Leshy Heritages
Source Core Rulebook pg. 33 4.0
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.

Cactus LeshySource Ancestry Guide pg. 41 2.0Spines cover your body. You gain a spine unarmed attack that deals 1d6 piercing damage. Your spines are in the
brawling group and have the
finesse and
unarmed traits.
Feats Requiring Cactus Leshy...
Defensive NeedlesSource Ancestry Guide pg. 42 2.0Your body continually produces small fruits imbued with primal magic. At dawn each day, a new fruit ripens. You or an ally can remove this fruit as an Interact action. If a living creature that can derive sustenance from fruit consumes it as an Interact action within the next hour, they regain 1d8 Hit Points, plus an additional 1d8 Hit Points for every 2 of your levels beyond 1st. This effect has the
healing,
necromancy,
positive, and
primal traits.
Source Character Guide pg. 53 2.0Your body was made from fungi that grows in the shade of caves and trees, and you are at home in dark caverns and warrens. You gain
darkvision. You lose the
plant trait and gain the
fungus trait.
Source Character Guide pg. 53 2.0You have a large gourd for a skull. Your knowledge comes from within your spirit, rather than a physical brain, and you have found a handier use for the space inside your head. You can store a collection of up to 1 Bulk of objects within your head. The DC of checks to
Steal objects from inside your head increases by 4. Additionally, if you store only one object within your head, you can draw it effortlessly into your hand as part of another action to use the object. Drawing the item grants this other action the
manipulate trait.
Source Character Guide pg. 53 2.0Your body is made mostly from natural foliage, and like a leaf tumbling from a tree, you land from falls with particular grace. You take no damage from falling, regardless of the distance you fall.
Feats Requiring Leaf Leshy...
Leshy GlideSource Ancestry Guide pg. 42 2.0You effortlessly float on the surface of water. You can walk on the surface of still water and other non-damaging liquids, moving at half your normal Speed. You can attempt to walk along the surface of flowing water as well, still moving at half Speed, but doing so requires a successful
Acrobatics check to
Balance using the DC of a
Swim check to move through the water; on a failure, you fall into the water. This Acrobatics check doesn't use an action.
Source Pathfinder #176: Lost Mammoth Valley pg. 77You excrete a thick, sticky sap from your bark-like flesh, making it easier to climb and hold onto your gear. You gain the
Combat Climber feat as a bonus feat, and you gain a +2 circumstance bonus to your Reflex DC against attempts to
Disarm you.
Feats Requiring Pine Leshy...
Defensive Needles,
Towering GrowthSource Ancestry Guide pg. 42 2.0Your body is made from hardy roots that attach you firmly to the ground. You gain 10 Hit Points from your ancestry instead of 8. You can go without sunlight for 2 weeks before you begin to
starve. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against attempts to
Shove or
Trip you. This bonus also applies to saving throws against spells or effects that attempt to move you or knock you
prone.
Source Ancestry Guide pg. 42 2.0Your body is made from woven seaweed, and you're just as comfortable underwater as on land. You gain a swim Speed of 20 feet, and you can always breathe underwater. However, your land Speed is reduced by 5 feet (to 20 feet for most seaweed leshys).
Source Character Guide pg. 53 2.0The prehensile vines woven into your body grant you unmatched skill at climbing. You do not need to have any hands free to
Climb. Additionally, if you roll a success on an
Athletics check to Climb, you get a critical success instead.
Versatile Heritages
Source Advanced Player's Guide pg. 28 2.0The peoples of Golarion are many, and they have a long history of intermingling. The inevitable offspring of these mixed unions share physiological features with both their parents, manifesting as a specific heritage. The most common of these by far are the half-elf and half-orc human ancestries. Some individuals, however, are born under far stranger circumstances, such as a monstrous, undead, or extraplanar parent, a powerful curse, or an incursion of extraplanar energies. As these circumstances aren't unique to a single ancestry, these heritages—called versatile heritages—are likewise shared by many ancestries.
Click here for the full rules on Versatile Heritages.
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.
Uncommon Source Ancestry Guide pg. 75 2.0Ancestry 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 Advanced Player's Guide pg. 30 2.0Ancestry Page ChangelingYour mother was a hag. Your heterochromatic eyes are 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 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.
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.
Uncommon Source Ancestry Guide pg. 96 2.0Ancestry 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 Ancestry Guide pg. 101 2.0Ancestry 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 Ancestry Guide pg. 105 2.0Ancestry 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.
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.
Uncommon Source Ancestry Guide pg. 110 2.0Ancestry 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.
Uncommon Source Ancestry Guide pg. 114 2.0Ancestry 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 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.
Uncommon Source Ancestry Guide pg. 118 2.0Ancestry 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.