At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th level). As an alien, you choose from among the following ancestry feats.
1st Level
Alien Senses — Feat 1
[Alien]
You possess unusual sensory organs, allowing you to perceive the world through vibrations, scent, or frequencies of light and sound beyond the typical spectrum. Choose one of the following: echolocation (imprecise) 10 feet, low-light vision, scent (imprecise) 30 feet, or tremorsense (imprecise) 30 feet.
Special You can select this feat multiple times, choosing a different sense each time.
Aquatic — Feat 1
[Alien]
You probably come from a planet mostly or entirely covered by water. Perhaps you have traditional gills and fins, or maybe your skin is permeable, allowing you to process oxygen directly from water. You gain a swim Speed of 15 feet and the amphibious trait, allowing you to breathe both air and water.
Construct — Feat 1
[Alien]
Whether you are a purpose-built robot or android, a golem or other creature animated by magic, or even had your consciousness somehow transferred into such a body, you are an artificial being. You gain the construct trait. You do not need to eat or drink, but you must either be recharged, replace internal batteries, or otherwise “consume” some sort of energy daily. You must “breathe” an atmosphere with oxygen for your internal systems to function, and you “sleep” by entering a low-power maintenance mode for 8 hours. You use the Crafting skill instead of Medicine to Treat your Wounds or Repair yourself. You gain a free datajack and comm unit as implanted cybernetic augmentations that do not count against your total number of allowed augmentations.
Diplomatic — Feat 1
[Alien]
You may come from a hierarchical society where navigating social structures is key, or perhaps your people simply possess an innate talent for finding common ground. You are trained in Diplomacy. You also gain the Group Impression and Hobnobber skill feats.
Educated — Feat 1
[Alien]
Some aliens are raised in sophisticated cultures with universal access to information, while others may have a required period of their lives dedicated to rigorous study. You are trained in two skills of your choice.
General Ambition — Feat 1
[Alien]
Perhaps you are a member of a young, spacefaring race eager to make its mark, or one that has already acclimated to life among the stars. You gain one 1st-level General Feat.
Special You can select this feat multiple times, choosing a different feat each time.
Lightweight — Feat 1
[Alien]
Your body may have a hollow skeletal structure, or perhaps it is partially composed of lighter-than-air gases, making your body unnaturally light. You never take damage from falling, regardless of the distance.
Logical — Feat 1
[Alien]
Some alien minds are structured like biological computers, capable of processing data and reaching conclusions with astonishing speed. You are trained in one Intelligence-based skill of your choice. You also gain the Quick Conclusion free action.
Quick Conclusion [free-action]
Frequency once per 10 minutes
You may instantly Recall Knowledge, Seek, or Sense Motive.
Magical — Feat 1
[Alien]
Perhaps your people revere the gods or the spirits of nature, have a long tradition of studious arcane scholarship, or are simply born with innate psychic talents. Choose arcane, divine, occult or primal. You learn one cantrip from that tradition’s spell list, which you cast an innate spell of that tradition. You are trained in the associated spellcasting skill (Arcana, Religion, Occultism, or Nature).
Martial — Feat 1
[Alien]
Many species hail from brutal death-worlds that demand martial prowess for survival, while others may have a rigid warrior code that all must follow. You are trained in Warfare Lore. Choose two martial or advanced weapons. For you, any chosen martial weapons are treated as simple weapons, and any chosen advanced weapons are treated as martial weapons.
Natural Weapon — Feat 1
[Alien]
Alien evolution produces a wide array of natural tools for offense and defense, from chitinous horns to muscular, lashing tails. You gain one of the following unarmed attacks:
Beak, Fangs, or Horn 1d6 piercing (finesse, unarmed)
Claws 1d4 slashing (agile, finesse, unarmed)
Slam 1d6 bludgeoning (shove, unarmed)
Tail 1d6 bludgeoning (finesse, trip, unarmed)
Resilience — Feat 1
[Alien]
Your biology may be based on an element other than carbon, or perhaps your immune system evolved to combat exceptionally virulent native microbes. You gain a +2 circumstance bonus on all Fortitude saves against diseases and poisons.
Scheming — Feat 1
[Alien]
Survival in some alien societies depends on one’s ability to think several steps ahead, manipulating events and individuals from the shadows. You are trained in Deception. You also gain the Charming Liar and Lie to Me skill feats.
Stable — Feat 1
[Alien]
You may possess an incredibly low center of gravity, or perhaps you have a gyroscopic sense of balance that makes you difficult to topple. You gain a +2 circumstance bonus to your Fortitude and Reflex DCs against being repositioned, Shoved, Tripped, or otherwise forcibly moved.
Telepathic [one-action] — Feat 1
[Alien, Linguistic, Mental, Subtle]
In the vastness of space, many species develop non-verbal communication, either as a primary means of interaction or a subtle, secondary sense. You can send a brief telepathic message of no more than a few sentences to a single creature within 30 feet that you share a language with. The target can send a similarly brief reply to you as a Reaction, or as a free action on its next turn.
Vacuum Adaptation — Feat 1
[Alien]
You may have adapted to the hard vacuum of space, or perhaps you hail from a world with an atmosphere toxic to most other forms of life. You do not need to breathe and are immune to the harmful effects of a vacuum. You must still consume sustenance, which may be unusual (such as specific minerals or solar radiation).
5th Level
Alien Anatomy — Feat 5
[Alien]
The location of your vital organs may be completely different from other species, or you may have redundant systems that make you difficult to disable. When a critical hit is scored against you, you can roll a DC 17 flat check. On a success, the critical hit becomes a normal hit.
Alien Vitality — Feat 5
[Alien]
Your species’ nervous system may be decentralized, or it might simply lack the specific chemical receptors that many debilitating effects target. You gain a +2 circumstance bonus to Fortitude saves against effects that would cause the paralyzed or slowed conditions.
