PF1e Story Feats

Subsystem Rules & Guidelines

Pathfinder 1st Edition Story Feats from Ultimate Campaign and Quests and Campaigns. Story feats give characters narrative goals with transformative completion benefits upon fulfillment.

Accursed (Story)

Prerequisites:You must carry a curse that can be lifted only by a quest or similar great undertaking, or have the Cursed Birth background

Source: Ultimate Campaign

Your curse weighs down your soul like a millstone around your neck.

Prerequisites: You must carry a curse that can be lifted only by a quest or similar great undertaking, or have the Cursed Birth background.

Benefit: 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.

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Apotheosis (Story)

Prerequisites: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

Source: Quests and Campaigns

You are marked by fate as a future deity-even before this destiny is realized, fate bends to your will.

Prerequisites: 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.

Benefit: You gain a +2 bonus on Constitution checks to stabilize while dying. Anytime you or an ally who worships the god that contacted you casts augury or a similar effect, your chance of receiving a meaningful reply is increased by 5% (to a maximum of 95%).

Goal: You must be acknowledged by another divine being (directly or through a representative) as a peer, even if only a minor one.

Completion Benefit: Once per day as an immediate action, you can cause any die roll made by a creature within 100 feet of you to be rerolled. You choose which result you prefer. You must decide to use this ability after the first roll is made but before the results are revealed by the GM.

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Arisen (Story)

Prerequisites:You must have been slain and brought back from the dead, or have the Left to Die or Cursed Birth background

Source: Ultimate Campaign

Escaping death strengthened your bond to life, but fills you with a need for answers.

Prerequisites: You must have been slain and brought back from the dead, or have the Left to Die or Cursed Birth background.

Benefit: 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.

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Artifact Hunter (Story)

Prerequisites:You must have come within sight of a legendary artifact at some point in your past

Source: Quests and Campaigns

You seek an artifact-either a specific one or merely any item of legendary prowess-with dogged tenacity.

Prerequisites: You must have come within sight of a legendary artifact at some point in your past.

Benefit: You gain a +2 bonus on Use Magic Device checks when emulating a class feature, ability score, race, or alignment. If you have 10 or more ranks in Use Magic Device, this bonus increases to +4. In addition, once per day, instead of attempting a Use Magic Device check normally, you can choose to determine the result as if you had rolled a 15. If you have 10 or more ranks in Use Magic Device, you can use this ability twice per day.

Goal: Claim ownership of an artifact.

Completion Benefit: You learn how to coax the most out of your magic items. Three times per day when you activate a use-activated or command word magic item, you can increase the item's effective caster level by +2 as a free action. You can use this ability once per round.

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Battlefield Healer (Story)

Prerequisites: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

Source: Ultimate Campaign

In even the fiercest battles, you risk life and limb to save your allies.

Prerequisites: 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.

Benefit: 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.

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Blessed (Story)

Prerequisites: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)

Source: Quests and Campaigns

The repeated notice and boons of celestials have marked you as one of their chosen agents.

Prerequisites: 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).

Benefit: You gain a +2 bonus on Charisma-based checks involving good-aligned outsiders and a +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 evil-aligned outsiders.

Goal: Thwart or decisively defeat an evil creature that qualifies as a challenging foe, but show mercy and then convert that creature toward good.

Completion Benefit: You gain the benefit of protection from evil as a constant spell-like ability. In addition, you gain a +2 bonus on caster level checks against evil-aligned outsiders.

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Champion (Story)

Prerequisites: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

Source: Ultimate Campaign

You must prove yourself through single combat.

Prerequisites: 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.

Benefit: 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.

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Crisis Of Conscience (Story)

Prerequisites: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)

Source: Champions Of Balance

Your internal struggle and contradictory actions have left you teetering on a knife's edge between good and evil. You must choose which path you will make your own.

Prerequisites: 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).

