Halfling 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.

Gutsy HalflingSource Core Rulebook pg. 51 4.0Your family line is known for keeping a level head and staving off fear when the chips were down, making them wise leaders and sometimes even heroes. When you roll a success on a saving throw against an
emotion effect, you get a critical success instead.
Source Core Rulebook pg. 51 4.0Accustomed to a calm life in the hills, your people find rest and relaxation especially replenishing, particularly when indulging in creature comforts. When you regain Hit Points overnight, add your level to the Hit Points regained. When anyone uses the
Medicine skill to
Treat your Wounds, you can eat a snack to add your level to the Hit Points you regain from their treatment.
Uncommon Source Advanced Player's Guide pg. 46 2.0You were born with a strange blessing: bereft of the typical halfling luck, you can instead manipulate the fortunes of others. You can never take the
Halfling Luck feat, and you gain the Jinx action.
Curse Necromancy Occult Source Advanced Player's Guide pg. 46 2.0Frequency once per day
You can curse another creature with clumsiness. This curse has a range of 30 feet, and you must be able to see your target. The target gets a Will saving throw to resist this jinx, using your class DC or spell DC, whichever is higher.
Success The target is unaffected and is temporarily immune for 24 hours.
Failure The target is
clumsy 1 for 1 minute.
Critical Failure The target is clumsy 2 for 1 minute.
Source Core Rulebook pg. 52 4.0Your ancestors have traveled from place to place for generations, never content to settle down. You gain two additional
languages of your choice, chosen from among the common and uncommon languages available to you, and every time you take the
Multilingual feat, you gain another new language.
Source Character Guide pg. 43 2.0Your finely honed senses quickly clue you in to danger or trickery. You gain a +1 circumstance bonus to your Perception DC, though not to your Perception checks.
Source Core Rulebook pg. 52 4.0Your ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain
low-light vision.
Source Core Rulebook pg. 52 4.0You hail from deep in a jungle or forest, and you’ve learned how to use your small size to wriggle through undergrowth, vines, and other obstacles. You ignore difficult terrain from trees, foliage, and undergrowth.
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.
Rare Source 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.
Concentrate Polymorph Primal Transmutation Source 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.
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.