TEXT:  
   
  Features are things that affect what your character can do.  Features can be either permanent or transient, and are either beneficial or 
  malign.  
  F1 
  FEATS 
  All kinds of experiences and training can shape your character beyond what you learn by 
  advancing in your class. 
  603 
  F11 
  ANCESTRY FEATS 
  These feats are normally only available to a specific ancestry and is tagged with either the trait for 
  that ancestry, the traits for multiple ancestries or with the ‘Ancestry’ trait itself.  
  604 
  F12 
  BACKGROUND FEATS 
  Background feats are uncommon, with access granted by a background, contact or event.  They 
  have both General and Ancestry traits. 
  606 
  F13 
  CLASS FEATS 
  This section lists uncommon feats that only members of the classes listed in the feat’s traits can 
  select if they meet the access requirements of the feat by having the indicated background. 
  621 
  F14 
  NARRATIVE FEATS 
  The pair of a story and goal feat reflects a narrative that shapes your life. Because narrative feats 
  represent both your motivation and character development. 
  624 
  F2 
  FLAWES 
  A flaw is the opposite of a feat. Where feats are selected or granted, flaws are imposed upon you, 
  either as a circumstance of your background or as the outcome of an event or encounter, 
  634 
  F21 
  BANES 
  This is the default type for a flaw. Banes usually occur as the result of a background or event.  
  635 
  F22 
  CURSES 
  These flaws are always magical, usually divine, and are imposed upon a victim by a deity or power. 
  639 
  F23 
  MALIGNANCIES 
  Malignant flaws are disadvantageous changes that you have usually had since birth and are 
  usually permanent. Most malignant flaws are imposed by an ancestry, and occasionally by 
  backgrounds or feats. 
  646 
  F3 
  FAVOURS 
  A favour is a transient feature. Where feats are selected, favours are granted to you, often as the 
  outcome of an event or encounter.  
  ➋ 
  F31 
  BOONS 
  A boon is a quantifiable, non-monetary way an NPC might help the PCs.   
  ➋ 
  F32 
  BLESSINGS 
  These favours are always magical, usually divine, and are granted by a deity or power.   
  ➋ 
  F33 
  EVOLUTIONS 
  Evolutions are favours granted permanently by an ancestry or feat, or transiently by the 
  progression of a companion.   
  ➍ 
   
   
   
   
   
   
   
   
  
   
   
   
  BANE level 
  This is the default type for a flaw. Banes usually occur as the result of a background or event. Banes do no progress. 
   
   
  BLESSING level 
  These favours and are always magical, usually divine, and are granted by a deity or power.  
   
   
  BOON level 
  This is the default type for a favour. Boons usually occur as the result interaction with a contact or event. An inert or supressed 
  boon is lost completely and can never progress again.  
   
   
  CORRUPTION level 
  A corruption is a magical deficiency or degradation. A corruption progresses by 1 level each time you gain a level. 
   
   
  CURSE level 
  These flaws are always magical, usually divine, and are imposed upon a victim by a deity or power. An inert, repressed, or 
  suppressed intersession progresses in level if you act in a way that is anathema to the deity or power that imposed the flaw 
   
   
  EVOLUTION level 
  These favours always have a biological trait and are usually granted by an ancestry. Evolutions are usually static and do not 
  change in level. 
   
   
  FEAT level 
  A selectable option to expand upon a character. 
   
  MALIGNANCY level 
  These flaws always have a biological trait and are usually imposed by an ancestry. A repressed or suppressed malignancy 
  progresses by 1 level each time you gain a level.  An inert genetic flaw increases to level 1 if you gain a level and fail a flat check 
  with a DC equal to the maximum level of the flaw. 
   
   
   
  ACQUIRED 
  A flaw with this trait is not permanent and has been acquired as the result of an event or encounter. 
   
   
  AFFLICTION 
  A disease or infection. 
   
  ANCESTRY 
  The feat is normally only available to a specific ancestry and is tagged with either the trait for that ancestry, the traits for 
  multiple ancestries or with the ‘Ancestry’ trait itself. 
   
   
  CLASS 
  The feat is only available to a specific character class and is tagged with the trait for that class. 
   
   
  CONGNITIVE 
  The thinking process, the brain. 
   
  COMMUNICATIONS 
  The ability to communicate with others. 
   
  CONSUMPTION 
  The ability to consume food and drink. 
   
  ENVIRONMENTAL 
  A situation or circumstance around you rather than on you. 
   
   
  GENERAL 
  Abilities that require a degree of training but can be learned by anyone—not only members of certain ancestries or classes—
  are called general feats. 
   
   
  GOAL 
  Feats with the goal trait have a prerequisite story feat and access that requires completing a specific event.  If both are met the 
  prerequisite story feat immediately retrains into the goal feat. Once you meet the prerequisites of the achievement feat the 
  gateway story feat automatically retrains into it. 
   
   
  HORMONAL 
  Allergies and reactions to stimuli. 
   
  LOCOMOTION 
  Movement and reaction, the legs. 
   
  MANIPULATION 
  Manipulation of the environment, the hands and arms. 
   
  ORIGIN 
  A flaw related to your birth or upbringing. 
   
  RESPIRATION 
  Breathing, the lungs and gills. 
   
  ROLE 
  A flaw relating to your role, obsession or philosophy. 
   
   
  SKELETAL 
  The bodies form and substance. 
   
   
  SKILL 
  Feats that are a subtype of general feats, expanding on what you can accomplish via skills. 
   
   
  STORY 
  Access to a story feat is granted by a background, contact or an event, representing conditions most likely met during play or a 
  background that fits the feat. You can have only one story feat at a time. 
   
   
  UNCOMMON 
  Most of the feats in this chapter have an Uncommon rarity and are unlocked with a background, contact or event that grants 
  access. 
   
   
  VERSATILE 
  A subtype of ancestry feats and are only available to a character with a versatile heritage. 
   
   
  
   
  F1  FEATS 
  All kinds of experiences and training can shape your character beyond what you learn by advancing in your class. 
  Types of Feat 
  The feats in this chapter come in three types. A feat can have more 
  than one type.  A feat can only be selected by a class feature that 
  grants feats of that type. 
  The feat Careful Combatant has the Ancestry and General traits.  It can be 
  selected as either an Ancestry feat, or a General feat.  It cannot be selected 
  as a Skill feat because it does not have the Skill trait. 
   
  ANCESTRY 
  VERSATILE 
  The feat is normally only available to a specific ancestry and is tagged 
  with either the trait for that ancestry, the traits for multiple 
  ancestries or with the ‘Ancestry’ trait itself.  
  Versatile feats are a subtype of ancestry feats and are only available 
  to a character with a versatile heritage. 
  CLASS 
  The feat is only available to a specific character class and is tagged 
  with the trait for that class.  
  GENERAL 
  SKILL 
  Abilities that require a degree of training but can be learned by 
  anyone—not only members of certain ancestries or classes—are 
  called general feats. 
  Skill feats are a subtype of general feats, expanding on what you can 
  accomplish via skills. 
  Feat Sources 
  Many of the feats in this document are at least partly based upon 
  background feats from other sources.  An abbreviated of the source 
  follows the backgrounds title.  See the OGL statement for the meaning 
  of these abbreviations. 
  When the abbreviation is followed by a * the feat has been renamed 
  from its original source. 
  Other Feat Traits 
  In addition to the type, a feat may also be tagged with additional 
  traits: 
  STORY 
  Feats with the story trait are uncommon. Access to the feat is granted 
  by a background, or contact or an event, representing conditions 
  most likely met during play or a background that fits the feat. You 
  need to meet only one of these to gain access. You can have only one 
  story feat at a time.  
  GOAL 
  Feats with the goal trait have a prerequisite story feat and access that 
  requires completing a specific event.  If both are met the prerequisite 
  story feat immediately retrains into the goal feat. If the campaign is 
  not likely to resolve the access event, the GM should consider 
  selecting another event for you to achieve in its place. Establishing a 
  meaningful story arc is more important than adhering to the letter of 
  the feat. Once you meet the prerequisites of the achievement feat the 
  gateway story feat automatically retrains into it. 
  Rarity and Access 
  UNCOMMON 
  Most of the feats in this chapter have an Uncommon rarity and are 
  unlocked with a background, contact or event that grants access. 
   
   
   
   
   
   
   
  Lore 
  Lore is a category of skills.  Each time a character receives skill 
  training in Lore, the training applies to a specific type of lore. Training 
  in a lore skill grants access a lore related story event, and occasionally 
  to uncommon feats. 
  Community 
  Many lore skills are a subtype of a community.  A community is a geo-
  political collection of people, connected to each other due to their 
  genetics, the place they live, their workplace, occupation or beliefs. 
  Settlement: A settlement is a geographic community that is usually 
  residential, not mobile, and permanent.   
  1-2 
  3-4 
  5-6 
  7-8 
  9-0 
  Hamlet 
  Village 
  Town 
  City 
  Metropolis 
  Assembly: An assembly is a smaller community of people in an 
  individual structure such as a building or vehicle.  
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  0 
  Crew Passengers School Congregation Audience Office Factory Caravan Convoy Camp 
  Culture: A culture is a community of people who are connected by 
  their live style.   
  1-2 
  3-4 
  5-6 
  7-8 
  9-0 
  Ethnicity 
  Ancestry 
  Nationality 
  Counterculture 
  Subculture 
  Faction: A faction is a community of people who are connected by 
  their political or theological or social ideology.   
  1-2 
  3-4 
  5-6 
  7-8 
  9-0 
  Religion 
  Cult 
  Corporation 
  Organisation 
  School 
  Family: A faction is a small community of people with a genetic or 
  close family-like connection.  
  1-2 
  3-4 
  5-6 
  7-8 
  9-0 
  Kin 
  Dormitory 
  Tribe 
  Clan 
  Gang 
  Deity 
  Some lore skills are for a deity.  As such gods and powers are 
  campaign world specific, none are listed here.  As an alternative 
  select a B24 philosophy as the type of lore. 
   
   
  Examples are shown below, split into sub-categories – characters 
  should select from the variations or suggest a new variation. 
  Group 
  Variations or Alternatives 
  Event 
  ACADEMIA 
  Architecture, Business, Education 
  AnalyticalE11 
  AGRICULTURAL 
  Farming, Fishing, Hunting, Milling 
  Know the LandE11 
  ANCESTRY 
  A specific ancestry 
  LorekeeperE11 
  ARCHAEOLOGICAL 
  Specific lost empire or community 
  Scholar of RuinsE11 
  BIOLOGICAL 
  Anatomy, Animal, Disease, Tanning, 
  Midwifery, Butchery 
  NaturalistE11 
  BOTANIC 
  Herbalism, Tea, Alcohol 
  Herbal TraditionE11 
  COMMUNITY 
  Specific community 
  World TravellerE11 
  CONTEST 
  Gladiatorial, Martial Arts, Track, Field 
  Style SageE11 
  CRIMINAL 
  Underworld, Peacekeeper, Legal 
  Child of the StreetsF121l, 
  CriminalE11 
  CULTURAL 
  Art, Noble, Genealogy 
  Civilized itizenE11 
  DEITY 
  Specific deity 
  Child of the TempleE11 
  ENTERTAINMENT 
  Circus, Games, Theatre, Tavern 
  Ear for MusicE11 
  EXPLORATION 
  Scouting, Weather 
  WindspeakerE11 
  FORTUNE 
  Curse, Fortune Telling, Prophecy 
  AstrologerE11 
  HABITAT 
  Rugged, Lowland, Wetland, Desert, 
  Ocean, Swamp, Arctic, Forest 
  UncivilizedE11 
  HISTORY 
  History of a specific community or 
  region 
  HistorianE11 
  INDUSTRIAL 
  Mining, Smelting, Ceramics 
  Forge GuardianE11 
  LITERACY 
  Library, Scribing, Heraldry 
  Avid ReaderlE11 
  LOGISTICS 
  Mercantile, Transport, Wagon, 
  Warehousing 
  Market-savvyE1 
  MARITIME 
  Sailing, Fishing 
  Shoreline SkirmisherE11 
  MARTIAL 
  Mercenary, Warfare, Militia 
  Contract NegotatorE11, Militia 
  VeteranF121 
  MONSTER 
  Demon, Devil, Dragon, Undead, Spirit 
  Monster ScholarE11 
  NUMERACY 
  Accounting, Engineering, Astronomy, 
  Astrology 
  Mathematical ProdigyE11 
  PHILOSOPHICAL 
  Monastic, Temple, Festival 
  Ritual ScionE11 
  PLANAR 
  Shadow, Infernal, Abyssal, Astral, 
  Heaven 
  Scholar of the Great BeyondE11 
  POLITICAL 
  Government, Guild, Politics 
  BureaucratE11 
  SERVICE 
  Labour, Stabling, Baking, Cooking 
  PioneerE11 
  FACTION 
  A specific society or organisation 
  Mystery InitiateE11 
  SUBSTANCE 
  Alchemical, Alcohol, Drugs, Medicines, 
  Poisons 
  Cartel ScionE11 
  
   
  F11  ANCESTRY FEATS 
  The feat is normally only available to a specific ancestry and is tagged with either the trait for that ancestry, the traits for multiple ancestries 
  or with the ‘Ancestry’ trait itself.  
  If there are multiple ancestry tags, the background is available to each of them. A feat with the ‘Ancestry’ trait is available to all ancestries. The 
  feat loses any non-matching ancestry trait when selected and gains the trait for your ancestry. 
  Versatile feats are a subtype of ancestry feats and are only available to a character with a versatile heritage. 
  Name 
  Level 
  Ancestry 
  Prerequisites 
  Benefits 
  ANIMAL FRIEND 
  1 
  Gnome 
  Raised by BeastsB12 or Desert BornB12 
  Bonus with will saves when adjacent to an animal 
  BLOOD OF DRAGONS 
  1 
  Draconic, Kobold 
  Adopted by DragonsB11 
  Bonus to skills and perception targeting draconic creatures 
  CELESTIAL ANCESTRY 
  1 
  Ancestry 
  Celestial class path or Raised by AngelsB12 
  Gain a 1st level Aasimar feat 
  DARKVISION 
  1 
  Ancestry, Versatile 
  Low-light vision, versatile heritage 
  You gain darkvision 
  DEATHLESS 
  1 
  Ancestry 
  Death/Undead class path or Raised Among the 
  DeadB11 
  Gain a 1st level Dhampir feat 
  DEATHTOUCHED 
  1 
  Dhampir, Duskwalker 
  Raised Among the DeadB11, RebornB415, UnlivingC11 Bonus to saves against Death, Haunt and Possession effects 
  DRACONIC RESILIENCE 
  1 
  Draconic, Kobold 
  Adopted by DragonsB11 
  Bonus to saves against incapacitation effects 
  DRACONIC SENSES 
  1 
  Draconic, Kobold 
  Adopted by DragonsB11 
  Low-Light vision 
  DIVINE GRACE 
  1 
  Asasimar, Duskwalker, 
  Tiefling 
  AcolyteB33 
  Gain a divine cantrip 
  FAILED APPRENTICE 
  1 
  Half-Elf 
  Waste RefugeeB12 
  Bonus to save against arcane effects 
  FEY ANCESTRY 
  1 
  Ancestry 
  Fey class path or Raised by FeyB12 
  Gain a 1st level Gnome feat 
  FIENDISH ANCESTRY 
  1 
  Ancestry 
  Fiendish class path or Raised by FiendsB12 
  Gain a 1st level Tiefling feat 
  FIEND BLOOD 
  1 
  Tiefling 
  Cursed BirthB11 or Raised by FiendsB12 
  Bonus to skills and perception targeting good creatures 
  GOLDSNIFFER 
  1 
  Dwarf 
  MinerB32 
  Bonus to perception while underground 
  HERITAGE AFFINITY 
  1 
  Ancestry, Versatile 
  Class path matches heritage affinity 
  Once per day regain a focus point 
  HERITAGE LORE 
  1 
  Ancestry, Versatile 
  Raised Cross-SpeciesB11 
  Trained in your heritage’s lore skill 
  HERITAGE RESISTANCE 
  1 
  Ancestry, Versatile 
   
  Gain resistance equal to half level in one heritage resistances. 
  LEECHING BITE 
  1 
  Tiefling 
  Ancestral bite attack 
  Gain temporary hit points from a critically successful bite attack 
  LOW-LIGHT VISION 
  1 
  Ancestry, Versatile 
  Child of the RooftopsB12 
  Gain low-light vision 
  MIGHTY CLAWS 
  1 
  Tiefling 
   
  Gain the claws special ability 
  MIGHTY CUNNING 
  1 
  Ancestry 
  Ancestral bite, claw or tail attack 
  Ancestral unarmed attacks gain the deadly d6 trait 
  MIGHTY TAIL 
  1 
  Tiefling 
   
  Gain the tail attack special ability 
  MONITOR ANCESTRY 
  1 
  Ancestry 
  Monitor class path 
  Gain a 1st level Duskwalker feat 
  TUNNEL FIGHTER 
  1 
  Dwarf 
  SunlessB12 
  Cultural weapons gain deadly d8 trait 
  VESTIGIAL WINGS 
  1 
  Tiefling 
   
  Use vestigial wings to glide or control your descent 
  HERITAGE GRACE 
  5 
  Ancestry, Versatile 
  Divine GraceF11 
  Gain your heritages spell as a 2nd level divine innate spell 
  ANCESTRAL WEAPON MASTERY 
  9 
  Ancestry 
  Ancestral bite, claw or tail attack 
  Proficiency with unarmed ancestral attacks matches class training 
  FLIGHT 
  9 
  Tiefling 
  Vestigial WingsF11 
  Gain a flight speed equal to your speed 
  ANCESTRAL WEAPON MASTERY 
  FEAT 9 
  ANCESTRY 
  Prerequisites Bite, Claws, or Tail Attack special ability.  
  Whenever you gain a class feature that grants you expert or greater 
  proficiency in weapons you also gain that proficiency for any ancestral 
  special ability attack. 
  ANIMAL FRIEND APG 
  FEAT 1 
  GNOME 
  Prerequisites Gnome ancestry or Raised by BeastsB11 origin. 
  You've long been a friend to animals and feel safer when there are 
  animals nearby. You gain a +1 circumstance bonus on Will saving throws 
  as long as you are adjacent to a non-hostile animal or animal companion 
  of tiny size or larger. 
  BLOOD OF DRAGONS UCA 
  FEAT 1 
  DRACONIC 
  KOBOLD 
  Prerequisites Draconic heritage, Kobold heritage,   
  or Adopted by DragonsB11 origin. 
  Long ago, your ancestors' blood mixed with that of dragons. You gain a 
  +2 circumstance bonus on any skill or perception check against a target 
  with the Dragon trait. 
  CELESTIAL ANCESTRY Q&C* 
  FEAT 1 
  ANCESTRY 
  Prerequisites a celestial class path (such as a bloodline or patron)  
  or Raised by AngelsB12 origin. 
  You have some celestial ancestry. You gain a 1st level ancestry feat with 
  the Aasimar or Versatile trait for with you meet the prerequisites and 
  have access. 
  DARKVISION 
  FEAT 1 
  ANCESTRY 
  VERSATILE 
  Prerequisites Low-Light Vision.  
  You gain Darkvision. 
  DEATHLESS ANCESTRY Q&C* 
  FEAT 1 
  ANCESTRY 
  Prerequisites a death or undeath class path (such as a bloodline or 
  patron) or Raised Among the DeadB11 origin. 
  You have some celestial ancestry. You gain a 1st level ancestry feat with 
  the Dhampir or Versatile trait for with you meet the prerequisites and 
  have access. 
  DEATHTOUCHED UCA 
  FEAT 1 
  DHAMPIR 
  DUSKWALKER 
  Prerequisites Dhampir heritage, Duskwalker heritage, Raised Among the 
  DeadB11 origin, RebornB415 cleric role, or UnlivingC11 associate. 
  At some point you were tainted with the corruption of the undead, and 
  you have gained some of their defences. You gain a +2 circumstance 
  bonus to saves against Death, Haunt and Possession effects. 
  DRACONIC RESILIENCE UCA* 
  FEAT 1 
  DRACONIC 
  KOBOLD 
  Prerequisites Kobold heritage, Draconic heritage  
  or Adopted by DragonsB11 origin. 
  Long ago, your ancestors' blood mixed with that of dragons. You gain a 
  +2 status bonus on saving throws against effects with the incapacitation 
  trait. 
  DRACONIC SENSES UCA* 
  FEAT 1 
  DRACONIC 
  KOBOLD 
  Prerequisites Kobold heritage, Draconic heritage  
  or Adopted by DragonsB11 origin. 
  Long ago, your ancestors' blood mixed with that of dragons. You gain 
  low-light vision. 
  
   
  DIVINE GRACE 
  FEAT 1 
  AASIMAR 
  DUSKWALKER 
  TIEFLING 
  Prerequisites Aasimer heritage, Duskwalker heritage, Tiefling heritage 
  or AcolyteB33 profession. 
  Your connection to the outer Planes grants you a divine innate spell, 
  much like those of celestials, fiends and monitors. Choose one cantrip 
  from the divine spell list. You can cast this spell as a divine innate spell 
  at will. A cantrip is heightened to a spell level equal to half your level 
  rounded up. 
  FAILED APPRENTICE APG 
  FEAT 1 
  HALF-ELF 
  Prerequisites Half-Elf ancestry or Waste RefugeeB12 origin 
  As a child, your parents sent you to a distant wizard's tower as an 
  apprentice so that you might learn the arcane arts. Unfortunately, you 
  had no arcane talent whatsoever, though you did learn a great deal 
  about the workings of spells and how to resist them. You gain a +1 
  circumstance bonus on saves against effects with the arcane trait. 
  FEY ANCESTRY LOFFW* 
  FEAT 1 
  ANCESTRY 
  Prerequisites a fey class path (such as a bloodline or patron)  
  or Raised by FeyB11 origin. 
  You must have a fey ancestor somewhere in your family line. You gain a 
  1st level ancestry feat with the Gnome trait for with you meet the 
  prerequisites and have access. 
  FIENDISH ANCESTRY UCA* 
  FEAT 1 
  ANCESTRY 
  Prerequisites a fiendish class path (such as a bloodline or patron)  
  or Raised by FiendsB12 origin. 
  Access Aspiring DamnationF13. Goal Accept DamnationE4. 
  You have some fiendish ancestry. You gain a 1st level ancestry feat with 
  the Tiefling or Versatile trait for with you meet the prerequisites and 
  have access. 
  FIEND BLOOD UCA 
  FEAT 1 
  TIEFLING 
  Prerequisites Tiefling heritage, Cursed BirthB11 origin  
  or Raised by FiendsB12 origin. 
  The blood of fiends taints your line, manifesting physically, though it may 
  be barely noticeable. You gain a +2 status bonus on any skill or 
  perception check against a target with the Good trait. 
  FLIGHT 
  FEAT 9 
  TIEFLING 
  Prerequisites Vestigial WingsF11.  
  Your vestigial wings develop to their full form and appear to the same as 
  your ancestor’s. You gain flying speed equal to your normal speed. 
  GOLDSNIFFER APG 
  FEAT 1 
  DWARF 
  Prerequisites Dwarf ancestry or MinerB32 profession. 
  Your keen senses lead you to hidden treasures. You gain a +1 status 
  bonus to Perception checks while in an underground terrain. 
  HERITAGE AFFINITY ⯁  
  FEAT 1 
  ANCESTRY 
  VERSATILE 
  Prerequisites a bloodline, domain, lesson or mystery the matches your 
  heritages affinity. Frequency once per day. 
  You regain a focus point. 
  HERITAGE LORE 
  FEAT 1 
  ANCESTRY 
  VERSATILE 
  You gained trained proficiency rank in the Heritage skill and the lore skill 
  appropriate to your heritage. If you would automatically become trained 
  in one of those skills (from your background or class, for example), you 
  instead become trained in a skill of your choice. 
  HERITAGE GRACE 
  FEAT 5 
  ANCESTRY 
  VERSATILE 
  Prerequisites Divine GraceF11.  
  You gain your Heritage spell as a 2nd-level divine innate spell castable 
  once per day. 
  HERITAGE RESISTANCE 
  FEAT 1 
  ANCESTRY 
  VERSATILE 
  You gain resistance equal to half your level (minimum 1) to one of your 
  ancestry or heritage’s resistances. 
  Special You can select this feat more than once, each time it applies to 
  a different resistance. 
  LEECHING BITE 
  FEAT 1 
  TIEFLING 
  Prerequisites Bite special ability.  
  You recover 1d4 temporary hit points back on critically successful strike 
  with your bite.  
  LOW-LIGHT VISION 
  FEAT 1 
  ANCESTRY 
  UNIVERSAL 
  You gain low-light vision. 
  MIGHTY CLAWS 
  FEAT 1 
  TIEFLING 
  Your claw or hands grow sharper. You gain the Claws special ability. 
  MIGHTY CUNNING 
  FEAT 5 
  ANCESTRY 
  Prerequisites Bite, Claws, or Tail Attack special ability.  
  Your unarmed attack granted by an ancestral special ability gain the 
  deadly d6 trait. 
  MIGHTY TAIL 
  FEAT 1 
  TIEFLING 
  You have trained yourself to use your tail as a weapon. You gain the Tail 
  Attack special ability. 
  MONITOR ANCESTRY UCA* 
  FEAT 1 
  ANCESTRY 
  Prerequisites a monitor class path (such as a bloodline or patron). 
  You have some monitor ancestry. You gain a 1st level ancestry feat with 
  the Duskwalker or Versatile trait for with you meet the prerequisites and 
  have access. 
  TUNNEL FIGHTER APG 
  FEAT 1 
  DWARF 
  Prerequisites Dwarf ancestry or SunlessB12 origin. 
  Caves and tunnels are a second home to you. While underground your 
  weapon attacks with Dwarven cultural weapons gain the Deadly d8 trait. 
  VESTIGIAL WINGS 
  FEAT 5 
  TIEFLING 
  You can use your vestigial wings to glide and control your descent. You 
  can roll a DC 15 Manoeuvre in Flight check to descent safely from any 
  height without taking fall damage, even if you aren’t trained in 
  Acrobatics. If you are trained in Acrobatics you can attempt an additional 
  DC check to move 5 feet laterally for every 20 feet you fall. 
  
   
  F12  BACKGROUND FEATS 
  Background feats are uncommon, with access granted by a background, contact or event.  They have both General and Ancestry traits. 
  Name 
  Level Prerequisites/Access 
  Benefits 
   UNCOMMON   ANCESTRY  GENERAL . 
   
   
   
  ADOPTED 
  1 
  Raised Cross SpeciesB11 
  Gain an ancestry feat from your adopted ancestry 
  AIR-TOUCHED 
  1 
  AvatarB416 
  Gain resistance against creatures and attacks with the air trait 
  ANATOMIST 
  1 
  BreatherB12, Death Cult ScionB22 
  Gain weapons critical specialisation with critically successful weapon strikes 
  ARCANE REVITALIZATION 
  1 
  Born out of TimeB11 
  Once per day regain focus with a critically successful strike 
  ARMOUR EXPERT 
  1 
  HunterB22 
  Reduce armour check penalty 
  AXE TO GRIND 
  1 
  Born of ViolenceB11, Personal FlawB412, RaidersE12, Tribal SlayerB12, 
  VengeanceB412 
  Gain weapons critical specialisation with critically successful weapon strikes 
  against a foe you threaten 
  BALANCER’S BANISHING 
  1 
  Neutral alignment; FatalistB24 
  Bonus to DC and proficiency with alignment effects 
  BATTLE DISCIPLE 
  1 
  EvangulistB33, Tribe War OrphanB22 
  Easier aid to assist allies attack roll 
  BEACON OF FAITH 
  1 
  Raised by BeliefB11, AcolyteB33, Taken by the ChurchB415, MysticC11 
  Once per day recover used focus point 
  BIRTHMARK 
  1 
  Blessed BirthB11, Marked by the GodsE1, Mark of FaithB414 
  Bonus to saving throws against charm and compulsion 
  BLESSED 
  1 
  Blessed BirthB11, Raised by AngelsB12, Divine CallingB414, DevotedB415 
  Once per day gain bonus to saves equal to CHA modifier 
  BLESSED TOUCH 
  1 
  HerbalistB32, CreatorB24 
  Extra healing with the heal spell 
  BLOODY-MINDED 
  1 
  DevoteeB24, Shadow HuntedB22, The OmenB11 
  Bonus to initiative checks based on intimidation 
  CAREFUL COMBATANT 
  1 
  Rite of PassageB22, VigilanteB24 
  Use and action to step twice 
  CORPSE CANNIBAL 
  1 
  Ooze TenderB22, PsychopathB24 
  Bonus to fortitude saves against disease and safely consume rolling flesh 
  COURAGEOUS 
  1 
  AdventurerB22, Left to DieE1, NobleB34, DutyB417 
  Bonus to saves against fear 
  DEDICATED DEFENDER 
  1 
  Child of the ResistenceB12, EmissaryB34, LoyalistB23, Ooze TenderB22,  
  Raised by HeritageB11 
  Once per round make a strike without multiple attack penalty to defend a 
  dying or disabled ally 
  DEIFIC CALLING 
  1 
  Divinely MarkedE12 
  Once per day reroll a natural 1. 
  DEIFIC INSPIRATION 
  1 
  Divinely MarkedE12 
  Grant bonus to an ally within 30’. 
  DEFT DODGER 
  1 
  Clan TrainingB22, Unscrupulous FamilyB11, Mammoth SpeakerB12  
  Cannot critically fail a reflex save. 
  DEFY ADVANTAGE 
  1 
  FugitiveE12  
  Gain the rogues deny advantage ability. 
  DESPERATE RESOLVE 
  1 
  Righting a WrongB41c, ImprisonedB22, Long-Term HostageE12 
  Replace material and somatic components with verbal components while 
  grappled or restrained. 
  DETECT DISOBEDIENCE 
  1 
  Aspiring CaptainB22, MinionB24 
  Bonus to Perception DC against Deception attempts to Lie 
  DIRTY FIGHTER 
  1 
  Criminal EnforcerB23, Gang WarB41a 
  Apply the critical specialisation effect for critically successful strikes with 
  finesse weapons 
  DISDAINFUL DEFENDER 
  1 
  AdherentB22, Impure ThinkerB23 
  Gain a bonus to saves against divine spells from a follower of a different 
  religion. 
  DISPELLED BATTLER 
  1 
  Witch WaryB22 
  Bonus to strikes and damage after being targeted by a counteract or 
  antimagic. 
  DIVINE COURTESAN 
  1 
  ImpulsiveB24, InitiateB32 
  Quickly attempt Diplomacy to Gather Information from an adjacent target. 
  DIVINE WARRIOR 
   MATAMAGIC . 
  1 
  CrusaderB24 
  Next divine spell grants a weapon it effects the deadly d6 trait 
  EARTH-TOUCHED 
  1 
  SunlessB12 
  Gain resistance to creatures and attacks with earth trait 
  EYES AND EARS OF THE CITY 
  1 
  FacilitatorB24 
  Bonus to Perception checks in an urban terrain 
  FEARLESS DEFIANCE 
  1 
  DiedE12, Nightmare SlayerB419 
  Bonus to saves against fear effects 
  FENCER 
  1 
  Press GangedB22 
  Apply critical specialisation to successful strike reactions with blades. 
  FLAME-TOUCHED 
  1 
  Desert-BornB12 
  Gain resistance against creatures and attacks with the fire trait 
  FLAME OF THE REDEEMER 
  1 
  RedeemerB24 
  Weapon strikes with a deities favoured weapon deal 1d6 persistent fire 
  damage 
  FOCUSED DISCIPLE 
  1 
  Fey MeetingB416 
  Bonus on saves against charm and compulsion 
  FOCUSED MIND 
  1 
  AcademicB34, GamblerB33 
  Bonus to checks that have the concentrate trait 
  FORTIFIED DRINKER 
  1 
  Freedom FighterB24 
  Once a day imbibe an alcoholic drink to gain a bonus on saves against mental 
  effects for 1 hour 
  FROST-TOUCHED 
  1 
  Winter’s ChildB12 
  Gain resistance against creatures and attacks with the cold trait 
  GIFTED ADEPT 
  1 
  Fantastic EncounterE12, Waste RefugeeB12 
  Bonus to DC and attack rolls with a selected spell 
  GRIEF FILLED 
  1 
  AvengerB23, HermitB31, RecluseB31 
  Bonus of saves against emotion effects 
  GUARDED 
  1 
  BulliedE12, NomadB32, PersecutionB412 
  Opponent is flat-footed against your unarmed reactions 
  HARDLY A FOOL 
  1 
  Freedom FighterB24, Imperial ScionB22, JesterB32 
  Bonus to saving throws against illusion effects 
  HISTORY OF HERESY 
  1 
  Impure ThinkerB23 
  Prevent critical failures and improve successes with saves against Divine 
  effects. 
  HISTORY OF MATERIALISM 
  1 
  BushmanB12 
  Prevent critical failures and improve successes with saves against Occult 
  effects. 
  HISTORY OF CIVILIZATION 
  1 
  Ancient TravellerB31 
  Prevent critical failures and improve successes with saves against Primal 
  effects. 
  HISTORY OF PHYSICALITY 
  1 
  Farm HandB32, GladiatorB33 
  Prevent critical failures and improve successes with saves against Arcane 
  effects. 
  HORRIFYING MIND 
  1 
  AnnihilistB24 
  Attacker becomes frightened or stupefied when you fail to save against a 
  mental attack 
  HORROR SLAYER 
  1 
  DevoteeB24, MinionB24, NaturalistB24, Nightmare SlayerB419, SunlessB12 
  Attacks against a selected type of creature are gain the Forceful trait 
  KILLER 
  1 
  First KillE12, ConquestB412, GladiatorB417, The KillB41a 
  React to a critically successful strike to increase damage  
  KIN BOND 
  1 
  Family CurseB23, Raised by HeritageB11 
  Once a day reroll a failed save using your bonded siblings’ modifiers. 
  KIN GUARDIAN 
  1 
  Family CurseB23, Raised by HeritageB11 
  Treat successes to Aid a family member as a critical success, and you cannot 
  critically fail. 
  LIFE OF TOIL 
  1 
  Any PoorB32 profession; Born into BondageB11, Child of the RooftopsB12,  
  Freed SlaveB22, GladiatorB417, Prisoner B31 
  Gain a bonus to Fortitude saves 
  LOG ROLLER 
  1 
  Caravel WandererB12, Perfection SeekerB22, WoodlanderB12 
  Bonus to Reflex DC against trip attacks 
  MAGIC IS LIFE 
  1 
  Agent of BalanceB24, MercenaryB33 
  Bonus to saves against death effect and cannot gain the wounded condition 
  while under the effects of a spell 
  MAGICAL KNACK 
  1 
  Adopted by DragonsB11, Adopted by FeyB11, Raised Among the DeadB11,  
  Fey MeetingB416 
  Add your level as a proficiency to untrained Arcana, Nature, Occultism or 
  Religion checks. 
  MAGICAL LINEAGE 
  5 
  One or more metamagic feats; Failed WizardB41b 
  Use chosen metamagic feat on a chosen spell for free 
  MAGICAL TALENT 
  1 
  Progeny of PowerB11, Magical GiftE12 
  Gain a cantrip from a chosen tradition. 
  MALLEABLE MAGIC 
  1 
  Fortune TellerB33, Tomb SeekerB23 
  Once a day loose a 1st to 3rd level spell slot to regain focus 
  MEDIATOR 
  1 
  MediatorB24, Political OppositionB22, Reputable BusinessE12 
  Bonus to DC of effects with the emotion trait 
  MEMORABLE 
  1 
  Large FamilyE12 
  Sustain mental effects 
  NO ESCAPE 
  1 
  ExecutorB24, Raised by SavagesB11 
  Cannot critically fail and improve success at Athletics checks to Grapple a 
  target you have witnessed committing a crime 
  NOT SO RANDOM EFFECTS 
  1 
  Divinely MarkedE12 
  Roll twice and pick when rolling a random effect. 
  
   
  OATHBOUND 
  1 
  AtonementB415, Dread PenanceB414, HenchmanB41a, Ongoing PatronB413,  
  Role ModelC13 
  Reroll a failed save against a charm or compulsion effect 
  PAIN IS PLEASURE 
  1 
  AgitatorB34, Slave MaestroE12, SwindlerB24 
  Bonus to Fortitude and Will saves when below half your hit points 
  PASSIONATE INERTIA 
  1 
  HedonistB24, RevolutionaryB22 
  Bonus to Will saves against mental effects 
  PAST LIFE 
  1 
  Alchemical ProdigyB22, ReincarnatedE1 
  Bonus to saves against fear and death effects 
  PRECISE AUGURY 
  1 
  Divinely MarkedE12 
  Once per day avoid a ‘nothing’ augury result. 
  POSSESSED 
  1 
  FiendC11, Undead CrusaderB22 
  Add your level to any check to Recall Knowledge in a skill in which you are 
  untrained. 
  PUNISH INSURRECTION 
   FORTUNE . 
  1 
  Aspiring MonarchB22, DespotB24 
  Reroll a critical failure to attack a subordinate 
  REACTIONARY 
  1 
  Death in the FamilyE1, Dishonoured FamilyB11, One of a Dying BreedB412, 
  Rootless WandererB12 
  Bonus to initiative and activate rage at the start of an encounter. 
  REDEEMER 
  1 
  AmbassadorB34, RedeemerB24 
  Once per hour a creature adjacent to you can reroll a saving throw 
  RESILIENT 
  1 
  Raised by BeastsB11, Major DisasterE12, Lost in the WildB416, SurvivalB417 
  Bonus to fortitude saves 
  RICH PARENTS 
  1 
  AffluentB34 background; BoarderB22, Heir to a LegacyB11, InheritanceE12 
  Increase starting wealth 
  RIVER RAT 
  1 
  BoadwrightB33, Caravel WandererB12 
  Ignore the penalty for underwater strikes with finesse weapons 
  SACRED CONDUIT 
  1 
  Energy InfusedB11 
  Bonus to DC of Heal and Harm spells 
  SLOW TO TRUST 
  1 
  BetrayedE1, Bastard BornB11, Born of ViolenceB11, PariahC11,  
  Secret of the FaithfulE12, SurvivorB22 
  Bonus to perception checks to sense motive. 
  STORM-TOUCHED 
  1 
  Raised on the SeaB12 Sodden ScavengerB12 
  Gain resistance to creatures and attacks with electricity trait 
  SUPERNATURAL REACTIONS 
  1 
  Mercane ScionB22, Awakened from StasisE12 
  Use tradition skills for initiative with a bonus 
  SHADOW WHISPERS 
   DOWNTIME . 
  7 
  Expert in Intimidation; CorruptionE12, Faction UprisingB11, NarcissistB24 
  Spend a day to intimidating a target in advance of a meeting 
  TACTICIAN 
  1 
  Actor of IntrigueB23, AvengerB23, GuardB32, Lovesick WardenB32, SoldierB32, 
  WarriorB32, SchooledB417 
  Once per day treat a successful strike against a flat-footed foe as a critical 
  success. 
  UNABASHED GALL 
  1 
  ExiledB22, RebelB24 
  Check to force target to be flat-footed at the start of an encounter when 
  they are the victims of your crime 
  UNPREDICTABLE REACTIONS 
  1 
  People SmugglerB22, SaboteurB24 
  Weapon attacks gain the Agile trait during the first round of an encounter 
  VETERAN OF BATTLE 
  1 
  RebelB24, UnifierB22 
  Draw a weapon before the first round of an encounter 
  VIGILANT BATTLER 
  1 
  Assassin’s ScionB22, Double AgentB22 
  Bonus to DC against Feint, and cannot critically fail perception checks to 
  Sense Motive 
  VOICE OF MONSTERS 
  1 
  FuryB24, ModerniserB22 
  Cast 2nd-level Speak with Animals once per day 
  WANDERER’S SHROUD 
  1 
  FoundlingE12, Groomed AgentB11, Terrible SecretB414, Wandering SavantB418 
  Difficult to Gather Information about you, and you gain a bonus on saving 
  throws against scrying and mental effects  
  WATER-TOUCHED 
  1 
  Home in the DeepB12, Undersea EnthusiastB12, Wave-touchedB12 
  Gain resistance to creatures and attacks with water trait 
  WEAPON OF PEACE 
  1 
  GuardianB24, Restore the LandB22 
  No penalty for making nonlethal attacks with a lethal weapon 
  WISDOM IN THE FLESH 
  1 
  ExecutorB24, Wave-touchedB12 
  Use wisdom in place of normal ability score for one of Athletics, Acrobatics, 
  Stealth or Thievery. 
  WRECKING WRATH 
  1 
  Bonded LabourerB22, FuryB24 
  Double strength bonus to damage on critical weapon attacks, but risk 
  breaking weapon 
   
  F121  BACKGROUND SKILL FEATS 
  Background skill feats are uncommon, with access granted by a background, contact or event.  They have Ancestry, General and Skill traits.  
  Most background skill feats require the trained proficiency in a specific skill. 
  Name 
  Level Additional Prerequisites/Access 
  Benefits 
   UNCOMMON   ANCESTRY   GENERAL   SKILL . 
   
