TEXT: Susann K. Hessen
  Achievement Feats: Volume 2
  
  G
  reat heroes perform great deeds – whether saving 
  the world from annihilation, discovering heretofore 
  unknown continents and planes of existence, 
  unearthing the mysteries of forgotten civilizations, and 
  defending entire cities from hordes of undead. Such acts of 
  heroism, and occasionally villainy, leave their marks upon 
  the souls and bodies of these heroes.
  This is what this supplement intends to detail: The effects 
  these grand and epic deeds will have on the player 
  characters of the Pathfinder Roleplaying Game. It is clear 
  that no hero returns from their quests unchanged – what 
  this booklet contains are the rules to model this in-game.
  How Achievements Work
  As a rule, each player character begins play with one 
  achievement slot. Upon fulfilling the requirements of an 
  achievement, that character’s player may then choose to 
  write down that achievement on their character sheet, 
  applying its effects to his character. If that character then 
  fulfills the requirements for a new achievement, he may 
  then choose to replace the old one, losing its effects 
  forever (barring GM generosity if the player regrets his 
  choice), but gaining the effects of the new one.
  It is possible to gain additional achievement slots, but 
  unless specifically stated in an ability, it is impossible for 
  any character to have more than 2 at any one time.
  Note that every single bonus listed under an achievement is 
  lost if you ever choose to replace it, no matter what. Thus, 
  if you, for example, lose the Grand Cleric achievement, and 
  are a Cleric able to cast 9th-level spells, you lose all 10 of 
  the bonus spells from that achievement.
  Also note that unless the achievement itself specifically 
  says so, you may not lose an achievement involuntarily 
  – if you lose your throne, you still keep the Crowned 
  achievement, for instance, because you will still have 
  subjects to retain loyalty to you over their new monarch.
  It is recommended that the GM select a certain amount 
  of achievements, whether from the list below or ones she 
  has designed specifically for her campaign, so as not to 
  be overwhelmed by achievements with only tangential 
  relevance to her campaign. And, of course, if a GM dislikes 
  a certain achievement, whether due to some mechanical 
  aspect or simply its concept, she is encouraged to alter or 
  remove that achievement.
  Players knowing about these achievements and their 
  requirements might encourage metagaming, where players 
  act against the natural inclinations of their characters, 
  or even against logic itself, in order to get that one 
  achievement they really want. Therefore, the GM might 
  want to consider carefully whether or not to share the list 
  of achievements and their requirements with her players.
  Achievements are grand and world-shaking things. They 
  are not designed to be mechanically balanced against each 
  other, and most assume that the character who has it is of 
  a fairly high level. That said, some are easier to qualify for 
  than others, and these are usually less potent. If you are 
  worried about one breaking your game’s balance, disallow it.
  New Feat
  Extra Achievement
  The spirit of greatness resides within the hero’s mortal 
  shape, inspiring him to ever greater deeds.
  Prerequisites: The character must already have gained 
  the effects of an achievement, filling their achievement slot.
  Effect: Gain an additional achievement slot. This slot may 
  be filled next time you qualify for an achievement, but not 
  with any achievements that you have in the past discarded 
  in favor of new ones, unless you fulfill the requirements for 
  them one more time.
  You may not gain this feat more than once.
  Achievement Feats: Volume 2
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See  
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee 
  compatibility, and does not endorse this product.
  1
  Author:  Susann K. Hessen
  Editing:  Bret Boyd
  Layout:   Scot Boyd
  Art:  
    Joe Calkins
  Susann would like to thank her girlfriend, Emily Brumfield,  
  for feedback and proofreading.
  
  Alternate Human Racial Trait
  Blood of Heroes/Villains
  The generations of human families fly quickly by, and each 
  strives to leave a mark upon this world. Those who succeed 
  sometimes pass on their legacy to their descendants, 
  inspiring them to strive for greatness whether by example 
  and stories or through the mysterious whispers of blood.
  These humans gain an additional achievement slot at level 
  1, which does not stack with slots gained from any other 
  source.
  This racial trait replaces the skilled racial trait.
