- descr: Dwarven heroes of old could shrug off their enemies' magic, and some of that
    resistance manifests in you. You gain the Call on Ancient Blood reaction.
  feat: Call on Ancient Blood
  name: Ancient-Blooded Dwarf
- descr: Your ancestors have been tomb guardians for generations, and the power they
    cultivated to ward off necromancy has passed on to you. If you roll a success
    on a saving throw against a necromancy effect, you get a critical success instead.
  feat: null
  name: Death Warden Dwarf
- descr: You have a remarkable adaptation to hot environments from ancestors who inhabited
    blazing deserts or volcanic chambers beneath the earth. This grants you fire resistance
    equal to half your level (minimum 1), and you treat environmental heat effects
    as if they were one step less extreme (incredible heat becomes extreme, extreme
    heat becomes severe, and so on).
  feat: null
  name: Forge Dwarf
- descr: Your ancestors lived and worked among the great ancient stones of the mountains
    or the depths of the earth. This makes you solid as a rock when you plant your
    feet. You gain a +2 circumstance bonus to your Fortitude or Reflex DC against
    attempts to Shove or Trip you. This bonus also applies to saving throws against
    spells or effects that attempt to knock you prone.
  feat: null
  name: Rock Dwarf
- descr: Your blood runs hearty and strong, and you can shake off toxins. You gain
    poison resistance equal to half your level (minimum 1), and each of your successful
    saving throws against a poison affliction reduces its stage by 2, or by 1 for
    a virulent poison. Each critical success against an ongoing poison reduces its
    stage by 3, or by 2 for a virulent poison.
  feat: null
  name: Strong-Blooded Dwarf
- descr: You dwell deep in the frozen north and have gained incredible resilience
    against cold environments, granting you cold resistance equal to half your level
    (minimum 1). You treat environmental cold effects as if they were one step less
    extreme (incredible cold becomes extreme, extreme cold becomes severe, and so
    on).
  feat: null
  name: Arctic Elf
- descr: You were born or spent many years in underground tunnels or caverns where
    light is scarce. You gain darkvision.
  feat: null
  name: Cavern Elf
- descr: You have an inborn ability to detect and understand magical phenomena. You
    can cast the detect magic cantrip as an arcane innate spell at will. A cantrip
    is heightened to a spell level equal to half your level rounded up. In addition,
    you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing
    of a magical nature. These skill actions typically use the Arcana, Nature, Occultism,
    or Religion skill.
  feat: null
  name: Seer Elf
- descr: Your ears are finely tuned, able to detect even the slightest whispers of
    sound. As long as you can hear normally, you can use the Seek action to sense
    undetected creatures in a 60-foot cone instead of a 30-foot cone. You also gain
    a +2 circumstance bonus to locate undetected creatures that you could hear within
    30 feet with a Seek action.
  feat: null
  name: Whisper Elf
- descr: You’re adapted to life in the forest or the deep jungle, and you know how
    to climb trees and use foliage to your advantage. When Climbing trees, vines,
    and other foliage, you move at half your Speed on a success and at full Speed
    on a critical success (and you move at full Speed on a success if you have Quick
    Climb). This doesn’t affect you if you’re using a climb Speed.
  feat: null
  name: Woodland Elf
- descr: The color of your hair and skin is mutable, possibly due to latent magic.
    You can slowly change the vibrancy and the exact color, and the coloration can
    be different across your body, allowing you to create patterns or other colorful
    designs. It takes a single action for minor localized shifts and up to an hour
    for dramatic shifts throughout your body. While you’re asleep, the colors shift
    on their own in tune with your dreams, giving you an unusual coloration each morning.
    When you’re in an area where your coloration is roughly similar to the environment
    (for instance, forest green in a forest), you can use the single action to make
    minor localized shifts designed to help you blend into your surroundings. This
    grants you a +2 circumstance bonus to Stealth checks until your surroundings shift
    in coloration or pattern.
  feat: null
  name: Chameleon Gnome
- descr: The blood of the fey is so strong within you that you’re truly one of them.
    You gain the fey trait, in addition to the gnome and humanoid traits. Choose one
    cantrip from the <%SPELL.LIST%Primal%%>primal spell list. You can cast this spell
    as a primal innate spell at will. A cantrip is heightened to a spell level equal
    to half your level rounded up. You can change this cantrip to a different one
    from the same list once per day by meditating to realign yourself with the First
    World; this is a 10-minute activity that has the concentrate trait.
  feat: null
  name: Fey-Touched Gnome
- descr: 'You see all colors as brighter, hear all sounds as richer, and especially
    smell all scents with incredible detail. You gain a special sense: imprecise scent
    with a range of 30 feet. This means you can use your sense of smell to determine
    the exact location of a creature (as explained on page 465). The GM will usually
    double the range if you’re downwind from the creature or halve the range if you’re
    upwind.'
  feat: null
  name: Sensate Gnome
- descr: Whether from a connection to dark or shadowy fey, from the underground deep
    gnomes also known as svirfneblin, or another source, you can see in complete darkness.
