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Golarion

Golarion is the main world of the campaign setting on which much of the events take place. The planet
orbits a yellow sun in the far reaches of the multiverse among dozens of other worlds. Third in orbit, this
blue planet contains vast oceans and lush green lands, the perfect environment for human cultures to
thrive. Its nearest neighbors, Castrovel the Green World and Akiton the Red Planet, (second and fourth
from the sun, respectively) fill Golarion's night sky along with its crater-scarred moon.
Golarion contains eight continents amid its immense seas. The largest of these is Casmaron, which
spans much of the world's northern hemisphere. On its western edge, bordered by the World's Edge
Mountains, Casmaron expands into a large peninsular continent called Avistan which plays host to a
number of civilizations built upon the ruins of great past empires, such as that of the Thassilonians.

Southwest of Avistan, across the Inner Sea is the largely unexplored wilderness of Garund. Whether one
is scouring its northern deserts for lost relics of the Osiriani pharaohs or trekking through the near-im-
penetrable jungles of the Mwangi Expanse, Garund provides endless adventures for those willing to risk
its many dangers.

A thousand miles to the west from the Arch of Aroden are the remnants of the once great island-continent
of Azlant, which saw the rise of the first human civilizations. All that remains of Azlant today is a series of
jutting crags and narrow, twisted channels; most of the continent sunk beneath the sea when the Star-
stone fell from the sky.

Past the treacherous obstacles of Azlant lies the expanse of the Arcadian Ocean and the lush island
continent of Arcadia which gives the body of water its name. 4,000 miles from the shores of Avistan, little
is known of this land but in the most ancient of texts and lore from long-fallen empires, though there are
infrequent trade and colonization efforts from Avistan to Arcadia.

The smallest continent on Golarion is Sarusan, which lies amid the least traveled portions of the sea.

An immense frozen desert spans the northern pole of the planet, called the Crown of the World.

While much too cold and harsh-weathered for permanent and successful habitation, the Crown is most
often traveled as a means of reaching the far-eastern continent of Tian Xia on the opposite of the world
from Avistan.
Avistan

Garund
Calender

Aligment
Neutral
Good
Lawfull Chaotic
Good Good

Lawfull True Chaotic


Neutral Neutral Neutral

Lawfull Chaotic
Evil Evil
Neutral
Evil
Dwarf

Dwarves are known for being gruff and stoic, living in underground cities in the mountains, constantly
warring with giants, orcs and goblinoids.

Racial Traits:
Ability Scores: +2 Wisdom and Constitution, -2 Charisma - this makes them perfect candidates for Cler-
ics, Rangers, and Inquisitors, but hurts their chances of making good Bards, Paladins, Sorcerers, Oracles
and Summoners.

Size: Medium - Dwarves don’t make very good sneaky characters, but otherwise their size doesn’t affect
them.

Speed: 20 ft - Dwarves don’t move as quickly as other Medium-sized creatures, but this is made up for by
their stoutness, which allows them to keep that 20-foot movement speed no matter what their encum-
brance or what type of armor they wear. This makes them excellent candidates for any class that can
wear heavy armor.

Defensive Training: A +4 dodge bonus to AC is nice, but it’s very situational because it only works against
creatures of the giant subtype. If your character is planning to fight a lot of giants, dwarves are an awe-
some choice!

Hardy: A +2 bonus on saving throws against all spells and spell-like abilities is a pretty amazing boost,
and it helps against poisons too, so this one is good for any character ever.

Stability: A +4 bonus to CMD against bull rush or trip attempts can come in really handy, but it’s situa-
tional enough to not be a huge deal. If you really don’t like being tripped, though, be a dwarf!

Greed: A +2 to appraise is basically useless, and it’s only for gems or precious metals. No good.

Stonecunning: The +2 to Perception checks when it comes to stonework isn’t that big of a deal, but it can
help you find certain traps, so it can come in handy.

Darkvision: This can come in really handy, and it can save you having to use a spell for it, so it’s a great
racial ability.

Hatred: This ability can come in handy if you’re going to be fighting a lot of goblinoids or orcs, but other-
wise it’ll only be useful every so often.

Weapon Familiarity: This ability can come in handy for classes that normally only get simple weapon
proficiency, since a battleaxe is a pretty excellent weapon.
Elf

Elves are tall, long-lived, and smart. They’re slender, ususally a bit physically weak, and they usually feel
more in tune with nature than some of the other humanoid races.

Racial Traits:
Ability Scores: Elves get a +2 to Dex and Int, making them great at ranged attacks and arcane spellcast-
ing. They suffer a -2 penalty to Con, which can definitely hurt their hit point total.

Size: Elves are the same size as humans.

Speed: Elves have normal speed of 30 feet.

Elven Immunities: Elves are completely immune to magic sleep effects, and get a bonus against all other
enchantment effects on top of that. This is excellent.

Keen Senses: A bonus to the most important skill in the game is always welcome.

Elven Magic: This bonus to caster level checks can definitely come in handy for a spellcaster, obviously,
but for a non-spellcaster this is totally useless. A bonus to identifying magic items is a little situational, but
at least useful for everyone.

Weapon Familiarity: Being able to use a longbow instead of a crossbow as your backup ranged weapon is
a huge plus for non-martial characters. For any class that gets martial weapon proficiency, this is not
useful.

Low-Light Vision: This is always useful, but not nearly as helpful as Darkvision is for dwarves.
Gnome

Gnomes are related distantly to fey creatures, and as such they have an innate tie to nature. They also are
known to have very quirky personalities, and so they are often one of the easier races to roleplay, as
roleplayers generally use their characters to fill a character role that they wish they could fill themselves,
and this lends to character personalities that are on the more extreme ends of eccentricity. Gnomes have
some innate magical abilities that can be useful in some campaigns, but are completely useless in others,
so choose your traits wisely!

Racial traits:
Ability Scores: Gnomes are hearty and easy-going, gaining a +2 to Constitution and Charisma, but their
small size hurts their Strength score. This lends them well to essentially any type of spellcaster, but
especially those that use Charisma as their main stat such as Sorcerer and Oracle. The boost to Constitu-
tion will be a help to characters of any class.

Size: Gnomes are Small, which is definitely a double-edged sword. They get a +1 size bonus to AC, which
can be a huge help, and a +1 size bonus on attack rolls, which is wonderful. They also get a huge +4 size
bonus to Stealth checks. The -1 to CMB and CMD hurts, but it’s not a huge deal. The real issue with
small size comes from the next racial trait...

Speed: Gnomes have a base speed of 20 feet, and unlike dwarves, they are still subject to encumbrance.
With a -2 to Strength, you’d be surprised how easy it is to encumber your gnome character to the point of
being unable to move, so inventory management is of HUGE importance to any gnome.

