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BACKGROUND FEATS

Acrobatic Steps
Prerequisites: Dex 15, Nimble Moves.
Benefit: Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).

 

Additional Traits

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

 

Alertness

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

 

Ambush Alertness

Prerequisite: Alertness

Benefit: If you are unable to act in the surprise round because you failed a Perception check, you can still act on your initiative count in the surprise round, but only to take the total defense action.

Normal: If you are unable to act in the surprise round because you failed a Perception check, you can’t take any actions during the surprise round.

 

Animal Affinity

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

Armored Athlete

Prerequisites: Light armor proficiency, medium armor proficiency, 3 ranks in any Dexterity- or Strength-based skill.

Benefit: Choose one Dexterity- or Strength-based skill in which you possess at least 3 ranks. When you attempt a check for the chosen skill, your armor check penalty on that check for wearing light or medium armor is reduced by 3 (to a minimum of 0). If you have 10 or more ranks in the skill, the penalty is instead reduced by 6 (to a minimum of 0). If you have armor training 2 and are proficient with heavy armor, this benefit also applies to armor check penalties for wearing heavy armor.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new skill.

Armored Rider
Prerequisites: Mounted Combat, Ride 3 ranks.
Benefit: You don’t take the usual armor check penalty on Ride checks. If you are knocked unconscious while in a saddle, you always remain in the saddle.
Normal: If you are knocked unconscious while riding, you have a 50% chance to stay in the saddle (75% if you’re in a military saddle).

 

Athletic

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

 

Beast Hunter

Prerequisites: Base attack bonus +1; Knowledge (nature) or Survival 1 rank.

Benefit: Pick one of the ranger’s favored terrains. You gain a +2 bonus on Survival checks to track animals native to that terrain. Additionally, against animals native to that terrain that are at least one size category larger than you, you gain a +1 dodge bonus to your AC and a +1 insight bonus on attack rolls.

Special: You can take this feat multiple times. Each time you select this feat, you can choose an additional favored terrain to gain the listed benefits in.

 

Believer's Boon

Prerequisites: Wis 13, alignment must be within one step of your deity's.

Benefit: When you take this feat, choose one domain granted by your deity. You can use the 1st-level domain ability that clerics of that domain can use a number of times or rounds per day, but you can use it only once per day or 1 round per day, whichever is appropriate. Your effective cleric level in regard to this ability is 1st level. If the domain has a 1st-level ability that does not meet this specification, you cannot use it.

Special: You can take this feat twice. When you take it a second time, you choose another domain granted by your deity.

Bounding Step
Prerequisites: Dex 15, Nimble Moves.
Benefit: You gain a +2 bonus on Acrobatics checks to keep your balance and Reflex saves to avoid falling. Additionally, select one terrain type from the ranger list of favored terrains. Within that terrain, the maximum number of feet of difficult terrain you can move through as if it were normal terrain increases by 10 feet.
Normal: Nimble Moves allows you to move through 5 feet of difficult terrain each round as if it were normal terrain.
Special: If you have the favored terrain class feature, you do not select a terrain with this feat. Instead, this feat’s increased movement through difficult terrain applies to all of your favored terrains.

Brilliant Planner
Prerequisites: Int 13, character level 5th.
Benefit: You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can take 8 hours and spend up to 50 gp per character level, which becomes your brilliant plan fund. While you have a brilliant plan pending, you are always treated as carrying 20 additional pounds of weight, even before you define your brilliant plan. Once per day, you can take 10 minutes to enact a brilliant plan, withdrawing an item that would have been available in a settlement you visited or procuring a mundane service that your character planned ahead of time. Once you enact the plan, subtract the price of the item or service from this feat’s fund. Any item procured must weigh 10 pounds or less. Likewise, the GM must approve any nonmagical service you gain by using this feat as being appropriate for the location selected. Once you have spent all the money in your brilliant plan fund or procured 20 pounds of objects with this feat, you cannot use the feat again until you replenish your brilliant plan fund.

Cat's Fall

Prerequisites: Dex 13, Acrobatics 1 rank.

Benefit: When you succeed at a DC 15 Acrobatics skill check to soften a fall, you ignore the first 20 feet of that fall and convert the damage from the next 10 feet of the fall to nonlethal damage. You land on your feet as long as you take less than 20 points of damage from the fall.

Close Call

Prerequisite: Deft Hands

Benefit: Once per day, you may reroll either a Disable Device or Sleight of Hand check. You must decide to use this ability after the first attempt but before the results are revealed by the GM. You must take the second roll, even if it’s worse.

Combat Advice

Benefit: As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.

 

Conceal Aura

Prerequisite: Chaotic, evil, good, or lawful alignment.

Benefit: As a full-round action, you can reduce the power of the aura generated by your alignment for 1 minute. During this time, for the purposes of spells that detect alignment, your aura’s power is lessened by one step. You also gain a +2 bonus on checks to send secret messages.


​Cosmopolitan
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Cover Tracks

Prerequisite: Survival 3 ranks.

