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Elemental earth laces through the bones of oreads, who appear similar to stone statues of their mortal ancestry, with delicate crystals in place of hair, fur, or scales. Oreads are stoic and slow to plan but are of steadfast resolve and unwavering in their convictions.

The typical oread cherishes quiet seclusion. Yet as they age, many oreads find themselves inexplicably drawn to some far-flung location with a pull like that exerted on the needle of a compass—intangible, constant, and ultimately irresistible. The destination of this mysterious pilgrimage is unique to each oread, though it usually ends in some place of great mystical power, natural splendor, or esoteric learning. Most oreads are drawn to a place with which they are somewhat familiar, but a rare few feel drawn to travel in a seemingly random direction, departing with only their hope that they'll discover whatever mystery lies at the end of their invisible path.

Many oreads find that the role of a guard suits their personality well, for in such a role they can feel as if they are helping to promote order but also find time to stand vigil as lone sentinels over a specific portion of a fortification or a remote location on a wilderness trail.

Recall Knowledge - Humanoid (Society): DC 15

Oread GuardCreature 1

Source Bestiary 2 pg. 201
Perception +7
Languages Common, Terran
Skills Athletics +7, Crafting +3, Medicine +5, Society +3, Survival +5
Str +4, Dex +1, Con +2, Int +0, Wis +2, Cha +0
Items bastard sword, full plate, light hammer, steel shield (Hardness 5, HP 20, BT 10)
AC 19 (21 with shield raised); Fort +7, Ref +6, Will +5
HP 20
Attack of Opportunity ReactionReaction
Shield Block ReactionReaction
Speed 20 feet
Melee Single ActionSingle Action bastard sword +9 [+4/-1] (two-hand d12), Damage 1d8+4 slashingRanged Single ActionSingle Action light hammer +6 [+2/-2] (agile, thrown 20 feet), Damage 1d6+4 bludgeoningPower Attack Two ActionsTwo Actions Frequency once per round; Effect The guard makes a melee Strike. This counts as two attacks when calculating the guard's multiple attack penalty. If this Strike hits, the guard deals an extra die of weapon damage.

All Monsters in "Geniekin"



Source Bestiary 2 pg. 200
Geniekin are mortals whose ancestry has become entangled with that of genies, causing them to exhibit elemental powers drawn from the Elemental Planes. Though the geniekin found here are all of human descent and have example alignments, geniekin and other planar scions can descend from other ancestries and have any alignment.

Planar Scion

Related Groups Planar Scion
Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kindly, like angels. Others are cruel and destructive, like demons. And some flt roles outside of morality, like psychopomps. It’s far from unheard of that mortals and immortals alike become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. After the first generation, this otherworldly influence usually lies dormant, but now and then, the influence can manifest strongly in descendants many years later. These inheritors of extraplanar legacies are known collectively as planar scions.

Sidebar - Locations Geniekin on Golarion

While most geniekin planar scions live on their genie parent's ancestral plane, rare fonts of elemental power or genie activity sometimes give rise to geniekin on Golarion. By far, geniekin are most commonly found in Katapesh, as genies are more prevalent there than other regions due to the influence of genie binders.

Sidebar - Additional Lore Geniekin Parentage

Planar scions from the elemental planes are known as geniekin because they are overwhelmingly born from couplings between mortals and genies: ifrits are born of efreeti, oreads of shaitans, sulis of jann, sylphs of djinn, and undines of marids. Despite this distinguished ancestry, geniekin do not display most of their parents' exceptional talents, such as their ability to grant wishes.