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Player > Ancestry > Elf > Feats

Elf Ancestry Feats

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 levels). As a elf, you select from among the following ancestry feats.

Ancestral Longevity FEAT 1

Core Rulebook p.40


ELF

Prerequisites at least 100 years old


You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.


Elemental Wrath FEAT 1

Lost Omens Character Guide p.26


ELF

You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the acid splash cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up.


Elven Lore FEAT 1

Core Rulebook p.40


ELF

You’ve studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.


Elven Verve FEAT 1

Lost Omens Character Guide p.26


ELF

While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the immobilized, paralyzed, or slowed conditions. When you would be immobilized, paralyzed, or slowed for at least 2 rounds, reduce that duration by 1 round.


Elven Weapon Familiarity FEAT 1

Core Rulebook p.40


ELF

You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows.
In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons.


Forlorn FEAT 1

Core Rulebook p.40


ELF

Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.


Nimble Elf FEAT 1

Core Rulebook p.40


ELF

Your muscles are tightly honed. Your Speed increases by 5 feet.


Otherworldly Magic FEAT 1

Core Rulebook p.40


ELF

Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list (page 307). You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.


Share Thoughts FEAT 1

Lost Omens Character Guide p.26


ELF

Prerequisites Mualijae, Ilverani, or Vourinoi ethnicity


You have an uncanny knack of communicating with other elves without speaking, though this habit that is often uncomfortable to observers. You can cast mindlink as an innate occult spell once per day, but you can target only other elves or half-elves.


Unwavering Mien FEAT 1

Core Rulebook p.40


ELF

Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.
You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.


Wildborn Magic FEAT 1

Lost Omens Character Guide p.26


UNCOMMONELF

Access Mualijae ethnicity


You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list (Pathfinder Core Rulebook 314). You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.


Woodcraft FEAT 1

Lost Omens Character Guide p.26


ELF

You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a Survival skill check to Sense Direction, Subsist, or Cover Tracks, you get a failure instead, and if you roll a success, you get a critical success instead.


Ageless Patience FEAT 5

Core Rulebook p.40


ELF

You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don’t treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.
The GM might determine a situation doesn’t grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.


Defiance Unto Death FEAT 5

Lost Omens Character Guide p.26


UNCOMMONELF

Access Spiresworn elf


You loathe the alghollthus and their mind magic, and you’ve been trained to be willing to die rather than give into mental manipulation. If you would start your turn confused, controlled, or fleeing due to a failed Will save, you can attempt a Will save against the same DC; on a success, you become paralyzed until your next turn, rather than act against your will.


Elven Instincts FEAT 5

Lost Omens Character Guide p.27


ELF

Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.


Elven Weapon Elegance FEAT 5

Core Rulebook p.41


ELF

Prerequisites Elven Weapon Familiarity


You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an elf weapon or one of the weapons listed in Elven Weapon Familiarity, you apply the weapon’s critical specialization effect.


Forest Stealth [one-action]FEAT 5

Lost Omens Character Guide p.27


ELF

Prerequisites Expert in Stealth
Requirements You are in a forest or jungle environment near an environmental feature that would allow you to Take Cover


You are skilled at quickly hiding behind bits of underbrush or foliage. You Take Cover and then use that cover to Hide.


Wildborn Adept FEAT 5

Lost Omens Character Guide p.27


ELF

Prerequisites Wildborn Magic


The whispers of the jungle grant you more diverse access to simple primal magic. You can cast dancing lights, disrupt undead, and tanglefoot as innate primal spells at will. If you chose one of those spells with Wildborn Magic, you can select a new spell for Wildborn Magic.


Brightness Seeker FEAT 9

Lost Omens Character Guide p.27


ELF

Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast augury as an innate divine spell. Unless the result of the augury was “nothing,” you gain the following reaction for the next 30 minutes:
Call Upon the Brightness [reaction] (concentrate) Trigger You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury, but you haven’t rolled yet; Effect You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the augury was “woe” and you proceeded anyway.


Elf Step [one-action]FEAT 9

Core Rulebook p.41


ELF

You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.


Expert Longevity FEAT 9

Core Rulebook p.41


ELF

Prerequisites Ancestral Longevity


You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires.
When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity.


Sense Thoughts FEAT 9

Lost Omens Character Guide p.27


UNCOMMONELF

Prerequisites Share Thoughts


You have an even stranger knack for knowing what other people are thinking. You can cast mind reading as an innate occult spell once per day.


Elven Weapon Expertise FEAT 13

Core Rulebook p.41


ELF

Prerequisites Elven Weapon Familiarity


Your elven affinity blends with your class training, granting you great skill with elven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and all elf weapons in which you are trained.


Universal Longevity [one-action]FEAT 13

Core Rulebook p.41


ELF

Prerequisites Expert Longevity
Frequency once per day


You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Elven Longevity and Expert Longevity.


Wandering Heart FEAT 13

Lost Omens Character Guide p.27


ELF

Prerequisites arctic elf, cavern elf, desert elf, woodland elf, or any other elf heritage based on adapting to an environment


While all elves adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other elves. After spending a week in an environment associated with an elf heritage (such as snow for arctic elf, or a forest or jungle for woodland elf) your heritage automatically changes to become that heritage. This never causes you to change to an elf heritage that isn’t related to an environment, such as ancient elf, seer elf, or whisper elf.

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