Defensive Training: Though situational, a +4 to AC that stacks with absolutely anything can be a serious
life-saver. Giants, watch out for those little creatures around your feet, they’re hard to hit!

Illusion Resistance: Also pretty situational, this gives a gnome a +2 bonus vs. spells of the illusion school.
Pay attention to the options for replacing this small bonus with something better, as there are some much
better options.

Keen Senses: A +2 bonus to the best skill in the game is always welcome. This one’s a keeper.

Obsessive: You can get Craft and Profession bonuses boosted to ridiculous levels with relatively inexpen-
sive magic items, so this one’s not that great.

Gnome Magic: This racial trait is actually twofold; you get +1 to the DCs of any illusion spells you cast,
AND you get several spell-like abilities to cast once per day. Note that the DCs of these spell-like abilities
are Charisma-based, like most SLAs are.

Hatred: Another very situational bonus, but if you know you’re going to be playing in a campaign where
you will fight goblins or lizardmen by the swarms, it might be nice to have.

Weapon Familiarity: There is only one weapon that has the word “gnome” in its name, so I would
normally suggest dropping it for some other, better alternate racial trait. Sadly, there are none that
replace it, so you’ll just have to deal with this mostly useless trait.

Low-Light Vision: This can come in handy in shadowy areas, though in my experience most DMs only
really pay attention to darkvision. Still, it’s a useful ability when it’s needed.
Halflings (Hobbit)

Halflings are described as optimistic, cheerful little people who are curious to a fault, strangely lucky, and
don’t really have a culture of their own, preferring to adopt whatever culture they happen to be in at the
time. They make for great rogues, bards, and sorcerers, but can really excel at almost any class thanks to
the excellent alternate racial traits available to them.

Racial Traits:
Ability Scores: Halflings get +2 to Dexterity and Charisma, and -2 to Strength. This makes them extreme-
ly good at both ranged combat and highly mobile melee combat.

Size: Halflings are Small, giving them a bonus to Stealth that will come in handy if you decide to sneak
around. They also get a +1 bonus to attack rolls thanks to their size.

Speed: Like gnomes, halflings only get a 20 ft movement speed, and it is still affected by encumberance.

Fearless: A bonus on saves against fear effects can definitely come in handy. This also stacks with
halfling luck, so you get an effective +3 against fear effects. Not bad at all!

Halfling Luck: +1 to ALL saving throws is a huge deal. However, there are several great options for alter-
nate racial traits that replace Halfling Luck, so don’t ignore those.

Sure-Footed: +2 to Climb and Acrobatics isn’t terribly exciting, and it can be replaced by Fleet of Foot,
which I highly recommend.

Weapon Familiarity: Like gnomes, halflings only have a single weapon with their race name in it, and
that’s the Halfling Sling Staff. While this is a decent weapon, I do wish this ability could be replaced with
something more useful.

Keen Senses: A +2 to the best skill in the game is absolutely awesome. Keep this one.
Half-Elf

The half-elf race is a very powerful blend of elf and human, and because of that they get benefits from
both of their “parent” races that can, in some cases, make them superior to either one.

Racial Traits:
Ability Scores: Like humans, half-elves may choose one of their ability scores and add +2 to it.

Size: Half-elves are the same size as humans.

Speed: Half-elves have the standard 30ft base movement speed.

Elven Immunities: Thanks to their elven heritage, half-elves are immune to magic sleep effects, and gain
a +2 on saves against enchantments.

Adaptability: This is one of the less useful of the half-elf’s racial abilities unless you’re planning a build
that is based on a skill check, like an Intimidate-based Fighter, or a combat stealing Rogue (Sleight of
Hand). This is also very useful if you’re planning to take Eldritch Heritage.

Keen Senses: +2 to the best skill in the game, gotta love it!

Low-Light Vision: This can come in handy in shadowy areas, though in my experience most DMs only
really pay attention to darkvision. Still, it’s a useful ability when it’s needed.

Elf Blood: Half-elves are humanoids with both the [human] and [elf] descriptors, which means they are
treated as both of those races. This can come in very handy, as half-elves therefore qualify for any feats,
class archetypes, or spells that are specific to either humans or elves. NOTE: This is NOT the case for
Pathfinder Society games, where the developers have stated that half-elves may NOT take human-only or
elf-only feats, class archetypes, etc. Very sad.

Multitalented: This ability makes half-elves some of the best multiclassers in the game by far. I’ll talk
more about alternate favored class bonuses in a bit, but I’ll make sure to point out which ones can be
used to maximum effect for a multiclassed half-elf.
Half-Orc

Half-orcs in are outcasts, normally shunned by both human society and orc society. Those who are
accepted can find themselves exploited for their abilities, either for their cunning in orc tribes or for their
brute strength in human settlements. However, half-orcs are almost as versatile as their half-elven kin,
and can generally fill any party role with ease.

Racial Traits:
Ability Scores: Like their human cousins, half-orcs can choose one ability score and add +2 to it.

Size: Half-orcs are the same size as humans.

Speed: Half-orcs have the standard 30ft base movement speed.

Intimidating: Half-orcs get a +2 racial bonus to Intimidate checks, which can come in very handy for a
melee character.

Orc Ferocity: This trait allows a half-orc to keep fighting as if disabled for a single round after being taken
below 0 hit points. This sounds cool at first, but realistically all you’ll get is a single standard action
before passing out. For a Cleric, Paladin, or other healing class, this can be invaluable since you can use
that standard action to heal yourself, but for most other classes this isn’t going to be a huge bonus.

Weapon Familiarity: Half-orcs gain automatic proficiency with two very nice martial weapons, the great-
axe and the falchion. If you’re going to be playing a class that only gains simple weapon proficiency, this
can be a huge boon for you, but if you’re going to be a Fighter or any other class that gains martial
weapon proficiency, trade this out for something better, like Chain Fighter (see below).

Darkvision: Darkvision is way better than low-light vision, because realistically most DMs don’t really
worry about lighting conditions except for darkness. This is a great ability to have.

Orc Blood: Half-orcs are treated as both humans and orcs for effects, prerequisites, and anything else that
requires you to be either human or orc. This means that, like half-elves, they have access to three sets of
racial archetypes and racial feats, which can lead to some really good combinations that I’ll go into below.
Human

Humans are the quintessential everyman, with the ability to fulfill any party role, and in fact steal
race-specific abilities, feats, and classes from other races with ease. Humans are also the most prevalent
creatures in Golarion and most other settings, so if you’re going to have a humanoid-bane weapon,
they’re the ones to focus on.

Racial Traits:
Ability Scores: Humans get to choose one ability score and add +2 to it.

Size: Humans are Medium size.

