The Half-Orc 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, Orc Feats, and a small selection of exclusive Half-Orc Feats.

This article will not address Human Feats. For details on Human Feats, see the Human Handbook.


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

  • Red: Bad, useless options, or options which are extremely situational. Nearly never useful.
  • Orange: OK options, or useful options that only apply in rare circumstances. Useful sometimes.
  • Green: Good options. Useful often.
  • Blue: Fantastic options, often essential to the function of your character. Useful very frequently.

Half-Orc Feats

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

Level 1

  • Monstrous Peacemaker: A situational +1 bonus is not enough for a feat.
  • Orc Ferocity: This will save your life. Being at one hit point means that you can fight on for another turn, or at least live to run away rather than bleeding out on the floor.
  • Orc Sight: Darkvision is really good.
  • Orc Superstition: +1 really isn’t enough to justify a feat, especially since it takes your Reaction to activate, but “spells and magical effects” is a really broad category, which is tempting.
  • Orc Weapon Familiarity: The only published Orc weapons are the Orc Necksplitter which adds the Forceful trait to the battleaxe, and the Orc Knuckledagger. Reducing the proficiency type from Advanced to Martial makes the Necksplitter more accessible to martial classes like Barbarian and Fighter, but I don’t know if it’s good enough to justify a feat, and the Orc Knuckledagger is a very niche weapon that probably only appeals to Strength-based two-weapon builds that don’t care about the Parry trait.

Level 5

  • Orc Weapon Carnage: The critical specialization effects for axes and swords are decent, but you can definitely live without them.
  • Victorious Vigor: The duration is too short unless your DM really likes to throw mobs of weak enemies at you.

Level 9

  • Pervasive Superstition: Removes the Reaction requirement from Orc Superstition, but you’ve now spent two feats for a situational +1 bonus.

Level 13

  • Incredible Ferocity: Fantastic, but you shouldn’t be falling to 0 hit points frequently enough to justify taking this.
  • Orc Weapon Expertise: Only useful for characters who took Orc Weapon Familiarity and only get Simple weapons from their class.