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  AMAZING ANCESTRIES: THE MIRTHLING 
  (2
  ND EDITION REMARKABLE RACES) 
  A New Player Character Race for use with the 2nd Edition Pathfinder® Roleplaying Game 
   
  !
  Author 
  Emily Ember Kubisz 
   
  Interior Illustrators 
  Jared Glenn 
  Brett Neufeld  
  Rick Hershey 
   
  Cover Artist 
  Jared Glenn 
   
   
   
  Editors 
  Steven O'Neal 
   
  Layout & Design 
  Tim Adams 
   
  Special Thanks to: 
  Jean & Magnus Kubisz 
  Jim Clunie 
  Team Draconis 
   
  !
  ALP-AA2E4 
  MIRTHLING, REMARKABLE RACES, AMAZING ANCESTRIES © 2009-2019 Alluria Publishing. All rights reserved. 
   
  Compatibility with Pathfinder Second Edition requires Pathfinder Second Edition from Paizo Inc. See paizo.com/pathfinder to 
  learn more about Pathfinder. Paizo Inc. does not guarantee compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Inc. Pathfinder Second Edition and the Pathfinder Second Edition Compatibility Logo 
  are trademarks of Paizo Inc. The Pathfinder-Icons font is © 2019 Paizo Inc. These trademarks and copyrighted works are used 
  under the Pathfinder Second Edition Compatibility License. See paizo.com/pathfinder/compatibility for more information on this 
  license. 
   
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-
  MacFarland, and Mark Seifter. 
  Pathfinder Second Edition Bestiary © 2019, Paizo Inc. 
       Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/pathfinder 
  to learn more about Pathfinder. 
   
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 
  1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), 
  dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as 
  Open Game Content are not included in this declaration.) 
   
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Alluria Publishing 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without written permission. 
   
   
  
   
   
   
   
   
   
   
   
   
   
  In the beginning, when the gods 
  created the universe, they mulled long 
  and hard on what sorts of beings would 
  defend its virtues.  
  „Cherubs with divine light emanating 
  from the arrows forged of gold will be the 
  guardians of love.‰ The gods of Love 
  proclaimed. They discussed it further and 
  decided the cherubs would also be 
  invisible and immortal and they rejoiced 
  at their creation. 
  „To defend Truth, marble seraphs 
  armed with solar radiance originating 
  from iron swords will forever stand 
  vigilant!,‰ a particularly honest deity 
  declared.  And the gods built an army of 
  near-invincible stone soldiers and were 
  pleased. 
  Soon, the gods of valor piped in. „The 
  defenders of courage will extract 
  moonlight from shields of shimmering 
  adamantine, and never waiver in their 
  watchfulness.‰  After much deliberation, 
  they made more well-armed immortals 
  to defend this virtue as well. 
  And so it went for several days, each 
  group of gods designing their own eternal 
  wardens until it came to gods of humor. 
  One particular smiling deity stepped 
  forward and proclaimed „Let our 
  defenders be armed with big smiles and 
  an unwavering positive attitude.‰ He 
  then sat down as if he was finished. 
  The other gods looked perplexed and 
  so the grinning god continued, „All of 
  your guardians can create radiance from 
  just one thing, mine can make light of 
  anything. And I made them mortal, 
  because someone here has to have the last 
  laugh!‰ 
  And thus the mirthlings were born. 
   
  
   
   
   
   
   
   
   
  MIRTHLING 
  Mirthlings are the celestial keepers of comedy. Imitated by nearly every culture, they are quickly 
  recognized as jokers and fools; a reputation that they happily live up to. Mirthlings come in many 
  shapes and sizes and have an equally diverse arsenal of performance arts often including juggling, 
  dancing, singing, and acrobatics. Laughter and awe are literally the staple by which they derive 
  nourishment, and no matter their chosen vocation, they will find a way to make it entertaining. 
  ______________________________________________           ______________________________________________ 
        As a mirthling, many call you a fool. Those who do 
  either know you well or not at all – and few know you 
  well. To your companions, you are an enigma, 
  performing stunts that only the 
  foolish would attempt when they 
  know, better than most, that your 
  mind borders on genius. But 
  genius or not, the subject of your 
  mental acuity is forever off-
  limits. After all, people tend to 
  speak more freely around a 
  joker than an ace, and that is 
  precisely as you like it.  
  If you want to play a 
  character that likes to have 
  fun, enjoys a good laugh,  
  can find the light in any 
  situation, and is a mix of 
  insane and genius, then the 
  mirthling is right for you. 
   
