Feats
Description: Your curse weighs down your soul like a millstone around your neck.
Prerequisites
Description: You must carry a curse that can be lifted only by a quest or similar great undertaking, or have the Cursed Birth background.
Benefits
You gain spell resistance equal to 5 + your character level, as the curse interferes with all magic. Unlike most spell resistance, it can't voluntarily be lowered, though your own spells and magic items still automatically affect you.
Goal
Your curse is lifted or you are able to purge the corruption of your fiendish blood (the circumstances of either vary widely based on the nature of the curse, and are up to the GM).
Completion Benefit
You lose the spell resistance described above. You gain spell resistance equal to 11 + your character level, but only against harmful enchantment, necromancy, and transmutation spells and spell-like abilities—your aura resists further attempts to curse you. Harmless spells automatically bypass this spell resistance whether you desire it or not. This spell resistance can be voluntarily lowered.
Description: Escaping death strengthened your bond to life, but fills you with a need for answers.
Prerequisites
Description: You must have been slain and brought back from the dead, or have the Left to Die or Cursed Birth background.
Benefits
You don't die until your negative hit point total is equal to or greater than 4 + your Constitution score. Once per day as a standard action, you can force yourself to carry on by strength of will alone, gaining 1 temporary hit point per hit die. These temporary hit points last for 10 minutes.
Normal
You die when your negative hit point total is equal to or greater than your Constitution score.
Goal
You meet in person and hear the words of your deity or your deity's chosen herald. If you worship a pantheon of deities, you must meet and hear a member of that pantheon—a herald does not suffice in this case. If you worship no specific deity, you must hear the words of an appropriate entity of the GM's choice.
Completion Benefit
You gain a +2 bonus on saving throws against death effects and fear effects. In addition, the caster level of any conjuration (healing) spell that is cast on you increases by 1 for the purposes of its effects on you alone.
Description: In even the fiercest battles, you risk life and limb to save your allies.
Prerequisites
Description: You must successfully cast a conjuration (healing) spell on an ally after being hit by an attack of opportunity, or have the Battle, Chaplain, or Healed background.
Benefits
When attempting a concentration check caused by receiving damage (including ongoing damage), you reduce the damage taken by 50% for the purposes of determining the concentration check DC.
Goal
Over time, provoke at least 20 attacks of opportunity for casting conjuration (healing) spells on allies. These spells don't have to succeed to count.
Completion Benefit
You automatically succeed at concentration checks for conjuration (healing) spells caused by taking damage.
Description: You must prove yourself through single combat.
Prerequisites
Description: You must have defeated a single challenging foe without any aid from another, or have the Champion of a God, Champion of the People, Competition Champion, or Gladiator background.
Benefits
As a swift action, you can declare a single combat challenge to one foe within 50 feet and in line of sight. Upon doing so, you gain a +1 bonus on attack rolls and a +1 dodge bonus to AC against that foe as long as no one else threatens that opponent or until the single combat challenge ends. If another combatant attacks you or your foe, the challenge ends and you take a —2 penalty on attack rolls and to AC for 1 round. Though you can declare a single combat challenge at will, once you declare it on a foe you can't declare it on the same foe for another 24 hours.
Goal
Defeat an appropriate number of challenging foes in single combat. These combats must not be interrupted by other creatures, and the foes must not have already been substantially injured or impaired prior to combat with you.
Completion Benefit
Your bonuses for single combat increase to +2. In addition, any confirmed critical hits you make against such a foe deal an additional 1d6 points of damage.
Description: From your earliest days, you were destined to sacrifice everything in your quest for power.
Prerequisites
Description: You must have had friendly contact with an evil-aligned outsider that would qualify as a challenging foe, have a fiend-related sorcerous bloodline such as abyssal or infernal, have direct fiendish ancestry (such as being a tiefling or half-fiend), or have the Fiend Raised or The Fiend background.
Benefits
You gain a +2 bonus on Charisma-based checks involving evil-aligned outsiders and +1 bonus to the DC of spells and spell-like abilities you use against such creatures. You take a —2 penalty on Charisma-based checks involving good-aligned outsiders.
Goal
Successfully trade your soul to an evil outsider.
Completion Benefit
You gain a +2 enhancement bonus to an ability score of your choice. This enhancement bonus can't be dispelled or removed save by the direct intervention of a deity, and counts as a supernatural ability. In addition, you gain a +2 bonus on caster level checks (including dispel checks and checks to bypass spell resistance) against good-aligned outsiders. If you die while under the effects of this agreement, you can't be brought back from the dead unless the evil outsider permits it. You lose your completion benefits immediately and permanently if you renege on the arrangement by which you traded your soul, though you keep the feat's basic benefits.
