Chapter 2: Ancestries & Backgrounds
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
Hit Points
Size
Speed
Attribute Boosts & Flaws
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
Traits
Special Abilities
Heritages
Ancestry Feats
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
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!
Playing a Versatile Heritage
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
In This Book
Borai
Prismeni
Mixed Ancestry Heritages
This section also describes how to create a custom mixed ancestry heritage when creating your own world.
Mixed Ancestries
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
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
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
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
Telepathy
Language | Speakers |
---|---|
Common | Humans, most citizens of the Pact Worlds |
Kasatha | Kasathas, inhabitants of Kasath or the Idari |
Pahtra | Pahtras |
Language | Speakers |
---|---|
Akitonian | Akiton (shobhads, ysoki) |
Brethedan | Bretheda, Liavara, and their moons (barathus, kalos, maraquoi) |
Castrovelian | Castrovel (lashuntas and formians) |
Diasporan | Diaspora (sarcesians) |
Draconic | Triaxus (dragons, dragonkin, ryphorians) |
Eoxian | Eox (elebrians) |
Trinary | Aballon (anacites, androids) |
Vercite | Verces (verthani) |
Veskarium | Pulonis, the Veskarium (pahtras, vesk) |
Language | Speakers |
---|---|
Aklo | Evil fey, otherworldly monsters |
Chthonian | Demons |
Diabolic | Devils |
Empyrean | Angels |
Muan | Wood elemental creatures |
Necril | Undead |
Orcish | Orcs, dromaars |
Petran | Earth elemental creatures |
Pyric | Fire elemental creatures |
Shadowtongue | Netherworld creatures |
Sussuran | Air elemental creatures, flying creatures |
Talican | Metal elemental creatures |
Thalassic | Aquatic creatures, water elemental creatures |