from {{Obvious Rule Patch}}es to several classes (notably Rogue and Summoner), to Revised Action Economy, which essentially back-ports the action economy of Second Edition into First Edition.
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* GameBreakingBug: The book ''Sargava, The Lost Colony'' for First Edition is notorious for several badly written character options. Chief among them is the feat [[https://www.aonprd.com/FeatDisplay.aspx?ItemName=Monkey%20Lunge "Monkey Lunge"]], which is literally impossible to use as written in the normal action economy: it requires a standard action to prepare, and only lasts one round. The attack roll you would use to execute it is also a standard action. '''You can only make one standard action per turn.'''
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* AnswerToPrayers: In addition to clerics and other divine casters needing to pray to refresh their spell list for the day, the First Edition feats Deific, Fiendish, and Monitor Obedience grant specific divine boons to a faithful follower of a given deity by performing a specific daily ritual, ranging from planting acorns in a specific pattern for a follower of the FertilityGod Erastil, to having sex with someone while calling out to the LoveGoddess Calistria and encouraging one's partner to join in.
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Paizo's official online ruleskeeper, the Archives of Nethys, is available for [[http://www.aonprd.com 1st Edition]] and [[http://www.aonprd.com 2nd Edition]]. In addition, a ''massive'' online index of rule information for [=1st Edition=] -- almost everything Paizo published, plus some third-party materials, minus many setting-specific and thus copyrighted names -- can be found [[http://www.d20pfsrd.com/ here]].

A 2nd Edition campaign named ''WebVideo/PathfinderKnightsOfEverflame'' (inspired by an earlier module called Crypt of the Everflame) ran from June to August 2019. You can watch it [[https://www.youtube.com/watch?v=P7s90t8wr8k here]].

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Paizo's official online ruleskeeper, the Archives of Nethys, is available for [[http://www.aonprd.com 1st Edition]] and [[http://www.aonprd.com 2nd Edition]]. In addition, a ''massive'' online index of rule information for [=1st Edition=] -- almost everything Paizo published, plus some third-party materials, minus many setting-specific and thus copyrighted names -- can be found [[http://www.d20pfsrd.com/ here]].

com found here.]]

A 2nd Edition campaign named ''WebVideo/PathfinderKnightsOfEverflame'' (inspired by an earlier module called Crypt of the Everflame) ran from June to August 2019. You can watch it [[https://www.youtube.com/watch?v=P7s90t8wr8k here]]. You can watch it here.]]



* BloodBath: The Everdawn Pool, a powerful magical artifact found by the [[SorcerousOverlord Runelord]] Sorshen. The pool has many powers, but chief among them is the ability to transform the body of one who bathes in it after filling the pool with the blood of several thousand sacrificed sentient beings. The BigBad of ''Curse of the Crimson Throne'', [[spoiler: Queen Ileosa]], intends to become an immortal being this way, [[spoiler: slaughtering much of the population of Korvosa, including her own followers, in the process]].

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* BloodBath: The Everdawn Pool, a powerful magical artifact found by the [[SorcerousOverlord Runelord]] Sorshen. The pool has many powers, but chief among them is the ability to transform the body of one who bathes in it after filling the pool with the blood of several thousand sacrificed sentient beings. The BigBad of ''Curse of the Crimson Throne'', [[spoiler: Queen [[spoiler:Queen Ileosa]], intends to become an immortal being this way, [[spoiler: slaughtering [[spoiler:slaughtering much of the population of Korvosa, including her own followers, in the process]].



Whether it gets better or worse in ''Jade Regent'' depends on your point of view. [[spoiler: Ameiko has the opportunity to become the Empress of Minkai--if she can make an exceedingly perilous journey there with the aid of the [=PC=]s and deal with the scheming powerful Oni who drove her noble family into exile and slaughtered her grandfather. Not to mention, her backstory is expanded upon, revealing that she quit her teenage adventuring career after seeing her lover get dragged to his death by cannibals.]]

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Whether it gets better or worse in ''Jade Regent'' depends on your point of view. [[spoiler: Ameiko [[spoiler:Ameiko has the opportunity to become the Empress of Minkai--if she can make an exceedingly perilous journey there with the aid of the [=PC=]s and deal with the scheming powerful Oni who drove her noble family into exile and slaughtered her grandfather. Not to mention, her backstory is expanded upon, revealing that she quit her teenage adventuring career after seeing her lover get dragged to his death by cannibals.]]



** Zon-Kuthon's father was a boisterous, life-loving wolf spirit/god who was more than happy to see his errant son come home. [[spoiler: Now it is the Prince in Chains, a skinless, eternally tormented "hateful creature of broken flesh, pain and chains", and Zon-Kuthon's herald. Even its flesh isn't its own -- in his tortures, his son stripped it all away, using it to create his own monsters, and replaced it with chains, leather, and necrotic flesh from other victims. As a deity who holds torture to be the highest form of art, Zon-Kuthon is believed to consider the Prince-in-Chains his masterpiece]].