Speed: Humans have a base movement speed of 30ft.

Bonus Feat: A human character begins with a bonus feat that they qualify for. This is a great way to get
started early on a long feat tree like the Point-Blank Shot line.

Skills: Humans gain an extra skill rank above and beyond that granted by their class at every level. This
means for even a very skill-intensive character, you can use your favored class bonus for hit points or
something more exotic.
Aasimar

Aasimar and Tieflings each have a book that’s essentially dedicated to only that race, Blood of Angels and
Blood of Fiends, respectively. In these books, there are a HUGE number of racial options given for each
of these two races.

Racial Traits:
Ability Scores: The standard ability score modifiers for Aasimars are +2 Wisdom and +2 Charisma. This
means that they excel at basically any divine class (obviously) but they can also make very good Sorcerers
or Summoners.

Type: Aasimars have the Outsider (native) type, which is actually pretty detrimental, since this means you
can’t cast any spells that affect only humanoids on them, such as enlarge person. However, it also means
they’re not affected by spells that negatively affect humanoids, such as charm person, so it’s a dou-
ble-edged sword.

Size: Aasimars are the same size as humans.

Speed: Aasimars move at the same speed as humans.

Celestial Resistance: Starting off with resistance 5 to three different elements is excellent, and it means
that they can go up against spellcasters with a little less worry than some humanoid races.

Skilled: A +2 to the best skill in the game makes me happy. Adding in +2 to Diplomacy is just icing on the
cake.

Spell-Like Ability: Aasimars can cast daylight once per day, treating their character level as their caster
level. This can be helpful when underground, since many creatures that live in caves have some form of
light sensitivity.

Darkvision: I’ve talked about darkvision before, and how I think it’s worth much more than low-light
vision is. This is very helpful.

Variant Heritages:
Aasimars and Tieflings have some very unique options available to them, depending on what type of
celestial being or fiend helped sire them.

Agathion-blooded: These Aasimars make for excellent Paladins, thanks to the increased Constitution and
Charisma. The bonus to Handle Animal will also come in handy for a Paladin’s mount.

Angel-blooded: These Aasimars also make excellent Paladins, or could do very well as a melee-build
Sorcerer, thanks to their bonuses to Strength and Charisma.

Archon-blooded: The descendents of Archons make for unbelievable Clerics or Rangers, with bonuses to
Constitution and Wisdom.

Azata-blooded: These Aasimars make for excellent “playful trickster” type Bards, and their boosts to both
Dexterity and Charisma also make them seriously awesome Ninjas.

Garuda-blooded: I can imagine a seriously sweet ranged Ranger build here, with boosts to both Dexterity
and Wisdom, and see invisibility as a spell-like ability once per day.

Peri-blooded: With boosts to Intelligence and Charisma, the Peri-blooded Aasimar is kind of an oddball.
Perhaps a studious Sorcerer (especially since the skill bonuses you get are both Knowledge skills)? Or a
particularly dashing Magus?
Catfolk

Catfolk are exactly what they sound like... humanoids with catlike features. They’re one of several races
that make so-called “furries” salivate to play them, but they also are an excellent choice for several differ-
ent character types, so don’t discount them just cuz they’re covered in fur!

Racial Traits:

Ability Scores: +2 Dexterity, +2 Charisma, -2 Wisdom. Catfolk make extremely good Rogues and Ninjas,
and can also be good Charisma-based casters, though most of their racial options are made for sneaky
characters.

Size: Catfolk are the same size as humans.

Speed: Catfolk move at the same speed as humans, but pay attention to the Sprinter feature, which
makes them faster in some situations.

Cat’s Luck: Once per day, a Catfolk can choose roll a Reflex saving throw twice and take the better result
(though they have to choose to do so before the throw is rolled). This is an excellent ability and can defi-
nitely save your character’s life!

Natural Hunter: A +2 bonus to Perception, Stealth, and Survival is almost too good to be true as a racial
bonus. Not only do you get a bonus to the best skill in the game, but also to Stealth, and you know your
catfolk Ninja is gonna love that!

Sprinter: You move at a speed of 40 feet when you’re charging, running, or withdrawing. The charging
part is definitely the most exciting, as there are many bonuses you can get from a charge, including
getting free sneak attack damage if you take the Scout archetype! You should also pay attention to the
Catfolk Exemplar feat, which gives you ANOTHER +10ft boost to your speed when charging!

Low-Light Vision: We’ve talked about this before. Most GMs ignore the benefits of low-light vision, only
worrying about darkvision, so I don’t give this a huge amount of value.
Dhampir
Dhampir are the result of either an unlikely love between a vampire and a human or, well... something
much more disturbing. Either way, they are generally beautiful in an unearthly way, and may look sickly
and frail to some. Their beauty and grace makes them ideal thieves and spies, but they can fill many party
roles with ease thanks to their variant heritages.

Racial Traits:

Ability Scores: +2 Dexterity, +2 Charisma, -2 Constitution. Dhampir bonuses make them ideal Ninjas or
Bards, and along with the Sanguine bloodline they can be especially deadly as Sorcerers. The penalty to
Con does have its drawbacks, however, as their generally reduced hit points keeps them out of front-line
combat for the most part.

Type: Dhampir are humanoids with the dhampir subtype.

Size: Dhampir are the same size as humans.

Speed: Dhampir move at the same speed as humans.

Undead Resistance: Their undead heritage gives Dhampir a +2 bonus against both diseases and mind-ef-
fecting affects. This is a great bonus, and can save your party in a pinch.

Resist Level Drain: Dhampir naturally resist the energy drain effects that their vampiric parents love to
use on living beings. This means they essentially ignore all penalties from negative levels and any nega-
tive levels that your dhampir might accrue are automatically healed away after 24 hours. This ability is
seriously awesome, and makes dhampir the best possible race for building a vampire hunter-style charac-
ter. (Think Blade here).

Manipulative: I honestly don’t know why a trait called Manipulative includes a bonus to Perception, but
be glad it does! The boost to Bluff isn’t bad, either.

Spell-Like Ability: A dhampir can cast detect undead three times per day, which is just another reason
that dhampir make excellent vampire hunters.

Darkvision: If you’ve read this far in my guide you know how much I love Darkvision. This is always a
great thing to have in a dungeon!

Low-light vision: A race that naturally gets both darkvision AND low-light vision? This is awesome!
Though, as I’ve said before, low-light vision just doesn’t come up that often in real games.

Light Sensitivity: This is part of the punishment for all those excellent blue racial traits up above: you are
dazzled in bright sunlight, and that equates to a -1 to all attack rolls and sight-based Perception checks.