   
  ASSURANCE PF2E 
   FORTUNE . 
  1 
  trained in at least one skill 
  Receive a fixed result on a skill check 
  DUBIOUS KNOWLEDGE PF2E 
  1 
  trained in a Recall Knowledge skill 
  Learn true and erroneous knowledge on failed check 
  SKILL TRAINING PF2E 
  1 
  Intelligence 12 
  Become trained in a skill 
  INSPIRED 
   FORTUNE . 
  1 
  ImpulsiveB24, Champion of a GodB412, Holy EpiphanyB414, ConvertedB415 
  Reroll a failed skill check 
  KNOW THE ENEMY 
  1 
  trained in a Recall Knowledge skill;  
  Born into BondageB11, GuardianB24, Ancient Hatred 
  Recall Knowledge before the start of an encounter 
  SEEKER 
  1 
  VigilanteB24, GiftB413, Knight-ErrantB414, AdventurerB417 
  Automatically critically succeed a seek before encounter starts 
  TIRELESS LOGIC 
   FORTUNE . 
  1 
  FaciliatatorB24, BarristerB34, BureaucratB33, Dangerous IntellectB41c 
  Once a day roll twice for an intelligence-based skill check 
  UNCONVENTIONALLY SKILLED 
   FORTUNE . 
  1 
  Balanced EducationE12 
  Once per day use mental ability score in place of physical or physical in place 
  of mental. 
  WORLDLY 
  1 
  ConscriptedB417, DabblerB413, Imperial ScionB22, Imperial ScionB22, PoliticianB34, 
  RevelationB415, SailorB32, WandererC11, Troubled First LoveE12 
  Once a day roll twice for an untrained skill 
  SELF-TAUGHT SCHOLAR 
  3 
  trained in a Decipher Writing skill, Born out of TimeB11, ClerkB33 
  Prevent critical failures and improve successes to Decipher Writing 
   F121*  Trained in Arcana, Nature, Occultism or Religion 
  QUICK IDENTIFICATION PF2E 
  1 
   
  Identify Magic in 1 minute or less 
  RECOGNIZE SPELL PF2E 
   SECRET . 
  1 
   
  Identify a spell as a reaction as it's being cast 
  TRICK MAGIC ITEM PF2E 
   MANIPULATE . 
  1 
   
  Activate a magic item you normally can't activate 
  DANGEROUSLY CURIOUS 
  5 
  MerchandiserB33, Magical AccidentE12 
  Prevent critical failures to Trick Magic Item 
  PARTIAL PROTÉGÉ 
  5 
  MerchandiserB33 
  Your success lasts until the end of your next turn 
  CLASSICALLY SCHOOLED 
  1 
  Devotee B24, ScholarB33, Tomb SeekerB23 
  Prevent critical failures to Recall Knowledge 
  LUCKY IDENTIFICATION 
   FORTUNE . 
  1 
  AntiquarianB34, HedonistB24, SpiritualistB33, Witch WaryB12 
  Reroll critical failures and non-critical successes 
  OUTCAST’S INTUITION 
  1 
  FatalistB24, Outcast B41b, Winter’s ChildB12 
  +2 bonus to DC of foes counteracting your spells 
  DECIPHER SCROLL 
  3 
  Itinerant ScholarB32, MageB33, Waste RefugeeB12 
  Learn a spell from a scroll in 10 minutes 
  RELUCTANT APPRENTICE 
  5 
  EsoteristB33, Failed WizardB41b 
  Attempt higher proficiency tradition checks 
   F121ac  Trained in Acrobatics  
  CAT FALL PF2E 
  1 
   
  Treat falls as shorter than they are 
  QUICK SQUEEZE PF2E 
  1 
   
  Move swiftly as you Squeeze 
  STEADY BALANCE PF2E 
  1 
   
  Maintain your balance in adverse conditions 
  ACROBAT 
  3 
  AcrobatB32, Disciple of AcrobaticsB33, Thrill SeekerB41a 
  Treat a balance success as a critical success  
   
   
   
    
  
   
   F121at  Trained in Athletics  
  COMBAT CLIMBER PF2E 
  1 
   
  Fight more effectively as you Climb 
  HEFTY HAULER PF2E 
  1 
   
  Increase your Bulk limits by 2 
  QUICK JUMP PF2E 
  1 
   
  High Jump or Long Jump as a single action 
  UNDERWATER MARAUDER PF2E 
  1 
   
  Fight more effectively underwater 
  TITAN WRESTLER PF2E 
  1 
   
  Disarm, Grapple, Shove, or Trip larger creatures 
  SIMPLE DISCIPLE 
  1 
  Bellicose Historian B418, Classically SchooledB418, Disciple of AthleticsB33,  
  Home in the DeepB12, MinionB24, Undersea EnthusiastB12 
  Once a day you cannot fail an Athletics attack 
  CLIMBER 
  3 
  Rite of PassageB22, Thrill SeekerB41a 
  Treat a climb success as a critical success  
   F121ar  Trained in Arcana  
  ARCANE SENSE PF2E 
  1 
   
  Cast detect magic at will as an arcane innate spell 
   F121c  Trained in Crafting  
  ALCHEMICAL CRAFTING PF2E 
  1 
   
  Craft alchemical items 
  ALCHEMICAL ADEPT 
  3 
  Master CraftsmanB411 
  Prevent critical failures from alchemical crafting 
  ALCHEMICAL INTUITION 
  3 
  TechnologistB32, Accidental DiscoveryB411 
  Improve successes with alchemical crafting 
  PERFECTIONIST’S BREW 
  3 
  Elixir ResearcherB33, To Recreate a MiracleB411 
  Once per day double the duration of an alchemical elixir 
  MAGICAL CRAFTING PF2E 
  2 
   
  Craft magic items 
  ELDRITCH CRAFTER 
  5 
  ActivistB24, Alchemical ProdigyB22, The Way Things WorkB41c 
  Improve successes with magical crafting 
  SPARK OF CREATION 
  5 
  ActivistB24 
  Cannot critically fail and improve success with magical crafting 
  HEDGE MAGICIAN 
  3 
  DabblerB413 
  Reduce the material cost to make a magic item by 5%.  
  QUICK REPAIR PF2E 
  1 
   
  Repair items quickly 
  SNARE CRAFTING PF2E 
  1 
   
  Craft snares 
  SPECIALTY CRAFTING PF2E 
  1 
   
  Gain bonuses to Craft certain items 
  ARTISAN CRAFTING 
  5 
  Any ModestB33, ArtistB32, BohemianB32, CreativeC11, HistorianB34, TinkerB32 
  Prevent critical failures and improve successes from Speciality Crafting 
  HARVESTER 
  3 
  ArtisanB33, OpportunistB419, Ooze-TenderB23 
  Craft talismans 
   F121de  Trained in Deception  
  CHARMING LIAR PF2E 
  1 
   
  Improve a target's attitude with your lies 
  TRUSTWORTHY 
  3 
  Confidante C11, RevolutionaryB23 
  Prevent critical failures from a Lie 
  LENGTHY DIVERSION PF2E 
  1 
   
  Remain hidden after you Create a Diversion 
  LIE TO ME PF2E 
  1 
   
  Use Deception to detect lies 
  SECRET SPEECH PF2E 
  1 
   
  Learn the secret language of a society 
  CANTER 
   
  5 
  CriminalC11, Elite Fighting ForceB418, KidnappedE12, ScoutB41a 
  Bonus to deception DC against observers 
  FAST TALKER 
  1 
  Cultural MandateB413, OperativeB33, SpyB41a, SwindlerB24 
  Use deception to Lie then stride. 
  BRAVADO 
  3 
  SchemerB34 
  Improve successes when deceiving the opposite sex. 
  DEEP COVER 
   FORTUNE . 
  3 
  BanditB31, Groomed AgentB11 
  Reroll critical failures to impersonate 
  SUBJECTIVE TRUTH 
  3 
  CharlatanB32, PsychopathB24 
  Bonus to checks to Lie when the target has never known you to lie to them 
  before 
  UNPREDICTABLE 
  3 
  BreatherB12, Chaos EmbracedB412, CompetingB22, FoolC11 
  Once per day reroll an unsuccessful check. 
   F121di  Trained in Diplomacy 
  BARGAIN HUNTER PF2E 
  1 
   
  Earn Income by searching for deals 
  GROUP IMPRESSION PF2E 
  1 
   
  Make an Impression on multiple targets at once 
  HOBNOBBER PF2E 
  1 
   
  Gather Information rapidly 
  AMBITIOUS 
  1 
  ChampionC11, Double AgentB22, Greed B41a 
  Prevent critical failures and improve successes from Requests. 
  CHARMING 
  1 
  Adopted by FeyB11, CelebrityB413, CreatorB24,  
  First Love C11, InitiateB32, Progeny of Power B11 
  Improve successes when deceiving the opposite sex. 
  WELL INFORMED 
   FORTUNE . 
  1 
  BarkeepB33, MediatorB24, Political OppositionB22, SocialiteC11 
  Cannot critically fail to Gather Information 
  AMIABLE BLUNDER 
  3 
  Agent of BalanceB24, Clan TrainingB22, MerchantB33 
  Reroll a critically failed Diplomacy check to Make an Impression 
  EASE OF FAITH 
  3 
  Raised by BeliefB11, AdherentB23 
  Prevent critical failures and improve successes to Make an Impression with 
  creatures with opposing deity. 
  FEARFUL REPUTATION 
  3 
  Angelic EncounterB415 
  Prevent critical failures and improve successes with anyone familiar with you 
  or your reputation. 
  NATURAL-BORN LEADER 
  3 
  BossC11, Child of the ResistanceB11, Criminal RootsE12, Faction UpbringingB11, 
  Outcast, WorldshakerB413, Righteous MentorB414, Religious ColonyB415 
  Grant controlled allies a bonus to will saves. 
  PATIENT OPTIMIST 
  3 
  Raised by AngelsB12, GuardianB24, ModerniserB22 
  React to reroll a critical failure to Make an Impression on a hostile or 
  unfriendly creature. 
  PERSUASIVE INSIGHT 
  3 
  Spirit GuideB32 
  Use wisdom in place of charisma to make a request 
   F121i  Trained in Intimidation  
  GROUP COERCION PF2E 
  1 
   
  Coerce multiple targets simultaneously 
  INTIMIDATING GLARE PF2E 
  1 
   
  Demoralize a creature without speaking 
  QUICK COERCION PF2E 
  1 
   
  Coerce a creature quickly 
  BULLY 
  5 
  CollaboratorB23, Shadow HuntedB22 
  Stride and then Coerce 
  BRUISING INTELLECT 
  1 
  Gifted PrideB14c 
  Use intelligence instead of charisma to Demoralise 
  DEMORALIZING REACTION 
  1 
  The OmenB11 
  React to demoralize after taking damage 
  INEXORABLE AUTHORITY 
  1 
  JudgeB24, Raised on the SeaB12 
  Cannot critically fail and improve success to Coerce or Demoralise when 
  pronouncing a lawful judgement 
  ENTITLED 
  3 
  ApotheosisE1, Angelic EncounterB415, UnifierB23 
  Prevent critical failures and improve successes with anyone familiar with you 
  or your reputation. 
  IMPOSING SCION 
  5 
  Aspiring CaptainB23, Clan TrainingB22, Proud HeritageB22 
  Regain focus from a critically successful Coerce. 
  UNNATURAL REVENGE 
  5 
  Nature’s FoeB411, Tribal SlayerB12 
  Using intimidation to Demoralize loses the Emotion and Mental traits. 
   F121l  Trained in Lore  
  ADDITIONAL LOREPF2E 
  1 
   
  Become trained in another Lore subcategory 
  EXPERIENCED PROFESSIONALPF2E 
  1 
   
  Prevent critical failures when Earning Income 
  CHILD OF THE STREETS 
  1 
  Any Criminal Lore. CriminalB31, Gang MemberB22, HentchmanB41a,  
  On the StreetB417, Street UrchinB31 
  Use Lore instead of Stealth to Conceal an Object 
  LORE SPECIALIST 
  1 
  Any LoreE12 story. 
  Once a day you cannot fail a Lore check 
  MENTORED 
  1 
  Actor of IntrigueB23, Aspiring MonarchB23, Druid CircleB416, LoyalistB23,  
  Mentor C11, SmugglerB32, The TrainedB41a 
  +2 bonus when using Lore to Aid a related skill check 
  MILITIA VETERAN 
  3 
  Ride; Any Martial Lore. Joined the WatchB417, Military StrategistB22, 
  SmugglerB32  
  Use Lore in place of Nature to ride and Survival in an urban environment 
   
  
   
   F121m  Trained in Medicine  
  BATTLE MEDICINEPF2E 
   HEALING   MANIPULATE . 
  1 
   
  Heal yourself or an ally in battle 
  MOBILE MEDIC 
  5 
  HealedB415 
  As an action stride and apply battle medicine. 
  BEDSIDE MANNER 
  1 
  Field MedicB23 
  Reduce the DC to treat wounds 
  PRECISE TREATMENT 
  3 
  PhysicianB411 
  Use intelligence instead of wisdom to Treat Wounds 
  REACTIVE MEDIC 
  3 
  MedicB33, Restore the LandB23 
  Attempt first aid as a reaction which you cannot critically fail. 
  SACRED TOUCH 
  10 Expert; Energy InfusedB11, HealedB415, Marked by the GodsE1,  
  Progeny of PowerB11, Spirit of NatureB416 
  Automatically stabilize a creature by touch. 
   F121n  Trained in Nature 
  NATURAL MEDICINE PF2E 
  1 
   
  Use Nature to Treat Wounds 
  SELF-MEDICATING 
  3 
  Born into BondageB11, Hatred of Civilization B412,  
  Left to DieE1, Raised by SavagesB11, SavageB416, SerfB31 
  Use CON instead of WIS when using Natural Medicine on yourself 
  TRAIN ANIMAL PF2E 
   DOWNTIME   MANIPULATE . 
  1 
   
  Teach an animal a trick 
  DEVOTEE OF THE GREEN 
  1 
  Tree TenderB416, WoodlanderB12 
  Improve successes with Recall Knowledge 
  BEAST BOND 
  3 
  Animal WhispererB32, Dung SweeperB31, BeastlordB416, Animalistic AfflictionE12 Prevent critical failures when you Command an Animal 
  BORN TO THE SADDLE 
  3 
  RancherB32 
  While riding treat you cannot critically fail and improve successes 
  NATURE’S MIMIC 
  3 
  Nature’s DiscipleB418 
  While you have a stance active you cannot fail a Nature check to Command 
  an Animal 
   F121o  Trained in Occultism 
  ODDITY IDENTIFICATION PF2E 
  1 
   
  +2 to Occultism checks to Identify Magic with certain traits 
  PLANAR SAVANT 
  1 
  Ancient travellerB122 
  Use charisma instead of intelligence to Recall Knowledge 
   F121p  Trained in Performance 
  FASCINATING PERFORMANCEPF2E 
  1 
   
  Perform to fascinate observers 
  IMPRESSIVE PERFORMANCE PF2E 
  1 
   
  Make an Impression with Performance 
  VIRTUOSIC PERFORMER PF2E 
  1 
   
  +1 with a certain type of performance 
  MAJESTIC PERFORMANCE 
  5 
  EntertainerB32, SavantE12, VirtuosoB413 
  Once a day you cannot fail a Performance check that benefits from Virtuosic 
  Performance 
   F121r  Trained in Religion 
  STUDENT OF THE CANON PF2E 
  1 
   
  More accurately recognize the tenets of your faith or philosophy 
  CHILD OF NATURE 
  3 
  AvatarB416, HunterC11, NaturalistB24 
  Use Religion in place of Survival to Subsist in the Wild, and in place of Nature 
  to Recall Knowledge about natural creatures 
   F121so  Trained in Society 
  COURTLY GRACES PF2E 
  1 
   
  Use Society to get along in noble society 
  MULTILINGUAL PF2E 
  1 
   
  Learn two new languages 
  ADAPTIVE LINGUIST 
  5 
  Feral CommunityE12 
  During your daily preparation select a temporary additional language. 
  READ LIPS PF2E 
  1 
   
  Read the lips of people you can see 
  SIGN LANGUAGE PF2E 
  1 
   
  Learn sign languages 
  STREETWISE PF2E 
  1 
   
  Use Society to Gather Information and Recall Knowledge 
  INFLUENCE 
  1 
  Any AffluentB34 profession; Bounty HunterB32, CelebrityB413, CompetingB23,  
  Heir to a Legacy B11, KnightedB417, Liege Lord C11, StudentB32 
  Prevent critical failures when you Recall Knowledge 
  FRIEND IN EVERY TOWN 
  1 
  AdventurerB22, DetectiveB33, Rootless WandererB12 
  Once a day per community automatically critically succeed. 
  POVERTY-STRICKEN 
  1 
  Any DestituteB31 profession, ExiledB23, LabourerB32, Poverty B41a 
  Once per day acquire an inexpensive light 0 level item 
   F121st  Trained in Stealth 
  EXPERIENCED SMUGGLER PF2E 
  1 
   
  Conceal items from observers more effectively 
  TERRAIN STALKER PF2E 
  1 
   
  Sneak in certain terrain without attempting a check 
  HIGHLANDER 
  5 
  BushmanB12 
  Use Terrain Stalker at full speed in hilly or rocky terrain 
  ORDINARY 
  3 
  AlienB31, EntrapmentE12, Ordinary Childhood B0, OrdinaryE12,  
  Uneventful Lifestyle B0 
  Prevent critical failures and improve successes when hiding in a crowd. 
   F121su  Trained in Survival 
  EXPERIENCED TRACKER PF2E 
  1 
   
  Track at your full Speed at a –5 penalty 
  FORAGER PF2E 
  1 
   
  Forage for supplies to provide for multiple creatures 
  SURVEY WILDLIFE PF2E 
  1 
   
  Identify nearby creatures through signs and clues 
  TERRAIN EXPERTISE PF2E 
  1 
   
  +1 to Survival checks in certain terrain 
  WILD ORPHAN 
  3 
  GuerrillaB22, OutcastB31, SurvivalistB419 
  Use survival in place of diplomacy to make requests 
  STARCHILD 
  1 
  VigilanteB24 
  Once per hour, when the stars are visible, automatically critically succeed a 
  Survival check to Sense Direction. 
  URBAN JUNGLE 
  1 
  BohemianB24, Bounty HunterB32, Civilized OutcastB416 
  Use survival for society Recall Knowledge topics. 
  WILDERNESS SURVIVOR 
   FORTUNE . 
  3 
  BushmanB12, Lovesick WardenB23, ScoutB32, Sodden ScavengerB12 
  Roll twice against natural effects caused by a selected terrain 
   F121t  Trained in Thievery 
  PICKPOCKET PF2E 
  1 
   
  Steal or Palm an Object more effectively 
  SUBTLE THEFT PF2E 
  1 
   
  Your thefts are harder to notice 
  VAGABOND CHILD 
  1 
  The WarB11 
  Prevent critical failures 
   
  
   
  ACROBAT UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Acrobatics. 
  Access AcrobatB32, Disciple of AcrobaticsB33, Thrill SeekerB41a. 
  Trigger you succeed at an Athletic check to Balance. 
  Having trained from a young age, you're capable of amazing feats of 
  daring. Treat your result as a critical success. 
  ADAPTIVE LINGUIST APG 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Multilingual. Access Feral CommunityE12. 
  Frequency one per day.  
  Requirements You must have heard the language you select spoken 
  during the previous day. 
  During your daily preparation you can select a language that you do not 
  currently know.  Until your next daily preparation, you can natively speak 
  and understand that language. 
  ADOPTED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Raised Cross Species F12. 
  You were adopted and raised by someone not of your ancestry and 
  raised in a society not your own. You gain access to Ancestry feats for 
  your adopted ancestry, and you gain a first level feat of that type. 
  Special: You can only take this feat at first level, and you cannot train 
  into or out of this feat. 
  AIR-TOUCHED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access AvatarB416. 
  You share an affinity with elemental air. You gain acid resistance equal 
  to half your level. 
  ALCHEMICAL ADEPT UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Crafting. Access Master CraftsmanB411. 
  Trigger you critically fail a Craft check to create an alchemical item. 
  You are skilled in creating alchemical items. Treat your result as a failure 
  instead of a critical failure. 
  ALCHEMICAL INTUITION UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Crafting. 
  Access TechnologistB32, Accidental DiscoveryB411. 
  Frequency once per day. 
  Trigger you succeed a Craft check to create an alchemical item. 
  You are often struck with epiphanies about alchemical processes and 
  substances. Treat your result as a critical success instead of a success. 
  AMBITIOUS UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Diplomacy. 
  Access ChampionC11, Double AgentB22, GreedB41a. 
  Trigger you attempt a Diplomacy check to Request on a creature at least 
  3 levels higher than you. 
  You exude confidence in the presence of those more powerful than 
  you—sometimes unreasonably so. Treat a critical failure as a failure and 
  a success as a critical success. 
  ANATOMIST UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access BreatherB12 or Death Cult ScionB22. 
  Restriction trained with a simple weapon with which you are striking. 
  Trigger you critically succeed a weapon strike. 
  You have studied the workings of anatomy, either as a student at 
  university or as an apprentice mortician or necromancer. Apply the 
  weapon’s critical specialization effect. 
  AMIABLE BLUNDER UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  SKILL 
  Prerequisites trained in Diplomacy. 
  Access Agent of BalanceB24, Clan TrainingB22, MerchantB33. 
  Trigger you critically fail a Diplomacy check to Make an Impression. 
  Your easy-going demeanour allows you to sometimes recover from 
  potentially awkward social situations or even condemnatory faux pas. 
  You can reroll the check, but you must use the new result, even if it’s 
  worse than your first roll.  
  ARCANE REVITALIZATION UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Prerequisites you have a focus spell with an Arcane tradition. 
  Access Born out of TimeB11. Frequency once per day. 
  Trigger you cause damage with a critically successful strike. 
  Your martial prowess can feed your arcane power. You regain 1 focus 
  point. You can't exceed your maximum number of focus points. 
  ARMOUR EXPERT UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access HunterB22. 
  You have worn armour for as long as you can remember, either as part 
  of your training to become a knight's squire or simply because you were 
  seeking to emulate a hero. Your childhood armour wasn't the real thing 
  as far as protection, but it did encumber you as much as real armour 
  would have, and you've grown used to moving in such suits with relative 
  grace. When you wear armour of any sort with which your proficiency is 
  trained or better, reduce that suit's armour check penalty by 1, to a 
  minimum check penalty of 0. 
  ARTISAN CRAFTING UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Crafting. 
  Access any ModestB33 profession ArtistB32, BohemianB32, CreativeC11, 
  HistorianB34, TinkerB32. 
  Trigger you attempt a non-alchemical, non-magical Crafting check. 
  Requirements the craft check benefits from the Speciality Crafting feat. 
  You spent time working under artisans, or your parents were artisans 
  who were particularly skilled at their trade. Treat a critical failure as a 
  failure and a success as a critical success. 
  AXE TO GRIND UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Born of ViolenceB11, Personal FlawB412, RaidersE12,  
  Tribal SlayerB12, VengeanceB412. 
  Restriction trained with the weapon with which you are striking. 
  Trigger you critically succeed with a weapon strike against a foe that is 
  threatened only by you. 
  There is a fire in your heart that can't be quenched. You apply the 
  weapon’s critical specialization effect. 
  BALANCER’S BANISHING UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access FatalistB412. Requirements your alignment is Neutral. 
  The interference of the Outer Planes in mortal affairs angers you to no 
  end and invigorates the potency of your magic. You gain a +2 
  circumstance bonus to the spell DC and spell attack bonus of effects with 
  an alignment trait. 
  BATTLE DISCIPLE UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access EvangulistB33, Tribe War OrphanB22. 
  You are skilled at supporting your allies in the heat of battle. When you 
  attempt to use the Aid action to assist an ally with an attack roll, attempt 
  the check against DC 15. 
  BEACON OF FAITH UCA 
   
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  CONCENTRATE 
  GENERAL 
  Access Raised by BeliefB11, AcolyteB33, Taken by the ChurchB415, 
  MysticC11. Frequency once per day. 
  Requirements you cast a divine spell using a focus point. 
  You wield the might of your faith with power and clarity. You utter a 
  short prayer and recover the focus point you just expended. 
  
   
  BEAST BOND UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Nature. Access Animal WhispererB32, Dung 
  SweeperB31, BeastlordB416, Animalistic AfflictionE12. 
  Trigger you attempt a Nature check to Command an Animal. 
  You share a close bond with animals. Treat a critical failure as a failure. 
  BEDSIDE MANNER UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Medicine. Access Field MedicB23. 
  As the child of an herbalist or an assistant in a temple infirmary, you 
  often had to assist in tending to the sick and wounded. Reduce the DC 
  to use medicine to Treat Wounds by your charisma modifier. 
  BIRTHMARK UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Blessed BirthB11, Marked by the GodsE1, Mark of FaithB414. 
  You were born with a strange birthmark that looks very similar to the 
  holy symbol of the god you chose to worship later in life. This birthmark 
  can serve you as a divine focus for casting spells, and as a physical 
  manifestation of your faith, and it increases your devotion to your god. 
  You gain a +2 status bonus on all saving throws against charm and 
  compulsion effects. 
  BLESSED UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Blessed BirthB11, Raised by AngelsB12, Divine CallingB414, 
  DevotedB415. Frequency once per day. 
  Some divine agent watches over you and heeds your call. You gain a 
  circumstance bonus equal to your charisma modifier (minimum 1) on all 
  saving throws for until the end of your next turn. 
  BLESSED TOUCH UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access HerbalistB32, CreatorB24. 
  You may have been raised in a devout family, studied the divine in a 
  formal church environment, or even learned how to combine traditional 
  healing techniques with those of divine casters. In so doing, you have 
  focused yourself into being the perfect vessel for your deity. Divine 
  power flows through you like a mountain stream, making your healing 
  touch more potent than that of others. When you cast the heal spell you 
  heal an additional +1 points of damage per die (minimum +1). 
  BLOODY-MINDED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access DevoteeB24, Shadow HuntedB22, The OmenB11. 
  You are always ready for bloodshed. You can use Intimidation in place of 
  Perception for initiative rolls, and you gain a +2 circumstance bonus to 
  initiative checks based on Intimidation.  
  BORN TO THE SADDLE APG 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Nature; Ride. Access RancherB32. 
  Trigger you attempt a Nature check to Command an Animal you are 
  mounted on. 
  You were born and raised around horses, camels or similar mounts. 
  Treat a critical failure as a failure and a success as a critical success. 
  BRAVADO UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Deception. Access SchemerB34. 
  Trigger you use deception on a character that is (or could be) sexually 
  attracted to you. 
  Blessed with good looks and a quick tongue, you manipulate the fact that 
  others find you attractive. Treat a success as a critical success. 
  BRUISING INTELLECT UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Intimidation. Access Gifted PrideB14c. 
  Your sharp intellect and rapier-like wit bruise egos. You may use your 
  Intelligence modifier when making Intimidation checks to Demoralise 
  instead of your Charisma modifier. 
  BULLY UCA 
   
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Quick Coercion.  
  Access CollaboratorB23, Shadow HuntedB22. 
  You grew up in an environment where the meek were ignored and you 
  often had to resort to threats or violence to be heard. You can attempt 
  You stride and attempt an Intimidation check to Coerce an adjacent 
  target. This Coercion loses the Exploration and Concentrate traits and 
  gains the Incapacitation trait. 
  CANTER UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Secret Speech. 
  Access CriminalC11, Elite Fighting ForceB418, KidnappedE12, ScoutB41a. 
  You grew up among thieves and scoundrels, and their unusual speech 
  patterns and turns of phrase don't faze you in the slightest. You gain a 
  +5 circumstance bonus to your deception DC against observers 
  attempting to intercept your message.  
  CARFUL COMBATANT UCA   
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Rite of PassageB22, VigilanteB24. 
  You have a strong sense of self-preservation, believing it is more 
  important to safely extract yourself from a fight that has turned hopeless 
  than to stubbornly stand your ground and risk death-for when you're 
  dead, you can't protect the innocent. You can step twice. 
  CHARMING UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Diplomacy. 
  Access Adopted by FeyB11, CelebrityB413, CreatorB24, First LoveC11, 
  InitiateB32, Progeny of PowerB11. 
  Trigger you use diplomacy on a character that is (or could be) sexually 
  attracted to you. 
  Blessed with good looks, you've come to depend on the fact that others 
  find you attractive. Treat a critical failure as a failure. 
  CHILD OF NATURE APG 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Religion. 
  Access AvatarB416, HunterC11, NaturalistB24. 
  You have been blessed to be as comfortable in the wilderness as you are 
  at home. You can use your Religion skill in place of Survival to subsist in 
  the wild, and in place of Nature to Recall Knowledge about natural 
  creatures. 
  CHILD OF THE STREETS UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in any Criminal Lore. 
  Access CriminalB31, Gang MemberB22, HentchmanB41a, On the StreetB417, 
  Street UrchinB31. 
  You grew up on the streets of a large city, and as a result you have 
  developed a knack for picking pockets and hiding small objects on your 
  person. You can use your Lore skill instead of Stealth to Conceal an 
  Object on your person.  If a creature is specifically searching you for an 
  item, it can attempt a Perception check against your Lore DC (finding the 
  object on success). If the Lore is applicable to the creature searching, you 
  gain a +4 circumstance bonus on this DC. 
  CLASSICALLY SCHOOLED UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Arcana, Nature, Occultism or Religion. 
  Access DevoteeB24, ScholarB33, Tomb SeekerB23. 
  Trigger you attempt an Arcana, Nature Occultism or Religion check to 
  Recall Knowledge and your proficiency with the skill you are using is 
  trained or better. 
  Your apprenticeship or early education was particularly focused on the 
  direct application of magic. Treat a critical failure as a failure. 
  
   
  CLIMBER UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Athletics.  
  Access Rite of PassageB22, Thrill SeekerB41a. 
  Trigger you succeed at an Athletic check to Climb. 
  Having trained from a young age to defy the effects of gravity when you 
  climb. Treat your result as a critical success. 
  CORPSE CANNIBAL UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Ooze TenderB22, PsychopathB24. 
  Your faith encourages you to indulge a variety of perverse hungers, 
  leading you to shrug at even some of the darkest taboos. You gain a +1 
  circumstance bonus on Fortitude saves against diseases and can gain 
  sustenance from rotting flesh with no negative side effects. 
  COURAGEOUS UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access AdventurerB22, Left to DieE1, NobleB34, DutyB417. 
  Your childhood was brutal, but you persevered through force of will and 
  faith. No matter how hard things got, you knew you'd make it through 
  as long as you kept a level head. You gain a +2 circumstance bonus on 
  saving throws against fear effects. 
  DANGEROUSLY CURIOUS UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
   
  Prerequisites Trick Magic Item.  
  Access MerchandiserB33, Magical AccidentE12. 
  Trigger you critically fail a Trick Magic item check. 
  You have always been intrigued by magic, possibly because you were the 
  child of a magician or priest. You often snuck into your parent's 
  laboratory or shrine to tinker with spell components and magic devices, 
  and frequently caused quite a bit of damage and headaches for your 
  parent as a result. Treat a critical failure as a failure. 
  DECIPHER SCROLL SH*  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  EXPLORATION 
  GENERAL 
  SKILL 
  Prerequisites trained in Arcana, Nature, Occult or Religion. 
  Access Itinerant ScholarB32, MageB33, Waste RefugeeB12. 
  You were inducted into a secret magical tradition. You take 10 minutes 
  to can Learn a Spell from a copy of the spell on a scroll in your procession. 
  Reduce the DC to learn a spell from a scroll by 5. 
  DEDICATED DEFENDER UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Child of the ResistenceB12, EmissaryB34, LoyalistB23, Ooze 
  TenderB22, Raised by HeritageB11. Frequency once per round. 
  Requirements you are adjacent to a dying or disabled ally, animal 
  companion, eidolon, familiar, or mount. 
  When a companion is down, you fight harder. Make a strike.  The strike 
  does not affect your multiple attack penalty. 
  DEEP COVER SH  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  SKILL 
  FORTUNE 
  GENERAL 
  SKILL 
  Prerequisites trained in Deception.  
  Access BanditB31, Groomed AgentB11. 
  Trigger you fail or critically fail a Deception check to Impersonate. 
  You have lived a double life since your youth, perhaps to avoid 
  persecution for your true identity or in service to an enemy of the people 
  or group associated with your cover identity. You can reroll your check, 
  although you must accept the rerolled result. 
  DEIFIC CALLING QAC 
     
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Divinely MarkedE12. Frequency once per day.  
  Trigger You roll a natural 1 on a d20 roll to strike. 
  Your deity or a powerful spirit spoke to you when you were young, 
  dropping cryptic hints about the important destiny that lay before you 
  and how you must win your fights if you are to achieve your 
  predetermined greatness. You may reroll the die and take the second 
  result instead. 
  DEIFIC INSPIRATION QAC  
  FEAT 1 
  UNCOMMON ANCESTRY AUDIBLE FORTUNE GENERAL LINGUISTIC 
  Access Divinely MarkedE12. 
  You have learned the power of a simple expression of faith in another 
  when you gave a hero the inspiration to fight on in the face of terrible 
  odds and save you from danger. You speak words of encouragement to 
  grant a +1 circumstance bonus to an ally within 30 feet who can see and 
  hear you. The ally can use this bonus on any d20 roll of her choice before 
  the start of your next turn. The target is then temporality immune to this 
  feat until you next complete your daily preparation. 
  DEFT DODGER UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Clan TrainingB22, Unscrupulous FamilyB11,  
  Mammoth SpeakerB12. 
  Growing up in a rough neighbourhood or a dangerous environment has 
  honed your senses. When you role a critical failure on a Reflex save, you 
  get a failure instead. 
  DEMORALIZING REACTION UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
   
  Prerequisites trained in intimidation. Access The OmenB11. 
  Trigger you take damage from a foe. 
  You are the harbinger of some future event. Whether this event bodes 
  good or ill, you exude an ominous presence. You attempt to Demoralize 
  the foe who damaged you. 
  DENY ADVANTAGE PF2E   
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access FugitiveE2. 
  You are careful not to leave such openings yourself. You are not flat-
  footed to hidden, undetected, or flanking creatures of your level or 
  lower, or creatures of your level or lower using surprise attack. However, 
  they can still help their allies flank. 
  DESPERATE RESOLVE UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Righting a WrongB41c, ImprisonedB22, Long-Term HostageE12. 
  You are adept at casting spells even in the most precarious situations. 
  When you cast a spell while grappled or restrained you can replace any 
  material or somatic component with a verbal component.  
  DETECT DISOBEDIENCE UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Aspiring CaptainB22, MinionB24. 
  You have an uncanny ability to spot a mutiny brewing. You gain a +2 
  circumstance bonus to your Perception DC against Deception attempts 
  to Lie.  
  DEVOTEE OF THE GREEN UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
   
  Prerequisites trained in Nature.  
  Access Tree TenderB416, WoodlanderB12. 
  Trigger you attempt a Nature check to Recall Knowledge. 
  Your faith in the natural world or one of the gods of nature makes it easy 
  for you to pick up on related concepts. Treat a success as a critical 
  success. 
  DIRTY FIGHTER UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Criminal EnforcerB23, Gang WarB41a. 
  Requirements your proficiency with the weapon you strike with is 
  trained or better. Trigger you succeed or critically succeed with a strike 
  using a weapon with the finesse trait. 
  You wouldn't have lived to make it out of childhood without the aid of a 
  sibling, friend, or companion you could always count on to distract your 
  enemies long enough for you to do a little bit more damage than normal. 
  That companion may be another PC or an NPC (who may even be 
  recently departed from your side). You apply the weapon’s critical 
  specialization effect. 
  