Benefit: You are an enigma unto those who cleave to notions of morality as guiding life principles. Habits and mannerisms from your past life send subtly confusing signals to those trying to read you. Whenever another character attempts to discern your alignment, loyalties, or intentions (including via magical effects such as detect thoughts and when you are using Bluff to send a secret message or feint), you gain a +2 bonus on opposed skill checks and on Will saving throws to resist such effects.

Special: If you've already completed this feat by changing to the opposite moral alignment and have since returned to being morally neutral, you may take this feat a second time. You gain no additional basic benefits, but if you complete this feat's goal a second time by crossing back to your original alignment, you gain additional completion benefits-you gain the second completion benefit, and can apply the first benefit against good and evil creatures.

Goal: Resolve your conscience with an act of decisive good or evil that shifts your alignment accordingly. Acts of decisive good include dedicating your worldly wealth to a noble cause or charitable institution, risking death for the sake of others, or another notable sacrifice for a greater good. Acts of decisive evil include reducing a city to penury and starvation, murdering or terrorizing innocents, or other, darker deeds.

Completion Benefit: If your alignment changes from good to evil or evil to good, you know how to entice others down your path. While you retain this alignment, you gain a +2 bonus on Charisma- and Wisdom-based skill checks made to interact with a sentient creature of your previous (and now opposite) moral alignment. This bonus increases to +4 if success would cause the target to act against its moral alignment (at the GM's discretion). If it does so, you retain this bonus when interacting with that target until its moral alignment is the same as yours. If you return to your original moral alignment, you have gained deeper insight into your convictions. While you retain this moral alignment, you become aware of any action or item that could adversely affect your alignment or your standing with your deity (if you have one), including magical effects. You acquire this information prior to performing such an action or becoming associated with such an item if you take a moment to contemplate the act.

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Damned (Story)

Prerequisites: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

Source: Ultimate Campaign

From your earliest days, you were destined to sacrifice everything in your quest for power.

Prerequisites: 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.

Benefit: 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.

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Damned (Story)

Prerequisites: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 tief ling or half-fiend), or have the Fiend Raised or The Fiend background (see Ultimate Campaign)

Source: Quests and Campaigns

From your earliest days, you were destined to sacrifice everything in your quest for power.

Prerequisites: 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 tief ling or half-fiend), or have the Fiend Raised or The Fiend background (see Ultimate Campaign).

Benefit: 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 story benefits immediately and permanently if you renege on the arrangement by which you traded your soul, though you keep the feat's basic benefits.

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Deny The Reaper (Story)

Prerequisites: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

Source: Ultimate Campaign

The lives you could not save stay with you to your final breath.

Prerequisites: 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.

Benefit: You 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.

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Dynasty Founder (Story)

Prerequisites:You must have lived in the chosen city for at least 1 year or be the heir of a former city leader

Source: Quests and Campaigns

You will claim rulership of a city, whether under a larger government or independently.

Prerequisites: You must have lived in the chosen city for at least 1 year or be the heir of a former city leader.

Benefit: You gain followers as if you had the Leadership feat, although you cannot attract followers of a level higher than your level - 2. If you also have the Leadership feat, increase your Leadership score by 3 for the purpose of determining how many followers you have.

Special: For groups using the kingdom-building rules from Pathfinder RPG Ultimate Campaign, you can optionally use the rules for establishing a settlement to complete the goal of this story feat.

Goal: Thwart all rivals to rulership over the chosen region, including at least one challenging foe.

Completion Benefit: You gain control of the settlement (see the settlement rules in the Pathfinder RPG GameMastery Guide). Upon gaining this benefit and once per year thereafter, you can attempt to alter the settlement in one of the following ways by attempting a DC 25 Diplomacy check modified by the settlement's Society modifier or a DC 25 Intimidate check modified by its Law modifier: • Move the settlement's alignment 1 step closer to yours along either the good-evil or law-chaos axis. • Replace one settlement quality with another. • Change the government type. • Significantly alter the laws. Failure indicates that popular opinion in the city successfully opposes you. In addition, from now on, your followers gain a +1 morale bonus on attack rolls and saving throws as long as they can see you.