Negative Energy Affinity: This is the other part of the punishment I mentioned, and it’s a doozy. You can’t
heal from a good cleric’s positive energy, and you can’t use cure spells, as they harm you as if you were
undead. Now, in most cases this is a serious detriment to your party. However, remember that most
classes that have cure spells also have inflict spells available to them, and potions aren’t prohibitively
expensive, so if your party is careful then you can get around this. Furthermore, if you play a necroman-
cer (which a dhampir is VERY good at doing), you can heal yourself all day long with negative energy, and
heal your undead minions at the same time! (Therefore for necromancers, this is a green ability.)
Drow (Dark Elf)
Drow have a long and tangled history in role-playing games, they are inescapably evil and enslave or
conquer anyone they come across. They’re nimble and cunning like their lighter elven counterparts, and
therefore a lot of what works for elves works well for drow, but they have a few fun race-specific options I
definitely want to highlight as well.

Racial Traits:

Ability Scores: +2 Dexterity, +2 Charisma, -2 Constitution. These racial ability bonuses make drow ideal
for sneaky Ninjas, Sorcerers, and Bards. They also make great summoning-focused characters thanks to
the Blasphemous Covenant ability, giving demons that they summon a bunch of extra hit points.

Type: Drow are humanoids with the elf subtype, which means they qualify for any feats, spells, and arche-
types that elves do.

Size: Drow are the same size as humans.

Speed: Drow move the same speed as humans.

Weapon Familiarity: Drow gain proficiency with three useful weapons, the hand crossbow, rapier, and
shortsword.

Drow Immunities: Drow have the same immunities as their pale cousins, and they can come in very
handy in the right situation.

Spell Resistance: Drow have spell resistance equal to 6 + their class level, and this can be both a blessing
and a curse. It means that enemy spellcasters are going to have trouble hitting you with painful spells, but
it also means that even cure spells are effected.

Keen Senses: A boost to Perception is ALWAYS great!

Spell-like abilities: dancing lights, darkness, and faerie fire can be useful spells, especially darkness.
There is a great replacement for this, though, in the Darklands Stalker option.

Poison Use: This is a great ability, normally only available through a class feature. It also means that
every drow is able to use drow sleep poison on their weapons without fear.

Superior Darkvision: Drow get longer darkvision than any other humanoid race, out to 120 feet. Awe-
some!

Light Blindness: This is a painful penalty because of the 1 round of blindness more than the dazzled
condition. If you don’t want to deal with these penalties, you can take the Surface Infiltrator option
instead, giving up both darkvision and light blindness.
Fetchling
Fetchlings are a race descended from humans who had been trapped on the shadow plane, and therefore
they have some unique darkness- and shadow-focused abilities. At first, fetchlings seem very similar to
wayangs in this way, but the abilities of both races are actually quite distinct.

Racial Traits:

Ability Scores: +2 Dexterity, +2 Charisma, -2 Wisdom. These bonuses and penalties make fetchlings
excellent as Ninjas and spontaneous casters, but they aren’t really made for prepared divine casters.

Type: Fetchlings are outsiders with the native subtype, which means that, just like aasimar and tieflings,
they can’t be affected by spells specifically affecting humanoids, like enlarge person. This can be a huge
detriment to buffing, but they also aren’t affected by things like charm person, so it can also be a boon.

Size: Fetchlings are the same size as humans.

Speed: Fetchlings move the same speed as humans.

Shadow Blending: This is a peculiar ability that will definitely come in handy for any character. In dim
light, instead of the normal 20% miss chance, your enemies will have a 50% chance of missing you. This
does not, however, equate to full concealment, so you still can’t do things like deal sneak attack damage
just because you’re in dim light. Overall, though, this is a great ability, especially for a sneaky Rogue or
Ninja.

Shadowy Resistance: Resistance 5 to both cold and electricity is a very nice bonus, so this is pretty sweet.

Skilled: You have a +2 racial bonus on Knowledge (planes) and Stealth, so obviously for a Ninja this is
great. However, the Knowledge (planes) bonus can be replaced by a +1 to both Knowledge (nature) and
Knowledge (local) if you choose the World Walker alternate trait, so I personally think that’s more useful,
especially in PFS play, so I’ll leave this one green.

Spell-Like Abilities: Disguise self once per day is pretty cool, but the really awesome parts of this ability
come at later levels. Starting at 9th level, you also get shadow walk once per day, and at 13th level you
get plane shift once per day! Those are some seriously high-level spell-like abilities, and are a great option
for any character. Pay attention, though, to the Gloom Shimmer alternate racial trait, which trades
shadow walk at 9th level for displacement, which will be more useful for melee fighters of any type, in my
opinion.

Darkvision: Darkvision is excellent, and you get low-light vision on top of it! Sweet!

Low-light Vision: In the case of the fetchling, you have both darkvision AND low-light vision, so they’re
going to come in handy in different situations.
Goblin
Goblins in Golarion world are funny yet absolutely insane little creatures, and in most cases you probably
won’t get the chance to play as a goblin. However, there is a boon floating around for a few lucky PFS
players that lets them play as one, and of course some GMs will allow strange races for their home
games.

Racial Traits:

Ability Scores: +4 Dexterity, -2 Strength, -2 Charisma. This is a pretty painful set of ability mods to start
off with, but it does lend to a great Rogue or ranged build, and bomb-focused Alchemists are also an
excellent choice.

Type: Goblins are humanoids with the goblinoid subtype. This sadly means that many NPCs Rangers will
probably have bonuses against you, so that could be a bad thing.

Size: Goblins are Small size, so they get a boost to attack, AC, and Stealth. They aren’t slow like other
Small creatures, though, so being small is all good for the goblin. Combined with their extra bonus to
Stealth, goblins are just as stealthy as Tiny creatures!

Speed: Goblins are fast for their size, and have a 30 foot base speed.

Skilled: Goblins have a +4 racial bonus to both Ride and Stealth, so this makes them great choices for
mounted archers or sneaky builds.

Darkvision: Darkvision is always helpful, so no complaints here!


Ifrit
Ifrits are creautres with strong ties to the plane of fire, and because of that, fire spellcasters and classes
that can make good use of fire are good choices. There are lots of ways to make use of this fire affinity,
and we’ll be exploring those now.

Racial Traits:

Ability Scores: +2 Dexterity, +2 Charisma, -2 Wisdom. These bonuses obviously lend well to ranged
builds and spontaneous casters. Prepared divine casters take the Wisdom penalty badly, of course.

Type: Ifrits are ousiders with the native subtype, which means they can’t be affected by spells and effects
that target humanoids, such as enlarge person and charm person, so this is a double-edged sword.

Size: Ifrits are the same size as humans.

Speed: Ifrits move at the same speed as humans.