  YOU MIGHT… 
  • 
  Feel a strong urge to make 
  people laugh. 
  • 
  Make jokes, even when it might 
  not be appropriate. 
  • 
  Enjoy entertaining everyone that 
  you meet. 
  OTHERS PROBABLY… 
  • 
  Refuse to take you seriously. 
  • 
  Expect you to make them laugh. 
  • 
  Find your outlook inspiring or 
  uplifting. 
  PHYSICAL DESCRIPTION 
       At first glance, mirthlings almost 
  appear human. However, diversity in 
  size is far more prevalent. Nearly one 
  quarter of the mirthling population is 
  Small-sized. The remaining range from 4 feet tall to 
  just over 8 feet. Their build variance is more extreme 
  as well; ranging from rail thin to rotund. Also, unlike 
  humans, their build seems to have no bearing at all on 
  athletic prowess or acrobatic ability. Their arms are 
  long and rest near the bottom of their thighs. Their 
  appendages are also big and round; a large nose and 
  full, crescent-shaped ears accompany pairs of both 
  hands and feet that are bigger than the average 
  human’s. While half the population has five 
  fingered hands, like those of humans, a 
  quarter of the population are missing 
  their little fingers, while the remaining 
  are six-fingered. Their wide-smiling 
  mouths are filled with perfectly 
  rectangular and regular teeth. 
       A mirthling's skin is rubbery and 
  dense with a slightly stretchy quality 
  to it. Although they normally come in 
  hues of ivory or eggshell white, they 
  sometimes run ashen or grey. Mirthlings 
  have distinctive colorful markings on their 
  face, as well as their body. Like tigers, no 
  two mirthlings have the same markings. 
  Their hair is thick with either a wavy or 
  curly texture and comes in a variety of bright 
  colors. 
     Mirthling blood is colorless and clear, and they 
  do not bruise or scar. As a result, they may not 
  appear as injured as they actually are. This 
  combined with their tendency to laugh when 
  they are in pain means healers will need to be 
  extra vigilant in assessing their condition.  
   
  SOCIETY 
       Mirthlings, despite their chaotic demeanor, have 
  rather rigid societal rules by which most seem to 
  abide. First, and perhaps most distinctive, is there 
  proclivity for a rather eccentric attire. The majority of 
  mirthlings wear garishly colorful outfits, often of 
  contrasting hues, patterned with large diamonds 
  and circles, and fringed with tassels and ruffs. They 
  have a fondness for peculiar hats, especially the "cap 
  and bells" or "fool's cap", which has many forms 
  including one with an ass's ears and tail, one with two 
  horns, and one with a "cockscomb" crest. Other forms of 
  fool's cap are shaped like a monk's cowl with ass's ears, a 
  high-pointed cap covered with bells, and a round cap 
  with an imposing feather.  
  
   
   
   
   
   
    
   
  Hit Points 
  6 
   
  Size 
  Medium or Small 
   
  Speed 
  25 feet 
   
  Ability Boosts 
  Dexterity 
  Charisma 
  Free 
   
  Ability Flaw 
  Wisdom 
   
  Languages 
  Common 
  Additional languages equal 
  to your Intelligence 
  modifier (if it’s positive). 
  Choose from Dwarven, 
  Elvish, Gnomish, Goblin, 
  Orcish, and any other 
  languages to which you 
  have access (such as the 
  languages prevalent in 
  your region). 
   
