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====Versatile Heritages==== <div class="toccolours mw-collapsible mw-collapsed"> No longer your half-_ will always be part human, now your can tack on any of the following to your [[Original character, do not steal|OC]] by replacing their normal subrace. Technically, the half-elves and half-orcs fit here too. None of them really give you a lot beside access to their feats. In other words: You can now be a Dwarf Dhampir or Elf Tiefling, but you're only getting more feat options and a low-light vision upgrade, compared to other heritages' much more direct (if situational) bonuses. <div class="mw-collapsible-content"> *'''[[Aasimar]]''' ** Most of the tricks remain, though your some of your level 1 feats lock you into either having Angel, Archon or Azata origins. A later feat even lets you call upon one of your forebears as a ritual. *'''[[Aphorite]]''' ** Tied to the plane of Law rather than good or evil. This doesn't allow to take feats to tie yourself to either devils or archons, meaning that your feat list is pretty slim. *'''[[Shifter|Beastkin]]''' ** Rebranded skinwalkers/shifters. Unfortunately, you can't really use some of your more esoteric beastfolk qualities, such as those belonging to birds or sharks (while you can be any animal, down to a T. rex, you don't get their different speeds and senses without some mid-to-late-game feats), and your natural weapon is rather poor. Luckily, you can turn into an animal, gain innate spells, and essentially become permanently large. *'''[[Changeling]]''' ** Altered somewhat from their initial appearance, Changelings are still the offspring of [[Hag]]s. Now they can be of any race and sex, instead of being humanoid and female-only. They still suffer from, women especially, what is known as "''the Call''", the psychic influence from their mothers that is pushing them to join their coven and turn into hags themselves (begs an interesting question about what happens to the men that end up following the Call...). **Their Level 1 subrace feat are split between Brine May, Callow May, Dream May, and Slag May origins, based off the type of hag their mothers are. Later feats provide bonuses like resistance to mental effects, dealing mental damage with your claw strikes, and eventually gaining access to some Hag Magic spells. *'''[[Dhampir]]''' ** Vampires were never really restricted by the base creature, now neither are their hybrid offspring. ** Compared to other versatile heritages, they're rather limited in their racial feat choices. Not a bad thing though, as you get all the important vampire stuff early on. *'''[[Duskwalker]]''' ** Basically a psychopomp-based equivalent to Aasimar and Tieflings. Feat list is very limited, but it might be due to their very specific origin. ''Lost Omens Ancestry Guide'' added a series of feats having you honor and mimic psychopomps around Golarion, such as morrignas, catrinas, and calacas. **Despite the above mentioned feats, the closest you have to some sort of heritage feats are two: one gives you a re-roll on a save that would have otherwise killed you (due to dying from some freak accident like choking on a bone or something) or getting a free strike before going down (as a result of having been deliberately killed and resolving to avoid having another killer get away). *'''[[Ganzi]]''' ** Remain beings tied to the plane of Chaos. Instead of low-light vision, they get resistance equal to half their level against to acid, electricity, or sonic...with the caveat being it's ''randomly picked'' at the start of the day. Chaos indeed... ** Have quite a few feats tied to tail shenanigans like Tieflings. *'''[[Ifrit]]''' ** Remain fire-based, having resistance to fire damage and are less affected by extreme heat. Various feats include more fire-based tricks. ** Have level 1 feats based on the various subraces 1E introduced. *'''[[Oread]]''' ** Lack any sort of native resistance to acid, but have better vision in darkness. Various feats include using earth and steel to reinforce your weapons and armor. *'''[[Doppelganger | Reflection]]''' ** You are the result of something going horribly wrong (or right), being an unnatural duplicate of someone. You get level 1 feats that lock your lineages to being the result of Cloning, a Mirror duplicate, or the result of a polymorph spell gone wrong. ** You gain feats to confuse mental attacks and even yourself about how is the real progenitor with additional powers based on your lineage. ** Have level 1 feats based on the various subraces 1E introduced. *'''[[Suli]]''' ** Remain the element-neutral descendants of genies. Various feats utilize their ties to elemental magic. *'''[[Sylph]]''' ** Lack any sort of native resistance to electricity, but have better vision in darkness. Various feats let you deal with the wind as well as control it. ** Have level 1 feats based on the various subraces 1E introduced. *'''[[Tiefling]]''' ** You get level 1 feats that lock your lineages to devil, daemon or demon as well as a later feat to call upon said forebear. ** A good bit of your feats focus on your more distinct anatomy like a speed boost from hooves, natural weapons and tail trickery. *'''[[Undine]]''' ** Lack any sort of native resistance to cold, but have a minor swim speed. Various feats let you do fun things with water. ** Have level 1 feats based on the various subraces 1E introduced. </div></div>
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