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This is homebrew I made up making drow as uncommon elven heritage, for people to play as their weapons are slighty different due most having access to them already.

Pdf linked below to googledocs with all its heritage feats.

Drow


This is archetype I made using Scribe, it mean't to spear and shield style based on keep enemy at bay and protecting yourself.

Here the link Guardian.


This is homebrew I was tinkering with for wizards who want to focus on getting a bit more out of living longer as well as using weapons. Its made in Scribe for Pathfinder 2e.

Sinew Core Thesis

Also thanks to Delioth and Kraa on discord for helping with spelling and making it more fuctional.


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This instinct was worked upon on discord with help from Syries.

Invoker Instinct
"Whether you were born magically attuned or became that way through bizarre incident or just studied hard enough for pieces to just snap into place one day, you learned to hone that energy into a formidable fury."

Anathema:
Stop searching to discover secrets of the magical world; shun or oppress magic of any type except when trying to defend yourself
Broad, but sets goals.

Table: Invoker Instinct
[Tradition] --- [Damage Type]
Arcane ------- Mental
Occult ------- Mental
Divine ------- Force
Primal ------- Force

Invoker Rage (Instinct Ability)
While raging, you can increase the additional damage from rage from 2 to 3 and change it damage type to match that of one given by your tradition above for weapon and unarmed attacks.
You gain trait of your tradition and become trained in that tradition's spell attack and DCs, and your spell attack and DC modifier is your Charisma, you also gain 1 cantrip of your tradition which gains rage trait and bonus damage from your Instinct Ability.

Specialization Ability:
When using invoker rage, increase the damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the damage when using invoker rage to 13.

Raging Resistance:
You resist damage from spells originating in your chosen tradition, as well as mental damage if your tradition is Arcane or Occult,
or Force damage if your tradition is Primal or Divine, regardless of the source.

<<<Feats>>>

Feat 2: Invoker Tricks
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker instinct
Your experience in drawing upon the energy of your tradition has widened. All cantrips from your tradition now gain the Rage trait, including any innate cantrips that share that spellcasting tradition. All spells from your tradition that deal damage and have the Rage trait also deals the bonus damage from your Instinct Ability. You gain a spell repertoire with two common cantrips of your tradition and can use the Cast a Spell activity.

Feat 4: Invoker Magic
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker Tricks
Your learned to expand upon your instincts, granting you more magic. All spells of your tradition that are cast from spell slots now gain Rage trait. You gain one 1st level spell slot and add one 1st level common spell to your repertoire. At 6th and 8th levels respectively, you gain one 2nd and one 3rd level spell slots, as well as one spell of 2nd and one spell of 3rd level added to your repertoire. These spells must be common spells chosen from your Instinct's tradition. You cast these spells as a spontaneous caster. You may heighten spells added in your repertoire in this manner just as if they were signature spells. Spells granted by dedication only apply rage trait when raging.

Feat 12: Invoker Call
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker Magic
You gain access to more powerful magic through your experience. Any focus spells you have in your Instinct's tradition now gain the Rage trait, and if they deal damage, benefit from the Instinct Ability's bonus damage. You gain a 4th level spell slot and 4th level spell in the same manner as Invoker Magic. At 14th level you gain one 5th level spell slot and 5th level spell, and at 16th level you gain one 6th level spell slot and 6th level spell. Your tradition spell attack and DC increase to expert. Focus Spells granted by dedication only apply rage trait when raging.

Feat 18: Invoker Might
[Tradition][Barbarian][Instinct]
Prerequisites: Invoker Call
You harnessed the full might of your tradition. You gain one 7th level spell slot and 7th level spell and at 20th level you gain one 8th level spell slot and 8th level spell, in the same manner as Invoker Magic. Your tradition's spell attack and DC's increase to master.


This is homebrew for secondary Armiger that build to allow spellcaster to go into signfiers.

