{
	"ancestry": [
		{
			"name": "Fleshwarp",
			"source": "LOAG",
			"page": 88,
			"rarity": "rare",
			"hp": 10,
			"size": [
				"medium",
				"small"
			],
			"speed": {
				"walk": 25
			},
			"boosts": [
				"constitution",
				"free"
			],
			"languages": [
				"{@language Common}",
				"Additional languages equal to your Intelligence modifier (if positive). Choose from {@language Aklo}, {@language Draconic}, {@language Dwarven}, {@language Elven}, {@language Goblin}, {@language Undercommon}, and any other languages to which you have access (such as the languages prevalent in your region)."
			],
			"traits": [
				"aberration",
				"humanoid"
			],
			"features": [
				{
					"name": "Low-Light Vision",
					"entries": [
						"You can see in dim light as though it were bright light, and you ignore the {@condition concealed} condition due to dim light."
					]
				},
				{
					"name": "Unusual Anatomy",
					"entries": [
						"Your unorthodox body resists physical afflictions meant for other creatures. You gain a +1 circumstance bonus to saves against diseases and poisons."
					]
				}
			],
			"flavor": [
				"Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, or unnatural energies. Their unorthodox appearance can make it difficult for them to find a place for themselves in the world."
			],
			"info": [
				"Magic and science that can warp bone and twist sinew are all too common on Golarion. Fleshwarps are those who have been permanently altered by such methods\u2014sometimes a sapient being created whole cloth from inanimate flesh, but often a victim unwillingly transformed by strange energies or sadistic creators.",
				"The ancestry name \"fleshwarp\" is an umbrella term, since on Golarion the actual fleshwarping process is more infamously well-known than are alterations caused by uncontrolled magic, technology, or fringe science. Whether practiced by Thassilonian wizards, Nexian fleshcrafters, or the drow of the Darklands, fleshwarping is the craft of reshaping flesh and mind in vats of foul magical reagents. This has led some scholars of monsters to argue that only those beings created by traditional fleshwarping should be considered fleshwarps. Regardless of the source of their altered forms, fleshwarps bear their new shape forever, transformed beings living a wild and strange existence beyond what was possible for their original ancestry.",
				"Although fleshwarps are humanoid, no two look the same. One might possess limbs in unusual places and skin as smooth as glass, while another might have a thick matting of spiny fur. Some might have animalistic features, like a boar snout, scales, or cloven hooves. Others have entirely alien appearances, such as bulging eyes on the backs of their hands. Some may have only subtly uncanny features that differentiate them, such as glowing teeth, smoking eyes, or fingernails made of bone. The only commonality among fleshwarps is their mismatched nature. Let your imagination run wild when creating a fleshwarp character!",
				"If you want a character who is tough and hardy, can change their form as they grow, and can use their wholly unique appearance to inspire awe or fear in others, you should play a fleshwarp.",
				{
					"type": "pf2-h3",
					"page": 88,
					"name": "You Might...",
					"entries": [
						{
							"type": "list",
							"items": [
								"Embrace your unusual appearance to inspire respect or fear.",
								"Be used to relying on yourself.",
								"Distrust large groups of people, particularly mobs, based on past experiences."
							]
						}
					]
				},
				{
					"type": "pf2-h3",
					"page": 88,
					"name": "Others Probably...",
					"entries": [
						{
							"type": "list",
							"items": [
								"Find your physiology fascinating or terrifying.",
								"Assume you are an expert on strange creatures or occult phenomena.",
								"Consider you an enigmatic and unpredictable\u2014and perhaps even dangerous\u2014outsider."
							]
						}
					]
				},
				{
					"type": "pf2-h3",
					"page": 89,
					"name": "Physical Description",
					"entries": [
						"Fleshwarps are humanoids, ranging from 5 to 7 feet tall and from just under 100 pounds to more than 300 pounds. The proportion and appearance of their limbs and features differ widely, but fleshwarps functionally have two legs, two arms, and a single head; a fleshwarp with more limbs than this should consider an appropriate ancestry feat to reflect this variance, or one of their limbs might be vestigial and mostly nonfunctional. Fleshwarps differ widely in their appearance due to the unique circumstances of their creation. Even fleshwarp siblings or two people transformed through the same procedure might look wildly different."
					]
				},
				{
					"type": "pf2-h3",
					"page": 89,
					"name": "Society",
					"entries": [
						"Fleshwarps are so few in number that congregations of them are rare. They most often live on their own, with a small family group, or at the outskirts of a community. Some thrive in cities, however, where they can remain anonymous among the crowds while pursuing careers that allow them to avoid contact with people who might fear or persecute them.",
						"Fleshwarps value endurance and are quick to learn from others, so those who come into contact with others of their kind usually share stories that help each other survive, hide, or thrive more effectively. How a fleshwarp formed can be a painful or horrifying subject, one they consider rude to discuss with anyone besides close friends or loved ones."
