[PF2E] Bestiary Ancestries and Heritages

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Aasimar Heritage

Mortals whose ancestry has been influenced by celestials are known as aasimars, and angelkin, who have blood of angels coursing through their veins, are among the most common type of them. Many angelkin seek adventure as a means of doing good in the world. You gain the aasimar trait, celestial language, and darkvision. In addition, you can select aasimar feats whenever you gain an ancestry feat in addition to your normal ancestry feats.

Ancestral Feats

1st level

CELESTIAL LIGHT

  • AASIMAR, FEAT 1
  • Effect: You are able to project a divine radiance, as part of your angelic heritage. You can cast the light cantrip as an divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
CELESTIAL MAGIC

  • AASIMAR, FEAT 1
  • Effect: Your celestial magic manifests as a simple divine spell, even if you aren’t formally trained in magic. Choose one cantrip from the divine spell list (page 307). You can cast this cantrip as an divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

9th level

WINGS OF CELESTIAL LIGHT

  • AASIMAR, FEAT 9
  • Effect: Wings of brilliant light erupt form the aasimar's back displaying their Celestial heritage. The aasimar gains a fly speed equal to their base land speed.

Duskwalker Heritage

Duskwalkers are infused with the same energies as psychopomps. These ashen scions are reborn on the Material Plane to serve as guardians of the cycle of life and death. You gain the duskwalker trait, necril language, and darkvision. In addition, you can select duskwalker feats whenever you gain an ancestry feat in addition to your normal ancestry feats.

Ancestral Feats

1st level

GHOST HUNTER

  • DUSKWALKER, FEAT 1
  • Effect: The duskwalker’s weapons have the benefits of the ghost touch property rune on attacks against incorporeal undead. Additionally, they gain immunity effects that would transform their body or soul to an undead; Resistances negative energy equal to half your level (minimum 1).

Gargoyle Ancestry

Gargoyles are monstrous hunters made of elemental stone. They use their resemblance to decorative statues to hide in plain sight in cities during the day and descend upon unlucky pedestrians at night. Their most common form is that of a horned humanoid with bat-like wings, but individual gargoyles show a great deal of variation, with some appearing more or less humanoid and others resembling no known creature. A gargoyle’s features are not fixed; city-dwelling gargoyles who remain in the same locale long enough slowly morph, day by day, to match the style of the local architecture. These patient monsters can stay disguised for long stretches of time as they patiently await an opportunity to strike.

Gargoyles tend to be lone hunters, though sometimes they band into fearsome tribes called “wings” for protection or sport. On rare occasions, wings become relatively stable communities, and gargoyles in wings may even ally with other creatures such as demons and intelligent aberrations, though these alliances exist on a razor’s edge. The majority of gargoyles are treacherous, vindictive, and petty—traits that preclude lasting partnerships. Many tend to be obsessive and compulsive. Some are collectors, focusing on anything from books to grim trophies, while others are ritualistic or overly passionate about niche intellectual subjects or certain artistic motifs. These tendencies often contribute to the dissolution of wings as individuals’ obsessions and compulsions clash.

Ancestry Traits


  • Hit Points: 10
  • Size: Medium
  • Speed: 25 feet
  • Ability Boosts: Strength, Constitution, Free
  • Ability Flaw: Intelligence, Charisma
  • Languages: Common, Gargoyle, Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Gnomish, Goblin, Jotun, Dwarven, Terran, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
  • Traits: Humanoid, Gargoyle
  • Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Gargoyle Heritages

Living across the land, gargoyles of different heritages might appear in regions far from are their ancestors lived. Choose one of the following gargoyle heritages at 1st level.

Belfry Gargoyle

The most well known gargoyle is the belfry gargoyle swooping down on their pray. Belfry gargoyles gain a fly speed equal to their land speed.

Kapoacinth Gargoyle

Kapoacinths dwell not amid cliffs or rooftops, but beneath the sea, using their wings to swim. These water-dwelling gargoyles often dwell in shallow coastal regions and shamble forth from the sea to attack prey. Kapoacinths are less individualistic and tend to create more stable wings for longer periods of time. Kapoacinths have the aquatic trait, they have a swim Speed of 40 feet, and their Clawed Feet reaction triggers when they are Swimming instead of Flying.

