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BACKGROUND FEATS

Nature Magic
Prerequisite: Knowledge (nature) 1 rank.
Benefit: You gain know direction as a constant spell-like ability, and can cast guidance as a spell-like ability once per day. Your caster level for both of these spell-like abilities is equal to your character level.

 

Nature Soul

Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. At character level 10, the bonus increases to +4.

 

Necromantic Affinity

Prerequisite: Con 15

Benefit: You gain a +2 bonus on saving throws made to resist spells and effects that utilize negative energy, cause negative levels, or cause ability damage, ability drain, or ability penalties. In addition, damage caused by inflict spells heals you as if you were an undead creature, but you also take damage from cure spells.

 

Needle in a Haystack

Benefit: You can use Perception (rather than Survival) to follow tracks. After you track a creature using Perception, you gain a +2 insight bonus on Perception checks to avoid being surprised by that creature for 1 hour. At character level 10, this bonus increases to +4.

Nimble Moves
Prerequisite: Dex 13.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

 

Noble Scion

Prerequisites: Cha 13, character level 1st.

Benefit: When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate.

  • Scion of the Arts: You gain a +3 bonus on all Perform checks, and Perform is always a class skill for you.

  • Scion of Lore: You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.

  • Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check.

  • Scion of Peace: Whenever you take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10.

  • Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.


Orator
Prerequisite: Skill Focus (Linguistics).
Benefit: You can use a Linguistics check to tell a falsehood or conceal information, to change the attitude of a creature, or to force a creature to cooperate. You must deliver your attempt in a language the target understands.

 

Pathologist

Prerequisite: Incredible Healer

Benefit: When you use the Heal skill to treat disease or poison, instead of granting a +4 competence bonus on the target’s saving throws to resist the affliction, you may instead choose to allow the target to use the result of your Heal check in place of his next saving throw to resist the disease or poison.

 

Persuasive

Benefit: You get a +2 bonus on Influence checks. At character level 10, the bonus increases to +4.

Potion Glutton

You  gulp down potions with unsettling speed.

Benefit: You can drink potions, elixirs, or other potables as a swift action without provoking attacks of opportunity.

 

Prodigy

Benefit: Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. At character level 10, the bonus increases to +4.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to two new skills.


Robustness
Benefit: Whenever you are the target of a spell, sphere ability, or supernatural ability that allows you to regain hit points that does not grant fast healing, you heal additional hit points equal to your Hit Dice. The increase in healing can not be greater than the original amount of healing granted. When you are granted fast healing, the fast healing heals 1 additional hit point per round.


Rugged Northerner
Prerequisites: Con 13, Survival 1 rank.
Benefit: You treat extreme cold conditions as severe cold, and severe cold as cold weather conditions. You are not impacted at all by normal cold weather conditions. In addition, you do not become fatigued by frostbite or hypothermia.

Run
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Scholar

Benefit: Pick any two Knowledge skills. You gain a +2 bonus on checks with these two skills. At character level 10, the bonus increases to +4.

 

Scuttle

Benefit: You can crawl at half your normal speed and can take a 5-foot step when crawling. When crawling, you don’t provoke attacks of opportunity from opponents that are one or more size categories larger than you.

 

Sea Legs

Benefit: You gain a +2 bonus on Acrobatics and Athletics checks.

 

Self-Sufficient

Benefit: You get a +2 bonus on all Heal checks and Survival checks. At character level 10, the bonus increases to +4.

 

Shrug On

Prerequisites: Base attack bonus +1, medium armor proficiency.

Benefit: As a full-round action, you can shrug yourself into the largest and most protective section of a suit of armor with which you are proficient. The armor does not grant any magical benefits in this state, and its armor check penalty and maximum Dexterity bonus to AC are both 2 worse than normal. When donned using this feat, medium armor grants a +3 armor bonus, and heavy armor grants a +5 armor bonus. Light armor grants no armor bonus when donned using this feat.

Skill Focus
Benefit: You get a +3 bonus on all checks involving the chosen skill. At character level 10, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Sneaky Vagabond

Benefit: You get a +2 bonus on Stealth checks when others are actively trying to find you. In crowds, this bonus increases to +4. Additionally, you gain a +2 circumstance bonus on Influence and Knowledge (civilization) checks when trying to find a place to hide.

 

Spirit Ally

Prerequisite: Caster level 8th

Benefit: You gain the assistance of an invisible shapeless spirit. This acts as a constant unseen servant spell, using your character level as your effective caster level. For every 4 character levels you have, the spirit ally’s effective Strength score increases by 2 (to a maximum of 12 at 20th level). If the spirit ally dissipates or is dispelled, it returns after 24 hours.

 

Stealthy

Benefit: You get a +2 bonus on all Escape Artist and Stealth checks. At character level 10, the bonus increases to +4.

 

Stone Read

Prerequisites: Knowledge (dungeoneering) 4 ranks.

Benefit: You gain a +3 bonus on Perception checks in underground or mountainous environments. At character level 10, this bonus increases to +6.

 

Storm Breaker

Prerequisite: Storm-Lashed

Benefit: You are treated as two sizes larger than your actual size when calculating whether you can be moved by wind or currents, including the vortex and whirlwind special abilities of monsters. If you have at least 11 Hit Dice, you cannot be moved by nonmagical wind unless you so choose.