Hellknight Armiger(Caster) Dedication Feat 2
(Uncommon)(Archetype)(Dedication)
Prerequisite: Member of a Hellknight Order, trained in order favored weapon, has spellcasting class feature.
Access: You are from Old Cheliax.
Your Hellknight training has seeped into your bones the daily rhythm of wearing armor. You've been taught how to terrorize others into compliance, studied the rigid structure of Hell. You must survive painful tests of body and mind called reckonings. You become trained in light and medium armor, you also become trained in Intimidation and Hell Lore; if you were already trained, you become an expert instead.

Special You can’t select another dedication feat except dedication feats for higher positions within the Hellknights until you have gained two other feats from the Hellknight armiger archetype.

Mental Resilience Dedication Feat 4
(Archetype)
Prerequisite: Hellknight Armiger(Caster) Dedication
The reckonings have prepared your mind to withstand to greater effects of those wish to harm your mind. You gain resistance to mental damage equal to 1 + your number of class feats from the Hellknight Armiger(Caster) archetype and other Hellknight archetypes


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Is their any reason why hellknight armament, hellknight armor proficiency doesn't scale with your highest armor proficiency and is stuck on being expert. Since both that and order weapon seem more like caster scaling which is weird since regular hellknight for martials.


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Feat 2: Alchemical Gunslinger Dedication
(Uncommon)(Archetype)(Dedication)
Prerequisites: Trained in crafting
Access: You are from the Alkenstarr region, or have been trained by someone else who has the dedication.

You know your way around the Mana Wastes and have craftsmanship that has led you able to craft the fabled guns from Alkenstarr region you have grown up in, you are gunslinger of sorts with penchant for alchemy. You become trained in Alchemical Crafting feat and Wilderness lore; if you were already trained, you become an expert instead. You also become trained in advance weapons from the gun category and gain access to pistol, blunderbuss, musket and have formulas for crafting cartridges and alchemical cartridges.

Special: You cannot select another dedication feat until you have gained two other feats from the Alchemical Gunslinger archetype.

Feat 4: Rapid Reload
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You learned out to handle a gun well when out in the field, knowing how to speed up process to allow you to fire in quick succession. Reduce the reload by 1 for those in gun category.

Feat 4: Expert Aim
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You learned out to how to keep the enemy off balance with well aimed shot, when you successful strike with weapon from gun category you leave your target flatfooted until start of your next turn.

Feat 6: Alchemical Genius
(Archetype)(Skill)
Prerequisites: Alchemical Gunslinger Dedication, Expert in Crafting
When using the crafting skill to craft items with alchemical trait you reduce minimum amount of days to craft one by 1 day and treat craft skill check critical failure as failure when making alchemical items.

Feat 8: Gun Legend
(Archetype)
Prerequisites: Alchemical Gunslinger Dedication
You known for your skills when wielding a gun. Whenever your proficiency rank in any weapon increases to expert or beyond, you also gain that new proficiency rank with weapons in gun category.

Gun Ranged Weapons
--------------------------------
Name.............Category.....Price...Damage...Range...Reload...Bulk..Hands ...Group...Traits
Pistol................Advance.......16 GP.....1d8 P.........40ft............1...........1...........1.........Gun.......Fatal d10, Imprecise 20ft, Uncommon, Penetration 5
Musket.............Advance.......22 GP.....1d10 P.......60ft............2...........2...........2.........Gun.......Fatal d12, Imprecise 30ft, Uncommon, Penetration 10
Blunderbuss....Advance.......25 GP.....1d10 P.......30ft............2...........2...........2.........Gun.......Fatal d12, Imprecise 10ft, Uncommon, Penetration 5, Spread 10ft cone

New Weapon Traits
Spread - This ranged weapon spreads it's attack to all targets in listed distance from the weapon.

Imprecise - This ranged weapon is less effective at far distances. Your attack against target that are at a outside range of listed distance take a -2 penalty.

Penetration - When this ranged weapon deals damage, it ignores the amount listed of resistance that the target may have.

Gun(Crit) - The gunshot viciously pierces the target, who takes 2 additional damage per weapon damage die.

Item 2: Cartridge
(Consumable)(Uncommon)(Gun)
Price 5 SP (price for 10), L Bulk
This Cartridge is made to hold black powder for firing with a gun.

