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- Ancestries [23]
- Archetypes [13]
- Backgrounds [1]
- Basics [4]
- Bestiary [104]
- Classes [41]
- Conditions Appendix [44]
- Crafting & Treasure [4]
- Deities [39]
- Equipment [16]
- Exploration Mode [1]
- Feats [1]
- Game Mastering [54]
- Introduction [22]
- Languages [1]
- License [1]
- Playing the Game [62]
- Skills [47]
- Sources [1]
- Spells [22]
- Treasure [14]
515 rules
| Name ▼ | Page | Description |
|---|---|---|
| Barbarian Archetype | 221 | There’s a rage deep inside you that sometimes breaks loose, granting you some of the might of a barbarian in addition to your other abilities. |
| Bard Archetype | 222 | A muse has called you to dabble in occult lore, allowing you to cast a few spells. |
| Champion Archetype | 223 | You have sworn a solemn oath to your deity, who has granted you champion powers to aid you in your cause. |
| Cleric Archetype | 224 | You are an ordained priest of your deity and have even learned how to cast a few divine spells. |
| Druid Archetype | 225 | You have entered a druidic circle and learned a few of the order’s secrets, granting you primal power. |
| Fighter Archetype | 226 | You have spent time learning the art of warfare, increasing your skill with martial arms and at wearing armor. |
| Monk Archetype | 227 | Monastic training has taught you martial arts and allowed you to hone your mind, body, and spirit to new heights. |
| Ranger Archetype | 228 | You have studied hunting, tracking, and wilderness survival, adding a ranger’s tools to your skill set. |
| Rogue Archetype | 229 | You’ve learned to sneak, steal, and disable traps. |
| Sorcerer Archetype | 230 | You coax the magic power in your blood to manifest, accessing magic others don’t expect you to have. |
| Wizard Archetype | 231 | You have dabbled in the arcane arts and, through discipline and academic study, learned how to cast a few spells. |
| Bestiary | 8 | The creatures of the Pathfinder Bestiary. |
| Families | The Bestiary’s creature families. | |
| Aeon | 8 | Aeons have always been the caretakers of reality and defenders of the natural order of balance. |
| Alghollthu | 12 | In bygone millennia, aquatic monsters known as alghollthus used their occult powers to conquer and rule vast parts of the world. |
| Angel | 16 | The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. |
| Animated Object | 20 | Granted a semblance of life through the use of rituals or other strange magic, animated objects take many forms and serve a variety of uses. |
| Ankhrav | 22 | Ankhravs are immense, burrowing, and insectile predators, considered by inhabitants of the rural areas of the world to be an all-too-common plague. |
| Ape | 23 | While many apes exhibit peaceful or reclusive behavior, gorillas can be territorial, and the megaprimatus is especially aggressive and dangerous. |
| Arboreal | 24 | Arboreals are guardians of the forest and representatives of the trees. |
| Archon | 26 | Archons are guardians of Heaven and enemies of chaos and evil. |
| Azata | 30 | Azatas are manifestations of freedom—kindly celestials with a penchant for curious exploration, spontaneous revelry, and whimsical quests. |
| Barghest | 36 | Barghests are lupine fiends with goblinoid faces and humanoid hands. |
| Bat | 39 | A wide range of bats dwell throughout the world. |
| Bear | 40 | Bears are ferocious predators typically found in cold or temperate woodlands and hills. |
| Beetle | 41 | Not all beetles are harmless creatures that can be easily crushed underfoot. |
| Boar | 43 | While domesticated pigs are a staple of farm life, wild boars are much more dangerous. |
| Boggard | 44 | Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and even some rain forests. |
| Bugbear | 47 | These stealthy and cruel goblinoid creatures delight in spreading fear and tormenting their victims. |
| Caligni | 50 | Calignis lurk in subterranean cities, creeping to the surface to steal, stalk, or make mischief. |
| Cat | 52 | Few predators of the natural world can match the cat’s talent for stalking and stealth. |
| Catfolk | 54 | Lithe and agile, with catlike features and long tails, the amurruns are wanderers, explorers, and extroverts who share a gregarious nature and an unbridled curiosity. |
| Cave Worm | 56 | Cave worms are gigantic scavengers that bore through the depths of the world, eating whatever material they find. |
| Centipede | 61 | Hunters and scavengers that live amid dung and detritus, centipedes are a relatively common and often reviled threat faced by adventurers. |
