Chapter 2: Ancestries & Backgrounds

Starfinder contains as many species as there are stars in the sky. This section details a wide variety of new and updated ancestries that are prevalent in the Starfinder setting. It also provides details on the use of languages in Starfinder, from within the core of the Pact Worlds to countless planets beyond!
A character has one ancestry and one background, both of which you select during character creation. You'll also select a number of languages for your character. Once chosen, your ancestry and background can't be changed.
This chapter is divided into four parts.
  • Ancestries express the lineage your character hails from. Within ancestries are heritages—subgroups that have unique characteristics. An ancestry provides attribute boosts (and perhaps attribute flaws), Hit Points, ancestry feats, and sometimes additional abilities.
  • Versatile heritages, starting on page 82, are heritage options available to all ancestries for extra customization, such as characters with more unique or unusual origins. These are selected instead of a standard heritage.
  • Backgrounds describe training or environments your character experienced before becoming an adventurer. Your character's background provides attribute boosts, skill training, and a skill feat.
  • Languages let your character communicate with people and creatures of the galaxy.

Ancestry Entries

Each entry includes details about the ancestry and presents the rules elements described below.

Hit Points

This tells you how many HP your PC gains from their ancestry at 1st level. You'll add the HP from your character's class (including their Constitution modifier) to this number. For more on calculating HP, see Step 7: Record Class Details.

Size

This tells you the physical size of members of the ancestry. Medium corresponds roughly to the height and weight range of a human adult, and Small is roughly half that.

Speed

This entry lists how far a member of the ancestry can move each time they spend an action (such as Stride) to do so.

Attribute Boosts & Flaws

When creating a character of this ancestry, you apply attribute boosts to increase some attribute modifiers, and possibly attribute flaws to decrease others (depending on the ancestry). For more about attribute boosts and flaws, see the sidebar on Step 6: Finish Attribute Modifiers.
Alternate Ancestry Boosts: Because of the wide variety of people within any ancestry, you can always choose to take two free boosts to represent your character, even if the ancestry normally has three boosts and a flaw.

Languages

This tells you the languages that members of the ancestry speak at 1st level. If your Intelligence modifier is +1 or higher, you can select more languages from a list given here. More about languages can be found on the languages page.

Traits

These descriptors have no mechanical benefit, but they're important for determining how certain spells, effects, and other aspects of the game interact with your character.

Special Abilities

Any other entries in the sidebar represent abilities, senses, and other qualities all members of the ancestry manifest. These are omitted for ancestries with no special rules.

Heritages

You select a heritage at 1st level to reflect abilities common among those of your ancestry in the environment where you were born or grew up. You have only one heritage and can't change it later. A heritage isn't the same as a culture or ethnicity, though some cultures or ethnicities might have more or fewer members from a particular heritage.

Ancestry Feats

This section presents ancestry feats, which allow you to customize your character. You gain your first ancestry feat at 1st level, and you gain another at 5th level, 9th level, 13th level, and 17th level, as indicated in the class advancement table in the descriptions of each class.
As a starting character, you can choose from only 1stlevel ancestry feats, but later choices can be made from any feat of your level or lower. These feats also sometimes list prerequisites, which are conditions that your character must fulfill to select that feat.

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.
Two notable heritages in the Starfinder setting are prismeni, born from the subtle influences of the hyperspace dimension of the Drift or otherwise influenced by it, and borai, individuals who survive a botched resurrection, grisly experimentation, or an extraordinary near-death experience. Other individuals might be born under far stranger circumstances, such as from a parent who was affected by monstrous, undead, or extraplanar energies. As these circumstances aren't unique to a single ancestry, these heritages—called versatile heritages— are likewise shared by many ancestries.
The Pact Worlds is home to a variety of versatile heritages. Some are born to unusual creatures or arise through specific mundane or supernatural circumstances. Because the circumstances that give rise to versatile heritages aren't limited to a single ancestry, a versatile heritage can be chosen by a character of nearly any ancestry. Some versatile heritages are more common among some ancestries than others, and some might list additional restrictions specific to that heritage. Your GM might place other restrictions on which ancestries can use a given versatile heritage based on the story and setting.