   
  DISDAINFUL DEFENDER UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access AdherentB22, Impure ThinkerB23. 
  Requirements the caster does not worship your Patron Deity. 
  Trigger you attempt a Will saving throw against a divine effect. 
  You are resistant to the magic of other faiths. You gain a +2 status bonus 
  to the save. 
  DISPELLED BATTLER UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Witch WaryB22. 
  Trigger you are targeted by a counteract or by an antimagic field spell. 
  When deprived of magic, you fight harder. You gain a +1 circumstance 
  bonus on strikes and damage rolls until the end of your next turn. 
  DIVINE COURTESAN APG  
   
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access ImpulsiveB24, InitiateB32. Frequency once per day. 
  You worked in one of your goddess's temples as a sacred courtesan, and 
  you know how to flatter, please, and (most of all) listen. You attempt a 
  Diplomacy check to Gather Information about a target that is adjacent 
  to you. 
  DIVINE WARRIOR APG    
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  METAMAGIC 
  Access CrusaderB24. 
  From an early age, you were trained by a militaristic order of clerics. You 
  are devoted both to the teachings of your goddess and to spreading 
  those teachings by force. The next divine spell you cast that affects a 
  weapon also grants the weapon the deadly d6 trait for the duration of 
  the spell. 
  EARTH-TOUCHED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access SunlessB12. 
  You share an affinity with elemental earth. You gain cold resistance 
  equal to half your level. 
  EASE OF FAITH UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Diplomacy.  
  Access Raised by BeliefB11, AdherentB23. 
  Trigger you attempt a Diplomacy check to Make an Impression on a 
  creature that has an opposing deity or philosophy. 
  Your mentor, the person who invested your faith in you from an early 
  age, took steps to ensure you understood that what powers your divine 
  magic is no different from that which powers the magic of other 
  religions. This philosophy makes it easier for you to interact with others 
  who may not share your views. Treat a critical failure as a failure and a 
  success as a critical success. 
  ELDRITCH CRAFTER UCA*  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Magical Crafting. 
  Access ActivistB24, Alchemical ProdigyB22, The Way Things WorkB41c. 
  Trigger you succeed a Craft check to create a magical item. 
  Your early magical training involved study of the properties and creation 
  of magic items. Treat your result as a critical success instead of a success. 
  ENTITLED UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Intimidate. 
  Access ApotheosisE1, Angelic EncounterB415, UnifierB23. 
  Trigger you attempt an Intimidate check while interacting with anyone 
  familiar with you or your reputation. 
  Your coming was foretold in prophecy, and people familiar with your 
  legend regard you with awe. Treat any critical failure results are a failure, 
  and any success results as a critical success. 
  EYES AND EARS OF THE CITY APG 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access FacilitatorB24. 
  Your religious training involved serving in the city watch of a large city, 
  the primary duty of which was standing sentinel on a city wall. You gain 
  a +2 circumstance bonus to Perception checks in an urban terrain. 
  FAST TALKER UCA 
   
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Deception.  
  Access Cultural MandateB413, OperativeB33, SpyB41a, SwindlerB24. 
  You had a knack for getting yourself into trouble as a child, and as a result 
  developed a silver tongue at an early age. You can attempt a deception 
  check to lie then stride. This Lie loses the Concentrate traits and gains 
  the Incapacitation trait. 
  FEARFUL REPUTATION UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Diplomacy. Access Angelic EncounterB415. 
  Trigger you attempt a Diplomacy check while interacting with anyone 
  familiar with you or your reputation. 
  Your coming was foretold in prophecy, and people familiar with your 
  legend regard you with fear. Treat any critical failure results are a failure, 
  and any success results as a critical success. 
  FEARLESS DEFIANCE UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access DiedE12, Nightmare SlayerB419. 
  Trigger you are attempting a saving throw against an effect with the fear 
  trait. 
  Upon overcoming your fear, you become a scourge to your enemies. You 
  gain a +2 circumstance bonus on your saving throw. In addition, if your 
  save is critically successful, your allies within 30 ft. all receive a +1 
  circumstance bonus all saving throws against fear until the end of your 
  next round. 
  FENCER UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Press GangedB22. 
  You trained with blades for long hours as a youth, either taking lessons 
  in the genteel art of fencing from tutors paid for by your parents or being 
  taken under the wing of a disenfranchised fencer who may have turned 
  to a life of crime. Apply the weapons critical specialisation effect to 
  successful and critically successful strikes made as a reaction with 
  daggers, swords, and similar bladed weapons. 
  FLAME OF THE REDEEMER APG* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access RedeemerB24. 
  You have been raised to view yourself as a blade in your goddess's 
  service, or you have taken that duty on for yourself. When you critically 
  succeed a weapon strike with your deities favoured weapon it causes an 
  additional 1d6 persistent fire damage.  
  FLAME-TOUCHED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Desert-BornB12. 
  You share an affinity with elemental fire. You gain fire resistance equal 
  to half your level. 
  FOCUSED DISCIPLE UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Fey MeetingB416. 
  When weaker wills falter, you keep a clear mind. You gain a +2 status 
  bonus on saving throws against charm and compulsion effects. 
  FOCUSED MIND UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access AcademicB34, GamblerB33. 
  Your childhood was dominated either by lessons of some sort (whether 
  musical, academic, or other) or by a horrible home life that encouraged 
  your ability to block out distractions and focus on the immediate task at 
  hand. You gain a +2 circumstance bonus on any check that has the 
  Concentration trait. 
  FORTIFIED DRINKER APG 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Freedom FighterB24. Frequency once per day. 
  Trigger you imbibe an alcoholic beverage. 
  Your god's holy brews invigorate your mind, making you less susceptible 
  to mental attacks. You gain a +2 circumstance bonus on saves against 
  mental effects for 1 hour. 
  
   
  FRIEND IN EVERY TOWN UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
   
  Prerequisites trained in Society.  
  Access AdventurerB22, DetectiveB33, Rootless WandererB12. 
  Frequency once per day. 
  Restriction after you activate this feat, you cannot use it again until you 
  move to a different community (a different town or village, or a 
  different district in a city). Tigger you attempt a Society check. 
  You have no problem making friends and learning information from 
  them wherever you go. The result of your check is automatically a critical 
  success. 
  FROST-TOUCHED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Winter’s ChildB12. 
  You share an affinity with elemental code. You gain cold resistance equal 
  to half your level. 
  GIFTED ADEPT UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Fantastic EncounterE12, Waste RefugeeB12. 
  Your interest in magic was inspired by witnessing a spell being cast in a 
  particularly dramatic method, perhaps even one that affected you 
  physically or spiritually. This early exposure to magic has made it easier 
  for you to work similar magic on your own. Pick one spell when you 
  choose this feat, you gain a +1 circumstance bonus to the spells DC and 
  attack rolls. Each time you gain a new level you can change the selected 
  spell. 
  GRIEF FILLED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access AvengerB23, HermitB31, RecluseB31. 
  You are no stranger to loss and intense emotions. You gain a +2 
  circumstance bonus on all saving throws against effects with the 
  emotion trait. 
  GUARDED UCA* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access BulliedE12, NomadB32, PersecutionB412. 
  You are constantly ready to defend yourself with your fists when an 
  enemy comes near. Your opponent is flat-footed against your reaction 
  strikes which have the unarmed trait.  
  HARDLY A FOOL UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Freedom FighterB24, Imperial ScionB22, JesterB32. 
  You have always been able to ferret out lies and deception. Maybe you 
  worked as an investigator for a time, you came from a place rife with 
  lies, or you've studied the human condition long enough to read a 
  person's face and get to the heart of his message. You gain a +1 
  circumstance bonus on saving throws against illusion effects.  
  HARVESTER UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Crafting.  
  Access ArtisanB33, OpportunistB419, Ooze-TenderB23. 
  You were trained to harvest all parts of an animal with care and 
  precision. You can use the Craft activity to create talismans. When you 
  select this feat, you add the formulas for four common talismans to your 
  formula book. 
  HEDGE MAGICIAN UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Magical Crafting. Access DabblerB413. 
  You apprenticed for a time to an artisan who often built magic items, 
  and he taught you many handy shortcuts and cost-saving techniques. 
  Whenever you craft a magic item, you reduce the required gp cost to 
  make the item by 5%. 
  HIGHLANDER APG 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Terrain Stalker. Access BushmanB12. 
  You were born and raised in rugged bad-lands or hills, and you've 
  become something of an expert at evading the predators, monsters, and 
  worse that haunt the highlands. You can use Terrain Stalker in any hilly 
  or rocky habitat and move up to your speed when you do so. 
  HISTORY OF HERESY UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Impure ThinkerB23. 
  Requirements you do not have a class, multiclass or feat that grants 
  divine spells. Trigger you attempt to save against a divine effect. 
  You were raised with heretical views that have made it difficult for you 
  to accept most religious beliefs and often caused you or those you love 
  to be treated as pariahs. As a result, you have turned your back on 
  religious teachings. Treat a critical failure result as a failure, and a 
  success result as a critical success. 
  HISTORY OF MATERIALISM UCA*  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access BushmanB12. 
  Requirements you do not have a class, multiclass or feat that grants 
  occult spells. Trigger you attempt to save against an occult effect. 
  Treat a critical failure result as a failure, and a success result as a critical 
  success. 
  HISTORY OF CIVILIZATION UCA*  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Ancient TravellerB31. 
  Requirements you do not have a class, multiclass or feat that grants 
  primal spells. Trigger you attempt to save against a primal effect. 
  Treat a critical failure result as a failure, and a success result as a critical 
  success. 
  HISTORY OF PHYSICALITY UCA*  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Farm HandB32, GladiatorB33. 
  Requirements you do not have a class, multiclass or feat that grants 
  arcane spells. Trigger you attempt to save against an arcane effect. 
  Treat a critical failure result as a failure, and a success result as a critical 
  success. 
  HORRIFYING MIND UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access AnnihilistB24. 
  Trigger you fail or critically fail against an effect with the Mental trait. 
  You focus your darkest thoughts to retaliate against a mental attack. The 
  attacker, if any, must attempt a Will save against your Will DC. If the 
  reader fails this save, she is frightened 1. If she critically fails, then she is 
  also stupefied 1 for 1 round.  
  HORROR SLAYER APG* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access DevoteeB24, MinionB24, NaturalistB24, Nightmare SlayerB419, 
  SunlessB12. 
  Instructed at a young age in the tenets of your faith, you view the fiends, 
  aberrations, or undead as abominations that must be destroyed, so their 
  souls can journey beyond to be judged. Select either Aberration, Fiend, 
  Elemental, Giant, or Undead. Your attacks against targets with that trait 
  are Forceful. 
  IMPOSING SCION UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Trained in Intimidation. 
  Access Aspiring CaptainB23, Clan TrainingB22, Proud HeritageB22.  
  Restriction once per day. 
  Trigger you are critically successful at an Intimidation check to Coerce. 
  The reputation of your bloodline grants you a degree of fearful respect. 
  You regain 1 focus point. You can't exceed your maximum number of 
  focus points. 
  
   
  INEXORABLE AUTHORITY UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Intimidation.  
  Access JudgeB24, Raised on the SeaB12. 
  Requirements you are pronouncing a lawful judgement that you're 
  legitimately deputed to enforce or pronounce. 
  Trigger you either critically fail or succeed, but not critically succeed an 
  Intimidation check to Coerce or Demoralise a target. 
  When you speak with the full weight of law, your conviction lends you a 
  terrible presence. Treat a critical failure as a failure and a success as a 
  critical success. 
  INFLUENCE UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Society. 
  Access Any AffluentB34 profession; Bounty HunterB32, CelebrityB413, 
  CompetingB23, Heir to a LegacyB11, KnightedB417, Liege LordC11, 
  StudentB32. 
  Trigger you attempt a Society check to Recall Knowledge. 
  Your position in society grants you special insight into others, and special 
  consideration or outright awe from others. Treat a critical failure as a 
  failure.  
  INSPIRED UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  SKILL 
  Access ImpulsiveB24, Champion of a GodB412, Holy EpiphanyB414, 
  ConvertedB415. 
  Frequency once per day. 
  Trigger you fail or critically fail a skill check for a skill in which your 
  proficiency is trained or better. 
  A positive force, philosophy, or divine presence fills you with hope, and 
  is a guiding force of inspiration. You can reroll the triggering check, but 
  you must use the new result, even if it’s worse than your first roll.  
  KILLER UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access First KillE12, ConquestB412, GladiatorB417, The KillB41a. 
  Trigger you critically succeed in a weapon strike and have not yet rolled 
  damage. 
  You made your first kill at a very young age and found the task of war or 
  murder to your liking. You either take particular pride in a well-placed 
  blow or find vile pleasure in twisting the blade to maximize your target's 
  pain. The strike gains the Deadly d10 trait.  
  KIN BOND UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  Access Family CurseB23, Raised by HeritageB11. 
  Frequency once per day. Trigger You fail a saving throw. 
  Requirements your bonded sibling is within 30 feet of you. 
  The bond between you and a close sibling is nearly mystical. Choose a 
  single sibling with whom to share this bond. You may reroll the saving 
  throw using your sibling's saving throw modifier. If you and the sibling 
  are twins or otherwise part of the same litter, you gain a +2 circumstance 
  bonus on the rerolled saving throw. Your sibling must be willing to grant 
  you the reroll. If you fail the saving throw, you and your sibling are dazed 
  for 1 round. 
  KIN GUARDIAN UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Family CurseB23, Raised by HeritageB11. 
  Trigger you attempt a check to Aid a member of your family. 
  You are dedicated to defending members of your family. Treat a critical 
  failure as a failure and a success as a critical success.  
  KNOW THE ENEMY UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in a skill with the Recall Knowledge action. 
  Access Born into BondageB11, GuardianB24, Ancient Hatred B419. 
  Requirements you can see the creatures you are encountering. 
  You know a good deal about your most dire enemies. At the beginning, 
  before rolling for initiative, you can attempt a Recall Knowledge check 
  to identify the creatures you are encountering. 
  LIFE OF TOIL UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Any PoorB32 profession; Born into BondageB11,  
  Child of the RooftopsB12, Freed SlaveB22, GladiatorB417, PrisonerB31. 
  You have lived a physically taxing life, working long hours for a master or 
  to support a trade. Hard physical labour has toughened your body and 
  mind. You gain a +2 circumstance bonus on saves against Disease and 
  Mental effects. 
  LOG ROLLER APG 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Caravel WandererB12, Perfection SeekerB22, WoodlanderB12. 
  The time you spent leaping between slippery logs as they whirled down 
  the river to market taught you how to keep your footing. You gain a +2 
  circumstance bonus to your Reflex DC against Trip attacks. 
  LORE SPECIALIST APG 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in your selected specialist Lore. 
  Access Any LoreE12 story. Frequency once per day. 
  Trigger you fail or critically fail a Lore check in your specialist lore. 
  Select a lore skill in which you are trained. Once per day, if you critically 
  fail a check in that skill you succeed instead, or if you fail you instead get 
  a critical success. 
  Special: You can take this feat once for each qualifying lore event.  
  Each time you select an additional specialist Lore and gain an additional 
  use of Lore Specialist each day. 
  LUCKY IDENTIFICATION UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  SKILL 
  Prerequisites trained in Arcane, Nature, Occult or Religion. 
  Access AntiquarianB34, HedonistB24, SpiritualistB33, Witch WaryB12. 
  Trigger you critically fail in a Recall Knowledge check to identify the 
  abilities and weaknesses of a creature. 
  Your additional training aids in identifying the wiles of your faith's 
  enemies. You reroll the check, this time treating any critical failure 
  results as a failure, and any successful results as a critical success. 
  MAGIC IS LIFE APG 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Agent of BalanceB24, MercenaryB33. 
  Requirements you are under the effects of a spell. 
  Your faith in magic allows you to reflexively use the energy of any spell 
  effect on you to save you from death. You gain a +2 circumstance bonus 
  on saving throws against death effects and you cannot gain the wounded 
  condition. 
  MAGICAL KNACK UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Adopted by DragonsB11, Adopted by FeyB11,  
  Raised Among the DeadB11, Fey MeetingB416. 
  You were raised, either wholly or in part, by a magical creature, either 
  after it found you abandoned in the woods or because your parents 
  often left you in the care of a magical minion. This constant exposure to 
  magic has made its mysteries easy for you to understand, even when 
  you turn your mind to other devotions and tasks. Add your level as a 
  proficiency to untrained Arcana, Nature, Occultism or Religion checks. 
  MAGICAL LINEAGE UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Prerequisites One or more metamagic feats. Access Failed WizardB41b. 
  One of your parents was a gifted spellcaster who not only used 
  metamagic often, but also developed many magical items and perhaps 
  even a new spell or two—and you have inherited a fragment of this 
  greatness. Pick one spell and one metamagic feat when you choose this 
  feat. You can apply the selected metamagic feat to the selected spell the 
  metamagic feat becomes a free action.  The actions needed to cast the 
  spell itself remains unchanged. 
  
   
  MAGICAL TALENT UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Progeny of PowerB11, Magical GiftE12. 
  Either from inborn talent, the whimsy of the gods, or obsessive study of 
  strange tomes, you have mastered the use of a cantrip. Choose one 
  tradition then choose cantrip from that traditions spell list. You can cast 
  this spell at will as an innate spell of the tradition you chose. As usual, a 
  cantrip is heightened to a spell level equal to half your level rounded up. 
  MALLEABLE MAGIC UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Prerequisites Spellcaster. Access Fortune TellerB33, Tomb SeekerB23.  
  Frequency once per day. 
  You can lose a single 1st-, 2nd- or 3rd-level spell slot to regain 1 focus 
  point. You can't exceed the maximum number of focus points in your 
  pool by using this feat. 
  MAJESTIC PERFORMANCE UCA*  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Virtuosic Performer. 
  Access EntertainerB32, SavantE12, VirtuosoB413. Frequency once per day. 
  Trigger you fail or critically fail a performance check that benefits from 
  virtuosic performer 
  You are a virtuoso musician, actor, or storyteller. If you critically fail 
  succeed instead, of if you fail you instead get a critical success. 
  MEDIATOR UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access MediatorB24, Political OppositionB22, Reputable BusinessE12. 
  You have a way with calming tempers, using cool logic to sooth heated 
  disagreements, and you were always the one to settle arguments among 
  your friends, family, and community. You gain a +2 status bonus to the 
  DC of any activity with the emotion trait.  
  MEMORABLE Q&C  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  CONCENTRATE 
  EMOTION 
  GENERAL 
  Access Large FamilyF12. Frequency once per round. 
  Requirements you successfully targeted a foe with an Emotion effect 
  that will end after your turn. 
  You sustain the effect until the end of your next round. 
  MENTORED UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in a Lore. 
  Access Actor of IntrigueB23, Aspiring MonarchB23, Druid CircleB416, 
  LoyalistB23, MentorC11, SmugglerB32, The TrainedB41a. 
  Trigger you aid an ally in attempting a skill. 
  Requirements you must have a trained proficiency or better in a Lore 
  skill related to the task your ally is attempting. 
  A tutor or private instructor guided you in learning your art, profession, 
  or trade, and through your education, you became capable of teaching 
  and guiding others. You gain a +2 circumstance bonus to your Aid check. 
  MILITIA VETERAN APG 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Ride; Trained in any Martial Lore. 
  Access Joined the Watch background. 
  Your first job was serving in a civilian militia in your home town. Skills 
  learned through daily drilling and protecting your fellow townsfolk gave 
  you special insight into military life. You can use any Martial Lore in place 
  of Nature for checks to Ride and on Survival checks in an urban 
  environment. 
  MOBILE MEDIC UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Battle Medicine. Access HealedB415. 
  Your mobility helps to support your allies in the heat of battle.  You stride 
  and apply Battle Medicine. 
  NATURAL-BORN LEADER UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Diplomacy. 
  Access BossC11, Child of the ResistanceB11, Criminal RootsE12, Faction 
  UpbringingB11, OutcastB31, WorldshakerB413, Righteous MentorB414, 
  Religious ColonyB415.  
  Trigger an ally you granted actions to during this encounter attempts a 
  will save against a mind-affecting effect. 
  You've always found yourself in positions where others look up to you 
  as a leader, and you can distinctly remember an event from your early 
  childhood where you led several other children to accomplish a goal that 
  each of you individually could not. You ally receives a circumstance 
  bonus to the save equal to your wisdom modifier (minimum 1). 
  NATURE’S MIMIC UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Nature.  Access Nature’s DiscipleB418. 
  Requirements you have a stance active.  
  Trigger you fail or critically fail a nature check to Command an Animal. 
  Your knowledge of nature informs your fighting style, and that style gives 
  you insight into related aspects of the natural world. Treat a critical 
  failure result as a failure, and a failure result as a success.  
  NO ESCAPE UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access ExecutorB24, Raised by SavagesB11. 
  Restriction you witnessed your target commit a crime. 
  Trigger you attempt an Athletics check to Grapple. 
  Struggle as they might, ne'erdo-wells and vagrants are hard pressed to 
  evade the law once in your clutches. Treat a critical failure as a failure 
  and a success as a critical success. 
  NOT SO RANDOM EFFECTS QAC*  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
   
  Access Divinely MarkedE12. Frequency once per day. 
  Trigger you use a spell or magic item with a randomized effect. 
  You are blessed by your deity. Before you roll to determine the result, 
  you may choose to roll twice and pick either result. 
  OATHBOUND UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
   
  Access AtonementB415, Dread PenanceB414, HenchmanB41a,  
  Ongoing PatronB413, Role ModelC13. 
  Trigger you fail a saving through against a charm or compulsion effect. 
  You have made a solemn oath, and you pursue that oath with 
  headstrong determination. You can reroll the triggering saving throw, 
  but you must use the new result, even if it’s worse than your first roll. 
  ORDINARY UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in stealth. 
  Access AlienB31, EntrapmentE12, Ordinary ChildhoodB0, OrdinaryE12,  
  Uneventful LifestyleB0. 
  Trigger you attempt a stealth check to hide in a crowd. 
  The only thing extraordinary about your appearance is its ordinariness. 
  You carry yourself in an understated way, and many people who see 
  your face soon forget it. Treat a critical failure as a failure and a success 
  as a critical success. 
  OUTCAST’S INTUITION UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Arcana, Nature, Occultism, or Religion. 
  Access FatalistB24, OutcastB41b, Winter’s ChildB12. 
  You are able to sense the motives of others and use that sense to bolster 
  your magic against dispelling. You gain a +2 circumstance bonus to the 
  you spellcasting DC against attempts to counteract your spells. 
  PAIN IS PLEASURE UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access AgitatorB34, Slave MaestroE12, SwindlerB24. 
  Restriction you have less than half your maximum number of hit points. 
  You have discovered a hint of the dark truths that lay hidden within your 
  body. You gain a +1 circumstance bonus on Fortitude and Will saves. 
  
   
  PARTIAL PROTEGE UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Trick Magic Item. Access MerchandiserB33. 
  Trigger you succeed a Trick Magic item check. 
  You are adept at disguising your true talents. Your success lasts until the 
  end of your next turn. 
  PASSIONATE INERTIA UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access HedonistB24, RevolutionaryB22. 
  Your passions drive your thinking so irresistibly that even magic struggles 
  to change your mind. You gain a +2 circumstance bonus on Will saves 
  against mental effects.  
  PAST LIFE UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Alchemical ProdigyB22, ReincarnatedE1. 
  You partially recall your previous life as someone—or something—else. 
  For you, life and death are a cycle, and you have no fear of death. You 
  gain a +2 circumstance bonus on saving throws against fear and death 
  effects.  
  PATIENT OPTIMIST APG  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  SKILL 
  Prerequisites trained in Diplomacy.  
  Access Raised by AngelsB12, GuardianB24, ModerniserB22. 
  Trigger you critically fail in a Diplomacy check to Make an Impression on 
  a hostile or unfriendly creature. 
  You know that all things pass in time and are used to having to repeat 
  arguments multiple times to convince even the most stubborn believer. 
  You reroll the check, this time treating any critical failure results as a 
  failure, and any successful results as a critical success. 
  PERFECTIONIST’S BREW UCA  
  FEAT 3 
  UNCOMMON 
  GENERAL 
  SKILL 
  Prerequisites Alchemical Crafting 
  Access Elixir ResearcherB33, To Recreate a MiracleB411.  
  Frequency once per day. 
  You know that potion recipes should be followed with exact precision. 
  You extend an alchemical elixir to last for double it’s normal duration. 
  PERSUASIVE INSIGHT SH 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Diplomacy. Access Spiritual GuideB33. 
  You were converted to your faith or taught to bargain with spirits for 
  magic by a figure of inspiring insight who taught you to use keen 
  observation in all dealings. You can use your Wisdom modifier in place 
  of your Charisma modifier on Diplomacy checks to make a Request. 
  PLANAR SAVANT UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Occultism. Access Ancient travellerB122. 
  You have always had an innate sense of the workings of the planes and 
  their denizens. You may use your Charisma modifier when making 
  Occultism checks to Recall Knowledge instead of your Intelligence 
  modifier. 
  POSSESSED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Prerequisites trained in a skill that allows you to recall knowledge. 
  Access FiendC11, Undead CrusaderB22. Frequency once per day. 
  You were, or are, possessed in some way by another entity that grants 
  you occasional access to its knowledge. Add your level to any check to 
  Recall Knowledge in a skill in which you are untrained. 
  POVERTY-STRICKEN UCA 
   
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Society. 
  Access Any DestituteB31 profession, ExiledB23, LabourerB32, PovertyB41a. 
  Frequency once per day. 
  Your childhood was tough, and your parents always had to make every 
  copper piece count. Hunger was your constant companion, and you 
  often had to live off the land or sleep in the wild and collect any useful 
  items that you find. You pull an item out of your backpack or pocket that 
  is not recorded on your character sheet.  The item must be 0 level, of not 
  more than light bulk, and worth 1sp or less. 
  If you have expert proficiency in Society the item can be 0 or 1st level 
  and worth up to 1gp, and if you have master proficiency in Society the 
  item can be can up to 2nd level and worth up to 10gp. 
  PRECISE AUGURY QAC*  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Divinely MarkedE1. Frequency once per day. 
  Trigger you or an ally who worships your deity casts augury or a similar 
  effect. 
  You are marked by fate as a future deity—even before this destiny is 
  realized, fate bends to your will. The flat check to avoid a ‘Nothing’ is 
  automatically successful. 
  PRECISE TREATMENT UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Medicine. Access PhysicianB411. 
  You treat others with a clear and calculating intellect. You may use your 
  Intelligence modifier when making Medicine checks to Treat Wounds 
  instead of your Wisdom modifier. 
  PUNISH INSURRECTION UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  Access Aspiring MonarchB22, DespotB24. 
  Restriction your target is a member your organisation or hierarchy who 
  formally answers to you, or who has openly defied the authority or 
  rules of that body, provided the infraction is serious enough that their 
  standing is now less than yours 
  Trigger you fail or critically fail an attack. 
  You relish reminding people who’s in charge. You can reroll the 
  triggering attack, but you must use the new result, even if it’s worse than 
  your first roll. 
  REACTIONARY UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Death in the FamilyE1, Dishonoured FamilyB11,  
  One of a Dying BreedB412, Rootless WandererB12. 
  You were bullied often as a child, but never quite developed an offensive 
  response. Instead, you became adept at anticipating sudden attacks and 
  reacting to danger quickly. You gain a +1 circumstance bonus on your 
  initiative checks. If you have access to the Rage action, you can use it as 
  a free action at the start of an encounter before initiative is rolled.  
  REACTIVE MEDIC UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
   
  Prerequisites Trained in Medicine.  
  Access MedicB33, Restore the LandB23. 
  Trigger an adjacent ally gains the dying condition 
  You reactively support your allies in the heat of battle.  You use Medicine 
  to attempt First Aid the stabilise your ally. If you roll a critical failure treat 
  your result as a failure instead. 
  REDEEMER UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  Access AmbassadorB34, RedeemerB24. 
  Restriction you are acting as a sponsor for a target seeking redemption. 
  Frequency once per hour. 
  Trigger a creature adjacent to you attempts a saving throw. 
  You've always held the strong belief that morality is everyone's choice, 
  and that those who act in wicked ways have simply never been shown 
  how their actions truly affect others. If they could be shown their errors, 
  then they would accept a more positive course of action-and you have 
  just enough patience to see this through. The target creature can reroll 
  the saving throw, but it must use the new result, even if it’s worse than 
  your first roll. 
  
   
  RELUCTANT APPRENTICE UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Arcana, Nature, Occultism, or Religion. 
  Access EsoteristB33, Failed WizardB41b. 
  Your early training grants your knowledge of diverse traditions. You can 
  attempt skill checks for which you need to be trained in Arcana, Nature, 
  Occultism, or Religion even if you are not trained in the skill. When your 
  proficiency in Arcana, Nature, Occultism, or Religion improves you can 
  attempt checks in any of those skills that requires your new proficiency. 
  RESILIENT UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Raised by BeastsB11, Major DisasterE12, Lost in the WildB416, 
  SurvivalB417. 
  Growing up in a poor neighbourhood or in the unforgiving wilds often 
  forced you to subsist on food and water from doubtful sources. You've 
  built up your constitution as a result and gain a +2 circumstance bonus 
  on saves against Poison effects. 
  RICH PARENTS UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Any AffluentB34 background; BoarderB22, Heir to a LegacyB11, 
  InheritanceE12. 
  You were born into a rich family, perhaps even the nobility, and even 
  though you turned to a life of adventure, you enjoy a one-time benefit 
  to your initial finances. Your starting wealth increases to 90 gp. 
  Special: You can only take this feat at first level, and you cannot retrain 
  into or out of it. 
  RIVER RAT APG 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access BoadwrightB33, Caravel WandererB12. 
  You learned to swim right after you learned to walk. As a youth, a gang 
  of river pirates put you to work swimming in night-time rivers and canals 
  with a dagger in your teeth so you could sever the anchor ropes of 
  merchant vessels. You Ignore the penalty for attacking underwater when 
  you strike with a weapon with the finesse trait. 
  SACRED CONDUIT UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Energy InfusedB11. 
  Your birth was particularly painful and difficult for your mother, who 
  needed potent divine magic to ensure that you survived (your mother 
  may or may not have survived). In any event, that magic infused you 
  from an early age, and you now channel divine energy with greater ease 
  than most. Whenever you cast Heal or Harm, you gain a bonus to the 
  save DC equal to your charisma modifier (minimum 1). 
  SACRED TOUCH UCA 
   
  FEAT 10 
  UNCOMMON 
  ANCESTRY 
  CONCENTRATE 
  GENERAL 
  MANIPULATE 
  SKILL 
  Prerequisites expert in Medicine. 
  Access Energy InfusedB11, HealedB415, Marked by the GodsE1, Progeny of PowerB11,  
  Spirit of NatureB416. 
  You were exposed to a potent source of positive energy as a child, 
  perhaps by being born under the right cosmic sign, or maybe because 
  one of your parents was a gifted healer. You may automatically stabilize 
  a dying creature merely by touching it. 
  SEEKER UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
   
  Access VigilanteB24, GiftB413, Knight-ErrantB414, AdventurerB417. 
  Frequency once per day. 
  Trigger Initiative is about to be rolled for an encounter. 
  You are always on the lookout for reward and danger. Automatically 
  critically succeed a perception check to Seek. 
  SELF-MEDICATING UCA* 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Natural Medicine. 
  Access Born into BondageB11, Hatred of CivilizationB412, Left to DieE1, Raised by SavagesB11, 
  SavageB416, SerfB31. 
  You were born and raised in untamed lands far from civilization. You 
  learned to survive in the elements among brutal humanoids and beasts. 
  You may use your Constitution modifier in place of you Wisdom modifier 
  when you use Natural Medicine on yourself. 
  SELF-TAUGHT SCHOLAR UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in a skill with the Decipher Writing activity. 
  Access Born out of TimeB11, ClerkB33. 
  Trigger you attempt a check to Decipher Writing. 
  Being self-taught has made it necessary for you to scour all 
  documentation you can get your hands on. If you critically fail succeed 
  instead, of if you fail you instead get a critical success. 
  SHADOW WHISPERS UCA 
  FEAT 7 
  UNCOMMON 
  ANCESTRY 
  DOWNTIME 
  GENERAL 
  Prerequisites expert in Intimidation.  
  Access CorruptionE12, Faction UprisingB11, NarcissistB24.  
  Restriction you must have spoken to your target within the preceding 
  month.  
  You have a penchant for just knowing others' secrets. Spend 8 hours 
  spreading rumour and gossip about your target then attempt an 
  Intimidation check to Demoralize as normal and record the result. Your 
  target does not need to be present during this downtime.  The result 
  affects the target the next time they hear you speak. 
  SIMPLE DISCIPLE UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Athletics. 
  Access Bellicose HistorianB418, Classically SchooledB418, Disciple of 
  AthleticsB33, Home in the DeepB12, MinionB24, Undersea EnthusiastB12.  
  Frequency once per day. 
  Trigger you fail or critically fail an athletics check to Grapple, Shove, Trip 
  or Disarm.  
  You picked up tricks in Martial Arts during your time at the monestry. If 
  you critically fail succeed instead, of if you fail you instead get a critical 
  success. 
  SPARK OF CREATION UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Eldritch Crafter. Access ActivistB24. 
  Trigger you attempt a Crafting check to create a magical item. 
  You have always had a knack for making useful things, and your talent 
  as an artisan was evident even at an early age. Treat a critical failure as 
  a failure and a success as a critical success. 
  STARCHILD APG  
   
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Survival. Access VigilanteB24. 
  Restriction you can see at least some of the stars in the sky. 
  Frequency once per hour. 
  Your goddess sensed your love of travel and promised you would always 
  be able to find your way home. You automatically critically succeed a 
  Survival check to Sense Direction. 
  STORM TOUCHED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Raised on the SeaB12, Sodden ScavengerB12. 
  You share an affinity with elemental lightning. You gain electricity 
  resistance equal to half your level. 
  SUBJECTIVE TRUTH UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Deception. Access CharlatanB32, PsychopathB24. 
  Restriction your target has never known you to lie to them. 
  Trigger you attempt a Deception check to Lie. 
  You are able to divorce your knowledge of the facts from your beliefs 
  about the truth, and thus from your facial expressions and body 
  language. You gain a +2 circumstance bonus to the check. Treat a success 
  as a critical success.  If you fail or critically fail the target knows you are 
  a liar and becomes immune to your Subjective Truth. 
  
   
  SUPERNATURAL REACTIONS UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Mercane ScionB22, Awakened from StasisE12. 
  You have quick reactions and fierce concentration. You can use Arcana, 
  Nature, Occultism or Religion in place of Perception for initiative rolls, 
  and you gain a +2 circumstance bonus to initiative checks based on 
  Arcana, Nature, Occultism or Religion. 
  SLOW TO TRUST UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access BetrayedE1, Bastard BornB11, Born of ViolenceB11, PariahC11,  
  Secret of the FaithfulE12, SurvivorB22. 
  You discovered that someone you trusted had lied to you, and lied often, 
  about something you had taken for granted, leaving you quick to 
  question the claims of others. You gain a +1 circumstance bonus on 
  Perception checks to Sense Motive. 
  TACTICIAN UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Actor of IntrigueB23, AvengerB23, GuardB32, Lovesick WardenB32, 
  SoldierB32, WarriorB32, SchooledB417. Frequency once per day. 
  Requirements you successfully strike a foe who is later than you in the 
  initiative order, or who is flat-footed against you. 
  You know how to take advantage of enemies who are unprepared for 
  your assault. Treat your success as a critical success. 
  TIRELESS LOGIC UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  SKILL 
  Access FaciliatatorB24, BarristerB34, BureaucratB33, Dangerous 
  IntellectB41c. Frequency once per day. 
  Trigger you attempt an intelligence-based skill check. 
  Your curious mind figures out even the most complex problems. You can 
  roll twice and take the better result. 
  TRUSTWORTHY UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Charming Liar. Access ConfidanteC11, RevolutionaryB23. 
  Trigger you succeed a Deception check to lie. 
  People find it easy to put their faith in you. Treat a critical failure as a 
  failure, and Charming Liar does not limit your number of targets on a 
  critical success. 
  UNABASHED GALL UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access ExiledB22, RebelB24. 
  Requirements you committed an unexpected and outrageously 
  unlawful act (such as knowingly destroying or stealing something) that 
  would elicit a hostile response from a creature you have encountered. 
  Trigger you roll for initiative at the beginning of an encounter 
  Your total indifference to the law even as you're breaking it is such that 
  those watching you are stunned.  You attempt a Deception check against 
  the opponents Perception DC with the following result: 
  Critical Success Your opponent and gains the flat-footed condition 
  against you and your allies until the end of your first turn. 
  Success Your opponent gains the flat-footed condition against you until 
  the end of your first turn. 
  Failure You are flat-footed against your opponent until the end of your 
  first turn. 
  Critical Failure You and your allies are flat-footed against your opponent 
  until the end of your first turn. 
  UNCONVENTIONALLY SKILLED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Access Balanced EducationE12. Frequency once per day. 
  You can apply a physical ability modifier to a skill check instead of its 
  usual mental ability modifier or apply a mental ability modifier to a skill 
  check instead of its usual physical ability modifier. You can only exchange 
  ability modifiers between the following pairings: Strength with 
  Intelligence, Dexterity with Wisdom, and Constitution with Charisma. 
  UNNATURAL REVENGE UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Trained in Intimidation. 
  Access Nature’s FoeB411, Tribal SlayerB12. Frequency once per day. 
  When you use intimidation to Demoralize it loses the Emotion and 
  Mental traits. 
  UNPREDICTABLE UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  SKILL 
  Prerequisites trained in Deception. 
  Access BreatherB12, Chaos EmbracedB412, CompetingB22, FoolC11. 
  Frequency once per day. 
  Trigger you fail or critically fail a deception check. 
  Your actions often seem random and chaotic to others, but there is a 
  method to your madness. You can reroll the check, but you must use the 
  new result, even if it’s worse than your first roll. 
  UNPREDICTABLE REACTIONS UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access People SmugglerB22, SaboteurB24. 
  Your reactions to combat beginning aren't what people expect. During 
  the first round in an encounter any weapon you strike with gains the 
  Agile trait. 
  URBAN JUNGLE UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Survival. 
  Access BohemianB24, Bounty HunterB32, Civilized OutcastB416. 
  You are a child of nature and have found ways to apply your instincts to 
  navigate local laws, customs, and politics. You can use your Survival skill 
  to Recall Knowledge relating to the topics normally covered by Society. 
  VAGABOND CHILD APG  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Thievery. Access The WarB11. 
  Trigger you critically fail a thievery check. 
  You grew up among the outcasts and outlaws of your society, learning 
  to forage and survive in an urban environment. Treat your critical failure 
  result as a failure. 
  VEILED DISCIPLE UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Elite Fighting ForceB418. 
  Trained in espionage, you're at staying on task. You gain a +1 
  circumstance bonus on saving throws against charm and compulsion 
  effects. 
  VETERAN OF BATTLE APG 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access RebelB24, UnifierB22. 
  You have fought in several battles, and each time felt the presence of 
  your god guiding your sword-arm, making you ready to act at a 
  moment's notice. You can draw a weapon when you roll initiative before 
  the beginning of an encounter. 
  VIGILANT BATTLER UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Assassin’s ScionB22, Double AgentB22. 
  You are hard to fool and harder to trick with a feint. You gain a +2 
  circumstance bonus to your perception DC when a foe attempts a 
  deception roll to Feint against you. In addition, if you roll a critical failure 
  when using perception to Sense Motive, treat the result as a failure 
  instead. 
  VOICE OF MONSTERS UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access FuryB24, ModerniserB22. Frequency once per day 
  Your faith leads you to see the power and wonder in even the most 
  horrible abominations. You gain speak with animals as a 2nd-level primal 
  innate spell. When you cast this spell, it can affect animals (as normal) 
  as well as aberrations and beasts that do not normally have a language. 
  