| Changeling | 62 | Children of hags, destined to become hags themselves, changelings face a life of conflict. |
| Crocodile | 67 | Powerful and primeval in appearance, crocodiles are dangerous natural predators that dwell in marshes, riverbeds, swamps, and other wetlands. |
| Cyclops | 68 | The cyclopes are violent giants with a tragic past. |
| Daemon | 70 | Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and devoted to the destruction of life in all its forms. |
| Deep Gnome | 74 | These distant cousins to gnomes are reclusive, underground dwellers. |
| Demon | 76 | When a sinful mortal soul is judged and sent on to the Abyss, it can become a deadly fiend—a demon. |
| Dero | 84 | Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild shocks of off-white or gray hair. |
| Devil | 86 | Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. |
| Dhampir | 95 | As the mortal offspring of a vampire and a living parent, dhampirs occupy an unusual place among the living. |
| Dinosaur | 96 | Remnants from the world’s primeval era, these enormous reptilian animals still exist in large numbers in isolated and remote wildernesses or far underground within magical Darklands caverns. |
| Dog | 102 | Dogs are trusted and loyal companions that serve as guardians, protectors, and hunting companions. |
| Dragon, Chromatic | 105 | While there are many types of dragons, from the powerful planar dragons to the strange esoteric dragons, few dragon varieties are as well-known and as rightly feared as the chromatic dragons. |
| Dragon, Metallic | 117 | Paragons of virtue, nobility, and grace, metallic dragons are benevolent entities revered as mythic beings akin to gods in both their power and majesty. |
| Drake | 131 | Ravenous, bestial, and driven by instinct—drakes are primitive draconic monsters who bear a fraction of the terrifying might of their larger cousins but little (if any) of the cunning. |
| Drow | 136 | The first drow were elves who fled into the depths of the world from a devastating cataclysm thousands of years ago. |
| Duergar | 138 | Deep beneath the surface, duergars stubbornly claim the ancestral subterranean homelands of the dwarves as their own, having refused to venture to the surface along with their modern dwarven cousins. |
| Eagle | 141 | Few avian creatures can match the beauty and grace of the eagle. |
| Eel | 142 | Although these long, narrow fish share similarities in appearance, eels are a diverse group of creatures. |
| Elemental, Air | 144 | Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes. |
| Elemental, Earth | 146 | Earth elementals make excellent bodyguards for adventuresome spelunkers and are ideal protectors of important subterranean locations such as vaults and treasuries. |
| Elemental, Fire | 148 | Fire elementals are destructive manifestations of the scorching Plane of Fire. |
| Elemental, Mephit | 150 | Mephits—sometimes known as elemental scamps—are little bipedal critters with bat-like wings who serve stronger elementals on the Elemental Planes or neophyte spellcasters who summon them to the Material Plane. |
| Elemental, Water | 152 | Water elementals can be very destructive, but often not intentionally so; just as water can bring life to those in need on the Material Plane, its waves can pound shores and rains can flood cities. |
| Elephant | 154 | Immediately recognizable by their long, prehensile trunks and impressive tusks, elephants have different characteristics depending on where they are found. |
| Fleshwarp | 158 | Some creatures, notably drow, are not happy with merely killing their enemies. |
| Flytrap | 160 | Flytraps are dangerous creatures as eager to feed on humanoids and larger prey as they are monstrous insects. |
| Gargoyle | 161 | Gargoyles are monstrous hunters made of elemental stone. |
| Genie | 162 | A unique type of genie exists for each Elemental Plane, and the bodies of genies are formed out of elemental matter corresponding to their native plane: djinn are formed from wind, clouds, and storms; efreet are fire made flesh; marids are beings of water; and shaitans are composed of metal, gems, a |
| Ghost | 167 | When some mortals die through tragic circumstances or without closure, they can linger on in the world. |
| Ghoul | 169 | Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls. |
| Giant | 170 | Giants are massive humanoid creatures who live in remote regions throughout the world. |
| Gnoll | 178 | Gnolls are short, hyena-headed humanoids who dwell in warm grasslands, savannas, and arid hills. |