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** Zon-Kuthon's father was a boisterous, life-loving wolf spirit/god who was more than happy to see his errant son come home. [[spoiler: Now [[spoiler:Now it is the Prince in Chains, a skinless, eternally tormented "hateful creature of broken flesh, pain and chains", and Zon-Kuthon's herald. Even its flesh isn't its own -- in his tortures, his son stripped it all away, using it to create his own monsters, and replaced it with chains, leather, and necrotic flesh from other victims. As a deity who holds torture to be the highest form of art, Zon-Kuthon is believed to consider the Prince-in-Chains his masterpiece]].



** As the book ''Monsters of Myth'' is dedicated to detailing monsters that are ShroudedInMyth and how they can be used in an adventure, this trope was bound to come up. Most of the monsters in the book are either truly supernatural, have a MultipleChoicePast, or both, but there is one exception. [[spoiler: The Melfesh Monster is actually a series of spawn of a subterranean fungal colony that exist to bring it food. There is nothing that is particularly maleficient about this colony—[[NonMaliciousMonster it just needs to eat]].]]

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** As the book ''Monsters of Myth'' is dedicated to detailing monsters that are ShroudedInMyth and how they can be used in an adventure, this trope was bound to come up. Most of the monsters in the book are either truly supernatural, have a MultipleChoicePast, or both, but there is one exception. [[spoiler: The [[spoiler:The Melfesh Monster is actually a series of spawn of a subterranean fungal colony that exist to bring it food. There is nothing that is particularly maleficient about this colony—[[NonMaliciousMonster it just needs to eat]].]]



* KillThePoor: [[spoiler: Ileosa Arabasti]] in "Curse of the Crimson Throne" unleashes a plague with this goal in mind.

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* KillThePoor: [[spoiler: Ileosa [[spoiler:Ileosa Arabasti]] in "Curse of the Crimson Throne" unleashes a plague with this goal in mind.



* LawyerFriendlyCameo: The adventure ''The Witchwar Legacy'' has a big one. [[spoiler: One of Baba Yaga's witch-queen daughters, Tashanna, was exiled to another reality both as punishment for staging a coup against her mother and as a means to encourage her to grow into a great witch and demon-binder in her own right. The infamous Greyhawk villain Iggwilv, who received a lot of attention in Paizo's Dragon and Dungeon runs, was a member of the Circle of Eight under the alias "Tasha".]]

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* LawyerFriendlyCameo: The adventure ''The Witchwar Legacy'' has a big one. [[spoiler: One [[spoiler:One of Baba Yaga's witch-queen daughters, Tashanna, was exiled to another reality both as punishment for staging a coup against her mother and as a means to encourage her to grow into a great witch and demon-binder in her own right. The infamous Greyhawk villain Iggwilv, who received a lot of attention in Paizo's Dragon and Dungeon runs, was a member of the Circle of Eight under the alias "Tasha".]]



* OurGnomesAreWeirder: Gnomes are fey creatures exiled from the First World in the wake of a disaster of uncertain nature; they can't quite adjust to Golarion, and spend a lot of time obsessing over minutiae and seeking out new experiences in order to avoid going mad(der) [[spoiler: or going through a usually-lethal process called Bleaching, a process of literally being ''bored to death'' which slowly reduces them to a pile of dust and bones]]. It's darkly hinted by the developers that the story of the disaster may be a fabrication, and gnomes are really humanoid interface devices through which [[EldritchAbomination vastly more powerful beings]] can study the material world.

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* OurGnomesAreWeirder: Gnomes are fey creatures exiled from the First World in the wake of a disaster of uncertain nature; they can't quite adjust to Golarion, and spend a lot of time obsessing over minutiae and seeking out new experiences in order to avoid going mad(der) [[spoiler: or [[spoiler:or going through a usually-lethal process called Bleaching, a process of literally being ''bored to death'' which slowly reduces them to a pile of dust and bones]]. It's darkly hinted by the developers that the story of the disaster may be a fabrication, and gnomes are really humanoid interface devices through which [[EldritchAbomination vastly more powerful beings]] can study the material world.



* SuddenSequelHeelSyndrome: In the Second Edition Adventure Path "Age Of Ashes," [[spoiler: Mengkare]] has gone from LawfulNeutral to LawfulEvil, as he has started [[HumanSacrifice sacrificing his own subjects]] in order to stop [[BigBad Dahak.]] He's still a WellIntentionedExtremist, meaning the players can [[HeelFaceRevolvingDoor possibly talk him down and redeem him.]]