Energy Resistance: Fire resistance 5 will come in handy, especially given that fire is the most common
energy damage out there. It also means that if you’re a spellcaster and plan to use fire on others, you can
afford to be hit by your own spells once in a while.

Spell-like Ability: Burning hands once a day is a decent option, but I personally think that the Efreeti
Magic alternate racial trait will come in more useful.

Fire Affinity: This is an obvious choice for an ifrit Sorcerer, since it gives you an effective +2 to your
Charisma for Sorcerer abilities (it’s blue for them). However, this is also useful for divine casters who can
choose a Cleric domain, as it boosts your caster level for domain powers of the Fire domain (so it’s green
for any class that can choose a domain). For all non-casters, you should be choosing one of the alternate
racial traits that replaces this, instead.

Darkvision: I like darkvision, as I’m sure you know by now. It will come in handy for almost any character
at some point in their adventuring career.
Kobold
Kobolds are small, reptilian creatures who like to claim ancestry to true dragons (though it may be just
that, a claim). With the recent publishing of Kobolds of Golarion, these little critters have gotten a HUGE
number of new racial options.

Racial Traits:

Ability Scores: +2 Dexterity, -4 Strength, -2 Constitution. These are very painful penalties, but notice that
with no bonuses or penalties to any of the mental scores, these bonuses and penalties essentially don’t
affect any full spellcasting class.

Type: Kobolds are humanoids with the reptilian subtype.

Size: Kobolds are Small creatures, which gives them a good bonus to Stealth and an extra +1 to attack
rolls, which many of them will need very badly to offset that -4 Strength penalty.

Base Speed: Unlike most Small creatures, kobolds move at a full 30 feet base speed.

Armor: A natural armor bonus right from the beginning is great, but there are several great options to
trade this away for, so don’t overlook those.

Crafty: +2 to Craft (trapmaking) and Perception are both very useful bonuses, though the bonus to Profes-
sion (miner) isn’t very exciting. Adding Stealth to your class skills no matter what class you pick is really
great too (although every class gets Craft as a class skill, so that part is pointless). However, I’d like to
point out that the Wild Forest Kobold alternate racial trait is all-around better than this one, unless you
plan to actually make traps.

Darkvision: As always, darkvision is super useful. However, for surface-adventuring kobolds, I would
trade this away for low-light vision so that you can drop Light Sensitivity.

Light Sensitivity: Being perpetually dazzled when you’re outdoors is pretty painful, but there are worse
things than taking a -1 to Perception and attack rolls. At least this isn’t Light Blindness...
Oread
Oreads are planetouched native outsider races with a connection to the elemental plane of earth. This
means that they’re hearty, heavy, and strong, and they make excellent melee combatants. Their Wisdom
bonus also opens up the possibility of great synergy with divine caster classes. Their special racial
options for archetypes and such aren’t QUITE as exciting as the other planetouched races, in my opinion,
but they’re still a fun race to play!

Racial Traits:

Ability Scores: +2 Strength, +2 Wisdom, -2 Charisma. The boosts to Strength and Wisdom make for an
amazing Ranger or Monk setup, with Cleric, Druid, Fighter, and Cavalier being top options as well. Pala-
dins will suffer from the Charisma penalty a bit, but could still do just fine.

Type: Oreads are outsiders with the native subtype, so just like the other planetouched races they can’t be
affected by spells and effects that target humanoids, such as enlarge person and charm person, so this is
a double-edged sword. .

Size: Oreads are the same size as humans.

Speed: Oreads have a slow base speed of 20 feet, in fact I believe they’re the only Medium-size player
race to have slow speed that can still be encumbered by carrying too much weight! This definitely hurts,
but can be ignored if you play either a Monk (who gets speed boosts) or a Cavalier (who will be riding his
mount all the time).

Energy Resistance: Having resistance 5 to acid is very nice, and is probably stronger than the resistances
which the other elemental races get because spells with acid damage generally deal that damage over
multiple rounds.

Spell-like ability: Oreads get a cast of magic stone once per day for free, which could come in handy for
caster classes and perhaps even a ranged build at low levels, but isn’t the most exciting thing out there.

Darkvision: I’ve talked this one to death on other races’ descriptions… it’s excellent, and way better than
Low-Light Vision, simple as that.

Earth Affinity: This power actually makes a Sorcerer build totally viable despite the penalty to Charisma,
as it essentially boosts your Charisma stat back up to baseline IF you choose the Earth Elemental blood-
line. It’s also kinda cool to change the damage type of burning hands and scorching ray to acid type,
because fewer monsters have resistance to acid than to fire. However, it would be nice if this ability
would be updated to include some of the other earth-themed bloodlines too, such as Deep Earth, Shaitan
and Draconic (Black, Green or Copper). The boost to Cleric spells with the (earth) descriptor is excellent,
and remember that you can choose any of the subdomains of the Earth domain for this ability too, such
as Caves, Metal, and Radiation. My personal favorite of those is Metal, as it gives you a great way to
ignore hardness of objects at early levels (can you say “sunder Cleric”?).
Sylph
Sylphs are planetouched native outsider races with a connection to the elemental plane of air. This
means that they are generally light, whispy, and FAST. Their bonuses to Dexterity and Intelligence lend
them strongly toward Rogues and arcane casters, but they generally can pull off any class that doesn’t
depend heavily on Constitution.

Racial Traits:

Ability Scores: +2 Dexterity, +2 Intelligence, -2 Constitution. The boosts to Dexterity and Intelligence
make sylphs naturally sneaky and excellent at arcane casting, so if there ever was a race build to be an
Arcane Trickster, this would be it. They’re not very hardy, so front-line warriors in general, and Barbar-
ians specifically, are suboptimal builds for a sylph.

Type: Sylphs are outsiders with the native subtype, so just like the other planetouched races they can’t be
affected by spells and effects that target humanoids, such as enlarge person and charm person, so this is
a double-edged sword. .

Size: Sylphs are the same size as humans.

Speed: Sylphs have the same base speed as humans.

Energy Resistance: Having resistance 5 to electricity is decent, though not as strong as the acid resis-
tance that oreads get.

Spell-like ability: Sylphs can cast feather fall once per day for free, and anyone who has ever fallen down
a deep well can tell you that this can be a life-saver. If you’re an arcane caster, this means you probably
don’t have to use a spell slot on it, since you’re not likely to need it more than once per day, and the
options to switch out for this one generally aren’t as nice.

Darkvision: I’ve talked this one to death on other races’ descriptions… it’s excellent, and way better than
Low-Light Vision, simple as that.

