劇透 - 原文:
The genesis of these deformed giants is commonly tied to calamities both magical and, in rarer cases, technological. Ash giants’ deformities do not hinder their ability to live in wastelands, however; rather, these mutations help them thrive in hostile regions. Ash giants are immune to disease and are able to find meals in a variety of places where other races can scarcely survive. Besides the fresh meat they acquire by hunting and raiding, ash giants gladly devour carrion or any rotten food they come across while roaming their wasteland territories. Given their close association with vermin, ash giants tend to follow the mindless creatures’ senses and survival instincts, trusting them to find sources of food (however disgusting that food might be).
Ash giants have a dark sense of humor, and their jokes nearly always center on food. If one of their kind is accidentally killed, even as a result of a misguided prank turned deadly, the fallen comrade is praised for being a good sport before being quickly devoured as a fresh meal. Ash giants have no compunction about eating their own kind or the vermin that they keep as guardians and mounts.
Ash Bane (Regional, Wastelands): You have built up a resistance to the diseases that ash giants and their vermin guardians carry. You gain a +2 trait bonus on Fortitude saving throws to resist the disease abilities of ash giants and creatures with the vermin type. In addition, you gain a +1 trait bonus on melee attack rolls against vermin.
劇透 - 原文:
Dwarves can be found in many wastelands serving as caravan guards, trading their wares, or migrating in search of new lands to settle. The solitude of the wastelands often attracts them, as does the prospect of untapped natural resources in these areas. Dwarves do not see the difficulty of living in wastelands as a burden but instead regard the hard life and strenuous work as virtuous. Dwarves’ tendency to accept the world as it is helps them to thrive in environments that other races deem inhospitable.
The dwarven aphorism “stone endures” is taken seriously by dwarves living in wastelands, where they bring fortitude and a stubborn resolve to a life filled with daily hardships. Most dwarves living in the wastes follow the tenets of Torag, dutifully planning and preparing for any eventuality. This serves them well in dangerous lands where carelessness or even a single miscalculation can mean the difference between life and death—or a worse fate.
Despite the harsh conditions, dwarven communities in wastelands tend to engage in trade with their neighbors, no matter the distance. Typically, they trade dwarven armor, mead, and weapons for agricultural products and textiles. Dwarven traditionalism can be found in most of their wasteland societies, and in some cases, they follow those traditions even more strictly as a way to maintain a connection with their distant kin. With priests leading most of these wasteland settlements, it is not uncommon for arcane magic to be viewed with suspicion (or even hatred). Many dwarves living in the Mana Wastes see only the negative effects of arcane energy, such as unpredictable weather in primal magic zones or the pain caused by spells cast upon them. As a result, these dwarves have a particular dislike for practitioners of the arcane arts.
Spellcaster’s Anathema (Race, Dwarf): You see arcane magic as untrustworthy and its use as a calamity waiting to happen. You gain a +1 trait bonus on attack rolls against arcane spellcasters.
劇透 - 原文:
Girtablilus are large, part-humanoid, part-scorpion creatures that make their nests in scorching wastelands, particularly where harsh winds blow and water is scarce. Most creatures cannot survive for long in such inhospitable environments, but girtablilus seem to thrive. This is partly because they are opportunistic predators; their diet consists mainly of insects, but they consume nearly any creature they can manage to slay. Some evil tribes of girtablilus even enjoy hunting and consuming intelligent humanoids.
Girtablilus also have a number of specialized adaptations that help them survive in wastelands. One such adaptation is their ability to hydrate themselves by efficiently extracting moisture not only from their prey’s flesh and organs but also from their victims’ bones and carapaces. Girtablilus also have the ability to slow their metabolism when food is scarce. While doing so, their movements and speech patterns are slow and exaggerated. If prey becomes available, they can spring back into action in the blink of an eye. Additionally, girtablilus have a tough exoskeleton with a waxy surface that limits the moisture they lose through evaporation.
Finally, girtablilus have stingers that can deliver potent, fast-acting venom, which they can use to outright kill prey or to paralyze it for later consumption, though they usually prefer to kill quarry with brute force, saving their venom for defensive purposes. Creatures that live near girtablilus are keenly aware of the danger that the creatures’ tails present, and girtablilus take advantage of this fear to intimidate and induce fear in other species and races.
Venom Resistance (Combat): You have spent considerable time in arid wastelands where girtablilus and other venomous creatures are common, and you have built up a resistance to poison. You gain a +2 trait bonus on Fortitude saving throws against poison, and once per day when attempting a saving throw to resist girtablilu poison, you can roll twice and take the higher result.
劇透 - 原文:
Gnolls are commonly found in the hot desert wastelands of Casmaron and Osirion, and though there was once a large population of these hyenic creatures in what is now the Mana Wastes, the transformation of that blighted area drove out all but the most mutated gnolls. These remaining tribes consider these lands their god-given and promised lands, and typically hunt any and all who dare to tread upon these sacred regions. Gnolls’ animalistic scavenging cleans wastelands of rancid carrion and tends to keep such areas free of endemic disease. This also allows gnolls to thrive in food-scarce regions, where they can scare lesser predators away from their kills to acquire food.