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* SuddenSequelHeelSyndrome: In the Second Edition Adventure Path "Age Of Ashes," [[spoiler: Mengkare]] [[spoiler:Mengkare]] has gone from LawfulNeutral to LawfulEvil, as he has started [[HumanSacrifice sacrificing his own subjects]] in order to stop [[BigBad Dahak.]] He's still a WellIntentionedExtremist, meaning the players can [[HeelFaceRevolvingDoor possibly talk him down and redeem him.]]
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** As the book ''Monsters of Myth'' is dedicated to detailing monsters that are ShroudedInMyth and how they can be used in an adventure, this trope was bound to come up. Most of the monsters in the book are either truly supernatural, have a MultipleChoicePast, or both, but there is one exception. [[spoiler: The Melfesh Monster is actually a series of spawn of a subterranean fungal colony that exist to bring it food. There is nothing that is particularly maleficient about this colony—[[NonMaliciousMonster it just needs to eat]].]]
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''Pathfinder'' was created by Paizo Publishing, a group that was split off from Creator/WizardsOfTheCoast in 2002 to publish ''Magazine/{{Dragon}}'' and ''Magazine/{{Dungeon}}'' Magazines. When [=WotC=] announced the fourth edition of ''D&D'', they took back the publication rights to the magazines in order to create exclusively online versions. Paizo decided to publish a 3rd-edition-focused magazine of its own, ''Pathfinder'', keeping up the "Adventure Path" tradition they'd established in the last three years of ''Dungeon'' while establishing a new in-house campaign setting; this saw the publication of the "Rise of the Runelords", "Curse of the Crimson Throne", "Second Darkness" and "Legacy of Fire" Adventure Paths published for ''D&D'' 3.5. However, as they heard from more fans of 3rd Edition who were dissatisfied with the radical changes introduced in the 4th Edition of ''D&D'', Paizo saw an opportunity: they would [[StartMyOwn create their own ruleset]], using the foundation of [=3rd-ed=] ''D&D'' (the core rules of which were in perpetual open license under the Open Gaming License) to offer something new and fresh while allowing old players to build on what they already knew, created, and played. It also prided itself on being compatible with 3.5 (with a few rules alterations, of course, mostly in service of trying to patch what were then 3E's most obvious holes and broken parts).

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''Pathfinder'' was created by [[Creator/{{Paizo}} Paizo Publishing, Publishing]], a group that was split off from Creator/WizardsOfTheCoast in 2002 to publish ''Magazine/{{Dragon}}'' and ''Magazine/{{Dungeon}}'' Magazines. When [=WotC=] announced the fourth edition of ''D&D'', they took back the publication rights to the magazines in order to create exclusively online versions. Paizo decided to publish a 3rd-edition-focused magazine of its own, ''Pathfinder'', keeping up the "Adventure Path" tradition they'd established in the last three years of ''Dungeon'' while establishing a new in-house campaign setting; this saw the publication of the "Rise of the Runelords", "Curse of the Crimson Throne", "Second Darkness" and "Legacy of Fire" Adventure Paths published for ''D&D'' 3.5. However, as they heard from more fans of 3rd Edition who were dissatisfied with the radical changes introduced in the 4th Edition of ''D&D'', Paizo saw an opportunity: they would [[StartMyOwn create their own ruleset]], using the foundation of [=3rd-ed=] ''D&D'' (the core rules of which were in perpetual open license under the Open Gaming License) to offer something new and fresh while allowing old players to build on what they already knew, created, and played. It also prided itself on being compatible with 3.5 (with a few rules alterations, of course, mostly in service of trying to patch what were then 3E's most obvious holes and broken parts).
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further minor edits to doppelganger entry


** BodyBackupDrive[=/=]CloningGambit[=/=]ClonesArePeopleToo: A Clone-Risen Reflection is a Reflection created through a ''clone'' ritual or alchemy to serve as an vessel for another, one that [[GrewBeyondTheirProgramming somehow developed an independent will]]. They get a once per day ability called Empty Vessel, letting them temporarily suppress their sentience to resist a mental effect or mental damage. A later feat lets them transform their malleable body in a similar way to Illusory Disguise for an hour once per day.

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** BodyBackupDrive[=/=]CloningGambit[=/=]ClonesArePeopleToo: BodyBackupDrive[=/=]CustomBuiltHost: A Clone-Risen Reflection is a Reflection created through a ''clone'' ritual or alchemy to serve as an vessel for another, one that [[GrewBeyondTheirProgramming somehow developed an independent will]]. They get a once per day ability called Empty Vessel, letting them temporarily [[SoullessShell suppress their sentience sentience]] to resist a mental effect or mental damage. A later feat lets them transform their malleable body in a similar way to Illusory Disguise for an hour once per day.

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Added a variety of 2e tropes/clarified that some are more 1e-specific as far as I'm aware.


** Mostly averted (mechanically, at least) by ''Second Edition'', where alchemy uses a completely different system from magic.