    You gain darkvision.
  feat: null
  name: Umbral Gnome
- descr: Some other source of magic has a greater hold on you than the primal magic
    of your fey lineage does. This connection might come from an occult plane or an
    ancient occult song; a deity, celestial, or fiend; magical effluent left behind
    by a mage war; or ancient rune magic.
  feat: null
  name: Wellspring Gnome
- descr: Your ancestors have always had a connection to fire and a thicker skin, which
    allows you to resist burning. You gain fire resistance equal to half your level
    (minimum 1). You can also recover from being on fire more easily. Your flat check
    to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to
    DC 5 if another creature uses a particularly appropriate action to help.
  feat: null
  name: Charhide Goblin
- descr: You can subsist on food that most folks would consider spoiled. You can keep
    yourself fed with poor meals in a settlement as long as garbage is readily available,
    without using the Subsist downtime activity. You can eat and drink things when
    you are sickened.
  feat: null
  name: Irongut Goblin
- descr: Your family’s teeth are formidable weapons. You gain a jaws unarmed attack
    that deals 1d6 piercing damage. Your jaws are in the brawling group and have the
    finesse and unarmed traits.
  feat: null
  name: Razortooth Goblin
- descr: You are acclimated to living in frigid lands and have skin ranging from sky
    blue to navy in color, as well as blue fur. You gain cold resistance equal to
    half your level (minimum 1). You treat environmental cold effects as if they were
    one step less extreme (incredible cold becomes extreme, extreme cold becomes severe,
    and so on).
  feat: null
  name: Snow Goblin
- descr: You’re able to bounce back from injuries easily due to an exceptionally thick
    skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points
    from your ancestry instead of 6. When you fall, reduce the falling damage you
    take as though you had fallen half the distance.
  feat: null
  name: Unbreakable Goblin
- descr: Your family line is known for keeping a level head and staving off fear when
    the chips were down, making them wise leaders and sometimes even heroes. When
    you roll a success on a saving throw against an emotion effect, you get a critical
    success instead.
  feat: null
  name: Gutsy Halfling
- descr: Accustomed to a calm life in the hills, your people find rest and relaxation
    especially replenishing, particularly when indulging in creature comforts. When
    you regain Hit Points overnight, add your level to the Hit Points regained. When
    anyone uses the Medicine skill to Treat your Wounds, you can eat a snack to add
    your level to the Hit Points you regain from their treatment.
  feat: null
  name: Hillock Halfling
- descr: 'Your ancestors have traveled from place to place for generations, never
    content to settle down. You gain two additional languages of your choice, chosen
    from among the common and uncommon languages available to you, and every time
    you take the '
  feat: null
  name: Nomadic Halfling
- descr: Your ancestors performed many secret acts under the concealing cover of dusk,
    whether for good or ill, and over time they developed the ability to see in twilight
    beyond even the usual keen sight of halflings. You gain low-light vision.
  feat: null
  name: Twilight Halfling
- descr: You hail from deep in a jungle or forest, and you’ve learned how to use your
    small size to wriggle through undergrowth, vines, and other obstacles. You ignore
    difficult terrain from trees, foliage, and undergrowth.
  feat: null
  name: Wildwood Halfling
- descr: Either one of your parents was an elf, or one or both were half-elves. You
    have pointed ears and other telltale signs of elf heritage. You gain the elf trait
    and low-light vision. In addition, you can select elf, half-elf, and human feats
    whenever you gain an ancestry feat.
  feat: null
  name: Half-Elf
- descr: One of your parents was an orc, or one or both were half-orcs. You have a
    green tinge to your skin and other indicators of orc heritage. You gain the orc
    trait and low-light vision. In addition, you can select orc, half-orc, and human
    feats whenever you gain an ancestry feat.
  feat: null
  name: Half-Orc
- descr: Your ingenuity allows you to train in a wide variety of skills. You become
    trained in one skill of your choice. At 5th level, you become an expert in the
    chosen skill.
  feat: null
  name: Skilled Heritage
- descr: Humanity’s versatility and ambition have fueled its ascendance to be the
    most common ancestry in most nations throughout the world. Select a general feat
    of your choice for which you meet the prerequisites (as with your ancestry feat,
    you can select this general feat at any point during character creation).
  feat: null
  name: Versatile Heritage