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Eldritch Researcher (Story)

Prerequisites:You must have created a new spell, or have The Way Things Work background

Source: Ultimate Campaign

You seek new applications for magical energy.

Prerequisites: You must have created a new spell, or have The Way Things Work background.

Benefit: 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 benef it 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 benef it. Alchemists can benef it from this feat as though their formulae and extracts were spells.

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Explorer (Story)

Prerequisites:You must have crossed at least 30 miles of wilderness without map or guide

Source: Quests and Campaigns

You dream of discovering new vistas.

Prerequisites: You must have crossed at least 30 miles of wilderness without map or guide.

Benefit: You can provide twice as much food and water for other people when attempting a Survival check to get along in the wild. In addition, you gain a +2 bonus on all Knowledge (geography) checks. If you have 10 or more ranks in Knowledge (geography), increase your bonus to +4.

Goal: Cross through a dangerous place without a map or a guide knowledgeable about the area, stopping for no longer than 16 hours at a time, and along the way overcome an appropriate number of natural hazards, obstacles, and/or enemies, at least one of which must qualify as a challenging foe.

Completion Benefit: You and one ally per 3 ranks of Survival can move overland without being slowed by difficult terrain (allies must remain within 30 feet of you to be affected). Once per day, you can make a preternaturally accurate estimate regarding your path, as if you had cast find the path on yourself (caster level equals your character level).

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Fearless Zeal (Story)

Prerequisites: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

Source: Ultimate Campaign

You're willing to lay down your life for your faith.

Prerequisites: 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.

Benefit: 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.

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Feral Heart (Story)

Prerequisites:You must have reverted to savage behavior through a traumatic event or extended period in the wilderness, or have the Raised by Beasts background

Source: Ultimate Campaign

In your chest beasts the heart of a wild beast.

Prerequisites: You must have reverted to savage behavior through a traumatic event or extended period in the wilderness, or have the Raised by Beasts background.

Benefit: 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.

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Foeslayer (Story)

Prerequisites: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

Source: Ultimate Campaign

Your bitter feud with your enemies can be quenched only with blood.

Prerequisites: 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.

Benefit: 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.

Goal: Slay an appropriate number of challenging foes.

Completion Benefit: You gain the benef its of the Improved Critical feat on attacks made against members of your chosen race. Your dodge bonus to AC against such foes increases to +2.

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Foeslayer (Story)

Prerequisites: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

Source: Quests and Campaigns

Your feud with your enemies can be quenched only with blood.

Prerequisites: 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.

Benefit: The save DCs for any of your spells or abilities increase by 1 when used against the chosen group, and you receive a +1 dodge bonus to AC against their attacks.

Goal: Slay an appropriate number of challenging foes.

Completion Benefit: You gain the benefits of the Improved Critical feat on attacks made against members of your chosen race. Your dodge bonus to AC against such foes increases to +2.

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Forgotten Past (Story)

Prerequisites:You must have suffered permanent memory loss or have the Reincarnated background

Source: Ultimate Campaign

A pivotal event from your past eludes your memory.

Prerequisites: You must have suffered permanent memory loss or have the Reincarnated background.

Benefit: The duration of mind-affecting spells (even beneficial ones) is halved for you, to a minimum of 1 round. Your inquisitive nature gives you a +2 bonus on Perception checks. If you have 10 or more ranks in Perception, this bonus increases to +4.

Special: Restoration of memories by means less significant than miracle or wish does not qualify for the prerequisite.

Goal: Regain a major portion of your lost memories. The exact means varies, possibly requiring a wish, assistance from a divine being, reliving a past life, or confronting the situation that led to your memory loss. This process must involve encountering a challenging foe, though possibly in ways other than direct confrontation.

Completion Benefit: You roll twice whenever you attempt a saving throw against a mind-affecting effect, keeping the better result.

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Glimpse Beyond (Story)

Prerequisites: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

Source: Ultimate Campaign

You have glimpsed the madness at the edges of reality.

Prerequisites: 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.