** Oracles with the Blackened curse have shriveled and blackened forearms, as if they had plunged their arms into a bonfire. The curse inflicts a penalty on weapon attack rolls but adds several fire spells to the character's spell list.

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** ''1e'' Oracles with the Blackened curse have shriveled and blackened forearms, as if they had plunged their arms into a bonfire. The curse inflicts a penalty on weapon attack rolls but adds several fire spells to the character's spell list.



** Oracle returns for ''Second Edition'' with the same core concept of "divinely cursed with awesome", though the effect progression explicitly forces you to amplify your curse to get the full benefits of it--the curse your Mystery bears normally only has a benefit and small, passive flavor downside, but each time you use a Revelation focus spell, your curse progresses until the end of combat. Each downside and benefit is cumulative.
*** The minor effects give you a small, flavorful downside you have to play around, without any real upside. Once you cast your Revelation, you're stuck with the minor effects until you rest and make daily preparations again. These include things like lower initiative from being unable to process the torrent of knowledge your curse provides, losing 2 AC unless you've made a Strike since the start of your turn, or halving the non-magical healing you receive.
*** The moderate effects give you a bigger downside, but also give you a small benefit. Refocusing at moderate or higher reduces your curse's effects to their minor form. These include things like being enfeebled 2 and much more vulnerable to getting pushed around but also being able to leap around more easily and resisting tripping, being cloaked in swirling ash that dazzles you, but also conceals you and creatures within 10 feet, or being unable to magically heal (but improving your ability to magically heal your allies).
*** Major effects are only accessible at Level 11, often having a serious downside but also a moderate benefit. These include things like being constantly surrounded by flames unless you spend an action to suppress them, being surrounded by an incredibly powerful rainstorm that causes difficult terrain while making you vulnerable to lightning, and being able to understand all languages but incapable of communicating by any means.
*** The extreme stage, only accessible at Level 17 (and requiring multiple encounters to reach under most circumstances), is identical for all Mysteries. You're constantly Doomed 2 (meaning that if you go down, you're much more likely to die), but you can reroll any attack roll, skill or Perception check, or saving throw you fail once every 10 minutes.



* DeityOfHumanOrigin: Anyone who passes the Test of the Starstone becomes a god. Hundreds of hopefuls enter the Starstone Cathedral every year; in four thousand years, only four have succeeded. One of whom was drunk off his ass at the time.

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* DeityOfHumanOrigin: Anyone who passes the Test of the Starstone becomes a god. Hundreds of hopefuls enter the Starstone Cathedral every year; in four thousand years, only four have succeeded. One succeeded--one of whom was drunk off his ass at the time.



** In ''2E'', all attacks made with weapons that lack the nonlethal trait deal lethal damage by default, but can take a -2 circumstance penalty to deal nonlethal damage instead. Weapons with the nonlethal trait invert the trope, needing a -2 circumstance penalty to deal lethal damage instead.



** Dhampyrs return as a Versatile Heritage in ''Second Edition''.



* DisabilitySuperpower: The Oracle's Curse class feature.

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* DisabilitySuperpower: The Oracle's Curse class feature.feature in ''First Edition''. ''Second Edition'' downplays this for its version of the Oracle--none of the Mysteries' flavor effects imply that you have a disability when your curse is in its dormant state, but several Mysteries weaken your senses in some way as drawbacks of progressing your curse.



* {{Doppelganger}}: In ''Second Edition'', the Reflection Versatile Heritage from ''Dark Archive'' can be used to show a character is this. Reflections can Impersonate their progenitor without Deception checks (unless they do something out of character or interact with someone who knows them personally), while their ancestry feats all play with doppelganger and shapeshifting tropes in different ways--such as leveraging their uncertain distinction from their progenitor to deceive foes or even letting the Reflection make a temporary copy of an enemy.
** MirrorSelf[=/=]MirrorMonster: A Mirror-Risen Reflection is a Reflection who originated from [[MagicMirror magic involving mirrors]]. Notably, while Mirror-Risen created by a Darkside Mirror trap are always evil, others often have either the exact same or opposite alignment as their creators. They get a once per day ability called Mirror's Trickery, letting them tap into their residual connection to mirror magic and create a short-lived illusory duplicate to potentially avoid or mitigate a hit. Later feats let them can [[BagOfHolding hide objects in a hand mirror]] or [[PocketDimension temporarily hide themselves in a mirror.]]
** BodyBackupDrive[=/=]CloningGambit[=/=]ClonesArePeopleToo: A Clone-Risen Reflection is a Reflection created through a ''clone'' ritual or alchemy to serve as an vessel for another, one that [[GrewBeyondTheirProgramming somehow developed an independent will]]. They get a once per day ability called Empty Vessel, letting them temporarily suppress their sentience to resist a mental effect or mental damage. A later feat lets them transform their malleable body in a similar way to Illusory Disguise for an hour once per day.
** ShapeshifterModeLock: A Morph-Risen Reflection didn't start that way (usually)--instead, they were a shapeshifter or polymorphing mage who got "stuck" as a copy of another being. They passively resist transmutation magic, and get a critical success on saves against morph and polymorph effects they'd otherwise only succeed normally at. A later feat lets them temporarily [[CloneByConversion warp the form of people they hit up close into something like their own]].



