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 inza, you choose from among the following ancestry feats.
1st Level
Crystalline Armament [one-action] — Feat 1
[Inza]
Requirements You have both hands free
You bring your energy spirit and crystaline body into perfect harmony, allowing you to reshape your limbs in an instant to adapt to an ever changing battlefield. While in this stance, your fists reshape into a deadly weapon. You gain a shard unarmed attack which deals 1d6 modular damage. Your shard attack is in the brawling weapon group and has the agile and modular (B, P, or S) traits.
Crystalline Resonance — Feat 1
[Inza]
You are sensitive to the smallest vibrations that travel through solid matter. You gain imprecise tremorsense with a range of 10 feet. This lets you feel the location of creatures on the ground that are in contact with the same surface as you.
Inza Lore — Feat 1
[Inza]
Your thought processes are naturally suited to recalling details and understanding complex systems. You become trained in Crafting and Occultism. If you were already trained in one of these skills, you become trained in a skill of your choice.
You also gain the Additional Lore — Feat for Inza Lore
Logical Analysis — Feat 1
[Inza]
When you succeed at a check to Recall Knowledge using Arcana, Crafting, Occultism or Society, you gain an additional piece of useful information on the subject. When you critically succeed at one of these checks, the GM should provide you with a treasure trove of information, potentially including a major secret or vulnerability.
5th Level
Adaptive Armaments — Feat 5
[Inza]
Prerequisites Crystalline Armament
You have learned to form more complex and specialized weapon shapes. When you enter the Crystalline Armament stance, choose two traits from the following list to apply to your shard unarmed attack: disarm, grapple, nonlethal, shove, trip, reach.
Core Resonance — Feat 5
[Inza]
Prerequisites Elemental Inza heritage or Resonant Inza heritage
You can draw more potent bursts of power from your energetic core. Choose one 1st-level spell from the same tradition as your heritage’s cantrip (primal for Elemental Inza, occult for Resonant Inza). You can cast this spell once per day as an innate spell of that tradition.
Crystalline Regrowth — Feat 5
[Inza]
Frequency Once per day
You can enter a state of resonant repair, causing your crystalline structure to regrow and seal its fractures. You spend 1 minute concentrating to regain Hit Points equal to 2d8 plus your Constitution modifier. During this time, you are off-guard and can’t take other actions. If you are interrupted, the healing does not occur, but the daily use of the — Feat is not expended. You can also use this activity to reattach a severed crystalline limb; the limb becomes functional immediately and is fully fused after 1 hour.
Crystalline Shield [one-action] — Feat 5
[Inza]
You manifest a temporary shield of shimmering crystal that floats near you, functioning as the Shield cantrip. However, your crystalline shield is more resilient than a purely magical one. When you use Shield Block with your crystalline aegis, the shield cracks but does not immediately shatter. Instead of being destroyed and going on a 10-minute cooldown, its Hardness is reduced by 5. You can continue to use this action and Shield Block with the reduced Hardness. If the shield’s Hardness is ever reduced to 0 or less, it shatters completely; you cannot use this — Feat again for 10 minutes, at which point it regains its full, normal Hardness.
Dampening Harmonics — Feat 5
[Inza]
You have learned to internally adjust your resonant frequency to dampen harmful vibrations, protecting your crystalline form from shattering. You gain resistance sonic damage equal to half your level. Additionally, when you roll a success against a sonic effect you gain a critical success instead.
Precious Shards — Feat 5
[Inza]
Prerequisites Crystalline Armament
Your control over your crystal form allows you to align its internal structure to mimic the properties of precious materials. Choose either cold iron or silver. Your shard unarmed strikes from Crystalline Armament are treated as that material for the purposes of bypassing resistances, weaknesses, and immunities.
Special You can select this — Feat a second time, choosing the other material.
9th Level
Accelerated Regrowth — Feat 9
[Inza]
Prerequisites Crystalline Regrowth
The speed and efficiency of your self-repair functions have increased dramatically. The healing from your Crystalline Regrowth — Feat increases from 2d8 to 5d8 plus your Constitution modifier. Additionally, you can now use this ability on another willing Inza by laying your hands on them to facilitate their regrowth; this expends your daily use of the feat.
Crystalline Mind — Feat 9
[Inza]
Your mind is a complex, crystalline lattice that is difficult for outsiders to comprehend. You gain a +2 circumstance bonus to saving throws against effects that would read your thoughts, control your actions, or inflict the confused condition. If you roll a success on a saving throw against such an effect, you get a critical success instead.
Greater Core Resonance — Feat 9
[Inza]
Prerequisites Core Resonance
Your connection to your core’s power deepens, allowing you to manifest more complex effects. Choose one 3rd-level spell from the same tradition as your heritage’s cantrip (primal for Elemental Inza, occult for Resonant Inza). You can cast this spell once per day as an innate spell of that tradition.
