Humans

## **Angelic Heritage (Aasimar)**

*Divine forces have touched your family line, gifting you with fine features and unusual grace.*

**Prerequisites:** Level 1 only

**Benefit:** The higher of your Wisdom or Charisma scores rises by 1, you gain Acid Resistance 5, and your Appearance bonus increases by +1. When taking the Basic Skill Mastery feat you have access to a new skill pair: Savior (Notice & Tactics). However, you’re also an Outsider (see page 227) and vulnerable to various effects and potentially higher damage from some sources.

### **Angelic Legacy**

*Your unearthly heritage continues to shine through in your every word and deed. You may even embrace your heritage completely, becoming like an angel in form and speech.*

**Prerequisites:** Human, Angelic Heritage

**Benefit:** The lower of your Wisdom or Charisma scores rises by 1, your Acid Resistance increases to 10, and you gain Cold Resistance 10. You may choose to grow feathered wings once, when you level, gaining winged flight 60 ft. (see page 227). If you do, your starting action dice decrease by 1 and you become uncomfortable
telling falsehoods, suffering a –5 penalty with Bluff checks.

## **Devilish Heritage (Teifling)**

*Pacts with the wicked forces have indelibly stained your family tree.*

**Prerequisites:** Level 1 only

**Benefit:** The higher of your Dexterity or Intelligence scores rises by 1 and you gain Fire Resistance 5 and Gore I (see page 235). When taking the Basic Skill Mastery feat you have access to a new skill pair: Deceiver (Bluff & Sneak). However, you’re also an Outsider (see page 227) and vulnerable to various effects and higher damage from some sources.

### **Devilish Legacy**

*Your path may have been paved with good intentions but they’ve clearly been forsaken. Another step and you’ll reveal your dark destiny to all.*

**Prerequisites:** Human, Devilish Heritage

**Benefit:** The lower of your Dexterity or Intelligence scores rises by 1, your Fire Resistance increases to 10, and you gain Electricity Resistance 10.

You may choose to grow bat-wings once, when you level, gaining winged flight 60 ft. (see page 227). If you do, your starting action dice decrease by 1 and you grow less caring for the well-being of others, suffering a –5 penalty with Medicine checks.

## **Draconic Heritage (Dragonborn)**

*You’re a descendant of mighty dragons, feared and admired by all.*

**Prerequisites:** Level 1 only

**Benefit:** You gain thick hide 3 and are always considered to have a mage’s pouch (see pages 13 and 159, respectively). When taking the Basic Skill Mastery feat you have access to a new skill pair: Conqueror (Impress & Tactics).

### **Draconic Legacy**

Your ancestry’s draconic promise manifests fully in you.

**Prerequisites:** Saurian or Human, Draconic Heritage

**Benefit:** The higher of your Strength or Intelligence scores increases by 1. You may also breathe fire and select feats as if you’re a Drake (see page 9). You may choose to grow leathery wings once, when you level, gaining winged flight 60 ft. (see page 227). If you do, your starting action dice decrease by 1 and you find it difficult to subdue your imperious nature, suffering a –5 penalty with Blend checks.

## Elemental Heritage (Genasi)

*Your ancestors were closely tied to primal forces of the world.*

**Prerequisites:** Level 1 only

**Benefit:** Choose an element:

1. **Crystal:** Your unarmed and natural attacks gain bleed and you gain 2 Panache. However, you also gain Achilles heel (sonic) (see page 230).
2. **Darkness:** You gain darkvision II, light-sensitive (see pages 233 and 234), and a +4 bonus with Sneak checks.
3. **Dust/Sand:** You gain Unarmed Resistance 5 and a +2 bonus with Prestidigitation checks. However, your Charisma score drops by 1.
4. **Earth:** You gain DR 2/Blunt and sterner stuff (see page 234). However, your Speed decreases by 5 ft. (minimum 10 ft.).
5. **Fire:** You gain Fire Resistance 5 and may convert your unarmed damage to fire damage without suffering the normal –4 attack penalty. However, you also gain Achilles heel (cold).
6. **Ice:** You gain Cold Resistance 5 and may convert your unarmed damage to cold damage without suffering the normal –4 attack penalty. However, you also gain Achilles heel (fire).
7. **Lava:** You gain Heat Resistance 5 and grueling combatant (see

page 233). However, you also gain Achilles heel (cold).

1. **Light:** You gain Divine Resistance 5 and night-blind (see page 234), and may convert your unarmed damage to flash damage without suffering the normal –4 attack penalty.
2. **Lightning:** You gain Electrical Resistance 5 and may convert your unarmed damage to electrical damage without suffering the normal –4 attack penalty. However, you also suffer a –2 penalty with Will saves.
3. **Metal:** You gain Edged Resistance 5 and a +2 bonus with Resolve checks. However, you also suffer a –2 penalty with Reflex saves.
4. **Mist/Smoke:** You gain Ranged Resistance 5 and a +2 bonus with Blend checks. However, you also suffer a –2 penalty with Fortitude saves.
5. **Water:** You gain Blunt Resistance 5 and a +2 bonus with Acrobatics checks. However, you also gain Achilles heel (electricity).
6. **Wind:** You gain Falling Resistance 5 and your Speed increases by 5 ft. However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.
7. **Wood:** You gain DR 2/Edged and attribute impairment you suffer drops by 1. However, you also gain Achilles heel (fire).

### **Elemental Legacy**

*More and more you embrace your element, perhaps enough to feel your birth species slipping…*

**Prerequisites:** Drake, Giant, or Human; Elemental Heritage

**Benefit:** Your highest attribute rises by 1 and your lowest attribute drops by 1. Also, all numerical benefits of your Elemental Heritage feat (positive and negative) are doubled (i.e. if you have Elemental Heritage (Earth), your Damage Reduction becomes 4/Blunt and your Speed decreases by 10 ft. instead of 5 ft.).

You may choose to embrace your elemental nature once,when you level, gaining the Elemental Type (see page 226). If you do, your starting action dice decrease by 1 and you become easier to spot unless trying to hide, suffering a –5 penalty with Blend checks.

## **Faerie Heritage(Fey-Touched)**

*The wilds have touched your soul and may one day claim it as their own…*

**Prerequisites:** Non-fey, Level 1 only

**Benefit:** The higher of your Dexterity or Charisma scores rises by 1 and you gain a +4 bonus with opposed Bluff checks.You always have enough food and water for yourself, so long as you’re located within 10 miles of nature. Also, when taking the Basic Skill Mastery feat you have access to a new skill pair: Eldritch (Impress & Sneak). However, you’re also a Fey (see page 227) and vulnerable to various effects and potentially higher damage from some sources.

### **Faerie Legacy**

*It seemed a dream when you dined in the courts of Underhill and tasted the nectar of the fair folk — but dream or no, it has marked you forever.*

**Prerequisites:** Human or Pech, Faerie Heritage

**Benefit:** The higher of your Dexterity or Charisma scores rises by 1 and your bonus with opposed Bluff checks increases by an additional 6 (for a total of +10).You may choose to grow shimmering insect-like wings once, when you level, gaining winged flight 60 ft. (see page 227). If you do, your starting action dice decrease by 1 and you find it hard to fathom the motivations of others, suffering a –5 penalty with Sense Motive checks.