Guardian Gargoyle

Rarely seen are the guardian gargoyles silent subterranean warriors. Those that know of them favor their use as guards and tomb wardens. Their culture favors loyalty and mercenary service.

Gargoyle Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a human, you choose from among the following ancestry feats.

1ST LEVEL


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:

COOPERATIVE NATURE FEAT 1


  • GARGOYLE, KAPOACINTH, FEAT 1
  • Effect: The short human life span lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:

5TH LEVEL


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:

9TH LEVEL


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:

13TH LEVEL


  • GARGOYLE, FEAT 13
  • Prerequisites:
  • Effect:

Orc Ancestry

Ancestry Traits


  • Hit Points: 10
  • Size: Medium
  • Speed: 25 feet
  • Ability Boosts: Strength, Constitution, Free
  • Ability Flaw: Intelligence
  • Languages: Common, Orcish, Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Gnomish, Goblin, Jotun, Dwarven, Terran, Undercommon, and any other languages to which you have access (such as the languages prevalent in your region).
  • Traits: Humanoid, Orc
  • Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Orc Heritages

Living across the land, orcs of different heritages might appear in regions far from are their ancestors lived. Choose one of the following orc heritages at 1st level.

Black Blood Orc

Some orcs are from to deep under the earth, and have developed dark powers tied to the black blood below. You gain the aberration trait, in addition to the orc and humanoid traits. Choose one cantrip from the occult spell list (page 314). You can cast this spell as a occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. You can change this cantrip to a different one from the same list once per day by meditating to realign yourself with the Black Blood; this is a 10-minute activity that has the concentrate trait.

This is an adaptation on the Fey-Touched Gnome Heritage.

Feral Orc

Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Feral Orcs with this heritage are trained in survival and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points if they have the orc ferocity feat. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.

This is based on the 1st edition racial trait.

Hording Orc

Some orc are easily insigted to rage, and get whipped up in the frenzy. Horde orcs gain +1 to hit and damage for each adjacent ally up to half their level (minimum 1). Additionally as long hording orcs are under the effects of a Performance check they are treated as being adjacent to one additional ally than they actually are.

This is is a homebrew heritage to explain war bands being so scary.

Noble Orc

There are few orc tribes that followed the cowardly goblins new approach of diplomacy. These orcs gained a noble bearing and are held in good standing among those that know them. You gain the half orc ancestry feat Monstrous Peacemaker.

This is is a homebrew heritage to for civilization friendly orcs.

Warg Blood Orc

Worg Blood orcs are know for tier heightened sense of smell. You gain a special sense: imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine the exact location of a creature (as explained on page 465). The GM will usually double the range if you’re downwind from the creature or halve the range if you’re upwind. In addition, you gain a +2 circumstance bonus to Perception checks whenever you’re trying to locate an undetected creature that is within the range of your scent.

This is an adaptation of the Sensate Gnome Heritage.

Ancestry Feats

At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As a orc, you select from among the following ancestry feats. More orc ancestry feats can be found in the core rule book under the half-orc section.

1st level

Mutual Hatred

  • ORC, FEAT 1
  • Effect: You gain a +i bonus on attack rolls and damage rolls against creatures whose vengeful hatred feat or favored enemy class feature applies to you. For instance, an ore would gain this bonus against dwarves with vengeful hatred (Orc) feat and against rangers who chose humanoid (Orc) as a favored enemy.

Tiefling Heritage

Tieflings are planar scions with fiendish blood. One of the most common types is pitborn, who bear a demonic corruption infesting their mortal bloodline. Some strive to live above their forebear’s fiendish reputation, but many, such as this tiefling adept, simply accept their label and delve fully into evil. You gain the tiefling trait, abyssal language, and darkvision. In addition, you can select tiefing feats whenever you gain an ancestry feat in addition to your normal ancestry feats.

Ancestral Feats

1st level

Dark Places

  • TIEFLING, FEAT 1
  • Effect: You gain darkness as a 2nd‑level divine innate spell that you can cast once per day.
 

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