** Second Edition introduces the Elixir of Sex Shift, which gives the drinker a one-time limited shapechanging effect to change their primary and secondary sexual characteristics in any way of their choice. Given its price of 60 gold pieces, it's somewhat out of reach for everyday commoners, but adventurers would be able to afford one pretty quickly.

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** Second Edition introduces the Elixir Serum of Sex Shift, which gives the drinker a one-time limited shapechanging effect to change their primary and secondary sexual characteristics in any way of their choice. Given its price of 60 gold pieces, it's somewhat out of reach for everyday commoners, but adventurers would be able to afford one pretty quickly.



** ''Second Edition'' also averts the trope, with even levels giving skill feats and class feats and odd levels giving general or ancestry feats and skill increases.



* ExpertInUnderwaterBasketWeaving: Characters can invest in Craft and Profession skills, many of which are so specific and so orthogonal to the adventuring trade that they're only of use to [=NPCs=] or in particular acts of ItemCrafting. The ''Unchained'' expansion lets characters gain even ''more'' specialized expertise in those skills.

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* ExpertInUnderwaterBasketWeaving: Characters in ''First Edition'' can invest in Craft and Profession skills, many of which are so specific and so orthogonal to the adventuring trade that they're only of use to [=NPCs=] or in particular acts of ItemCrafting. The ''Unchained'' expansion lets characters gain even ''more'' specialized expertise in those skills.
** ''Second Edition'' downplays this--some skill feats can have oddball, very specialized effects, but almost all skills as a whole have a defined niche. Played straight by Lore skills, however, which function as "very specialized knowledge" skills.



** ''Second Edition'' also allows bonding with a living familiar as a first-level feat for Magi, Sorcerers, Thaumaturges, and Wizards. Druids of the Leaf Order can bond with a [[Planimal leshy]] familiar, while Alchemists in general can create an alchemical familiar. Witches once again have a mandatory familiar, and use their familiar to prepare spells. There's also a Familiar Master archetype that lets you get a familiar (or enhance your existing familiar), then improve it in various ways.



** In ''Second Edition'', you can apply the Flaming or Greater Flaming runes to replicate the effect. The magus can still do this with Runic Impression by temporarily giving their weapon one of those runes, depending on their level.



* GarrulousGrowth: The Alchemist Character Class has the optional ability to grow a tumor on its body, which functions as a {{Familiar}} and can be temporarily detached to act autonomously.

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* GarrulousGrowth: The Alchemist Character Class in ''First Edition'' has the optional ability to grow a tumor on its body, which functions as a {{Familiar}} and can be temporarily detached to act autonomously.



* GemTissue: [[PowerCrystal Ioun Stones]] usually [[AntiGravityClothing orbit their user's head]], but characters can permanently incorporate them into their bodies through a combination of psychic attunement and surgery. Afterwards, the stone counts as a part of the user and can't be targeted separately by attacks or effects.

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* GemTissue: [[PowerCrystal Ioun Stones]] Stones]]in ''First Edition'' usually [[AntiGravityClothing orbit their user's head]], but characters can permanently incorporate them into their bodies through a combination of psychic attunement and surgery. Afterwards, the stone counts as a part of the user and can't be targeted separately by attacks or effects.effects.
** In ''Second Edition'', [[WritingAroundTrademarks Aeon Stones]] can still be embedded by Wizards with the Runelord specialization.



** In ''Second Edition'', ''Secrets of Magic'' adds the 10th-level primal spell ''Summon Kaiju'', which briefly summons one from a list of specific kaiju. It arrives the turn it's summoned, then departs the next--with each part having calamitous effects. The 10th-level primal spell ''Nature Incarnate'' allows you to turn into a kaiju for one minute.



** ''Second Edition'' also has the Magus, with the ability to channel a 1-action or 2-action spell that requires an attack roll into a Spellstrike that combines it with a melee Strike, applying the effects of both on a hit.



* {{Mithril}}: A holdover from ''D&D'' (and to an extent ''Literature/TheLordOfTheRings''), mithril is still shiny, still light, and still expensive.

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* {{Mithril}}: A holdover from ''D&D'' (and to an extent ''Literature/TheLordOfTheRings''), mithril is still shiny, still light, and still expensive. Humorously, it is also nonstick, making it a surprisingly good material for making cookware such as [[https://2e.aonprd.com/Equipment.aspx?ID=1403 waffle irons]].