Unlimited Possibilities!

Though a character can have only one heritage and one lineage feat, the possible permutations of a character's background and family tree are virtually unlimited. A borai character might still have a prismeni parent whose nature is visible in the coloration of their hair even if they don't have access to prismeni ancestry feats.

Playing a Versatile Heritage

To play a character with a versatile heritage, first select your ancestry, just like you would for any character. You gain Hit Points, size, Speed, attribute boosts and attribute flaws, languages, traits, and other abilities from that ancestry. Then, instead of choosing a heritage from those normally available to that ancestry, apply your chosen versatile heritage. You gain all the features from your versatile heritage, some of which might modify or replace statistics, abilities, or traits from your ancestry.
Since a versatile heritage is a heritage, you can have only one, and you can't have any other heritage in addition to your versatile heritage.
Sometimes a versatile heritage might give you an ability that conflicts with an ability from your ancestry. In these cases, you choose which of the conflicting abilities your character has. When selecting ancestry feats, you can choose from those available to your ancestry as well as those specific to your versatile heritage.

Lineage Feats

Some ancestry feats within a versatile heritage have the lineage trait. These feats specify a physiological lineage your character has—such as if a prismeni was born in the Drift or chosen by Triune. You can have only one lineage feat; you can select such a feat only at 1st level, and you can't retrain into or out of this feat.

In This Book

This book includes the rules for two kinds of versatile heritages and rules for other mixed ancestral heritages.

Borai

Borais are a strange mix of living and undead, often born out of a tragic death or botched resurrection attempt. The etheric, headstrong, and necrotized lineages each represent different ways you could become a borai, either due to a failed attempt at coming back to life, your own unwillingness to die, or necromantic experimentation.

Prismeni

Prismenis are mortals whose bodies or spirits have been influenced by the energies of the Drift. As beings attuned to the Drift, they feel a supernatural urge to travel and experience new things, experiment, and push their limits toward creative pursuits beyond the norm. The prismeni lineages each represent how they attuned to the Drift: Drift-touched were born in the Drift, spectrasoul have a connection to the enigmatic Drift-dwelling beings called spectra, and Triune's chosen were the result of divine intervention.

Mixed Ancestry Heritages

The galaxy has numerous metropolises where people from a wide variety of ancestries and cultures intermingle. Moreover, adventurers of all backgrounds and ancestries often find themselves thrust together and discover that from adversity can come common ground, and even love. As a result, the galaxy is full of people whose bloodline can be traced to at least two different ancestries.
This section also describes how to create a custom mixed ancestry heritage when creating your own world.

Mixed Ancestries

You can choose a mixed ancestry to represent having two ancestral lines for your character. This doesn't preclude having more than two ancestries in your genealogy, but you'll need to work with your GM if you want to have more than two reflected in the rules. The possible combinations of ancestries are immeasurable.
Custom Mixed Heritage: You can work with your GM to create a mixed heritage for any ancestry. A custom mixedancestry heritage is an uncommon heritage. Choose an ancestry to tie to the heritage. You gain any traits of that ancestry and a new trait for your combined ancestry, similar to how the borai heritage grants the “borai” and “undead” traits. You also gain low-light vision if the ancestry tied to the heritage has low-light vision or darkvision. The heritage lets you select ancestry feats for the chosen ancestry in addition to those from your base ancestry. Future products will provide examples of different mixed ancestry heritages.