  Traits 
  Mirthling 
  Humanoid 
   
   
   
  Aside from clothing, all mirthlings will become intimately involved in at least 
  one type of performance art, while most becomes masters of several. This is more 
  a necessity than a desire, as while mirthlings do require water (and will also 
  consume intoxicating beverages in great quantities), they do not consume food in 
  the conventional sense. Instead, they are nourished by an observer’s laughter or 
  awe. The exact mechanism of this is difficult to quantify, though a successful 
  daily performance for a small group seems to be sufficient nourishment for one 
  day. Larger and longer performances may keep them sated for weeks.  
  Mirthlings enjoy a lifespan and life cycle similar to humans, maturing a bit 
  younger and living a decade longer on average. Young mirthlings are virtually 
  indistinguishable from adults, especially since their size and behavior are not 
  always reliable indicators. Elders are likewise indistinguishable, as they seem to 
  remain vibrant and spry well into their venerable years. 
   
  ALIGNMENT & RELIGION 
      On the surface, most see all mirthlings as chaotic and good. However, this is 
  just their carefully honed demeanors. While their outward persona is almost 
  always the “happy-go-lucky clown,” the nature of a mirthling varies as much as 
  it does in humans. Some abide by a strict moral code, and are unimpeachably 
  lawful. Others are secretly homicidal, and a murderous chaotic evil psychopath 
  may be hiding behind their innocent smiles. Luckily, as all mirthlings depend on 
  the attention and admiration of others to survive, most mirthlings are benevolent. 
      Despite their celestial origins, mirthlings are often staunchly atheistic. Many 
  have learned that the sanctity of religion does not mix well with the irreverence 
  of making light of all things. Mirthlings believe in the occult forces of virtue and 
  mirth, and may gravitate towards a deity that encompasses those values. 
   
  NAMES  
  Mirthlings enjoy humorous sounding names with hard consonants and 
  repetitive sounds. While their names often sound childish or silly, mirthlings 
  tend to take the pronunciation of those names very seriously. 
   
  SAMPLE NAMES 
  Abbo, Babbo, Bozzi, Binky, Bubbles, Cancan, Coco, Dolly, Franogo, Gorro, 
  Lola, Patches, Pogo, Siggy, Zigzag. 
   
  MIRTHLING HERITAGES 
  Mirthlings come in many forms, and some of those are grouped into 
  heritages. Choose one of the following mirthling heritages at 1st level. 
   
  CLOWN MIRTHLING  
  Clowns, the most common mirthling heritage, focus on their ancestral strength─ 
  comedy. You gain the trained proficiency rank in Performance (comedy). In 
  addition, you gain a +2 circumstance bonus to Acrobatics checks to Squeeze. 
   
  HARLEQUIN MIRTHLING  
  Harlequins descend from the most agile of mirthlings.  You gain the trained 
  proficiency rank in Performance (juggling). In addition, You gain a +1  
  circumstance bonus to Acrobatics skill checks, Performance (Juggling)  
                    skill checks, and Reflex saves. 
  
   
   
   
   
   
   
   
  JESTER MIRTHLING  
  Jesters consider themselves to be the noblest heritage of 
  mirthlings and specialize in tricks that inspire wonder. 
  You can cast the prestidigitation cantrip as an occult innate 
  spell at will. A cantrip is heightened to a spell level equal 
  to half your level rounded up. In addition, you gain a +1 
  circumstance bonus to Thievery skill checks. 
   
  MIME MIRTHLING  
  Mimes descend from a monastic order of mirthlings 
  whose vow of silence became a genetic trait. Although 
  they are physically mute, they gain the trained 
  proficiency rank in Performance (acting) and gain a +2 
  circumstance bonus to Stealth checks to Sneak. In 
  addition, you gain the Virtuosic Performer feat 
  (specializing in pantomime) as a bonus ancestral feat at 
  first level. 
   
