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Level 1 Feat Adopted Ancestry

Adopted Ancestry

You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry or another ancestry to which you have access. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.

Level 1 Feat Diehard

Diehard

It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

Level 1 Feat Armor Proficiency

Armor Proficiency

You become trained in light armor. If you already were trained in light armor, you gain training in medium armor. If you were trained in both, you become trained in heavy armor. If you are at least 13th level, you become an expert in this armor type.

Special You can select this feat more than once. Each time, you become trained in the next type of armor, as detailed above.

Level 1 Feat Feather Step

Feather Step

You step carefully and quickly. You can Step into difficult terrain.

Level 1 Feat Breath Control

Breath Control

You can breathe even in hazardous or sparse air. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.

Level 1 Feat Fleet

Fleet

You move more quickly on foot. Your Speed increases by 5 feet.

Level 1 Feat Canny Acumen

Canny Acumen

Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.

Level 1 Feat Incredible Initiative

Incredible Initiative

You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

Level 1 Feat Pet

Pet

You have a pet – a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don’t need to attempt a Nature check. A pet can’t make Strikes.

Level Your pet’s level is equal to yours.
Modifiers and AC Your pet’s save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn’t have or use its own attribute modifiers and can never benefit from item bonuses.
Hit Points Your pet has 5 Hit Points per level.
Senses Your pet has low-light vision and can gain additional senses from pet abilities.
Speed Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.
Pet Abilities When you gain your pet, choose two of the following abilities. If your pet is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can’t be an animal that naturally has more pet abilities than the maximum.
• Amphibious – It gains the amphibious trait, allowing it to breathe in both air and water, and has both a land Speed and a swim Speed, each equal to its highest land Speed or swim Speed.
• Burrower – It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
• Climber – It gains a climb Speed of 25 feet.
• Darkvision – It gains darkvision.
• Echolocation – Your pet can use hearing as a precise sense within 20 feet. • Fast Movement Increase one of the pet’s Speeds from 25 feet to 40 feet.
• Flier – It gains a fly Speed of 25 feet.
• Manual Dexterity – It can use up to two of its limbs as if they were hands to perform manipulate actions.
• Scent – Your pet can use scent as an imprecise sense within 30 feet
• Tough – Your pet’s max HP increase by 2 per level.

Special You can gain a new pet by retraining this feat, releasing any previous pet you have. If you later gain a familiar or other companion that uses the Pet feat, you can immediately retrain this feat. [Pathbuilder 2e – your familiar will be locked as a simple pet until you remove this feat from your character build].

Level 1 Feat Different Worlds

Different Worlds

Prerequisites ability to select ancestry feats from multiple ancestries
Your separate experiences in different societies have evolved into entirely separate lives. Create a second identity for yourself with a different name, history, and background. This identity must correspond to one of the ancestries whose ancestry feats you can select. You gain the trained proficiency rank in the Lore skill from the second background you chose (but you don’t gain any of the background’s other benefits), and you gain a +4 circumstance bonus to Deception checks when making a statement that would be true of your second identity or when disguising yourself as your second identity.

Special At the GM’s discretion, this feat can be used against non-humanoids if they have regular contact with humanoids or you are able to disguise yourself as a member of the target’s ancestry or type of creature.
[Pathbuilder 2e – create your custom lore before selecting this feat]

Level 1 Feat Ride

Ride

When you Command an Animal you’re mounted on to take a move action (such as Stride), you automatically succeed instead of needing to attempt a check. Any animal you’re mounted on acts on your turn, like a minion. If you Mount an animal in the middle of an encounter, it skips its next turn and then acts on your next turn.

Level 1 Fast Recovery

Fast Recovery

Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.

Level 1 Feat Shield Block

Shield Block

Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack.

You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Level 3 Feat Improvised Repair

Improvised Repair

You are skilled at making quick fixes to damaged equipment, but your fixes aren’t meant to last forever. You make a quick repair to a broken non-magical item in your possession. Until the item takes damage again, you can still use it as a shoddy item of its type. This repair restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy.

( This action costs 3 actions )

Level 1 Feat Toughness

Breath Control

Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Level 3 Feat Keen Follower

Keen Follower

Your keen observation of your allies has made you better at following their lead. When using the Follow the Expert activity in exploration mode, you gain a +3 circumstance bonus if the ally you are following is an expert and a +4 circumstance bonus if your ally is a master.

Level 1 Feat Weapon Proficiency

Canny Acumen

You become trained in all martial weapons. If you were already trained in all martial weapons, you become trained in one advanced weapon of your choice. If you are at least 11th level, you also become an expert in these weapons.