Benefit: You increase the DC of Survival checks to track you by 5 when moving at full speed and by 10 when moving at half speed. You can cover the tracks of a number of allies within 30 feet equal to your Wisdom modifier plus half your character level, increasing the DC to track them by 2 if they are moving at full speed or by 5 if they are moving at half speed.

Special: If you have the favored terrain class feature and you are in that terrain, you also add your favored terrain bonus to the DC to track you or your allies.


Cunning
Benefit: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

 

Cursed Conduit

Benefit: You are not compelled to keep or use cursed items you touch so long as your character level is equal to or higher than the item’s caster level. You are still affected by the afflictions of any cursed item you carry or use, but you gain a bonus on saving throws against curse effects equal to one-third the caster level of the highest-level cursed item you carry.

 

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

Deepsight
Prerequisite: Darkvision 60 feet.
Benefit: Your darkvision has a range of 120 feet.
Normal: Darkvision normally extends 60 or 90 feet.

 

Deft Hands

Benefit: You get a +2 bonus on Disable Device and Sleight of Hand checks. At character level 10, the bonus increases to +4.

Dilettante

Benefit: You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with DCs up to 15.

 

Drunkard's Recovery

Prerequisite: Con 13.
Benefit: If you are dying and a creature gives you at least a sip of alcohol (a standard action for an adjacent creature), you immediately stabilize.

Edge Runner

Prerequisite: Dex 13

Benefit: You can move at full speed while using Acrobatics to balance on narrow surfaces, and do not become flat-footed or lose your Dexterity bonus to AC while doing so. You also gain a +4 bonus on checks to catch yourself while falling. You also gain a +4 bonus on saving throws against effects that would cause you to fall into a pit (such as create pit or a pit trap). This bonus does not apply to your CMD against bull rush or trip attacks.

Endurance
Benefit: You gain a +4 bonus on the following checks and saves: Athletics checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Enlightened Noble

Prerequisites: Cha 13, Noble Scion, Knowledge (civilization) 1 rank.

Benefit: You gain an additional benefit based on the flavor of your noble family chosen with the Noble Scion feat.

  • Scion of the Arts: A number of times per day equal to your Charisma modifier, you can roll 2d20 for a Perform check and take the better result.

  • Scion of Lore: You can attempt Knowledge skill checks untrained. If you have 10 or more ranks in a Knowledge skill, the bonus from Scion of Lore increases to +2 for that skill.

  • Scion of Magic: Once per day, you can gain a +2 bonus to caster level on a concentration check, a Use Magic Device check, or a check to overcome spell resistance.

  • Scion of Peace: Choose one Wisdom-based skill. Once per day when you take 10 on this skill, you treat the result as if you had rolled an 18 instead of a 10.

  • Scion of War: After rolling initiative, you can attempt a feint or demoralize check as an immediate action. This can only affect creatures that act after you in the initiative count.

 

Equipment Trick

Prerequisite: Base attack bonus +1

Benefit: You can use any equipment trick related to the chosen item as long as you meet the trick’s prerequisites. If the item would normally be considered an improvised weapon, you can treat it as either a normal weapon or an improvised weapon, depending on which is more beneficial for you.

Special: You can gain Equipment Trick multiple times. Each time you take the feat, it applies to a new type of equipment.

Far-Roaming Familiar

Prerequisites: Int 13, must have a familiar.

Benefit: You retain your empathic link to your familiar regardless of distance, though lead blocks the link at distances greater than 1 mile (similar to the way lead blocks detect magic effects).

Fast Crawl
Benefit: While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You can take a 5-foot step while crawling. This benefit does not stack with the rogue crawl talent.
Normal: You can crawl 5 feet as a move action. You cannot take a 5-foot step while crawling.

Fast Healer
Prerequisites: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

 

Feign Curse

Prerequisites: Deceitful, Influence 5 ranks, Spellcraft 1 rank.

Benefit: As a standard action, you can feign placing a curse on a target. The target must attempt a Sense Motive or Spellcraft check against a DC equal to 15 + your number of ranks in Influence + your Charisma modifier, with a bonus on his skill check equal to any conditional bonus he has on saving throws against hexes or curses. If he fails, he becomes plagued by self-doubt and second-guesses himself. For his next two attack rolls, saving throws, skill checks, or ability checks, he rolls twice and takes the lower result; for every 5 ranks of Influence you possess beyond 5, this ability affects an additional roll. This is a mind-affecting effect, and it doesn’t work if the target is immune to curses. Once you attempt to feign putting a curse on a creature, you cannot do so again against the same creature for 24 hours, and if the target succeeds at detecting your ruse, he gains a +10 bonus against future attempts.

Fey Foundling
Prerequisite: You may only select this feat at 1st level.
Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

 

Filth Forager

Benefit: You gain a +4 bonus on all saving throws against diseases and any effect that would cause you to become nauseated or sickened.

Fleet
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. The effects stack.

 

Fortune Teller

​Prerequisite: able to cast divination spells or sphere effects.

Benefit: Upon taking this feat, choose a focus item for your divination magic. Whenever you cast a spell from the divination school, you may use this focus item instead of the spell’s material component, as long as the cost of the material component is no more than 20gp. If you choose to perform the spell using your focus item and the spell’s normal material component, you cast the spell at +1 caster level.