Controlled Glide — Feat 5
[Alien]
Prerequisites Lightweight
Your mastery over your low mass allows you to expertly manage your descent. You glide slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as you spend at least 1 action gliding each round and have not yet reached the ground, you remain in the air at the end of your turn.
Deep Diver Feat 5
[Alien]
Prerequisites Aquatic
You may have pressure-equalizing organs or incredibly dense bones that allow you to withstand the crushing depths of an ocean. You are immune to the effects of water pressure at any depth. You gain low-light vision, or you gain darkvision if you already have low-light vision.
Immovable Object [one-action] — Feat 5
[Alien]
Prerequisites Stable
By altering your posture and rooting yourself, you can become nearly impossible to shift. You brace yourself. Until the start of your next turn, any creature attempting to Shove or Trip you takes a –4 circumstance penalty to their check.
Rapid System Purge [reaction] — Feat 5
[Alien]
Prerequisites Resilience
Frequency once per day
Trigger You fail or critically fail your initial saving throw against a disease or poison.
Perhaps your alien metabolism can rapidly produce antibodies, or you can consciously purge contaminants from your body. You immediately reroll the failed saving throw and use the more favorable result.
Severe Environment Adaptation — Feat 5
[Alien]
Your species may have evolved in a particularly harsh climate, or you may have undergone training or biological augmentation to survive one specific extreme. Choose either severe cold or severe heat. You are immune to the effects of your chosen environmental severity.
Very Magical — Feat 5
[Alien]
Prerequisites Magical
Your innate connection to magic has grown, granting you access to additional innate spells based on your chosen tradition of magic. You may cast the listed spells associated with your tradition as 1st rank innate spells each once per day as innate spells of that tradition.
Arcane carryall and mending
Divine heal and sanctuary
Occult object reading and soothe
Primal gentle landing and gust of wind
Zero-G Reposition [reaction] — Feat 5
[Alien]
Prerequisites Vacuum Adaptation
Trigger You are in a zero-gravity environment and are missed by a melee attack. You must be adjacent to the attacker, or adjacent to a solid surface or object of at least 10 Bulk.
You use the momentum of the missed attack and the lack of gravity to expertly reposition yourself. You Step 5 feet.
9th Level
Adamant Frame — Feat 9
[Alien]
Prerequisites Construct
Your synthetic body may be built with reinforced plating or composed of ablative materials designed to withstand specific types of punishment. Choose bludgeoning, piercing, or slashing damage. You gain resistance to that damage type equal to half your level.
Special You can select this feat multiple times. Each time, you must choose a different damage type.
Alien Resilience — Feat 9
[Alien]
Your alien biology is particularly adapted to handle a specific type of energy. Choose acid, cold, electricity, fire, or sonic. You gain resistance to that damage type equal to half your level.
Special You can select this feat multiple times. Each time, you must choose a different damage type.
Extremely Magical — Feat 9
[Alien]
Prerequisites Very Magical
Your magical talents continue to blossom, unlocking a more powerful expression of your innate ability. Choose one spell of your tradition from the list below. You may cast that spell as 2nd rank innate spell once per day as an innate spell of that tradition.
Arcane dispel magic, invisibility or knock
Divine augury, see the unseen or resist energy
Occult animal messenger, one with plants, or speak with animals
Primal clear mind, spirit sense, or translate
Improved Natural Attack — Feat 9
[Alien]
Prerequisites Natural Weapon
Your natural weapons have evolved further, becoming more versatile in combat. Choose one of the following traits to permanently add to the unarmed attack you chose for the Natural Weapon feat: deadly d8, forceful, grapple, or shove.
Irresistible Force [one-action] — Feat 9
[Alien]
Prerequisites Immovable Object
Frequency once per minute
You can channel your immense mass and power into a single, unstoppable advance. You Stride, ignoring difficult terrain. You can move through the spaces of enemies during this Stride. This movement does not trigger reactions from any creature whose space you move through.
Vicious Weaponry — Feat 9
[Alien]
Prerequisites Natural Weapon
Through training or natural development, your unarmed attacks have become even more deadly. Increase the damage die of the unarmed attack you chose for the Natural Weapon feat by one step (from 1d4 to 1d6, or from 1d6 to 1d8).
13th Level
Otherworldly Presence [one-action] — Feat 13
[Alien, Fear]
Your appearance and demeanor are so alien that you can actively present yourself in a way that is profoundly unsettling or awe-inspiring. Make an Intimidation check to Demoralize all creatures in a 30-foot emanation who can see you.
Strange Biology — Feat 13
[Alien]
Your body may lack a traditional digestive system or have such a robust filtering process that it is difficult to make you truly sick. When you critically fail a saving throw against an effect that would make you sickened, you get a normal failure instead.
17th Level
Extremely Alien Anatomy — Feat 17
[Alien]
Prerequisites Alien Anatomy
Your body’s strange configuration is so complex that even lucky shots are unlikely to hit anything vital. The flat check DC for your Unconventional Anatomy feat is reduced from 17 to 14.
Perfected Weightlessness — Feat 17
[Alien]
Prerequisites Controlled Glide
Whether through newly functional vestigial wings, internal gas bladders for levitation, or the ability to ‘swim’ through the air, you can achieve true flight. You gain a permanent Fly Speed equal to your land Speed.
True Alien Mind [reaction] — Feat 17
[Alien]
Trigger A creature targets you with a mental effect.
The fundamental structure of your consciousness is so different that you can reflect mental intrusions back at their source. The triggering creature must succeed at a Will save against your class DC or be stunned 1. If the effect involves a Will save and you critically succeed, the attacker believes you have failed and either receives false information or is convinced you are affected.