  PIERROT MIRTHLING  
  The hallmark of pierrot heritage is turning failure into a 
  success. You gain the Skill Fail Flip reaction. 
  SKILL FAIL FLIP  
  Frequency once per day 
  Trigger You roll a natural 1 when making a skill check. 
  Instead of getting a critical failure, you make a critical 
  success. Visually, it will still look like you failed 
  spectacularly but became extremely lucky. This is a 
  fortune effect. 
          
  ANCESTRY  FEATS                                        
  At 1st level, you gain one ancestry feat, and you gain 
  an additional ancestry feat every 4 levels thereafter (at 
  5th, 9th, 13th, and 17th level). As a mirthling, you 
  select from among the following ancestry feats. 
   
   1ST LEVEL 
   
  LOOK HERE                                                          FEAT 1 
  MIRTHLING 
  You have become a master of misdirection. If you roll 
  a success on a Deception check to create a diversion, 
  feint, or impersonate, you get a critical success instead.  
   
  LUCK FAVORS THE FOOL                             FEAT 1 
  FORTUNE 
  MIRTHLING 
  Frequency once per day 
  Trigger You fail a saving throw. 
  You specialize in making the most out of any 
  situation, and luck smiles on you as a result. You can 
  reroll the triggering check with a +2 circumstance 
  bonus, but you must use the new result, even if it’s 
  worse than your first roll. 
   
  MAROTTE  MASTER                                            FEAT 1 
  MIRTHLING 
  You gain weapon proficiency with the marotte (jester’s 
  scepter). In your hands, it has the same statistics as a 
  light mace (agile, finesse, shove). In the hands of 
  anyone without this proficiency it is merely an 
  improvised weapon.  
   
  MR. BRIGHTSIDE                                                  FEAT 1 
  MIRTHLING 
  You have trained yourself to see the humor in every 
  situation. You gain a +1 circumstance bonus to saving 
  throws against emotion effects. If you roll a success on 
  a saving throw against an emotion effect, you get a 
  critical success instead. 
   
  MYSTICAL MIRTH                                                FEAT 1 
  MIRTHLING 
  Your connection to the mystical element of humor 
  manifests as a simple occult spell, even if you aren’t 
  formally trained in magic. You can cast dancing lights, 
  ghost sound, or mage hand as an arcane innate spell at 
  will. These cantrips are heightened to a spell level 
  equal to half your level rounded up. 
   
  NATURAL ENTERTAINER                                 FEAT 1 
  MIRTHLING 
  All the world is a stage, and you love the spotlight. 
  Pick a Performance skill. You gain the trained 
  proficiency rank in that skill. At 2nd level, you gain 
  expert proficiency in the chosen Performance as well 
  as the Performance granted by your background, if 
  any. At 7th level you gain master proficiency in these 
  Performance skills, and at 15th level you gain 
  legendary proficiency in them. 
   
  ROAST                                                                        FEAT 1 
  MIRTHLING 
  You have a knack at pointing out the weakness in 
  others.  You gain a +2 circumstance bonus to 
  Intimidate checks to Demoralize. 
   
  
   
   
   
   
   
   
  MIRTHLING 
  ADVENTURERS 
  Of course, the natural 
  match for adventuring 
  mirthlings is the bard class, 
  which encompasses the 
  majority of what a mirthling 
  loves. However, not all 
  mirthling adventurers are 
  bards. Some are drawn to 
  the arcane or scientific arts 
  becoming accomplished 
  wizards or alchemists. 
  Others enjoy the sneaky 
  route and become skilled 
  rogues. Few even take up 
  martial classes, mixing their 
  performance flair with an 
  elegant combat style to 
  become deadly adversaries. 
  Whatever class they happen 
  to take up, most have one 
  unifying goal: To become 
  famous .  
   
   
   
   5TH  LEVEL 
   
  CARD TRICK                                                                                                      FEAT 5 
  MIRTHLING 
  You are a master of card tricks. You gain a +4 circumstance bonus to Stealth 
  or Thievery skill checks to conceal or manipulate a standard-sized playing 
  card. If you roll a success on these particular skill checks, you get a critical 
  success instead. 
   