Shifting Shards [one-action] — Feat 9
[Inza]
Prerequisites Adaptive Armaments
You can recalibrate your weapon’s form in the middle of combat. While in the Crystalline Armament stance, you can use this action to replace one of the traits you chose with Adaptive Armaments with another trait from that feat’s list.
13th Level
Adamantine Shards — Feat 13
[Inza]
Prerequisites Precious Metal Shards
You have perfected your ability to manipulate your physical form, allowing you to replicate the hardness of one of the universe’s strongest metals. Your shard unarmed strikes are now treated as adamantine for the purposes of bypassing resistances and immunities and for interacting with objects (ignoring a portion of an object’s Hardness as normal for an adamantine weapon).
Perfected Core Resonance — Feat 13
[Inza]
Prerequisites Greater Core Resonance
Your command over your internal energy is nearing its peak. Choose one 5th-level spell from the same tradition as your heritage’s cantrip (primal for Elemental Inza, occult for Resonant Inza). You can cast this spell once per day as an innate spell of that tradition.
Resonant Restoration — Feat 13
[Inza]
Prerequisites Accelerated Regrowth
Your self-repair ability has become remarkably efficient. You can now use the Crystalline Regrowth — Feat once per hour, instead of once per day. Additionally, when you use the ability, the healing is so thorough that you can attempt to immediately counteract one poison or disease effect currently affecting you. The counteract level is equal to half your level (rounding up), and you use your class DC or spell DC for the check.
Geological Assimilation — Feat 13
[Inza]
You can temporarily incorporate nearby minerals into your crystalline structure to gain their properties. You can spend 10 minutes in physical contact with a non-magical piece of stone or metal of at least 1 bulk to assimilate it into your form. For the next hour, you gain a specific benefit related to that material, determined by the GM. Examples include:
Granite: Gain resistance 5 to all physical damage (except adamantine).
Lead: Gain resistance 10 to radiation and a +2 circumstance bonus to saves against radiation effects.
Copper: Gain resistance 5 to electricity and can cast electric arc as an innate spell at will (primal, or occult if you are the Resonant heritage)
Rough stone: Ignore difficult terrain made of rock or rubble and gain a +2 circumstance bonus to your DCs vs forced movement or being tripped while standing on stone or earth.
Quartz: Gain a +2 circumstance bonus on saves againt effects with the light trait, and can cast the light cantrip as an innate primal spell (or occult if Resonant heritage) (though the duration is the same as Geological Assimilation)
17th Level
Crystalline Omniscience [free-action] — Feat 17
[Inza]
Frequency Once per day
Trigger You are about to attempt a skill check to Recall Knowledge.
Your mind is a perfect, crystalline repository of logic and memory. You can forgo rolling the check and instead treat the result as if you had rolled a 20 (a critical success).
Monolith Form [two-actions] — Feat 17
[Inza]
Prerequisites Elemental Inza heritage
Frequency Once per day
You fully embrace the primal power of your elemental nature, transforming into a towering behemoth of living geology. You can cast a 7th-rank elemental form as an innate primal spell. When you do so, you must choose either the earth elemental or metal elemental form.
Perfected Armament — Feat 17
[Inza]
Prerequisites Shifting Shards
Your mastery over your living weapon is absolute. You are now always in the Crystalline Armament stance as long as your hands are free; you do not need to spend an action to enter it. When you use the Shifting Shards action, you can replace up to two traits on your shard unarmed attack instead of just one. Furthermore, your shard unarmed attack’s damage die increases by one step (from d6 to d8, or from d8 to d10 if you are a Shard Inza).
Resonant Dissociation [two-actions] — Feat 17
[Inza]
Prerequisites Resonant Inza heritage
Frequency Once per day
Duration 1 minute
You push your consciousness fully out of your crystalline body, temporarily splitting into two separate beings. Your physical body becomes a Crystal Automaton, and your consciousness becomes a being of pure energy, the Resonant Core. There is no maximum range between the two forms, but the effect ends immediately if you are on different planes of existence.
- You share your Hit Points, actions, and multiple attack penalty between both forms. You do not get any special actions to command both simultaneously.
- The Crystal Automaton is your size, has your normal AC and saving throw modifiers, and is mindless. On your turn, you can have it take up to two of your actions to Stride or Strike. It is immune to mental effects.
- The Resonant Core is a Tiny, incorporeal being of light with a fly Speed of 30 feet. It uses your unarmored defense proficiency and gains no benefit from your physical form’s equipment. It has resistance 10 to all damage (except force) and the incorporeal trait. The Core can cast spells normally and gains a special ranged attack (resonant bolt, 60-foot range, deals 9d6 force damage).
- The effect ends if either form is reduced to 0 HP, you use this action again, or the duration ends, at which point your Core flows back into the Automaton.
