Player > Ancestry > Human > Half-Elf > 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 half-elf, you select from among the following ancestry feats.
HUMAN
Prerequisites spellcasting class feature
Through 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 have a
spell repertoire or a spellbook, replace one of the cantrips you
know or have in your spellbook with the chosen spell. If you
prepare spells without a spellbook (if you’re a cleric or druid,
for example), one of your cantrips must always be the chosen
spell, and you prepare the rest normally. 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.
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.
Lost Omens Character Guide p.11
UNCOMMONHUMAN
Access Varisian ethnicity or New Thassilon nationality
You have tattoos on your body corresponding to one of the ancient Thassilonian schools of magic. Choose one of the following schools of magic: abjuration (shield), conjuration (tanglefoot), enchantment (daze), evocation (electric arc), illusion (ghost sound), necromancy (chill touch), or transmutation (sigil). You can cast the associated cantrip (listed in parentheses) as an innate arcane spell at will.
HUMAN
The short human life span 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.
Lost Omens Character Guide p.11
UNCOMMONFORTUNEHUMAN
Access Keleshite nationality
Trigger You critically fail a Diplomacy check.
Requirements You’re in a settlement or community, and you haven’t used Courteous Comeback in this settlement or community within the past month.
You grew up in the proud Padishah Empire, where even insults have a certain poetic wit. Reroll the triggering Diplomacy check, using the second result.
Lost Omens Character Guide p.11
UNCOMMONHUMAN
Access Chelaxian nationality
You know more about the habits of devils than is entirely safe. You gain a
+2 circumstance bonus to Perception checks against devils and saving throws against
their abilities. In addition, whenever you meet a devil in a social situation, you can
immediately attempt a Diplomacy check to Make an Impression on that creature
rather than needing to converse for 1 minute. You take a –5 penalty to the check. If
you fail, you can engage in 1 minute of conversation and attempt a new check at the
end of that time rather than accepting the failure or critical failure result.
Special If you have the Glad-Hand skill feat, you don’t take the penalty to your
immediate Diplomacy check if the target is a devil.
Lost Omens Character Guide p.12
HUMAN
Prerequisites Tian-Dan ethnicity
Many Tian-Dan claim to have dragon blood in their veins, and in your case, this is true—you can spit energy, and you might have an especially visible sign of your draconic heritage. Choose one of the following cantrips: acid splash, electric arc, produce flame, or ray of frost. You can cast this spell as an innate arcane spell at will, and when you cast it, the spell’s energy emerges from your mouth.
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.
HALF-ELF
Your elven blood runs particularly strong, granting you features
far more elven than those of a typical half-elf. You may also
have been raised among elves, steeped in your elven ancestors’
heritage. You gain the benefits of the elf heritage of your elven
parent or ancestors. You typically can’t select a heritage that
depends on or improves an elven feature you don’t have. For
example, you couldn’t gain the cavern elf’s darkvision ability
if you didn’t have low-light vision. In these cases, at the GM’s
discretion, you might gain a different benefit.
Special You can take this feat only at 1st level, and you
can’t retrain out of this feat or into this feat.
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.
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.
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.
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.
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.
Lost Omens Character Guide p.12
HUMAN
Prerequisites Nidalese ethnicity
Gloom holds few terrors for you, and the pall of darkness over Nidal has made you comfortable in dim light. You gain low-light vision.
HUMAN
Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
Lost Omens Character Guide p.12
UNCOMMONHUMAN
Access Taldan nationality
Trigger You are affected by an emotion effect.
Taldan pride means you never show weakness. Roll a Deception check and compare the result to any observing creatures’ Perception DCs. On a success, that creature believes you were unaffected by the emotion effect. A creature tricked in this manner can’t benefit from the emotion effect and can’t use abilities that require you to be under this emotion effect; for example, if you successfully use this ability to trick a will-o’-wisp (Pathfinder Bestiary 333) into believing you aren’t under a fear effect, it can’t use its Feed on Fear ability on you.
Lost Omens Character Guide p.12
UNCOMMONFORTUNEHUMAN
Access Vudrani ethnicity
Frequency once per day
Trigger You roll a critical failure on a saving throw against an emotion effect.
You center yourself and call to mind the Vudrani monastic ideals of mindfulness and self-knowledge. You fail the save against the emotion effect instead of critically failing.
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.
HUMAN
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.
ELF
Your muscles are tightly honed. Your Speed increases by 5 feet.
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.