Item 2: Alchemical Cartridge(Lesser)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Lesser Alchemical bomb + Cartridge.
This Cartridge is treated with Lesser Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.

Item 4: Alchemical Cartridge(Moderate)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Moderate Alchemical bomb + Cartridge.
This Cartridge is treated with Moderate Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.

Item 12: Alchemical Cartridge(Greater)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Greater Alchemical bomb + Cartridge.
This Cartridge is treated with Greater Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.

Item 18: Alchemical Cartridge(Major)
(Consumable)(Alchemical)(Uncommon)(Gun)
Prerequisites: Major Alchemical bomb + Cartridge.
This Cartridge is treated with Major Alchemical Bomb allowing the gun to harness to energy from the bomb, it must be one that deals energy damage (such as an acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone). The Cartridge only applies the damage and energy type given from the bomb in addition to damage the gun would do and doesn't apply splash or any other effects.


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Tiefling Universal Heritage:
You are descendant of fiend whether it be a parent or some distant ancestor, or being product of planar energy influencing your bloodline. Whatever it is the fiendish influence following through your blood has awakened, it form manifests depending on type of fiend your bloodline drawn from, but could be a pair of horns, goat feet, change in skin tone or any other aspect. You gain the tiefling trait and you gain heritage type below. In addition, you both select feats from your mortal ancestry as well as tiefling feats whenever you gain an ancestry feat.

Pitborn Heritage: You draw upon energies granted by Abyss to you making you body more full of life force. You gain +4 Hit Points to your ancestry. You may also choose Abyssal as a language to start with due to your Demonic blood.

Motherless Heritage: Unlike others when born you almost tore you way out during labor do to the set of fully grown razor-sharp teeth lining your jaw. You gain jaw unarmed attack that has deals 1d4 piercing damage and has unarmed and finesse traits and gives temporary hitpoints of 1d4 back. You may also choose Abyssal as a language to start with due to your Qlippoth blood.

Hellspawn Heritage: Your known to be rigid or organized at times, and how to demonstrate the skills to hold others attention. Whenever you use deception, diplomacy or intimidation skill you apply fascinated condition on the target upon critical success. You may also choose Infernal as a language to start with due to your Devil blood.

Shackleborn Heritage: You know pain like no other, it comes naturally to you like an art form and you know how to make the best of it. When you roll a success on a saving throw against an emotion effect, you treat it as critical success instead. You may also choose Shadowtongue as a language to start with due to your Kyton blood.

Feat 1: Fiendish Vision
Prerequisites: Fiendish Resistance.
Your fiendish blood has thickened enough to improve your sight. You gain low-light vision or darkvision if you already have low-light vision. You can select this feat twice if you started without low-light vision.

Feat 1: Otherworldly Lore
You eagerly embrace the stories and traditions told about your fiendish ancestry and place where they came from, taking note to learn techniques passed off to your bloodline. You gained trained proficiency rank in Religion and one other from heritage. 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. As a Shackleborn your trained in Deception and Shadowplane Lore, as a Hellspawn your trained in Diplomacy and Hell Lore, while if Motherless you trained in Survival and Abyssal Lore or Pitborn you are trained in Intimidation and Abyssal Lore.

Feat 1: Fiendish Resistance
Your body has grown used to it's form granting you an fiendish resistance drawn from fore bearers. You gain either fire or cold resistance equal to half your level (minimum 1).

Feat 1: Mighty Weaponry
Your fiendish claw or hands grow sharper and your tail more deadlier. You trained in both claw unarmed attack that deals 1d6 slashing damage, and has the finesse, agile traits and your tail unarmed attack deals 1d4 bludgeoning and has finesse and trip trait, both belong in unarmed weapon group. Your claws count as weapons when using them for purpose to meet requirements to use feats such as Twin Takedown or Double Slice and counted as wielded with an empty hand.