  List of Achievements
  Adaptable
  You have a knack for surviving whatever circumstances the 
  world might throw at you, fostered through long and hard 
  experience.
  Requirement: You must have succeeded on Fortitude 
  saves against poison, heatstroke, and frostbite or 
  hypothermia, as well as a Constitution check against 
  starvation or thirst.
  Effect: Gain a +2 competency bonus on Survival checks, 
  and gain resistance 1 against acid, fire, force, cold, 
  electricity, and sonic damage.
  Admiral
  You command your flotillas of ships, whether military, 
  mercantile, pirate, or some other type, deftly and with 
  ease.
  Requirement: Own or command at least 3 ships of 
  different types. In order to qualify, a ship must have its 
  own crew, and must be large enough to possess indoor 
  areas (though it doesn’t actually need to have one).
  Effect: Whenever you are at or close to the sea, you may 
  spend a Hero Point to have one of your ships, randomly 
  determined (although obviously inappropriate results, such 
  as a river boat appearing in the middle of the ocean, may 
  be discarded at the GMs discretion), show up within 1d10 
  minutes. It is assumed that no magic is involved – luck 
  and the winds simply favor you today. If it would otherwise 
  be impossible for one of your ships to arrive, assume that 
  magic is involved.
  Note: For ease of reference and for the purposes of 
  randomly determining which ship arrives, it might be wise 
  to keep a list of all the vessels you own and their basic 
  nature (merchant vessel, battleship, etc).
  Advanced Training
  You have a knack for learning. You sit at the side of the 
  very best, and quickly outdo them at their own game.
  Requirement: Reach level 10 in a prestige class.
  Effect: You retroactively treat that prestige class as a 
  favored class, gaining all the benefits associated with it 
  immediately.
  If you replace this achievement, you must remove the 
  same number of skill ranks that you gained. These do not 
  have to be the exact same skill ranks, but you must still 
  qualify for all your feats, prestige classes, etc., after you’ve 
  removed these skill points.
  Note: Write down how many skill ranks, power points, and 
  hit points you’ve gained as a result of this.
  Butcher
  Your mass-murdering ways are notorious, and your name is 
  used to frighten children into behaving.
  Requirement: Wipe out an entire village, town or city 
  full of intelligent creatures. At least 25% of the population 
  destroyed must have been non-evil.
  Effect: You gain a +5 circumstance bonus on all Intimidate 
  checks, Intimidate is always a class skill for you, and you 
  gain a free rank in this skill if it is currently untrained.
  Commanding Presence
  Your impressive military history fills your comrades-in-arms 
  with the absolute certainty that victory is inevitable, and 
  the fire to push on.
  Requirement: Personally command an army to victory 
  against a stronger opponent, whether through trickery and 
  dirty fighting, brilliant tactics and strategies, or sheer force 
  of will. You must have been the sole leader of this army in 
  this battle in order to qualify.
  Effect: All your allies who are fighting in the same combat 
  as you and have line of sight to you, or your personal 
  banner if you have one, receive +1 competence bonus to 
  all attack rolls, and a +1 morale bonus on all  saves.
  2
  
  Crowned
  An entire nation is at your beck and call.
  Requirement: Gain sole rulership of a kingdom, empire, 
  or similar.
  Effect: Gain the effects of the Leadership feat. If you 
  already have the Leadership feat, your base leadership 
  score (character level + Cha modifier) is doubled. For the 
  purposes of this achievement only, your Cha modifier is 
  considered to be 2 higher than it normally is.
  Deep-Delver
  You have learned to adapt to the dark by dint of experience 
  and willpower.
  Requirement: You must have reached the lowest levels of 
  the deepest, darkest places beneath the world, and lived to 
  tell the tale without having died and been brought back to 
  life at any point during the voyage.
  Effect: If you have normal vision, gain low-light vision. 
  If you have low-light vision, gain darkvision out to 60 
  feet. If you have darkvision, extend its range by 30 feet. 
  In addition, you become immune to the effects of the 
  darkness spell so long as its caster level is equal to or lower 
  than your character level, and gain a +1 competence bonus 
  to attack rolls against creatures of the aberration type.