Gnolls’ success in these environments is directly related to their opportunistic nature, including ingesting things other wasteland creatures might not find edible, such as bones, hides, or decaying matter. Additionally, gnolls hunt in small packs and use tactics designed to split herds apart, isolating weaker members for easy capture. However vicious they are against their prey, though, gnolls support one another and continue to increase their numbers in these regions.
Gnolls make good use of their exceptional senses to keep themselves fed, finding both live prey and carrion by sight, hearing, and smell. They also track other scavengers to find more distant meals of carrion. However, stolen or scrounged carrion is only a small portion of the wasteland gnolls’ diet. They prefer eating fresh kills of birds, lizards, and snakes, as well as other humanoids. Gnolls typically kill and then immediately devour small prey, but with larger quarry, they often begin to eat while the creature is still alive.
Pack Savvy (Social): You have learned how to gain the respect of gnolls in your region, and you know something of their social structure. You gain a +3 trait bonus on Charisma- based skill checks when dealing with gnolls.
劇透 - 原文:
Humans are Golarion’s predominant race and can be found even in the most desolate wastelands. One of humans’ strongest assets is the coherence of their social groups. This socialization increases the sharing of knowledge and ensures that survival skills are passed along through societies and to future generations. Because of this, humans are able to adjust to new situations, environments, and crises. Being quick to adapt on a societal level is often for the best, allowing advances in agriculture, architecture, social justice, and technology. Humans’ ability to adapt not only allows them to survive the inhospitable climates of wastelands but also helps them to colonize new regions. Humans can be found in virtually every environment, from searing deserts, frigid tundras, and tainted swamps to steamy jungles, volcanic plains, and Abyssal wastelands.
Another advantage humans have over many other creatures, even those of reasonable intelligence, is that they are constantly innovating and redesigning their environment to make it more hospitable, improving both the productivity of individuals and the security and well- being of communities. Cultural and technological changes stand out as humans’ most complex adaptations to the vagaries of the natural world.
Wasteland Vagrant (Social): You have spent most of your life learning how to survive in wastelands, and a lack of normal survival resources apparent in the environment is not a problem for you. When you gain this trait, pick one type of wasteland from the following list: blighted, Abyssal, desert, or waterlogged. You gain a +2 trait bonus on Survival checks in that type of wasteland terrain. (The GM determines whether terrain falls into the chosen type of wasteland.) Once you choose a type of wasteland terrain to gain this benefit in, you cannot change it later.
劇透 - 原文:
Following the edicts of the eldest matrons of their people, lamias seek out and live in arid and lifeless wastelands. While the lion-bodied monstrous humanoids are the least powerful of the lamyros, they are the most widely known. These wicked creatures survive in remote areas and wastelands by making use of their natural weapons, hunting skills, and curse-given magical abilities, taking shelter in ancient ruins and temples.
Lamias are entirely carnivorous and typically stock a pen of humanoids that serve as both slaves and an emergency food supply. Lamias typically prefer to eat sentient races over lesser animals and vermin but do not pass up the lesser beings if food is scarce. Mainly ambush hunters, lamias are both quick and powerful. They tend to move about in a slow and methodical manner in an attempt to give prey a false sense of security, often using their magic charms or illusions to coax prey nearer, and then spring into action at the last moment. After a successful hunt, lamias attempt to restrain their prey, consume its blood, and then feast upon its flesh. Other lamias resort to stalking their prey over great distances before finally moving in when the target grows exhausted from the chase.
Lamia’s Bane (Magic): You have been exposed to the magical energies of lamias in your past, or you have heard innumerable stories about your family’s dealings with lamias, and you have built up a resistance to their charms. You gain a +1 trait bonus on saving throws against enchantment effects and a +2 trait bonus on saving throws against the spells and spell-like abilities of lamias.
劇透 - 原文:
Ogres can be found throughout most of Golarion and in many of its wastelands. Bloodthirsty and aggressive, they thrive in such areas for a variety of reasons, including their societal structure. Ogres in wastelands depend on one another for survival. Being clumsy hunters and stalkers and lacking an understanding of water collection, ogres form raiding parties that instead depend on brute force to collect enough food and water to sustain themselves. Their main objective is to live off of other species, even other groups of ogres. Occasionally, they garner food and water as payment from smaller humanoids, such as goblins, in trade for protection and, in some cases, leadership.
Ogre tribes value two attributes above all else: strength and fertility. With the former, they beat their environment into submission, and with the latter they keep their tribes’ numbers up. Ogre females are almost constantly pregnant, and the resultant bolstering of the population helps offset the high mortality rate caused by wasteland living.
Ogres try to avoid direct and prolonged exposure to sunlight, especially during the summer months. This helps them avoid water loss, and thereby death—heat exposure claims the lives of more wasteland-dwelling ogres than any other danger. Many ogre tribes in desert environments therefore limit their hunting, stalking, and scavenging to the cooler seasons and nighttime hours.
