Name | Prerequisite | Description |
Accursed | You must carry a curse that can be lifted
only by a quest or similar great undertaking, or have the
Cursed Birth background. | Gain SR 5 + level, cannot be lowered |
Agent of Purity | A friend or ally must have been significantly corrupted by a specific natural or supernatural blight, or you must have a regional background trait tied to a specific blight | Gain combat bonuses against blighted creatures |
Apotheosis | You must have had direct contact with a
deity or godlike being, or have been risen from the dead
at the personal behest of a deity or godlike being. | Resist the call of death with greater ease, communications with your deity have a higher chance of succeeding |
Arisen | You must have been slain and brought
back from the dead, or have the Left to Die or Cursed
Birth background. | Negative hit point threshold for death is increased |
Artifact Hunter | You must have come within sight of a
legendary artifact at some point in your past. | Coax more out of your magical items |
Ascendant | You must have the Secret Shame drawback (page 7) or the Bastard-Born backgroundUCA, and you must also have no publicly known faults or made any indisputable mistakes that could humiliate or cast down a figure of high station | You and your apparent allies gain a +2 bonus on skill checks to gain influence or request a favor
|
Aspiring Noble | Must be a member of an established family that is yet unrecognized as nobility | Gain a bonus on Diplomacy or Intimidate in a certain settlement |
Battlefield Healer | 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. | Reduce DC for casting defensively when taking damage |
Betrayed | You must have had a valuable item (worth at least 1, 000 gp per character level) stolen by a former ally, have been left for dead by a former ally, or have the Wrong Enemy background | Avoid harmful effects from allies, better ignore their presence in combat |
Blessed | You must have had friendly contact with
a good outsider that would qualify as a challenging foe, be a sorcerer with the celestial bloodline, or have direct
celestial ancestry (such as by being an aasimar). | Bonus to checks relating to good-aligned outsiders |
Champion | 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. | Gain bonuses on attack/AC with combat challenges |
Child of Two Worlds | Whether through an elixir of two worlds (see page 62) or other means, one of your parents was aquatic and the other was a land-dweller. You are mostly a normal member of your race, except as stated in this feat. You must select this feat at 1st level, and you can’t have other feats, traits, or abilities that specify your bloodline such as Racial HeritageAPG. Thematically appropriate backgrounds include Adopted Outside Your Race, Bastard Born, Death in the Family, One of a Kind, and The Relative. These backgrounds are found in Pathfinder RPG Ultimate Intrigue. | See text |
City-Locked | You must permanently dwell in a settlement at least as large as a large town. You must also have a fey ancestor somewhere in your family line, or have The Wanderer background (Ultimate Campaign 45) | See text |
Concilator | Must have successfully requested that the opposing sides of a violent encounter pause for parley | You can make a Diplomacy check to parley with a hostile enemy
|
Crisis of Conscience | Lawful neutral, neutral, or chaotic neutral alignment. Your alignment must have shifted from either good or evil at least once since 1st level or the last time you completed this feat (see Special) | Hide your alignment and loyalties |
Cursed Love | You must have a romantic interest who has fallen to some dark influence and rejects you out of shame or fear of newfound capabilities, or must have the Bad Romance or Temptation background | Bonus when dealing with certain creatures |
Damned | 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 (see Ultimate Campaign). | Bonus to checks relating to evil-aligned outsiders |
Dead Inside | You must have failed your saving throws against at least five different emotion-manipulating spells or your saving throw against a supernatural creature’s fear effect (such as a dragon’s frightful presence), or you have the Sunless or Sole Survivor background | Handle emotion and fear spells/effects better |
Deny the Reaper | 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. | +2 bonus on Heal, apply first aid as move action |
Dragon-Touched | You must have been knocked unconscious
in an encounter with a challenging draconic foe or have
a regional background tied to a specific dragon (such as
those presented in this section or a similar trait). | +2 Reflex, +1 attack, +1 AC versus a specific kind of dragon |
Dynasty Founder | You must have lived in the chosen city for
at least 1 year or be the heir of a former city leader. | Exert your control over a city's policies and politics |
Eldritch Researcher | You must have created a new spell, or
have The Way Things Work background. | Gain bonuses with spells that you’ve created |
Embrace of the Dark Fey | You must have an evil fey such as a quicklingB2 or redcapB2 somewhere in your family line, or you must have the Shameful Heritage background (Ultimate Campaign 40) | See text |
Enemy Cult | See text | Detect the cult’s alignment, and on completion, gain defenses against that alignment |
Explorer | You must have crossed at least 30 miles of
wilderness without map or guide. | Gain skills to aid getting along in the wild |
Fascinated by the Mundane | You must have a fey ancestor somewhere in your family line, and you must have the Adopted by the Fey, Fey Meeting, or Met a Fantastic Creature background (Ultimate Campaign 21, 30, and 24, respectively) | See text |
Fearless Zeal | 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. | Become a living symbol of your faith |
Feral Heart | You must have reverted to savage behavior
through a traumatic event or extended period in the
wilderness, or have the Raised by Beasts background. | Embrace your savage behaivor for increased combat ability |
Foeslayer | 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
(see Ultimate Campaign). You may choose a specific race, such as duergar, or a broader group, such as goblinoids.