Storm-Lashed
Benefit: You can ignore many of the effects of severe weather. In rainy conditions, your visibility is reduced by only one-quarter (not by half ) and you take only a –2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty on Perception checks caused by high winds. Finally, you gain a +2 bonus on saving throws against effects with the electricity descriptor or that deal electricity damage.

 

Street Smarts

Benefit: You get a +2 bonus on Knowledge (civilization) and Sense Motive checks, and Knowledge (civilization) is always a class skill for you. At character level 10, the bonus increases to +4. The bonus on Sense Motive checks doesn’t stack with Alertness.


Survivor
Prerequisites: Con 13, Diehard, Endurance.
Benefit: You gain a +5 bonus on all Constitution checks made to stabilize while dying. Once per day, if you are struck by a critical hit or sneak attack, you can spend an immediate action to negate the critical or the sneak attack damage, making the attack a normal hit.

 

Swift Aid

Prerequisites: Int 13, base attack bonus +6.

Benefit: As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC.
 

Telepathic Link

Prerequisite: Must have a familiar with the speak with master ability.

Benefit: You and your familiar can communicate with each other telepathically at a range of up to 1 mile.

 

Tenacious Survivor

Prerequisites: Con 13, Diehard, Endurance.

Benefit: When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level.

 

Tool Optimizer

Prerequisites: Craft (any) 1 rank, Disable Device 1 rank, or Profession (any) 1 rank.

Benefit: You take no penalty for using an improvised tool associated with a skill in which you have at least 1 rank. If you have at least 3 ranks in a skill, you can treat a normal tool associated with that skill as though it were a masterwork tool.

 

Trick Riding

Prerequisites: Ride 9 ranks, Mounted Combat.

Benefit: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a –5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.

 

Uncanny Activation

Prerequisite: Use Magic Device 12 ranks.

Benefit: If you exceed the Use Magic Device DC to activate a spell completion or spell trigger item by 5 or more, you can increase the item’s caster level by 1 for determining the spell’s effect. Alternatively, if you exceed the Use Magic Device DC by 10 or more when activating a magic item with charges, you can expend an additional charge to increase the caster level by 2 levels. Regardless, you can’t increase an item’s caster level to one that is higher than your own caster level.

 

Undersized Mount

Prerequisite: Ride 1 rank.

Benefit: You can ride creatures of your size category, although encumbrance or other factors might limit how you can use this ability.


Wary Smuggler
Prerequisites: Sleight of Hand 5 ranks, Stealth 5 ranks.
Benefit: You gain a +5 bonus on Sleight of Hand checks to conceal small, non-weapon objects on your body, or on a single animal or vehicle with which you are traveling. While in urban areas, you can always take 10 on Perception checks, Sleight of Hand checks, and Stealth checks.

Waterway Caster
Benefit: You automatically succeed at concentration checks required to cast a spell while being subjected to vigorous or violent motion while either swimming or on a ship. You gain a +4 bonus on concentration checks to cast spells underwater.

Weapon Trick

Prerequisite: Base attack bonus +1

Benefit: You can use any weapon tricks relating to the chosen weapon option if you meet the trick’s prerequisites and are proficient with any weapon or shield that you use as part of the trick.

Special: You can gain Weapon Trick multiple times. Each time you take the feat, it applies to a new weapon trick option.

Wilding

Prerequisite: Must be taken at 1st level.

Benefit: You gain the druid’s wild empathy ability, using your character level as your druid level. If you have one or more levels in a class that grants wild empathy, you gain an additional +3 bonus on wild empathy checks. You are treated as an animal for the purpose of harmful mind-affecting effects that target animals (such as charm animal).

Special: A character who has this feat can select the Animal Soul or Aspect of the Beast feats without meeting the prerequisites.

Wind Rider

Prerequisite: Acrobatics or Fly 3 ranks.

Benefit: When flying within strong winds, you gain a +15-foot bonus to your fly speed. For every wind strength category above strong, you gain an additional +15-foot bonus to your fly speed. This feat does not give you any bonuses on Fly or Strength checks to determine if you are potentially checked or blown away.

Xenoglossy

Prerequisites: Int 13, Linguistics 3 ranks.

Benefit: With a successful DC 25 Linguistics check, you can speak with a single individual with whom you share no common languages. You cannot take 10 on this check, nor can anyone aid you. You believe you are speaking your native language, and the listener believes you are speaking its native language; however, to everyone else able to hear you, you sound like you are speaking gibberish. Creatures that have truespeech or that are under the effects of tongues can understand Xenoglossy, and other creatures who succeed at a DC 25 Linguistics check can pick up the gist of what you are saying. Xenoglossy lasts for the length of the conversation or for 1 minute per level, whichever is shorter. You can use Xenoglossy again to continue a longer conversation, and you gain a +2 on Linguistics checks to use Xenoglossy to communicate with someone with whom you previously communicated using this feat. If you fail a Xenoglossy check, you can’t use the Xenoglossy feat to attempt further communication with that creature until you gain additional ranks in Linguistics.

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