Benefit: You gain a +2 bonus on Knowledge (dungeoneering) checks to identify the vulnerabilities and powers of aberrations, Knowledge (planes) checks to identify the vulnerabilities and powers of evil outsiders, and Knowledge (religion) checks to identify the vulnerabilities and powers of undead, and you can make such checks untrained. If you have 10 or more ranks in any of these Knowledge skills, the bonus increases to +4 for the appropriate skill. In addition, you gain a +2 bonus on saves against fear effects.

Goal: Be killed or driven insane (as determined by the GM) by an aberration, evil outsider, or undead. This leaves your mind permanently marked.

Completion Benefit: Any sane creature that attempts to read your thoughts takes 1d6 points of Wisdom damage (Will DC 10 + 1/2 your level + your Charisma modified negates). In addition, the effect of any ability damage, ability drain, or penalty to your Intelligence, Wisdom, or Charisma is halved (minimum 1). You take a -2 penalty on Will saving throws. Whenever you roll a save against a mind-affecting effect, roll twice and keep the better result.

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Innocent Blood (Story)

Prerequisites: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

Source: Ultimate Campaign

With their deaths, the pitiful wretches that inhabit this world open your path to greatness.

Prerequisites: 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.

Benefit: You gain a +2 bonus on Intimidate checks. If you have 10 or more ranks in Intimidate, this bonus increases to +4. Each time you slay an intelligent creature, you gain a +1 bonus on attack rolls and caster level checks for 1 minute (this bonus does not stack with itself ).

Goal: Slay at least 200 more intelligent noncombatants, then slay a challenging foe that seeks to either bring you to justice for your crimes or usurp your position.

Completion Benefit: Any shaken creature takes double the normal penalties when attacking you, making saves against your abilities, or resolving skill checks with you as a target.

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Liberator (Story)

Prerequisites:You must have been enslaved for at least 6 months, or have the Imprisoned or Kidnapped background

Source: Ultimate Campaign

Your time in shackles has forever marked your soul.

Prerequisites: You must have been enslaved for at least 6 months, or have the Imprisoned or Kidnapped background.

Benefit: You gain a +1 bonus on attack rolls, weapon damage rolls, and skill checks when your actions would directly lead to freeing prisoners or slaves.

Goal: Free at least 200 slaves through perilous rescues (not merely buying them at market).

Completion Benefit: You gain the ability to inspire others through your dedication to your cause. Allies within 20 feet receive your Liberator feat bonuses when working with you to free prisoners or slaves. In addition, as a standard action you can inspire slaves and former slaves within 120 feet, giving them temporary hit points equal to 1/2 your character level and a +1 bonus on saving throws. These benefits last for 1 hour, and a given creature can receive this benefit only once per day. These are mind-affecting effects, and the inspiring bonus is language-dependent.

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Liberator (Story)

Prerequisites:You must have been enslaved for at least 6 months, or have the Imprisoned or Kidnapped background (see Ultimate Campaign)

Source: Quests and Campaigns

Your time in shackles has forever marked your soul.

Prerequisites: You must have been enslaved for at least 6 months, or have the Imprisoned or Kidnapped background (see Ultimate Campaign).

Benefit: You gain a +1 bonus on attack rolls, weapon damage rolls, and skill checks when your actions would directly lead to freeing prisoners or slaves.

Goal: Free at least 200 slaves through perilous rescues (not merely buying them at market).

Completion Benefit: You gain the ability to inspire others through your dedication to your cause. Allies within 20 feet receive your Liberator feat bonuses when working with you to free prisoners or slaves. In addition, as a standard action you can inspire slaves and former slaves within 120 feet, giving them temporary hit points equal to 1/2 your character level and a +1 bonus on saving throws. These benefits last for 1 hour, and a given creature can receive this benefit only once per day. These are mind-affecting effects, and the inspiring bonus is language-dependent.

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Lost Legacy (Story)

Prerequisites: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

Source: Ultimate Campaign

What once belonged to your family shall be yours again.

Prerequisites: 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.