| Goblin | 180 | These small humanoids have green or gray skin and large heads with wide ears. |
| Golem | 185 | Crafted of base materials and then magically animated into a powerful guardian, the legendary golem is a living construct that mindlessly obeys its creator’s commands— often continuing to do so for years or even centuries after its creator’s death. |
| Gremlin | 192 | Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to life on the Material Plane, finding distinct niches for their inventive destructiveness. |
| Grim Reaper | 196 | The Grim Reaper is the unflinching personification of death. |
| Hag | 200 | Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. |
| Hell Hound | 205 | Hell hounds are fiendish, extraplanar canines hailing from the pit that can hunt down quarry and breathe supernatural gouts of flame. |
| Hobgoblin | 206 | Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but their civilization is hardly one of kindness and equality—instead, they revel in all that is militaristic, tyrannical, cruel, and destructive. |
| Horse | 209 | Horses serve as mounts and beasts of burden in many societies. |
| Hyena | 211 | Hyenas are pack-hunting scavengers known for their unnerving, laughter-like cries, and they aren’t above supplementing their carrion diets with fresh prey. |
| Kobold | 212 | Kobolds are small, reptilian humanoids who carry physical similarities to true dragons. |
| Lamia | 216 | Lamias are bloodthirsty victims of an ancient curse for which they blame the gods. |
| Leshy | 218 | Leshys are intelligent plant creatures that guard areas of primeval wilderness or earthly power. |
| Lich | 221 | To gain more time to complete their goals, some desperate spellcasters pursue immortality by embracing undeath. |
| Linnorm | 224 | Immense, primeval dragons of the northern reaches of the world, linnorms hate those they deem to be lesser creatures and seek to inflict as much suffering as possible upon their unfortunate victims. |
| Lizard | 228 | Lizards have a wide range of appearances and abilities, but most share a basic reptilian shape—long tails, wide toothy mouths, and four legs. |
| Lizardfolk | 230 | When human scholars speak of ancient civilizations, they usually turn their focus to themselves, researching and lecturing on the first human empires. |
| Mantis, Giant | 233 | These monstrously oversized insects are silent predators with lightning-quick forelegs and a bone-breaking bite. |
| Merfolk | 235 | Elegant, mysterious, and graceful; all this and more can be said of the merfolk. |
| Mummy | 240 | While many cultures practice mummification of the dead for benign reasons, undead mummies are created through foul rituals, typically to provide eternally vigilant guardians. |
| Naga | 242 | Nagas are serpentine beings with magical powers and keen, nearly inscrutable intellects. |
| Nightmare | 244 | Nightmares are flaming equine harbingers of death. |
| Nymph | 246 | Nymphs are a family of fey that take the form of beautiful humanoids with elven features and have a deep association with the natural world. |
| Ogre | 252 | Ogres embody brutish, amoral violence and cruelty. |
| Oozes | 254 | Slimes, molds, and other oozes can be found in dank dungeons and shadowed forests. |
| Orc | 256 | Orcs are violent, monstrous humanoids that live by the rule that might makes right. |
| Planar Scion | 262 | Many immortals dwell upon the other planes of the Great Beyond. |
| Protean | 266 | Guardians of disorder and natives of the primal plane of chaos known as the Maelstrom, proteans consider it their calling to spread bedlam and hasten entropic ends. |
| Psychopomp | 270 | Psychopomps are guardians and shepherds of the dead native to the Boneyard, the vast plane of graves where mortal souls are judged and sent on to their eternal rewards or damnations. |
| Pterosaur | 272 | Pterosaurs are primitive flying creatures. |
| Rakshasa | 274 | Rakshasas are evil spirits that cloak themselves in the guises of humanoid creatures, that they might walk unseen among their prey. |
| Rat | 276 | Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. |
| Ratfolk | 277 | True to their name, ratfolk are rodent-like humanoids well suited to living on the outskirts of mainstream society. |
| Scorpion | 285 | Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are deadly arachnids with powerful pincers and a painful sting. |
| Sea Devil | 286 | Sea devils are horrid, amphibious humanoids who lurk in Golarion’s oceans and crawl ashore to steal away victims beneath the veil of darkness. |