  Destroyer of Worlds
  You are a larger-than-life figure – destroyer of worlds, 
  they call you, and it is a name well earned, for whether for 
  good reason, by your whim, or for selfish gain, you have 
  laid waste to entire planes. As a result, the primal forces of 
  destruction sizzle wherever you go.
  Requirement: Perform an action that directly causes 
  either the destruction of an entire plane, it being rendered 
  uninhabitable, nearly all intelligent life on that plane being 
  wiped out, or a similar consequence.
  Effect: Once per day, you may cast one of the following 
  as a spell-like ability: earthquake, meteor swarm, tsunami, 
  world wave or winds of vengeance. Your effective caster 
  level is equal to your class level or 20, whichever is higher.
  Dragonslayer
  You have slain a mighty dragon, and learned from the 
  encounter.
  Requirement: Land the killing blow, whether by sword, 
  spell, arrow, or another means, on an Ancient Dragon of 
  any color.
  Effect: You gain Knowledge (dragons) at 10 ranks, and 
  gain a +2 circumstance bonus on any skill check opposed 
  by any creature of the dragon subtype.
  You also get a +2 circumstance bonus on any saving 
  throws against any special attacks, spell-like abilities, and 
  spells used by a dragon, and a +2 dodge bonus to AC 
  against them.
  Exalted One
  Your march to godhood, literal or metaphorical, has begun.
  Requirement: Reach level 21.
  Effect: Once per day, when an attack or effect would 
  reduce you to 0 or lower hit points, 0 or lower in any ability 
  score, or kill you outright, you may ignore that attack or 
  effect
  Godtouched
  You have personally conversed with gods, an experience 
  few creatures escape unchanged. You were not one of 
  them.
  Requirement: Meet a true god face-to-face (or 
  equivalent), and survive the encounter.
  3
  
  Effect: Your level counts as 2 higher for the purposes of 
  channeling energy. If you do not have the channel energy 
  class feature, you gain the ability to channel energy as a 
  level 2 cleric, and may choose feats that alter this ability, 
  such as Alignment Channel or Extra Channel.
  Note: If you ever choose to replace this achievement 
  and do not have enough levels in a class that grants the 
  channel energy class feature to qualify for them, you lose 
  those feats and must select new ones to replace them. 
  These levels may have been gained after the feats first 
  were selected.
  Golemsbane
  You have amassed a great wealth of knowledge regarding 
  artificial life forms and how to destroy them.
  Requirement: Land the killing blow on at least 2 
  creatures of the golem subtype.
  Effect: Your weapons, including natural attacks, always 
  count as adamantine for the purposes of overcoming the 
  damage reduction of creatures of the construct type. If you 
  have the feat Improved Unarmed Strike, this also applies to 
  your unarmed attacks.
  Grand Cleric
  Your voice is the will of the Gods, and when you raise it, 
  armies march.
  Requirement: Gain leadership of a major religion – this 
  may be one you have founded yourself, although not one 
  that worships you as a god, but it must be a religion that 
  the average person would recognize the name of.
  Effect: You gain Knowledge (religion) as a class skill, and 
  get 5 free ranks in it. If you are a spellcaster (whether 
  arcane, divine, or some other type), choose one new spell 
  of every level you can cast – you learn these spells, and 
  may cast them as normal. In addition, so long as you 
  keep your formal position, you may never lose your class 
  features, spell ranks, or similar from a divine class due to 
  breach of the code of conduct.
  Gravemarked
  You have seen the other side of the veil, and it has left you 
  changed.
  Requirement: Die, and return to life by means of the 
  raise dead spell.
  Effect: You gain resistance 5 against negative energy, or 
  if you take damage from positive energy and healing from 
  negative, you instead receive 5 extra hit points’ worth of 
  healing for each exposure. Mindless undead perceive you 
  as one of them and do not attack on their own volition 
  unless they normally attack other undead.
  Hermit
  You have lived without social contact for a long time, and 
  have learned how to survive when left completely on your 
  own, without any kind of outside help.
  Requirement: Spend 1 full year without ever interacting 
  with another creature with an Intelligence of 3 or higher – 
  this includes familiars, mounts, or animal companions, as 
  well as incorporeal beings. You may still pray to your god, 
  provided it doesn’t literally speak back.