   
  WANDERER’S SHROUD UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access FoundlingE12, Groomed AgentB11, Terrible SecretB414, Wandering 
  SavantB418. 
  Your wanderings often go unnoticed.  Efforts to use the Diplomacy skill 
  to gather information about you take a -1 circumstance penalty, and you 
  gain a +1 status bonus on all saving throws against scrying and mind-
  reading effects that allow saving throws. 
  WATER-TOUCHED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Home in the DeepB12, Undersea EnthusiastB12,  
  Wave-touchedB12. 
  You share an affinity with elemental water. You gain resistance equal to 
  half your level against creatures and attacks with the water trait. 
  WEAPON OF PEACE UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access GuardianB24, Restore the LandB22. 
  Even though you are a trained combatant, proficient with any number 
  of weapons, you don't relish killing your enemies. It's not that you're 
  afraid of seeing blood, but rather that disabling a foe is superior to killing 
  someone capable of admitting defeat. You do not take the normal -2 
  penalty when you make a nonlethal attack with a weapon without the 
  nonlethal trait. 
  WELL-INFORMED UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites trained in Diplomacy.  
  Access BarkeepB33, MediatorB24, Political OppositionB22, SocialiteC11. 
  Trigger you critically fail a Diplomacy check to Gather Information. 
  You make it a point to know everyone and to be connected to everything 
  around you. You frequent the best taverns, attend all of the right events, 
  and graciously help anyone who needs it. Treat your result as a failure 
  instead of a critical failure. 
  WILD ORPHAN UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  SKILL 
  Prerequisites Terrain Expertise.  
  Access GuerrillaB22, OutcastB31, SurvivalistB419. 
  Restriction you are in a terrain which benefits from your Terrain Stalker 
  feat. 
  You grew up separated from your birth parents and had to learn to 
  watch out for yourself. You can use survival in place of diplomacy on 
  Requests. 
  WILDERNESS SURVIVOR APG 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  SKILL 
  Prerequisites trained in Survival.  
  Access BushmanB12, Lovesick WardenB23, ScoutB32, Sodden 
  ScavengerB12. 
  Trigger you attempt a saving throw against a natural effect caused by 
  your selected terrain. 
  You were born and raised among rolling plains or savannas, or in a rocky 
  or icy desert. You spent much of your youth exploring these vast reaches 
  and know many of the terrain’s secrets. Select a Terrain. Before you roll 
  to determine the result of the save, you may choose to roll twice and 
  pick either result. 
  WISDOM IN THE FLESH APG 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access ExecutorB24, Wave-touchedB12. 
  Your hours of meditation on inner perfection and the nature of strength 
  and speed allows you to focus your thoughts to achieve things your body 
  might not normally be able to do on its own. Select Athletics, Acrobatics, 
  Stealth or Thievery.  You make checks with that skill using your Wisdom 
  modifier instead of the skills’ normal ability score. 
  WORLDLY UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  SKILL 
  Access ConscriptedB417, DabblerB413, Imperial ScionB22, Imperial 
  ScionB22, PoliticianB34, RevelationB415, SailorB32, WandererC11, 
  Troubled First LoveE12. Frequency once per day. 
  Trigger you attempt a skill check for a skill that you are untrained in. 
  You have acquired an unusual breadth of life experience—more than 
  others of your age, race, or culture. You can roll twice and take the better 
  result. 
  WRECKING WRATH UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  Access Bonded LabourerB22, FuryB24. Frequency once per day 
  Trigger you critically succeed in a melee weapon attack. 
  Your ferocity is devastating, sometimes even to your own weapons. 
  Double your strength bonus to damage for that attack. On a flat check 
  against DC 5, your weapon gains the broken condition. 
  
   
  F13  CLASS FEATS 
  This section lists uncommon feats that only members of the classes listed in the feat’s traits can access, and only if they meet the access 
  requirements of the feat by having the indicated background. 
  If there are multiple class tags, the feat is available to each of them.  The feat loses any non-matching class traits when selected. 
  Name 
  Level 
  Class 
  Prerequisites/Background 
  Benefits 
   UNCOMMON. 
   
   
   
  ASCENDANT RECOLLECTION 
  1 
  Sorcerer 
  Awakened MonumentB41b 
  Bonus to DC and attacks with bloodline powers 
  BLOODTHIRSTY 
  1 
  Barbarian 
  BloodthirstyB413 
  Once per round disregard the multiple attack penalty of a critically successful strike 
  COLD AND CALCULATING 
  1 
  Ranger 
  Detached ObserverB419 
  Hunt Prey with matching trait at the beginning of an encounter 
  CROSS-KNOWLEDGE 
  1 
  Alchemist 
  Magic of the UninclinedB411 
  Once per day bonus to elixir DC and the elixir becomes arcane. 
  EASY WAY OF THE HARD WAY 
  1 
  Ranger 
  Bounty HunterB419 
  Subdue Hunted Prey without the usual subdual penalty 
  ELDRITCH DELVER 
  1 
  Wizard 
  Hunger for KnowledgeB41c 
  Become trained in Occultism and gain an Occultism skill feat 
  ENDURING MUTAGEN 
  1 
  Alchemist 
  Wasn’t Strong EnoughB411 
  Double the duration of mutagens you drink 
  EVASIVE STING 
  1 
  Ranger 
  Big Game HunterB419 
  Bonus to AC against oversized Hunted Prey 
  FAITH’S HUNTER 
  1 
  Ranger 
  Divine PurposeB419 
  Once per day Sustain a Spell as a free action 
  FATE’S FAVOURED 
  1 
  Sorcerer 
  Too LuckyB41b 
  Increase benefit from Fortune bonuses 
  FOCUSED BURN 
  1 
  Alchemist 
  FirebugB411 
  Double the persistent damage inflicted by Alchemist’s Fire 
  GREATER PURPOSE 
  1 
  Wizard 
  Mortality’s MirrorB41c 
  Bonus to saves against death effects 
  HIDDEN HAND 
  1 
  Monk 
  Secret StudentB418 
  Bonus on Stealth checks to conceal a light weapon and with the first strike in an encounter 
  HUNTER’S KNACK 
  1 
  Ranger 
  SurvivalB419 
  Once per round ready a strike against your Hunted Prey as a free action. 
  INDELIBLE IRE 
  1 
  Barbarian 
  Hated FoeB412 
  React to damage from a critical strike to gain a bonus on strikes against that foe 
  INDOMITABLE FAITH 
  1 
  Champion 
  Zealous DevotionB414 
  Bonus to Will saves 
  KNOWLEDGEABLE CASTER 
  1 
  Sorcerer 
  One of a KindB41b 
  Add your level as a proficiency bonus to untrained Lore checks relating to your sorcerer 
  bloodline. 
  MARTIAL MANUSCRIPT 
  1 
  Monk 
  Lineage HolderB418 
  If you recite your mantra during an unarmed attack, the attack gains the Audible and Deadly 
  d4 traits. 
  MARTIAL PERFORMER 
  1 
  Monk 
  Tournament ChampionB418 
  Deception, Diplomacy, Intimidation or Performance skill increase and skill feat 
  METICULOUS CONCOCTION 
  1 
  Alchemist 
  Formulae SticklerB411 
  Once per day bonus to DC of elixir or bomb 
  PRINCIPLED 
  1 
  Champion, Wizard Moral DebtB414, Unpaid DeptB41c 
  Penalty on Deception checks and a bonus on saves against charm, compulsion and emotion 
  effects 
  RESILIENT CASTER 
  1 
  Wizard 
  Storied LineageB41c 
  Bonus to DC against attempts to counteract your spells 
  SCARRED DESCENDANT 
  1 
  Ranger 
  Blood CleansingB419 
  Cannot critically fail and improved success when tracking a hunted target of the same 
  ancestry. 
  SHROUDED CASTING 
  1 
  Wizard 
  Fitting InB41c 
  For a selected school of magic replace material components with somatic. 
  SCEPTIC 
  1 
  Champion 
  Warrior of TruthB414 
  Bonus to saves against illusions 
  SPIRIT SENSE 
   SECRET . 
  1 
  Monk 
  Spirit TeacherB418 
  Once per round and before initiative attempt perception to Seek invisible or incorporeal 
  creatures 
  STRENGTH FORETOLD 
   METAMAGIC . 
  1 
  Sorcerer 
  Different DreamsB41b 
  Bonus to the DC of a bloodline spell 
  SURPRISE WEAPON 
  1 
  Monk 
  EntrapmentE12,  
  Unsuspecting MasterB418 
  Proficiency with improvised weapons equals proficiency in unarmed attacks 
  TENACIOUS SHIFTING 
  1 
  Wizard 
  Brains over BrawnB41c 
  Extend the duration of transmutation spells 
  TIRELESS AVENGER 
  1 
  Ranger 
  Eye for an EyeB419 
  Track your Hunted Enemy for an additional 4 hours per day without becoming fatigued. 
  UNSCATHED 
  1 
  Sorcerer 
  UnharmedB41b 
  Increase value of existing energy resistance 
  UNSEEN BUT NOT UNDONE 
  1 
  Sorcerer 
  Shameful HeritageB41b 
  Once per day you can replace verbal components with somatic components when casting a 
  bloodline spell. 
  UNSTABLE MUTAGEN 
  1 
  Alchemist 
  Mad AlchemistB411 
  Once per day random change to power of a mutagen 
  VIOLATIVE CONDUIT 
  1 
  Sorcerer 
  Wild TalentB41b 
  Energy spells cause additional damage 
  ASCENDANT RECOLLECTION UCA 
  FEAT 1 
  UNCOMMON 
  SORCERER 
   
  Access Awakened Moment background. 
  Your bloodline is particularly strong. You gain a +1 circumstance bonus 
  to the DC and proficiency bonus of your bloodline powers. 
  BLOODTHIRSTY UCA  
  FEAT 1 
  UNCOMMON 
  BARBARIAN 
  Access Bloodthirsty background. Frequency once per round. 
  Trigger you damage a foe with a critically successful strike. 
  You have a vicious streak, and nothing satisfies you more than warm 
  blood on your hands and blade. Disregard the multiple attack penalty 
  from this strike.  
  COLD AND CALCULATING UCA 
  FEAT 1 
  UNCOMMON 
  RANGER 
  Access Detached Observer background. 
  You are adept at hunting prey of your own ancestry. When you roll 
  initiative and you can see an enemy with a trait matching any one of your 
  own, you can Hunt Prey as a free action, designating that enemy. 
  You can use this free action even if you haven’t identified the creature 
  yet with Recall Knowledge. The benefit doesn’t apply against foes 
  disguised as other creatures. 
  CROSS-KNOWLEDGE UCA 
  FEAT 1 
  UNCOMMON 
  ALCHEMIST 
   
  Access Magic of the Uninclined background. Frequency once per day. 
  You can instil a glimmer of arcane power in your alchemy. You gain a +2 
  circumstance bonus to the DC of an elixir you create with Quick Alchemy. 
  The elixir gains the Arcane trait, and can be counteracted as if it where 
  an arcane spell. 
  EASY WAY OR THE HARD WAY UCA 
  FEAT 1 
  UNCOMMON 
  RANGER 
  Access Bounty Hunter background. 
  You are skilled at subduing your enemies. Whenever you attack your 
  hunted prey with a weapon that deals lethal damage and choose to deal 
  nonlethal damage, you do not take the normal -2 penalty. 
  ELDRITCH DELVER UCA 
  FEAT 5 
  UNCOMMON 
  WIZARD 
  Access Unquenchable Hunger for Knowledge background. 
  You have an unquenchable thirst for knowledge about the world and 
  desire to obtain it first-hand. You become trained in Occultism, or expert 
  if you are already trained. You gain an Occultism skill feat for which you 
  qualify. 
  ENDURING MUTAGEN UCA 
  FEAT 1 
  UNCOMMON 
  ALCHEMIST 
   
  Access Wasn’t Strong Enough. 
  Because of special training, your unique body chemistry, or the 
  uncovering of an alchemical secret, your mutagens last longer. Double 
  the duration of any mutagen you drink. 
  EVASIVE STING UCA  
  FEAT 1 
  UNCOMMON 
  RANGER 
  Access Big Game Hunter background. 
  Larger enemies have a hard time striking you. You gain a +1 circumstance 
  bonus to AC against enemies that are both your Hunted Prey and at least 
  two size categories larger than you. 
  
   
  FAITH’S HUNTER UCA  
  FEAT 1 
  UNCOMMON 
  RANGER 
  Access Divine Purpose background. Frequency once per round. 
  Trigger your strike against a Hunted Prey is a critically success 
  Divine powers smile upon you each time you grievously wound your 
  prey. You can Sustain a Spell as a free action. 
  FATE’S FAVOURED UCA 
  FEAT 1 
  UNCOMMON 
  SORCERER 
  Access Too Lucky background. 
  The fates watch over you. Whenever you benefit from a circumstance 
  bonus from an effect with the fortune trait, increase the bonus by 1. 
  FOCUSED BURN UCA 
  FEAT 1 
  UNCOMMON 
  ALCHEMIST 
   
  Access Firebug background. 
  You know the secret of making punishing fire bombs. Double the amount 
  of persistent damage inflicted by your Alchemist’s Fire. 
  GREATER PURPOSE UCA 
  FEAT 1 
  UNCOMMON 
  WIZARD 
  Access Mortality’s Mirror background. 
  You are convinced you're alive to achieve a great purpose. You gain a +1 
  circumstance bonus on all saving throws to resist death effects. 
  HIDDEN HAND UCA 
  FEAT 1 
  UNCOMMON 
  MONK 
  Access Secret Student background. 
  Your concealed weapons strike fast and true. You gain a +2 circumstance 
  bonus on Stealth checks made to Conceal weapons with light bulk, you 
  can draw a concealed weapon at the beginning of an encounter before 
  you roll for initiative, and you gain +2 circumstance bonus your first 
  strike with that weapon after the encounter begins. 
  HUNTER’S KNACK UCA 
  FEAT 1 
  UNCOMMON 
  RANGER 
  Access Survivalist background. Frequency once per round. 
  When you watch and wait before attacking, your strike is true. You can 
  ready a strike against your Hunted Prey as a free action. 
  INDELIBLE IRE UCA  
  FEAT 1 
  UNCOMMON 
  BARBARIAN 
  Access Hated Foe background. 
  Trigger a foe damages you with a strike that is critically successful. 
  When you are gravely wounded, you're stirred to greater combat focus. 
  Until the end of your next round you gain a +1 circumstance bonus on 
  strikes against the that foe.  
  INDOMITABLE FAITH UCA 
  FEAT 1 
  UNCOMMON 
  CHAMPION 
  Access Zealous Devotion background. 
  You lived in a region where your faith was not popular, but you still have 
  never abandoned it. Your struggle to maintain your own faith has 
  bolstered your drive. You gain a +1 circumstance bonus on Will saves. 
  KNOWLEDGEABLE CASTER UCA 
  FEAT 1 
  UNCOMMON 
  SORCERER 
   
  Access One of a Kind background. 
  Once per day when you cast a divination spell, you can cast that spell as 
  if your caster level were 1 level higher in the appropriate class. Add your 
  level as a proficiency bonus to untrained Lore checks relating to your 
  sorcerer bloodline. 
  MARTIAL MANUSCRIPT  
  FEAT 1 
  UNCOMMON 
  MONK 
  Access Lineage Holder background. 
  You either carry or have memorized a sacred text from your school, 
  temple, or monastery, and its wisdom gives you insight that makes your 
  attacks more devastating. If you recite your mantra during an unarmed 
  attack, the attack gains the Audible and Deadly d4 traits. 
  MARTIAL PERFORMER UCA 
  FEAT 1 
  UNCOMMON 
  MONK 
  Access Tournament Champion background. 
  Your training has made you a martial performer. Take a Deception, 
  Diplomacy, Intimidation, or Performance skill increase and skill feat for 
  which you meet the prerequisites. 
  METICULOUS CONCOCTION UCA 
  FEAT 1 
  UNCOMMON 
  ALCHEMIST 
   
  Access Formulae Stickler. Frequency Once per day 
  Your meticulous carefulness makes your bombs and extracts more 
  potent. You gain a +2 circumstance bonus to the DC of an elixir or the 
  attack roll when throwing a bomb. 
  PRINCIPLED UCA 
  FEAT 1 
  UNCOMMON 
  CHAMPION 
  WIZARD 
  Access Moral Debt or Unpaid Debt background. 
  You hold yourself to a strict code of behaviour that guides your decisions 
  and actions. You take a -2 circumstance penalty on all Deception checks 
  and gain bonus equal to your charisma modifier (minimum 1) on saving 
  throws against charm, compulsion, and emotion effects. 
  RESILIENT CASTER UCA 
  FEAT 1 
  UNCOMMON 
  WIZARD 
  Access Storied Lineage. 
  Your great force of will makes your magic harder to dispel. You gain +1 
  circumstance bonus to your caster DC against attempts to counteract 
  your spells. 
  SCARRED DESCENDANT UCA 
  FEAT 1 
  UNCOMMON 
  RANGER 
  Access Blood Cleansing background. 
  Restriction your Hunted Target is same ancestry as you. 
  Trigger you attempt a Survival check to track your Hunted Target. 
  Your own people are often your prey. Treat your critical failure as a 
  failure, and a success as a critical success. 
  SHROUDED CASTING UCA 
  FEAT 1 
  UNCOMMON 
  WIZARD 
  Access Fitting In background. 
  You have learned the secret to casting some spells without lesser 
  material components. Choose one school of magic when you pick this 
  feat. When you cast spells from that school you may replace any material 
  components with verbal or somatic components. 
  SKEPTIC UCA 
  FEAT 1 
  UNCOMMON 
  CHAMPION 
  Access Warrior of Truth background. 
  Growing up, you were always around magical effects to the extent that 
  you realized much of it was mere smoke and mirrors. You gain a +1 
  circumstance bonus on all saving throws against illusions. 
  SPIRIT SENSE UCA  
  FEAT 1 
  UNCOMMON 
  MONK 
  SECRET 
  Access Spirit Teacher background. 
  Frequency once per round and before initiative is rolled at the start of 
  an encounter. 
  You are so attuned to the spiritual world that it is hard to get the jump 
  on you. You attempt a perception roll to Seek invisible or incorporeal 
  creatures. 
  STRENGTH FORETOLD UCA  
  FEAT 1 
  UNCOMMON 
  SORCERER 
  METAMAGIC 
  Access Dreams of Something Different background. 
  You can channel extra power into one of your bloodline spells. You gain 
  a +2 circumstance bonus to the DC of the next spell bloodline spell you 
  cast. 
  SURPRISE WEAPON UCA 
  FEAT 1 
  UNCOMMON 
  MONK 
   
  Access Unsuspecting Master background. 
  You are skilled at fighting with objects not traditionally considered 
  weapons. Your proficiency with Improvised weapons is the same as your 
  proficiency with Unarmed Attacks. 
  
   
  TENACIOUS SHIFTING UCA 
  FEAT 1 
  UNCOMMON 
  WIZARD 
  Access Brains over Brawn background. 
  You've discovered the secret of stable transmutations. Any 
  transmutation spell you cast upon yourself has its duration increased by 
  2 rounds. Transmutation spells with an instantaneous duration are not 
  affected by this feat. 
  TIRELESS AVENGER UCA 
  FEAT 1 
  UNCOMMON 
  RANGER 
  Access An Eye for an Eye background. 
  You restlessly pursue your enemies. You can track your Hunted Enemy 
  for an additional 4 hours each day without becoming fatigued. 
  UNSCATHED UCA 
  FEAT 1 
  UNCOMMON 
  SORCERER 
  Access Unharmed background. 
  You are amazingly resistant to energy attacks because of either your 
  upbringing or magical experimentation. Each type of energy resistance 
  you have (if any) increases by 2 points. 
  UNSEEN BUT NOT UNDONE UCA 
  FEAT 1 
  UNCOMMON 
  SORCERER 
  Access Shameful Heritage background. Frequency once per day. 
  Without a single gesture, you can unleash a bloodline spell. You can 
  replace verbal components with somatic components when casting a 
  bloodline spell. 
  UNSTABLE MUTAGEN UCA 
  FEAT 1 
  UNCOMMON 
  ALCHEMIST 
   
  Access Mad Alchemist. Frequency once per day. 
  You discovered or were given a secret to make your mutagens more 
  unstable—but also more potent. You can use Quick Alchemy to create 
  an unstable mutagen. It is like a normal mutagen in most ways, but also 
  gains a single benefit or hindrance due to its instability. Roll 1d6 to 
  determine the result of the instability. 
  d6 Result 
  1 
  Double its normal duration. 
  2 
  Half its normal duration. 
  3 
  Treat it as the next highest level variation. 
  4 
  Treat is as the next lowest level variation 
  5 
  Double the penalty or drawback. 
  6 
  Ignore the penalty or drawback. 
  VOLATILE CONDUIT UCA  
  FEAT 1 
  UNCOMMON 
  SORCERER 
  Access Wild Talent background. Frequency once per day. 
  Trigger you cast a spell that deals acid, cold, electricity or fire damage. 
  You discovered a secret that enhances the energy of some spells. The 
  spell deals 1d4 points of extra damage of the same energy type. 
  
   
  F14  NARRATIVE FEATS 
  The pair of a story and goal feat reflects a narrative that shapes your life. Because narrative feats represent both your motivation and character 
  development, the GM should try to incorporate elements related to the feat into the ongoing campaign. These can be direct elements, like the 
  appearance of a villain or hated creature, or indirect elements, such as rumours of the fate of a lost relative or NPCs who are impressed by a 
  PC's artistic endeavours. A good rule of thumb is to work in a reference to each PC's story feat once every three to five sessions. 
  Name 
  Level 
  Narrative 
  Access (Prerequisites) 
   
   UNCOMMON   ANCESTRY  GENERAL . 
   
   
   
  ACCURSED 
  1 
  Story 
  Cursed BirthB11, CursedE1 
   
  UNCURSED 
  3 
  Goal 
   
   
  ARTEFACT HUNTER 
  1 
  Story 
  Artefact ActivationE1 
   
  ARTEFACT INFLUENCE 
  3 
  Goal 
  Artefact AcquiredE4 
   
  ASPIRING ASCENDANT 
  1 
  Story 
  Secret Shame, Bastard-Born 
   
  ARTEFACT INFLUENCE 
  3 
  Goal 
   
   
  ASPIRING CHAMPION 
  1 
  Story 
  Champion of a GodB35, CompetingB23, GladiatorB35, DuelE1 
   
  CHAMPION 
  3 
  Goal 
  Veteran DuellerE4 
   
  ASPIRING DAMNATION 
  1 
  Story 
  Raised by FiendsB11, FiendC11, Fiendish EncounterE1 
   
  DAMNED 
  3 
  Goal 
  Accept DamnationE4 
   
  ASPIRING NOBLE 
  1 
  Story 
  Minute of FameE1 
   
  NOBLE 
  3 
  Goal 
  EnnobledE4 
   
  BLESSED 
  1 
  Story 
  DevotedB35, Marked by the GodsE1, Righteous MentorB35 
   
  ENTHRALLING 
  5 
  Goal 
  MissionaryE4 
   
  CLOUDED MEMORIES 
  1 
  Story 
  ReincarnatedE1, Memory LossE1 
   
  CLEAR RECALL 
  5 
  Goal 
  Recover MemoryE4 
   
  COLONIAL ASPIRANT 
  3 
  Story 
  Famous ExpeditionE1 
   
  NATION BUILDER 
  7 
  Goal 
  Nation FoundedE4 
   
  CORDIAL RELATIONS 
  1 
  Story 
  Mistaken LoveC12, Troubled First LoveE12, Unwanted LoveC12 
   
  EMOTIONALLY SECURE 
  7 
  Goal 
  Reject LoverE4 
   
  CORRUPT ASPIRANT 
  1 
  Story 
  Marked by the GodsE1, Disturbing VisionE1 
   
  PROPHET OF CORRUPTION 
  3 
  Goal 
  Mass ConversionE4 
   
  DEIFIC INTERVENTION 
  5 
  Story 
  ApotheosisE1 
   
  DEIFIC INTERFERENCE 
  10 
  Goal 
  ?? 
   
  DISTRACTING CRITICAL 
   INCAPACITATION   VISUAL . 
  1 
  Story 
  Adopted by DragonsB11, Proud Heritage B35 
   
  FRIGHTENING CRITICAL 
   INCAPACITATION   VISUAL . 
  3 
  Goal 
  Personal VictoryE4 
   
  DIVINE CONFIDANTE 
  3 
  Story 
  Secret of the FaithfulE12 
   
  DIVINATION MIRROR 
  1 
  Story 
  UndercoverE1 
   
  DIVINATION CANVAS 
  5 
  Goal 
  Inside JobE4 
   
  DOOMED CRUSADER 
  1 
  Story 
  Cursed LoveC12, Doomed LoveC12, Unrequited LoveC12 
   
  TENACIOUS CRUSADER 
  5 
  Goal 
  Freed from EvilE4, CorruptedE4 
   
  ELDRITCH APPRENTICE 
  1 
  Story 
  The Way Things WorkB35, Invent SpellE1 
   
  ELDRITCH RESEARCHER 
  12 
  Goal 
  Invent Powerful SpellE4 
   
  EVIL PURCHASES 
  1 
  Story 
  Secret Society InducteeE1, Raised by FiendsB11 
   
  NOT-SO-EVIL CASTER 
  8 
  Goal 
  Evil LibraryE4 
   
  FACTION SPOTTER 
  1 
  Story 
  Child SoldierE1, DraftedE1, Faction War SurvivorE1 
   
  FACTION BANE 
  5 
  Goal 
  Faction SlayerE4 
   
  FEARLESS ZEAL 
  1 
  Story 
  DevotedB35, Moral DebtB35, OrdainedE1 
   
  FEARLESS SACRIFICE 
  11 
  Goal 
  MartyredE4 
   
  FERAL HEART 
  1 
  Story 
  Raised by BeastsB35, Feral SurvivalE1 
   
  FERAL EMBRACE 
  11 
  Goal 
  Civilized SpouseE4 
   
  FEUD 
  1 
  Story 
  An Eye for an EyeB35, Hated FoeB35, RaidersE12, VengeanceB35, 
  RobbedE1 
   
  BLOOD FEUD 
  11 
  Goal 
  GenocideE4 
   
  FORCEFUL SURPRISE 
  1 
  Story 
  Eye for an EyeB35, InjusticeE1, RaidersE12 
   
  PAINFUL SURPRISE 
  5 
  Goal 
  JusticeE4 
   
  FORTUNATE THIEF 
  1 
  Story 
  GreedB35, HeistE1 
   
  REACTIVE DISARM 
  3 
  Goal 
  Infamous ThiefE4 
   
  FUGAL SUSTENANCE 
  1 
  Story 
  BloodthirstyB35, OmenB11, Tree TenderB35, Unsuspecting 
  MasterB35 
   
  HERO’S SUSTENANCE 
  3 
  Goal 
  Emotional VictoriesE4 
   
  GHOST FRIEND 
  1 
  Story 
  Ghostly EncounterE1, Raised Among the DeadB11, UnlivingC11 
   
  GHOSTLY TRUTHS 
  7 
  Goal 
  Lay to RestE4 
   
  GLIMPSE BEYOND 
  1 
  Story 
  Horror EncounterE1, Raised Among the Dead, UnlivingC11 
   
  BEYOND MADNESS 
  3 
  Goal 
  Slain by MadnessE4 
   
  GOOD PURCHASES 
  1 
  Story 
  Raised by AngelsB11, Secret Society InducteeE1 
   
  NOT-SO-GOOF CASTER 
  8 
  Goal 
  Good LibraryE4 
   
  HIDDEN CREDENTIALS 
   MISFORTUNE  . 
  1 
  Story 
  Any destitute or poor background. 
   
  FAKED CREDENTIALS 
   MISFORTUNE  . 
  3 
  Goal 
  Noble ImposterE4 
   
  IMPRESSIVE REQUESTS 
   EXPLORATION  . 
  1 
  Story 
  Negotiated EncounterE1, BossC11, Liege LordC11, SocialiteC11 
   
  REPEATED REQUESTS 
  6 
  Goal 
  Negotiation VeteranE4, Puppet MasterE4 
   
  INNATE DISGUISE 
  1 
  Story 
  Self ExileE1 
   
  PERSISTENT DISGUISE 
  3 
  Goal 
  Emancipated VictoryE4 
   
  INNER RESERVE 
  1 
  Story 
  ApotheosisE1, Cursed BirthB11, Left to DieE1, ProphesisedE1, 
  ReincarnatedE1 
   
  AVERSE TO DEATH 
  3 
  Goal 
  Divine EncounterE4 
   
  INNOCENT BLOOD 
  1 
  Story 
  First KillE12, SlaughterE1 
   
  SLAYER OF THE INNOCENT 
  3 
  Goal 
  Blood BathE4 
   
  INSPIRING COMMANDER 
  1 
  Story 
  Siege CommanderE1 
   
  SIEGE COMMANDER 
  3 
  Goal 
  Stronghold EstablishedE4 
   
  LACKING IN EMOTION 
  1 
  Story 
  Dead InsideE1, Soul SurvivorE1, SunlessB12 
   
  MASTERY OF EMOTION 
  5 
  Goal 
  Emotional PurgeE4 
   
  LIBERATOR 
  1 
  Story 
  EnslavedE1, ImprisonedB23, KidnappedE12 
   
  
   
  LIBERATING AURA 
  5 
  Goal 
  LiberationE4 
   
  LOST LEGACY 
  1 
  Story 
  Evidence of Birth-rightE1 
   
  RESTORED LEGACY 
  3 
  Goal 
  Birth-right RestoredE4 
   
  MASKED ALIGNMENT 
  1 
  Story 
  BetrayalE1, Public Family Secret E1 
   
  FAKED ALIGNMENT 
  5 
  Goal 
  Family RedeemedE4 
   
  MISSED ME 
   FORTUNE  . 
  1 
  Story 
  Betrayed E1 
   
  COVER ME 
  3 
  Goal 
  JusticeE4 
   
  MONSTER VENDETTA 
  1 
  Story 
  Monster SurvivorE1 
   
  MONSTER HUNTER 
  1 
  Story 
  DutyB35, RaidersE12, Monster SurvivorE1 
   
  MONSTER BANE 
  5 
  Goal 
  Monster DefenderE4, Monster SlayerE4 
   
  MONUMENT ARCHITECT 
  1 
  Story 
  Famous ArchitectE1 
   
  MONUMENT BUILDER 
  11 
  Goal 
  Monument ConstructedE1 
   
  NEURAL COMPASS 
  1 
  Story 
  ExplorerE1, SurvivalB35 
   
  TREKKER 
  5 
  Goal 
  Dangerous JourneyE4 
   
  ONE OF THE WATCH 
  1 
  Story 
  Bounty HunterB35, LawbringerE1 
   
  WATCH VETERAN 
  5 
  Goal 
  Criminal CrackdownE4 
   
  WATCH CAPTAIN 
  10 
   
   
   
  PERCEPTIVE DEFENCES 
  5 
  Story 
  Successful CommanderE1 
   
  PERCEPTIVE ENCOUNTERS 
  9 
  Goal 
  AmbusherE1 
   
  POPULAR ARTISTE 
  1 
  Story 
  VirtuosoB35, Famous ArtistE1 
   
  RENOWNED ARTISTE 
  3 
  Goal 
  Acclaimed Theatre RunE4, Artistic PatronE4, MasterpieceE4 
   
  PORTAL TRAVELLER 
  5 
  Story 
  Any planar heritage or origin 
   
  ACCURATE TRAVELLER 
  8 
  Goal 
  Planer ExplorerE1, Planer ResidentE1 
   
  PROSPEROUS INSTINCT 
  1 
  Story 
  InheritanceE12, SocialiteC11, WorldshakerB35 
   
  PROSPEROUS TOUCH 
  3 
  Goal 
  Community ExpandsE4 
   
  PROTECTION FROM EVIL AGGRESSOR 
  1 
  Story 
  Blessed EncounterE1, Blessed BloodlineA?, Zealous DevotionB35  
  AURA OF PROTECTION FROM EVIL 
  3 
  Goal 
  Redemption EncounterE4 
   
  PROUD TO HELP 
  1 
  Story 
  Planer ExplorerE4, Planer ResidentE4 
   
  PROUD TO SHINE 
  3 
  Goal 
  Community ExpandedE4 
   
  PURIFIER 
  1 
  Story 
  BlightE1, Corrupted FriendE1 
   
  PURIFIED 
  3 
  Goal 
  Remove CorruptionE4 
   
  REDEMPTION 
  1 
  Story 
  Dishonoured B11, Code ViolationE1 
   
  REDEEMED 
  5 
  Goal 
  Atoning QuestE4 
   
  REMOTE MEDICINE 
  1 
  Story 
  HealedB35, Combat HealingE1 
   
  INSPIRING MEDICINE 
  8 
  Goal 
  Battlefield HealerE4 
   
  COMMUNAL MEDICINE 
  16 
   
   
   
  REQUEST A PAUSE 
  1 
  Story 
  ConciliatorE1 
   
  FREQUENT PAUSES 
  3 
  Goal 
  Seasoned NegotiatorE4 
   
  REQUEST CLEMENCY 
  1 
  Story 
  ConciliatorE1 
   
  FREQUENT CLEMENCY 
  3 
  Goal 
  Seasoned ClemencyE4 
   
  RESILIENT 
  1 
  Story 
  SubduedE1, BoarderB12, HumiliationE1 
   
  ASTOUNDING RESILIENCE 
  5 
  Goal 
  Humiliating VictoryE4 
   
  RESIST FIENDS 
  1 
  Story 
  Fiendish MurderE1, Hated FoeB35, An Eye for an EyeB35 
   
  DEATHLY BANISHMENT 
  7 
  Goal 
  Redeem CultistE4 
   
  RIGHTEOUS ASPIRANT 
  1 
  Story 
  Marked by the GodsE1, Righteous VisionE1  
   
  PROPHET OF RIGHTEOUSNESS 
  3 
  Goal 
  Mass ConversionE4 
   
  RIVAL 
  1 
  Story 
  Nemesis EmergesE1 
   
  FALLEN ENEMY 
  3 
  Goal 
  Enemy SlainE4 
   
  SENSE ALIGNMENT 
  1 
  Story 
  Enemy CultE1, Ordained TargetE1 
   
  LOCATE ALIGNMENT 
  5 
  Goal 
  Cult EradicatedE4 
   
  SHAMED 
  1 
  Story 
  Bastard BornB11, HumiliationE1 
   
  SHAMELESS 
  3 
  Goal 
  Chosen HeroE4, HonouredE4, Public VictoryE4 
   
  SKILFUL 
  1 
  Story 
  Rival EmergesE1 
   
  SKILFUL ASSURANCE 
  5 
  Goal 
  Rival ThwartedE4 
   
  SLAVE-FRIEND 
  1 
  Story 
  Slave EmancipationE1 
   
  SLAVERS-BANE 
  5 
  Goal 
  LiberationE4 
   
  SLAVE RUNNER 
  1 
  Story 
  Slave EmancipationE1 
   
  SLAVE UNDERGROUND 
  5 
  Goal 
  LiberationE4 
   
  SPECIES INFLUENCE 
  1 
  Story 
  Planar OfferingB11, Refused Valuable OfferE1 
   
  ANCESTRY INFLUENCE 
  7 
  Goal 
  Accepted Valuable OfferE4 
   
  TAUNT THE REAPER 
  1 
  Story 
  Death in the FamilyE1, The WarB2, Preventable DeathE1 
   
  DENY THE REAPER 
  10 
  Goal 
  Return Ally to LifeE4 
   
  LIBERATING VOICE 
  9 
   
   
   
  TRAP INSTINCT 
   FORTUNE  . 
  1 
  Story 
  Archaeological DiscoveryE1 
   
  AMATEUR TRAP FINDER 
  7 
  Goal 
  Archaeological PublicationE4 
   
  TRUE LOVES LOST 
  1 
  Story 
  any paramourC12, For LoveB35 
   
  TRUE LOVE 
  3 
  Goal 
  Return Reunited LoversE4 
   
  UNFORGOTTEN 
  1 
  Story 
  Major DisasterE12, MissingE1 
   
  FOUND 
  3 
  Goal 
  RescueE4 
   
  VENGEFUL 
  1 
  Story 
  RaidersE12, VengeanceB35, MurderE1 
   
  AVENGED 
  8 
  Goal 
  VengeanceE4 
   
  
   
  ACCURATE TRAVELLER Q&C 
  FEAT 8 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Portal Traveller.  
  Access Planer ExplorerE4 or Planer ResidentE4 goal. 
  The confines of the Material Plane cannot sate your wanderlust, and you 
  walk between alternate spheres of reality unhindered. As Portal 
  Traveller and whenever you cast a spell or use a magic item to travel to 
  another plane, you always arrive exactly where you had intended.  
  ACCURSED UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Cursed BirthB11 origin or CursedE1 story.  
  Goal Curse RemovedE4 to retrain into Uncursed. 
  Trigger you are the target of a spell. 
  Your curse weighs down your soul like a millstone around your neck 
  causing your aura to interfere with magic cast upon you. Attempt a DC 3 
  flat check. If you succeed the spell has no effect on you. 
  ANCESTRY INFLUENCE AOE* 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Species Influence.  
  Access Accepted Valuable OfferE4 goal. 
  As species influence except it applies to any individual with the same 
  ancestry as your selected species. 
  AVERSE TO DEATH UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Inner Reserve.  
  Access Divine EncounterE1 or Left to Die E1 story. 
  You don't die until you reach Dying 5.  
  ARTEFACT HUNTER QAC  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Artefact ActivationE1 story. 
  Goal Artefact AcquiredE4 to retrain into Artefact Influence. 
  Requirement the item is invested and has an activation of one or more 
  actions. Frequency once per day. 
  You seek an artefact—either a specific one or merely any item of 
  legendary prowess. You can shorten the activation time of an item by 
  one action.  The item is then immune to this ability for 24 hours. 
  ARTEFACT INFLUENCE UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Artefact Hunter. Access Artefact AcquiredE4 goal. 
  Requirements you are carrying an artefact. 
  You learn how to coax the most out of your magic items. As Artefact 
  hunter but without the once per day limit. 
  ASPIRING CHAMPION UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  LINGUISTIC 
  MENTAL 
  STORY 
  Access Champion of a GodB35 barbarian profession, GladiatorB35 fighter 
  profession, or DuelE1 story. 
  Goal Veteran DuellerE1 to retrain into Champion. 
  Declare a duel to one foe within 50 feet and in line of sight. You gain a 
  +1 circumstance bonus on attack rolls and AC against that foe until the 
  duel ends, an ally threatens that opponent (in which case you take a —
  2 circumstance penalty on attack rolls and to AC until the end of your 
  next round), or your foe moves more than 50 feet from you. You foe then 
  becomes temporarily immune to further duels from you for 24 hours. 
  ASPIRING DAMNATION UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Raised by FiendsB11 origin, FiendB11 associate,  
  or Fiendish EncounterE4 story.  
  Goal Accept DamnationE1 to retrain into Damned. 
  From your earliest days, you were destined to sacrifice everything in 
  your quest for power. You gain a +1 status bonus on the DC and spell 
  attack roll of spells, and Deception, Diplomacy and Intimidate based 
  checks targeting evil creatures. You take a —2 penalty on the same 
  checks targeting good creatures. 
  ASPIRING NOBLE UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Prerequisites you are a member of an established family that is yet 
  unrecognized as nobility. Access Minute of FameE1 story. 
  Goal EnnobledE4 to retrain into Noble. 
  You strive to be seen as a legitimate noble. You have learned to further 
  your name among the people. Choose a settlement. While in your 
  chosen settlement, you gain a +1 status bonus on checks with the 
  Linguistic trait when dealing with the commoners of that settlement. 
  ASTOUNDING RESILIENCE AOE* 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Resilience. Access Humiliating VictoryE1 story. 
  As Resilient, and you also reduce the penalty you take from the Drained 
  and Enfeebled by 1. 
  AURA OF PROTECTION FROM EVIL Q&C* 
  FEAT 5 
  UNCOMMON ANCESTRY AURA DIVINE GENERAL GOOD GOAL 
   
  Prerequisites Protection from Evil AggressorF13.  
  Access Redemption EncounterE1 story.  
  You gain the benefit of protection as a constant spell,  heightened to half 
  your level, but it can only protect against evil creatures.  
  AVENGED UCA 
  FEAT 8 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Vengeful. Access VengeanceE4 goal.  
  You gain a +1 status bonus on all saving throws.  
  BEYOND MADNESS UCA 
  FEAT 7 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Glimpse Beyond. Access Slain by MadnessE4 goal. 
  Your thought patterns are chaotic and labyrinthine, and you no longer 
  have the mental clarity granted by your Glimpse Beyond. Any sane 
  creature that attempts to read your thoughts takes 1d6 points of mental 
  damage if they fail a Will save against your class or highest caster DC. At 
  the end of each of your turns reduce the value of the Drained and 
  Stupefied conditions by 1. You take a —2 penalty on Will saving throws.  
  BLESSED PF131*  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access DevotedB35 cleric profession, Marked by the GodsE1 story, 
  Righteous Mentor B35 champion profession.  
  Goal MissionaryE4 to retrain into Enthralling. 
  You seek to lead others through your pious example. You can cast Bless 
  once per day as an innate divine spell. 
  BLOOD FEUD UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Flood Feud. Access GenocideE4 goal. 
  You retain the benefits of Blood Feud and the status bonus increase to 
  +2, and your Blood Feud weapon attacks are always agile.  
  CHAMPION UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  LINGUISTIC 
  MENTAL 
  Prerequisites Aspiring Champion.  
  Access Veteran DuellerE4 goal. 
  As per Aspiring Champion except your bonuses for duels increase to +2 
  and any strike you make against such a foe gains the Deadly d6 trait. 
  CLEAR RECALL UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  FORTUNE 
  GOAL 
  Prerequisites Forgotten Past. Access Recover MemoryE4 goal. 
  You roll twice whenever you attempt a saving throw against an effect 
  with the mental trait, keeping the better result. 
  CLOUDED MEMORIES UCA* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  FORTUNE 
  STORY 
  Access ReincarnatedE1 story or Memory LossE1 story. 
  Goal Recover MemoryE4 to retrain into Clear Recall. 
  A pivotal event from your past eludes your memory. If you critically fail 
  a save against an effect with the Mental trait you can reroll the save, 
  although you must keep the second result. 
  