					]
				},
				{
					"type": "pf2-h3",
					"page": 89,
					"name": "Alignment and Religion",
					"entries": [
						"Fleshwarps have little to gain from the broader society, and therefore rarely work to support society in turn, beyond perhaps helping other fleshwarps. They need to be able to adapt quickly to survive on their own. As a consequence, few fleshwarps are lawful. Although bigoted or short-sighted people view fleshwarps as monsters, fleshwarps are no more or less prone to evil than any other people, and most seek only to live their lives without trouble. Most are neutral in alignment, for while alienation doesn't force a fleshwarp to feel contempt for others, neither does it encourage a fleshwarp to avoid it. This is especially true for fleshwarps living in the societies that gave birth to their traumatic transformation. Fleshwarps aren't often casually religious; most either have little to do with faith at all (viewing themselves as scorned by the gods or simply seeing faith as impractical for survival) or are exceptionally devout. Religious fleshwarps often revere Arazni, Calistria, Desna, or Gozreh; evil fleshwarps typically turn to Lamashtu, finding consolation in the Mother of Monsters."
					]
				},
				{
					"type": "pf2-h3",
					"page": 89,
					"name": "Names",
					"entries": [
						"Fleshwarps can come from\u2014and thus have names from\u2014any culture or ancestry, but some give themselves new names after being transformed, whether to celebrate the change, recognize a new phase of their lives, or conceal their past identity. Many fleshwarps also carry a descriptive nickname granted to them by others, such as \"Triple Handed,\" \"Barkfoot,\" or \"Many-Mouth.\" Fleshwarps don't keep nicknames they find personally offensive, but they tend to keep ones that describe their distinctive appearances or that are given by people they care about."
					]
				},
				{
					"type": "pf2-h4",
					"page": 89,
					"name": "Sample Names",
					"entries": [
						"Borble, Dag, Feff, Hurn, Kemp, Omber, Ostro, Shurni, Surm, Wumpin"
					]
				},
				{
					"type": "pf2-sidebar",
					"page": 90,
					"name": "Fleshwarp Adventurers",
					"entries": [
						"Fleshwarps often live on the margins of society. The {@background hermit}, {@background hunter}, {@background nomad}, or {@background street urchin} backgrounds work well for many fleshwarps; others might be {@background criminal||criminals}, {@background entertainer||entertainers}, or {@background prisoner||prisoners}. The need to defend themselves leads many fleshwarps to become {@class barbarian||barbarians}, {@class fighter||fighters}, {@class rogue||rogues}, or {@class ranger||rangers}. {@class Champion||Champions} and {@class druid||druids} are common callings among fleshwarps who seek to defend and better the lot of others of their kind."
					]
				},
				{
					"type": "pf2-h2",
					"source": "LOAG",
					"page": 89,
					"name": "Fleshwarps on Golarion",
					"entries": [
						{
							"type": "pf2-sidebar",
							"page": 91,
							"source": "LOAG",
							"name": "Fleshwarp Settlements",
							"reference": {
								"auto": true
							}
						},
						"The eldritch magic and aberrant alchemy used to create fleshwarps are rare but not unique. A number of different organizations and effects in Golarion produce fleshwarps, and one of a fleshwarp's most important aspects\u2014beyond appearance or attitude\u2014is their origin, which influences both their form and their attitude toward the world.",
						"Fleshwarps fall into two major groups: those born a member of a different ancestry and transformed into a fleshwarp or those born as a fleshwarp, knowing no other existence. The former sometimes hide their new forms, seeking shelter among their prior society with those open-minded enough to shield them from the less understanding\u2014though unfortunately, there are no guarantees that their friends and family members will be protectors, rather than persecutors. These fleshwarps know best how to blend into their erstwhile societies and might go undiscovered for a long period of time. Fleshwarps born into their warped forms generally have a more difficult upbringing and were likely often forced to fend for themselves, particularly if rejected by parents who considered their form blasphemous or ill-fated. They're likely to accept their own bodies, as they've never known another.",
						{
							"type": "pf2-h3",
							"page": 90,
							"source": "LOAG",
							"reference": {
								"auto": true
							},
							"name": "Fleshwarp Origins"
						}
					]
				},
				{
					"type": "entriesOtherSource",
					"source": "LOIL",
					"page": 28,
					"reference": {
						"index": 3,
						"entry": "the rest"
					},
					"entries": [
						{
							"type": "pf2-sidebar",
							"source": "LOIL",
							"page": 29,
							"name": "The Mana Wastes",
							"reference": {
								"auto": true
							}
						},
						{
							"type": "pf2-sidebar",
							"source": "LOIL",
							"page": 29,
							"name": "Fleshforges",
							"reference": {
								"auto": true
							}
						},
						"Beyond their transformations, little binds these people into a shared identity: some, especially those who experience their corporeal changes later in life, reject identifying as fleshwarps and cling to the ancestries of their birth, while others, often those who were born into these states of transfiguration, are more accepting of the fleshwarp identity. Adding to these disparate origins, scant uniformity exists for fleshwarps' physical features, except for those literally built to certain designs. One fleshwarp might have limbs swathed in brilliantly plumed patagia to glide on the surge winds. Another fleshwarp might look like the rest of their battle batch, their prodigious frame crisscrossed symmetrically with thousands of tiny hook quills to facilitate rigging armored plates."
