Surki 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.
Surkis emerge from their larval stage with some adaptations already in place. Though not all are the same, those represented below are among the most common. Surki heritages have multiple possible evolutions, which are accessed by taking the Grand Metamorphosis feat.
Breaker SurkiSource Howl of the Wild pg. 48 2.0Your claws are especially hard and can break through earth and predators alike. You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the
brawling group and have the
agile,
finesse,
unarmed, and
versatile B traits.
- Evolution Your wrist nodes project magic into a durable digging wedge. You can spend an Interact action to increase your claw unarmed attack's damage to 1d6; grant it the magical, razing, and versatile force traits; and remove the agile trait. You can spend another action to deactivate the wedge and return your claw to its normal statistics.
- Evolution Your ankle nodes can emit grounding claw spikes of magic to hold you in place. If any effect would force you to move 10 feet or more, you can choose to move only half the distance. The extra traction from your claw spikes allows you to Climb with one hand occupied (or with both hands occupied if you have the Combat Climber feat). You gain the Trench Digging reaction.
Trench Digging [reaction] Trigger You're subjected to forced movement; Effect You deploy your claw spikes to churn the earth asunder, creating difficult terrain in each square of ground you're moved through.
Source Howl of the Wild pg. 49 2.0The top layer of your carapace is especially mobile, and you can unfurl it to catch the air gracefully as you fall. You take no damage from
falling, regardless of the distance you fall.
- Evolution Your shoulder nodes have evolved into a pair of spines that you can energize to project a pair of glowing wings. You can cast fly as an innate spell once per day, targeting yourself; while your wings are energized, you shed bright light in a 20-foot radius and dim light for the next 20 feet.
- Evolution Your shoulder nodes have evolved into a fan of thin membranes that resonate when magic is coursed through them. You gain the Stridulating Song action.
Stridulating Song [two-actions] (auditory, magical) Frequency once per day; Effect You circulate magic through your wings, causing them to vibrate at high speeds such that their scraping produces disruptive sounds. You focus the sound at one creature within 30 feet who must succeed at a Fortitude save against your class DC or spell DC (whichever is higher) or become sickened 1, or sickened 2 on a critical failure, as the vibrations disrupt its inner equilibrium. You can Sustain the effect for up to 1 minute; the creature can't recover from the sickened condition as long as you continue your song and it can hear you.
Source Howl of the Wild pg. 49 2.0Your carapace is much denser than that of other surkis, offering you a suit of your very own armor. Your carapace is medium armor in the
plate armor group that grants a +4 item bonus to AC, a Dex cap of +1, a check penalty of –2, a Speed penalty of –5 feet, a Strength value of 16, and has the
comfort trait. You can never wear other armor or remove your carapace. You can etch armor runes onto your carapace.
- Evolution The magical circulatory system that runs between your nodes has become a reinforcing network that strengthens your carapace with magical energy. If you're struck by a critical hit that deals physical damage, you can use your reaction to attempt a DC 17 flat check. If successful, the attack becomes a normal hit.
- Evolution Your abdominal nodes can project a field around you that guards you against the type of magic you're most familiar with. You gain the Dampening Harmonics action.
Dampening Harmonics [two-actions] (magical) Frequency once per hour; Effect You establish a force field that grants you resistance 10 to damage dealt by spells and magical abilities with the trait of your magiphage ability, except for force damage. The force field lasts for 10 minutes. Each time the field prevents damage, the duration decreases by 1 minute.
Source Howl of the Wild pg. 49 2.0The nodes in your abdomen are particularly luminous. You can use an Interact action to shed light from your abdomen in a 20-foot radius (and
dim light for the next 20 feet). This is a
magical light effect with a level equal to your own. You can change the color of the light or extinguish it with another Interact action.
- Evolution Your abdominal nodes have evolved into a pair of secondary limbs that project a magical focusing lens. You gain the Lantern Beam action.
Lantern Beam [one-action] (light, fire, magical) Requirements Your lantern light is shining; Effect Your lenses focus your light into a searing beam. You deal 5d4 fire damage to all creatures in a 30-foot line, with a basic Reflex saving throw against the higher of your class DC or spell DC. Your lantern light then extinguishes, and you can't use this ability or use your lantern light again for 1d4 rounds. At 11th level and every two levels thereafter, the damage increases by 1d4. - Evolution Secondary light emitters grow from your shoulder nodes that flash in time with your lantern. You gain the Lantern Strobe action.
Lantern Strobe [two-actions] (light, magical, visual) Frequency once per hour; Effect As you pulse your lantern, your emitters flash erratically, disorienting your opponents that see it. Each opponent in a 15-foot cone must attempt a Fortitude save against your class DC or spell DC (whichever is higher). On a failure, the creature is dazzled for 1 round. On a critical failure, the creature is blinded for 1 round and dazzled for the following round.
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.
Legacy Content
Uncommon Source Advanced Player's Guide pg. 32 2.0Ancestry 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
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.
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.
Legacy Content
Uncommon Source Advanced Player's Guide pg. 38 2.0Ancestry Page DuskwalkerThanks 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.
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.
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.