Lost Omens Character Guide p.12
UNCOMMONHUMAN
Access Shoanti ethnicity
You grew up among the Shoanti tribes, with the spirits watching over you, and they
offer you guidance. You gain the trained proficiency rank in the skill listed for your
quah (or another skill of your choice, if you’re already trained in that skill). You gain
the Assurance skill feat in that skill, as the spirits’ help guides your actions.
Lyrune-Quah Religion
Shadde-Quah Athletics
Shriikirri-Quah Nature
Shundar-Quah Diplomacy
Sklar-Quah Intimidation
Skoan-Quah Medicine
Tamiir-Quah Acrobatics
Lost Omens Character Guide p.15
HALF-ELF
Your elven lineage is subtle enough that you look barely different from other humans,
and you’ve learned to use that to your advantage. You gain the trained proficiency rank
in Deception (or another skill of your choice, if you were already trained in Deception).
You gain a +4 circumstance bonus to Impersonate checks to pretend you aren’t a halfelf.
Observers are never granted circumstance bonuses to Perception checks due to
you Impersonating a full-blooded human, and you never take circumstance penalties
due to you Impersonating a full-blooded human.
Special You can take this feat only at 1st level, and you can’t retrain out of this
feat or into this feat.
Lost Omens Character Guide p.12
UNCOMMONCONCENTRATEHUMAN
Access Lirgeni nationality
Frequency 3 times per day
Requirements You must spend 10 minutes just after your daily preparations examining the sky or consulting a star chart or you can’t use this action that day.
The ancient Saoc Brethren were the masters of astrology, and while your knowledge may be but a pale shadow of their wisdom, it still comes in handy. You recall the stars’ predictions about your current situation. If your next action requires you to attempt one or more skill checks, roll 1d8. On a result of 6, 7, or 8, you gain a +2 circumstance bonus to the first such skill check you attempt. On a 3, 4, or 5, you gain a +1 circumstance bonus. On a 2, you gain nothing. On a 1, you take a –1 circumstance penalty to the skill check.
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.
Lost Omens Character Guide p.15
HALF-ELF
You’re extremely extroverted, and you often spend your time carousing or otherwise socializing. You are trained in Diplomacy (or another skill of your choice if you were already trained in Diplomacy), and you gain the Hobnobber skill feat.
Lost Omens Character Guide p.13
UNCOMMONHUMAN
Prerequisites You have a spellcasting class feature with the divine or primal tradition
Access Erutaki ethnicity
You know the truth behind old stories that tell of sending a fetish of bone and sinew to seek vengeance. These old magics allow you to conjure constructs with ease. Add the summon construct spell to your spell list. The constructs you summon have a distinct ivory scrimshaw appearance, and if you include a drop of blood, lock of hair, or other portion of a creature’s body as part of the spell’s material component, the summoned construct gains a +4 status bonus to Perception checks to sense or locate that creature.
HUMAN
You’ve familiarized yourself with a particular weapon, potentially
from another ancestry or culture. Choose an uncommon simple
or martial weapon with a trait corresponding to an ancestry
(such as dwarf, goblin, or orc) or that is common in another
culture. You gain access to that weapon, and for the purpose of
determining your proficiency, that weapon is a simple weapon.
If you are trained in all martial weapons, you can choose
an uncommon advanced weapon with such a trait. You gain
access to that weapon, and for the purpose of determining your
proficiency, that weapon is a martial weapon.
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.
Lost Omens Character Guide p.13
UNCOMMONHUMAN
Access Ulfen ethnicity
You trained with shields and weapons as soon as you were old enough to hold them, eager to win honor and glory for yourself. You gain the Shield Block reaction and are trained in your choice of the battle axe or longsword.
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.
Lost Omens Character Guide p.13
UNCOMMONHUMAN
Access Kellid ethnicity
You and your family have fought long and hard against witches, particularly the winter witches of Irrisen, and you’ve learned to be wary of their curses and the otherworldly powers their patrons grant. You gain a +1 circumstance bonus to saving throws against curses, and to saving throws against spells cast by a witch or hag. If you roll a success on a saving throw against a curse or a spell cast by a witch or hag, you get a critical success instead.
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.
HUMAN
Prerequisites Adapted Cantrip, can cast 3rd-level spells
You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st‑level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Spell. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level 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.
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.
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 are untrained.
Lost Omens Character Guide p.13
HUMAN
Prerequisites Gloomseer
Zon-Kuthon smiles upon you—even if you curse his name—granting you pitch-black eyes that allow you to see in shadows and darkness. You gain darkvision.
