Showing 1–24 of 60 feats.
Story
Ultimate Campaign
Your curse weighs down your soul like a millstone around your neck.
RequiresYou must carry a curse that can be lifted only by a quest or similar great unde…
Story
Quests & Campaigns
You gain a +2 bonus on Constitution checks to stabilize while dying.
Story
Ultimate Campaign
Escaping death strengthened your bond to life, but fills you with a need for answers.
RequiresYou must have been slain and brought back from the dead, or have the Left to Di…
Story
Quests & Campaigns
You gain a +2 bonus on Use Magic Device checks when emulating a class feature, ability score, race, or alignment.
Story
Spymaster's Handbook
You and your apparent allies gain a +2 bonus on skill checks to gain influence or request a favor.
Story
Ultimate Campaign
In even the fiercest battles, you risk life and limb to save your allies.
RequiresYou must successfully cast a conjuration (healing) spell on an ally after being…
Story
Agents of Evil
When you are in a harmful area of effect created by an ally, you can roll your saving throw twice and take the better result.
Story
Quests & Campaigns
You gain a +2 bonus on Charisma-based checks involving good-aligned outsiders and a +1 bonus to the DC of spells used against them.
Story
Ultimate Campaign
You must prove yourself through single combat.
RequiresYou must have defeated a single challenging foe without any aid from another, o…
Story
Aquatic Adventures
Gain a land speed of 10 feet if you are aquatic; if you are not aquatic, gain a +4 racial bonus on Swim checks.
Story
Spymaster's Handbook
You can attempt a Diplomacy check to request a pause in combat or nonlethal attacks from an enemy even if unfriendly or hostile.
Story
Champions of Balance
Gain +2 on opposed skill checks and Will saves against attempts to discern your alignment, loyalties, or intentions.
Story
Agents of Evil
Gain +2 on Diplomacy, Sense Motive, and saves against a chosen corrupt creature type, plus emergency temporary HP 1/day.
Story
Ultimate Campaign
From your earliest days, you were destined to sacrifice everything in your quest for power.
RequiresYou must have had friendly contact with an evil-aligned outsider that would qua…
Story
Agents of Evil
When you are the target of a spell or spell-like ability with the emotion or fear descriptor, roll your save twice and take the better result.
Story
Ultimate Campaign
The lives you could not save stay with you to your final breath.
RequiresYou must have witnessed the death of a close companion in battle—a death …
Story
Dragonslayer's Handbook
Gain +2 on Reflex saves vs. breath weapons, +1 on attacks, and +1 dodge bonus to AC against a chosen kind of dragon.
Story
Quests & Campaigns
You gain followers as if you had the Leadership feat, although you cannot attract followers of a level higher than your level - 2.
Story
Ultimate Campaign
You seek new applications for magical energy.
RequiresYou must have created a new spell, or have The Way Things Work background.
Story
Horror Adventures
You have crossed paths with a cult opposed to everything in which you believe.
RequiresYou must have encountered a cult whose general alignment is opposite to yours o…
Story
Quests & Campaigns
You can provide twice as much food and water for other people when attempting a Survival check to get along in the wild.
Story
Ultimate Campaign
You're willing to lay down your life for your faith.
RequiresYou must be ordained as a sacred (or profane) champion of your faith by a high-…
Story
Ultimate Campaign
In your chest beasts the heart of a wild beast.
RequiresYou must have reverted to savage behavior through a traumatic event or extended…
Story
Ultimate Campaign
Your bitter feud with your enemies can be quenched only with blood.
RequiresYou must have been defeated and robbed of at least half your possessions by a p…