Possessing the blood of a distant and powerful ancestor, these Mages manage to channel those ancient powers for themselves.
Ancestral Power
Choose an Ancestry to take in place of the Magic Tampering normally gained at 3rd level. For each time a Magical Tampering would be gained thereafter, gain the listed benefits.
Alien
3rd: Gain a +1 square melee reach.
6th: Gain a +2 on Acrobatics and Stealth checks.
9th: Gain proficiency in one of the following; Pistols, Rifles, or Shotguns.
12th: Gain Skill Focus (Acrobatics) or Skill Focus (Stealth) as a bonus feat.
15th: Gain a 30% chance to negate critical hits.
18th: Gain immunity to acid, and you take 5 less sanity damage from enemies.
Animal
3rd: Gain a +1 square land reach.
6th: Gain a +2 on Feats of Strength and Fortitude checks.
9th: Gain proficiency in one of the following; Polearm, Axe, or Bow.
12th: Gain Skill Focus (Feats of Strength) or Skill Focus (Fortitude) as a bonus feat.
15th: Increase the bonus to land speed from 3rd level by another +3.
18th: Gain immunity to trip and grapple attempts.
Construct
3rd: Gain Natural Deflection to all body parts while not wearing armor, this Natural Deflection is equal to Endurance + 1.
6th: Gain a +2 on Awareness and Use Computers checks.
9th: Gain proficiency in one of the following; Pistol, Rifle, or Shotgun.
12th: Gain Skill Focus (Fortitude) or Skill Focus (Ride) as a bonus feat.
15th: Gain a +5 bonus to Defense.
18th: Gain Electricity Absorption.
Dragon
3rd: Gain a bite attack that does 2k2 piercing damage.
6th: Gain a +2 on Spellcraft and Use Magic Device checks.
9th: Gain proficiency in one of the following; Sword, Axe, or Hammer.
12th: Gain Skill Focus (Spellcraft) or Skill Focus (Use Magic Device) as a bonus feat.
15th: Gain a 4 square fly speed. If you already have a fly speed, increase it by +4.
18th: Your bite attack increases to 4k2 base damage, and gains the Æther property.
Extraplanar
3rd: Gain Regeneration 5, and choose an arcane element. That arcane element suppresses the Regeneration. This cannot be one that you have immunity for.
6th: Gain a +2 on Knowledge (Magic) and Spellcraft checks.
9th: Gain proficiency in one of the following; Axe, Hammer, or Bow.
12th: Gain Skill Focus (Knowledge (Magic)) or Skill Focus (Spellcraft) as a bonus feat.
15th: Your Regeneration increases by 5.
18th: You gain immunity to an element not chosen as the suppressor to your Regeneration.
Magic Beast
3rd: Gain a 4 square Climb or Swim speed (once chosen, this cannot be changed).
6th: Gain a +2 on Feats of Strength and Persuasion checks.
9th: Gain proficiency in one of the following; Sword, Polearm, or Bow.
12th: Gain Skill Focus (Feats of Strength) or Skill Focus (Persuasion) as a bonus feat.
15th: Increase your Climb or Swim speed (whichever was chosen) by 4.
18th: You gain 5 Natural Deflection to all body parts while unarmored.
Mystical
3rd: Gain a 4 square Fly speed. If you already possess a Fly speed, add +4 to it.
6th: Gain a +2 on Spellcraft and Stealth checks.
9th: Gain proficiency in one of the following; Sword, Axe, or Bow.
12th: Gain Skill Focus (Spellcraft) or Skill Focus (Stealth) as a bonus feat.
15th: Gain Spell Resistance equal to 15 + Resistance.
18th: Increase your Fly speed by 4 squares. In addition to this, receive Earth or Acid Resistance (once chosen, it cannot be changed).
Ooze
3rd: Unable to be blinded. Even without eyes, you are able to see through vibrations. Flying negates your sense of sight.
6th: Gain a +2 on Awareness and Fortitude checks.
9th: Gain proficiency in one of the following; Polearm, Axe, or Hammer.
12th: Gain Skill Focus (Awareness) or Skill Focus (Fortitude) as a bonus feat.
15th: Gain Natural Deflection 5 to all body parts while not wearing armor.
18th: Gain immunity to critical hits.
Plant
3rd: Heal 1 HP for every 1 minute you are out in direct sunlight.
6th: Gain a +2 on Awareness and Knowledge (Wilderness) checks.
9th: Gain proficiency in one of the following; Sword, Axe, or Bow.
12th: Gain Skill Focus (Awareness) or Skill Focus (Knowledge (Wilderness)) as a bonus feat.
15th: Gain a +5 bonus to Mental Defense.
18th: Gain Water Absorption.
Undead
3rd: Gain bonus HP equal to your Resistance.
6th: Gain a +2 on Fortitude and Use Magic Device checks.
9th: Gain proficiency in one of the following; Sword, Axe, or Hammer.
12th: Gain Skill Focus (Fortitude) or Skill Focus (Use Magic Device) as a bonus feat.
15th: Gain a +5 bonus to Bodily Defense.
18th: Gain Resistance in Unholy damage equal to double Resistance, and heal double from Holy healing. (This is reversed if you heal from Unholy, and are damaged by Unholy).
Vermin
3rd: Heal 1 HP for every 1 minute you are out in direct sunlight.
6th: Gain a +2 on Fortitude and Ride checks.
9th: Gain proficiency in one of the following; Sword, Axe, or Shotgun.
12th: Gain Skill Focus (Fortitude) or Skill Focus (Ride) as a bonus feat.
15th: Gain a +5 bonus to Avoid.
18th: On dodge attempts, use Endurance if it's higher. In addition to this, gain immunity to piercing damage.
This replaces the Magic Tampering ability.