  PRETERNATURAL VENTRILOQUIST                                                        FEAT 5 
  MIRTHLING 
  Your ability to throw your voice has reached magical proportions. You gain 
  ventriloquism as a 1st-level occult innate spell that you can cast at will. 
   
   9TH  LEVEL 
   
  MADE OF RUBBER                                                                                           FEAT 9 
  MIRTHLING 
  You have learned to take advantage of your elastic physiology. You can 
  stretch your legs and Step up to 10 feet, and you can squish and compress 
  your body, allowing you to make it through tight spaces as if you were one 
  size smaller. 
   
  MAGICAL MIRTH                                                                                            FEAT 9 
  MIRTHLING 
  Prerequisites Mystical Mirth 
  Over time your connection to the magic of mirth has grown stronger. You 
  gain calm emotions and hideous laughter as 2nd-level occult innate spells. You 
  can cast each of these occult innate spells once per day. 
   
   
   13TH  LEVEL 
   
  LAST LAUGH                                                                                FEAT 13 
  MIRTHLING 
  Prerequisites Magical Mirth 
  You are filled with so much magical mirth energy that  
  when you are slain, your body explodes into a cloud of  
  colorful shrapnel. Adjacent creatures take 1d6 slashing  
  damage per level (minimum 1d6) with a basic  
  Reflex save. 
   
  
   
   
   
   
   
   
   
  MAGICAL MAROTTES 
  A marotte is a prop stick or 
  scepter with a carved head on it. 
  The miniature head will often 
  reflect the costume of the jester who 
  carries it. More elaborate and ornate 
  marottes even have music boxes or 
  other machinery built into the head. 
  Mirthling culture prize these trinkets, and 
  many have even learned to utilize them as 
  effective weapons.  
  It is not entirely surprising that mirthlings 
  have sought to enchant marottes, creating a 
  hybrid magic item that is half magical rod and 
  half magic weapon. 
  While anyone can use or wield a marotte, they 
  seldom find their true potential in the hands of 
  anyone other than a mirthling. They are therefore 
  fairly uncommon. 
   
  DANCING MAROTTE                               ITEM 16 
  UNCOMMON 
  MAGICAL 
  ENCHANTMENT 
  Price 10,550 gp 
  Usage held in one hand; Bulk L 
  The dancing marotte is dressed in green and gold with 
  heart-shaped brass bells on its hat. Little feet dangle 
  below the head, and a winding mechanism () 
  activates a music box that also kicks the little feet 
  making it look like the figure is dancing to the lively 
  music the mechanism produces for 6 rounds.  
       This is a +1 dancing marotte. When you critically 
  succeed at an attack roll with the dancing marotte, the 
  target becomes affected by an uncontrollable dance spell 
  from the marotte as a 16th-level occult spell, using 
  your melee attack modifier with the dancing marotte 
  as your spell attack modifier. 
  !
   
  JUGGLING MAROTTE                                    ITEM 10 
  UNCOMMON 
  ALTERATION 
  MAGICAL 
  Price 950 gp 
  Usage held in one hand; Bulk L 
  The juggling marotte looks like a juggling baton with a 
  mirthling face painted onto it and adorned with 
  multicolored gems. While it is a +1 striking marotte, its 
  true power unfolds in the hands of someone with skill in 
  Performance (juggling).  
        Activate  Interact; With a successful Performance 
  (juggling) check (DC 15), the juggling marotte becomes 
  two +1 striking marottes until the end of the round and the 
  wielder gains one extra action that must be used to attack 
  with one of these marottes. If the juggling check fails, the 
  juggling marotte is dropped. 
   
