Ancestries | Half-Human Heritages | Versatile Heritages

Lizardfolk Details | Lizardfolk Feats | Lizardfolk Heritages


Lizardfolk Heritages

Source Core Rulebook pg. 33 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.

PFS StandardCliffscale Lizardfolk

Source Character Guide pg. 57 2.0
Your toes are adapted for gripping and climbing. You gain the Combat Climber feat as a bonus feat, and as long as you aren’t wearing footwear, you can use the sticky pads on your feet to climb, leaving your hands free. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead.

Feats Requiring Cliffscale Lizardfolk...

Gecko's Grip

PFS StandardCloudleaper Lizardfolk

Source Ancestry Guide pg. 45
Your body is light with flaps of skin along your limbs that catch the air that passes beneath you. As long as you can act and have enough room, you can open the flaps to slow any fall just enough to avoid taking damage (whether you have the room to do so depends on the GM's discretion).

Feats Requiring Cloudleaper Lizardfolk...

Iruxi Glide

PFS StandardFrilled Lizardfolk

Source Character Guide pg. 57 2.0
You can flare your neck frill and flex your dorsal spines, Demoralizing your foes. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty when you attempt to Demoralize a creature that doesn’t understand your language. You also gain the Threatening Approach action.

Threatening Approach Two Actions

Source Character Guide pg. 57 2.0
You Stride to be adjacent to a foe and Demoralize that foe. If you succeed, the foe is frightened 2 instead of frightened 1.

PFS StandardSandstrider Lizardfolk

Source Character Guide pg. 57 2.0
Your thick scales help you retain water and combat the sun’s glare. You gain fire resistance equal to half your level (minimum 1). Environmental heat effects are one step less extreme for you, and you can go 10 times as long as normal before you are affected by starvation or thirst. However, unless you wear protective gear or take shelter, environmental cold effects are one step more extreme for you.

PFS StandardUnseen Lizardfolk

Source Character Guide pg. 57 2.0
You can change your skin color to blend in with your surroundings, making minor shifts with a single action and dramatic changes over the course of an hour. When you’re in an area where your coloration is roughly similar to the environment (for instance, forest green in a forest), you can use the minor, singleaction application of this ability to make localized changes that help you blend into your surroundings, gaining a +2 circumstance bonus to Stealth checks until your surroundings change in coloration or pattern.

PFS StandardWetlander Lizardfolk

Source Character Guide pg. 57 2.0
Your family is descended from the most common lizardfolk heritage, and you are accustomed to aquatic environments. You gain a 15-foot swim Speed.

Feats Requiring Wetlander Lizardfolk...

Swift Swimmer

PFS StandardWoodstalker Lizardfolk

Source Ancestry Guide pg. 45
You move easily through thick forest and jungle, using every branch or bush. You can always use the Take Cover action when in forest or jungle terrain to gain cover, even if you're not next to an obstacle you would normally be able to Take Cover behind. You gain the Terrain Stalker feat, even if you're not trained in Stealth, and you must choose underbrush as your chosen terrain.

Versatile Heritages

Source Advanced Player's Guide pg. 28
The 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.

PFS StandardAasimar

Uncommon
Source Advanced Player's Guide pg. 34
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 StandardAphorite

Uncommon
Source Ancestry Guide pg. 75
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 StandardBeastkin

Rare
Source Ancestry Guide pg. 79
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. You can choose from beastkin feats and feats from your ancestry whenever you gain an ancestry feat.

Change Shape Single Action

ConcentratePolymorphPrimalTransmutation
Source Ancestry Guide pg. 79
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 Advanced Player's Guide pg. 30
Ancestry Page Changeling
Your 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.

PFS StandardDhampir

Uncommon
Source Advanced Player's Guide pg. 32
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 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.

PFS StandardDuskwalker

Uncommon
Source Advanced Player's Guide pg. 38
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 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.

PFS StandardGanzi

Uncommon
Source Ancestry Guide pg. 96
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

Uncommon
Source Ancestry Guide pg. 101
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 StandardOread

Uncommon
Source Ancestry Guide pg. 105
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 StandardSuli

Uncommon
Source Ancestry Guide pg. 110
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

Uncommon
Source Ancestry Guide pg. 114
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 StandardTiefling

Uncommon
Source Advanced Player's Guide pg. 39
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

Uncommon
Source Ancestry Guide pg. 118
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.