Benefit: You gain a +1 bonus on Charisma-based ability checks and skill checks.

Special: If you manage to regain your position without defeating a challenging foe, you may still complete this story feat at a later date if a suitable challenging foe attempts to steal your birthright again.

Goal: Regain your family's lost claim, either for yourself or another in your family. In the process of completing this claim, you must decisively defeat a challenging foe that seeks to deny your birthright.

Completion Benefit: You gain a +1 bonus on Wisdom ability checks, Wisdom-based skill checks, and Will saving throws.

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Magnum Opus (Story)

Prerequisites: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

Source: Ultimate Campaign

You seek to create a true masterpiece.

Prerequisites: 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.

Benefit: Choose a single Craft or Perform skill. Whenever you take 10 with this skill, treat your die result as a 15 instead.

Goal: Either sell a single self-created work of art for at least 25,000 gp, perform at least 10 performances for audiences of 100 or more while achieving an extraordinary result or better, or win the artistic patronage of the ruler of a country or city of at least 100,000 people. In each case, you must achieve this using the skill chosen above.

Completion Benefit: You gain a +5 bonus on skill checks made with your chosen skill, and a +2 bonus on all other Craft and Perform checks for which you have at least 1 rank.

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Monument Builder (Story)

Prerequisites:Knowledge (engineering) 1 rank, and you must have built a structure worth at least 5, 000 gp

Source: Ultimate Campaign

Your inspired architecture shall make your name immortal.

Prerequisites: Knowledge (engineering) 1 rank, and you must have built a structure worth at least 5,000 gp.

Benefit: When you supervise a construction project or do the construction yourself, reduce your raw material costs by 10%. You gain a +2 bonus on Knowledge (engineering) checks. If you have 10 or more ranks in Knowledge (engineering), this bonus increases to +4.

Goal: Design and construct a building worth at least 100,000 gp with great personal significance to you. For example, you might construct a new temple for your god on the site where an old temple was destroyed, or an academy for students to unlock the secrets of the universe.

Completion Benefit: The value of any past and future buildings you construct (including the building constructed to achieve your goal) increases by 10% as your reputation spreads. In addition, you and your workers complete double the normal amount of work in a given time interval when you supervise a construction project.

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Nation Builder (Story)

Prerequisites:You must have explored and claimed an area of at least 100 square miles

Source: Ultimate Campaign

The land calls to you to conquer it and forge a realm all your own.

Prerequisites: You must have explored and claimed an area of at least 100 square miles.

Benefit: When in either unclaimed wilderness or land under your own control, you receive a +2 bonus on Perception checks, Stealth checks, and Survival checks. If you have 10 or more ranks in one of these skills, the bonus on that skill increases to +4.

Goal: Explore and conquer an area of at least 1,000 square miles, in the process decisively defeating a challenging foe. You must also lay claim to the land either in your own name or in the name of a leader you directly report to, and establish a stronghold or other fortification to defend it.

Completion Benefit: You gain a +2 bonus on initiative checks, attack rolls, and saving throws while in the area you have claimed.

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Nemesis (Story)

Prerequisites: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

Source: Ultimate Campaign

A past enemy seeks your ruin.

Prerequisites: 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.

Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.

Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down.

Goal: Slay your nemesis. Causing your nemesis's death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn't count.

Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat.

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Object Of Legend (Story)

Prerequisites: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

Source: Quests and Campaigns

The object of your quest drives you ever forward.

Prerequisites: 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.

Benefit: When you gain this feat, select one of the quest objects on this page or the facing page, or devise a quest object with your GM based on the quest objects presented in this section. You gain a +2 bonus on any Knowledge checks to gain information on the object of your quest. If you have 10 or more ranks in the Knowledge skill in question, the bonus increases to +4. In addition, once per day when you threaten a critical hit against a foe who specifically aims to stop you from completing your quest, you gain a +10 bonus on your confirmation roll against that opponent. You must announce the use of this ability after threatening the critical hit and before rolling your confirmation roll. This bonus does not stack with bonuses on confirmation rolls from other feats, such as Critical Focus.

