Ancestries | Versatile Heritages

Azarketi Details | Azarketi Feats | Universal Ancestry Feats | Azarketi Heritages


Azarketi Heritages

Source Player Core pg. 41 2.0
You select a heritage at 1st level to reflect abilities passed down to you from your ancestors or common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can’t change it later. A heritage is not the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.

PFS StandardAncient Scale Azarketi

Legacy Content

Source Absalom, City of Lost Omens pg. 393, Azarketi Ancestry Web Supplement pg. 3
Your lineage stems from azarketis who remain dedicated to their deep-sea roots. Divorced from land society, you're a foreigner to any world above a thousand fathoms deep. You gain darkvision. Your body is dotted with phosphorescent spots that emit a guiding light and help you communicate. The spots—located primarily on your face, arms, and hands—illuminate a 10-foot radius around you with dim light. You can activate, deactivate, or change the arrangement of lights as an action, which has the concentration trait.

PFS StandardBenthic Azarketi

Legacy Content

Source Absalom, City of Lost Omens pg. 393, Azarketi Ancestry Web Supplement pg. 3
Your heritage traces to azarketis living deep beneath the sea, and you can handle the chilling depths more easily than most. You gain resistance to cold equal to half your level, and you don't treat environmental cold as one degree more severe when you are wet. You adapt to pressure changes from being deep underwater automatically without ill effect.

PFS StandardInured Azarketi

Legacy Content

Source Ancestry Guide pg. 13 3.0
Your ancestors had to survive in polluted water that made every breath noxious. You gain poison resistance equal to half your level (minimum 1). Furthermore, you can survive outside of water for 72 hours before you begin to suffocate.

PFS StandardMistbreath Azarketi

Legacy Content

Source Absalom, City of Lost Omens pg. 393, Azarketi Ancestry Web Supplement pg. 3
You descend from azarketis who migrated to land environments that could support their need for water. Over time, your people adapted to life on land culturally and physically, even resulting in azarketis born with human hair like their Azlanti ancestors. You no longer need to be immersed in water every 24 hours to maintain your skin and can instead mist or wipe your skin with water to live comfortably. Your land Speed is 25 feet, but your swim Speed is only 15 feet.

PFS StandardMurkeyed Azarketi

Legacy Content

Source Ancestry Guide pg. 13 3.0
You live in murky waters and have grown accustomed to life in a low-visibility environment. You need only a successful DC 3 flat check when targeting a concealed creature and a successful DC 9 flat check when targeting a hidden creature.

PFS StandardRiver Azarketi

Legacy Content

Source Absalom, City of Lost Omens pg. 393, Azarketi Ancestry Web Supplement pg. 3
You come from azarketis who abandoned the oceans for the fresh water of inland life. The varied geography of rivers required you to develop advanced physical skills to swim against rapids, leap through cascading waters, and deftly navigate shallow and narrow channels. When you succeed at an Athletics check to Swim, you get a critical success instead.

PFS StandardSpined Azarketi

Legacy Content

Source Ancestry Guide pg. 13 3.0
Your fins conceal launchable toxic spines. You have a spine ranged unarmed attack with the unarmed trait that deals 1d4 poison damage, has a range increment of 10 feet, and is in the dart weapon group.

PFS StandardTactile Azarketi

Legacy Content

Source Ancestry Guide pg. 13 3.0
Your skin can detect the slightest changes in ocean currents. You gain imprecise wavesense with a range of 30 feet, allowing you to sense motion in the water around you. You also gain a +1 circumstance bonus to Survival checks to Sense Direction in aquatic environments.

PFS StandardThalassic Azarketi

Legacy Content

Source Absalom, City of Lost Omens pg. 394, Azarketi Ancestry Web Supplement pg. 4
You trace your lineage from azarketis who lived their lives among the great oceans and seas of the world. You know how to use the currents and the primal magic of water to guide your attacks. You gain the Underwater Marauder skill feat, and your piercing ranged attacks don't have their range increments halved when fighting underwater targets.

Versatile Heritages

Source Player Core pg. 74 2.0
The peoples of Golarion are many, and they have a long history of intermingling or dabbling with forces capable of altering the very fabric of a mortal body or soul. The children born to such parents might have traits from each of their parents or physiological manifestations of the forces their ancestors were influenced by, manifesting as a specific heritage.

Click here for the full rules on Versatile Heritages.

PFS StandardAasimar

Legacy Content

Uncommon 
Source Advanced Player's Guide pg. 34 2.0
Ancestry Page Aasimar
You descend from celestials or were touched by the celestial realms, gaining an air of awe and grace, as well as features distinctive to your celestial forebears. You gain the aasimar trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from aasimar feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardAiuvarin

Source Player Core pg. 82 2.0
Ancestry Page Aiuvarin
You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.

PFS StandardAphorite

Legacy Content

Uncommon 
Source Ancestry Guide pg. 75 3.0
Ancestry Page Aphorite
You were born with a connection to Axis, the Plane of Law. You gain the aphorite trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from aphorite feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardArdande

Uncommon 
Source Rage of Elements pg. 47 2.0
Ancestry Page Ardande
You descend from wood elementals or have some other heritage influenced by the elemental Plane of Wood. You might have green, mossy skin, vines that grow from your head instead of hair, or thin appendages that resemble twigs. You gain the ardande trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.

You can choose from ardande feats, geniekin feats, and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardBeastkin

Legacy Content

Rare 
Source Ancestry Guide pg. 79 3.0
Ancestry Page Beastkin
The blood of a beast flows through your veins, granting you the ferocity and might of animals. Only creatures with the humanoid trait can take the beastkin versatile heritage. Choose a type of animal such as bat, eagle, shark, spider, tyrannosaurus, wasp, or wolf. This is the type of animal tied to your heritage and is known as your inherent animal. You gain the beast and beastkin traits, in addition to the traits from your ancestry. You gain the Change Shape ability. A beastkin's hybrid form is their natural shape. You can choose from beastkin feats and feats from your ancestry whenever you gain an ancestry feat.

