Ancestries | Versatile Heritages

Goblin Details | Goblin Feats | Universal Ancestry Feats | Goblin Heritages


Goblin 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.

Goblins, especially those of different tribes, have all sorts of physiological differences, which they often discover only through hazardous “experiments.” Choose one of the following goblin heritages at 1st level.

PFS StandardCharhide Goblin

Source Player Core pg. 55 2.0
Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. You gain fire resistance equal to half your level minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.

PFS StandardIrongut Goblin

Source Player Core pg. 55 2.0
You can subsist on food that most folks would consider spoiled. You can keep yourself fed with poor meals in a settlement as long as garbage is readily available, without using the Subsist downtime activity. You can eat and drink things when you are sickened.

You gain a +2 circumstance bonus to saving throws against afflictions, against gaining the sickened condition, and to remove the sickened condition. When you roll a success on a Fortitude save affected by this bonus, you get a critical success instead. All these benefits apply only when the affliction or condition resulted from something you ingested.

PFS StandardRazortooth Goblin

Source Player Core pg. 55 2.0
Your family's teeth are formidable weapons. You gain a jaws unarmed attack that deals 1d6 piercing damage. Your jaws are in the brawling group and have the finesse and unarmed traits.

PFS StandardSnow Goblin

Source Player Core pg. 55 2.0
You are acclimated to living in frigid lands and have skin ranging from sky blue to navy in color, as well as blue fur. You gain cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on).

PFS StandardTailed Goblin

Legacy Content

Source Character Guide pg. 37 2.0
You have a powerful tail, likely because you descend from a community of monkey goblins. You gain a +2 circumstance bonus to Athletics checks to Climb, you gain Combat Climber as a bonus feat, and you reduce the number of free hands required to Climb or Trip by one.

Feats Requiring Tailed Goblin...

Hard Tail, Tail Spin, Tree Climber (Goblin)

PFS StandardTreedweller Goblin

Legacy Content

Source Character Guide pg. 37 2.0
You have adapted particularly well to living in forested environments. As long as you are in a forest or jungle, you gain a +2 circumstance bonus to Stealth checks to Hide and Sneak, Survival checks to Subsist, and your Survival DC to Cover Tracks.

Feats Requiring Treedweller Goblin...

Tree Climber (Goblin)

PFS StandardUnbreakable Goblin

Source Player Core pg. 55 2.0
You're able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.

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

Uncommon 
Source Player Core 2 pg. 42
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 void healing ability, which means you are harmed by vitality damage and healed by void 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 select from dhampir feats and feats from your ancestry whenever you gain an ancestry feat.

PFS StandardDragonblood

Uncommon 
Source Player Core 2 pg. 44
Ancestry Page Dragonblood
You're descended in some way from a dragon. Your physical features might show this outwardly, with a pair of draconic horns, patches of scaly skin, or even a tail, or you might develop an internal reserve of draconic power. You gain the dragonblood trait, in addition to the traits from your ancestry. Add Draconic to your ancestry's list of additional languages (allowing you to choose it as a language if your Intelligence modifier is positive). When you roll a success on a saving throw against a fear effect, you get a critical success instead. You can choose from dragonblood 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

Uncommon 
Source Player Core 2 pg. 48
Ancestry Page Duskwalker
Thanks to an ancient bargain, your soul has been reborn as a duskwalker, a planar scion with a connection to psychopomps and the Boneyard. You gain the duskwalker trait. 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 select 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.