Bantrid Heritages

The foot orb, the most iconic feature of a bantrid, can vary greatly based on any combination of augmentations, diets, genetics, medicines, and other environmental factors. Choose one of the following bantrid heritages at 1st level.

SFS Standard Bouncy Orb Bantrid

Your diet has resulted in a foot orb surrounded in a layer of bouncy material, like a big rubber ball. You take no fall damage, regardless of the distance you fall.

Feats Requiring Bouncy Orb Bantrid…

Bouncy Ball

SFS Standard Hollow Orb Bantrid

You or your parent lived for years on a low-calorie but high-protein diet. This caused your foot orb to gain a hollow, lattice-like cell structure that makes it lighter and capable of floating in water. You gain a 20-foot swim Speed. While moving atop the surface of any liquid, you have a swim Speed equal to your Speed (or 20 feet, if higher).

Feats Requiring Hollow Orb Bantrid…

Serum Sponge

SFS Standard Jeweled Orb Bantrid

Whether you were part of a magic experiment, born at the convergence of multiple ley lines, or replaced your foot orb with sophisticated magitech, your foot orb is a giant shimmering crystal that resonates with magic. Choose a magical tradition. You gain one cantrip from that magical tradition's spell list and can Cast this Spell as an innate spell at will, as a spell of your chosen tradition. A cantrip is heightened to a spell rank equal to half your level rounded up. Whenever you gain an innate spell from a bantrid ancestry feat, change its tradition to your chosen tradition.

Feats Requiring Jeweled Orb Bantrid…

Crystal Ball, Magic Collate Ball

SFS Standard Locomotive Bantrid

You are exceptionally good at handling the thousands of cilia on the underside of your body and spinning your foot orb with haste. You have a Speed of 30 feet. Your body's excellent balance grants a +2 circumstance bonus to Acrobatics checks to balance and to your Reflex DC to avoid being tripped.

Feats Requiring Locomotive Bantrid…

Roller Coaster

SFS Standard Magnetic Orb Bantrid

Using a combination of an iron-rich diet, augmentations, and medication, you've developed a foot orb with a magnetic metallic core. You gain a climb Speed equal to your Speed, but you can use this climb Speed only to climb on metal surfaces. You can move across metal surfaces using your land Speed even in zero gravity. While standing on a metal surface, you gain a +2 circumstance bonus to Acrobatics checks to balance and to your Fortitude DC to avoid being repositioned or shoved.

Feats Requiring Magnetic Orb Bantrid…

Electrotether Ball, Magnetic Sweeper

SFS Standard Winged Bantrid

You have a rare mutation that causes the appendages most bantrids use as hands to instead grow into magnificent wings. Fortunately, your foot orb is smaller than that of other bantrids, which frees up some of your cilia that can operate together like a pair of hands. Your Speed is 20 feet, and you gain a 20-foot fly Speed.

Feats Requiring Winged Bantrid…

Swooping Rescue

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