Hobgoblin 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.
Hobgoblins have a wide range of physiological differences based primarily on their family lineage. Choose one of the following hobgoblin heritages at 1st level.
Elfbane HobgoblinSource Player Core 2 pg. 13Hobgoblins were engineered long ago from the unreliable and fecund
goblins to be used as an army against the
elves. Although the elves ultimately freed the hobgoblins from their bondage, some hobgoblins retain ancestral resistance to magic, which they refer to as “elf magic.” You gain the Resist Elf Magic reaction.
Resist Elf Magic [reaction] Trigger You attempt a saving throw against a
magical effect but haven't rolled yet;
Effect Your ancestral resistance to magic protects you. You gain a +1 circumstance bonus to the triggering saving throw. If the triggering effect is
arcane, you gain a +2 circumstance bonus instead.
Source Player Core 2 pg. 13You come from a long line of hobgoblins who commanded
goblins. You are smaller than other hobgoblins, but goblins still listen to any commands you bellow. You gain the
Group Coercion skill feat. If you roll a success on an
Intimidation check to
Coerce a goblin, you get a critical success instead; if you roll a critical failure, you get a failure instead.
Source Player Core 2 pg. 13You have a longer torso and broader shoulders than most hobgoblins, making your legs seem short by comparison. This gives you a strong, muscular core and lowers your center of gravity—features that assist you in riding and climbing—and you've trained at riding in a saddle from an extremely early age. You gain the
Ride feat. Additionally, you are not
off-guard while you
Climb.
Source Player Core 2 pg. 13Your family have been alchemists, engineers, and scientists for generations, laboring on projects that bring smoke and fire to the field of battle. You gain fire resistance equal to half your level (minimum 1). You automatically succeed at the DC 5 flat check to target a
concealed creature if that creature is concealed only by smoke.
Legacy Content
Source Ancestry Guide pg. 33 3.0When you are cut or burned, your body responds by forming tough but flexible callouses over the site of the injury. Over time, this makes the most vulnerable sections of your body harder and more resistant to damage. Many steelskin hobgoblins intentionally use blades and flame to scar themselves in intricate patterns, though this isn't universal. Your flat check to recover from
persistent physical (including bleed), energy, or poison damage is DC 13 (rather than DC 15), or DC 8 when provided particularly effective assistance.
Source Player Core 2 pg. 13You come from a line of wandering mercenaries constantly on the march and scavenging food on the trail. If you fail, but don't critically fail, to
Subsist in the wilderness, you can still keep yourself fed with poor meals. When exploring, you can
Hustle twice as long before you have to stop.
Source Player Core 2 pg. 13Your ancestors lived underground. Your ears are larger than those of other hobgoblins and sensitive to echoes. While you're underground, when you target an opponent that is
concealed from you or
hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. In addition, if you roll a success on an
Acrobatics check to
Squeeze, you get a critical success instead.
Versatile Heritages
Source Player Core pg. 74 2.0The 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.
Legacy Content
Uncommon Source Advanced Player's Guide pg. 34 2.0Ancestry Page AasimarYou 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.
Source Player Core pg. 82 2.0Ancestry Page AiuvarinYou 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.
Legacy Content
Uncommon Source Ancestry Guide pg. 75 3.0Ancestry Page AphoriteYou 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.
Uncommon Source Rage of Elements pg. 47 2.0Ancestry Page ArdandeYou 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.
Legacy Content
Rare Source Ancestry Guide pg. 79 3.0Ancestry Page BeastkinThe 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.
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.
Uncommon Source Player Core pg. 76 2.0Ancestry Page ChangelingYour 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.
Uncommon Source Player Core 2 pg. 42Ancestry Page DhampirYou 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.
Uncommon Source Player Core 2 pg. 44Ancestry Page DragonbloodYou'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.
Draconic Exemplars
Some abilities reference your draconic exemplar, which is a specific type of dragon from which you draw your draconic powers—typically the type of dragon whose blood runs in your veins. You can choose your exemplar when you create your character, but are only required to choose one when you select a feat or other option that requires you to have one (such as Breath of the Dragon). This means your draconic nature might be a mystery to you for some time. br> br>The table below lists the dragons from Monster Core and their specifications. The dragon breath entry lists if the given breath uses a Fortitude
(F), Reflex
(R), or Will
(W) saving throw. If you choose a dragon from a different source, work with your GM to determine if you have access to it.
Dragon | Tradition | Speeds | Dragon Breath |
Adamantine | Primal | Burrow | Cone of bludgeoningR |
Conspirator | Occult | Climb | Cone of poisonF |
Diabolic | Divine | - | Cone of fireR |
Empyreal | Divine | - | Cone of spiritR |
Fortune | Arcane | - | Cone of forceR |
Horned | Primal | Swim | Cone of poisonF |
Mirage | Arcane | Climb | Cone of mentalW |
Omen | Occult | - | Cone of mentalW |
Source Player Core pg. 83 2.0Ancestry Page DromaarOrcish 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.
Uncommon Source Player Core 2 pg. 48Ancestry Page DuskwalkerThanks 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.
Legacy Content
Uncommon Source Ancestry Guide pg. 96 3.0Ancestry Page GanziYour 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.
Uncommon Source Tian Xia Character Guide pg. 36Ancestry Page HungerseedOne of your parents was an oni or a hungerseed. You possess a pair of horns, ranging in size from conical nubs to lengthy protrusions. You might have other signs of your parentage, such as colorful skin, fangs and claws, or a third eye in your forehead. You gain the
oni trait. You gain a horns unarmed attack that deals 1d6 piercing damage and is in the
brawling group. You can select from hungerseed feats and feats from your other parent's ancestry whenever you gain an ancestry feat.
Legacy Content
Uncommon Source Ancestry Guide pg. 101 3.0Ancestry Page IfritYou 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.
Uncommon Source Player Core pg. 78 2.0Ancestry Page NephilimYour 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.
Legacy Content
Uncommon Source Ancestry Guide pg. 105 3.0Ancestry Page OreadAn
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.
Legacy Content
Rare Source Dark Archive pg. 119Ancestry Page ReflectionYou 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.
Legacy Content
Uncommon Source Ancestry Guide pg. 110 3.0Ancestry Page SuliYou 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.
Legacy Content
Uncommon Source Ancestry Guide pg. 114 3.0Ancestry Page SylphYou 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.
Uncommon Source Rage of Elements pg. 51 2.0Ancestry Page TalosYour 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.
Legacy Content
Uncommon Source Advanced Player's Guide pg. 39 2.0Ancestry Page TieflingYou 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.
Legacy Content
Uncommon Source Ancestry Guide pg. 118 3.0Ancestry Page UndineA
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.