Backgrounds

Your character's abilities don't spring into existence the moment they take up the adventuring life. Their background—the role they had before they became an adventurer—also provides a number of abilities. Most backgrounds are common and can be selected by any character, but some adventurers come from more distinctive roots and might have uncommon or rare backgrounds. The particular histories behind these rare backgrounds provide specialized benefits.
At 1st level, when you create your character, you gain a background of your choice. This decision is permanent; you can't change it at later levels. Each background listed here grants two boosts, usually a skill feat, and the trained proficiency rank in two skills, one of which is a Lore skill. If you gain the trained proficiency rank in a skill from your background and would then gain the trained proficiency rank in the same skill from your class at 1st level, you instead become trained in another skill of your choice.
Lore skills represent deep knowledge of a specific subject and are described on the Lore Skill page. If a Lore skill involves a choice (for instance, a choice of metaphysical topics), explain your preference to the GM, who has the final say on whether it's acceptable or not. If you'd like some suggestions, the Common Lore Subcategories sidebar on the Lore Skill page lists a number of Lore skills that are suitable for most campaigns. Skill feats expand the functions of your skills and appear in Chapter 5: Feats.

Languages

The galaxy is filled with countless species and even more languages, many of which have hundreds of dialects and regional variations. Most characters in Starfinder can get by with Common (also known as Pact Worlds Common). Many species pick up their own languages, as well as planetary regional speak, meaning that most characters are fluent in two or more languages. Languages afford you the chance to contextualize your character in the world and give meaning to your other character choices.
Your ancestry entry states which languages you know at 1st level. Typically, this means you can both speak and read these languages. Having a positive Intelligence modifier grants a number of additional languages equal to your Intelligence modifier. You can choose these languages from the list presented in your character's ancestry entry and from those available from your region (which often includes whole planets). Ask your GM if there's a language you want to select that isn't on these lists, as they could have a major impact on your adventures. If your Intelligence changes later on, you adjust your number of languages accordingly.
The languages presented here are grouped according to their use in the Pact Worlds. Languages that are uncommon are most frequently spoken by their native speakers, but they are also spoken by certain researchers and politicians.
It's possible for your character to learn languages later in their adventuring career. Selecting the Multilingual feat, for example, grants a character two new languages chosen from those listed below. Other abilities and effects might grant access to common or uncommon languages, as detailed in their descriptions. Rare or secret languages can only be discovered through play.

Regional Languages

Regional languages vary based on planet. The tables above list the regional languages of the Starfinder setting and where they're spoken. These languages are uncommon. A character hailing from one of the worlds listed automatically has access to that language.
Most characters also learn the Common language. This is the most widely used language in the galaxy and is the dominant language of the Pact Worlds. In many systems, even if Common is not the official language, it's still present as a trade language.

Sign Language

You might know the signed languages associated with the languages you know, or how to read lips. You can learn these by taking the Sign Language or Read Lips skill feats, or both. If you are creating a character who is deaf, hard of hearing, or unable to speak, discuss with your GM whether it makes sense for your character to know sign languages or lip reading. If so, your GM might allow you to select one of these feats for free (even if you don't meet the prerequisites) to represent your character concept.

Telepathy

If you have telepathy, you can communicate only with creatures that share a language with you unless otherwise stated. If you don't share a language, you might be able to send and receive rudimentary emotional impressions at the GM's discretion.
Common Ancestry Languages
LanguageSpeakers
CommonHumans, most citizens of the Pact Worlds
KasathaKasathas, inhabitants of Kasath or the Idari
PahtraPahtras
Common Regional Languages
LanguageSpeakers
AkitonianAkiton (shobhads, ysoki)
BrethedanBretheda, Liavara, and their moons (barathus, kalos, maraquoi)
CastrovelianCastrovel (lashuntas and formians)
DiasporanDiaspora (sarcesians)
DraconicTriaxus (dragons, dragonkin, ryphorians)
EoxianEox (elebrians)
TrinaryAballon (anacites, androids)
VerciteVerces (verthani)
VeskariumPulonis, the Veskarium (pahtras, vesk)
Uncommon Extraplanar Languages
LanguageSpeakers
AkloEvil fey, otherworldly monsters
ChthonianDemons
DiabolicDevils
EmpyreanAngels
MuanWood elemental creatures
NecrilUndead
OrcishOrcs, dromaars
PetranEarth elemental creatures
PyricFire elemental creatures
ShadowtongueNetherworld creatures
SussuranAir elemental creatures, flying creatures
TalicanMetal elemental creatures
ThalassicAquatic creatures, water elemental creatures