Air Affinity: Just like the other elemental races, a sylph Sorcerer or Cleric (or any other class that uses
Domains) gets a boost if they choose the right bloodline or domain, respectively. The Elemental (air)
bloodline is nice but nothing amazing, and I’d say the same thing about the Air domain. In either case,
make sure to replace your racial electricity resistance with sonic resistance using Thunderous Resilience,
since the bloodline and domain both give you (higher) electricity resistance. However, the Wind subdo-
main is excellent, letting you use a ranged bull rush several times a day, using your caster level (which is
1 higher thanks to this racial power) as your base attack bonus and your Wisdom bonus as your Strength
bonus! Very nice!
Tengu
Tengu are a crow-like humanoid race who are described as keeping to themselves, not normally becom-
ing part of other humanoid societies. They’re wise but physically weak, so they make good Monks,
Rogues and Gunslingers.

Racial Traits:

Ability Scores: +2 Dexterity, +2 Wisdom, -2 Constitution. These bonuses are practically begging for a
Gunslinger build, and as you’ll see later, tengu Gunslingers don’t disappoint. For classes that really need
Constitution, such as frontline tank Barbarians, these guys aren’t hte best.

Type: Tengu are humanoids with the tengu subtype, so nothing special here.

Size: Tengu are the same size as humans.

Speed: Tengu move the same speed as humans.

Sneaky: A +2 bonus to two great skills, Perception and Stealth, is always welcome. You don’t even have
to worry about trading this away, since none of the alternate racial traits replace it!

Gifted Linguist: This ability can come in handy for a party face-type character who needs to learn a ton of
languages, but for most characters Linguistics never comes up. I’d trade this one away for Glide (see
below) for most character builds.

Swordtrained: Like many other races that gain racial weapon proficiencies, characters that will be often
using swords will have the proficiencies already from their classes, so I’d trade this one away for Claw
Attack or Exotic Weapon Training for most builds. This includes a lot of weapons in the proficiency list,
but most of the ones you’d want you can get with the Exotic Weapon Training ability instead.

Natural Weapon: Tengus have a natural bite attack that can come in handy in a pinch. It only deals 1d3
damage, but it can be increased with feats if you’d like to use it a lot.

Low-Light Vision: We’ve talked about this a lot before, it’s just not going to come up as often as Darkvi-
sion will.
Tiefling
Tieflings have a demon or other evil outsider in their family history, and this can cause them some social
problems dealing with others, as there is the assumption of evil or deciet on their part. However, Tieflings
are as varied as humans, as evidenced by their total of eleven different heritages to choose from!

Racial Traits:
Ability Scores: +2 Dexterity, +2 Intelligence, -2 Charisma. Thanks to these bonuses, they make excellent
Alchemists, Rogues, Witches and Wizards. They can also make decent Sorcerers thanks to the Fiendish
Sorcery ability, which makes up for the Charisma penalty.

Type: Tieflings have the Outsider (native) type, which is actually pretty detrimental, since this means you
can’t cast any spells that affect only humanoids on them, such as enlarge person. However, it also means
they’re not affected by spells that negatively affect humanoids, such as charm person, so it’s a dou-
ble-edged sword.

Size: Tieflings are the same size as humans.

Speed: Tieflings move at the same speed as humans.

Fiendish Resistance: Starting off with resistance 5 to three different elements is excellent, and it means
that they can go up against spellcasters with a little less worry than some humanoid races.

Skilled: A +2 to Bluff and Stealth are decent, and are obviously very good for a Rogue. For other charac-
ters, they’re not quite as useful.

Spell-Like Ability: Tieflings can use darkness once per day, which obviously can be very helpful for a
Rogue or other stealthy character. It can also save your butt as a caster in a pinch, so this is a good
choice.

Darkvision: I’ve talked about darkvision before, and how I think it’s worth much more than low-light
vision is. This is very helpful.

Fiendish Sorcery: A Tiefling isn’t the best with Charisma, but this helps a lot with making a Tiefling
Sorcerer a valid option. Of course, if you’re not planning to play a Sorcerer, this is totally useless.

Variant Heritages:

Asura-spawn: This is a great heritage for a Monk, Gunslinger or armor-light Cleric, with the +2 to Dex
and WIsdom, and the penalty to Intelligence won’t really affect either of those classes.

Daemon-spawn: With a boost to Intelligence and Dex, a bomber Alchemist or a Rogue are your best
options. The racial skill boosts also make sense for a Rogue (Disable Device and Sleight of Hand).

Demodand-spawn: I imagine a Demodand-spawn Tiefling as a Barbarian or Druid, a bit wild and not
interested in book-smarts but tough and passionate, due to having bonuses to Con and Wisdom. Having
bear’s endurance as a spell-like ability is a huge boost for any non-caster, so I really like this one as a
Barbarian.

Demon-spawn: A Demon-spawn is a born Antipaladin, with boosts to Strength and Charisma and a racial
bonus to Perception (the best skill in the game). He can also make for an excellent Paladin, and you can
role-play it that he is trying to redeem himself in the eyes of a good deity despite his fiendish heritage.

Devil-spawn: With boosts to Con and Wisdom, I imagine a Druid or Cleric would work very well. I find it
interesting that one of the racial skill bonuses is Diplomacy, even though there’s a Charisma penalty.
Undine
Undines are planetouched native outsider races with a connection to the elemental plane of water. This
means that they are obviously great in aquatic environments, but they’re also not terribly strong. Their
bonuses to Dexterity and Wisdom give them an edge at classes like the Rogue and divine casting classes.

Racial Traits:

Ability Scores: +2 Dexterity, +2 Wisdom, -2 Strength. The boosts to Dexterity and Wisdom make undines
naturally sneaky and excellent at divine casting. With a penalty to Strength, melee builds are tougher,
though you can still make a great Dex-based Magus or Monk.

Type: Undines are outsiders with the native subtype, so just like the other planetouched races they can’t
be affected by spells and effects that target humanoids, such as enlarge person and charm person, so this
is a double-edged sword. .

Size: Undines are the same size as humans.

Speed: Undines have the same base speed as humans on land, and they also have a natural swim speed
of 30 feet, which can come in very handy if you fall in a river, or if you’re playing a pirate-themed cam-
paign that involves ships.

Energy Resistance: Cold resistance 5 is great, though if you’re playing a caster you can get higher resis-
tance than this, so don’t put a ton of weight on it.

Spell-like ability: Undines can cast hydraulic push once per day, which puts out fires and lets you perform
a bull rush combat maneuver using your caster level plus whichever of your mental stats is highest as
your base attack bonus. Pretty nice!

Darkvision: I’ve talked this one to death on other races’ descriptions… it’s excellent, and way better than
Low-Light Vision, simple as that.