** ''Second Edition'', being an entirely new system that deliberately distances Pathfinder from its ''[=3.5e=]'' roots while trying to fix issues like LinearWarriorsQuadraticWizards, does plenty of both nerfs and buffs compared to its predecessor. Spellcaster player character in particular lost a significant number of their "I win the encounter" buttons and generally had the power level of their spells massively reduced, while martials got a net power increase by comparison. Several especially useful spells are now rituals that any party can theoretically access.



*** Pathfinder's shadows laugh at Fifth Edition's shadows, because they roll against touch AC to hit, deal 1-6 Strength damage, and come in a greater variety that can do 1-8 points of Strength damage (with the saving grace that zero Strength paralyses instead of killing). Given most Pathfinder games embraced point buy, dumping Strength was even more common.

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*** Pathfinder's Pathfinder 1e's shadows laugh at D&D Fifth Edition's shadows, because they roll against touch AC to hit, deal 1-6 Strength damage, and come in a greater variety that can do 1-8 points of Strength damage (with the saving grace that zero Strength paralyses instead of killing). Given most Pathfinder games embraced point buy, dumping Strength was even more common.



* PowerCreepPowerSeep: Correcting the power creep of 3rd edition TabletopGame/DungeonsAndDragons was one of the game's founding goals. Inevitably, as it has aged, it has developed a few examples itself.

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* PowerCreepPowerSeep: Correcting the power creep of 3rd edition TabletopGame/DungeonsAndDragons was one of the game's founding goals. Inevitably, as it has aged, it has developed a few examples itself.itself...which ''Second Edition'' was in part intended to correct.



** ''Second Edition'' offers some mid- to high-level archetypes that might functionally act as these, although you take them in place of your class's feats instead of taking separate levels of them.



** Done canonically by the time ''Second Edition'' rolls around.
* SecretArt: The Uncommon, Rare, and Unique rarity traits from ''Second Edition'' denote increasing levels of obscurity--something with the Uncommon trait requires special training or comes from a particular part of the world, something with the Rare trait is very difficult to find (and is only included through either in-game discovery or allowed to by taken through GM fiat), and something with the Unique trait is one of a kind. Notably, Recall Knowledge checks become increasingly difficult the more "secret" the thing you're recalling is.
** In Pathfinder Society games, the ''PFS Limited'' tag functions similarly to Rare, requiring a boon to gain access.



*** ''Second Edition'' magi can use both their Arcane Cascade stance and Spellstrikes--the former uses lingering energy from a spellcast to charge all their melee Strikes, while the latter imbues a spell that requires an attack roll into a melee Strike, applying its effects to the target on a hit.



* SpellBook: Wizards and magi can't cast spells without them. Witches uses her familiar as this.

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* SpellBook: Wizards and magi can't cast spells without them. Witches uses her familiar use their familiars as this.



* StandardFantasyRaces: ''Pathfinder'' largely inherits the pattern developed in ''D&D'', with humans who rule most nations and civilizations, reclusive dwarves and elves who remain in scattered holdouts of their ancient, fallen empires, halflings and fey gnomes who live in other races' lands, and half-elves and half-orcs often left as outcasts. Monster races include the goblins, hobgoblins and orcs, whose long histories of war against the other races have left them distrusted and despised, but have begun to attempt to integrate better in global politics while forming closer ties with each other, as well as ancient and powerful dragons, reclusive treants and fey who distrust anyone intruding in their forests, and a variety of SnakePeople and LizardFolk whose empires were ancient before any warm-blooded nation arose.

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* StandardFantasyRaces: ''Pathfinder'' largely inherits the pattern developed in ''D&D'', with humans who rule most nations and civilizations, reclusive dwarves and elves who remain in scattered holdouts of their ancient, fallen empires, halflings and fey gnomes who live in other races' lands, and half-elves and half-orcs often left as outcasts. Monster races include the goblins, hobgoblins and orcs, whose long histories of war against the other races have left them distrusted and despised, but have begun to attempt to integrate better in global politics while forming closer ties with each other, as well as ancient and powerful dragons, reclusive treants and fey who distrust anyone intruding in their forests, and a variety of SnakePeople and LizardFolk whose empires were ancient before any warm-blooded nation arose. That being said, there are also a number of setting-specific peoples that avert the trope.



%%** Similar events are behind the upcoming ORC game license, as Wizards of the Coast once again attempted to tighten its licensing policy in preparation for OneDnD.



* SuddenNameChange: In Second Edition, most monsters taken from ''TabletopGame/DungeonsAndDragons'' were either given completely new names (like phase spiders becoming ether spiders), are now being referred to by their common names instead of their proper names (sea devils instead of sahuagin, brain collectors instead of neh-thalggus), or vice versa (xulgaths instead of troglodytes). This was done to distance ''Pathfinder'' from ''D&D'' and facilitate building a multi-media franchise, as the OGL only covers TabletopRPG products, so any names invented by Creator/WizardsOfTheCoast cannot be legally used in anything that is not a RPG book.

