Poppet 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.

Ghost PoppetSource Grand Bazaar pg. 62You awakened when a bit of another person's life force and a fragment of their soul—possibly, but not always, at the moment of their death—found its way into your constructed body. You don't remember anything more than vague flashes of your “before life,” but that life essence still protects you. You gain resistance to
negative damage equal to half your level (minimum 1).
Source Grand Bazaar pg. 62You have little inside you other than cotton, sawdust, or dried leaves. You take no damage from falling, regardless of the distance you fall.
Feats Requiring Stuffed Poppet...
Nothing but FluffSource Grand Bazaar pg. 63You have the form of a child's tiny toy or doll, but you don't let your small size impede your joy of life. Instead of Small, your size is Tiny. Like other Tiny creatures, you don't automatically receive lesser cover from being in a larger creature's space, but circumstances might allow you to
Take Cover. You can purchase weapons, armor, and other items for your size with the same statistics as normal gear, except that melee weapons have a reach of 0 for you (or a reach 5 feet shorter than normal if they have the reach trait). You can enter another creature's space, which is important because you must usually enter a creature's space to attack it with melee Strikes! Remember to
adjust the Bulk of items and your Bulk limit for Tiny size. The information on how to handle Tiny PCs, including rules for attempting to ride on other characters, appears
here.
Source Grand Bazaar pg. 63You're made primarily of soft metals, such as tin or silver, and your life force dwells within an exceptional array of clockworks deep in your body. Provided you wind metal tabs on your body a few times each day, you don't need food or water to survive. You must still breathe to ventilate your internal mechanisms and sleep to give your mechanisms rest, just like other poppets.
Source Grand Bazaar pg. 63You were wished to life, either by a powerful spellcaster or by the earnest desire of an innocent person who loved you very much. You're living proof that a hopeful spirit can overcome any obstacle. If you roll a success on a saving throw against an
emotion or
fear effect, 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.
UncommonSource 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.
UncommonSource 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.
RareSource Ancestry Guide pg. 79 2.0Ancestry 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.
ConcentratePolymorphPrimalTransmutationSource Ancestry Guide pg. 79 2.0
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.
UncommonSource 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.
UncommonSource 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.
UncommonSource 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
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.
UncommonSource 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.
UncommonSource 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.
UncommonSource 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.
UncommonSource 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.
UncommonSource 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.
UncommonSource 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.
UncommonSource 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.