   
   
   
  LAUGHING MAROTTE                      ITEM 7 
  UNCOMMON 
  MAGICAL 
  ENCHANTMENT 
  Price 360 gp 
  Usage held in one hand; Bulk L 
  The laughing marotte is a gold scepter capped with 
  a colorful and smiling jester head replete with tiny 
  gold bells. By pulling a cord (), the marotte emits a 
  mechanical laughing sound for 1 round. 
        This is a +1 disrupting marotte. When you 
  critically succeed at an attack roll with the 
  laughing marotte, the target becomes affected by 
  a hideous laughter spell from the marotte as a 7th-
  level occult spell, using your melee attack 
  modifier with the laughing marotte as your 
  spell attack modifier. 
   
  THE PIE LAUNCHER                               ITEM 9 
  UNCOMMON 
  FIRE 
  MAGICAL 
  EVOCATION 
  Price 710 gp 
  Usage held in one hand; Bulk L 
  This black and white marotte is stylized in the form of a 
  mirthling wearing an eccentric baker’s hat. It is crafted from 
  black iron and silver. This is a +1 flaming marotte. It can be 
  activated to generate and fling a variety of pies with a 
  variety of effects. Spell effects from pies are ninth level.  Pies 
  launched in this way have a range increment of 30 feet. Only 
  one pie can be launched per round. The pies evaporate at the 
  end of the round that they were launched. 
       Activate  command; Frequency once per day; Effect A 
  banana-cream pie is launched at a target in range. 
  Regardless of whether or not the attack was successful, the 
  area is affected by grease spell centered on the target. If the 
  target was hit, they receive a –2 circumstance penalty on 
  saves versus this spell affect.  
       Activate  command; Frequency once per day; Effect A 
  lemon pie is launched at a target in range. On a successful 
  hit, the target is affected by blindness spell.  
        Activate  command; Frequency once per round; Effect 
  A hot apple pie is launched at a target in range. On a 
  successful hit, the target takes 1d6 fire damage.  
       Activate  command; Frequency once per round; Effect 
  A pecan pie is launched at a target in range. On a successful 
  hit, the target takes 1d6 bludgeoning damage.  
   
   
  
   
   
   
   
   
   
   
   
  MIRTHLING VOCALIST 
  Why do bad bards rock left and right while performing on 
  stage?  Because, it is more difficult to hit a moving target! 
  And below is a Small-sized, singing, silly soul. 
   
  MIRTHLING VOCALIST                        CREATURE  1 
  LG 
  SMALL 
  HUMANOID 
  MIRTHLING 
  Perception +2  
  Languages Common, Elvin, Gnomish 
  Skills Acrobatics +4, Arcana +3, Athletics +1, 
  Deception +5, Diplomacy +5, Entertainment Lore 
  +3, Nature +1, Occultism +3, Performance +5, 
  Stealth +4  
  Feats Luck Favors the Fool, Mr. Brightside 
  Str +0, Dex +3, Con +0, Int +2, Wis +0, Cha +4 
  Items hand crossbow with 20 bolts, rapier 
  AC 13; Fort +1; Ref +3; Will +2  
  HP 14 
  SKILL FAIL FLIP  Frequency once per day Trigger The 
  vocalist rolls a natural 1 when making a skill check. 
  Effect  Instead of getting a critical failure, the vocalist 
  makes a 
  critical 
  success. 
  This is a 
  fortune effect. 
  Speed 25 feet  
  Melee  rapier +4 (deadly 
  d8, forceful, finesse),  
  Damage 1d6 P  
  Ranged  hand crossbow +4, Damage 
  1d6 P  
  Bard Powers  
       1st—counter performance, lingering 
  composition  
  Occult Spells Known (CL 1st)  
       1st (2/day)— color spray, illusory 
  disguise, ventriloquism  
       Cantrips—dancing lights, 
  ghost sound, inspire 
  courage, prestidigitation, 
  telekinetic projectile  
   
   
   
  MIRTHLING VAGABOND 
  Why don't rogues ever get jokes? Because they take 
  everything literally! Anyway, the clown in the picture is 
  "statted-up" below. 
   
