Spectre

Creating an undead creature is never pretty. Whether by purpose, or by twist of fate or circumstance, evil soul-corrupting magic is always in play. However there are some whose souls are resilient, who defy their kind and resemble the creatures they were in life. These people now go by the name Spectres.
Spectres are as varied as the races they come from, and their appearance range across the undead spectrum. Some are skeletons, some are rotten or shed flesh, others are ectoplasmic, the variations are quite numerous. 
Your origin might be as simple as a raise dead spell, or a failed resurrection. Maybe you are the result of a terrible fate you met with in life. Perhaps you had no past life and were created. Whatever your origin, it only matters as much as you say it does. Many spectres look at their newfound situation as a second chance at life, even if they remember their past life, which many do not, they choose to forget who they were to forge a new life for themselves, in a matter of speaking. Others cling hard onto their past lives, striving to complete their unfinished business.
== Spectre (uncommon) ==
You have been risen from the dead unto unlife. Unlike those brought back to life with positive energy, you owe your resurrection to negative energy. You have the undead trait, in addition to the traits from your ancestry (which means when reduced to 0 Hit Points you are destroyed and you are damaged by positive energy, are healed by negative energy, and don’t benefit from healing effects). You automatically learn Necril, the language intelligent undead mysteriously share. You gain immunity to the following: death effects, disease, paralyzed, poison, and unconscious. You can choose from spectre feats and feats from your ancestry whenever you gain an ancestry feat.
== Flamescarred [FEAT 1] ==
You have been gifted by fire's touch. Your head is always on fire. The fire has the same properties as the hair of an Ifrit (it looks like fire, moves like fire, gives off light as fire, but doesn't give off heat, and does not consume fuel).
== Phantom Limbs [FEAT 1] ==
When you lose a limb you retain some control over it. Whenever a limb has been severed from your body treat it as a Crawling Hand with the minion trait. If your limb is within 5 feet of you it can be reattached with a three-action activity with the manipulate trait.
== Unfinished Business [FEAT 1] ==
You recall some portion of your past life's experience and can bring it to bear. You gain a second background. You do not gain it's ability boosts.
== Useless Anatomy [FEAT 1] ==
While many undead still need to perform the life-giving tasks of mortals, whether by physical need or obsolete compulsion, you have moved beyond such things. You do not need to eat, breathe, or sleep.
== Amateur Poltergeist [FEAT 5] ==
You can imitate the haunts that commonly plague lesser mortals. You can cast the prestidigitation, mage hand, and ghost sound cantrips as a divine innate spells at will. A cantrip is heightened to a spell level equal to half your level rounded up. 
== Dullahan's Decapitation [Feat 5] ==
You can survive a short time with your head detached. You can remove your head and attack with it as per the Screaming Skull skeleton ability. If you do not have a jaws, fangs, or similar bite attack, use your fist attack instead. Being decapitated by the Vorpal weapons reaction doesn't instantly kill you, as your head will return to you as per Screaming Skull.
== Skeleton's Advantage [FEAT 5] ==
Your skeletal structure denies some weapons their bite against you. You gain resistance 5 against piercing and slashing attacks.
== Undead Resistance [FEAT 5] ==
Like the majority of your undead kin you become resistant against the elements. You gain resistance 5 against cold, electricity, and fire. If your appearance would call for something else your GM may substitute one or more of these resistances (for example if you were a mummy your GM might substitute the fire resistance).
== Collapsing Joints [FEAT 9] ==
Prerequisites: Phantom Limbs
You can fall to pieces at a moment's notice to avoid critical damage. You gain the Collapse reaction skeleton ability. When you reform you may leave behind a limb as per Phantom Limbs.
== Bloody Reconstitution [FEAT 9] ==
Like the greatly feared bloody skeleton, dripping blood coats all or part of your form. You gain fast healing equivalent to your level.
== Still Heart [FEAT 13] ==
Undead recognize you as their own. Undead will not be hostile to you unless they are intelligent or you perform a hostile action against them.
== Wraith's Aspect [FEAT 17] ==
You take advantage of your loose connection with life to become a ghost temporarily. Once per day, you can cast ethereal jaunt as a 7th-level divine innate spell.
== Behind the Scenes ==
While I was originally going to make the standard undead immunities something to be gained through feats, since undead are destroyed at 0hp, I felt it necessary to grant them up front to balance this out. I considered giving it the rejuvenation ability from the Ghost Commoner, but decided to go this direction instead.
I was struggling to come up with an appropriate Lore feat, a feat which every ancestry and versatile heritage has. The Unfinished Business feat is the solution to that, and I think that while fairly simple is a very cool way to tailor it to an undead heritage. That and Phantom Limbs are the two feats I'm most proud of creating.
Since the Dhampir's innate spell is divine, I thought I'd follow that precedent for Wraith's Aspect & Amateur Poltergeist.__NOEDITSECTION__