Special You can select this feat more than once. Each time you do, you become trained in an advanced weapon.

Level 3 Feat Untrained Improvisation

Untrained Improvisation

You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to your level –2. This improves to your level –1 at 5th level and your full level at 7th level. This doesn’t allow you to use the skill’s trained actions.

Level 3 Feat Prescient Planner

Prescient Planner

Cost the Price of the chosen item
Requirements You haven’t used this ability since the last time you were able to purchase goods.

You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn’t previously declared that you purchased – you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can’t be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.

Level 3 Feat Ancestral Paragon

Ancestral Paragon

Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.

Level 3 Hireling Manager

Hireling Manager

Prerequisites Charisma 14
You are able to find and secure better labor than most. When securing a hireling for a service, that hireling gains a +2 circumstance bonus to all skill checks. This circumstance bonus applies to both trained and untrained hirelings and has no effect on the cost of the service or labor provided.

Level 3 Feat Pick up the Pace

Pick up the Pace

Prerequisites Constitution 14
You lead by example and can help others push themselves beyond their normal limits. When Hustling in a group during exploration mode, your group can Hustle for up to 20 additional minutes, to a maximum of the amount of time the character with the highest Constitution modifier could Hustle alone.

Level 3 Feat Skitter

Skitter

Prerequisites Dexterity 16, Fleet
You can scoot swiftly across the ground. You can Crawl up to half your Speed.

Level 3 Feat Steel Your Resolve

Steel Your Resolve

Cost 1 Resolve Point
Regain Stamina Points equal to half your maximum.

( This cost 1 action )

Level 3 Feat Thorough Search

Thorough Search

Prerequisites expert in Perception
You take your time searching to ensure you find everything. When Searching, you can take twice as long to search. Normally this means you Search at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into it. If you do, you gain a +2 circumstance bonus to your Perception checks to Seek.

Level 7 Feat Expeditious Search

Expeditious Search

Prerequisites master in Perception

You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Search a given area. This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed). If you’re legendary in Perception, you instead Search areas four times as quickly.

Level 7 Feat Numb To Death

Numb To Death

Prerequisites Diehard, you have died at least once
Frequency once per day

Your past has left you numb to death’s call. The first time each day that you regain Hit Points while you are dying, you regain additional Hit Points equal to your level, and you neither gain the wounded condition nor increase the value of this condition.

Level 7 Feat Prescient Consumable

Prescient Consumable

Prerequisites Prescient Planner

You can predict which consumables you might need in advance. When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.

Level 11 Feat Incredible Scout

Incredible Scout

Prerequisites master in Perception
When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus.

Level 11 Feat Caravan Leader

Caravan Leader

Prerequisites Constitution 18, Pick Up the Pace
You know how to get the most effort out of your allies on the road. When Hustling in a group during exploration mode, your group can Hustle for as long as the member who could Hustle longest on their own, plus an additional 20 minutes beyond that.

Level 11 Feat Incredible Investiture

Incredible Investiture

Prerequisites Charisma +3

You have an incredible ability to invest more magic items. Increase your limit on invested items from 10 to 12.

Level 7 Feat Supertaster

Thorough Search

Prerequisites master in Perception
You have refined your palate and have a discerning sense of taste that can detect abnormalities in the flavor and texture of food and beverages. When eating food or drinking a beverage, you automatically attempt to identify the ingredients, which might alert you to the presence of alterations or additives, such as poisons. The GM rolls a secret Perception check using the poison’s level to determine the DC; on a success, you learn that the food or drink was poisoned, but not the specific poison used.

If you lick or taste something while Investigating or attempting to Recall Knowledge to identify something, if the taste would provide relevant additional information (at the GM’s discretion), you gain a +2 circumstance bonus to your check.

Level 11 Feat A Home in Every Port

A Home in Every Port

Prerequisites Charisma 16
You have a reputation in towns and villages you’ve visited, and residents are always willing to open their doors to you. When in a town or village, during downtime, you can spend 8 hours to locate a resident willing to provide lodging for you and up to six allies for up to 24 hours at no charge. The standard of living within the acquired lodging is comfortable, and square meals are provided at no cost. After 24 hours, you must pay standard prices for further lodging and meals or use this feat again to find a new resident willing to host you.

Level 11 Feat True Perception

True Perception

Prerequisites legendary in Perception
Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and transmutations. You are constantly under the effects of a 6th-level true seeing spell, using your Perception modifier for the counteract check.