Water Affinity: Just like the other elemental races, undines get bonuses to powers of the elemental (water)
bloodline or the Water domain. The powers of the water bloodline aren’t bad, but the important point
here is if you take that bloodline, your Charisma score is treated as if it’s two higher for ALL of your
Sorcerer spells and abilities. The water domain isn’t bad, but I think the Ice and Oceans subdomains are
probably a bit stronger, and you can choose either of those instead.
Grippli
Gripplis are small-sized humanoids who look like walking frogs. They are rare in Golarion and so not
many people see them. Their small size makes them great at hiding (especially in swampy areas). They
remind me of poison dart frogs, as some of them can even extrude a poison from their skin!

Racial Traits:

Ability Scores: +2 Dexterity, +2 Wisdom, -2 Strength. Grippli are nimble and alert, but a bit physically
weak. Like most small-sized creatures, this makes them great at hiding and sneaking up on enemies, as
well as spotting traps.

Size: Gripplis are small creatures, so they get a bonus to attack, AC, and Stealth. They aren’t slow like
some other Small creatures, so there’s really no negative to having a small size for a Grippli!

Type: Gripplis are humanoids with the grippli subtype.

Speed: Gripplis have a base speed of 30, unlike most small creatures, and they also have a climb speed of
20, so climbing trees and walls is a piece of cake!

Camouflage: In addition to their +4 to Stealth from being small, gripplis also get a +4 racial bonus to
Stealth in marshy or forested areas. Since this bonus is dependent on your surroundings, I think that the
Toxic Skin alternate racial trait shown below is probably better overall.

Swamp Stride: I don’t know how much you plan to be hanging out in swamps in your campaign, but if
you do find yourself in a swamp, your grippli character can ignore nonmagical difficult terrain. Not a very
exciting ability, in my opinion, so I would trade it out for Toxic Skin.

Weapon Familiarity: Proficiency with nets can come in extremely handy, since nets are an exotic weapon.
This is essentially a free feat!

Darkvision: I’m sure you’re aware by now how I feel about darkvision. It’s good. Case closed.
Kitsune
Ktisune are fox-people, and while that may conjure the dreaded “furry” hatred from some players, they
are actually a lot of fun and can be very powerful if built correctly. Their physical weakness is more than
made up for by agility and friendliness, and as you’ll see soon, they can make some of the best spellcast-
ers out there!

Racial Traits:

Ability Scores: +2 Dexterity, +2 Charisma, -2 Strength. Ktisune are agile and likable, but not very strong,
and that makes them ideal as Charisma-based spellcasters and ranged combatants.

Size: Kitsune are the same size as humans.

Type: Kitsune are humanoids with the kitsune and shapechanger subtypes. Surprisingly, “shapechanger”
is not a current legal option for Ranger favored enemy, so you don’t need to worry about that (a Ranger
would have to pick humanoid (kitsune) to affect you). It’s also worth mentioning that the shapechanger
subtype allows a kitsune to use a standard action to remove any detrimental polymorph effect from them-
selves, which could come in quite handy. However, this could actually be a double-edged sword, because
if you already have a helpful polymorph spell cast upon you (like aspect of the bear or others) and you use
your kitsune change shape ability, you lose the effects of that spell. You also can’t have polymorph spells
cast on you when you are in human or fox form without first reverting to your native kitsune form.

Speed: Kitsune move as fast as humans.

Agile: Kitsune get a +2 racial bonus on Acrobatics checks, which is definitely useful for Kitsune rogues
and ninjas, or even for any character who wants to move around the battlefield without being smacked.

Change Shape: You get a limited shapechange ability, allowing you to turn into a specific human, giving
you a +10 on Disguise checks. The only thing that this doesn’t give you is a boost to any ability scores,
which stinks, but it’s a great ability that can be used as a swift action if you pick up Swift Kitsune
Shapechanger. Note that while you use this ability to turn human, you can’t have any other polymorph
effects cast on you!

Kitsune Magic: A +1 to the DC of enchantment spells and dancing lights three times per day doesn’t
sound like much, but when you’re building an enchantment-master, you’ll love that extra +1. This is blue
for spellcasters, orange for everyone else.

Natural Weapon: Kitsune have a bite attack that deals 1d4 damage, which can be useful to allow for
flanking without taking up hands with pesky weapons. If you are hoping to make use of the Vulpine
Pounce feat, you’ll be happy that you have this extra bite attack at the end of a charge.

Low-Light Vision: Once more, I prefer darkvision to this, but it can come in handy sometimes.
Samsarans
Samsarans have a very strange multi-life cycle, in that they are reincarnated automatically after death.
They retain a bit of their previous few lives, and this gives a samsaran a bonus to two skills of her choice.
Samsarans are therefore versatile and interesting.

Racial Traits:

Ability Scores: +2 Intelligence, +2 Wisdom, -2 Constitution. With bonuses to both Int and Wis, samsarans
can make excellent spellcasters of all types. The penalty to Constitution means a samsaran isn’t going to
work too well as a Barbarian or other martial class, but their mystical nature means that most samsarans
will be spellcasters anyway.

Type: Samsarans are humanoids with the samsaran subtype.

Size: Samsarans are Medium size, just like humans.

Speed: Samsarans move the same speed as humans.

Lifebound: This is a fun ability, giving you a +2 to saving throws against death effects, negative energy
effects, negative levels, and stabilization checks. All of these are generally pretty painful if you don’t save
against them, so this is a nice option for any character.

Shards of the Past: This is an excellent ability, allowing you to get two skills of your choosing as class
skills and get a +2 racial bonus on them to boot. Obviously, one of those skills should be Perception, no
matter what class you choose. However, I can’t rate this one blue because the alternate racial trait that
replaces it, Mystic Past Life, is just SOO good!

Low-Light Vision: As always, I’ll point out here that many GMs will only pay attention to darkvision, not
really worrying about the situations in which low-light vision is useful.

Samsaran Magic: As long as you have a decent Charisma score, you get a few free once-per-day spell-like
abilities, none of which are extremely exciting, and all of which are more useful to healer-style characters
than others.
Wayang
Wayangs are shadowy little creatures who are relatively rare in Golarion. They’re also the only race that
is small size and has no Strength penalty, so they can do some fun things that other small races don’t
excel at!

Racial Traits:

Ability Scores: +2 Dexterity, +2 Intelligence, -2 Wisdom. Wayangs are quick and good at reasoning, but
not the wisest of the bunch. These scores make Wayangs excellent as Rogues and prepared casters.

Type: Wayangs are humanoids with the wayang subtype, so nothing special here.

Size: Wayangs are small-sized, so their natural stealthiness is even more enhanced from being small! The
only bad thing about this is the slow speed.

Speed: Wayangs have a base speed of 20 feet.

Shadow Resistance: Wayangs get an inherent resistance to spells of the shadow subschool, which don’t
come up a TON but could come in handy once in a while.