Deny the Reaper
Description: The lives you could not save stay with you to your final breath.
Prerequisites
Description: You must have witnessed the death of a close companion in battle—a death that could have been prevented, such as from bleeding, failure to stabilize, or ongoing poison damage—or have the Death in the Family or The War background.
B
enefitYou gain a +2 bonus on Heal checks. If you have 10 or more ranks in Heal, this bonus increases to +4. You can apply first aid as a move action and don't take a penalty when treating deadly wounds without a healing kit.
Goal
Bring an ally back from the dead, including by using breath of life or reincarnate.
Completion Benefit
You and each ally within 10 feet of you gain a +2 bonus on saves against death effects. In addition, once per day you can spontaneously convert any 5th-level or higher conjuration (healing) spell into breath of life.
Description: You seek new applications for magical energy.
Prerequisites
Description: You must have created a new spell, or have The Way Things Work background.
Benefits
When casting a spell you've created, add 1 to your caster level. In addition, you gain a +2 bonus on Spellcraft checks. If you have 10 or more ranks in Spellcraft, this bonus increases to +4.
Goal
Create a new spell of at least 6th level.
Completion Benefit
The save DCs for any spells you create increase by 1 when you cast them. In addition, when applying metamagic feats to self-created spells, reduce the total level adjustment by 1. You can't reduce metamagic costs to lower than the spell's original level in this manner.
Special
For a self-created spell to benefit from this feat, it must be a truly novel spell. Spells slightly altered from the original (for example, delayed blast fireball as compared to fireball) gain no benefit. Alchemists can benefit from this feat as though their formulae and extracts were spells.
Description: You're willing to lay down your life for your faith.
Prerequisites
Description: You must be ordained as a sacred (or profane) champion of your faith by a high-ranking member of its clergy, or have the Devoted, Faith-Bringer, or Moral Debt background. Such an honor goes above and beyond the normal oaths required of a cleric or paladin.
Benefits
Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied. If you have 10 or more levels or hit dice, this bonus increases to +4.
Goal
Die in pursuit of your faith's goals and be brought back to life. If you die in circumstances that don't involve your faith, you gain no benefit. If your GM permits, you can instead remain dead and create a new PC inspired by your heroic sacrifice.
Completion Benefit
If you died and came back, you become a living symbol of faith. Once per day as a standard action, you can inspire those who share your faith to great effort, granting them a +2 morale bonus on attack rolls and saving throws for 1 minute. This is a mind-affecting, language-dependent effect. If you create a new character inspired by your previous character, the new PC receives a +2 bonus to a single ability score. This ability score can't be one that already has a racial bonus. The new PC can later take this feat if he meets the prerequisite.
Description: In your chest beasts the heart of a wild beast.
Prerequisites
Description: You must have reverted to savage behavior through a traumatic event or extended period in the wilderness, or have the Raised by Beasts background.
Benefits
Whenever you receive a morale bonus on Strength or attack rolls (such as from heroism or the barbarian rage class feature), you receive a +2 bonus on Dexterity- and Strength-based ability and skill checks and a +1 bonus on Reflex saves until the morale bonus effect ends.
Goal
Woo and then marry or otherwise enter into a committed relationship with a person from a civilized culture. This relationship must be forged in love, not bought or coerced.
Completion Benefit
Delay the penalties for the exhausted, fatigued, shaken, and sickened conditions for 1 round after first receiving them. If you already have the condition in question and it is applied again, this feat provides no benefit. Despite ignoring the penalties you do still have the condition. For example, if you become shaken again while benefiting from this feat, you become frightened as normal.
Description: Your bitter feud with your enemies can be quenched only with blood.
Prerequisites
Description: You must have been defeated and robbed of at least half your possessions by a particular group of humanoids or monstrous humanoids, or have the An Eye for an Eye, Hated Foe, Raiders, or Vengeance background. You may choose a specific race, such as duergar, or a broader group, such as goblinoids. At the GM's option, you may instead choose residents of a particular country, settlement, or tribe.
Benefits
The save DCs for your spells or abilities increase by 1 when you use them against the chosen group, and you gain a +1 dodge bonus to AC against their attacks.
Description: A pivotal event from your past eludes your memory.