   
  COLONIAL ASPIRANT UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Famous ExpeditionE1 story. 
  Goal Nation FoundedE4 to retrain into Nation Builder. 
  The land calls to you to conquer it and forge a realm all your own. When 
  in either unclaimed wilderness or land under your own control, you 
  receive a +1 status bonus on Society, Nature and Survival checks.  
  CORDIAL RELATIONS HA* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Mistaken LoveC12 paramour, Troubled First LoveB24 role or 
  Unwanted LoveC12 paramour. 
  Goal Reject LoverE4 to retrain into Emotionally Secure. 
  When you attempt a Deception, Diplomacy, or Intimidate check against 
  your would-be lover or her minions, treat any critical failure as failure 
  and any success as a critical success.  Likewise, if your would-be lover 
  attempts any of those checks on you. 
  COMMUNAL MEDICINE UCA 
  FEAT 16 
  ANCESTRY 
  GENERAL 
  Prerequisites legendary in medicine, Inspiring Medicine, Ward MedicPF. 
  As Inspiring Medicine except you can remotely treat everyone within 30 
  feet of you. 
  CORRUPT ASPIRANT UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Marked by the GodsE1 story or Disturbing VisionE1 story. 
  Goal Mass ConversionE4 to retrain into Prophet of Corruption. 
  Restriction you are evil and worship an evil deity. 
  Trigger you cast a harmful spell on an enemy. 
  You gain a +1 status bonus to AC for 1 round per spell level.  
  COVER ME UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Missed Me. Access JusticeE4 goal.  
  You grow more confident in reading others, if not exactly more trusting 
  of them. As Lucky Friendly Fire and you also gain light cover against any 
  reactions made against you, if an ally is threatening the creature making 
  the attack. In addition, your allies and enemies no longer provide cover 
  on attacks you make against other creatures. 
  DENY THE REAPER UCA 
  FEAT 10 
  UNCOMMON 
  ANCESTRY 
  AURA 
  GENERAL 
  GOAL 
  Prerequisites Deny the Reaper. Access Return Ally to LifeE4 goal. 
  As Taunt the Reaper except the bonus increases to +2 if you have expert 
  proficiency in Medicine, +3 if you have master proficiency, and +4 if you 
  have legendary proficiency. In addition, you and each ally within 10 feet 
  of you gain the same circumstance bonus on saves against death effects, 
  and once per day you can cast breath of life as an innate divine spell. 
  DAMNED UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Aspiring Damnation. Access Accept DamnationE4 goal. 
  You gain a +2 status bonus to your charisma. This bonus can't be 
  dispelled or removed save by the direct intervention of a deity. In 
  addition, you gain a +2 status bonus on checks targeting creatures with 
  the good trait. If you die while under the effects of this agreement, you 
  can't be brought back from the dead unless your patron permits it.  
  Special this feat immediately retrains as Aspiring Damnation if you 
  renege on the arrangement by which you traded your soul. 
  DEATHLY BANISHMENT Q&C* 
  FEAT 7 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Resist Fiends. Access Cleanse CultE4 or Redeem CultistE4 
  goal. Frequency once per day after a full night s rest and. 
  Requirements you had a full night’s rest and where fully healed since 
  the last time you used this ability. 
  Trigger you receive the Dying condition as a result of damage from a 
  fiend or fiend worshiper. 
  You allow righteous energy to pour through you and into your attacker, 
  giving you the effects of Banishment as an innate divine spell heightened 
  to half your level. The target takes a -2 circumstance penalty to its save 
  as if you had extended the spell with an additional action.  
  Special you also retain the benefits of Resist Fiends. 
  DEIFIC INTERFERENCE QAC* 
    
  FEAT 10 
  UNCOMMON ANCESTRY FORTUNE GENERAL GOAL MISFORTUNE 
   
  Access JusticeE4 goal. Frequency once per encounter.  
  Trigger a creature within 100 feet of you rolls for a check. 
  As per Deific Intervention except for the frequency and irrespective of 
  the result the target is immune to Deific Interference for 24 hours. 
  DEIFIC INTERVENTION QAC 
    
  FEAT 5 
  UNCOMMON ANCESTRY FORTUNE GENERAL MISFORTUNE STORY 
   
  Access Apotheosis story. Frequency once per day.  
  Trigger a creature within 100 feet of you rolls for a check. 
  You are marked by fate as a future deity—even before this destiny is 
  realized, fate bends to your will. You cause the creature to roll twice. 
  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. 
  DISTRACTING CRITICAL PF131*  
  FEAT 1 
  UNCOMMON ANCESTRY GENERAL INCAPACITATION STORY VISUAL 
  Access Adopted by DragonsB11 origin or Proud HeritageB35 sorcerer 
  profession.  
  Goal Personal VictoryE4 to retrain into Frightening Critical. 
  Trigger you critically succeed a weapon strike against a target that is 
  not threatened by anyone else. 
  You are dauntless in battle, and your lineage echoes with awe-inspiring 
  power. Opponents within 30 feet of you that can clearly see you must 
  succeed at a Will save against your class or caster DC or become flat-
  footed against you and your allies until the start of your next turn. 
  DIVINATION CANVAS SH*  
  FEAT 5 
  UNCOMMON ANCESTRY CONCENTRATION GENERAL GOAL 
  Prerequisites Divine Mirror. Access Inside JobE4 goal.  
  Frequency once per encounter. 
  Trigger you succeed at a saving throw to avoid a divination. 
  As Divination Mirror except the frequency, you get a will saving throw 
  against all Divination effects even if it does not normally allow one, and 
  if your save if successful the spell either reveals nothing about you or 
  you fabricate false information. 
  DIVINE CONFIDANTE UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Prerequisites Trained in Perception. 
  Access Secret of the FaithfulE12 story. 
  Trigger You critically fail a Perception check to Sense Motive to get 
  hunches about those who discuss matters of faith, mythology, 
  morality, religion, or the Outer Planes with you. 
  You were inspired with the reverence offered by worshipers to priests 
  and other spiritual leaders, so you assisted them. Treat your result as a 
  failure instead of a critical failure. 
  DIVINATION MIRROR SH*  
  FEAT 1 
  UNCOMMON ANCESTRY CONCENTRATION GENERAL STORY 
  Access UndercoverE1 story.  
  Goal Inside JobE4 to retrain into Divination Canvas. 
  Frequency once per day. 
  Trigger you succeed at a saving throw to avoid a divination. 
  You have sacrificed your true identity. You learn what the divination 
  would have revealed and cause it to return appropriate false information 
  you imagine that would fit with your cover identity.  
  DOOMED CRUSADER AOE 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Cursed LoveC12, Doomed LoveC12, or Unrequited LoveC12 
  paramour. Goal Freed from EvilE4 or CorruptedE4 to retrain into  
  Tenacious Crusader. 
  Select evil divine casters, evil arcane casters, undead creatures, or 
  humanoid shapeshifters. When you would normally gain the dying 
  condition from an attack from such a creature, you instead immediately 
  gain the Doomed 1 condition and a number of hit points equal to your 
  character level.  
  
   
  ELDRITCH APPRENTICE UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access The Way Things WorkB35 wizard profession or Invent SpellE1 story. 
  Goal Invent Powerful SpellE4 to retrain into Eldritch Researcher. 
  You seek new applications for magical energy. You gain a +1 status bonus 
  to the DC and spell attack roll of spell you've created, and on Arcana or 
  Occult checks to Identify a Spell.  
  ELDRITCH RESEARCHER UCA 
  FEAT 13 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Eldritch Apprentice. Access Spellcraft MasteryE4 goal. 
  You retain the benefits of Eldritch Researcher. The bonus increases to +2 
  if you have expert proficiency in Arcana or Occultism, +3 if you have 
  master proficiency, and +4 if you have legendary proficiency. In addition, 
  when you apply a metamagic feat to a self-created spell, reduce number 
  of actions needed to cast it by one (to a minimum of 1 action). 
  EMOTIONALLY SECURE Q&C* 
  FEAT 7 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Skilful. Access Reject LoverE4 goal. 
  You gain a status bonus equal to your charisma modifier on all will saves 
  with the enchantment, emotion or fear traits. 
  ENTHRALLING PF131*  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Blessed. Access MissionaryE4 goal.  
  As per Blessed and you can also cast Enthral or Suggestion once a day as 
  a divine innate spell. 
  EVIL PURCHASES HA* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Raised by FiendsB11 origin or Secret Society InducteeE1 story. 
  Goal Evil LibraryE4 to retrain into Not-so-evil Caster. 
  Some fools fear the written word, but you that understand knowledge—
  all knowledge—is a valuable tool and restricting it out of superstition is 
  abominable in your eyes. You can always purchase item with the evil 
  trait at a 10% discount, even if they are not normally available in a 
  settlement because of its size or the local laws.  
  FACTION BANE AOE* 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Faction Spotter. Access Faction SlayerE4 goal.  
  As Faction Spotter and you treat any critical failure against the effects of 
  that faction as a failure, and any of your successes targeting that breed 
  as a critical success. 
  FACTION SPOTTER AOE* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Child SoldierE1 story, DraftedE1 story, or Faction War SurvivorE1 
  story. Goal Faction SlayerE4 to retrain into Faction Bane. 
  Choose one organisation, ethnicity or heritage that has, as a group, 
  previously defeated you in combat. When you attempt a perception 
  check to determine if a given creature is a member of the selected 
  faction treat any critical failure or failure as a success. 
  FAKED ALIGNMENT PF131* 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Masked Alignment. Access Family RedeemedE4 goal.  
  As Masked Alignment and you can choose your fake alignment. 
  FAKED CREDENTIALS HOTHC* 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  MISFORTUNE 
  Prerequisites Hidden Credentials. Access Noble ImposterE4 goal. 
  You put on airs and others believe your tales. As Hidden Credentials and 
  you also receive a +5 status bonus to the DC of any Recall Knowledge 
  checks against you and treat any critical failure reveals your previously 
  fabricated fake credentials rather than a randomly incorrect result. 
  FALLEN ENEMY UCA 
  FEAT 13 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  OCCULT 
  Prerequisites Rival. Access Enemy SlainE4 goal. 
  As Rival except haste is heightened to 7th level. 
  FEARLESS SACRIFICE UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  LINGUISTIC 
  MENTAL 
  Prerequisites Fearless Zeal. Access MartyredE4 goal.  
  Frequency once per day. 
  You died and came back, becoming a living symbol of faith. You can 
  inspire those within 30 feet who share your faith to great effort, granting 
  them, and yourself, a +1 status bonus on attack rolls and saving throws 
  for 1 minute.  
  FEARLESS ZEAL UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access DevotedB35 cleric profession, Moral DebtB35 champion 
  profession, or OrdainedE1 story.  
  Goal MartyredE4 to retrain into Fearless Sacrifice. 
  Frequency once per day. 
  You're willing to lay down your life for your faith. You gain a +1 status 
  bonus on any single attack roll or saving throw. 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.  
  FERAL EMBRACE UCA  
  FEAT 11 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Feral Heart. Access Civilized SpouseE4 goal. 
  Delay the penalties for the fatigued, frightened, and sickened conditions 
  until the beginning of your next round. If the condition has a duration, 
  that duration is extended by 1 round. 
  Special you also retain the benefits from Feral Heart.   
  FERAL HEART UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Feral SurvivalE1 story. 
  Goal Civilized SpouseE4 to retrain into Feral Embrace. 
  Trigger You receive a status bonus on Strength or attack rolls (such as 
  from heroism) 
  In your chest beasts the heart of a wild beast. You receive a +1 status 
  bonus on dexterity based checks and on Reflex saves until the morale 
  bonus effect ends. 
  FEUD UCA* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access An Eye for an EyeB35 ranger profession, Hated FoeB35 barbarian 
  profession, RaidersE12 story, VengeanceB35 barbarian profession, or 
  RobbedE1 story. Goal GenocideE4 to retrain into Blood Feud. 
  Choose an opposing family, organisation, ancestry or heritage. Your 
  bitter feud with your enemies can be quenched only with blood. You gain 
  a +1 status bonus to your spell DC and attack rolls when targeting the 
  chosen group, and to your AC against their attacks. 
  FORCEFUL SURPRISE SH*  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Eye for an EyeB35 ranger profession, InjusticeE1 story, or 
  RaidersE12 story. Goal JusticeE4 to retrain into Painful Surprise. 
  Frequency once per day. 
  Trigger you critically succeed with a weapon strike against a foe that is 
  unaware of you or considers you an ally. 
  You will punish the guilty without letting any innocents be harmed as a 
  result. You can choose to take the maximum possible weapon damage 
  die roll rather than rolling.  
  FORTUNATE THIEF UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  FORTUNE 
  STORY 
  Access GreedB35 rouge profession or HeistE4 story. 
  Frequency once per day. 
  Goal Infamous ThiefE1 to retrain into Reactive Disarm. 
  More than just a burglar, you aspire to commit crimes of legendary 
  stature. When you attempt a Thievery check you can roll twice and take 
  the better result. 
  FOUND UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Unforgotten. Access RescueE1 goal. 
  You gain a +1 bonus on all saving throws, replacing the +1 bonus on Will 
  saves.  
  
   
  FREQUENT CLEMENCY UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Request Clemency. Access Seasoned NegotiatorE4 goal.  
  You can Request Clemency any number of times a day. 
  FREQUENT PAUSES UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Request a Pause. Access Seasoned NegotiatorE4 goal.  
  You can Request a Pause any number of times a day. 
  FRIGHTENING CRITICALPF131*  
  FEAT 3 
  UNCOMMON ANCESTRY GENERAL GOAL INCAPACITATION VISUAL 
  Prerequisites Districting Critical. Access Personal VictoryE4 goal. 
  As Awesome Attack except that your opponents who fail their save are 
  also frightened 3. 
  FUGAL SUSTENANCE PF131* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access BloodthirstyB35 barbarian profession, OmenB11 origin, Tree 
  TenderB35 druid profession, or Unsuspecting MasterB35 monk 
  profession.  
  Goal Emotional VictoriesE4 to retrain into Heroes’ Sustenance. 
  You can ignore privation. Double the time you can go without food or 
  water without penalty or risk. 
  GHOST FRIEND HA* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Ghostly EncounterE1 story, or UnlivingC11 associate.  
  Goal Lay to RestE4 to retrain into Ghostly Truths. 
  You have made it your life’s work to put the dead to rest. Whenever you 
  communicate with a ghost, haunt or spirit, improve their initial attitude 
  towards you by one step.  If you critically fail a Diplomacy check such a 
  creature treat the result as a failure. 
  The GM can also extend this benefit to any intelligent undead creature 
  that has an interest in being laid to rest.  
  GHOSTLY TRUTHS HA* 
  FEAT 7 
  UNCOMMON 
  ANCESTRY 
  MISFORTUNE 
  GENERAL 
  GOAL 
  Prerequisites Ghost FriendF14. Access Lay to RestE4 goal.  
  As Ghost Friend and once per day you can cast Zone of Truth as a divine 
  innate spell.  Any undead or spirit targeted by the 
  GLIMPSE BEYOND UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access UnlivingC11 associate or Horror EncounterE1 story. 
  Goal Slain by MadnessE4 to retrain into Beyond Madness. 
  You have glimpsed the madness at the edges of reality. You gain a +1 
  status bonus on Recall Knowledge checks to identify the vulnerabilities 
  and powers of creatures.  
  GOOD PURCHASES HA* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Raised by AngelsB11 origin or Secret Society InducteeE1 story. 
  Goal Good LibraryE4 to retrain into Not-so-good Caster. 
  You can always purchase item with the good trait at a 10% discount, 
  even if they are not normally available in a settlement because of its size 
  or the local laws.  
  HEROES’ SUSTENANCE PF131* 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Fugal Sustenance. Access Emotional VictoriesE4 goal. 
  You can cast heroes’ feast once per day as a primal innate spell. 
  HIDDEN CREDENTIALS HOTHC* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  MISFORTUNE 
  STORY 
  Access any destitute or poor background.  
  Goal Noble ImposterE4 to retrain into Faked Credentials. 
  Any rival who attempts to Recall Knowledge about you must roll twice 
  and take the worst result. 
  IMPRESSIVE REQUESTS SH* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Negotiated EncounterE1 story, Boss11 associate, Liege LordC11 
  associate or SocialiteC11 associate. Goal Negotiation VeteranE4 or 
  Puppet MasterE4 to retrain into Repeated Requests. 
  If you critically succeed at a Diplomacy check to make a request of a 
  creature also improve the creature’s attitude towards you by one step. 
  INSPIRING MEDICINE UCA 
  FEAT 8 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  HEALING 
  LINGUISTIC 
  Prerequisites Remote Medicine. Access Battlefield HealingE4 goal. 
  As Remote Medicine except you remove the wounded condition and 
  your target is temporarily immune until the end of the current 
  encounter. If you also have the Ward MedicPF feat, you can remotely 
  treat the same number of allies as you can with that feat. 
  INNATE DISGUISE HOFHC* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Self ExileE1 story. 
  Goal Emancipated VictoryE4 to retrain into Persistent Disguise. 
  You chose to leave nobility behind. You can case Illusory Disguise once 
  per day as a 1st level occult innate spell.  
  INNER RESERVE UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access ApotheosisE1 story, Cursed BirthB11 origin, Left to DieE1 story,  
  ProphesisedE1 story, or ReincarnatedE1 story. 
  Goal Divine EncounterE4 to retrain into Averse to Death. 
  Frequency once per day. 
  Escaping death strengthened your bond to life but fills you with a need 
  for answers. You carry on by strength of will alone, gaining 1 temporary 
  hit point per level. These temporary hit points last for 10 minutes. 
  INNOCENT BLOOD UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access First KillE12 story or SlaughterE1 story.  
  Goal BloodbathE4 to retrain into Slayer of the Innocent. 
  Trigger you slay an intelligent creature. 
  With their deaths, the pitiful wretches that inhabit this world open your 
  path to greatness. You gain a +1 circumstance bonus on attack rolls until 
  the end of your next round. 
  INSPIRING COMMANDER UCA  
  FEAT 1 
  UNCOMMON ANCESTRY AUDIBLE AURA GENERAL LINGUSITIC MENTAL STORY 
  Access CommanderE1 story. 
  Goal Stronghold EstablishedE4 to retrain into Siege Commander. 
  You seek to build a bastion against which your enemies shall break like 
  water against the rocks. You give battle orders to your troops, granting 
  creatures under your command within 60 feet a +1 status bonus to 
  either attack rolls, AC, or 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.  
  LACKING IN EMOTION UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  STORY 
  Access Death InsideE1 story, Sole SurvivorE1 story, or SunlessB12 origin 
  Goal Emotional PurgeE4 to retrain into Mastery of Emotion. 
  When you are the target of an effect with the emotion or fear trait, you 
  can roll your saving throw twice and take the better result. 
  LIBERATOR UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access EnslavedE1 story, ImprisonedB23 role, or KidnappedE12 story. 
  Goal LiberationE4 to retrain into Liberating Aura. 
  Your time in shackles has forever marked your soul. You gain a +1 status 
  bonus on attack rolls, weapon damage rolls, and skill checks when your 
  actions would directly lead to freeing prisoners or slaves. 
  LIBERATING AURA UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  AURA 
  GENERAL 
  GOAL 
  MENTAL 
  Prerequisites Liberator.  Access LiberationE4 goal.  
  You gain the ability to inspire others through your dedication to your 
  cause.  As Liberator and allies within 20 feet receive the bonuses when 
  working with you to free prisoners or slaves. 
  
   
  LIBERATING VOICE UCA  
  FEAT 9 
  UNCOMMON 
  ANCESTRY 
  AURA 
  GENERAL 
  LINGUISTIC 
  MENTAL 
  Prerequisites Liberating Aura. Frequency once per day. 
  Your inspiring speech adds weight to your Liberating Aura to inspire 
  slaves and former slaves in addition to your allies. Friendly or helpful 
  individuals within 120 feet gain temporary hit points equal to 1/2 your 
  level and a +1 circumstance bonus on saving throws. These benefits last 
  for 1 hour.  
  LOCATE ALIGNMENT HA* 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Sense Alignment. Access Cult EradicatedE4 goal.  
  As Sense Alignment except Detect Alignment is heightened to 2nd level 
  and you can cast it three times a day. 
  LOST LEGACY UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Dishonoured FamilyB11 origin, Evidence of Birth-rightE1 story,  
  or Penniless HeirE1 story. 
  Goal Birth-right RestoredE4 to retrain into Restored Legacy. 
  What once belonged to your family shall be yours again. You gain a +1 
  status bonus on Wisdom-based skill checks. 
  MASKED ALIGNMENT PF131* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access BetrayalE1 story, Dishonoured FamilyB11 origin or Public Family 
  SecretE1 story.  
  Goal Family RedeemedE1 to retrain into Faked Alignment. 
  You gain the benefit of a constant undetectable alignment as a constant 
  innate divine spell, except you can only appear as either faintly good or 
  faintly evil. You can use an action with the concentration trait to 
  suppress or resume this ability, or to change your apparent alignment. 
  MASTERY OF EMOTION UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Lacking in Emotion. Access Emotional PurgeE4 goal.  
  As per Lacking in Emotion and you can ignore any status or circumstance 
  bonuses or penalties from effects with the emotion or fear trait. 
  MISSED ME UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  STORY 
  Access BetrayedE1 story. Story JusticeE4 to retrain into Cover Me. 
  Believing in a just cause left you with a knife in your back. Now you hoard 
  your trust in others, rarely sharing it. When you are in a harmful area of 
  effect created by an ally (through a spell or other means), you can roll 
  your saving throw twice and take the better result. If you do so, your 
  shaken trust means you do not provide flanking to any allies for 1 hour. 
  MONSTER BANE 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Monster Vendetta or Monster Hunter.  
  Access Monster SlayerE4 or Monster DefenderE4 goal.  
  As Monster Vendetta or Monster Defender and you may select a new 
  breed of celestial, dragon, elemental, giant, fiend, or monitor each day 
  during your daily preparation, selecting from the breeds you have slain 
  or the breed you selected for Monster Vendetta or Monster Defender. 
  MONSTER HUNTER PF131* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access DutyB35 fighter profession, RaidersE12 story, or Monster SurvivorE1 
  story. Goal Monster DefenderE4 to retrain into Monster Bane. 
  Choose one breed of celestial, dragon, elemental, giant, fiend, or 
  monitor that has previously defeated you in combat. You gain the 
  rangers Hunt Prey ability, which you can only use against the chosen 
  breed. 
  MONSTER VENDETTA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Monster SurvivorE1 story. 
  Goal Monster SlayerE4 to retrain into Monster Bane. 
  Choose one breed of celestial, dragon, elemental, giant, fiend, or 
  monitor that has previously defeated you in combat. Treat any critical 
  failure against the effects of that breed as a failure, and any of your 
  successes targeting that breed as a critical success. 
  MONUMENT ARCHITECT UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Famous ArchitectE1 story. 
  Goal Monument ConstructedE4 to retrain into Monument Builder. 
  Your inspired architecture shall make your name immortal. Reduce the 
  initial material cost by 10% for object you craft or supervise that is of a 
  large size or larger. 
  MONUMENT BUILDER UCA 
  FEAT 11 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Monument Architect.  
  Access Monument Constructed E4 goal. 
  The value of any past and future object you construct that is large or 
  larger can be sold for its full market price. 
  NATION BUILDER UCA 
  FEAT 7 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Colonial Aspirant. Access Nation FoundedE4 goal.  
  You retain the benefits of Colonial Aspirant. The bonus increases to +2, 
  and also applies to initiative checks, attack rolls, and saving throws while 
  in the area you have claimed. 
  NEURAL COMPASS Q&C 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access ExplorerE4 story, or Survival B35 fighter profession.  
  Goal Dangerous JourneyE4 to retrain into Trekker. 
  You dream of discovering new vistas. You gain Know Direction as an 
  innate primal cantrip that you can cast at will. A cantrip is heightened to 
  a spell level equal to half your level rounded up. 
  NOBLE UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Aspiring Noble. Access EnnobledE4 goal.  
  As Aspiring Noble except your status bonus increases to +2 if you have 
  expert proficiency in the skill you are using, +3 if you have master 
  proficiency and +4 if you have legendary proficiency. 
  NOT-SO-EVIL CASTER Q&C* 
  FEAT 8  
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Evil Purchases. Access Evil LibraryE4 goal. 
  Every time you cast a spell with the evil trait, you can remove that trait 
  from the spell and treat yourself as a neutral-aligned caster for the 
  purpose of determining the spell’s effects. 
  NOT-SO-GOOD CASTER Q&C* 
  FEAT 8  
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Good Purchases. Access Good LibraryE4 goal. 
  Every time you cast a spell with the good trait, you can remove that trait 
  from the spell and treat yourself as a neutral-aligned caster for the 
  purpose of determining the spell’s effects. 
  ONE OF THE WATCH UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Bounty Hunter B31 profession or LawbringerE1 story. 
  Goal Criminal CrackdownE4 to retrain into Watch Veteran. 
  This town needs cleaning up, and you're just the one to do it. Choose a 
  particular settlement. When you're in your chosen settlement, you gain 
  a status bonus to the DC of Intimidate checks made against you equal to 
  half your level (minimum 1).  
  PAINFUL SURPRISE SH* 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Forceful Surprise. Access JusticeE1 goal.  
  Frequency once per encounter. 
  As Forceful Surprise except for the increased frequency and your attack 
  also causes 1d4 bleed damage. 
  
   
  PERCEPTIVE DEFENCES SH*  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Prerequisites trained in Perception. 
  Access Successful CommanderE1 story. 
  Frequency once per day. Trigger you attempt a saving throw. 
  Those who observe your imposing demeanour assume muscle is your 
  sole advantage, but you prove them wrong every time. You can choose 
  to use your perception proficiency in place of your saving throw 
  proficiency to determine the results of the save. 
  PERCEPTIVE ENCOUNTERS SH*  
  FEAT 9 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites expert in Perception. Access AmbusherE4 goal. 
  Frequency once per encounter. 
  As per Perceptive Defences except for the improved frequency. 
  PERSISTENT DISGUISE HOFHC* 
  FEAT 7 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Skilful. Access Emancipated VictoryE4 goal. 
  As Innate Disguise except the spell is heightened to 3rd level and you can 
  cast it once per hour. 
  POPULAR ARTISTE UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Prerequisites Speciality Crafting or Virtuosic Performer .  
  Access VirtuosoB35 bard profession or Famous ArtistE1 story. 
  Goal Acclaimed Theatre RunE4, Artistic PatronE4 or MasterpieceE4 to 
  retrain into Restored Legacy. 
  You seek to create a true masterpiece. Treat your level as 3 higher when 
  using an Earn Income activity which benefits from Speciality Crafting or 
  Virtuosic Performance.  
  PORTAL TRAVELLER Q&C 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Prerequisites any planar heritage or origin.  
  Access Planar EncounterE1 story. Goal Planar ExplorerE4 or Planar 
  ResidentE4 to retrain into Accurate Traveller. 
  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. If 
  you critically succeed at this check you gain a glimpse of what you would 
  see, hear, and smell upon arriving on the other end of the portal.  
  PROPHET OF CORRUPTION UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Corrupt Aspirant. Access Mass ConversionE4 goal. 
  As per Corrupt Aspirant except your bonus also applies on saving throws. 
  PROPHET OF RIGHTEOUSNESS UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Righteous Aspirant. Access Mass ConversionE4 goal. 
  As per Righteous Aspirant except your bonus also applies on saving 
  throws. 
  PROSPEROUS INSTINCT PF131*  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access InheritanceE12 story, SocialiteC11 associate, or WorldshakerB25 
  bard profession.  
  Goal Community ExpandedE4 to retrain into Astounding Resilience. 
  Restriction you are in a settlement the size of a large city or smaller  
  Trigger you attempt a skill check to appraise, buy or sell an item or 
  service. 
  Your family has raised cities and mastered trade, and you seek to do the 
  same. Treat a critical failure as a failure and a success as a critical success. 
  PROSPEROUS TOUCH PF131* 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Prosperous Instinct.  
  Access Community ExpandsE4 goal. 
  As prosperous instinct except that it works in any size settlement and to 
  checks to Repair an item. 
  PROTECTION FROM EVIL AGGRESSOR Q&C*  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Blessed EncounterE1 story, Blessed Bloodline??, or Zealous 
  DevotionB35 champion profession. 
  Goal Redemption EncounterE4 retrains this into Aura of Protection from 
  Evil. Trigger you take damage from a creature with the good trait. 
  Frequency once per day. 
  The repeated notice and boons of celestials have marked you as one of 
  their chosen agents. For 1 minute you gain the benefits of the protection 
  spell but only against the creature that damaged you.  
  PROUD TO HELP PF131* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Planer ExplorerE4, Planer ResidentE4 
  Goal Community ExpandsE4 to retrain into Proud to Shine. 
  Frequency once per day. 
  You teach others how to get the most out of their equipment. You spend 
  10 minutes to increase the item bonus provided by a suit of nonmagical 
  armor, a tool kit, or nonmagical shield by 1. This bonus lasts for 1 hour. 
  PROUD TO SHINE PF131* 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Proud to Help. Access Community ExpandedE4 goal. 
  As proud to help except for the frequency and items effected become 
  temporarily immune to Proud to Shine for 24 hours. 
  PURIFIED POTW 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Purifier. Access Fight CorruptionE4 goal. 
  As Purifier, and once per day, you can cast any one of the following 
  primal innate spells: neutralize poison, remove curse, or remove disease. 
  PURIFIER POTW 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access BlightE1 story or Corrupted FriendE1 story. 
  Goal Remove CorruptionE4 to retrain into Purified. 
  You have devoted your life to purging blight from the world. Choose one 
  type of terrain affiliated with the relevant blight. You gain a +1 status 
  bonus on Nature checks regarding the blighted terrain, on attack rolls 
  against creatures corrupted by the relevant blight, and on saving throws 
  against the abilities of such creatures. 
  REACTIVE DISARM UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Fortunate Thief. Access Infamous HeistE4 goal.  
  Trigger you trigger a trap. 
  You gain the ability to reactively disarm a trap. Attempt a Thievery check 
  to Disable Device to interrupt the trap's function, leaving it still armed 
  but effectively preventing it from activating. The trap is then temporarily 
  immune to your Thief of Legend attempts for 24 hours. 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. 
  Special: You also retain the benefits of the Fortunate Thief feat. 
  REDEEMED UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  GOAL 
  Prerequisites Redemption. Access Atoning QuestE4 goal.  
  Frequency once per day. 
  Reroll a failed attack roll, saving throw, or skill check. You must keep the 
  result of the second roll, even if it is lower. 
  REDEMPTION UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access DishonouredB11 origin or Code ViolationE1 story. 
  Goal Atoning QuestE4 to retrain into Redeemed. 
  Trigger you fail or critically fail an attack roll, saving throw or skill check.  
  The trigger always applies in these circumstances and is not optional. 
  Your past failure haunts you and drives you on. Add a +1 status bonus to 
  the roll and reassess the result.  If you still fail or critically fail you gain 
  the frightened 5 condition.  
  
   
  REMOTE MEDICINE UCA  
   
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  HEALING 
  LINGUISTIC 
  STORY 
  Prerequisites Battle MedicinePF.  
  Access HealedB35 cleric profession or Combat HealingE1 story. 
  Goal Battlefield HealerE4 to retrain into Inspiring Medicine. 
  In even the fiercest battles, your soothing words act to save your allies. 
  Attempt a medicine check on an ally within 30 feet of with the same DC 
  as for Treat Wounds and restore a corresponding amount of Hit Points; 
  this does not remove the wounded condition. As with Treat Wounds, 
  you can attempt checks against higher DCs if you have the minimum 
  proficiency rank. The target is then temporarily immune to your Inspiring 
  Medicine for 1 day. You do not need a Healers Kit. 
  RENOWNED ARTISTE UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Popular Performer.  Access Acclaimed Theatre RunE4, 
  Artistic PatronE4 or MasterpieceE4 goal. 
  As per Popular Performer and also treat your proficiency as one stage 
  better (expert if you are trained, master if you are expert, or legendary 
  if you are a master). 
  REPEATED REQUESTS PF131* 
  FEAT 6 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Impressive Requests.  
  Access Negotiation VeteranE4 or Puppet MasterE4 goal. 
  As Impressive Requests and the target will continue to automatically 
  grant your further requests for 1d4 rounds. 
  REQUEST A PAUSE UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access ConciliatorE1 story. 
  Goal Seasoned NegotiatorE4 retrains this into Frequent Pauses. 
  Requirements you and your apparent allies have make no attacks or 
  hostile actions for 1 round. Frequency once per day. 
  You have witnessed terrible violence and prefer a better way. You can 
  attempt a Diplomacy check to Request a pause in combat even if your 
  opponent is unfriendly or hostile. If you are successful, during the pause 
  your allies can attempt to Recall Knowledge about your opponents, 
  treating any critical failure as a failure and success as a critical success. 
  REQUEST CLEMENCY UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access ConciliatorE1 story. 
  Goal Seasoned ClemencyE4 retrains this into Frequent Clemency. 
  Requirements you and your apparent allies have make no attacks or 
  used only nonlethal attacks against the target for 24 hours. 
  Frequency once per day. 
  You cannot bring yourself to surrender, but there must be a better way 
  to avoid your allies being injured. You can attempt a Diplomacy check to 
  Request that all combatants use only nonlethal attacks even if your 
  opponent is unfriendly or hostile. If you are successful, your allies get an 
  immediate reaction to an attempt to Recall Knowledge about your 
  opponents. 
  RESILIENT AOE* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access SubduedE1 or HumiliationE1 story.  
  Goal Humiliating VictoryE4 to retrain into Astounding Resilience. 
  Others made you feel small for too long, and now you drive yourself hard 
  and never settle for second place. You do not take any penalty from 
  being fatigued, although if you have the condition it still counts for other 
  purposes. 
  RESIST FIENDS HA* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Fiendish MurderE1 story, Hated FoeB35 barbarian profession or An 
  Eye for an EyeB35 ranger profession. Goal Cleanse CultE4 or Redeem 
  CultistE4 to retrain into Emotionally Secure. Frequency once per day 
  Trigger you identify your foe as fiend or as a fiend worshiper. 
  You’ve sworn to send fiends back to whence they came, and you’ve 
  become an expert at rooting out their kind and their servants. Once per 
  day, until the end of the encounter you gain resistance to physical, 
  negative and evil damage equal to your level. 
  RESTORED LEGACY UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Lost Legacy. Access Birth-right RestoredE4 goal.  
  You gain a +1 status bonus on Wisdom-based skill checks, and Will saving 
  throws. 
  RIGHTEOUS ASPIRANT UCA  
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Marked by the GodsE1 story or Righteous VisionE1 story. 
  Goal Mass ConversionE4 to retrain into Prophet of Corruption. 
  Restriction you are nonevil and worship a nonevil deity.  
  Trigger you cast a beneficial spell on an ally. 
  You gain a +1 status bonus to AC for 1 round per spell level.  
  RIVAL UCA  
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  OCCULT 
  STORY 
  Access Rival EmergesE1 story.  
  Goal Enemy SlainE4 to retrain into Fallen Enemy. 
  Requirements you roll initiative for an encounter with your rival. 
  Frequency once per day. 
  A past foe seeks your ruin. You can cast haste as a 3rd level occult innate 
  spell, and the spell lasts until the end of the encounter. 
  SENSE ALIGNMENT HA* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Enemy CultE1 or Ordained TargetE1 story. 
  Goal Cult EradicatedE4 to retrain into Locate Alignment. 
  You have crossed paths with a cult opposed to everything you believe in. 
  You can cast Detect Alignment once a day as a 1st level innate divine 
  spell. 
  SHAMELESS UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Shamed.  
  Access Chosen HeroE4, HonouredE4 or Public VictoryE4 goal. 
  As Shamed, and your newfound confidence gives you temporary hit 
  points equal to your level. These temporary hit points last until lost and 
  refresh any time you rest long enough for natural healing to occur, 
  whether or not any healing actually occurs. 
  SHAMED UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access HumiliationE4 story. Goal Chosen HeroE4, HonouredE4 or Public 
  VictoryE4 to retrain into Shameless. 
  A past humiliation haunts you to this day. When you're in a conflict that 
  is being observed by others not involved in the conflict, you gain a +1 
  status bonus on attack rolls and skill checks. 
  SIEGE COMMANDER UCA 
  FEAT 11 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Inspiring Commander.   
  Access Stronghold EstablishedE4 goal. 
  As per Inspiring Commander except 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 a bonus on attack rolls while 
  your front line gains a bonus to AC. 
  SKILFUL SH* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Rival EmergesE1 story.  
  Goal Rival ThwartedE4 to retrain into Skilful Assurance. 
  You push to become ever more skilful. Choose a skill to gain a skill 
  increase in and a skill feat with proficiency in that skill as a prerequisite.  
  SKILFUL ASSURANCE SH* 
  FEAT 6 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Skilful. Access Rival ThwartedE4 goal. 
  Treat a skill check as if you had Assurance with that skill. 
  Special you also retain the benefits granted by Skilful. 
  