  MIRTHLING VAGABOND                     CREATURE  1 
  N 
  MEDIUM 
  HUMANOID 
  MIRTHLING 
  Perception +8  
  Languages Common, Elven, Gnomish  
  Skills Acrobatics +6, Athletics +5, Diplomacy +4, 
  Nature +6, Performance +6, Stealth +6, Survival +8  
  Feats Marotte Master, Roast 
  Str +2, Dex +3, Con +1, Int –1, Wis +3, Cha +1  
  Items marotte that doubles as a blowgun (10 darts, 1 
  of which is coated with lethargy poison)  
  AC 17; Fort +6, Ref +8, Will +6  
  HP 17  
  Speed 25 feet  
  Melee  marotte +8 (agile, finesse, shove), Damage 
  1d4+2 bludgeoning  
  Ranged blowgun +8 (agile, nonlethal, range 
  increment 20 feet, reload 1), Damage 1 piercing 
  plus lethargy poison  
  Hidden Movement If the vagabond starts its turn 
  undetected by a creature or hidden 
  from it, that creature is 
  flat-footed against the 
  scout’s attacks until 
  the end of the 
  vagabond's turn.  
  Lethargy Poison 
  (poison); Saving 
  Throw DC 18 
  Fortitude; 
  Maximum Duration 4 
  hours; Stage 1 slowed 1 (1 
  round); Stage 2 slowed 1 (1 
  minute); Stage 3 unconscious with 
  no Perception check to wake up (1 
  round) Stage 4 unconscious with no 
  Perception check to wake up (1d4 
  hours).  
  Sneak Attack The vagabond deals an 
  extra 1d6 precision damage to flat-
  footed creatures. 
   
   
   
  
   
   
   
   
   
   
   
  MIRTHLINGS IN YOUR GAME 
  The mirthlings in this document are presented as a 
  fairly new ancestry to the world. Their presence in 
  your world may have even been overlooked as they 
  masquerade as normal human entertainers in 
  elaborate costumes. This allows them to be placed in 
  virtually any campaign setting with little work. As is, 
  they require almost no adjustment to your world to 
  begin play immediately.  
  One downside to this “newness” is that they lack 
  tradition, language and history common to other PC 
  ancestries. This has several consequences, including 
  no cultural legacy, and few special items tailored 
  specifically for this ancestry. However, there are many 
  boons as well. Mirthling player characters can be bold 
  pioneers, inventing their own paths, their own history, 
  and their own unique traditions. 
  Of course, there are some challenges to playing a 
  clown-like PC. These challenges can be mild to 
  extreme, based on the campaign setting. If your 
  campaign setting’s society admires humor and 
  entertainment, then the mirthling might fit in without 
  too much prejudice. However, if your campaign is 
  resides in the realm of the serious or morose, the 
  mirthlings may have to go about dressed in concealing 
  robes, gloves, and a mask just to get by on the streets. 
  Mirthlings are the embodiment of humor and 
  entertainment. The level of acceptance should be 
  determined by the Game Master before the new 
  ancestry is added. Extra training in the Deception skill 
  may even be necessary to blend in with the public or 
  impersonate humans.  
  Optionally, the Game Master can create a more 
  detailed back story for the mirthlings. Perhaps they 
  were humans once, transformed by a strange occult 
  ritual. It is even possible that they are a cursed race, 
  doomed to never take things seriously, perhaps 
  because their ancestors did the opposite.. Yet another 
  possibility is that the mirthlings evolved alongside 
  humans, as a sort of symbiotic and mutually beneficial 
  relationship. 
  Mirthlings will make a welcome addition to any 
  game as the funniest member of the adventuring 
  party, an unusual option for the player seeking 
  something different, a challenge for the player who 
  has played everything, or just a good match for those 
  who enjoy comedy and fooling around.
  OPEN GAME LICENSE Version 1.0a 
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  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan 
  Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  Remarkable Races.  Copyright  2009-19,  Alluria  Publishing; Author: Emily E. Kubisz 
  
   
   
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SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Alluria Publishing/PF2 ALP-AA2E4 Alluria Publishing - Amazing Ancestries - The Mirthling.pdf