Human Heritages

Humans don't have significant physiological differences defined by their lineage. Instead, their heritages reveal their potential as a people. In many cases, these heritages might represent offshoots that developed on worlds far away from the Pact Worlds.

SFS Standard Cataclyst Human

You're the child of a dead world or doomed civilization, a lost offshoot of humanity that perished due to invasion, natural disaster, or war. You've grown cautious and learned from your people's shattered past, determined to break destructive patterns and reclaim your place in the galaxy.

The circumstance bonus to initiative rolls you gain when you or an ally uses the Scout exploration activity is +2 instead of +1. When you roll initiative, you can Stand or Step as a reaction.

Feats Requiring Cataclyst Human…

Rebuke Cataclysm

SFS Standard Damai Human

The ancestors of damai humans survived an apocalypse that unleashed monstrous kaiju on Daimalko, their home world in Near Space. After years of sheltering underground, your people have finally begun reclaiming the surface with the help of allies from other worlds. Many damais born since the Awakening cataclysm have gray skin and bright, piercing eyes. In the past, damais had a variety of skin tones in deep terra-cotta shades. Mechs, called valkos, are an important part of your culture. Surface cities are protected by huzkars, brave warriors who pilot valkos in battle against colossal threats. Some damais still live underground in protected shelters, and others have fled their apparently doomed home world for other horizons, often taking their family mechs with them.

You're trained in Piloting. If you would automatically become trained in Piloting (from your background or class, for example), you instead become trained in another skill of your choice. You gain limited telepathy, meaning you can communicate mentally with creatures within 30 feet. You can communicate only with creatures that share a language with you. This doesn't give you any access to their thoughts, and it communicates no more information than normal speech would.

Feats Requiring Damai Human…

Hey, Buddy

SFS Standard Golarion Survivor Human

Your ancestors lived on Golarion, and though the precise circumstances of their survival are lost to the Gap, you strongly identify with the lost planet's cultures. You become trained in Golarion Lore, and you learn a bonus language that was spoken in your lineage's region of origin. You have familiarity with archaic weapons and, for purposes of proficiency, treat one archaic weapon of your choice that's a martial weapon as a simple weapon, or that's an advanced weapon as a martial weapon.

SFS Standard Hylki Human

You're from Akiton, a dusty red planet in the Pact Worlds. On this dwindling world, adaptability is key to survival. From the ancient and blood-soaked city of Arl, to the “thousand lights” of Maro and its gang wars, and all the inhospitable places in between, hylki humans live and breathe alongside the many other people of Akiton and eke out whatever existence they can. Hylki humans tend to be taller and stockier than other humans because they grew up in low gravity, and most have rosy-hued skin ranging from brilliant crimson to dusty rose.

You're trained in Athletics. If you would automatically become trained in Athletics (from your background or class, for example), you instead become trained in another skill of your choice. You also gain the Quick Jump skill feat.

Feats Requiring Hylki Human…

Gentle Boost

SFS Standard Pioneer Human

You might be the child of explorers, interstellar colonists, or diplomats stationed on distant worlds far away from home. You feel an insatiable wanderlust to travel and explore, and this resolve helps protect you from succumbing to dangers you might encounter during your travels.

At 1st level, choose cold or heat. For the chosen element, environmental effects are one step less extreme (incredible heat becomes extreme, extreme cold becomes severe, and so on). You also become trained Survival. If you would automatically become trained in Survival (from your background or class, for example), you instead become trained in another skill of your choice. You also gain the Terrain Expertise skill feat.

Feats Requiring Pioneer Human…

Wasteland Warrior

SFS Standard Skilled Human

Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.

SFS Standard Sunkissed Human

Your ancestors might have lived in high-gravity areas, such as the Burning Archipelago near the Pact Worlds' sun, the moons of the gas giant Bretheda, or worlds like Echidea, and eventually they adapted to these environments over generations. Sunkissed humans are so named by the followers of solar gods who make up a large proportion of those living near the sun, viewing their heritage as a blessing. Humans kissed by a sun tend to have more melanated skin.

You gain a +1 circumstance bonus to flat checks rolled against concealment. Whenever you're affected by the blinded or dazzled condition, reduce the duration of the effect by 1 round. You become trained in Religion. If you would automatically become trained in Religion (from your background or class, for example), you instead become trained in another skill of your choice. You also gain the Religious Talisman skill feat (even if you don't meet the feat's prerequisites); choose any star- or sun-themed god.

Feats Requiring Sunkissed Human…

Gravity Surge, Gravity Tether

SFS Standard Urbanite Human

You have grown up in a big city and are accustomed to the press and pull of the largest crowds, the electric buzz and tangle of streets, or the dense nature of vertical living on a station or megaplex. You ignore difficult terrain from crowds and lesser cover from crowds. You become trained in a Lore skill for one specific city of your choice.

SFS Standard Versatile Human

Humans were the most common ancestry on Golarion before that world disappeared, and they've since spread to the stars thanks to their versatility. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

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