Special: This feat may be taken more than once. Each time it is taken, select a new quest object to strive for. As with all story feats, a character cannot take this feat again until she has completed the goal of the feat's first iteration.

Goal: Attain the object of your quest, as determined by you and the GM upon taking this feat. This likely means decidedly obtaining the item for yourself, though in some cases (such as when the quest object is more abstract or intangible) this might mean slaying a certain foe, achieving a certain honor, or completing some other set of predetermined objectives.

Completion Benefit: You gain renown throughout a region, perhaps even an entire continent. You are sung of in bardic tales and can be the subject of spells such as legend lore, regardless of your actual level. Commoners in nearby lands know of your deeds, and your reputation precedes you in numerous lands. In addition, you gain a specific benefit keyed to the object of your quest. See the quest objects in this section for examples of completion benefits when devising your own quest objects for use with this feat.

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Planar Traveler (Story)

Prerequisites:You must be related to an outsider or have been born on a plane other than the Material Plane

Source: Quests and Campaigns

The confines of the Material Plane cannot sate your wanderlust, and you walk between alternate spheres of reality unhindered.

Prerequisites: You must be related to an outsider or have been born on a plane other than the Material Plane.

Benefit: You gain a +2 bonus on Survival checks when outside your home plane. You can identify portals and other planar connections as well as where they lead by sight or touch with a successful DC 20 Perception check.

Goal: Spend at least 24 consecutive hours on three different planes of existence other than your home plane or more than a month on a single plane other than your home plane. Demiplanes do not count for the purposes of fulfilling this goal.

Completion Benefit: Whenever you cast a spell or use a magic item to travel to another plane, you always arrive exactly where you had intended. In addition, when identifying portals with the first benefit of this feat, you gain a glimpse of what you would see, hear, and smell upon arriving on the other end of the portal.

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Prophet (Story)

Prerequisites: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

Source: Ultimate Campaign

The truth has been revealed, and you have been chosen to deliver it.

Prerequisites: 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.

Benefit: If you are nonevil and worship a nonevil deity, whenever you cast a beneficial spell on an ally you gain a +1 sacred bonus to AC for 1 round per spell level. If you are evil or worship an evil deity, whenever you cast a harmful spell on an enemy you gain a +1 profane bonus to AC for 1 round per spell level. Casting a spell on yourself does not count unless it also affects an ally.

Goal: Convert an appropriate number of creatures to the worship of your deity.

Completion Benefit: Your bonus to AC for casting beneficial or harmful spells on allies increases to +2, and the bonus also applies on saving throws for the same duration.

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Prophet (Story)

Prerequisites: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)

Source: Quests and Campaigns

The truth has been revealed, and you have been chosen to deliver it.

Prerequisites: 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).

Benefit: If you are nonevil and worship a nonevil deity, whenever you cast a beneficial spell on an ally you gain a +1 sacred bonus to AC for 1 round per spell level. If you are evil or worship an evil deity, whenever you cast a harmful spell on an enemy you gain a +1 profane bonus to AC for 1 round per spell level. Casting a spell on yourself does not count unless it also affects an ally.

Goal: Convert an appropriate number of creatures to the worship of your deity.

Completion Benefit: Your bonus to AC for casting beneficial or harmful spells on allies increases to +2, and the bonus also applies on saving throws for the same duration.

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Redemption (Story)

Prerequisites: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

Source: Ultimate Campaign

Your past failure haunts you and drives you on.

Prerequisites: 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.

Benefit: As an immediate action, you can add a +1 bonus to the result of an ability check, attack roll, saving throw, or skill check you have just rolled by becoming shaken for 1 minute. You must choose before the result is revealed.

Goal: Regain any lost class features and complete a quest to prove your worth. In the course of completing this quest, you must decisively defeat a challenging foe. The quest should relate in some fashion to the transgression that removed your class abilities or led to you being disgraced.

Completion Benefit: You gain the ability to reroll a failed saving throw once per day. You must keep the result of the second roll, even if it is lower.

