Formian Heritages

A formian's heritage depends largely on the individual's original primary job function in the greater formian hive structure, even if they later change to another function or travel far from the colony. Choose one of the following formian heritages at 1st level.

SFS Standard Ambassador Formian

You're an ambassador to communities, whether on Castrovel or beyond. You were trained in the tradition of the ancient formian ambassadors whose great and tremendous effort unified the Colonies.

As an ambassador formian, you become trained in Society. If you would automatically become trained in Society (such as from your background or class, for example), you instead become trained in another skill of your choice. Additionally, if you roll a success on a Perception check to Sense Motive, you get a critical success instead.

SFS Standard Builder Formian

You're an architect and builder, drawing upon the vast knowledge of your colony for your craft. You can comfortably form structures out of whatever material the environment is made of, such as dirt, stone, or wood, but might have also learned from other societies and their building techniques and materials to innovate upon formian architecture.

As a builder formian, you become trained in Crafting. If you would automatically become trained in Crafting (such as from your background or class, for example), you instead become trained in another skill of your choice. You also have a burrow Speed of 5 feet. If you take the Burrowing Specialist feat, your burrow Speed increases to 20 feet.

Feats Requiring Builder Formian…

Savvy Architect

SFS Standard Queen's Court Formian

You're one of the hive queen's attendants, whether a taskmaster, aristocrat, bureaucrat, entrepreneur, or other advisor. Many formians go their entire lives without ever directly interacting with their queen except through their hive mind, but members of the queen's court see the queen on a regular basis, and even while traveling far from the colony, their queen's regal influence still reaches them.

As a member of the queen's court, the constant presence of your queen in your mind makes you especially resistant to others' efforts to control you. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. Additionally, thanks to your experience as a diplomat you gain the Linguistic Prodigy standardized ancestry feat, ignoring its prerequisites.

Feats Requiring Queen's Court Formian…

Queen's Magic

SFS Standard Soldier Formian

You're a soldier formian, tasked with protecting the peace, both between your colony and the various peoples of Castrovel, and among the Colonies themselves. Even during peacetime, countless soldiers patrol and protect formian colonies, guard their queen, and train for whatever conflict might arise next— the generational memories of their ancestors' constant brutal wars encouraging their battle-readiness at all times.

As a soldier formian, you become trained in Warfare Lore. If you would automatically become trained in Warfare Lore (such as from your background or class, for example), you instead become trained in another skill of your choice. Additionally, you gain 8 Hit Points from your ancestry instead of 6, and you gain the Ancestral Unarmed Attack (jaws) feat.

Feats Requiring Soldier Formian…

Mageslayer

SFS Standard Worker Formian

You're a worker formian, the most common kind of formian found in any settlement. Responsible for hauling food and construction materials, delivering messages, assisting builders, carrying fallen soldiers, and countless other tasks, workers form the backbone of formian society.

As a worker formian, you become trained in Athletics. If you would automatically become trained in Athletics (such as from your background or class, for example), you instead become trained in another skill of your choice. Additionally, your Speed is 30 feet, and you can carry an additional 5 Bulk beyond your normal limits before becoming encumbered or overburdened.

Feats Requiring Worker Formian…

Savvy Architect

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