Feat 1: Below Grace
Your connection to the Planes below grants you a divine innate spell, much like those of fiends. Choose one cantrip from the divine spell list. You can cast this spell as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Feat 5: Bony Wings
Your bones and muscle have twisted leaving your body with vestigial wings sprouting from them. You can use these bony wings to glide and control your descent. You can roll a DC 15 Maneuver in Flight check to descent safely from any height without taking fall damage, even if you aren’t trained in Acrobatics. If you are trained in Acrobatics you make additional DC check to move 5 feet laterally for every 20 feet you fall.

Feat 5: Mighty Cunning
Prerequisites: Mighty Weaponry.
You know how use natural weaponry your fiendish blood grants you precisely. Whenever you critically hit using an unarmed attack grant by mighty weaponry or fiend heritage, you apply the weapon’s critical specialization effect.

Feat 5: Fiendish Twin Resistance
Prerequisites: Fiendish Resistance.
Your body has grown not just to resist one type of extremity but two, you gain other resistance offered by Fiendish Resistance that you didn't take.

Feat 9: Tiefling Grace
Prerequisites: Below Grace.
Over time your fiendish magic has matured. You gain Darkness as 2nd-level divine innate spell as well one other depending on your fiend heritage, Web if Shackleborn, Blur if Motherless, Enlarge if Pitborn and flaming sphere if Hellspawn. You can cast each of these divine innate spells once per day.

Feat 9: Fiendish Flight
Prerequisites: Bony Wings.
Your bony wings have reached full form now leaving you with wings that may mistake you for your fiendish ancestor. You gain flying speed equal to your normal speed.

Feat 13: Tiefling Weapon Mastery
Prerequisites: Mighty Weaponry.
Your fiendish might comes second nature to you. Whenever you gain a class feature that grants you expert or greater proficiency in weapons you also gain that proficiency for any unarmed attack grant by mighty weaponry or fiend heritage.


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This was something I was working on to make evil champions possible, it still in need of evil champion specific feat but i'll post them at later date.

Tenets of Evil:
⦁You must never perform acts anathema to your deity or willingly commit an good act without selfishly gaining from it, or the casting of an good spell.
⦁You must drive for power and be cunning whenever it advances your cause, harm or undermine those who seek to wrong you and value your life above others when it needed.

Tyrant Cause (LE)
You're honorable, deceptive and committed to striking fear at the forces of righteousness. You gain the Wrathful Strike champion's reaction and the Necrotic Sting devotion spell. After the tenets of evil, add these tenets:

⦁You must act honorable, submit or show supremacy when challenged and inflict fear into opposition,
⦁You must respect the lawful authority of legitimate leadership wherever you go, and stay within thin bounds of laws.

Wrathful Strike Champion's Reaction
Trigger: An enemy damage you and within 15 feet of you.

⦁You shield yourself and hurt your foe. You gain resistance to to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it and have it become frightened 1 on success.

Divine Smite Level 9 (LE)
You punish those who strike against you. If you hit with Wrathful Strike, the target takes persistent evil damage equal to your Charisma modifier.

Exalt Level 11 (LE)
You lead by example when you use Wrathful Strike, each ally within 15 feet of you with the target in their melee reach can spend a reaction to Strike the target with a –5 penalty.

Deceiver Cause (NE)
Your full of deceit and malice. You gain the Deceitful Glimpse champion's reaction and the Necrotic Sting devotion spell. After the tenets of evil, add these tenets:

⦁You must act to corrupt and twist those who seek your company and push others towards more extreme ends.
⦁You must prioritize your own needs above others, regardless of others authority or their station.

Deceitful Glimpse Champion's Reaction
Trigger: An enemy damage you and within 15 feet of you.
Your foe falters as visions of deceit and horror take hold and play in their mind's eye. The foe must choose one of following options.

⦁You are unharmed by the triggering damage and your foe hurts itself in the process taking 5 of triggering damage.
⦁You gain resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

Divine Smite Level 9 (NE)
A corruptible conscience assails foes who spurn your Deceitful Glimpse. A foe that responds to your Deceitful Glimpse by dealing damage takes persistent evil damage equal to your charisma modifier.

Exalt Level 11 (NE)
You learned to shield multiple allies. You can apply resistance granted by Deceitful Glimpse to yourself and all allies within 15 feet of you.