Change Shape [one-action]

Concentrate Polymorph Primal Transmutation 
Source Ancestry Guide pg. 79 3.0
You change into your humanoid or hybrid shape. Each shape has a specific, persistent appearance, and most beastkin remain in their hybrid shapes by default. In hybrid shape, you appear as a mix between your ancestry and your inherent animal. While in hybrid shape, you gain a jaws unarmed Strike resembling the features of your inherent animal (fangs for bats, beaks for eagles, mandibles for wasps, and so on). Your jaws deal 1d4 piercing damage, have the agile, finesse, and unarmed traits, and are in the brawling weapon group. In your humanoid shape, you retain the appearance of your original ancestry.

PFS StandardChangeling

Uncommon 
Source Player Core pg. 76 2.0
Ancestry Page Changeling
Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent's ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat.

PFS StandardDhampir

Legacy Content

Uncommon 
Source Advanced Player's Guide pg. 32 2.0
Ancestry Page Dhampir
You are the scion of a vampire, half living and half undead, gifted with uncanny charm and grace, a bloodless pallor, and elongated incisors. You gain the dhampir trait, in addition to the traits from your ancestry. You have the negative healing ability, which means you are harmed by positive damage and healed by negative effects as if you were undead. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from dhampir feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardDromaar

Source Player Core pg. 83 2.0
Ancestry Page Dromaar
Orcish strength emboldens your bloodline. You have a green tinge to your skin and other indicators of orc heritage. You gain the orc trait, the dromaar trait, and low-light vision. When you gain an ancestry feat, you can choose from dromaar and orc feats in addition to those from your ancestry.

PFS StandardDuskwalker

Legacy Content

Uncommon 
Source Advanced Player's Guide pg. 38 2.0
Ancestry Page Duskwalker
Thanks to an ancient bargain, your soul has been reborn as a duskwalker, a planar scion with a connection to psychopomp and the Boneyard. You gain the duskwalker trait in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Neither your body nor your spirit can ever become undead. You can choose from duskwalker feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardGanzi

Legacy Content

Uncommon 
Source Ancestry Guide pg. 96 3.0
Ancestry Page Ganzi
Your blood is touched by primal chaos. You gain the ganzi trait in addition to the traits from your ancestry. You gain resistance to a single damage type equal to half your level; at the beginning of each day, determine randomly whether this resistance applies to acid, electricity, or sonic damage. You also gain a +1 circumstance bonus to saving throws against effects that would cause you to gain the controlled condition. You can choose from ganzi feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardIfrit

Legacy Content

Uncommon 
Source Ancestry Guide pg. 101 3.0
Ancestry Page Ifrit
You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the ifrit trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from ifrit feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardNephilim

Uncommon 
Source Player Core pg. 78 2.0
Ancestry Page Nephilim
Your nature is influenced by celestials, fiends, or monitors. This manifests as a combination of features that belie your heritage, such as golden eyes, a halo, horns, or a tail. You gain the nephilim trait, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from nephilim feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardOread

Legacy Content

Uncommon 
Source Ancestry Guide pg. 105 3.0
Ancestry Page Oread
An earth elemental ancestor has influenced your bloodline, and your features highlight this elemental planar connection. You might have a crystalline or metallic sheen to your skin or hair, rough and stony flesh, or glittering gemstone eyes. You gain the oread trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from oread feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardReflection

Legacy Content

Rare 
Source Dark Archive pg. 119
Ancestry Page Reflection
You were created as a duplicate of another creature, intentionally or accidentally, though you might not know of your origins. Other than a minor mark or two, you look just like your progenitor. You gain the reflection trait, in addition to the traits from your ancestry. You don't need to attempt Deception checks to Impersonate your progenitor unless you're interacting with people who know them personally or you do something known to be out of character for them. The GM might require you to roll a Deception check in other circumstances, such as if you're mirror-risen and interacting with someone who has seen an accurate likeness of your progenitor and might notice a distinguishing feature on the reverse side. You can choose from reflection feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardSuli

Legacy Content

Uncommon 
Source Ancestry Guide pg. 110 3.0
Ancestry Page Suli
You are descended from a janni or otherwise embody a dichotomy of opposing elemental planar forces. You gain the suli trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from suli feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardSylph

Legacy Content

Uncommon 
Source Ancestry Guide pg. 114 3.0
Ancestry Page Sylph
You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardTalos

Uncommon 
Source Rage of Elements pg. 51 2.0
Ancestry Page Talos
Your physical features reflect the influence a zuhra or other metal elemental has had over your bloodline. Your skin likely has a metallic sheen, ranging from the dull luster of raw ore to the gleaming polish of a new blade, with the wear of age or hardship taking the form of tarnish, rust, or scouring. Your hair might resemble spun gold, coiled steel, copper wiring, or braided chains. You gain the talos trait, in addition to the traits from your ancestry. You gain resistance to electricity equal to half your level (minimum 1). You can cast the detect metal cantrip as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.

You can choose from talos feats, geniekin feats, and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardTiefling

Legacy Content

Uncommon 
Source Advanced Player's Guide pg. 39 2.0
Ancestry Page Tiefling
You descend from fiends or bear the mark of the fiendish realms, manifesting as some unusual feature that belies your heritage, such as horns or a tail. You gain the tiefling trait, in addition to the traits from your ancestry. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from tiefling feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardUndine

Legacy Content

Uncommon 
Source Ancestry Guide pg. 118 3.0
Ancestry Page Undine
A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats from your ancestry whenever you gain an ancestry feat.