  Effect: You receive a +1 competence bonus to all saves, 
  and a +3 competence bonus to all Survival checks. You 
  never need to roll to find enough food so long as you are in 
  a natural environment.
  Hero of Prophecy
  Your name figures prominently in ancient writings. It 
  is clear that the fate of the world rests in your hands, 
  whether you choose to save or destroy or conquer it.
  Requirement: Learn that you are a vital figure in one or 
  more prophecies.
  Effect: You receive a +1 untyped bonus to AC and a +1 
  untyped bonus to all saves as reality itself strives to keep 
  you alive.
  4
  
  Hold The Line
  Your experience in defending beleaguered positions in 
  battle has filled you with a steely, stubborn resolve to 
  persevere, as well as granting you a keen eye for defensive 
  tactics.
  Requirement: Successfully defend a village, town, or city 
  of at least 100 people from an all-out attack by an enemy 
  army.
  Effect: You receive a +2 competence bonus on Will saves, 
  and +4 on any skill checks to inspect or improve defensive 
  fortifications.
  Honorable
  Your honor is widely known, and beyond reproach. 
  Whether they agree with your code or not, whether 
  they respect you or not, people still know that you have 
  integrity.
  Requirement: Refuse to accept a bargain that would be 
  of great personal value to you, but be against your moral 
  code (this is not necessarily the same as your alignment).
  Effect: You gain a +2 circumstance bonus to all Bluff and 
  Diplomacy checks, and if you have the Leadership feat or 
  equivalent, your Leadership score increases by 2.
  Jack of All Trades
  You can do a little bit of everything, and you can usually do 
  so quite well, using your experience in one field to aid you 
  in another.
  Requirement: Be able to cast divine and arcane spells, 
  have a power point pool, be proficient with heavy armor, 
  and have the sneak attack class feature.
  Effect: You gain one extra spell slot per day for one arcane 
  and one divine caster class. This slot can be of any level 
  you can normally cast. You also reduce your armor check 
  penalty by 2, may increase your sneak attack damage by 
  1d6 a number of times per day equal to your class level 
  in whatever class granted you the sneak attack, and get 2 
  additional power points.
  Lifebringer
  You are skilled at the art of bringing the dead back to life, 
  and your great exploits in this area have changed your very 
  nature in such a manner that your essence conquers even 
  the vile corruption of the undead.
  Requirement: Have successfully cast raise dead, 
  resurrection and true resurrection on different targets.
  Effect: When you cast one of these 3 spells, you 
  may target an undead creature. The target creature is 
  resurrected as if it had been destroyed first. It may make a 
  Will save against your spell save DC to attempt to resist.
  Liberator
  Your stance on slavery is publically known: You abhor it 
  and will do anything to end the institution once and for all, 
  and to free those suffering in unjust captivity. And through 
  sheer force of will, you are usually able to.
  Requirement: On at least 2 occasions, free one or more 
  slaves at personal risk or cost without standing to gain 
  from it.
  Effect: Once per day, as a spell-like ability, you may 
  cast freedom, as the wizard spell. You may not cast it on 
  yourself.
  Nameless One
  Your true identity is unknown, and this serves you well – 
  since someone without an identity is harder to find.
  Requirement: No person alive or undead on your home 
  plane knows your real name.
  Effect: You receive a +1 inherent bonus on all Will saves. 
  You may also cast mind blank once per day as a spell-like 
  ability, but you may only target yourself, and the effect only 
  lasts 1 hour. The effective caster level of this ability equals 
  your character level.
  Obsessive
  You have devoted yourself fully to the study of one 
  particular area, gaining thorough and in-depth knowledge 
  of that field at the cost of versatility – and, some say, your 
  sanity.
  Requirement: When you gain a new level, spend all 
  of your skill points on only one skill. You must receive a 
  minimum of 3 skill points that level to qualify.
  Effect: You receive a bonus to this skill equal to the bonus 
  you would receive from Skill Focus.
  Note: This bonus stacks with the bonuses received from 
  the Skill Focus feat, if you have it.