 

Ghostslayer

Prerequisites: Base attack bonus +1, Knowledge (divine) 1 rank.

Benefit: As a swift action, you can imbue a weapon you wield with spiritual energies for 1 round. An imbued weapon damages incorporeal creatures as though it were magical. If the imbued weapon is magical, it functions as a ghost touch weapon. A weapon imbued in this way can deal precision damage to incorporeal creatures.

Godless Healing
Prerequisite: Cannot have a patron deity.
Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.

 

Go Unnoticed

Prerequisites: Dex 13, Small size or smaller.

Benefit: During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.

 

Graceful Athlete

Prerequisites: Acrobatics 1 rank, Athletics 1 rank, racial bonus to Dexterity.

Benefit: Add your Dexterity modifier instead of your Strength bonus to Athletics checks. If you have a Strength penalty, you must apply both your Strength penalty and your Dexterity modifier.

Helpless Prisoner

Prerequisites: Influence 5 ranks, Escape Artist 1 rank.

Benefit: When you are restrained or imprisoned, you can make an Influence check against any one creature within 30 feet in which you emphasize both your own harmlessness and the pain or inconvenience of your current condition. If the creature knows you are dangerous, it adds a +4 bonus to its Sense Motive check. If you win the check, the target does something intended to make you a little more comfortable — or at least shut you up — that gives you a +5 bonus on your next Escape Artist check.

 

Herbal Components

Prerequisite: Eschew Materials

Benefit: Once per day, you can attempt a Profession (Herbalist) or Survival check to use herbal substitutes for the required material components of a single spell that normally cost up to 25gp (DC = 5 + the gp value of component). These components can be used only for your own spells and can’t be sold. They decay within a week if not used.

Improved Beast Hunter

Prerequisites: Beast Hunter, base attack bonus +3, Knowledge (nature) or Survival 3 ranks.

Benefit: When fighting animals that are at least one size category larger than you and that are native to the terrain you have chosen with Beast Hunter, you gain a +4 bonus on combat maneuver checks and a +4 to your CMD against such animals’ attempts to use combat maneuvers against you. Additionally, you gain a +2 bonus on Reflex saves against attacks by the animal that allow a Reflex save.

Special: If you have selected Beast Hunter multiple times, you gain this benefit for all of the terrains you have chosen for those feats.

 

Incredible Healer

Prerequisite: Heal 5 ranks.

Benefit: When you use the Heal skill to treat deadly wounds, the target heals a number of hit points equal to either the result of your Heal check or the normal amount, whichever is higher. A creature can still benefit from having deadly wounds treated no more than once per day.

Inspirational Commander

Prerequisite: Cha 13

Benefit: You or any army that is under your command gains a +2 bonus on Morale checks. Additionally, you gain two additional commander boons of your choice.

 

Intimidating Prowess

Benefit: Add your Strength modifier in addition to your Charisma modifier to demoralize checks and Influence checks made to intimidate creatures.

 

Landing Roll

Prerequisites: Dex 13, Dodge

Benefit: If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot step. You fall prone after this movement.

 

Leaping Evasion

Prerequisites: Lightning Reflexes, evasion class feature.

Benefit: When you succeed at a Reflex save against a spell or effect that affects an area, as an immediate action you can attempt an Acrobatics check to jump out of the effect’s area. You must move to the nearest space you can see outside of the affected area. The DC for this Acrobatics check is equal to the number of feet you must move to escape the area, and you can’t travel farther than your normal movement. If you use this feat, you are staggered on your next turn. This movement doesn’t provoke attacks of opportunity from creatures in the area of the effect you are escaping.

Lifebound
Benefit: Whenever a spell, spell-like ability, or supernatural ability heals you up to your maximum number of hit points, any excess hit points persist for 1 round per level as temporary hit points (up to a maximum number of hit points equal to 1/2 your character level). If the healing from the spell or spell-like ability would normally persist as temporary hit points, you instead add 1/2 your character level to the spell’s caster’s level to determine the total number of temporary hit points that you gain.

Low Profile

Prerequisites: Dex 13, Small size or smaller.

Benefit: You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square.

 

Magical Aptitude

Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. At character level 10, the bonus increases to +4.

Measured Response

Prerequisite: Base attack bonus +1.

Benefit: When you hit an opponent with a melee or ranged weapon attack, you may choose to deal average damage (rounded down), as if you had rolled exactly the average amount on the damage die or dice. You add your damage bonuses and penalties as normal.


Moment of Genius
Prerequisites: Int 19, 7 ranks in any skill
Benefit: Whenever you roll a natural 20 on a skill check, you gain a competence bonus equal to your Intelligence modifier on the check. You gain this same bonus whenever you are able to take 20 on a skill check.

Muddled Morals

Benefit: You gain a +2 bonus on saving throws against effects that affect you based on your alignment. In addition, choose an alignment one step away from your true alignment; when you are drunk (or worse), spells and other effects affect you as if this alignment were your alignment.

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