   
  SLAVE-FRIEND SH  
  FEAT 1 
  UNCOMMON 
  FORTUNE 
  STORY 
  Access Slave Emancipation story.  
  Goal LiberationE4 to retrain into Slavers-Bane.  
  Frequency once per day. 
  Trigger You take damage while attempting to directly free a slave. 
  You witnessed or were party to the rescue of slaves and have channelled 
  that into your reactions in combat slavers. Until you take damage again 
  or the end of the encounter (whichever comes first) you can roll twice 
  and select either result on Athletics and Acrobatics checks. 
  SLAVERS-BANE SH  
  FEAT 5 
  UNCOMMON 
  FORTUNE 
  GOAL 
  Prerequisites Slave-Friend. Access LiberationE4 goal. 
  Frequency once per encounter. 
  As Slave-Friend except for the frequency. 
  SLAVE RUNNER SH 
  FEAT 1 
  UNCOMMON 
  DOWNTIME 
  FORTUNE 
  STORY 
  Access Slave Emancipation story. 
  Goal LiberationE4 to retrain into Slave Underground.  
  You witnessed or were party to the rescue of slaves and have harnessed 
  that to facilitate the underground movement of slaves. You can reroll 
  any one skill check attempted as part of a heist or pursuit, although you 
  must access the second result. 
  SLAVE UNDERGROUND SH  
  FEAT 5 
  UNCOMMON 
  DOWNTIME 
  FORTUNE 
  GOAL 
  Prerequisites Slave Runner. Access LiberationE4 goal. 
  As Slave Runner except you can roll twice and select either result. 
  SLAYER OF THE INNOCENT UCA* 
  FEAT 9 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Innocent Blood. Access BloodbathE4 goal. 
  As Innocent Blood, except the duration is one round per level of the 
  creature slain and any frightened creature takes double the normal 
  penalties when attacking you, making saves against your spells, or 
  resolving skill checks with you as a target. 
  SPECIES INFLUENCE AOE* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Planar OfferingB11 origin or Refused Valuable OfferE1 story.  
  Goal Accepted Valuable OfferE4 to retrain into Ancestry Influence. 
  Choose one breed or species of creature that has previously negotiated 
  with you in combat. Treat any Diplomacy or Intimidate critical failures 
  against the effects of that breed as a failure, and any of your Diplomacy 
  or Intimidate successes targeting that breed as a critical success. 
  TAUNT THE REAPER UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Death in the FamilyE1 story, The WarB24 role, or Preventable 
  DeathE1 story. 
  Goal Return Ally to LifeE4 to retrain into Deny the Reaper. 
  The lives you could not save stay with you to your final breath. You gain 
  a +1 status bonus on Medicine checks to Administer First Aid. You don't 
  take a penalty when attempting Medicine checks without a healing kit. 
  TENACIOUS CRUSADER AOE 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Doomed Crusader.   
  Access Freed from EvilE4 or CorruptedE4 goal.  
  As Doomed Crusader except you do not gain the Doomed condition and 
  you gain a number of hit points equal to double your level. 
  TRAP INSTINCT Q&C* 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  FORTUNE 
  GENERAL 
  STORY 
  Access Archaeological DiscoveryE1 story. 
  Goal Archaeological PublicationE4 to retrain into  
  Persistent Amateur Trap Finder. 
  When you make a perception check to find search for traps, roll twice 
  and take the best result.   
  TREKKER Q&C 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Neural Compass. Access Dangerous JourneyE4 goal.  
  As Neural Compass and you can also cast Ant Haul once per day as an 
  innate primal spell. 
  TRUE LOVE UCA 
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites True Loves Lost. Access Reunited LoversE4 goal.  
  The inspiration of knowing your love waits for your return gives you a +1 
  circumstance 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. 
  TRUE LOVES LOST UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Any paramourC? or For LoveB35 bard profession. 
  Goal Reunited LoversE4 to retrain into True Love. 
  You found love, only to have it denied by the cruelty of fate. You add 1 
  to the save DC and spell attack bonus of spells you cast with the emotion 
  trait.  
  UNCURSED UCA  
  FEAT 3 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites Accursed. Access Curse RemovedE4 goal. 
  Trigger you attempt a saving throw against a harmful spell. 
  Attempt a DC 3 flat check. If you succeed the spell has no effect on you. 
  UNFORGOTTEN UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access Major DisasterE12 story or MissingE1 story. 
  Goal RescueE4 to retrain into Found. 
  You search for a person dear to you—lost, but you pray not dead. You 
  gain a +1 status bonus on Will saves. 
  VENGEFUL UCA 
  FEAT 1 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  STORY 
  Access RaidersE12 story, VengeanceB35 barbarian profession or MurderE1 
  story. Goal VengeanceE4 to retrain into Avenged. 
  The need to avenge those you loved drives you to great deeds. You gain 
  a +1 status bonus on saving throws, attack rolls, and weapon damage 
  rolls against your chosen foe and known minions of that foe. 
  WATCH CAPTAIN UCA 
  FEAT 10 
  ANCESTRY 
  GENERAL 
  Prerequisites Watch Veteran. 
  As Watch Captain except your status bonus also applies to initiative 
  checks and Reflex saving throws and increases to +2 if you have expert 
  proficiency in Society, +3 if you have master proficiency and +4 if you 
  have legendary proficiency. 
  WATCH VETERAN UCA 
  FEAT 5 
  UNCOMMON 
  ANCESTRY 
  GENERAL 
  GOAL 
  Prerequisites One of the Watch. Access Criminal CrackdownE4 goal.  
  As per One of the Watch and 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 +1 status bonus on attack rolls and AC against undesirable 
  elements like criminals or ruffians in your chosen settlement.  
  
   
  F2  FLAWS 
  v
  A flaw is the opposite of a feat. Where feats are selected or granted, flaws are imposed upon you, either as a circumstance of your background 
  or as the outcome of an event or encounter.  
  Source 
  Many of the flaws in this document are at least partly based upon drawbacks, malignancies and intersessions from other sources, many from 
  the 1st edition.  An abbreviated of the source follows the backgrounds title.  See the OGL statement for the meaning of these abbreviations. 
  When the abbreviation is followed by a * the flaw has been renamed from its original source, either because the original name is not open 
  content, the original name is duplicated or similar to another, or the new name better describes the updated details of the flaw. 
  Level 
  Every flaw has a minimum level, which scale in the same way as class levels, indicating the relative inconvenience the flaw causes.  This level 
  categorises it into broad power levels: Minor (level 1 to 5), Moderate (level 6 to 12) or Major (level 13 or higher).  
  If the level is followed by a + symbol this is the minimum level and the flaw can have a higher level and a greater inconvenience by adding the 
  modifier from flaws heightened entry one or more times. The flaw cannot have a level higher than 20. 
  Progression and Regression 
  Some flaws can progress, increasing in level. Likewise, some flaws can be regressed, decreased in level.  Keep a record of the flaws current 
  level and the maximum level a flaw reaches.  
  A flaw that is below its maximum level is repressed, a flaw that is below its minimum level is suppressed, and a flaw that reaches level 0 becomes 
  inert. Flaws that are suppressed or inert are usually inactive. A repressed flaw becomes inactive for 24 hours if you succeed a flat check during 
  your daily preparation, using the current level of the flaw as the DC.  
  Type 
  The Flaws in this chapter come in four types: 
  BANE 
  This is the default type for a flaw. Banes usually occur as the result of 
  a background or event. Banes do no progress. An inert bane is lost 
  completely and can never progress again.  
  MALIGNANCY  
  These flaws always have a biological trait and are usually imposed by 
  an ancestry. A repressed or suppressed genetic flaw progresses by 1 
  level each time you gain a level.  An inert genetic flaw increases to 
  level 1 if you gain a level and fail a flat check with a DC equal to the 
  maximum level of the flaw. 
  CORRUPTION 
  A corruption is a magical deficiency or degradation. A corruption 
  progresses by 1 level each time you gain a level. 
  CURSE 
  Intersessions are always magical, usually divine, and are imposed 
  upon a victim by a deity or power. An inert, repressed, or suppressed 
  intersession progresses in level if you act in a way that is anathema 
  to the deity or power that imposed the flaw.  
  Biological Traits 
  Biological traits occur mainly on malignant flaws and describe the area of the body in which the flaw manifests.  
  ACQUIRED 
  A flaw with this trait is not permanent and has 
  been acquired as the result of an event or 
  encounter. 
   
  CONGNITIVE 
  The thinking process, the brain. 
  COMMUNICATIONS 
  The ability to communicate with others. 
  CONSUMPTION 
  The ability to consume food and drink. 
  HORMONAL 
  Allergies and reactions to stimuli. 
   
  LOCOMOTION 
  Movement and reaction, the legs. 
  MANIPULATION 
  Manipulation of the environment, the hands and 
  arms. 
   
  RESPIRATION 
  Breathing, the lungs and gills. 
  SKELETAL 
  The bodies form and substance. 
  SENSORY 
  The sensory organs, the eyes, ears, etc. 
  Domain Traits 
  These traits occur on curses and indicate the domains granted by the deity or power that has access to the curse. 
  Other Traits 
  These traits occur mainly on drawbacks. 
  AFFLICTION 
  A disease or infection. 
  ENVIRONMENTAL 
  A situation or circumstance around you rather 
  than on you. 
   
  ORIGIN 
  A flaw related to your birth or upbringing. 
  ROLE 
  A flaw relating to your role, obsession or 
  philosophy. 
   
  Mitigation 
  The level of a flaw can be reduced, and the flaw eventually eliminated completely under the circumstances detailed below.  The effects of the 
  flaw change when its level is reduced sufficiency to move it into the next lower heightened bracket. 
  • 
  Hero Points: Spending a hero point reduces the level of a 
  selected curse by 1, in addition to the normal benefits of the 
  hero point. 
  • 
  Level Advancement: Advancing in level reduces the level of all 
  curses by 1 and also reduces the level of one selected bane by 1. 
  • 
  Narrative Feats: Completing a goal to cause a story feat to 
  retrain reduces the level of any one selected flaw by the level of 
  the goal. 
  • 
  Quests: Some flaws, especially corruptions, require a specific 
  quest to mitigate them.  Reduce the level of the flaw as indicated 
  by the details of the quest. 
  
   
  F21  BANES 
  This is the default type for a flaw. Banes usually occur as the result of a background or event. Banes do no progress. 
  Name 
  Level Traits 
  Effect 
  ANXIOUS 
  3+ 
  Emotion, Mental 
  Penalty to diplomacy, speak slowly and quietly 
  ATTACHED 
  3+ 
  Emotion, Mental 
  Penalty to will saves and saves against fear 
  BITTER 
  2+ 
  Emotion, Mental 
  Reduced benefit from healing 
  BURN SCARS 
  1+ 
  Epidermal, Emotion, Fear, Mental 
  Penalty to saves against fire and to checks when near fire 
  CONDESCENDING 
  2+ 
  Emotion, Mental 
  Penalty to diplomacy and intimidate to improve targets attitude 
  CRUELTY 
  2+ 
  Emotion, Mental 
  Penalty to attack foes not dying or helpless 
  EMPTY MASK 
  2+ 
  Fear, Mental 
  Penalty to will saves against compulsions 
  ENTOMOPHOBE 
  1+ 
  Fear, Mental 
  Penalty to attack swarms and animals with more than 4 legs 
  ENVY 
  1+ 
  Emotion, Mental 
  Escalating penalty to will and reflex saves unless you steal each day 
  FAMILY TIES 
  2+ 
  Emotion, Mental 
  Penalty of wisdom and charisma bases checks if you fail to complete a request from a family member 
  FEY-TAKEN 
  1+ 
  Primal 
  Penalty on saves against death, illusion, poison and the abilities of fey 
  FOUL BRAND 
  4+ 
  Divine 
  Penalty on diplomacy, thievery and deception checks 
  FUNGAL INFECTION 
  1+ 
  Affliction 
  Penalty on saves against poison 
  GNARLED JOINTS 
  1+ 
  Affliction 
  Penalty on reflex saves 
  GUILTY FRAUD 
  1+ 
  Emotion, Mental 
  Penalty on deception checks against indifferent, friendly or helpful creatures 
  HAUNTED 
  1+ 
  Fear, Emotion 
  Penalty on saves against evil spells 
  HAUNTING REGRET 
  1+ 
  Primal 
  Penalty on saves against mental effects and the distraction ability of swarns 
  HELPLESS 
  4 
  Fear, Mental 
  Dazed if an ally within 30 ft. falls unconscious or dies 
  INFAMOUS 
  1+ 
  Spat 
  Penalty on diplomacy checks to interact with law-abiding citizens 
  INFORMATION OVERLOAD 
  3+ 
  Environmental 
  Penalty on recall knowledge checks and diametrically opposed information on a critical failure 
  INSATIABLE 
  5+ 
  Mental 
  Goods and services cost more 
  LONER 
  2+ 
  Mental 
  Penalty to AC and attacks while adjacent to allies ot taking the aid action 
  LOVESICK 
  1+ 
  Emotion, Mental 
  Penalty to initiative and perception when apart from lover 
  MAGICAL KLUTZ 
  6 
  Occult, Misfortune 
  Roll twice and take the worst result on reflex saves against effects produced by magic items 
  MARK OF SLAVERY 
  3+ 
  Mental, Emotion 
  Penalty skill checks and attack rolls until the end on next turn after a failed skill check 
  MILKY EYE 
  1+ 
  Affliction 
  Penalty to saves against light effects and dazzled when exposed to bright light 
  NATURE’S BANE 
  3 
  Primal 
  Succeed a nature check to handle animals to prevent animals staying more than 30 ft. away 
  NERVOUS 
  1+ 
  Emotion, Mental 
  Penalty to checks with the concentration trait 
  OCCULT BARGAIN 
  6+ 
  Occult, Misfortune 
  Penalty on checks with the concentration trait and extend daily preparation to two hours 
  OOZING SORE 
  3+ 
  Affliction 
  Penalty on saves against disease 
  OPPRESSIVE EXPECTATIONS 
  3+ 
  Mental 
  Penalty on skill checks after failing a check with that skill 
  OVERPROTECTIVE 
  3+ 
  Mental 
  Penalty on attack rolls and skill checks when more than 10 tf. From a fallen ally 
  PARANOID 
  4+ 
  Emotion, Mental 
  More difficult for others to aid you 
  RIGHTEOUS INDIGNATION 
  2+ 
  Mental 
  Penalty to will saves against effects that have the emotion but not fear traits 
  SECRET SHAME 
  2+ 
  Fear, Mental 
  Penalty on saves against fear and the DC of intimidate checks to demoralise you. 
  SHADOW-SCARRED 
  3+ 
  Fear, Mental 
  Penalty on saves while in dim light or darkness 
  SHELTERED 
  4+ 
  Fear, Mental 
  Frightened when less than half max hp 
  SPOOKED 
  3+ 
  Fear, Mental 
  Frightened in the presence of monsters 
  STIFF JOINTS 
  1+ 
  Affliction 
  Penalty on athletic attacks and checks to escape 
  STIGMATIZED 
  1+ 
  Mental 
  Penalty on diplomacy checks to gather information or improve a creatures attitude 
  STONE ARM 
  1+ 
  Affliction 
  Penalty on skill checks or attack rolls that require two hands 
  SUPERSTITIOUS 
  2+ 
  Fear, Mental 
  DC 5 flat check to prevent spells cast on you from failing 
  SWOLLEN EYES 
  1+ 
  Affliction 
  Penalty on sight based perception checks 
  TAINTED SPIRIT 
  3+ 
  Mental, Origin 
  Chance of becoming fatigued at the end of an encounter 
  TOO MANY SECRETS 
  3+ 
  Role 
  Penalty on deception checks and on saves against illusion 
  UMBRAL UNMASKING 
  3+ 
  Occult 
  You cast no shadow 
  UNTRUSTING 
  2 
  Emotion, Mental, Misfortune 
  Roll twice and take the worst result on perception checks to sense motive 
  ANXIOUS Q&C 
  BANE 3+ 
  EMOTION 
  MENTAL 
  After suffering terribly for not being tightlipped enough as a child, such 
  as when you accidentally exposed your family to enemy inquisitors, you 
  developed a habit of being overly cautious with your words. You take a 
  –1 status penalty on Diplomacy checks and must speak slowly due to the 
  concentration required. Unless stated otherwise, you are assumed to 
  not be speaking at a volume above a whisper. 
  Heightened (+3) The status penalty gets worse by 1. 
  ATTACHED UCA 
  BANE 3+ 
  EMOTION 
  MENTAL 
  You have a strong emotional attachment to a person or object that 
  you’re terrified of losing. The GM chooses the object of your attachment. 
  Whenever the object of your attachment is either threatened, in danger, 
  or in someone else’s possession, you take a –1 status penalty on Will 
  saves and a –2 status penalty on saves against fear effects. If the person 
  or object to which you’re attached is ever lost, killed, or destroyed, 
  exchange this flaw for the Doubt flaw. 
  Heightened (+3) The status penalty to will saves gets worse by 1 and the 
  status penalty against will saves gets worse by 2. 
  BITTER AHH 
  BANE 2+ 
  EMOTION 
  MENTAL 
  You have been hurt repeatedly by those you trusted, and it has become 
  difficult for you to accept help. When you receive healing from an ally’s 
  class feature, or spell reduce the amount of that healing by 1 hit point. 
  Heightened (+7) The reduce the amount of healing by a further 1 hit 
  point. 
  BURN SCARS Q&C 
  BANE 1+ 
  EPIDERMAL 
  EMOTION 
  FEAR 
  MENTAL 
  You were badly burned once by volcanic ash, torch-wielding mobs, or 
  some fiery accident, and the scars pain you terribly you whenever you 
  are too near to fire. You take a –1 status penalty on saving throws against 
  fire effects. In addition, whenever you are adjacent to open flames or 
  are on fire, you take a –1 status penalty on all attack rolls, saving throws, 
  and skill checks until you spend an entire round away from fire. These 
  penalties are not cumulative. (An instantaneous fire effect adjacent to 
  you or affecting you causes this penalty to apply until 1 round after it is 
  gone.) 
  Heightened (+2) The status penalty gets worse by 1. 
  
   
  CONDESCENDING Q&C 
  BANE 2+ 
  EMOTION 
  MENTAL 
  Raised with the assurance that only those like you are truly worthy of 
  respect, you have an off-putting way of demonstrating that you look 
  down on those not of your race and ethnicity or nationality. You take a 
  –1 status penalty on Diplomacy and Intimidate checks to improve other 
  creatures’ attitudes toward you. 
  Heightened (+3) The status penalty gets worse by 1. 
  CRUELTY Q&C 
  BANE 2+ 
  EMOTION 
  MENTAL 
  You were rewarded as a child for flaunting your victory over others as 
  completely as possible, and you discovered you enjoyed the feeling of 
  rubbing your foes’ faces in the dirt. Whenever you are engaged in 
  combat and there are dying or helpless foes within 30 feet, you take a –
  1 status penalty on attack rolls against foes who are neither dying nor 
  helpless. 
  Heightened (+2) The status penalty gets worse by 1. 
  EMPTY MASK SH 
  BANE 2+ 
  FEAR 
  MENTAL 
  You have spent so long hiding your true identity to escape political 
  enemies that you have lost much of your sense of self. You take a –1 
  status penalty on Will saving throws against compulsions. This penalty 
  increases to -2 against foes who know your true identity.  
  Heightened (+2) The status penalty gets worse by 1. 
  ENTOMOPHOBE AHH 
  BANE 1+ 
  FEAR 
  MENTAL 
  A harrowing experience with insects when you were young instilled in 
  you a deep-seated fear of vermin of all description, especially when they 
  swarm together. You take a –1 penalty on attacks against swarms and 
  animals with more than four legs, and you take a –1 status penalty on 
  saving throws against the nauseated condition of a swarm’s distraction 
  ability. 
  Heightened (+2) The status penalties get worse by 1. 
  ENVY Q&C 
  BANE 1+ 
  EMOTION 
  MENTAL 
  You grew up in or near an opulent, decadent culture that valued nothing 
  more than showing up the material wealth or accomplishments of 
  others, causing the seed of envy to be planted in your heart. For each 
  day you spend without stealing at least 1 gp worth of valuables or other 
  wealth, attempt a DC 10 Will save. If you fail, you take a cumulative –1 
  penalty on Will and Reflex saving throws (up to a –5 penalty). If you 
  succeed, the penalty is reset to 0. 
  Heightened (+2) Double the value of the valuables that need to be stolen 
  (up to 512gp at 19th level) and increase the DC of the will save by 2. 
  FAMILY TIES UCA 
  BANE 2+ 
  EMOTION 
  MENTAL 
  Your family is extremely important to you, and you feel disheartened 
  when you can’t do what they ask. When a family member makes a 
  request of you, you must fulfil that request or take a –1 penalty on all 
  Wisdom- and Charisma-based ability checks and skill checks until you 
  either do what was requested or succeed at a DC 10 Will saving throw, 
  which you can attempt once per day at the start of each day. You can’t 
  take this flaw if you have no family. If you ever lose your family or lose 
  contact with your family, exchange this flaw for the Doubt flaw. 
  Heightened (+4) Increase the penalty by 1 and increase the DC of the 
  will save by 4. 
  FEY-TAKEN UCA 
  BANE 1+ 
  PRIMAL 
  As a child, you were whisked away to the First World by mischievous fey 
  for a time. When you returned, you were ever after considered odd and 
  distant. You long to return there and find the mortal world dull and at 
  times revolting, so you do not eat as you should and do not question 
  strange visions. You take a –1 status penalty on saving throws against 
  disease, illusions, and poison of all kinds, as well as against the spells and 
  abilities of fey. 
  Heightened (+2) The status penalty gets worse by 1. 
  FOUL BRAND Q&C 
  BANE 4+ 
  DIVINE 
  You have the symbol of an evil deity burned into a visible area of your 
  flesh. You take a –1 status penalty on Diplomacy, Thievery and 
  Deception checks. This does not count as a holy symbol for the purposes 
  of a divine focus for spellcasting. 
  Heightened (+4) The status penalty gets worse by 1. 
  FUNGAL INFECTION BOTCV 
  BANE 1+ 
  AFFLICTION 
  A tenacious patch of fungus has sprouted on your back, weakening your 
  system against toxins. You take a –1 status penalty on saves against 
  poison effects. 
  Heightened (+2) The status penalty gets worse by 1. 
  GNARLED JOINTS BOTCV 
  BANE 1+ 
  AFFLICTION 
  Your flesh grows bark, and your major joints have become gnarled and 
  knotted like tree limbs, causing you to move slowly and stiffly. You take 
  a –1 status penalty on Reflex saves. 
  Heightened (+4) The status penalty gets worse by 1. 
  GUILTY FRAUD SH 
  BANE 1+ 
  EMOTION 
  MENTAL 
  You received something through trickery that you did not deserve, and 
  your guilt for the misdeed distracts you from dangers around you. You 
  take a –1 status penalty on Deception checks against creatures with an 
  attitude toward you of indifferent or better.  
  Heightened (+2) The status penalty gets worse by 1. 
  HAUNTED SH 
  BANE 1+ 
  FEAR 
  MENTAL 
  Something from your past—or a dark secret you presently hold—makes 
  it difficult for you to ever be at peace, and your chronic worry that you 
  might fall to evil influence has become a self-fulfilling prophecy. You take 
  a –1 status penalty on saves against spells with the evil descriptor. 
  Heightened (+2) The status penalty gets worse by 1. 
  HAUNTING REGRET Q&C 
  BANE 1+ 
  PRIMAL 
  When you were young, a relative with whom you had frequently 
  quarreled passed away where his or her soul could not rest. Now, the 
  unquiet spirit appears around you at inconvenient times, distracting you 
  with regret for being unable to help. You take a –1 status penalty on 
  saving throws against the distraction ability of swarms and mental 
  effects. 
  Heightened (+2) The status penalty gets worse by 1. 
  HELPLESS AHH 
  BANE 4 
  FEAR 
  MENTAL 
  You once stood helpless as great harm befell a loved one, and that 
  paralysis sometimes returns when an ally is in a dire position. The first 
  time per combat encounter that an ally within 30 feet falls unconscious 
  or dies as the result of an attack, you are stunned until the end of your 
  next turn. 
  INFAMOUS SH 
  BANE 1+ 
  SPAT 
  You were publicly linked, truthfully or not, to a crime of significant 
  infamy. You draw attention wherever you go and risk imprisonment or 
  worse in the jurisdiction where the crime was committed. You and your 
  apparent allies take a –1 status penalty on Diplomacy checks to interact 
  with law-abiding citizens (except enemies of the authority that accused 
  you).  
  Heightened (+2) The status penalty gets worse by 1. 
  
   
  INFORMATION OVERLOAD SH 
  BANE 3+ 
  ENVIRONMENTAL 
  You have had access to thousands of reports, many of which turned out 
  to be based on faulty deductions or even intentionally false stories 
  spread by opposed groups. At this point, you have been exposed to false 
  knowledge as much as accurate information, and you can’t always 
  remember which is which. You take a –1 status penalty on all checks to 
  Recall Knowledge checks, and if you critically fail a Recall Knowledge 
  check, you recall information that is diametrically opposed to the truth.  
  Heightened (+3) The status penalty gets worse by 1. 
  INSATIABLE AHH 
  BANE 5+ 
  MENTAL 
  You have become so accustomed to binging on the finer things in life 
  that you find going without such excess particularly strenuous. Goods 
  and services cost you 10% more (and can’t be paid for by allies), and you 
  need twice as much food and liquid as normal for the purposes of 
  preventing starvation and thirst. 
  Heightened (+5) Add an additional 5% to the cost increase. 
  LONER Q&C 
  BANE 2+ 
  MENTAL 
  Raised by pirates, bandits, or other troublemakers unwilling to stick out 
  their necks for you, you are accustomed to operating on your own. The 
  presence of allies can easily become a distraction to you, and you do 
  your best to keep them out of your space. You take a –1 status penalty 
  to AC and on attack rolls while adjacent to allies or when taking the aid 
  action. 
  Heightened (+3) The status penalty gets worse by 1. 
  LOVESICK UCA 
  BANE 1+ 
  EMOTION 
  MENTAL 
  Your love for another occupies your every thought, and you become 
  despondent when you are away from that person. The person is selected 
  from your Lifepath or chosen by your GM. At the start of each day, if you 
  are away from this person you take a –1 status penalty on initiative 
  checks and Perception checks. If you ever lose or fall out of love with this 
  person, exchange this flaw for the Doubt flaw. 
  Heightened (+3) The status penalty gets worse by 1. 
  MAGICAL KLUTZ UCA 
  BANE 6 
  OCCULT 
  MISFORTUNE 
  You were born in a place with a plethora of strangely interacting magic 
  which is dangerously eager to surge into action around you. You roll 
  twice and take the lower result on Reflex saving throws against effects 
  produced by magic items.  
  MARK OF SLAVERY Q&C 
  BANE 3+ 
  EMOTION 
  MENTAL 
  You were enslaved for part or all of your youth and marked as such with 
  a brand or tattoo that still reminds you of how you were punished 
  whenever you failed to do what you should. Whenever you fail a skill 
  check, you take a –1 penalty on any skill check or attack roll you attempt 
  before the end of your next turn unless it is a part of retrying the failed 
  skill check. 
  Heightened (+4) The status penalty gets worse by 1. 
  MILKY EYE BOTCV 
  BANE 1+ 
  AFFLICTION  
  One of your eyes has grown enlarged and developed a pale, milky film. 
  Daylight seems uncomfortably bright to you. You take a –2 status penalty 
  on saving throws against effects with the Light trait, and you are 
  automatically dazzled for 1d6 rounds when exposed to bright light or 
  sunlight. 
  Heightened (+2) The status penalty gets worse by 1. 
  NATURE’S BANE COC* 
  BANE 3 
  PRIMAL 
  Animals do not willingly approach within 30 feet of you, unless you or 
  the animal’s master succeeds at a Nature check to Handle an Animal 
  with a DC that is Very Hard for the flaw’s level. Animal companions, 
  familiars, and mounts granted by your class abilities are immune to this 
  effect. 
  NERVOUS Q&C 
  BANE 1+ 
  EMOTION 
  MENTAL 
  Living under constant threat of death or worse from your oppressive 
  government, your nerves have frayed terribly. You take a –1 status 
  penalty to any check with the concentration trait. 
  Heightened (+2) The status penalty gets worse by 1. 
  OCCULT BARGAIN SH 
  BANE 6+ 
  OCCULT 
  MISFORTUNE 
  You draw magical power from a source, such as a mysterious eidolon, 
  shame-filled phantom, or fay patron, who insists that its identity remains 
  secret. You take a -1 penalty on checks with the concentration trait, and 
  you must extend hour daily preparation time by 1 hour invoking the 
  entity’s name by word or text or be unable to regain spell slots and focus 
  points that day.  
  Heightened (+6) The status penalty gets worse by 1 and your 
  preparation time is extended by an additional hour. 
  OOZING SORE BOTCV 
  BANE 3+ 
  AFFLICTION 
  An oozing sore has developed on your face that refuses to heal and 
  makes you more susceptible to illness. You take a –1 penalty on saving 
  throws against disease. 
  Heightened (+3) The status penalty gets worse by 1. 
  OPPRESSIVE EXPECTATIONS Q&C 
  BANE 3+ 
  MENTAL 
  You were raised with the belief that your family was special, and that 
  those of your status always succeed at whatever they do. Due to your 
  concern about upholding the family name and your memories of the 
  consequences for disappointing them (such as violence or unsettling 
  disapproval), you are easily frustrated. When you fail at a skill check, you 
  take a –1 status penalty on checks with that skill until you succeed or 
  until you fail at a different skill check, whichever comes first. 
  Heightened (+3) The status penalty gets worse by 1. 
  OVERPROTECTIVE Q&C 
  BANE 3+ 
  MENTAL 
  In your youth, you saw a younger friend or loved one suffer a grievous 
  injury or die, and you blamed yourself for not having been there to help, 
  even if there was nothing you could have done. If one of your allies 
  should fall unconscious from hit point damage, you take a –1 status 
  penalty on attack rolls and skill checks as long as you are farther than 10 
  feet away from your fallen ally. 
  Heightened (+3) The status penalty gets worse by 1. 
  PARANOID UCA 
  BANE 4+ 
  EMOTION 
  MENTAL 
  You believe that someone or something is always out to get you, so you 
  have a hard time truly trusting anyone. Anyone who attempts an aid 
  another action of any type to assist you must succeed at a DC 22 check 
  instead of the normal DC 20 check. 
  Heightened (+4) Increase the DC by 2. 
  RIGHTEOUS INDIGNATION UCA 
  BANE 2+ 
  MENTAL 
  You have difficulty controlling your temper after living in inhuman 
  conditions. Whenever a foe provokes a reaction from you, you must take 
  it unless you succeed at a Will save against a DC equal to 10 + your level. 
  You take a –1 status penalty on Will saving throws against effects with 
  the emotion trait that do not also have the fear trait.  
  Heightened (+2) The status penalty gets worse by 1. 
  
   
  SECRET SHAME SH 
  BANE 2+ 
  FEAR 
  MENTAL 
  You have a terrible fear of the public at large, a group, or an important 
  person (such as your order of knights, your liege lord, your family, or 
  your lover) learning a shameful truth about you. You take a –1 status 
  penalty on saving throws against fear effects, and the DC of any 
  Intimidate check to demoralize you is reduced by 1. If you would 
  normally be immune to fear, you lose that immunity (regardless of its 
  source). 
  You gain access to the Ascendant story feat.  
  Heightened (+2) The status penalty gets worse by 1, and the DC 
  increases by 1. 
  SHADOW-SCARRED Q&C 
  BANE 3+ 
  FEAR 
  MENTAL 
  You were touched by terrible horrors that live in the darkness just 
  outside the human sphere and feel your life-force ebb away ever so 
  slightly whenever you return to the shadows. Whenever you are in an 
  area of dim light or darkness, you take a –1 status penalty on saving 
  throws. 
  Heightened (+3) The status penalty gets worse by 1. 
  SHELTERED Q&C 
  BANE 4+ 
  FEAR 
  MENTAL 
  Brought up in courtly environments and knowing little of violence, you 
  have trouble getting accustomed to it. Whenever you have less than half 
  your maximum hit points, you are frightened 1.  Your frightened 
  condition does not reduce until you have more than half your maximum 
  hit points. 
  Heightened (+5) The frightened condition increases by 1. 
  SPOOKED Q&C 
  BANE 3+ 
  FEAR 
  MENTAL 
  You had a traumatic experience with a spirit at a young age that colors 
  your reactions to such creatures even to this day. Whenever you 
  perceive a fey, celestial, monitor, fiend, or undead from within 60 feet, 
  you become frightened 1 you succeed at a Will save with a DC equal to 
  10 + the creature’s Charisma modifier. Immunity to fear effects does not 
  allow you to forgo this saving throw; even if you are immune to fear, you 
  must roll the Will saving throw for this drawback when applicable, albeit 
  with a +4 bonus. 
  Heightened (+4) The frightened condition increases by 1 and the DC 
  increases by 5. 
  STIFF JOINTS BOTCV 
  BANE 1+ 
  AFFLICTION 
  The painful and stiff swelling of your joints puts you at a disadvantage in 
  combat. You take a –1 status penalty on Athletics Attacks and on checks 
  to Escape. 
  Heightened (+2) The status penalty gets worse by 1. 
  STIGMATIZED AHH 
  BANE 1+ 
  MENTAL 
  You were kept at the periphery of society for a long period of time, so 
  that even when you are among strangers in a new place, you feel the 
  weight of your missing socialization. You take a –1 status penalty on 
  Diplomacy checks to gather information or improve a creature’s 
  attitude. 
  Heightened (+2) The status penalty gets worse by 1. 
  STONE ARM BOTCV 
  BANE 1+ 
  AFFLICTION 
  One arm is turning to stone, though you retain limited mobility. You take 
  a –4 status penalty on all skill checks requiring the use of two hands and 
  on attack rolls when wielding a two-handed weapon or fighting with two 
  weapons. 
  Heightened (+2) The status penalty gets worse by 1. 
  SUPERSTITIOUS Q&C 
  BANE 2+ 
  FEAR 
  MENTAL 
  Raised around those who regarded most magic as innately dangerous, 
  no matter the source, you cannot bring yourself to submit to magic 
  willingly even for your own good. Whenever you are affected with a 
  harmless spell, attempt a flat check against DC 5 to prevent that effect, 
  even if it would benefit you. This does not apply to harmless spells cast 
  by you upon yourself. 
  Heightened (+4) Increase the DC of the flat check by 3. 
  SWOLLEN EYES BOTCV 
  BANE 1+ 
  AFFLICTION 
  Your eyes have swollen to mere slits. You take a –1 status penalty on 
  sight-based Perception checks. 
  Heightened (+3) The status penalty gets worse by 1. 
  TAINTED SPIRIT Q&C 
  BANE 3+ 
  MENTAL 
  ORIGIN 
  When you were a child, a parent or other person with authority over you 
  made a minor pact with a fiend on your behalf, stealing some of your 
  vitality in exchange for a minor boon. At the end of any combat, you 
  must attempt a Fortitude saving throw. The DC is 5 + the number of 
  rounds you acted in combat. If you fail this save, you become fatigued 
  for 10 minutes per round you acted during that encounter. 
  Heightened (+4) Increase the DC by 5. 
  TOO MANY SECRETS SH 
  BANE 3+ 
  ROLE 
  You’ve told too many lies, and made up too many cover stories, and now 
  even you can’t keep it all straight. The lies have become reality to you, 
  which makes it difficult to think of a new convincing lie. You hesitate at 
  crucial moments when trying to fool those around you, and likely 
  shouldn’t be in the field at all anymore. You take a –1 status penalty on 
  Deception checks and saving throws against illusions.  
  Heightened (+4) The status penalty gets worse by 1. 
  UMBRAL UNMASKING COC 
  BANE 3+ 
  OCCULT 
  You cast no shadow whatsoever, or the shadow you do have is 
  monstrous. Under normal lighted conditions, this is not hard to 
  observe—but uncommon to notice. Creatures that succeed at a DC 20 
  Wisdom check notice it plainly (an additional Perception check may be 
  required based on environmental conditions). This telltale sign of 
  wickedness cannot be concealed by misdirection, nondetection, or 
  illusions, except those that also affect shadows (such as invisibility). 
  Heightened (7th) Reduce the Wisdom check to DC 15. 
  Heightened (13th) Reduce the Wisdom check to DC 10. 
  UNTRUSTING SH* 
  BANE 2 
  EMOTION 
  MENTAL 
  MISFORTUNE 
  You were reported to a dangerous authority and narrowly escaped 
  death. You second-guess your instincts constantly, leaving you never 
  sure whether or not to trust someone and endangered if you encounter 
  that group’s agents again. You can roll twice and take the lower result 
  on Perception checks to Sense Motive. 
  
