Vesk Heritages

Vesk lineages were shaped by the worlds they inhabited and battled over.

SFS Standard Briskwander Vesk

You come from a line of vesk who were constantly on the move. Your Speed increases by 5 feet.

SFS Standard Enshrined Vesk

You're the soul of a dead vesk hero preserved—or trapped— inside a living stone statue sculpted in your likeness. You gain the construct trait. You don't need to eat, drink, or breathe. You always have basic environmental protections. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a meditative conclave with your assembly of souls for 2 hours, which is similar to sleeping as you're still unaware of your surroundings, but you don't take any other penalties for being unconscious. Much like with sleeping, if you go too long without entering your meditative state, you become fatigued and can't recover until you enter your meditative state for 2 hours.

Feats Requiring Enshrined Vesk…

Fortified Monument, Memories of Valor, Shape Statue

SFS Standard Fork-Tongued Vesk

Fork-tongued vesk of the Gojori swamps turn their saliva into potent venom by ingesting a toxic cocktail of swamp water mixed with poisonous plants and insects. Traveling to new worlds has further developed this already lethal venom by broadening the scope of new ingredients added to their dangerous diets. No two forked-tongued vesk have exactly the same saliva composition.

You have a +1 circumstance bonus to saving throws against disease and poison. You're immune to the poison damage caused by the jaws attack of fork-tongued vesk. You gain a venomous jaws unarmed attack that deals 1d4 poison damage and has the grapple and unarmed traits. On a critical hit, the target takes persistent poison damage equal to the number of weapon damage dice. This attack doesn't have a weapon group or critical specialization effect.

Feats Requiring Fork-Tongued Vesk…

Envenom Magazine, Venomous Cocktail

SFS Standard Frilled Vesk

You can deploy colorful neck frills to intimidate your rivals and regulate your body temperature. The highest concentration of frilled vesk originate in the Vaaranas Desert of Vesk Prime, but similar mutations have been found on vesk stationed for generations in jungle and desert biomes. You become trained in Intimidation. If you would automatically become trained in Intimidation (from your background or class, for example), you instead become trained in another skill of your choice. You gain the Intimidating Glare skill feat, allowing you to use your neck frill to Demoralize your foes. You treat environmental heat effects as if they were one step less extreme (incredible heat becomes extreme, extreme head becomes severe, and so on).

Feats Requiring Frilled Vesk…

Frilled Vesk Glide

SFS Standard Horizon Seeker Vesk

Growing up climbing trees in jungles and forests, you've strengthened your tail to carry equipment while using both hands. Your tail functions like an extra hand. You can hold one extra hand's worth of equipment with your tail, and you can use your tail to perform Interact actions. Your tail can be paired with another hand when you designate your active hands with the Switch Hands action , and you can wield a shield or weapon in your tail when it's one of your active hands. Additionally, you gain a climb Speed equal to your land Speed.

Feats Requiring Horizon Seeker Vesk…

Wriggling Tail

SFS Standard Nightstalker Vesk

You’ve adapted to live in darkness, perhaps due to living underground, in dim starship corridors, under smokeshrouded skies, or on a planet far from its sun. You gain darkvision.

SFS Standard Plated Vesk

Your ancestors were the hardiest specimens of vesk, having traveled far and wide while enduring hostile environments. Your scales count as medium armor in the plate armor group. They grant a +3 item bonus to AC, have a Dex cap of +1, a check penalty of –2, and a Strength threshold of +3, and have the comfort and exposed traits. This item bonus increases to +4 at 5th level. You can wear a flight suit, but you can't wear other armor. You can etch armor runes onto your scales, but you can't install armor upgrades.

Feats Requiring Plated Vesk…

Plated Deflection

SFS Standard Venomthought Vesk

You're one of the notable vesk born with psychic talents. According to folklore, your lineage originated with an ancient cave-dwelling society on Vesk Prime who modified themselves with occult rituals, which granted them “venomous thoughts” that could manifest in any future progeny. You can cast daze as an occult innate cantrip at will. A cantrip is heightened to a spell rank equal to half your level rounded up. You gain a +1 circumstance bonus to Occultism checks to Recall Knowledge about psychic traditions and philosophies.

SFS Standard Warblood Vesk

You come from a bloodline of renowned and honored warriors who have honed their bodies over centuries to become lethal weapons. You gain the Brutal Anatomy ancestry feat twice.

SFS Standard Wavecrested Vesk

You come from a world of warm seas and primal magic that has caused your body to develop soft scales, a wide head, and frilled gill stalks. You gain a swim Speed of 20 feet, and you gain the amphibious trait, enabling you to breathe in water and air.

Feats Requiring Wavecrested Vesk…

Regenerative Blood

Versatile Heritages

The peoples of the Pact Worlds (and other worlds in the galaxy) are many, and they have a long history of intermingling or dabbling with forces capable of altering the very fabric of a mortal body or soul. The children born to such parents might have traits from each of their parents or physiological manifestations of the forces their ancestors were influenced by, manifesting as a specific heritage.

SFS Standard Borai

You've returned from the brink of death as a borai— at once both living and undead. You gain the borai and undead trait, in addition to the traits from your ancestry. Unlike other undead, you don't gain void healing. You're healed by vitality effects and damaged by void damage, as if you were a living creature. Likewise, you can be stabilized, healed, and brought back to life as if you were a living creature, save that you always return to life in your normal undead state (as a borai). You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from borai feats and feats from your ancestry whenever you gain an ancestry feat.

Borai details

SFS Standard Corpsefolk

You are a reanimated corpse. Your undead nature might physically manifest in gray or pale skin, eyes that turn solid black or white, or an unnatural elongation of the fingernails (or similar appendages). You gain the corpsefolk and undead traits, in addition to the traits from your ancestry. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from corpsefolk feats and feats from your ancestry whenever you gain an ancestry feat.

Corpsefolk details

SFS Standard Gap-Touched

The Gap has subsumed some part of you and left you with weird powers and jarring existential issues, while giving you a unique ability to perceive the history obscured by the Gap. You gain the Gap-touched trait, in addition to the traits from your ancestry. You can choose from Gap-touched feats and feats from your ancestry whenever you gain an ancestry feat. You gain the Additional Lore general feat for Gap Lore. You gain a +1 circumstance bonus to saving throws against mental effects.

Gap-Touched details

SFS Standard Prismeni

You have an innate connection to the Drift. You gain the prismeni trait, in addition to the traits from your ancestry. While you're in the Drift, you can automatically pinpoint the location of Drift beacons, Drift lanes, Drift engines, and other Drift-related technology within a 100-mile radius. If you're Piloting a starship that doesn't have a Drift engine, you can serve as a connection between the Drift and that starship. This is a 1-minute activity that has the concentrate trait, and it allows the starship you're Piloting to enter or exit the Drift. Once within the Drift, the starship travels via conventional thrusters, as normal. When you get a critical failure on a Piloting check to Navigate or Plot Course through the Drift, you get a failure instead. You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can choose from prismeni feats and feats from your ancestry whenever you gain an ancestry feat.

Prismeni details

SFS Standard Xenometric Android

You're a constructed version of a non-human ancestry. You gain the android trait, in addition to the trait associated with the ancestry you resemble. You gain the constructed ability but not the low-light vision ability of androids. In addition, your size category and reach changes to match the chosen ancestry. You can select from android feats up to 13th level, any of the feats of the ancestry you resemble, or xenometric android feats whenever you gain an ancestry feat. Choose a heritage from your ancestry, but you don't gain its mechanical benefits. The xenometric android heritage shouldn't be taken by a member of a constructed ancestry, such as android, or a human.

Xenometric Android details