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.
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.
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.
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.
HALF-ELF
Your own actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.
Lost Omens Character Guide p.13
HUMAN
Prerequisites Arcane Tattoos
You expand your tattoos to encompass greater magic. Choose a 1st‑level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access. You can cast that spell once per day as an innate arcane spell.
HALF-ELF
The elven magic in your blood manifests as a force you can use to become more appealing or alluring. You can cast 1st‑level charm as an arcane innate spell once per day.
Lost Omens Character Guide p.13
HUMAN
Prerequisites Bonuwat ethnicity
You have been blessed by the sea, granting you the ability to swim like a fish.
You gain a 15-foot swim Speed.
Special If you have the Bonuwat Wavetouched background (Lost Omens World
Guide 94), you can take this feat at 1st level instead of 5th.
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.
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.
HUMAN
Prerequisites Cooperative Nature
You have developed a soul-deep bond with your comrades and maintain an even greater degree of cooperation with them. If you are at least an expert in the skill you are Aiding, you get a success on any outcome rolled to Aid other than a critical success.
Lost Omens Character Guide p.14
HUMAN
Prerequisites Dragon Spit
The blood of the Dragon Kings runs strong in your veins. Your draconic heritage is clearly visible, with hair that is almost entirely crimson, azure, or the like, and that shines like a dragon’s scales. You can cast the dragon breath sorcerer bloodline spell (Pathfinder Core Rulebook 403) as an innate arcane spell once per day, but you can use only the dragon breath that is associated with your heritage and that matches the energy type of your Dragon Spit feat. At 12th level and every 3 levels thereafter, the spell is heightened by an additional spell level.
ELF
You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.
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.
Lost Omens Character Guide p.14
HUMAN
Prerequisites Saoc Astrology
In the past, you would have been a proud initiate of the Saoc Brethren. Today, you carry on their legacy. When you use Saoc Astrology, roll 1d4 instead; on a 1, you take a –1 penalty to the skill check. On any other result, you gain a circumstance bonus of that value (for instance, a +3 circumstance bonus on a 3).
HUMAN
Prerequisites Clever Improviser
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. Gain a +4 circumstance bonus to the triggering skill check.
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 219), even if
you normally couldn’t take another dedication feat until you
take more feats from your current archetype.
If you’re a half-elf, you don’t need to meet the feat’s ability
score prerequisites.
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.
Lost Omens Character Guide p.14
HUMAN
Prerequisites Garundi, Mauxi, or Tian-Yae ethnicity
Your ancestors hailed from the flying cities of the Shory, and a few simple tricks have come down through the ages to you. You can cast 4th-level fly on yourself as an innate arcane spell once per day.
Lost Omens Character Guide p.14
HUMAN
Prerequisites Ornate Tattoo
Your tattoos are a work of eldritch genius, a masterpiece of art, magic, and skin. Choose a 3rd-level arcane spell from the same school as your Arcane Tattoos, either a common spell or another to which you have access, including a lower-level spell heightened to 3rd level if you wish. You can cast that spell once per day as an innate arcane spell.
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.
Lost Omens Character Guide p.14
HUMAN
Prerequisites Jadwiga ethnicity, wintertouched human heritage
You can trace your direct descent from one of the Queens of Irrisen and thus from Baba Yaga herself. Your resistance to cold increases to 5 + half your level, and you can cast 5th-level wall of ice as an innate arcane spell once per day.
Lost Omens Character Guide p.14
HUMAN
Prerequisites Nidalese ethnicity
Thousands of years ago, your ancestors made a pact with Zon-Kuthon. He has not forgotten, even if you might wish he had. You can take 1 damage to mix blood and shadows to cast 5th-level creation as an innate divine spell. You can use this ability as often as you wish, but you can have only one such object in existence at a time. If the object encounters bright light, the spell ends and the object dissolves into shadows.
Lost Omens Character Guide p.15
HUMAN
Prerequisites Garundi, Mauxi, or Tian-Yae ethnicity; Shory Aeromancer or ability to cast fly
Unique in Golarion’s history, the Shory people developed fighting styles dedicated to combat in the air. You gain a +2 circumstance bonus to Acrobatics checks to Maneuver in Flight and a +5-foot status bonus to your fly Speed whenever you are flying via magic.
HUMAN
Prerequisites Unconventional Weaponry, trained in the weapon you chose for Unconventional Weaponry
You’ve continued to advance your powers using your unconventional weapon. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in the weapon you chose for Unconventional Weaponry.
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.
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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