  5
  
  Planeswalker
  Having seen more of the multiverse than most, you have 
  learned to recognize the patterns of the planes, allowing 
  you to orient yourself and recognize planar portals for what 
  they are.
  Requirement: Deliberately and willingly travel to at least 
  2 different planes, other than your home plane, and spend 
  the night there.
  Effect: You may make a Survival check, with a DC of 15 
  for a plane you know intimately (having spent at least 
  1 year there), 20 for a plane you are acquainted with 
  (having spent at least 1 night), and 25 for a plane you 
  are unfamiliar with - this DC increases by +5 if the plane 
  opposes your alignment or element, if applicable, and a 
  further +5 if the plane you are on is hazardous for you 
  (such as being on the Plane of Water when you are unable 
  to breathe water). If this check succeeds, you discover 
  the location of the nearest planar portal that has not been 
  deliberately hidden, as the spell discern location.
  If you wish to locate a portal to a specific plane, the DC 
  increases by a further +5 if the plane is a neighbour plane, 
  +10 if it is in the same ring, +15 if it is outside the plane’s 
  ring, and +20 if it is outside the known multiverse.
  As a full-round action, when you are located right next to 
  a planar portal, you may attempt to discern the portal’s 
  destination and portal key. This is a Knowledge (planes) 
  check. To discover the destination is a DC 15 check, +5 if 
  you are unfamiliar with the location; to discover the key is 
  a DC 20 check; and to discover both is a DC 25 check. Only 
  one of the 3 may be attempted. In addition, you receive a 
  +2 competence bonus on Knowledge (planes) checks.
  Psychic Null
  Your soul has a hole in it, rendering you highly resistant to 
  psionic and mind-controlling powers.
  Requirement: Suffer the effect of a soul bind spell or 
  equivalent, or otherwise suffer a successful attack or 
  damage upon your very soul itself.
  Effect: Gain power resistance equal to 11 plus your class 
  level, and the same in spell resistance against mind-
  affecting spells and spell-like abilities.
  Saint
  Your kind heart and willingness to give of yourself for 
  others has gained wide reknown, and you take comfort and 
  strength in this.
  Requirement: Put yourself at risk in order to save a life 
  without standing to make any personal gains from it.
  Effect: You may use shield as a spell-like ability once per 
  day – you may choose to cast it on another creature as 
  a touch-only spell, or on yourself. You may also cast cure 
  serious wounds or restoration once per day as a spell-like 
  ability. Your effective caster level for these abilities equals 
  your character level.
  Savior
  The world owes its continued existence to you and this 
  knowledge buoys you to ever greater feats of heroism.
  Requirement: Knowingly and willingly perform an action, 
  at personal risk or cost, that leads to the salvation of the 
  entire world from tyranny or destruction.
  Effect: Gain a +2 morale bonus on all saving throws and 
  AC, and a +2 typeless bonus to Intimidate and Diplomacy 
  skill checks. 
  Scholar
  Your wisdom and knowledge are widely famed and 
  others flock to you to learn about your field of expertise, 
  bestowing upon you in trade their own knowledge.
  Requirement: Write and publish a scholarly tome 
  that either founds a brand-new branch of academics, 
  revolutionizes an old one, or has a similar degree of impact.
  Effect: Gain 1 rank in every Knowledge skill, or 10 in one 
  of your choice in which you do not already have any ranks.
  6
  
  Scientist
  All great heroes change 
  the world – in your case, 
  however, you chose to do 
  so in a peaceful manner: 
  through research. Your 
  name may not be widely 
  known, or maybe it 
  decorates a burnished 
  brass plate in every 
  home, but your invention 
  still stands as a tribute 
  to your ingenuity and 
  dedication.
  Requirement: Research 
  a new spell or invent a 
  new tool, mechanical 
  device, potion, piece 
  of clothing, etc., that 
  becomes popular enough 
  to see widespread use 
  over a large area (a 
  nation or equivalent).
  Effect: You gain a +4 competence bonus to all Craft skill 
  checks, and a +4 bonus to all Diplomacy checks to gather 
  information among the academically inclined and among 
  those who use your invention in everyday life.