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Shamed (Story)

Prerequisites: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

Source: Ultimate Campaign

A past humiliation haunts you to this day.

Prerequisites: 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.

Benefit: Being observed drives you to excel. When you're in a conf lict that is being observed by others not involved in the conf lict, you gain a +1 bonus on attack rolls and skill checks.

Goal: You can complete this goal in one of two fashions. First, thwart a chosen foe in a fashion that clearly establishes your superiority to the general public. Second, prove your worth another way, like gaining a title or becoming the chosen hero of a region.

Completion Benefit: Your newfound confidence gives you temporary hit points equal to your character level. These temporary hit points last until lost and refresh any time you rest long enough for natural healing to occur (Core Rulebook 191), whether or not any healing actually occurs.

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Stronghold (Story)

Prerequisites:You must have the Leadership feat and must lead at least 10 combat-capable followers (such as fighters or rangers)

Source: Ultimate Campaign

You seek to build a bastion against which your enemies shall break like water against the rocks.

Prerequisites: You must have the Leadership feat and must lead at least 10 combat-capable followers (such as fighters or rangers).

Benefit: You can spend a move action to give battle orders to your troops, granting creatures under your command within 60 feet your choice of a +1 morale bonus on attack rolls, a +1 dodge bonus to AC, or a +1 bonus on a single type of saving throw. All creatures must receive the same benefit. You can't use this benefit on allies not under your command. This is a language-dependent, mind-affecting effect.

Goal: Build or capture a stronghold capable of housing a force of at least 200 troops, and staff it with at least 100 combat-capable soldiers (or the equivalent) under your command. You must also provide food and water sufficient to survive at least a 6-month siege and a gold reserve sufficient for at least 6 months of wages if your troops require pay.

Completion Benefit: Your battle order bonuses improve to +2, and the range of your orders increases to 120 feet. In addition, you can give two different orders to your troops. For example, you could grant your archers +2 on attack rolls while your front line gains a +2 bonus to AC.

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Thief Of Legend (Story)

Prerequisites: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

Source: Ultimate Campaign

More than just a burglar, you aspire to commit crimes of legendary stature.

Prerequisites: 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.

Benefit: Once per day when you attempt a Disable Device check to open a lock or Sleight of Hand check to pick a pocket, you can roll twice and take the better result.

Goal: Steal a famous and well-guarded treasure worth at least 50,000 gp while leaving no evidence of your involvement behind. The treasure must be protected by a mix of at least 8 traps or challenging foes. Any guardians need not be defeated, merely bypassed. You don't need to keep the treasure, and you can boast of the theft afterward.

Completion Benefit: You gain the ability to reactively disarm a trap. When you trigger a trap, you can attempt a Disable Device check with a -5 penalty to interrupt the trap's function, leaving it still armed but effectively preventing it from activating. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Since the trap is still armed, it might activate again if you don't immediately back away or otherwise avoid repeating the act that set it off the first time.

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Town Tamer (Story)

Prerequisites: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

Source: Ultimate Campaign

This town needs cleaning up, and you're just the one to do it.

Prerequisites: 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.

Benefit: Choose a particular settlement. When you're in your chosen settlement, the DC of Intimidate checks made against you increases by 10. You gain a +1 bonus on attack rolls and a +1 dodge bonus to AC against undesirable elements like criminals or ruffians in your chosen settlement. This bonus increases to +2 for combat maneuver checks.

Goal: Defeat 10 more troublemakers in your chosen settlement with a CR equal to your character level or higher, and in the process eliminate a serious criminal threat or otherwise clean up the streets.

Completion Benefit: You gain the ability to designate a new chosen settlement as often as you wish. You must first live in a settlement for 1 week to make it your chosen settlement. In addition, you gain a +2 bonus on initiative checks and a +1 bonus on saving throws when in your chosen settlement.

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True Love (Story)

Prerequisites: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

Source: Ultimate Campaign

You found love, only to have it denied by the cruelty of fate.

