Pathfinder 2e - The Half-Elf Handbook
Last Updated: August 30th, 2020
I will use the color coding scheme which has become common among Pathfinder build handbooks.
- : Bad, useless options, or options which are extremely situational.
- : OK options, or useful options that only apply in rare circumstances
- : Good options.
- : Fantastic options, often essential to the function of your character.
The Half-Elf is a Heritage option for the Human Ancestry. However, unlike a typical Heritage, it grants access to a unique combination of Ancestry Feats: Human Feats, Elf Feats, and a small selection of exclusive Half-Elf Feats.
Half-elves can take both human and orc feats, as well as Ancestry Feats unique to the Half-Elf, which are assessed below. For help with Elf Ancestry Feats, see my Orc Handbook. For help with Human Ancestry Feats, see my Human Handbook.
- : If you're going to be good at the Make an Impression action, you're probably already investing in Diplomacy. At that point, why both adding another skill which you need to put Skill Increases into
- : If you want an Elf Heritage, I'm curious why you're not playing an elf. The best I can think of is to save yourself from taking Adopted Ancestry, but that's a very niche build choice so I don't see that happening often.
- : Aid is usually bad because it requires you to spend so much of your action economy for a turn to do it, and the bonus is frustratingly small. This won't address the bonus, but with Inspire Imitation, Cooperative Nature, and Cooperative Soul, you could spend three feats and Aid would be occasionally useful.
- : One 1st-spell spell once per day is not good enough for a feat. Take some multiclass archetype feats in a spellcasting class instead.
- : Haste is a spectacular buff for martial characters, and being able to produce it yourself is really great.