Ogre Avoidance (Combat): You have practiced defensive maneuvers to avoid being caught by ogres, whose grasps you know are tight and unforgiving. You gain a +2 trait bonus to CMD against bull rush and grapple combat maneuvers.
劇透 - 原文:
Ratfolk have a remarkable ability to adapt to nearly any kind of wasteland region, contributing to their ubiquity in such places. In desert wastelands, ratfolk often dwell in burrows, having evolved slightly shorter legs and larger, protruding teeth that they can use for digging. Ratfolk in arid regions extract water primarily from seeds they graze on throughout the day. In such climates, they shed excess heat through their elongated tails to cool down rather than sweating or panting. This, combined with their oily coats, prevents them from losing too much water to evaporation. Desert ratfolk in particular have fur in a wide range of earth tones that helps them blend in with the sand and soil, camouflaging them from many of the predatory creatures that prowl wastelands.
Beyond their physical adaptations, ratfolk are avid negotiators and pride themselves as merchants in the wastelands. Ratfolk caravans in wastelands trade, sell, and barter for goods and services, often using the desperation of less adapted clientele to their advantage. Despite a ratfolk’s tendency to walk away from deals with the upper hand, other humanoids typically see their presence in an otherwise inhospitable area as a good sign.
Scamper (Race, Ratfolk): In desperate times, your adrenaline kicks in to help you avoid danger. During the first round of combat in which you can act, you ignore difficult terrain and gain an additional 5 feet of movement. This benefit does not apply when you are carrying a medium or heavier load.
劇透 - 原文:
Large concentrations of tieflings can be found in Abyssal wastelands such as the Worldwound. The destructive Abyssal creatures that permeate these regions sometimes infect mortal bloodlines, creating a continuous but erratic supply of tiefling offspring. These progeny, known as pitborn, are frequently greeted with hostility by their families and communities. Further, many tieflings with non-Abyssal heritages are also persecuted in their communities, and so they set off into the wastelands in search of isolation and peace. Despite much of their existence being defined by rejection and pain, tieflings have a fierce desire to survive.
Their dark heritage grants tieflings a certain resistance to many of the harshest environments, and they often find themselves able to live comfortably in regions that prove too extreme for other races. Their heritage also gives their bodies the potential to tap into and develop Abyssal traits. Some tieflings have thick, scaly skin that protects them and deflects attacks. Most food and water found naturally within these Abyssal wastelands is corrupted with vile poison, but tieflings’ fiendish nature sometimes allows them to ingest these contaminants safely.
Tieflings sustain themselves in wastelands through a number of means. Tieflings can be of any alignment, though most who make the Worldwound their home are evil, often keeping large numbers of slaves meant for food, labor, and sacrifices, and raiding borderlands for equipment, food, water, and weapons. In the Worldwound, the corruption is so extensive that it has transformed the natural flora and fauna into fiendish monsters that prey upon those who try to make a meal of them, but tieflings’ intelligence and curiosity helps them persevere in the face of both Abyssal and humanoid threats.
Neutralizing Gut (Race, Tiefling): Your fiendish heritage has made you more resilient to the many poisonous threats in wastelands. You gain a +2 trait bonus on saving throws against contact and inhaled poisons, and a +3 trait bonus on saving throws against ingested poisons.
废土纪行客（Wasteland Chronicler）【吟游诗人】一些人四处探索最为遥远、荒凉无人的废土，寻求着解开其上觅得的神秘、邂逅当地居民以及记录自己的发现。废土纪行客发现了自己与废土之间的某种联系，并能通过表演来指引自身和他人平安地穿过这些地区。废土学识（Wasteland Knowledge, Ex）：
废土纪行客在进行知识（地理）、知识（地方）、知识（自然）、知识（位面）以及生存检定时将其一半的职业等级（至少为1）加到检定结果中。这替代了逸闻知识。废土专家（Wasteland Specialist, Ex）：
劇透 - 原文:
WASTELAND CHRONICLER (BARD ARCHETYPE)
Some explore the farthest reaches of desolate wastelands, seeking to unlock the mysteries found there and meet the inhabitants of such regions, and chronicle their findings. The wasteland chronicler has discovered a connection to the wastelands and can use his performance to guide himself and others through these regions safely.
Wasteland Knowledge (Ex): A wasteland chronicler adds half his level (minimum 1) as a bonus on Knowledge (geography), Knowledge (local), Knowledge (nature), Knowledge (planes), and Survival checks. This replaces bardic knowledge.
Wasteland Specialist (Ex): At 3rd level and every 5 levels thereafter, the wasteland chronicler gains the benefits of the favored terrain ranger class feature, but the wasteland chronicler can choose only cold, desert, mountain, or swamp from the ranger’s favored terrain list. In addition, the wasteland chronicler adds half his level (minimum 1) as a bonus on Diplomacy checks to influence the attitude of wasteland dwellers.
If the wasteland chronicler has the favored terrain ability from any other classes, the levels from these different sources stack for the purposes of improving the bonuses of selected favored terrains and choosing new favored terrains.
This replaces inspire competence.