Lurker: A +2 to Stealth is excellent for these guys, making their overall inherent bonuses to Stealth at 1st
level a total of +7! (+4 size, +2 racial, +1 Dex). They also get a +2 bonus to the best skill in the game,
Perception!

Shadow Magic: Wayang casters get a +1 to the DCs of any shadow school spells that they cast, and get
three racial spell-like abilities usable once per day, ghost sound, pass without trace, and ventriloquism,
which are all fun if not the most useful spells out there.

Darkvision: Wayangs get darkvision 60, and as I’ve said before, darkvision is the best kind of visoin!

Light and Dark: This is a strange and unique ability, allowing a wayang to be treated as an undead for the
effects of positive and negative energy once per day. For a necromancer, this ability could be really useful,
so that you can heal yourself along with your undead creatures once per day, but otherwise I can’t really
see a huge benefit.
Classes

Barbarian: The barbarian is a brutal berserker from beyond the edge of civilized lands.

Bard: The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his
fame.

Cleric: A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of
the gods.

Druid: The druid is a worshiper of all things natural – a spellcaster, a friend to animals, and a skilled
shapechanger.

Fighter: Brave and stalwart, the fighter is a master of all manner of arms and armor. And this is a really
long description that defeinitely goes over onto another line.

Monk: A student of martial arts, the monk trains his body to be his greatest weapon and defense.

Paladin: The paladin is the knight in shining armor, a devoted follower of law and good.

Ranger: A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes.

Rogue : The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against
unwary foes.

Sorcerer: The spellcasting sorcerer is born with aninnate knack for magic and has strange, eldritch
powers.

Wizard: The wizard masters magic through constant study that gives him incredible magical power.

Alchemist: The alchemist is the master of alchemy, using extracts to grant him great power, mutagens to
enhance his form, and bombs to destroy his enemies.

Cavalier: Mounted upon his mighty steed, the cavalier is a brave warrior, using his wit, charm, and
strength at arms to rally his companions and achieve his goals.

Gunslinger: A rare warrior who forgoes blades and bows in favor of the mysterious art of black powder.

Inquisitor: Scourge of the unfaithful and hunter of horrors, the inquisitor roots out the enemies of her
faith with grim conviction and an array of divine blessings.

Magus : The magus blends both the mage’s arts and the warrior’s arms with devastating results, slicing
apart foes and blasting them with eldritch flames.

Omdura: Acting as divine warriors, omduras embody the tenets of their gods and serve as divine vessels.

Oracle : Drawing upon divine mysteries, the oracle channels divine power through her body and soul, but
at a terrible price.

Shifter: Whether riding on the wind as a falcon or hiding in some fetid bog waiting to strike, the shifter is
a true master of the wild.

Summoner: Bonded to a mysterious creature called an eidolon, the summoner focuses his power on
strengthing that connection and enhancing his strange, otherworldy companion.
Classes

Witch: Lurking on the fringe of civilization, the witch makes a powerful connection with a patron that
grants her strange and mysterious powers through a special familiar.

Vampire Hunter: A vampire hunter pits his abilities not just against the creatures of the night, but also
their terrifying undead overlords: vampires.

Vigilante: By day, the vigilante maneuvers through society, dealing with other nobles or inf luential indi-
viduals. By night, he dons a disguise and an utterly different set of goals, taking the fight to his foes and
solving problems with a blade when words will not suffice.

Arcanist: A melding of sorcerer and wizard, the arcanist is an arcane tinkerer and spell-twister, reshaping
magic to her whims. Players who like options and variety in their spellcasting should consider this class.

Bloodrager: Blending the wrath of the barbarian with the innate magic of the sorcerer, the bloodrager
taps into his rage to create brutal magical effects. Players who enjoy eldritch savagery and want their
magic to support them in combat should consider this class.

Brawler: Unifying two of the game’s greatest pugilists, the fighter and the monk, the brawler forgoes
mysticism and spiritual training to focus on raw physical mastery. Players who want to take on their
opponents in fierce hand-to-hand combat should consider this class.

Hunter: Combining the natural skills and animal mastery of the druid and the ranger, the hunter teams
up with a devoted animal ally to confront the enemies of the wilds. Players who want an animal compan-
ion to be their character’s focus should consider this class.

Investigator: Mixing the alchemist’s arcane insight with the shrewdness of a rogue, the investigator uses
his knowledge and a wide range of talents to overcome any conundrum. Players who enjoy clever charac-
ters who are always prepared should consider this class.

Shaman: The occult mysteries of the oracle and witch combine in the shaman, an enigmatic spirit-speak-
er who calls upon powers from beyond. Players who seek new routes to eerie divine powers should
consider this class.

Skald: The skald blends the passion and relentlessness of the barbarian with the voice of the bard, inspir-
ing his fellows from the front lines. Players who want to both join their allies in battle and bolster their
might should consider this class.

Slayer: Deft stalkers of the most dangerous prey, slayers merge the ranger’s combat training with the
rogue’s crippling attacks. Players who seek to deal death from the shadows should consider this class.

Swashbuckler: Bringing together the martial mastery of the fighter and the style of the gunslinger, the
swashbuckler uses fast weapons and bewildering melee skills to lay her opponents low. Players who
enjoy quick, daring combatants should consider this class.

Warpriest: Adding a fighter’s physical might to the force of a cleric’s convictions, the warpriest strikes
against enemies of his faith. Players who want to play a battle-hardened divine champion should consider
this class.

Kineticist: With a connection to the elements, a kineticist can bring forth energy in the form of kinetic
blasts. Instead of casting psychic spells, the kineticist uses unique psychic spell-like abilities called wild
talents to manipulate elemental energy and matter.
Classes

Medium: By contacting spirits in places of power, the medium allows the personalities of legendary
heroes to overcome his own, vastly changing his abilities and spells. He holds seances to benefit himself
and his allies.

Mesmerist: A mesmerist’s piercing stare lets him insinuate himself into other people’s minds. A master of
enchantment and illusion, the mesmerist controls and influences the behavior of others.

Occultist: To make use of his powers, an occultist channels psychic energy into a varied collection of
antiques and mementos with storied pasts. Every type of implement allows him to use a different school
of magic.

Psychic: With her incredibly potent mind, the psychic can cast spells that are more powerful than those of
members of any other occult class. She accesses these spells through a specific discipline, and can bend
and amplify psychic spells as she casts them.

Spiritualist: Attuned to the spirits of the dead, a spiritualist forms a bond with a phantom – a returned
spirit that has unfinished business but did not become undead. This spectral ally can alternate between
forms, emerging from the safety of the spiritualist’s mind to take on an incorporeal form or an ectoplas-
mic body.

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