  Scourge of Hell
  You have fought fiends within Hell itself and lived to tell the 
  tale.
  Requirement: Visit any fiend-dominated plane and kill its 
  ruler. You do not have to land the killing blow, but merely 
  be present.
  Effect: As a swift action, you may bellow out your name. 
  Any intelligent creatures affiliated with fiends who have 
  heard about your reputation and any evil outsider must 
  make a Will save versus fear at a DC equal to 10 + half 
  your character level + your Cha modifier – if they fail, they 
  become panicked; if they succeed, they are shaken for 1 
  round. This ability targets all creatures who can hear you.
  Unkillable
  The world has borne witness to your penchant to survive 
  despite incredible odds. Whispers say that you’re immortal 
  – some call you an avatar of the gods. Whatever the case, 
  though, one thing is certain – your enemies have their 
  work cut out for them.
  Requirement: Survive, by the luck of the dice, an event 
  that by all rights should have killed you.
  Effect: The next time you die, you wake up some hours 
  after your death but are severely wounded (1d12 hit points 
  left).
  Note: When this ability has been used once, you lose this 
  achievement.
  Creating Achievements
  As was stated on page 1, it is quite likely that the GM will 
  want to select which of the above are appropriate for her 
  game, and which ones are not. However, many GMs may 
  wish to use this system to reward players for particularly 
  heroic or grand deeds they perform in her game. There 
  are two basic ways to do this: The ad-hoc achievement, or 
  the pre-made achievement. All the achievements detailed 
  above are pre-made.
  When it comes to achievements, less can often be more. 
  If your players qualify for one every session, they quickly 
  stop being exciting and instead become a routine part of 
  your games. It should be reiterated that achievements are 
  supposed to be rewards for doing something truly special 
  - “lesser” achievements are usually best used as surprises, 
  and especially early on.
  Ad-Hoc Achievements
  An ad-hoc achievement is one made up on the spur of the 
  moment, to commemorate a specific, usually unplanned, 
  event. For instance, if your players cleverly strike down the 
  foul lich at level 1, when you expected them to struggle 
  against him until level 15 at least, this is good cause for an 
  ad-hoc achievement.
  Name: A good way to name an ad-hoc achievement is by 
  taking an in-game name and adding an element – if the 
  players raid the Temple of Alexander, consider calling the 
  achievement Scourge of Alexander; if they slay the evil 
  dragon Viletooth, consider calling it Viletooth’s Bane, etc.
  Requirement: An ad-hoc achievement is tailored to 
  the players’ actions, meaning that the requirements can 
  usually be ignored – the rule is “you know it when you 
  see it.” However, some ad-hoc achievements can be made 
  up because you realize where an adventure is headed. In 
  that case, all you need is some vague idea of what courses 
  of events would be considered achievement-worthy, and 
  which ones would not.
  Effect: In general, an achievement should be stronger 
  than a feat, and more powerful the harder it is to qualify 
  for. An achievement’s effects should strike a balance 
  between utility and flavor – the Scourge of Alexander 
  7
  
  achievement 
  might give them 
  bonuses in 
  combat against 
  followers of 
  Alexander or a 
  defilement-themed 
  power, whereas Viletooth’s 
  Bane might give them an 
  experience-related bonus when 
  fighting other black dragons or a 
  reputation-based one in social settings.
  For an ad-hoc achievement, consider simply copying the 
  effects of a pre-made one and perhaps altering the details 
  a bit. Note that you should avoid giving out equipment as 
  part of an achievement – although you shoud feel quite 
  free to give it out alongside one.
  Pre-Made Achievements
  A pre-made achievement is usually made because you 
  foresee a potential major event in your campaign, and want 
  to reward it. These are often created to commemorate 
  specific milestones in your campaign, such as a character 
  making Captain of the Guard or the sorcerer reuniting with 
  his lost family, which are hard or impossible to prepare 
  generic achievements for. Such achievements can add a lot 
  of flavor to a campaign, but care should be taken so that 
  you don’t end up having designed 14 achievements for a 
  city that your players subsequently decide to ignore.