   
  F22  CURSES 
  These flaws are always magical, usually divine, and are imposed upon a victim by a deity or power. 
  Name 
  Alignment Level Traits 
  Effect 
   
   
   
  Divine 
   
  CATASTROPHIC SUBTERFUGE 
  N 
  1 
  Fate, Trickery 
  Deception and Stealth failures become critical failures 
  CONCEALING VISIONS 
  CE 
  1 
  Nightmares, Trickery 
  Everything is concealed 
  DISHONOURABLE SICKNESS 
  NG 
  1 
  Confidence, Trickery 
  Vomit up small animal after refusing a request 
  ENCLOSING DARKNESS 
  LG 
  1 
  Delirium, Moon 
  Lose low-light vision and darkvision. 
  FEELING OLD 
  N 
  1 
  Freedom, Perfection 
  Penalty to initiative rolls 
  FRAGILE EQUIPMENT 
  LG 
  1 
  Duty, Perfection 
  After attempting an attack weapon or armour becomes broken 
  FRAGILE TOOLS 
  LG 
  1 
  Creation, Protection 
  Damaged items automatically become broken 
  HOSTILE INSECTS 
  LE 
  1 
  Death, Zeal 
  All insects are hostile and attack on sight 
  HUNGER 
  NE 
  1 
  Indulgence, Undeath 
  Eat 20 times as much as normal 
  LEADEN WARRIOR 
  CN 
  1 
  Destruction, Might 
  Weapons, armour and shields have half hit points and break threshold 
  MARKED CRIMINAL 
  LN 
  1 
  Cities 
  After any crime a symbol or word appears on your skin 
  PRONE TO VENGEANCE 
  CN 
  1 
  Pain 
  Stung whenever a new person desires vengeance against you 
  REVERSED CRITICAL 
  N 
  1 
  Luck, Trickery 
  Once per day a natural 20 becomes a natural 1 
  RESTRICTED ACCESS 
  NL 
  1 
  Protection, Time 
  It takes longer to open a stuck door or a lock 
  SHAKY CRAFT 
  N 
  1 
  Creation, Time 
  All craft or repair failures become critical failures 
  TAKE THE DIFFICULT PATH 
  LN 
  1 
  Perfection, Truth 
  Roll twice and take the lower result if using a better check when a lower one is appropriate 
  TASTELESS FOOD 
  LG 
  1 
  Earth, Nature 
  Any food not grown by you takes like ash and leaves you fatigued 
  UNFRIENDLY COMMUNITY 
  NG 
  1 
  Freedom, Cities 
  Indifferent humanoids in your community become unfriendly 
  UNREWARDING WORD 
  NE 
  1 
  Trickery, Wealth 
  Reduced level when attempting to earn income 
  UNWELCOME DRUNK 
  CG 
  1 
  Indulgence 
  Awake with a hang over and find that drink tastes foul 
  WEIGHT OF CHAINS 
  LE 
  1 
  Ambition 
  Permanently encumbered and noisy 
  YOU SCURVY DOG 
  CN 
  1 
  Destruction, Water 
  Difficult to remove bleed damage 
  FLAMMABLE 
  LE 
  1+ 
  Fire, Tyranny 
  Weakness to fire 
  ANCIENT WOUND 
  LE 
  1+ 
  Tyranny 
  Drained 1, and sicked 1 after performing a chaotic act 
  BEACON OF DESTRUCTION 
  CE 
  1+ 
  Destruction 
  Permanently confused, attacks cause more damage 
  BROKEN ARMOUR 
  CE 
  1+ 
  Destruction 
  Worn armour automatically becomes broken 
  CONFUSION INSIGHT 
  N 
  1+ 
  Ambition, Knowledge 
  Once per day confused after receiving a strange insight 
  CROWN OF THORNS 
  CG 
  1+ 
  Zeal 
  Weakness to piercing damage 
  DISTRACTING VISIONS 
  N 
  1+ 
  Knowledge 
  Penalty to initiative rolls 
  DRY SPELL 
  CN 
  1+ 
  Indulgence, Water 
  Penalty to charisma-based skills. 
  EASY PREY 
  CE 
  1+ 
  Might, Trickery 
  Nearby creatures smell you as prey 
  ENTROPY 
  CN 
  1+ 
  Destruction, Decay 
  Worn items become broken after 10 minutes 
  FEAR OF IMPRISONMENT 
  CE 
  1+ 
  Earth 
  Clumsy and stupefied when imprisoned 
  GET LOST 
  CG 
  1+ 
  Travel 
  Exploration movement is reduced 
  HOUNDED BY TRUTH 
  LG 
  1+ 
  Knowledge, Truth 
  Penalty on deception checks 
  LIFEFORCE LEECH 
  CE 
  1+ 
  Decay, Plague 
  Permanently drained 
  MENTALLY TAXED 
  N 
  1+ 
  Magic 
  Permanently stupefied 
  MISFORTUNATE 
  CG 
  1+ 
  Luck, Misfortune 
  Roll twice and take the worse result when attempting a check 
  NIGHT CLOSING IN 
  CN 
  1+ 
  Darkness, Travel 
  Reduced visibility 
  PROTECT THE WEAK 
  NE 
  1+ 
  Protection, Sorrow 
  Foes gain a bonus to attach you 
  RAINBOW HAIR 
  N 
  1+ 
  Delirium, Music 
  Penalty to deception check to Impersonate 
  SICKENED WITH REMORSE 
  NG 
  1+ 
  Passion, Protection 
  Permanently sickened 
  SPLINTERED BLADES 
  CN 
  1+ 
  Confidence, Destruction 
  Weapons become broken after use in combat 
  SUNBURNT 
  NG 
  1+ 
  Fire, Sun 
  Permanently clumsy 
  TROUBLED SLEEP 
  CE 
  1+ 
  Nightmares 
  Need extra time to achieve a full nights rest 
  VULNERABLE TO DRAGONS 
  LG 
  1+ 
  Duty 
  Weakness to dragon breath and all imperial dragons and animals are hostile 
  VULNERABLE TO THE SEAS 
  N 
  1+ 
  Travel, Water 
  Lose or penalty to swim speed 
  VULNERABLE TO THE SKY 
  N 
  1+ 
  Air 
  Weakness to electricity 
  WARRING MAGIC 
  N 
  1+ 
  Destruction, Magic 
  Flat check when casting a spell to prevent a harmful spell becoming beneficial and visa-versa. 
  WEAKNESS 
  NG 
  1+ 
  Might 
  Reduced maximum and encumbered bulk limits 
  WEAKENED ARMOUR 
  CN 
  1+ 
  Destruction 
  Reduced benefit from armour and shields 
  BURNING BOUNDS 
  CG 
  3+ 
  Destruction, Freedom 
  Restrains burn and are destroyed 
  CHALLENGED TO PERFECTION 
  N 
  3+ 
  Might, Perfection 
  Clumsy 1 and encumbered until a challenging task is accomplished 
  DAUNTING THRESHOLDS 
  LN 
  3+ 
  Change 
  Sickened when crossing a threshold 
  EXPLOSIVE SCIENCE 
  N 
  3+ 
  Fire, Knowledge 
  Attempt to interact with complex items cause fire damage 
  LIGHTWEIGHT 
  NG 
  3+ 
  Might 
  Permanently enfeebled 
  PAIN 
  Le 
  3+ 
  Pain 
  Take damage whenever you witness another creature take damage 
  SEASICKNESS 
  CN 
  3+ 
  Water 
  Sickened when on or in sight of the sea 
  STARSTRUCK 
  CG 
  3+ 
  Dreams 
  Sickened in starlight 
  STERILE 
  LG 
  3+ 
  Nature, Family 
  Unable to reproduce 
  WITHERED 
  NG 
  3+ 
  Ambition 
  Permanently enfeebled and possibly drained 
  INFORMATION LEAK 
  NE 
  4 
  Confidence, Freedom 
  A secret about you becomes known 
  MARKED FOR DEATH 
  CN 
  4 
  Darkness 
  When not in natural sunlight head appears to be a skull, and penalty to recovery checks 
  ANIMAL ANIMOSITY 
  LG 
  6 
  Nature 
  Animals attitudes are one category worse 
  CLUMSY 
  CN 
  6 
  Creation 
  Always untrained in Crafting, Performance and one other skill 
  COWARDICE 
  CG 
  6 
  Might 
  Worse results from saves against fear 
  EARTH-BOUND 
  N 
  6 
  Earth 
  Constantly affected by earthbind 
  EDGE OF THE CROWD 
  NG 
  6 
  Family 
  Diplomacy check failures become critical failures 
  EMOTIONALLY VULNERABLE 
  CN 
  6 
  Indulgence 
  Failed saves against emotion effects become critical failures 
  FINANCIAL FAILURE 
  LN 
  6 
  Wealth 
  The result of all checks to earn income are one step worse 
  IMPASSIONED AUDIENCE 
  CN 
  6 
  Passion, Trickery 
  Results of checks to make an impression are one step worse  
  LACKLUSTRE ATTACKS 
  CN 
  6 
  Confidence, Might, Zeal 
  Reduce the dice size of all weapon and unarmed attacks 
  LETTER OF THE LAW 
  LE 
  6 
  Confidence, Curse 
  Cannon voluntarily break an agreement 
  LIGHT OF TRUTH 
  NG 
  6 
  Sun, Truth 
  Unable to tell lies 
  LOSS OF KNOWLEDGE 
  LG 
  6 
  Knowledge, Truth 
  Results from Recall Knowledge checks are one degree worse. 
  LOST IN THE DARK 
  LG 
  6 
  Delirium, Moon 
  At night results from any navigation checks are one degree worse. 
  PERSONAL TOOLS 
  LG 
  6 
  Creation, Family 
  Gain item bonuses only from items you make yourself 
  PORTENT OF WOE 
  LG 
  6 
  Fate 
  Once per day critically fail a divination 
  TACTICAL FLAWS 
  CN 
  6 
  Confidence, Might 
  Cannot receive circumstance bonus on attack rolls 
  UNCOVERED SECRETS 
  N 
  6 
  Secrecy 
  Everyone who you are keeping secrets from immediately learns one of your secrets 
  
   
  VULNERABLE TO LIFE 
  NE 
  6 
  Undeath 
  Harmed, and not healed, by positive effects  
  VULNERABLE TO POISON 
  NE 
  6 
  Death 
  Failure to save against a poison becomes a critical failure 
  DOOMED LINEAGE 
  N 
  6+ 
  Curse 
  Infertile and doomed 
  OVERWHELMED 
  CN 
  6+ 
  Nightmares, Void 
  Permanently stupefied 
  WASTING DISEASE 
  NE 
  6+ 
  Might, Undeath 
  Clumsy, enfeebled and can only crawl 
  WEB-BOUND 
  N 
  6+ 
  Trickery 
  Permanently slowed and speed reduced 
  BORDER CASE 
  NG 
  8 
  Ambition 
  Fail if check result exactly equals DC 
  LIGHT BLINDNESS 
  LG 
  8 
  Sun, Vigil 
  Gain light blindness 
  STAMINA LEECH 
  CE 
  8 
  Decay, Plague 
  Become fatigued after failing a fortitude save 
  DO NO HARM 
  NG 
  8+ 
  Healing 
  All attacks do nonlethal damage except against fiends and undead 
  ASSASSIN HUNTED 
  LE 
  10 
  Death, Might 
  Hunted by an assassin 
  BAD LUCK 
  NG 
  10 
  Luck, Misfortune 
  Always roll twice and take the worse result 
  CONTAGIOUS 
  CE 
  12 
  Decay, Plague 
  Struck by a contagious disease 
  CONTAGIOUS SPONGE 
  LG 
  12 
  Delirium, Moon 
  Touch contracts disease, curses and conditions from target 
  DENY THE ODDS 
  N 
  12 
  Earth 
  Compelled to accept all wagers 
  DEPENDANT 
  NG 
  12 
  Might 
  Most be given food, drink and equipment by another 
  EXILED 
  LG 
  12 
  Creation, Family 
  Community attitudes are one step worse 
  FACE IN THE CROWD 
  NG 
  12 
  Family 
  Lose the ability to distinguish one living creature from another 
  FORGOTTEN 
  LN 
  12 
  Knowledge, Truth 
  All living creatures forget your existence 
  HOSTILE CONSTRUCTS 
  N 
  12 
  Earth 
  All constructs are hostile and attack on sight 
  ILLITERATE 
  LG 
  12 
  Knowledge, Truth 
  Incapable of reading anything 
  JOYLESS 
  LE 
  12 
  Destruction 
  Something you value is taken 
  MIRROR-BANE 
  N 
  12 
  Delirium 
  Mirrors beak and cannot be concealed by illusion magic 
  SLOW COMBATANT 
  CN 
  12 
  Confidence, Might, Zeal 
  Slowed which in combat 
  STOLEN MEMORIES 
  NE 
  12 
  Secret 
  A change each day of permanently forgetting the events of the previous day 
  UNDERDOG SUCCESS 
  N 
  12 
  Family 
  Successful checks against you from lower level foes become critical successes  
  UNREALISED VENGEANCE 
  CN 
  12 
  Pain, Passion 
  Manifested foe whenever an individual imagines vengeance upon you 
  VULNERABLE TO BLEED 
  CG 
  12 
  Destruction 
  Slashing or piercing damage also causes bleed 
  VULNERABLE TO HARM 
  N 
  12 
  Perfection 
  Never temporarily immune to a harmful effect 
  VULNERABLE TO NATURE 
  N 
  12 
  Nature 
  Nonsapient plant creatures become hostile 
  STORM-BOUND 
  CN 
  12+ Lightning, Water 
  Surrounded by a permanent storm cloud 
  CURSE OF HONESTY 
  LN 
  13 
  Cities 
  Constant Zone of Truth 
  FINANCIAL RUIN 
  CN 
  15 
  Wealth 
  All wealth is stolen 
  IMMUNE TO LUCK 
  NG 
  15 
  Luck 
  Cannot benefit from status bonuses 
  IMMUNE TO TELEPORTATION 
  LN 
  15 
  Magic 
  Cannot be teleported or transport, conjure or summon others 
  ISOLATION 
  CN 
  15 
  Creation 
  Cannon communicate with other creatures 
  PAINFUL HEALING 
  NE 
  15 
  Pain 
  Take damage instead of healing 
  BARRED FROM MAGIC 
  N 
  18 
  Magic 
  Lose all spellcasting abilities 
  FINAL DEATH 
  LE 
  20 
  Death 
  Killed and soul dragged to judgement 
  ANCIENT WOUND WG3 
  CURSE 1+ 
  LE 
  CURSE 
  TYRANNY 
  The chaos you have wrought has flawed you. You receive an ancient 
  wound that feels older than time itself. You become permanently 
  drained 1, and nothing short of another intercession can remove the 
  condition. Your wound aches fiercely whenever you perform a 
  particularly chaotic act, causing you to become sickened 1. 
  Heightened (+5) Increase the drained condition by 1. 
  ANIMAL ANIMOSITY WG3 
  CURSE 6 
  LG 
  DIVINE 
  NATURE 
  Beasts take a dislike to you. Animals’ attitudes toward you are one 
  category worse (friendly instead of helpful, indifferent instead of 
  friendly, and so on).  
  ASSASSIN HUNTED WG3 
  CURSE 10 
  LE 
  DIVINE 
  DEATH 
  MIGHT 
  Hubris brings death. Your name and location are mentally projected into 
  the mind of an assassin, who is tasked with eliminating you.  
  BEACON OF DESTRUCTION LOG&M 
  CURSE 1+ 
  CE 
  DIVINE 
  DESTRUCTION 
  You are useful only as a beacon of destruction. You are permanently 
  confused, rampaging against anything and everything in your sight, and 
  you deal an additional 5 damage with your unarmed and weapon Strikes. 
  Heightened (+1) Increase the additional damage by 1. 
  BAD LUCK LOG&M 
  CURSE 10 
  NG 
  DIVINE 
  LUCK 
  MISFORTUNE 
  You are plagued with ill luck just when fortune is most needed. You must 
  always roll flat checks twice and use the worse result.  
  BARRED FROM MAGIC LOG&M 
  CURSE 18 
  N 
  DIVINE 
  MAGIC 
  Your connection to magic has been severed. You lose all your 
  spellcasting abilities and cannot gain any future spellcasting. 
  BROKEN ARMOUR LOG&M 
  CURSE 1+ 
  CE 
  DIVINE 
  DESTRUCTION 
  Your destructive rage seeks to remain unbound. Any armour you wear 
  automatically becomes broken. Other items in your possession 
  occasionally become broken over time. Items with a level higher than 
  the curse are not affected. 
  BORDER CASE LOG&M 
  CURSE 8 
  NG 
  DIVINE 
  AMBITION 
  Your flaw breaks your competitive edge, causing you to fail at the cusp 
  of success. If your check result exactly equals the DC, you fail instead of 
  succeeding.  
  BURNING BOUNDS LOG&M 
  CURSE 3+ 
  CG 
  DIVINE 
  DESTRUCTION 
  FREEDOM 
  Ropes, chains, manacles, and other equipment used to bind or constrain 
  become blazing hot in your hands, bursting into flame or melting as if 
  engulfed in a forge. When you attempt to hold such an item, you take 
  1d6 fire damage and the item is destroyed.  
  Heightened (+3) Increase the fire damage by 1d6. 
  CATASTROPHIC SUBTERFUGE LOG&M 
  CURSE 1 
  N 
  DIVINE 
  FATE 
  TRICKERY 
  When your pranks start going wrong, they dissolve into a string of 
  catastrophic failures. When you roll a failure on a Deception or Stealth 
  check, you get a critical failure instead.  
  CHALLENGED TO PERFECTION LOG&M 
  CURSE 3+ 
  LN 
  DIVINE 
  MIGHT 
  PERFEECTION 
  You are challenged to adapt to adversity in order to perfect yourself. You 
  become weighed down as if under heavy weights, becoming clumsy 1 
  and encumbered until you accomplish a challenging task.  
  Heightened (+3) Increase the clumsy condition by 1. 
  CLUMSY LOG&M 
  CURSE 6 
  CN 
  DIVINE 
  CREATION 
  You are plagued with doubt in your own skills. You are always untrained 
  with Crafting, Performance, and one other skill (determined by the GM, 
  but themed to the event that brought on your curse), regardless of any 
  effect that would improve your proficiency. You can’t retrain those skills.  
  CONCEALING VISIONS LOG&M 
  CURSE 1 
  CE 
  DIVINE 
  NIGHTMARES 
  TRICKERY 
  Horrid visions torment your mind, overlaying reality at inopportune 
  times. You treat everything around you as if it was concealed.  
  
   
  CONFUSING INSIGHT LOG&M 
  CURSE 1+ 
  N 
  DIVINE 
  AMBITION 
  KNOWLEDGE 
  Your flaw attempts to bring you unwanted intellectual advancement to 
  help you become something better. Each day, at some point during the 
  day, you receive a strange insight upon you that you find uncomfortable. 
  If you embrace it, you aren’t otherwise affected, but if you don’t, you 
  become confused for 1 minute.  
  Heightened (+1) Increase the duration by 2 minutes. 
  CONTAGIOUS LOG&M 
  CURSE 12 
  CE 
  DIVINE 
  DECAY 
  PLAGUE 
  You are struck with a contagious disease of the GM’s choice. You and 
  anyone else you infect can’t be cured of the disease or improve its 
  condition to an earlier stage in any way until you infect two other sapient 
  beings with the disease. 
  CONTAGIOUS SPONGE LOG&M 
  CURSE 12 
  LG 
  DIVINE 
  DELIRIUM 
  MOON 
  Your flaw forces you to experience the hardships of others firsthand. 
  Whenever you touch another creature or another creature touches you, 
  you immediately gain any negative curses, diseases, and conditions they 
  are suffering. These effects spread to you even when you Strike another 
  creature or a creature Strikes you.  
  COWARDICE LOG&M 
  CURSE 6 
  CG 
  DIVINE 
  MIGHT 
  You are inflicted with cowardice. Whenever you roll a critical success on 
  a saving throw against a fear effect, you get a success instead, and each 
  time you roll a failure on a saving throw against a fear effect, you get a 
  critical failure instead.  
  CROWN OF THORNS LOG&M 
  CURSE 1+ 
  CG 
  DIVINE 
  ZEAL 
  A magical wreath of thorny, bloodred roses endlessly grows from your 
  scalp, no matter how much you try to remove it. You gain weakness 5 to 
  piercing damage.   
  Heightened (+2) Increase the weakness by 1. 
  CURSE OF HONESTY LOG&M 
  CURSE 13 
  LN 
  DIVINE 
  CITIES 
  You become honest to a fault. You constantly suffer the critical failure 
  effect of zone of truthPF2E. Additionally, you are always offered the worst 
  possible option in a bargain. 
  DENY THE ODDS LOG&M 
  CURSE 12 
  N 
  DIVINE 
  EARTH 
  You are flawed for your unworthy adherents with recklessness. Any time 
  you are presented with a wager, you are compelled to accept, no matter 
  the odds. If you succeed at a DC 40 Will save, you can at least attempt to 
  alter the stakes of that wager in your favor, but you must still accept. 
  DEPENDANT LOG&M 
  CURSE 12 
  NG 
  DIVINE 
  MIGHT 
  You are flawed to depend upon others for your survival. You can’t eat 
  anything, drink anything, or use any gear or magic items unless they 
  were willingly given to you by someone who rightfully owns them. 
  Workarounds like having an ally strip the gear from someone’s corpse 
  and then give it to you willingly automatically fail.  
  DAUNTING THRESHOLDS LOG&M 
  CURSE 3+ 
  LN 
  DIVINE 
  CHANGE 
  Crossing thresholds becomes daunting. Whenever you move through a 
  portal, gateway, or door, you gain the sickened 1 condition. Magical 
  travel is even more exhausting; after traveling via teleportation, plane 
  shift, or the like, you also gain the fatigued condition until you get a full 
  night’s rest.  
  Heightened (+5) Increase the sickened condition by 1. 
  DISTRACTING VISIONS LOG&M 
  CURSE 1+ 
  N 
  DIVINE 
  KNOWLEGE 
  Horrifying or enticing visions of your final judgment distract you from the 
  task at hand. You take a –2 status penalty to initiative rolls. 
  Heightened (+5) Increase the status penalty by 1. 
  DISHONOURABLE SICKNESS LOG&M 
  CURSE 1 
  NG 
  DIVINE 
  CONFIDENCE 
  TRICKERY 
  Any time you refuse a request made in good faith, you vomit up a frog, 
  mouse, or other small animal. This deals no damage and causes no 
  conditions but is obvious to all bystanders.  
  DO NO HARM LOG&M 
  CURSE 8+ 
  NG 
  DIVINE 
  HEALING 
  Your ability to harm others is restricted. All attacks you make, spells you 
  cast, and other sources of damage you deal are nonlethal except against 
  fiends and undead, and you can’t ever make them lethal. You deal 
  minimum damage except against fiends and undead. All creatures 
  except fiends and undead gain a +1 status bonus to their AC and saving 
  throws against your attacks and other effects. 
  Heightened (+2) Increase the status bonus by 1. 
  DOOMED LINEAGE LOG&M 
  CURSE 6+ 
  N 
  DIVINE 
  DEATH 
  Your life and your lineage are at risk. You become unable to have 
  children (or otherwise procreate by any means, including create spawn 
  abilities) and are permanently doomed 1. 
  Heightened (+2) Increase the doomed condition by 1. 
  DRY SPELL LOG&M 
  CURSE 1+ 
  CN 
  DIVINE 
  INDULGENCE 
  WATER 
  Belligerence hangs over you like a thunderhead. You take a –1 status 
  penalty to checks with Charisma-based skills. If you consume even a drop 
  of alcohol, this penalty becomes –3 until the next sunrise. 
  Heightened (+6) Both penalties increase by 1. 
  EARTH-BOUND LOG&M 
  CURSE 6 
  N 
  DIVINE 
  EARTH 
  You are bound to the earth with no place to hide. You are wreathed in 
  constant faerie fire and constantly affected by earthbind, and any effect 
  that grants invisibility doesn’t work on you.  
  EDGE OF THE CROWD LOG&M 
  CURSE 6 
  NG 
  DIVINE 
  FAMILY 
  Others subconsciously recognize your past betrayals. Whenever you 
  attempt a Diplomacy check and roll a failure, you get a critical failure 
  instead, and if you roll a critical success, you get a success instead.  
  EMOTIONALLY VULNERABLE LOG&M 
  CURSE 6 
  CN 
  DIVINE 
  INDULGENCE 
  Your heart is quick to change. If you roll a failure on a saving throw 
  against an emotion effect, you get a critical failure instead.  
  EMPATHIC DRINKING LOG&M 
  CURSE 1+ 
  CG 
  DIVINE 
  CITIES 
  INDULGENCE 
  You suffer in the presence of drinking, making it hard for you to bear 
  entering any tavern. Whenever any creature drinks alcohol within 10 
  feet of you, you suffer all negative effects from the alcohol (but only the 
  alcohol) instead. This doesn’t apply if the creature gains any special 
  effect from drinking alcohol. 
  Heightened (+1) Increase the distance by 10 feet. 
  EASY PREY LOG&M 
  CURSE 1+ 
  CE 
  DIVINE 
  MIGHT 
  TRICKERY 
  You are marked as prey. Any creature with imprecise or better scent can 
  smell you from 10 × the usual range of their scent and can’t shake the 
  feeling that you smell like prey, so they might attack you even if they 
  would normally avoid attacking creatures of your ancestry. This smell 
  doesn’t magically compel their action, and the scent of prey doesn’t 
  overcome a deeper bond such as that with an animal companion.  
  Heightened (6th) Increase the range to 100 × the usual range. 
  Heightened (12th) Increase the range to 1000 × the usual range. 
  ENCLOSING DARKNESS LOG&M 
  CURSE 1 
  LG 
  DIVINE 
  DELIRIUM 
  MOON 
  Light actively shuns you due to your offense. You lose any low-light vision 
  or darkvision you have, and you treat all light levels as one step lower.  
  ENTROPY LOG&M 
  CURSE 1+ 
  CN 
  DIVINE 
  DESTRUCTION 
  DECAY 
  You bring about the end to everything around you. Every item you carry 
  or wear gains the broken condition after 10 minutes of exposure to you, 
  and is destroyed after a further hour. Items with a level higher than the 
  curse are not affected. 
  
   
  EXILED LOG&M 
  CURSE 12 
  LG 
  DIVINE 
  CREATION 
  FAMILY 
  You are forever cast out from your home. Members of your community 
  have their attitudes towards you shift two steps worse, meaning those 
  who used to be helpful are now indifferent, those who were friendly are 
  now unfriendly, and all others are now hostile. This doesn’t necessarily 
  result in violence, but hostile community members generally seek your 
  permanent exile. 
  EXPLOSIVE SCIENCE LOG&M 
  CURSE 3+ 
  N 
  DIVINE 
  FIRE 
  KNOWLEDGE 
  Whenever you try to perform engineering or science tasks, everything 
  just seems to explode. Whenever you attempt to create or use an 
  alchemical item or a construct, Disable a Device, and so on, you must 
  attempt a DC 5 flat check. On a failure, something explodes and you take 
  1d6 fire damage (or a different type of damage, if appropriate) per level 
  of the item, construct, or device (DC 40 basic Reflex save).  
  Heightened (+2) Increase the DC of the flat check by 1. 
  Heightened (+4) Increase fire damage by 1d6. 
  FACE IN THE CROWD LOG&M 
  CURSE 12 
  NG 
  DIVINE 
  FAMILY 
  You spread misery via false love face. You lose the ability to distinguish 
  any living being from another through appearance, voice, scent, or 
  similar sensory means. You can make out physical size (so you wouldn’t 
  mistake an ant for a horse), but nothing further. If you were merely 
  shallow, every creature you see has generic, bland features, but if your 
  deeds were vile, you see only the faces of those you have wronged. 
  FEAR OF IMPRISONMENT LOG&M 
  CURSE 1+ 
  CE 
  DIVINE 
  EARTH 
  Whenever you are imprisoned, you thrash and shake as your mind fills 
  with desperation. Any time you are restrained or otherwise imprisoned 
  (such as being sent to jail), you are also clumsy 2 and stupefied 2.  
  Heightened (+2) Increase the clumsy and stupefied conditions by 1. 
  FEELING OLD LOG&M 
  CURSE 1 
  N 
  DIVINE 
  FREEDOM 
  PERFECTION 
  Your joints stiffen, and your mind becomes clouded. You take a –2 status 
  penalty to all rolls for initiative.  
  FINAL DEATH LOG&M 
  CURSE 20 
  LE 
  DIVINE 
  DEATH 
  Your flaw is fatal. It rips open a portal to your location, kills you, drags 
  your soul to judgment in a way that prevents resurrection magic. 
  FINANCIAL FAILURE LOG&M 
  CURSE 6 
  LN 
  DIVINE 
  WEALTH 
  Trigger You roll a check to Earn Income. 
  All your enterprises are cursed, leading to financial disaster as all your 
  ventures always seem to fail. The result of your check is always one 
  degree of success worse than the one you rolled.  
  FINANCIAL RUIN LOG&M 
  CURSE 15 
  CN 
  DIVINE 
  WEALTH 
  All of your wealth is stolen. If you want a chance to recover your lost 
  wealth, you must parlay with your curser and accept whatever 
  dangerous terms she offers, usually requiring a heist she will find 
  sufficiently amusing to watch whether you succeed or fail, and requiring 
  you to trade your spoils from that quest for your previous belongings. 
  FLAMMABLE LOG&M 
  CURSE 0+ 
  LE 
  DIVINE 
  FIRE 
  TYRANNY 
  Your flaw burns you with great malice. You gain weakness to fire equal 
  to 5 + the level of the curse.  
  FRAGILE EQUIPMENT LOG&M 
  CURSE 1 
  LG 
  DIVINE 
  DUTY 
  PERFECTION 
  Your equipment turns on you for a disgraceful act. The next time you 
  make an attack, your weapon or armour gains the broken condition.  
  FRAGILE TOOLS LOG&M 
  CURSE 1 
  LG 
  DIVINE 
  CREATION 
  PROTECTION 
  Shoddy artisanship makes itself known. Whenever an item you’re using 
  takes damage, it is broken.  
  FORGOTTEN LOG&M 
  CURSE 12 
  LN 
  DIVINE 
  KNOWLEDGE 
  TRUTH 
  All living creatures forget your existence and your name is obliterated 
  from all written records. In both cases, memories and writings rearrange 
  themselves to omit you smoothly, rather than leaving obvious gaps. 
  GET LOST LOG&M 
  CURSE 1+ 
  CG 
  DIVINE 
  TRAVEL 
  You always seem to lose your way or have strange mishaps on the road 
  that delay your travel. You (and thus any group that travels with you) 
  travel at only ¾ normal exploration Speed, before factoring terrain and 
  other features that might slow you down further.  
  Heightened (6th) You travel at ½ your speed. 
  Heightened (12th) You travel at ¼ your speed. 
  HOSTILE CONSTRUCTS LOG&M 
  CURSE 12 
  N 
  DIVINE 
  EARTH 
  Constructs—even mindless constructs you thought you could control—
  seek your demise. All constructs are hostile to you and attack you when 
  they notice your presence. Occasionally, the curse causes inanimate 
  statues and other objects animate as constructs to pursue its vengeance.  
  HOSTILE INSECTS LOG&M 
  CURSE 1 
  LE 
  DIVINE 
  DEATH 
  ZEAL 
  Minions seek vengeance. Insects become hostile against you.  
  HOUNDED BY TRUTH LOG&M 
  CURSE 1+ 
  LG 
  DIVINE 
  KNOWLEDGE 
  TRUTH 
  As you stray from the truth, dissonant notes interrupt you whenever you 
  speak. You take a –2 status penalty to all Deception checks.  
  Heightened (+4) Increase status penalty by 1. 
  HUNGER LOG&M 
  CURSE 1 
  NE 
  DIVINE 
  INDULGENCE 
  UNDEATH 
  You must overindulge or partake in forbidden feasts before you find 
  yourself even remotely sated. You need to eat 20 times as much food as 
  normal to avoid starvation, though you always feel hungry regardless of 
  how much you eat. If you dine on the flesh and blood of sapient 
  creatures, you need to eat only the normal amount of such meals and 
  your hunger abates.  
  ILLITERATE LOG&M 
  CURSE 12 
  LG 
  DIVINE 
  KNOWLEDGE 
  TRUTH 
  The written word turns against you, blurring into illegibility. You are 
  incapable of reading anything or making out symbols of any sort, 
  including the words on scrolls, spellbooks, or magic items.  
  IMPASSIONED AUDIENCE LOG&M 
  CURSE 6 
  CN 
  DIVINE 
  PASSION 
  TRICKERY 
  People react as though you’re insulting them, even in normal 
  conversation. Whenever you attempt to Make an Impression, the 
  outcome is one degree of success worse than the result of your roll. If 
  you converse with someone over a long enough period of time but don’t 
  attempt to Make an Impression, you still insult them, and you suffer the 
  effect of a critical failure to Make an Impression.  
  IMMUNE TO LUCK LOG&M 
  CURSE 15 
  NG 
  DIVINE 
  LUCK 
  Ill luck causes aid to fail with frustrating regularity. You cannot benefit 
  from circumstance status bonuses, or from fortune effects. 
  IMMUNE TO TELEPORTATION LOG&M 
  CURSE 15 
  LN 
  DIVINE 
  MAGIC 
  Transportation magic no longer works for you. You cannot be 
  transported by any magical means, nor can you transport, conjure, or 
  summon others. Even extradimensional spaces like bags of holding are 
  inaccessible and unusable to you, as using them requires magical 
  transportation to the extradimensional space. 
  ISOLATION LOG&M 
  CURSE 15 
  CN 
  DIVINE 
  CREATION 
  You are exiled from companionship. You can’t communicate with any 
  other creature, nor can you feel other creatures’ touch.  
  INFORMATION LEAK LOG&M 
  CURSE 4 
  NE 
  DIVINE 
  CONFIDENCE 
  FREEDOM 
  Someone you’ve wronged gains information they desire about you, with 
  the effects of a critical success at the commune ritual.  
  
   
  JOYLESS LOG&M 
  CURSE 12 
  LE 
  DIVINE 
  DESTRUCTION 
  You have lost your joy, leaving you with only pain. You lose that which 
  you cherish the most forever and lose the ability to feel joy. You can’t 
  gain benefits from emotion effects based on positive emotions. When 
  your curse feels you are ready to renounce, destroy, mutilate, or torture 
  that which you once cherished most, it might return it to you to allow 
  you to do so. 
  LACKLUSTRE ATTACKS LOG&M 
  CURSE 6 
  CN 
  DIVINE 
  CONFIDENCE 
  MIGHT 
  ZEAL 
  You’ve lost the glory of slaying a worthy opponent. All of your weapon 
  and unarmed attacks decrease their damage dice by one step, and all 
  your attacks are nonlethal.  
  LEADEN WARRIOR LOG&M 
  CURSE 1 
  CN 
  DIVINE 
  DESTRUCTION 
  MIGHT 
  Your blade and armour have dulled like lead. Your weapons, armour, and 
  shields have half their usual Hit Points and Break Threshold.  
  LETTER OF THE LAW LOG&M 
  CURSE 6 
  LE 
  DIVINE 
  CONFIDENCE 
  TRICKERY 
  You are forced to comply. You can’t voluntarily back out of an agreement 
  or contract or go back on your word, though you need follow only the 
  letter of the agreement, not the spirit.  
  LIFEFORCE LEECH LOG&M 
  CURSE 1+ 
  CE 
  DIVINE 
  DECAY 
  PLAGUE 
  Your lifeforce is drawn away. You become drained 1 and can’t reduce 
  your drained condition below 1.  
  Heightened (+5) Increase the drained condition by 1. 
  LIGHT BLINDNESS LOG&M 
  CURSE 8 
  LG 
  DIVINE 
  SUN 
  VIGIL 
  Light is no longer your ally. You gain light blindness. 
  LIGHT OF TRUTH LOG&M 
  CURSE 6 
  NG 
  DIVINE 
  SUN 
  TRUTH 
  The sun shines its light on everything you say. You become unable to tell 
  lies, and if you attempt to do so, you instead compulsively blurt out the 
  truth on the matter in question. You are still able to withhold 
  information or lie by omission.  
  LIGHTWEIGHT LOG&M 
  CURSE 3+ 
  NG 
  DIVINE 
  MIGHT 
  Your strength betrays you, preventing you from taking more than your 
  fair share. You are enfeebled 1 and can’t carry anything beyond the gear 
  you are actively wearing or using.  
  Heightened (+4) Increase the enfeebled condition by 1. 
  LOSS FOR KNOWLEDGE LOG&M 
  CURSE 6 
  LG 
  DIVINE 
  KNOWLEDGE 
  TRUTH 
  Enlightenment begins to elude you, leaving you at a loss for knowledge. 
  Whenever you attempt a check to Recall Knowledge, you use a result 
  one degree of success worse than the result you rolled.  
  LOST IN THE DARK LOG&M 
  CURSE 6 
  LG 
  DIVINE 
  DELIRIUM 
  MOON 
  You are lost in the delusions of moonlight. When attempting to navigate 
  or find something at night, if you roll a success or critical success on your 
  Perception check, Survival check, or other check to do so, you get a 
  failure instead.  
  MENTALLY TAXED LOG&M 
  CURSE 1+ 
  N 
  DIVINE 
  MAGIC 
  The secrets of magic become mentally taxing. You are permanently 
  stupefied 1.  
  Heightened (+5) Increase the stupefied condition by 1. 
  MARKED CRIMINAL LOG&M 
  CURSE 1 
  LN 
  DIVINE 
  CITIES 
  Any time you steal, illegally harm or kill another creature, or undermine 
  a law-abiding officer or court, a symbol or word describing your crime 
  appears on a visible spot on your skin. This symbol cannot be removed 
  or hidden with makeup (though it can be covered with clothing) and it 
  doesn’t vanish until you make legal restitution for the crime, such as by 
  serving your sentence.  
  MARKED FOR DEATH LOG&M 
  CURSE 4 
  CN 
  DIVINE 
  DARKNESS 
  Whenever you are illuminated by a light source other than natural 
  sunlight, your head appears to be a bare skull. The DC for your recovery 
  checks is 12 + your dying value, rather than 10 + your dying value, and 
  you don’t benefit from effects that reduce the DC, such as from the 
  Toughness feat.  
  MIRROR-BANE LOG&M 
  CURSE 12 
  N 
  DIVINE 
  DELIRIUM 
  Mirrors break whenever you cross their paths. You cannot be concealed 
  by illusion magic of any kind (the spell automatically fails), and all 
  creatures that see you know your true identity. 
  MISFORTUNATE LOG&M 
  CURSE 1+ 
  CG 
  DIVINE 
  LUCK 
  MISFORTUNE 
  Misfortune follows you in your travels and requires acts of contrition or 
  benevolence to keep at bay. You must always roll twice and take the 
  worst result when attempting a check. You can express your remorse 
  and ignore this effect for 1d8 rounds by spending an action, which has 
  the concentrate trait. If you perform a truly selfless act of compassion, 
  you ignore this effect for 1 day.  
  Heightened (6th) Ignoring the effect lasts for 1d4 rounds. 
  Heightened (12th) Ignoring the effect lasts until the end of your round. 
  NIGHT CLOSING IN LOG&M 
  CURSE 1+ 
  CN 
  DIVINE 
  DARKNESS 
  TRAVEL 
  Midnight looms and obscures your fate. You are only able to see up to 
  60 feet away from you, regardless of the lighting or what senses you 
  have.  
  Heightened (+6) Reduce the distance by 10 feet. 
  OVERWHELMED LOG&M 
  CURSE 6+ 
  CN 
  DIVINE 
  NIGHTMARES 
  VOID 
  The horrors at the end of reality become overwhelming and constantly 
  race through your mind. You are permanently stupefied 2.  
  Heightened (+6) Increase the stupefied condition by 1. 
  PAIN LOG&M 
  CURSE 3+ 
  LE 
  DIVINE 
  PAIN 
  You share the pain of others, and even minor wounds bring you 
  incredible pain. Whenever you see (or otherwise sense) a creature take 
  damage, you take 1d3 mental damage. Whenever you take damage any 
  other way than from the first part of this curse, you take 1d3 mental 
  damage from increased pain and are sickened 1. Mental damage from 
  this curse ignores any resistance you have to mental damage.  
  Heightened (6th) Increase the mental damage to 1d6. 
  Heightened (12th) Increase the mental damage to 1d12. 
  PAINFUL HEALING LOG&M 
  CURSE 15 
  NE 
  DIVINE 
  PAIN 
  When you would regain Hit Points due to either a positive or negative 
  effect, you lose that many Hit Points instead. 
  PERSONAL TOOLS LOG&M 
  CURSE 6 
  LG 
  DIVINE 
  CREATION 
  FAMILY 
  You must prove your skills at a craft by providing your own equipment. 
  You gain item bonuses only from items you make yourself.  
  PORTENT OF WOE LOG&M 
  CURSE 6 
  N 
  DIVINE 
  FATE 
  Fate reveals dire portents. Divinations such as augury cast by you or that 
  involve you always suggest woe. Once per day after you attempt a check, 
  the GM can make the result of the roll a natural 1.  
  PRONE TO VENGEANCE LOG&M 
  CURSE 1 
  CN 
  DIVINE 
  PAIN 
  Whenever a new person desires vengeance against you, you suffer a 
  painful sting and are afflicted with giant wasp venom at stage 1.  
  PROTECT THE WEAK LOG&M 
  CURSE 1+ 
  NE 
  DIVINE 
  PROTECTION 
  SORROW 
  Creatures weaker than you gain a status bonus on all attack rolls against 
  you equal to your difference in levels, to a maximum of +1. Whenever 
  you are damaged by a such a creature, you take persistent bleed damage 
  equal to twice the difference between your levels (no maximum).  
  Heightened (+2) Increase the maximum by 1. 
  
