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Player > Ancestry > Human > Half-Elf > Feats

Half-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 half-elf, you select from among the following ancestry feats.

Adapted Cantrip FEAT 1

Core Rulebook p.57


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.


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.


Arcane Tattoos FEAT 1

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.


Cooperative Nature FEAT 1

Core Rulebook p.57


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.


Courteous Comeback [free-action]FEAT 1

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.


Devil’s Advocate FEAT 1

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.


Dragon Spit FEAT 1

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.


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.


Elf Atavism FEAT 1

Core Rulebook p.58


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.


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.


General Training FEAT 1

Core Rulebook p.57


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.


Gloomseer FEAT 1

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.


Haughty Obstinacy FEAT 1

Core Rulebook p.57


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).


Keep Up Appearances [reaction]FEAT 1

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.


Know Oneself [reaction]FEAT 1

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.


Natural Ambition FEAT 1

Core Rulebook p.57


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

Core Rulebook p.57


HUMAN

Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.


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.


Quah Bond FEAT 1

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


Round Ears FEAT 1

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.


Saoc Astrology [one-action]FEAT 1

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.


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.


Sociable FEAT 1

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.


Tupilaq Carver FEAT 1

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.


Unconventional Weaponry FEAT 1

Core Rulebook p.57


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.


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.


Viking Shieldbearer FEAT 1

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.


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.


Witch Warden FEAT 1

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.


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.


Adaptive Adept FEAT 5

Core Rulebook p.57


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.


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.


Clever Improviser FEAT 5

Core Rulebook p.57


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.


Darkseer FEAT 5

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.


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.


Inspire Imitation FEAT 5

Core Rulebook p.58


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.


Ornate Tattoo FEAT 5

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.


Supernatural Charm FEAT 5

Core Rulebook p.58


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.


Wavetouched Paragon FEAT 5

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.


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.


Cooperative Soul FEAT 9

Core Rulebook p.57


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.


Dragon Prince FEAT 9

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 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.


Heir of the Saoc FEAT 9

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).


Incredible Improvisation [free-action]FEAT 9

Core Rulebook p.57


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.


Multitalented FEAT 9

Core Rulebook p.58


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.


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.


Shory Aeromancer FEAT 9

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.


Virtue-Forged Tattoos FEAT 9

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.


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.


Irriseni Ice-Witch FEAT 13

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.


Shadow Pact FEAT 13

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.


Shory Aerialist FEAT 13

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.


Unconventional Expertise FEAT 13

Core Rulebook p.58


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.


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.