Prerequisites: 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.

Benefit: You add 1 to the save DC and caster level of your spells and spell-like abilities with the emotion descriptor. In addition, you gain a +2 bonus on Sense Motive checks. If you have 10 or more ranks in Sense Motive, this bonus increases to +4.

Special: At the GM's discretion, you can find true love with a person other than the one you designated when you chose this feat. In this case, the love you initially chose was wrong for you, but this became obvious only when you found the one truly meant for you.

Goal: Find a way to be with your true love (even if you can't formally wed).

Completion Benefit: The inspiration of knowing your love waits for your return gives you a +2 bonus on attack rolls, saving throws, and skill checks whenever you are below a quarter of your total hit points (not counting any temporary hit points). You lose this completion benefit if your relationship with your true love comes to an end for any reason, including death.

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Truth-Seeker (Story)

Prerequisites: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

Source: Quests and Campaigns

A tantalizing secret from the past calls to you, and you intend to discover it.

Prerequisites: 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.

Benefit: You gain a +2 bonus on all Knowledge (history) checks. If you have 10 or more ranks in Knowledge (history), this bonus increases to +4.

Goal: You must discover, explore, and publicly reveal an important secret that has been unknown to the world for at least 100 years.

Completion Benefit: Whenever you pass within 10 feet of a secret door, you receive an immediate Perception check to notice the passage. This check should be made in secret by the GM. In addition, whenever you attempt a Will save to disbelieve an illusion, you may roll twice and take the better result.

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Unforgotten (Story)

Prerequisites: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

Source: Ultimate Campaign

You search for a person dear to you-lost, but you pray not dead.

Prerequisites: 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.

Benefit: Your dogged determination reduces any nonlethal damage you take by 1 point, to a minimum of 1 point of nonlethal damage. You also gain a +1 bonus on Will saves.

Goal: Find your lost loved one alive, and in the process, decisively defeat a challenging foe who kept you apart.

Completion Benefit: You gain a +1 bonus on all saving throws, replacing the +1 bonus on Will saves. If you find your loved one dead, you lose all benefits from this feat until you put the body and possibly soul to proper rest. Putting the body to rest restores the completion benefit, but you don't regain the ability to reduce nonlethal damage.

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Vengeance (Story)

Prerequisites: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

Source: Ultimate Campaign

The need to avenge those you loved drives you to great deeds.

Prerequisites: 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.

Benefit: You gain a +1 bonus on saving throws, attack rolls, and weapon damage rolls against your chosen foe and known minions of that foe.

Goal: Thwart your chosen foe.

Completion Benefit: You gain a +1 bonus on all saving throws. This bonus stacks with this feats's bonus against your foe and its minions, should they survive.

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Vengeful Banisher (Story)

Prerequisites: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)

Source: Demon Hunter's Handbook

You've witnessed demons and their madness firsthand, likely in one of the lands detailed in this section, or perhaps some other demon-marked region such as the Worldwound or the Abyss. Since then, you've sworn to send these wretched fiends back to whence they came, and you've become an expert at rooting out their kind and their servants.

Prerequisites: 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).

Benefit: You gain a +2 bonus on saving throws against spells or effects originating from demon worshipers and from creatures of the demon type.

Goal: Convince the leader of a demon cult to renounce her Abyssal lord and seek atonement for her actions. Alternatively, if you kill the cult leader, you must also decisively defeat at least half of the cultists and have the cult's base of operations consecrated by a well-known local priest.

Completion Benefit: When a demon damages you with an attack, spell, spell-like ability, or special ability and reduces you to fewer than 0 hit points, you may allow righteous energy to pour through you and into the demon, instantly sending it to another plane of existence (as dismissal) if it fails a Will save (DC = 10 + 1/2 your Hit Dice + your Charisma modifier). This dismissal takes place after you are damaged but before you fall unconscious, so you can use this ability even if the demon kills you. You can use this ability once per day. Once you have used this ability, you must be healed to your maximum number of hit points before you can use the ability again.

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