					]
				}
			],
			"heritageInfo": [
				"The circumstances of each fleshwarp's creation are different, but they can be grouped into heritages based on the nature of their origin. Choose one of the following fleshwarp heritages at 1st level. Although any fleshwarp may have any appearance you desire, each heritage provides typical characteristics."
			],
			"heritage": [
				{
					"name": "Created Fleshwarp",
					"shortName": "Created",
					"source": "LOAG",
					"page": 91,
					"entries": [
						"You were created through occult or alchemical processes, such as being grown in a vat or stitched together from the body parts of other creatures by a scientist in Ustalav. Your manufactured body is durable; you don't need to eat and can't starve. You gain a +2 circumstance bonus to saving throws against diseases."
					]
				},
				{
					"name": "Mutated Fleshwarp",
					"shortName": "Mutated",
					"source": "LOAG",
					"page": 91,
					"entries": [
						"Transformed by uncontrolled magic, you originated in the Mana Wastes or another region similarly devastated by uncontrolled magic. Due to your toughened or redundant organs, the DC for your checks to recover from {@condition persistent damage|CRB|persistent bleed damage} is 10 instead of 15, and it's reduced to 5 instead of 10 if you have particularly effective assistance recovering from the {@condition persistent damage}."
					]
				},
				{
					"name": "Shapewrought Fleshwarp",
					"shortName": "Shapewrought",
					"source": "LOAG",
					"page": 91,
					"entries": [
						"A victim of fleshwarping, you likely bear loose flesh, bony spurs, or features of inhuman creatures sprouting from your skin. You have nevertheless turned the psychic toll of your transformation into a strength. You gain resistance to mental damage equal to half your level (minimum 1)."
					]
				},
				{
					"name": "Technological Fleshwarp",
					"shortName": "Technological",
					"source": "LOAG",
					"page": 91,
					"entries": [
						"Your transformation is due to manipulation by advanced technology, like that found in Numeria. Your emotions are dulled and hard to influence. When you roll a success on a saving throw against an {@trait emotion} effect, you get a critical success instead."
					]
				},
				{
					"name": "Cataphract Fleshwarp",
					"shortName": "Cataphract",
					"source": "LOIL",
					"page": 28,
					"entries": [
						"Your battle-hardened skeleton is laced with additional cartilage and muscle to help bear armor across vast areas of operation, and your skin is bedecked with tiny spurs of pliable, resilient keratin to optimize the grip and weight distribution of your armor. You gain the {@feat Armor Proficiency} feat. If your class makes you trained in all types of armor, you instead become trained in {@skill Athletics} (or a skill of your choice if you're already trained in {@skill Athletics}) and gain the {@feat Armor Assist|APG} skill feat."
					]
				},
				{
					"name": "Discarded Fleshwarp",
					"shortName": "Discarded",
					"source": "LOIL",
					"page": 28,
					"entries": [
						"The biomancers and mutagenists who warped your form labeled you a \"discard on discovery\"\u2014a euphemism for destroying you on sight. An anomaly among anomalies, your body stubbornly repudiates the efforts of fleshcrafters seeking to mold you to their grandiose visions, and your immune responses blunt the worst effects of unwanted fleshwarping attempts. If you roll a success on a saving throw against a {@trait transmutation} effect, you get a critical success instead."
					]
				},
				{
					"name": "Surgewise Fleshwarp",
					"shortName": "Surgewise",
					"source": "LOIL",
					"page": 28,
					"entries": [
						"The undulations of your body's cilia are hyper-attuned to wellsprings of magic; they trill and thrum with insights into occult energies, and their vibrations alert you to the presence of secrets. You gain the trained proficiency rank in {@skill Occultism}. If you're trained in {@skill Occultism}, you instead become trained in another skill of your choice. You also gain the {@feat Oddity Identification} skill feat."
					]
				}
			],
			"summary": {
				"text": "Fleshwarps are beings transformed either by magic or by technology beyond Golarion's ken. Most commonly, they result from drow or other sinister forces transforming their victims out of sadism, yet fleshwarps can also be created from scratch through magical or alchemical manipulation of raw tissue.",
				"images": [
					"https://2e.aonprd.com/Images/Ancestries/Fleshwarp01.png",
					"https://2e.aonprd.com/Images/Ancestries/Fleshwarp02.png"
				]
			}
		}
	]
}
