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 a human, you choose from among the following ancestry feats.
1st Level
Adapted Augmentations — Feat 1
[Human]
You embrace ultimate adaptation by integrating cutting-edge augmentations into your body. Choose one common augmentation with an item level of 1 or less. You begin with this augmentation already installed in your body (you don’t need to pay the credits to purchase this starting augmentation). This augmentation doesn’t count toward your implant limit.
Adapted Cantrip — Feat 1
[Human]
Prerequisites spellcasting class feature
Through the study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you prepare spells, you can choose this spell when you prepare your cantrips, in addition to your other options. If you have a spell repertoire, replace one of your cantrips known with the chosen spell. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
Cooperative Nature — Feat 1
[Human]
The short human lifespan lends perspective and has taught you from a young age to set aside differences and work with others to achieve greatness. You gain a +4 circumstance bonus on checks to Aid.
General Training — Feat 1
[Human]
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this — Feat during character creation, you can select the — Feat later in the process in order to determine which prerequisites you meet.
Special You can select this — Feat multiple times, choosing a different — Feat each time.
Natural Ambition — Feat 1
[Human]
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class — Feat for your class. You must meet the prerequisites, but you can select the — Feat later in the character creation process in order to determine which prerequisites you meet.
Natural Skill — Feat 1
[Human]
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
5th Level
Adaptive Adept — Feat 5
[Human]
Prerequisites Adapted Cantrip, can cast 3rd-rank spells
You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st‑rank spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell options just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-rank spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.
Clever Improviser — Feat 5
[Human]
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you’re untrained.
Confident Actualization [Free-Action] — Feat 5
[Human]
Frequency once per day
Trigger You’re about to attempt a saving throw or skill check.
Your utter confidence in your own abilities helps you push yourself to reach your desired goals. Roll the triggering check or save twice and use the better result.
9th Level
Cooperative Soul — Feat 9
[Human]
Prerequisites Cooperative Nature
You’ve developed a soul-deep bond with your comrades. If you’re at least an expert in the skill you’re Aiding, when you roll a failure or critical failure to Aid a skill check, you get a success instead.
Incredible Improvisation [Free-Action] — Feat 9
[Human]
Frequency once per day
Trigger You attempt a check using a skill you’re untrained in.
A stroke of brilliance gives you a major advantage with a skill despite your inexperience. You gain a +4 circumstance bonus to the triggering skill check.
Multitalented — Feat 9
[Human]
You’ve learned to split your focus between multiple classes with ease. You gain a 2nd-level multiclass dedication — Feat (for more about multiclass archetypes, see page 174), even if you normally couldn’t take another dedication — Feat until you take more feats from your current archetype.
13th Level
Advanced General Training — Feat 13
[Human]
Over the course of adventuring, your adaptability has let you pick up numerous useful abilities. You gain a general — Feat of 7th level or lower. You must meet the feat’s prerequisites. Special You can select this — Feat multiple times, choosing a different — Feat each time.
Inner Wellspring [One-Action] — Feat 13
[Human]
Prerequisites focus pool
Frequency once per day
When you must endure times of extreme stress and pain, you dig deep and draw on the memories or stories of your people, tapping into inner reserves of power to pull off just one more miracle. You regain 1 Focus Point.
Stubborn Persistence — Feat 13
[Human]
Humans are renowned for their ability to persist through the most grueling of trials that would leave others ready to drop. When you would become fatigued, attempt a DC 17 flat check. On a success, you aren’t fatigued. If the fatigued condition has an underlying cause that you don’t address, such as lack of rest, you must attempt the check again at an interval determined by the GM until you fail the flat check or address the underlying cause.
17th Level
Persistent Confidence — Feat 17
[Human]
Prerequisites Confident Actualization
You always believe in yourself. You can use Confident Actualization once per hour, rather than once per day.
Too Stubborn To Die [Reaction] — Feat 17
[Human]
Frequency once per day
Trigger You would die.
You return from the brink of death, hauling yourself back to consciousness through exhaustion and pain. If you have the dying or unconscious conditions, you lose the dying and unconscious conditions. If you’re at 0 Hit Points, you have 1 Hit Point. Increase the value of your wounded and doomed conditions by 1. You can use this reaction while unconscious.