Ravager Cause (CE)
You're committed wanton chaos and cruelty. You gain the Unbounded Step champion's reaction and the Necrotic Sting devotion spell. After the tenets of evil, add these tenets:

⦁You must strive to be always spontaneous when possible and encourage others to be cruel when needed.
⦁You must fight against all those who seek to shackle you or make you feel worthless.

Unbounded Step Champion's Reaction
Trigger: An enemy damages, grabs or grapple you and within 15 feet of you.

You free yourself from restraint. If trigger was an you taking damage, you gain resistance to all damage against the triggering damage equal to 2 + your level. You can break free of one of these effects grabbing, restraining, immobilizing or paralyzing you, and may also take a Step as a free action.

Divine Smite Level 9 (CE)
You punish those who attempt to bound you. If the triggering enemy was using any effects to make you grabbed, restrained, immobilized, or paralyzed when you used Unbounded Step, that enemy takes persistent evil damage equal to your Charisma modifier.

Exalt Level 11 (CE)
You can maneuver others into position. When you use Unbounded Step, you and your allies within 15 feet can step.

Necrotic Sting Focus 1
[Uncommon][Champion][Necromancy][Negative]
Single Action Somatic
Range touch; Targets 1 living creature or 1 undead creature

Your hand becomes infused with negative energy, hurting a living creature or healing an undead creature with touch. If you use Necrotic Sting on living target you deal 1d6 damage and it must attempt a basic Fortitude save as well a -1 status penalty to AC for 1 round. Against an undead target you restore 8 hit points.

Heightened (+1) The amount of healing for undead increases by 8, and
the damage to an living target increases by 1 die.


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This was attempt at me making a Charisma type mutliclass dedication that used gave armor and rallies to help turn tides of battle and help character be better leader. This one sort of test at it.

For all your battlefield glory!

The marshal uses mixture of gaining better armor and their rally to help protect themselves and command others on and off the battle.


This my first attempt to create a sort of avian occultist ancestry for 2E. Let me know what you all think about it.

Here you go for all your feathery goodness.


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This is my attempt on making Orc Ancestry for homebrew, the orc feats not shown are ones that already exist so no need to redo them.

Hit Points: 8
Size: Medium
Speed: 25 feet

ABILITY BOOSTS
Strength
Constitution
Free

ABILITY FLAW(S)
Intelligence

LANGUAGES
Common
Orcish
Additional languages equal to Intelligence modifier(if it's positive).
Choose from Draconic, Dwarven, Gnoll, Goblin, Halfing and any other languages to which you have access (such as languages prevalent in region).

Traits
Orc
Humanoid

Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

ORC HERITAGES

Primal Orc:
There are those born with deeper connections to primal forces of the world, which you happen to be one of them.
Choose one cantrip from primal spell list. You can cast this as primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Tusk-Born Orc:
Your family long had larger tusks than most orcs, which they honed to used for war.
You gain a tusk unarmed attack that deals 1d6 piercing damage. The tusks are in brawling group and have the finesse and unarmed traits.

Fire-Forged Orc:
Due to your upbringing you faced, you been acclimated to worse heat has to offer giving you reddish tint. You gain fire resistance equal to half your level(minimum 1). You also treat environmental heat effects as if step less extreme.

Deathless Orc:
You always been one of those close to edge of death, having paler skin than most. Your dying value increase from 4 to 5, your dc is reduced to 8 + dying value and if you later attain diehard feat it increase to 6.

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 orc, you select from among the following ancestry feats.

Beast Tamer Feat 1
Orc Trait
You are especially good at training animals. You gain Train animal skill feat even if you don't meet prerequisites. You gain +1 circumstance to Nature checks to use Command an Animal.

Painted Mark Feat 1
Orc Trait
Your decorate your body with going through elaborate ritual by painting colors of your tribe. You gain +1 circumstance bonus to diplomacy or intimidation checks when dealing with those who have orc or goblin trait.