At the GM’s discretion, you may instead choose residents
of a particular country, settlement, or tribe. | Improve your battle prowess against the chosen enemy |
Forgotten Past | You must have suffered permanent
memory loss or have the Reincarnated background. | Reduce the effectiveness of mind-affecting spells on you |
Forward from Beneath | Be a member of House Kastner, be a good-aligned member of a family or organization whose secret evil has been publicly revealed, or have the Dishonored Family or Betrayal backgrounds | Gain a +2 bonus on Disguise checks and the ability to fake an evil alignment for detection spells |
Ghost Guide | See text | Gain a bonus on social skills against spirits, and on completion, gain benefits with spirit-talking spells |
Giant Vendetta | You must have been knocked unconscious in an encounter with a challenging giant foe or have a regional background trait tied to giants (such as those presented in this section) | Bonus against fighting and researching giants |
Glimpse Beyond | You must have faced an undead, evil outsider, or aberration with a CR greater than your level +4, or have
the Raised Among the Dead or The Dead One background. | Learn how to defend yourself against creatures of madness |
Gruesome Butcher | You must have been rendered unconscious and left for dead on a battlefield between warring factions or have the Child Soldier or Drafted background | Gain ranger-like bonuses against a specific enemy group |
Inerrant Justice | Must have witnessed or suffered a grave injustice that went unpunished, or have the An Eye for an EyeUCA or the RaidersUCA background. If the offender is not a challenging foe, it either advances to become one or allies with one or more creatures who are | Take minimum damage from an attack
|
Infiltrator | Must have adopted an assumed or secret identity associated with an enemy organization | Make a divination spell return false information |
Innocent Blood | You must slay at least 50 intelligent
noncombatants for either your own personal gain or for
no cause at all, or have the Bloodthirsty, First Kill, or The
Kill background. | Be more intimidating than ever before |
Liberator | You must have been enslaved for at
least 6 months, or have the Imprisoned or Kidnapped
background (see Ultimate Campaign). | Inspire others to join your cause |
Lighting the Way | Be a member of House Zespire, or have the Devoted, Exemplar, Marked by the Gods, or Righteous Mentor background | Once per day, grant your allies a +1 bonus on attack rolls and saving throws against mind-affecting effects |
Lost Legacy | Your family must have claim to an inherited
title or position that no longer belongs to them, or have
the Dishonored Family background. You can take this feat
even if you have no knowledge of this lost family title. | Gain bonuses to Charisma and Wisdom based checks |
Magical Enigma | Bloodline, eidolon, mystery, phantom, spirit animal, or witch’s familiar class feature and you must have an unknown secret about your magic or family history (even if you do not yet know the topic of the secret) or have the One of a KindUCA, the Outsider’s LineageUCA, or the UnknownUCA background | Increase your class level or ability modifier for the purpose of your selected class feature |
Magnum Opus | You must either have sold five or
more self-created works of art worth a total of at least
5, 000 gp, have performed at least five performances
for audiences of 50 or more while achieving a great
performance result or better on your Perform
check, or have the Virtuoso background. | Enhance your abilities with Craft and Perform checks |
Monument Builder | Knowledge (engineering) 1 rank, and you
must have built a structure worth at least 5, 000 gp. | Increase the value of your constructions and gain bonuses to Knowledge (engineering) |
Nation Builder | You must have explored and claimed an
area of at least 100 square miles. | Bonus to various skills while in unclaimed wilderness or your own land |
Nemesis | You must have at least one enemy who
wishes to cause you great harm. If you have multiple
enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you.
