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Player > Ancestry > Human > Half-Orc > Feats

Half-Orc 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-orc, 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.


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.


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.


Monstrous Peacemaker FEAT 1

Core Rulebook p.59


HALF-ORC

Your dual human and orc nature has given you a unique perspective, allowing you to bridge the gap between humans and the many intelligent creatures in the world that humans consider monsters. You gain a +1 circumstance bonus to Diplomacy checks against non-humanoid intelligent creatures and against humanoids that are marginalized in human society (at the GM’s discretion, but typically at least including giants, goblins, kobolds, and orcs). You also gain this bonus on Perception checks to Sense the Motives of such creatures.


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.


Orc Ferocity [reaction]FEAT 1

Core Rulebook p.59


ORC

Frequency once per day
Trigger You would be reduced to 0 Hit Points but not immediately killed.


Fierceness in battle runs through your blood, and you refuse to fall from your injuries. You avoid being knocked out and remain at 1 Hit Point, and your wounded condition increases by 1.


Orc Sight FEAT 1

Core Rulebook p.59


HALF-ORC

Prerequisites low-light vision


Your orc blood is strong enough to grant you the keen vision of your orc forebears. You gain darkvision, allowing you to see in darkness and dim light just as well as you can in bright light. However, in darkness, you see in black and white only.
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.


Orc Superstition [reaction]FEAT 1

Core Rulebook p.59


CONCENTRATEORC

Trigger You attempt a saving throw against a spell or magical effect, before rolling.


You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.


Orc Weapon Familiarity FEAT 1

Core Rulebook p.59


ORC

In combat, you favor the brutal weapons that are traditional for your orc ancestors. You are trained with the falchion and greataxe. In addition, you gain access to all uncommon orc weapons.
For you, martial orc weapons are simple weapons, and advanced orc weapons are martial weapons.


Overlooked Mastermind FEAT 1

Lost Omens Character Guide p.15


HALF-ORC

Many consider half-orcs little more than dumb brutes. This is offensive to you, but it can occasionally be useful. You are trained in Deception (or another skill of your choice if you were already trained in Deception), and you gain a +2 circumstance bonus to Deception checks to Lie when specifically claiming ignorance and to Deception DCs against Sense Motive checks to uncover such lies.


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


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.


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.


Tusks FEAT 1

Lost Omens Character Guide p.15


HALF-ORC

Most half-orcs have visible tusks, but yours are particularly large and sharp, capable of gouging deep wounds. You gain a jaws unarmed attack that deals 1d6 piercing damage.
Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.


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.


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.


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.


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.


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.


Orc Weapon Carnage FEAT 5

Core Rulebook p.59


ORC

Prerequisites Orc Weapon Familiarity


You are brutally efficient with the weapons of your orc ancestors. Whenever you critically hit using a falchion, a greataxe, or an orc weapon, you apply the weapon’s critical specialization effect.


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.


Victorious Vigor [reaction]FEAT 5

Core Rulebook p.59


ORC

Trigger You bring a foe to 0 Hit Points.


Your victories in battle fill you with pride and imbue you with the energy to fight a bit longer despite your wounds. You gain temporary Hit Points equal to your Constitution modifier until the end of your next turn.


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.


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.


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.


Pervasive Superstition FEAT 9

Core Rulebook p.59


ORC

Prerequisites Orc Superstition


You steep yourself in superstition and practice ancient orc mental exercises for shrugging off the effects of magic. You gain a +1 circumstance bonus to saving throws against spells and magical effects at all times.


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.


Incredible Ferocity FEAT 13

Core Rulebook p.59


ORC

Prerequisites Orc Ferocity


Given time to collect yourself after a near-death scrape, you can rebuild your ferocity and withstand additional finishing blows. You can use Orc Ferocity with a frequency of once per hour, rather than once per day.


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.


Orc Weapon Expertise FEAT 13

Core Rulebook p.59


ORC

Prerequisites Orc Weapon Familiarity


Your orc affinity blends with your class training, granting you great skill with orc weapons. Whenever you gain a class feature that grants you expert or greater proficiency in a given weapon or weapons, you also gain that proficiency in the falchion, the greataxe, and all orc weapons in which you are trained.


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.

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