Orc Lore Feat 1
Orc Trait
You’ve studied under shamans and warriors allowing you to apply those experience. You gain the trained proficiency rank in Intimidation and Nature. If you would automatically become trained in one those skills(from your background or class, for example), You also become trained in Orc Lore.

Orc Atavism Feat 1
Half-Orc Trait
Your orc blood runs stronger through your veins, granting your feature more bestial appearance. You gain the benefits of the orc heritage of your orc parent or ancestors. You typically can’t select a heritage that depends on or improves an orc feature you don’t have.

Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.

Stoic Feat 5
Half-Orc Trait
You learned to suppress the stronger emotions dwelling inside. You gain a +1 circumstance bonus to saving throws against an emotion effect. If your roll a success on saving throw against emotion effect, you get critical success instead.

Sacred Tattoo Feat 9
Orc Trait Prerequisites: Painted Mark
You become well regarded throughout your tribe and have earned right to engrave Sacred Tattoo upon your body. Those listed in Painted Mark feat will be more willing to parley with you if requested even if they are hostile. When you attempt to make an impression to those listed you treat success as critical success.


This is my attempt on making Orc Ancestry for homebrew, the orc feats not shown are ones that already exist so no need to redo them.

Hit Points: 8
Size: Medium
Speed: 25 feet

ABILITY BOOSTS
Strength
Constitution
Free

ABILITY FLAW(S)
Intelligence

LANGUAGES
Common
Orcish
Additional languages equal to Intelligence modifier(if it's positive).
Choose from Draconic, Dwarven, Gnoll, Goblin, Halfing and any other languages to which you have access (such as languages prevalent in region).

Traits
Orc
Humanoid

Darkvision
You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

ORC HERITAGES

Primal Orc:
There are those born with deeper connections to primal forces of the world, which you happen to be one of them.
Choose one cantrip from primal spell list. You can cast this as primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Tusk-Born Orc:
Your family long had larger tusks than most orcs, which they honed to used for war.
You gain a tusk unarmed attack that deals 1d6 piercing damage. The tusks are in brawling group and have the finesse and unarmed traits.

Fire-Forged Orc:
Due to your upbringing you faced, you been acclimated to worse heat has to offer giving you reddish tint. You gain fire resistance equal to half your level(minimum 1). You also treat environmental heat effects as if step less extreme.

Deathless Orc:
You always been one of those close to edge of death, having paler skin than most. Your dying value increase from 4 to 5, your dc is reduced to 8 + dying value and if you later attain diehard feat it increase to 6.

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 orc, you select from among the following ancestry feats.

Beast Tamer Feat 1
Orc Trait
You are especially good at training animals. You gain Train animal skill feat even if you don't meet prerequisites. You gain +1 circumstance to Nature checks to use Command an Animal.

Painted Mark Feat 1
Orc Trait
Your decorate your body with going through elaborate ritual by painting colors of your tribe. You gain +1 circumstance bonus to diplomacy or intimidation checks when dealing with those who have orc or goblin trait.

Orc Lore Feat 1
Orc Trait
You’ve studied under shamans and warriors allowing you to apply those experience. You gain the trained proficiency rank in Intimidation and Nature. If you would automatically become trained in one those skills(from your background or class, for example), You also become trained in Orc Lore.

Orc Atavism Feat 1
Half-Orc Trait
Your orc blood runs stronger through your veins, granting your feature more bestial appearance. You gain the benefits of the orc heritage of your orc parent or ancestors. You typically can’t select a heritage that depends on or improves an orc feature you don’t have.

Special You can take this feat only at 1st level, and you can’t retrain out of this feat or into this feat.

Stoic Feat 5
Half-Orc Trait
You learned to suppress the stronger emotions dwelling inside. You gain a +1 circumstance bonus to saving throws against an emotion effect. If your roll a success on saving throw against emotion effect, you get critical success instead.

Sacred Tattoo Feat 9
Orc Trait Prerequisites: Painted Mark
You become well regarded throughout your tribe and have earned right to engrave Sacred Tattoo upon your body. Those listed in Painted Mark feat will be more willing to parley with you if requested even if they are hostile. When you attempt to make an impression to those listed you treat success as critical success.