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* SuddenNameChange: In Second Edition, most monsters taken from ''TabletopGame/DungeonsAndDragons'' were either given completely new names (like phase spiders becoming ether spiders), are now being referred to by their common names instead of their proper names (sea devils instead of sahuagin, brain collectors instead of neh-thalggus), or vice versa (xulgaths instead of troglodytes). This was done to distance ''Pathfinder'' from ''D&D'' and facilitate building a multi-media franchise, as the OGL 1.0a only covers TabletopRPG products, so any names invented by Creator/WizardsOfTheCoast cannot be legally used in anything that is not a RPG book.



* TooManyHalves: Mechanically possible via abuse of the various "half-x" templates. Using only first-party material, it is theoretically possible (though any sensible GM would veto it for a player character) to have a creature that is half-fiend (there are actually ten subvarieties), half-celestial, half-dragon, half-janni, and half-serpent, for a creature [[Webcomic/DarthsAndDroids two-and-a-half times as big as you'd expect]].

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* TooManyHalves: Mechanically possible via abuse of the various "half-x" templates. Using only first-party material, it is theoretically possible (though any sensible GM would veto it for a player character) to have a creature that is half-fiend (there are actually ten subvarieties), half-celestial, half-dragon, half-janni, and half-serpent, for a creature [[Webcomic/DarthsAndDroids two-and-a-half times as big as you'd expect]]. Averted by ''Second Edition'', where you can only have one Versatile Heritage.



* UnequalRites: As with 3.5, ''Pathfinder'' has various ways in which this can manifest, and now has more feats that further differentiate between each type.

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* UnequalRites: As with 3.5, ''Pathfinder'' ''Pathfinder First Edition'' has various ways in which this can manifest, and now has more feats that further differentiate between each type.



* UnholyNuke: The Talisman of Ultimate Evil. In the hands of an Evil HighPriest it could be used to open a flaming crack at the feet of a Good priest and send him or her to the center of the planet
* VancianMagic: How all magic is cast.

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* UnholyNuke: The Talisman of Ultimate Evil. In the hands of an Evil HighPriest HighPriest, it could be used to open a flaming crack at the feet of a Good priest and send him or her them to the center of the planet
planet.
* VancianMagic: How all magic is cast. Some classes in both ''First Edition'' and ''Second Edition'' play with the trope, though, such as having different restrictions than normal on how they use their spell slots, and cantrips in ''Second Edition'' (which can be cast at will and automatically scale with your level) avert the trope much in the same way they do in Dungeons & Dragons 5th Edition.


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** Psychics in ''Second Edition'' can take the [[https://2e.aonprd.com/Feats.aspx?ID=3692 Cranial Detonation]] feat at Level 18, which allows them to ''chain detonate'' people's heads when they use a spell to defeat a non-mindless creature.
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* RetCanon: The PlayerParty in the 2018 ''VideoGame/PathfinderKingmaker'' video game, adapted from the ''Kingmaker Adventure Path'' tabletop campaign by Creator/OwlcatGames, included two characters from the tabletop game ([[Characters/PathfinderIconics Amiri]] and [[Characters/PathfinderAdventurePathKingmaker Jubilost Narthropple]]) and eleven original characters. In 2022, Paizo released an add-on for the Second Edition remake of the ''Kingmaker Adventure Path'', the ''Kingmaker Companion Guide'', which adapted Owlcat's implementation of all thirteen characters back into tabletop format, along with personal sidequests for seven of them. The contemporary ''Kingmaker Bestiary'' re-stats Amiri, Ekundayo and his dog, Jubilost, Linzi, Nok-Nok, Tristian, Valerie, and many [=NPCs=] for use in First Edition runs.

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Linear warriors quadratic wizards updated.


* LinearWarriorsQuadraticWizards: Played straight. Spellcasting classes tend to dominate the late game after spending the early game nursing [[SquishyWizard single digit hit points]]. It should be noted that it's still significantly better about this than 3.5. Most significantly, fighters have been given unique feats that give them extremely powerful combat maneuvers and the duration of game-breaking battle spells is generally measured in rounds and had their numerical advantages severely decreased. Casters also have the option of taking the additional hit-points from their favored class.

