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Pathfinder 2e - The Half-Elf Handbook

Last Updated: September 24th, 2020

Disclaimer

RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks.

  • Red: Bad, useless options, or options which are extremely situational.
  • Orange: OK options, or useful options that only apply in rare circumstances
  • Green: Good options.
  • Blue: Fantastic options, often essential to the function of your character.

Introduction

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.

This article will not address Elf Feats or Human Feats. For help with Elf Feats, see my Elf Handbook. For help with Human Feats, see my Human Handbook.

Half-Elf Feats

Half-elves can take both human and elf feats, as well as Ancestry Feats unique to the Half-Elf, which are assessed below. For help with Elf Ancestry Feats, see my Elf Handbook. For help with Human Ancestry Feats, see my Human Handbook.

Level 1

  • Earned Glory: 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
  • Elf Atavism: 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.

Level 5

  • Inspire Imitation: Inspire Imitation offers a way for characters who rely on skills in combat to abuse their Reaction to help their allies use those same skills. For example: If you use Intimidation to perform the Demoralize Action, you could then Aid an ally in their own Intimidation check. This seems like a great combination, but it requires that you have multiple characters in the party built to use the same skills and that's a rarity in a game like Pathfinder 2e where there a ton of competencies to cover between a group of 3-6 people. You can also use Inspire Imitation outside of combat, but short of searching rooms and infrequent scenarios like climbing cliffs or leaping over chasms I don't see many times that this would be useful. Even in those scenarios, if you're not in combat you probably don't need to track Actions closely enough that saving yourself an Action with Cooperative Nature matters. If you do take this, definitely get Cooperative Nature because the +4 bonus significantly improves your changes of rolling a Critical Success.
  • Supernatural Charm: One 1st-spell spell once per day is not good enough for a feat. Your proficiency never improves, so if you do take this, avoid spells which require an attack roll or a saving throw. If you just want more spellcasting, take some multiclass archetype feats in a spellcasting class instead. You'll get more spells, and you can advance your proficiency, too.

Level 9

  • Pinch Time: Haste is a spectacular buff for martial characters, and being able to produce it yourself is really great.