  One thing to keep in mind is whether or not you intend 
  your players to know what achievements are available 
  beforehand – doing so gives the players a glimpse of what 
  is to come, and the possibilities of the campaign, which 
  can be exciting (if you list the Scourge of Hell achievement, 
  along with its requirements and effects, your players will 
  certainly know that they’re in for a ride). However, it might 
  also make them feel railroaded – if you  already know 
  where the campaign is headed, and have the documents to 
  prove it, what does it matter what they do? 
  It could also encourage metagaming, as mentioned earlier 
  – like the rogue who spends all her time writing academical 
  tomes because she wants those Knowledge (religion) ranks 
  before the party sets out to explore the haunted castle, 
  or even the fighter who asks the cleric to cast raise dead 
  instead of true resurrection because he wants negative 
  energy resistance.
  Name: A name that ties your achievement specifically to 
  your campaign or setting, or even to a specific character, 
  can help make the entire achievement system seem more 
  organically integrated into the game. With a pre-made 
  achievement, you have time to prepare – consider looking 
  at the titles of pulp fantasy novels or movies, old RPG 
  modules, etc., for inspiration. 
  Try to make the name one 
  that a player will want on their 
  character sheet.
  Requirement: The best place 
  to insert a pre-made achievement is 
  where you see an obvious, major event 
  that would alter the events of a campaign. 
  You need to make the choice of whether you will 
  allow the entire party to qualify, or only  one specific 
  person – achievements that 3 out of 4 players qualify 
  for can often feel very unfair for the one left out. Such 
  events have their place, but should be used with caution. 
  Few things ruin the fun of a game quite so fast as the 
  impression of GM favoritism.
  Effect: It is worth stating again: In general, an 
  achievement should be stronger than a feat, and 
  more powerful the harder it is to qualify for; and an 
  achievement’s effects should strike a balance between 
  utility and flavor.
  In the example of a player becoming Captain of the 
  Guard, you should consider – what does she get out of 
  it? What perks does the rank of Captain of the Guard 
  entail – socially, materially, mentally? You should be very 
  careful, though, not to simply give the players something 
  they would get anyway – if the effect of the Captain of the 
  Guard achievement is the ability to command the local city 
  guards, what good is it? Consider less obvious bonuses – 
  does the Captain of the Guard get a bonus to Sense Motive 
  because of how often she deals with crime and criminals? 
  To gathering information because she “keeps her ear to 
  the ground?” Friends in high places who can be called on X 
  times per month to get her out of trouble? Or a bonus on 
  Will saves to represent her jadedness?
  In general, avoid giving a character physical objects – 
  whether gold, land, or magic items. These are things player 
  character can often end up with plenty of, which makes 
  a little bit more of it not feel like much. In addition, if a 
  player trades away an achievement, how do you explain 
  the sudden disappearance of their shiny new magic shield? 
  Reputations fade, followers depart as the golden dreams of 
  glory at the side of a hero fade into the dreary monotony 
  of everyday life, but items usually last. That is not to say 
  that you can’t give them such rewards in conjunction with 
  an achievement – merely that they shouldn’t be considered 
  part of the achievement itself, and that they most 
  emphatically should not be the only thing the character gets.
  8
   
  With the exception of proper names and 
  artwork, the entirety of this product is 
  considered Open Content.
  
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  System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
  E. Gary Gygax and Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Companion: Andoran, Spirit of Liberty. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, Colin Moulder-
  McComb, Jason Nelson, and Hank Woon.
  Pathfinder Companion: Gnomes of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Hal Maclean, Colin McComb, Mark Moreland, Jeff 
  Quick, Sean K. Reynold, Steven Schend, and Owen K. C. Stephens
  Pathfinder Companion: Legacy of Fire Player’s Guide, Copyright 2009, Paizo Publishing, LLC; Authors: Brian Cortijo, Stephen S. Greer, James 
  Jacobs, Jonathan H. Keith, F. Wesley Schneider, Amber E. Scott, and James L. Sutter.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
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  pathfinderRPG/compatibility for more information on the compatibility license.
  Achievement Feats: Volume 2 © 2011 - Tricky Owlbear Publishing, Inc.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Tricky Owlbear/Achievement Feats, Vol 2.pdf