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* LinearWarriorsQuadraticWizards: Played straight. straight by 1e, mostly or completely averted by 2e.
** In 1e,
Spellcasting classes tend to dominate the late game after spending the early game nursing [[SquishyWizard single digit hit points]]. It should be noted that it's still significantly better about this than 3.5. Most significantly, fighters have been given unique feats that give them extremely powerful combat maneuvers and the duration of game-breaking battle spells is generally measured in rounds and had their numerical advantages severely decreased. Casters also have the option of taking the additional hit-points from their favored class.class.
** In 2e, much more care was taken to keeping martial and caster classes balanced relative to each other, both in and out of combat, at all levels. Martials are overall better at single-target damage and defense, casters are still overall better at utility and area damage, but it’s a common culture shock for players from other systems used to playing very powerful casters to feel “nerfed” by the system.
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* HammerHilt: The First Edition feats Weapon Trick (polearms) and Spear Dancing Style both allow a character wielding a two-handed polearm to club opponents with the shaft of the weapon rather than striking with the head. In the former case, the "Haft Bash" trick removes the brace and reach qualities and treats the weapon as a club; in the latter, the spear is treated as a Double Weapon with the shaft functioning as a light mace.
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* SealTheBreach: Golarion suffers from the Worldwound, a nation-spanning {{Hellgate}} and [[TheLegionsOfHell demon-infested]] RealityBleed. Five crusades are mobilized to fight back its advance, and in the climax of the ''Wrath of the Righteous'' adventure path, the PlayerParty can [[spoiler:kill the {{Demon Lord|sAndArchdevils}} responsible and [[SupernaturalSealing ritually seal]] the Worldwound forever.]]

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** As part of the Bestiary-wide, sweeping attempt to eliminate OneGenderRace in 2E, they note that Changelings can be either male or female, males simply not being usually detected as such. However, they can still turn into hags, which ''are'' all female. This started out as FridgeLogic and then became explicit when the Lost Omens Ancestry Guide went into more depth on the subject.

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** As part of the Bestiary-wide, sweeping attempt to eliminate OneGenderRace in 2E, they note that Changelings can be either male or female, males simply not being usually detected as such. However, they can still turn into hags, which ''are'' all female. This started out as FridgeLogic and then became explicit when the Lost ''Lost Omens Ancestry Guide Guide'' went into more depth on the subject.


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* GladYouThoughtOfIt: The special action "Plant Notion", introduced in ''Giant Hunter's Handbook'', combines a Diplomacy check (to convince the target of a course of action) and a hard Bluff check (to make them believe it was their idea all along). In addition to the misdirection, it bypasses the usual penalty for attempting Diplomacy on an unfriendly character.
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* WizardingSchool: Many of these: the Arcanamirum in Absalom, the Acadamae in Varisia, the Ebon Mausoleum in Geb, and the various arcane colleges in the Magocracy of Nex. The oldest and arguably most prestigious is the Magaambya in the Mwangi Expanse, setting of the Strength of Thousands AP.

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* WizardingSchool: Many of these: the Arcanamirum in Absalom, the Acadamae in Varisia, the Ebon Mausoleum in Geb, and the various arcane colleges in the Magocracy of Nex. The oldest and arguably most prestigious is the Magaambya in the Mwangi Expanse, the setting of the Strength ''Strength of Thousands AP.Thousands''.
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* WizardingSchool: Many of these: the Arcanamirum in Absalom, the Acadamae in Varisia, the Ebon Mausoleum in Geb, and the various arcane colleges in the Magocracy of Nex.

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* WizardingSchool: Many of these: the Arcanamirum in Absalom, the Acadamae in Varisia, the Ebon Mausoleum in Geb, and the various arcane colleges in the Magocracy of Nex. The oldest and arguably most prestigious is the Magaambya in the Mwangi Expanse, setting of the Strength of Thousands AP.
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** Second Edition has been moving away from this trope as part of its efforts to be more socially conscious. Goblins became a core ancestry and are no longer this trope, but they're not the only example. On Golarion, the further away you are from Avistan and northern Garund, the more likely it is that seemingly monstrous humanoids are not evil. In the Mwangi Expanse there are non-evil gnolls and orcs, and orcs are also free of that baggage in Arcadia. Officially, only fiends and undead are ''inherently'' evil, and even then it's possible (albeit difficult and unlikely) for them to be good. If humanoids (and indeed, most other living creatures) are evil, it's for cultural reasons. In fact, as part of the metaplot, the territories of Belkzen (the heartland of orcs) and Oprak (a nation founded by a hobgoblin warlord as a haven for monsters) are becoming more peaceful. That said, they're still a long way from redemption.

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** Second Edition has been moving away from this trope as part of its efforts to be more socially conscious. Goblins became a core ancestry and are no longer this trope, but they're not the only example. On Golarion, the further away you are from Avistan and northern Garund, the more likely it is that seemingly monstrous humanoids are not evil. In the Mwangi Expanse there are non-evil gnolls and orcs, and orcs are also free of that baggage in Arcadia. Officially, only fiends and undead are ''inherently'' evil, and even then it's possible (albeit difficult and unlikely) for them to be good. If humanoids (and indeed, most other living creatures) are evil, it's for cultural reasons. In fact, as part of the metaplot, the territories of Belkzen (the heartland of orcs) and Oprak (a nation founded by a hobgoblin warlord as a haven for monsters) are becoming more peaceful. That said, peaceful, although they're still a long way from redemption.

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