If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies
with others to achieve a higher challenge rating. | Gain extra benefits when leveling in your favored class |
Never Conquered, Forever Feared | Be a member of House Heskillar, or have the Adopted by Dragons, Path of Righteous Rage, or Proud Heritage background | Gain a +2 bonus on Intimidate checks and on saving throws against paralysis and sleep |
Noble Impostor | Must not be a member of an established family or a member of nobility | Gain a +2 bonus on Bluff and Knowledge (nobility) |
Object of Legend | You must have some highly personal
stake in attaining the object of your quest as determined
collectively by you and the GM—such as needing an
ancestral weapon to exact your revenge against a known
betrayer, seeking to destroy the artifact that caused your
family’s downfall generations ago, or attempting to behead
a monster that ravaged your homeland during your youth. | Acquire great power and skill |
Otherworldly Influence | You must have refused an evil creature with at least 15 Hit Dice who offered gifts or assistance, have refused an evil creature offering to cast a spell of 7th-level or higher on your behalf, or have the Planar Offering background | Bonus on negotiations with evil outsiders |
Our Bounty, Our Glory | Be a member of House Denzarni, or have the Bloodthirsty, Omen, Tree Tender, or Unsuspecting Master background | You can go longer without food and water |
Overachiever | You must have been defeated by the same individual, organization, or creature type at least four times, or have the Boarding School or Humiliated background | Take less penalties from exhaustion, forgo rest to improve skills |
Planar Traveler | You must be related to an outsider or have
been born on a plane other than the Material Plane. | Enhance your survival outside of your home plane |
Prophet | Ability to cast divine spells, and you
must either have received a vision from your god (or
another appropriate supernatural entity) or have the
Marked by the Gods background (see Ultimate Campaign). | Increase your defenses when buffing allies |
Prosperity and Pride | Be a member of House Corcina, or have the Craftsperson, Inheritance, Well-Connected Friend, or Worldshaker background | Gain a +2 bonus on Appraise and Diplomacy checks in large cities |
Protector of the People | See text | Gain the ability to make a golem protector, and on completion, gain Craft Construct at a conditional 10% discount |
Puppet Master | You must have survived an encounter with a challenging foe without suffering significant harm by striking a deal (regardless of whether the deal was with the challenging foe or not), or have the BossUCA, the Liege LordUCA, or the Well-Connected FriendUCA background | Make successive Diplomacy checks more easily. |
Redemption | You must have lost class features by
violating the code of conduct of a class that possesses such
a code, or have the Dishonored Family background. | Face fear in order to gain bonuses |
Rival | You must have at least one enemy who wishes to outdo you. If you have multiple rivals, the GM may keep the specific rival secret, or have many of your enemies work together against you. If your rival is not already a challenging foe, it either advances to become one or allies itself with others one or more creatures who are | Gain extra skill points or Fame.
|
Self-Exiled Noble | You must have intentionally left your noble family and changed your name or appearance afterward | Gain a +2 bonus on Disguise and a +1 bonus on attack and damage against family members |
Shamed | You must have been publicly embarrassed, or must have the Bastard Born background. If the
embarrassment didn’t cause significant harm to your
personal honor or social standing, it does not qualify for
the feat prerequisites. The humiliation doesn’t need to
have been unjustified. | Get bonuses in combat when observed by others |
Standing Tall | Be a member of House Fahlspar, or have the Hunter, Nature, or Tree Tender background | Once per day, gain a +2 bonus to saving throws against mind-affecting effects |
Stronghold | You must have the Leadership feat and
must lead at least 10 combat-capable followers (such as
fighters or rangers). | Enhance troops under your command |
Supernatural Spy | Alchemist discovery, arcane discovery, arcanist exploit, or magus arcana class feature and you must either have observed a created magical effect you could not understand or have the Master CraftsmanUCA or the Unquenchable Hunger for KnowledgeUCA background | Increase your ability modifier for calculating the effects and save DCs of one of your class features. |
Thief of Legend | You must have stolen at least 1, 000
gp worth of treasure without being caught and kept
mementos of these thefts worth at least 500 gp, or have
the Greed background. | Master the ability to handle traps and locks |
Town Tamer | You must have 5 ranks in Intimidate
and a personal motivation to clean up a particular town
(such as an old friend calling in a favor, or seeking a place
to settle down), or you must have the Bounty Hunter or
Champion of the People background. | Become more intimidating in specific settlements |
True Love | You must have found love with a person
you can’t be with, have a current lover, or have the
Current Lover, For Love, or The Lover background.
Possible complications include distance, your love being
with another, your feelings being unrequited, or your
relationship being forbidden. | Increase your skill with emotion spells and Sense Motive |
Truth-Seeker | You must have visited a ruin or forgotten
place that has been abandoned for at least five times as
long as you’ve been alive. | Learn more about history, find secret doors with ease |
Twisted Love | See text | Gain a +2 bonus vs. enchantments and bonuses to influence your obsessed foe, and on completion, you can pretend to be affected by enchantments |
Unforgotten | You must have a close relative, spouse, or
other person dear to your heart who never returned from
a journey, was captured, or otherwise vanished with little
trace, or you have the Major Disaster background. | Reduce nonlethal damage you take, increase your saving throw bonuses |
Vengeance | You must have a close family member
or other loved one slain by a specific challenging foe or
that foe’s minions, or have the Raiders or Vengeance
background. | Receive a bonus against a specific foe and its minions |
Vengeful Banisher | You witnessed at least one family member or a close friend being killed by demons or demonic cultists, or you have the Hated Foe or An Eye for an Eye background (see Ultimate Campaign). | +2 save vs. spells/effects from demons and their worshipers |
Victory Through Unity | You must have a familiar, and you must either be a member of House Merrosett or have the Initiated or Storied Lineage background | Grant your familiar one of the hunter's animal aspects |
We are the Wall | Be a member of House Darahan, or have the Champion of the People, Duty, or Raider background | 3 times per day, you can declare a creature to be your quarry |
Wily Warrior | Bluff 1 rank, Sense Motive 1 rank, base attack bonus +1, or you must have the Military Strategist background (page 5) | Use your ranks in Sense Motive in place of your Will save. |
Wretched Curator | You must have purchased a scroll or spellbook containing a spell with the evil descriptor in a place where such dealings are illegal, or must have the Secret Society Inductee or Diabolical Upbringing background | Purchase evil items cheaper, bonus to checks to understand evil items |