Ancestries | Versatile Heritages

Awakened Animal Details | Awakened Animal Feats | Universal Ancestry Feats | Awakened Animal Heritages


Awakened Animal 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.

Animals come in a wide variety of body shapes with their own capabilities. Choose one of the following awakened animal heritages at 1st level.

If you are an awakened animal with a versatile heritage, you still select one awakened animal heritage to inform your character's story and cosmetic form, but you do not gain any of its mechanical effects, though you have a land Speed of 20 feet unless you choose to be aquatic, in which case you have a swim Speed of 20 feet. You can take the Late Awakener feat to gain the rest of your heritage's effects and qualify for feats that require a specific awakened animal heritage.

Animal Attacks

Your heritage gives you a special unarmed attack instead of the fist unarmed attack humanoids typically gain. This attack is in the brawling weapon group. Work with your GM to determine which one you have, using the type of animal you are and suggestions in your heritage for guidance. For example, you might choose a beak, talon, or wing for an eagle, a fist or tail for a monkey, or a tongue or jaws for a toad.

Unarmed AttackDamageTraits
Antler1d6 PFinesse, unarmed
Beak1d6 PFinesse, unarmed
Claw1d4 SAgile, finesse, unarmed
Fangs1d6 PFinesse, unarmed
Fist1d4 BAgile, finesse, nonlethal, unarmed
Horn1d6 PFinesse, unarmed
Jaws1d6 PFinesse, unarmed
Tail1d6 BFinesse, trip, unarmed
Talon1d4 PAgile, finesse, unarmed
Tongue1d6 BFinesse, unarmed
Wing1d4 BAgile, finesse, unarmed


PFS StandardClimbing Animal

Source Howl of the Wild pg. 24 2.0
You are an animal whose limbs are adapted to grab, climb, and brachiate. You might be dexterous and ready to use tools like a chimpanzee or otter, or you may simply be a quick climber like a bear, raccoon, or sloth. You have a land Speed of 20 feet, a climb Speed of 20 feet, and one animal attack of your choice (typically claw, fist, or jaws; see the sidebar).

Feats Requiring Climbing Animal...

Digger, Fierce Grasp

PFS StandardFlying Animal

Source Howl of the Wild pg. 24 2.0
You are an animal that can take flight for long or sustained bursts, such as an eagle, bat, bee, or flying squirrel. The awakening process has disrupted your ability to fly as freely as you once did. What used to be an automatic process is now one that you must apply some thought to until it becomes automatic once again. You can still slow your descent, so you take no damage from falling, regardless of the distance you fall. Most flying awakened animals choose the Take Flight ancestry feat at 1st level to regain a limited ability to fly.

You have a land Speed of 20 feet and one animal attack of your choice (typically beak, claw, jaws, talon, or wing; see the sidebar).

Feats Requiring Flying Animal...

Take Flight

PFS StandardRunning Animal

Source Howl of the Wild pg. 24 2.0
You are an animal meant for running at great speeds across land. Typically, you run on all fours like a dog, cheetah, or an iguana, but you could also use two legs like a kangaroo, emu, or penguin.

You have a land Speed of 30 feet and one animal attack of your choice (typically claw, jaws, or tail; see the sidebar).

Feats Requiring Running Animal...

Digger

PFS StandardSwimming Animal

Source Howl of the Wild pg. 24 2.0
You are an aquatic animal who is most comfortable in the water. You may spend much of your time in the water like an alligator, seal, whale, or dolphin, or you may require the water to breathe like a fish or some crustaceans.

You have one animal attack of your choice (typically claw, jaws, or tail; see the sidebar). Choose if you are aquatic or water-dwelling.
  • Aquatic: You gain the aquatic trait and you have a swim Speed of 30 feet. The aquatic trait means you breathe water but not air, and your bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater.
  • Water-dwelling: You can hold your breath underwater for 10 minutes before needing air. You have a swim Speed of 20 feet, and if you can move on land, you have base Speed of 20 feet.

Feats Requiring Swimming Animal...

Land Legs

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 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.

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. 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.

DragonTraditionSpeedsDragon Breath
AdamantinePrimalBurrowCone of bludgeoningR
ConspiratorOccultClimbCone of poisonF
DiabolicDivine-Cone of fireR
EmpyrealDivine-Cone of spiritR
FortuneArcane-Cone of forceR
HornedPrimalSwimCone of poisonF
MirageArcaneClimbCone of mentalW
OmenOccult-Cone of mentalW

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 StandardHungerseed

Uncommon 
Source Tian Xia Character Guide pg. 36
Ancestry Page Hungerseed
One 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.

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.