   
  RAINBOW HAIR LOG&M 
  CURSE 1+ 
  N 
  DIVINE 
  DELIRIUM 
  MAGIC 
  Your hair becomes a wild variety of colours, which cannot be altered 
  with mundane or magical means, and it somehow grows out from under 
  any cap, scarf, or other headwear intended to disguise it. You gain a –2 
  status penalty to Deception skill checks to Impersonate anyone else.  
  Heightened (+4) Increase status penalty by 1. 
  REVERSED CRITICAL LOG&M 
  CURSE 1 
  N 
  DIVINE 
  LUCK 
  TRICKERY 
  You find defeat where there was sure to be victory. Once per day, when 
  you roll a natural 20 on a die, the result becomes a natural 1 instead.  
  RESTRICTED ACCESS LOG&M 
  CURSE 1 
  LN 
  DIVINE 
  PROTECTION 
  TIME 
  Doors jam and locks stick when you try to open them. It takes 3 Interact 
  actions for you to open even an unlocked door, and each attempt to Pick 
  a Lock takes you 2 rounds instead of 2 actions. 
  SEASICKNESS LOG&M 
  CURSE 3+ 
  CN 
  DIVINE 
  WATER 
  You get seasick, becoming sickened 1 whenever you can see the sea or 
  are on a boat at sea. You can manage to stomach enough food and water 
  to survive on a voyage, with extreme discomfort. 
  Heightened (+5) Increase the sickened condition by 1. 
  SHAKY CRAFT LOG&M 
  CURSE 1 
  N 
  DIVINE 
  CREATION 
  TIME 
  Your hands shake when attempting delicate work. All your failures to 
  Craft or Repair items are instead critical failures.  
  SICKENED WITH REMORSE LOG&M 
  CURSE 1+ 
  NG 
  DIVINE 
  PASSION 
  PROTECTION 
  You heart churns with remorse. Each day, you are sickened 1 as 
  misdeeds plays out in your mind over and over in guilt. If you make 
  amends or otherwise earnestly pursue redemption for the misdeed, the 
  sickened condition fades completely that day, and it also abates enough 
  for you to quickly eat and drink when necessary. 
  Heightened (+5) Increase the sickened condition by 1. 
  SLOW COMBATANT LOG&M 
  CURSE 12 
  CN 
  DIVINE 
  CONFIDENCE 
  MIGHT 
  ZEAL 
  You are unable to keep up with the rigors of combat. The moment a 
  combat breaks out, you become fatigued and slowed 1. At the end of 
  each of your turns, your slowed condition increases by 1. These 
  conditions end only when you are no longer in combat. 
  SPLINTERED BLADES LOG&M 
  CURSE 1+ 
  CN 
  DIVINE 
  CONFIDENCE 
  DESTRUCTION 
  All blades reject your wicked heart. Any weapon you wield automatically 
  becomes broken after you Strike with it. Items with a level higher than 
  the curse are not affected. 
  STAMINA LEECH LOG&M 
  CURSE 8 
  CE 
  DIVINE 
  DECAY 
  PLAGUE 
  Your curse leeches your energy from you as easily as blood. Any time you 
  fail a Fortitude save, you become fatigued in addition to all other effects.  
  STARSTRUCK LOG&M 
  CURSE 3+ 
  CG 
  DIVINE 
  DREAMS 
  The stars rebuke you for your ways. You are sickened 1 whenever you 
  are exposed to starlight. 
  Heightened (6th) You are sickened 2. 
  Heightened (9th) You are sickened 3. 
  Heightened (12th) You are sickened 4 and slowed 1. 
  Heightened (15th) You are sickened 4 and slowed 2. 
  STERILE LOG&M 
  CURSE 3+ 
  LG 
  DIVINE 
  NATURE 
  FAMILY 
  You are unable to have children (or otherwise reproduce or propagate if 
  you do so in a different manner).  
  Heightened (6th) This curse also affects your livestock, pets, and crops. 
  STOLEN MEMORIES LOG&M 
  CURSE 12 
  NE 
  DIVINE 
  SECRET 
  Your memories have been stolen away. Once each day when you awake 
  from rest, roll 1d4. On a 1, you forget the events of the previous day 
  forever. On a 2, you temporarily experience complete retrograde 
  amnesia for that day, unable to recall information from the past, 
  including who you are. On a 3, you temporarily forget a single important 
  subject for that day. On a 4, you temporarily remember false memories 
  on a single important subject for that day, blended seamlessly into your 
  true memories. 
  STORM-BOUND LOG&M 
  CURSE 12+ 
  CN 
  DIVINE 
  LIGHTNING 
  WATER 
  A storm cloud follows you wherever you go. The weather in a 100-foot 
  radius around you is always stormy. Roughly twice each minute you are 
  outside, you are struck by a bolt of lightning that deals 4d6 electricity 
  damage (DC 40 basic Reflex save). 
  Heightened (+2) Increase the radius by 100 feet and the damage by 2d6. 
  SUNBURNT LOG&M 
  CURSE 1+ 
  NG 
  DIVINE 
  FIRE 
  SUN 
  The sun burns you for your transgression. You receive a sunburn that 
  causes you to become permanently clumsy 1.  
  Heightened (+5) Increase the clumsy condition by 1. 
  TACTICAL FLAWS LOG&M 
  CURSE 6 
  CN 
  DIVINE 
  CONFIDENCE 
  MIGHT 
  Tactical advantages never seem to work the way you planned. You can’t 
  receive a circumstance bonus to your attack rolls, and enemies don’t 
  take any circumstance penalties to their AC against your attacks.  
  TAKE THE DIFFICULT PATH LOG&M 
  CURSE 1 
  LN 
  DIVINE 
  PERFECTION 
  TRUTH 
  You are challenged to seek another path, rather than treat every 
  problem as a nail just because you have a hammer. If you select a check 
  for which you have a higher bonus when another method would have 
  been more appropriate for the situation, such as using Deception to lie 
  through life because it’s your highest modifier, even if it would be better 
  to reach a compromise through Diplomacy, you must roll twice and take 
  the lower result.  
  TASTELESS FOOD LOG&M 
  CURSE 1 
  LG 
  DIVINE 
  EARTH 
  NATURE 
  Your table is cursed, you are punished for relying on others’ hard work. 
  Any food you didn’t grow, gather, or otherwise harvest yourself tastes 
  like ash and leaves you fatigued.  
  TROUBLED SLEEP LOG&M 
  CURSE 1+ 
  CE 
  DIVINE 
  NIGHTMARES 
  You suffer an unending stream of nightmares. You need 10 hours of rest 
  to try to get enough sleep to recover resources in daily preparation that 
  normally require an 8-hour rest, and even then, you must succeed at a 
  DC 5 flat check to do so, and you are still fatigued on a successful check. 
  Heightened (+2) Increase the number of hours and the check DC by 1. 
  UNCOVERED SECRETS LOG&M 
  CURSE 6 
  N 
  DIVINE 
  SECRECY 
  Those who betray the secrets of others find their own secrets laid bare. 
  Each person from whom you are keeping a secret immediately learns 
  one of your secrets involving that person.  
  UNDERDOG SUCCESS LOG&M 
  CURSE 12 
  N 
  DIVINE 
  FAMILY 
  Your flaw throws all of its might behind the underdog. Any time a 
  creature with a level lower than yours rolls a success on a check against 
  you, it critically succeeds instead; any time you roll a failure on a check 
  against a creature with a level lower than yours, you critically fail instead. 
  UNFRIENDLY COMMUNITY LOG&M 
  CURSE 1 
  NG 
  DIVINE 
  FREEDOM 
  CITIES 
  Community opinion turns against you. Humanoids in your community 
  who would normally start as indifferent toward you start as unfriendly 
  instead.  
  
   
  UNREALISED VENGEANCE LOG&M 
  CURSE 12 
  CN 
  DIVINE 
  PASSION 
  You have wronged those unable to obtain revenge for themselves, your 
  curse grants their revenge its own life. Whenever another creature 
  imagines vengeance upon you but can’t pursue that vengeance because 
  you are too powerful, well connected, or otherwise untouchable, a 
  creature of roughly your level manifests out of their imagination and 
  performs their desired revenge. Once the revenge is complete or the 
  manifestation is destroyed, the summoned creature vanishes from 
  existence. 
  UNREWARDING WORD LOG&M 
  CURSE 1 
  NE 
  DIVINE 
  TRICKERY 
  WEALTH 
  Thieves get the better of you. Whenever you Earn Income, you earn 
  money as if the task were 2 levels lower due to theft, loss, or bad fortune.  
  UNWELCOME DRUNK LOG&M 
  CURSE 1 
  CG 
  DIVINE 
  INDULGENCE 
  You always awake as if from a hard night of drinking and find that drink 
  tastes foul.  
  VULNERABLE TO BLEED LOG&M 
  CURSE 12 
  CG 
  DIVINE 
  DESTRUCTION 
  Small wounds bleed more than seems physically possible. Whenever you 
  take slashing or piercing damage, you also take persistent bleed damage 
  equal to the level of the creature or effect that inflicted the damage. 
  VULNERABLE TO DRAGONS LOG&M 
  CURSE 1+ 
  LG 
  DIVINE 
  DUTY 
  All imperial dragons and animals you encounter are automatically hostile 
  to you, and you gain weakness 1 to draconic breath weapons.  
  Heightened (+1) Increase weakness by 1. 
  VULNERABLE TO HARM LOG&M 
  CURSE 12 
  N 
  DIVINE 
  PERFECTION 
  The code of your soul is constantly being rewritten, and not for the 
  better. You are never temporarily immune against a harmful effect. 
  VULNERABLE TO LIFE LOG&M 
  CURSE 6 
  NE 
  DIVINE 
  UNDEATH 
  You are cut off from positive energy without granting you the blessing of 
  undeath. You are harmed by positive effects and don’t recover Hit Points 
  from them, as if you were an undead or had negative healing, but you 
  are still harmed by negative effects as normal.  
  VULNERABLE TO NATURE LOG&M 
  CURSE 12 
  N 
  DIVINE 
  NATURE 
  You are shunned by nature itself. All animals and nonsapient plant 
  creatures are hostile to you, and any animal companion or familiar 
  abandons you. Sapient plants’ attitude toward you begins two 
  categories worse than normal, as something about you seems repugnant 
  to them. While plants and animals might not attack you outright if it’s 
  not normally in their nature to do so when they are hostile, dogs growl 
  at you, cats hiss, and so on. 
  VULNERABLE TO POISON LOG&M 
  CURSE 6 
  NE 
  DIVINE 
  DEATH 
  Poisons are quick to debilitate you. When you roll a failure at a Fortitude 
  save against a poison, you get a critical failure instead.  
  VULNERABLE TO THE SEAS LOG&M 
  CURSE 1+ 
  N 
  DIVINE 
  TRAVEL 
  WATER 
  The current of the waves constantly fights against you, putting you at 
  risk of drowning any time you must Swim. You lose any swim Speed you 
  have, unless it’s your only Speed, in which case you take a –5-foot status 
  penalty to your swim Speed. When you roll an Athletics check to Swim, 
  you always use the outcome for one degree of success worse than the 
  result of your roll.  
  Heightened (+2) Increase the status penalty by 5. 
  VULNERABLE TO THE SKY LOG&M 
  CURSE 1+ 
  N 
  DIVINE 
  AIR 
  Lightning begins to strike twice. You gain weakness 5 to electricity, and 
  any natural or magical bolts of lightning always target you rather than 
  the other creatures around you.  
  Heightened (+1) Increase the weakness by 1. 
  WARRING MAGIC LOG&M 
  CURSE 1+ 
  N 
  DIVINE 
  DESTRUCTION 
  MAGIC 
  Your magic wars against itself. Whenever you cast a spell, attempt a DC 
  5 flat check. On a failure, if your spell was harmful, you instead cast a 
  beneficial spell of the same level on your intended targets, and if it was 
  beneficial, you instead cast a harmful spell of the same level on your 
  intended targets. If the spell benefited some targets and harmed others, 
  you cast a spell of the same level that switches who benefited (for 
  instance, changing a heal spell that harmed undead and healed the living 
  to a harm spell that healed undead and harmed the living). You still lose 
  the spell slot for the spell you were trying to cast.  
  Heightened (+2) Increase the DC of the flat check by 1. 
  WASTING DISEASE LOG&M 
  CURSE 6+ 
  NE 
  DIVINE 
  MIGHT 
  UNDEATH 
  Your curse teaches you that pointless lives in slavery to death and 
  morality are bound to end in tragedy. You develop an incurable wasting 
  disease that leaves you clumsy 1, enfeebled 1, and unable to move 
  except by Crawling. This disease never progresses further to kill you, but 
  it passes to your friends and loved ones merely by sight, wasting them 
  away unto death before your eyes and causing them to rise as undead 
  to haunt you. 
  Heightened (+6) Increase the clumsy and enfeebled conditions by 1. 
  WEAKNESS LOG&M 
  CURSE 1+ 
  NG 
  DIVINE 
  MIGHT 
  Difficulty lifting burdens is a sign of divine disapproval. Your maximum 
  and encumbered Bulk limits decrease by 2.  
  Heightened (+6) Bulk limits decrease by an additional 1. 
  WEAKENED ARMOUR LOG&M 
  CURSE 1+ 
  CN 
  DIVINE 
  DESTRUCTION 
  Your cowardice is rewarded with frailty. Any Armor you wear and shield 
  you wield reduces its item bonus to AC by 2 (minimum 0) and its 
  Hardness, Hit Points, and Break Threshold by half.  
  Heightened (6th) Reduce the item bonus to AC by 3. 
  Heightened (12th) Reduce the item bonus to AC by 4. 
  WEB-BOUND LOG&M 
  CURSE 6+ 
  N 
  DIVINE 
  TRICKERY 
  Your curse weaves a web to ensnare you, and you trail webs behind you 
  wherever you go. You become permanently slowed 1 and take a –10-
  foot circumstance penalty to your Speeds.  
  Heightened (+6) Increase the slowed condition by 1. 
  WEIGHT OF CHAINS LOG&M 
  CURSE 1 
  LE 
  DIVINE 
  AMBITION 
  You are surrounded by spectral chains that cause you to always be 
  encumbered and that have the same effects as armour with the noisy 
  trait.  
  WITHERED LOG&M 
  CURSE 3+ 
  NG 
  DIVINE 
  AMBITION 
  Your curse withers you almost to nothing. You are permanently 
  enfeebled 1. 
  Heightened (6th) You are enfeebled 2. 
  Heightened (9th) You are enfeebled 3 and drained 1. 
  Heightened (12th) You are enfeebled 4 and drained 2. 
  Heightened (15th) You are enfeebled 4 and drained 3. 
  Heightened (18th) You are enfeebled 4 and drained 4. 
  YOU SCURVY DOG LOG&M 
  CURSE 1 
  CN 
  DIVINE 
  DESTRUCTION 
  WATER 
  You feel some of the effects of scurvy, making your wounds flow more 
  easily. The DC of the flat check for you to remove persistent bleed 
  damage is 20 instead of 15 (or 15 instead of 10 if using extremely 
  efficient methods to assist your recovery), and you don’t recover from 
  persistent bleed damage automatically when you reach full Hit Points.  
  
   
  F23  MALIGNANCIES 
  Malignant flaws are disadvantageous changes that you have usually had since birth and are usually permanent. Most malignant 
  flaws are imposed by an ancestry, and occasionally by backgrounds or feats. 
  Name 
  Level Traits 
  Effect 
  ANOSMATIC 
  2 
  Respiration 
  No sense of smell 
  ATROPHIED 
  7 
  Manipulation 
  Cannot wield two-handed weapons 
  AVARICE 
  1 
  Cognitive, Emotion, Mental 
  Need 10% more treasure 
  BACKWARD KNEES 
  1+ 
  Locomotion 
  Penalty on athletics checks 
  BALLOONING THROAT 
  1+ 
  Communication, Linguistic 
  Penalty on linguistic checks 
  BRITTLE BONES 
  3+ 
  Skeletal 
  Extra damage from bludgeoning attacks 
  CATS EYES 
  1+ 
  Sensory 
  Penalty on nature checks to Command an Animal 
  COWARDLY 
  3+ 
  Cognitive, Fear, Mental 
  Flee faster and take greater penalty from frightened 
  CURLEY EARS 
  3+ 
  Sensory 
  Penalty to hearing based perception checks 
  DEFORMITY 
  3+ 
  Locomotion, Manipulation 
  Penalty on dexterity-based checks 
  DEPENDENT 
  1+ 
  Cognitive, Emotion, Mental 
  Frightened after failing a diplomacy check 
  DISFIGURING BIRTHMARK 
  1+ 
  Epidermal 
  Penalty to deception checks 
  DOUBT 
  1+ 
  Cognitive, Emotion, Mental 
  Penalty after failing a skill check 
  EASILY EMBARRASSED 
  1+ 
  Hormonal 
  Penalty on linguistic skill checks with an audience 
  EMOTIONLESS 
  3+ 
  Cognitive 
  Penalty on perception checks to sense motive, and on the same checks against you 
  EXTRA DIGIT 
  1+ 
  Manipulation 
  Penalty on craft and thievery checks 
  FACIAL WARTS 
  1+ 
  Epidermal, Acquired 
  Penalty on deception checks involving a disguise 
  FAST GROWING FINGERNAILS 
  2+ 
  Manipulation 
  Penalty on thievery checks 
  FLAT FEET 
  5+ 
  Locomotion 
  If you move too much during your round you are flat-footed until your next round 
  FORKED TONGUE 
  1+ 
  Communication, Linguistic 
  Penalty on diplomacy or deception to fool or persuade others 
  FORGETFUL 
  2+ 
  Cognitive, Mental 
  Accidentally leave items behind on a failed will save 
  FRAIL LIMBS 
  1+ 
  Locomotion 
  Worse DC against disarm, grapple and trip attacks 
  FURRY 
  1+ 
  Epidermal 
  Worse armor check penalty 
  FUSED THUMBS 
  1+ 
  Manipulation 
  Succeed a flat check or drop an item when you retrieve it 
  FUSED TOES 
  3+ 
  Locomotion 
  Penalty on acrobatics, athletics and performance checks. 
  HUGE EARS 
  1+ 
  Sensory 
  Extra damage from sonic attacks and are deafened 
  HEADSTRONG 
  4 
  Cognitive, Emotion, Mental 
  You must attempt to intervene in actions that contradict your alignment 
  HEDONISTIC 
  3 
  Cognitive, Emotion, Mental 
  Chance of becoming fatigued unless you earned enough money on the previous day 
  IMPATIENT 
  4+ 
  Cognitive, Emotion, Mental 
  Cannot use Delay or Ready actions and take a penalty if you are last in the round 
  LIGHT BLINDNESS 
  12 
  Sensory 
  Blinded until the end of your next turn when exposed to bright light 
  LIGHT SENSITIVITY 
  6 
  Sensory 
  Dazzled when in an area of bright light 
  LONELY 
  3+ 
  Cognitive, Emotion, Mental 
  Penalty to perception checks to sense motive, see through a disguise, and saves vs charm effects 
  LONG INCISORS 
  1 
  Consumption 
  Consuming a potion or magic foodstuff takes three actions 
  LONG TAIL 
  2+ 
  Skeletal 
  Penalty on stealth checks and on deception checks to disguise yourself 
  MEGALOMANIA 
  1+ 
  Cognitive, Emotion, Mental 
  Penalty on will saves vs charm or compulsion when offered wealth or power 
  METICULOUS 
  3+ 
  Cognitive, Mental 
  Penalty on skill checks in which you are untrailed 
  MISALIGNED EYES 
  3+ 
  Sensory 
  Penalty on ranged attack and damage rolls 
  MISMATCHED LEGS 
  1+ 
  Locomotion 
  Penalty to DC against Bull Rush and Trip attacks 
  NARCOLEPTIC 
  3+ 
  Hormonal 
  Penalty on saving throws vs sleep effects 
  NAÏVE 
  3+ 
  Cognitive, Mental 
  Penalty to AC against attacks from improvised weapons 
  OBLIVIOUS 
  2+ 
  Cognitive, Emotion, Mental 
  Penalty on perception checks to sense motive based on sight 
  ODDLY DEFINED 
  1+ 
  Skeletal 
  Worst armour check penalty and penalty to AC when wearing medium or heave armour 
  PAINFUL TEETH 
  1+ 
  Consumption 
  Penalty on saving throws against pain checks 
  PALLID COMPLEXION 
  1 
  Epidermal 
  Sickened when exposed to direct sunlight for more than 1 hour 
  PISCINE SCALES 
  1+ 
  Epidermal 
  Take damage when your scales dry out 
  PRIDE 
  1+ 
  Cognitive, Emotion, Mental 
  Penalty on diplomacy and perception checks to sense motive against a creature that insults you 
  PROVINCIAL 
  1+ 
  Cognitive, Mental 
  Penalty on diplomacy and perception checks to sense motive against a creature with a different alignment 
  RAPID HAIR GROWTH 
  3+ 
  Epidermal 
  Penalty of AC, attack rolls and stealth when outside 
  SCARRED 
  1+ 
  Epidermal, Acquired 
  Penalty on deception checks to Impersonate or Lie 
  SELF-DOUBTING 
  1+ 
  Cognitive, Emotion, Mental 
  After first failed will save or skill check each day take a penalty on the next one 
  SENSITIVE BREATH 
  2+ 
  Respiration 
  Penalty on saves vs disease and inhaled poisons 
  SENTIMENTAL 
  3+ 
  Cognitive, Emotion, Mental 
  Penalty on perception checks for initiative and reflex saves to avoid traps or hazards 
  SHAGGY PELT 
  2+ 
  Epidermal 
  Penalty on checks and saves to resist environmental heat effects 
  SPELL ALLERGY 
  5 
  Hormonal, Acquired 
  Casting or being targeted by the spell you are allergic to cases damage and imposes a charisma penalty 
  TELEPATHY DEPENDANT 
  12 
  Communication, Sensory, Aura, Divination 
  Limited senses to 60 ft, and replace verbal components of spells with envision. 
  THIN SKINNER 
  1+ 
  Epidermal 
  Take bleed damage whenever you take slashing damage 
  UNLEARNED 
  3+ 
  Cognitive 
  Cannot attempt Lore skill checks untrained and take a penalty when using a library 
  VAIN 
  3+ 
  Cognitive, Emotion, Mental 
  After failing a charisma based check take a penalty to all charisma based checks for 24 hours 
  VAINGLORY 
  7+ 
  Cognitive, Emotion, Mental 
  Penalty on deception and stealth checks, and lower the DC of your illusion effects 
  VESTIGIAL GILLS 
  2 
  Respiration 
  Need 12 hours to recover from being fatigued. 
  WATER DEPENDANT 
  6 
  Respiration 
  Risk death if not submerged in water after 24 hours 
  XENOPHOBIC 
  3 
  Cognitive, Emotion, Fear, Mental 
  Penalty on diplomacy and perception checks to sense motive against a creature with a different ancestry 
  or culture 
  ZEALOUS 
  5 
  Cognitive, Emotion, Mental 
  Penalty on attack rolls with attacking a creature with a different religion 
  ANOSMATIC 
  MALIGNANCY 2 
  RESPIRATION 
  No sense of smell and are immune to sense-dependent effects that rely 
  on smell. 
  ATROPHIED 
  MALIGNANCY 7 
  MANIPULATION 
  Your limbs are practically vestigial. You can manipulate most tools and 
  one-handed weapons (including small arms) without difficulty. You 
  can’t properly wield a two-handed weapon without magical assistance, 
  and even then you take a –4 penalty to attack rolls.  
  AVARICE UCA 
  MALIGNANCY 1 
  COGNITIVE 
  EMOTION 
  MENTAL 
  Deep, compulsive greed gnaws at you. Whenever monetary treasure is 
  divided, you must end up with a greater share of that treasure than your 
  companions or you’re wracked with feelings of jealousy and ill will. 
  When treasure is divided, if you do not end up with at least 10% more 
  treasure than any other individual companion does, you have a hard 
  time being helpful to your allies. You become irritable and can’t take the 
  aid another action for the next week. 
  
   
  BACKWARDS KNEES BOTCV 
  MALIGNANCY 1+ 
  LOCOMOTION 
  Your knees bend backward like a bird’s, which makes many athletic 
  movements difficult to master. You take a –1 penalty on Athletics 
  checks. 
  Heightened (+3) The penalty gets worse by 1. 
  BALLOONING THROAT BOTCV 
  MALIGNANCY 1+ 
  COMMUNICATION 
  LINGUISTIC 
  Your throat balloons out like a frog’s, and your voice comes out as an 
  odd croak. You take a –1 penalty on checks with the Linguistic trait.  
  Heightened (+3) The penalty gets worse by 1. 
  BRITTLE BONES BOTCV 
  MALIGNANCY 3+ 
  SKELETAL 
  Your bones shatter as easily as glass. You take 2 additional points of 
  damage each time you are hit by an attack made with a bludgeoning 
  weapon. 
  Heightened (+3) Increase the addition damage by 1 point. 
  CATS EYES BOTCV 
  MALIGNANCY 1+ 
  SENSORY 
  The pupils of your eyes resemble a cat’s, and beasts cannot abide your 
  presence. You take a –1 penalty on Nature checks to Command an 
  Animal. 
  Heightened (+3) The penalty gets worse by 1. 
  COWARDLY AHH 
  MALIGNANCY 3+ 
  COGNITIVE 
  FEAR 
  MENTAL 
  You might face dangerous situations with bravado, but you are 
  constantly afraid. Your base speed when frightened and fleeing 
  increases by 5 feet, and the penalties you take from having the 
  frightened condition increases by 1. If you would normally be immune 
  to fear, you do not take these penalties but instead lose your immunity 
  to fear (regardless of its source). 
  Heightened (+5) The penalties gets worse by 1. 
  CURLED EARS BOTCV 
  MALIGNANCY 3+ 
  SENSORY 
  Your ears curl up like dried leaves, and you experience difficulty picking 
  up sounds. You take a –1 penalty on hearing-based Perception checks. 
  Heightened (+4) The penalty gets worse by 1. 
  DEFORMITY Q&C* 
  MALIGNANCY 3+ 
  LOCOMOTION 
  MANIPULATION 
  Whether due to the influence of malign magic, disease, or the scorn of 
  the gods, you were born with a troublesome deformity that interferes 
  with your movement. You take a –1 penalty on all Dexterity-based skill 
  checks. 
  Heightened (+4) The penalty gets worse by 1. 
  DEPENDENT UCA 
  MALIGNANCY 1+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You are dependent upon the acceptance of others. Whenever you fail a 
  Diplomacy check, you become frightened 1 for 10 minutes. 
  Heightened (+4) The frightened condition gets 1 worse. 
  DISFIGURING BIRTHMARK BOTCV 
  MALIGNANCY 1+ 
  EPIDERMAL 
  Your skin bears a sizable scarlet mark that flushes and lightens with your 
  moods. You take a –1 penalty on Deception checks. 
  Heightened (+3) The penalty gets worse by 1. 
  DOUBT UCA 
  MALIGNANCY 1+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You lack confidence in your abilities or confidence in the universe at 
  large. Whenever you fail a skill or ability check, you take a –1 penalty on 
  that type of skill or ability check for the next hour. 
  Heightened (+2) The penalty gets worse by 1. 
  EASILY EMBARRASSED BOTCV 
  MALIGNANCY 1+ 
  HORMONAL 
  When you get flustered, heat builds up in your face until it glows with 
  inner fire. You take a –1 penalty on checks with the Linguistic trait when 
  in the presence of 5 or more creatures. 
  Heightened (+2) The penalty gets worse by 1. 
  EMOTIONLESS 
  MALIGNANCY 3+ 
  COGNITIVE 
  You find emotions confusing and keep them bottled up. You take a –1 
  penalty to Perception checks to Sense Motive, but the DCs of Sense 
  Motive checks attempted against you increase by 1. 
  Heightened (+2) The penalty gets worse by 1 and the DC increases by 1. 
  EXTRA DIGIT BOTCV 
  MALIGNANCY 1+ 
  MANIPULATION 
  You have an extra digit on each hand, which hampers your fine motor 
  skills. You take a –1 penalty on Craft and Thievery checks. 
  Heightened (+3) The penalty gets worse by 1. 
  FACIAL WARTS BOTCV 
  MALIGNANCY 1+ 
  EPIDERMAL 
  AQUIRED 
  A massive patch of multicolored warts covers much of your face. People 
  cannot help but stare, and they always remember you once they’ve seen 
  you. You take a –2 penalty on Deception checks involving a disguise. 
  Heightened (+2) The penalty gets worse by 1. 
  FAST GROWING FINGERNAILS BOTCV 
  MALIGNANCY 2+ 
  MANIPULATION 
  Your curving, clawlike fingernails grow so long so quickly that they 
  impede you in dangerous situations. You take a –2 penalty on Thievery 
  checks. 
  Heightened (+3) The penalty gets worse by 1. 
  FLAT FEET BOTCV 
  MALIGNANCY 5+ 
  LOCOMOTION 
  The soles of your feet are flat, and you tire quickly. If you move more 
  than 30 ft. during a round you are flat-footed until the start of your next 
  round. 
  Heightened (+5) Reduce the threshold distance by 5 ft.. 
  FORKED TONGUE BOTCV 
  MALIGNANCY 1+ 
  COMMUNICATION 
  LINGUISTIC 
  The tip of your tongue is forked and stiff. You have difficulty making 
  yourself understood. You take a –1 penalty on Deception and Diplomacy 
  checks to fool or persuade others. 
  Heightened (+3) The penalty gets worse by 1. 
  FORGETFUL Q&C 
  MALIGNANCY 2+ 
  COGNITIVE 
  MENTAL 
  You are easily distracted and prone to forgetting important things. 
  Whenever you leave a location you have been at for longer than 1 hour, 
  you must attempt a DC 15 Will save. If you fail, you leave behind one 
  random mundane item (a purse of money counts as an item). 
  Heightened (+1) The DC increases by 2. 
  FRAIL LIMBS BOTCV 
  MALIGNANCY 1+ 
  LOCOMOTION 
  Your limbs are thin and frail. You take a –1 penalty to your DC against 
  disarm, grapple, and trip attempts. 
  Heightened (+3) The penalty gets worse by 1. 
  FURRY BOTCV 
  MALIGNANCY 1+ 
  EPIDERMAL 
  You grow velvety-soft fur along your back, arms, and legs that chafes and 
  catches under clothing and armor, increasing the armor check penalty of 
  any armor by 1 and applying a –1 armor check penalty to ordinary 
  clothing. Clothing and armor can be specially fitted for you, eliminating 
  the increased penalty but increasing their price by 5 gp. 
  Heightened (+3) Double the cost to eliminate the penalty. 
  FUSED THUMBS BOTCV 
  MALIGNANCY 1+ 
  MANIPULATION 
  The joints in your unnaturally long thumbs have fused, and you often 
  fumble objects. When you retrieve a stored item, you have must succeed 
  a DC 2 flat check or drop it. 
  Heightened (+2) The DC increases by 1. 
  FUSED TOES BOTCV 
  MALIGNANCY 3+ 
  LOCOMOTION 
  The smallest three toes on each of your feet have fused together. You 
  take a –1 penalty on Acrobatics, Athletics, and Performance checks. 
  Heightened (+3) The penalty gets worse by 1. 
  
   
  HUGE EARS BOTCV 
  MALIGNANCY 1+ 
  SENSORY 
  Your ears have stretched to an abnormal size, making you overly 
  sensitive to loud noises. Whenever you are dealt sonic damage, you take 
  1 additional point of damage, and you are deafened for 1 minute 
  whenever you take damage from any sonic effect. 
  Heightened (+1) The damage increases by 1 point. 
  HEADSTRONG UCA 
  MALIGNANCY 4 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You feel compelled to correct every action and argument that 
  contradicts your worldview. Whenever you witness an action or hear an 
  argument that contradicts your alignment, you must attempt to stop or 
  correct that action or argument. If you either don’t try to stop it or fail in 
  your attempt to stop it (as adjudicated by the GM), you are shaken for 1 
  hour. 
  HEDONISTIC UCA 
  MALIGNANCY 3 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You are a creature of pleasure and comfort. Whenever you spend a day 
  without gaining reward or treasure (at least 10 or more gold pieces) or 
  spending an hour on entertainment or pleasure, attempt a DC 20 
  Fortitude save at the end of that day. If you fail, you begin the next day 
  fatigued. This fatigue lasts 4 hours, or until you receive a reward or 
  sufficient entertainment or pleasure. 
  IMPATIENT AHH 
  MALIGNANCY 4+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You love leaping into battle at the earliest opportunity, and it frustrates 
  you to wait for others to act. You can’t use the Delay or Ready base 
  actions, and if you are the last of your allies to act in a round of combat, 
  you take a –1 penalty on all checks. 
  Heightened (+4) The penalty gets worse by 1. 
  LIGHT BLINDNESS 
  MALIGNANCY 12 
  SENSORY 
  When first exposed to bright light, you blinded until the end of your next 
  turn. After this exposure, light doesn’t blind you again until after you 
  spends 1 hour in darkness. However, if you are in an area of bright light, 
  you are dazzled. 
  LIGHT SENSITIVITY 
  MALIGNANCY 6 
  SENSORY 
  You are dazzled if you are in an area of bright light. 
  LONELY SP 
  MALIGNANCY 3+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You are far too easily convinced of the friendly intentions of others. You 
  take a -1 penalty on Perception checks to Sense Motive or to see through 
  disguises, and on saving throws against charm effects.  
  Heightened (+3) The penalty gets worse by 1. 
  LONG INCISORS BOTCV 
  MALIGNANCY 1 
  CONSUMPTION 
  Your incisors grow so long and sharp that you have difficulty eating. 
  Eating takes twice as long. Consuming a potion or other magical 
  foodstuff requires three actions. 
  LONG TAIL BOTCV 
  MALIGNANCY 2+ 
  SKELETAL 
  You grow a tail that you can’t easily conceal and that thrashes violently 
  at inconvenient moments. You take a –1 penalty Stealth checks and 
  Deception checks to Disguise yourself. 
  Heightened (+3) The penalty gets worse by 1. 
  MEGALOMANIA UCA* 
  MALIGNANCY 1+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You’re addicted to power. You take a –1 penalty on Will saving throws 
  against charm and compulsion effects if the creature creating the effect 
  promises wealth or power. 
  Heightened (+3) The penalty gets worse by 1. 
  METICULOUS UCA 
  MALIGNANCY 3+ 
  COGNITIVE 
  MENTAL 
  You plan and prepare everything in detail and aren’t good at improvising 
  when things don’t go as planned. You take a –1 penalty on skill checks 
  for skills with which you’re untrained. 
  Heightened (+3) The penalty gets worse by 1. 
  MISALIGNED EYES BOTCV 
  MALIGNANCY 3+ 
  SENSORY 
  Your misaligned eyes affect your ability to judge distances. You take a –
  1 penalty on ranged attack and damage rolls. 
  Heightened (+5) The penalty gets worse by 1. 
  MISMATCHED LEGS BOTCV 
  MALIGNANCY 1+ 
  LOCOMOTION 
  One of your legs measures noticeably longer than the other, and you 
  lose your balance easily. You take a –1 penalty to your DC against bull 
  rush and trip attempts. 
  Heightened (+2) The penalty gets worse by 1. 
  NARCOLEPTIC Q&C* 
  MALIGNANCY 3+ 
  HORMONAL 
  You must sleep or rest for at least 12 hours each night to get the benefits 
  of a full night’s rest. You take a –1 penalty on saving throws against sleep 
  effects. 
  Heightened (+3) The penalty gets worse by 1. 
  NAIVE Q&C 
  MALIGNANCY 2 
  COGNITIVE 
  MENTAL 
  Your perception that everyone is innately good does not bode well in the 
  heat of battle, when less scrupulous foes might take advantage of your 
  misguided optimism. You take a –1 penalty to AC against attacks with 
  improvised weapons. 
  Heightened (+4) The penalty gets worse by 1. 
  OBLIVIOUS Q&C 
  MALIGNANCY 2+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  Whether because you are an avid daydreamer or you are accustomed to 
  everything being handed to you and spelled out for your benefit, you pay 
  little attention to your surroundings and other people. You take a –1 
  penalty on Perception checks to Sense Motive or based upon sight. 
  Heightened (+4) The penalty gets worse by 1. 
  ODDLY DEFINED BOTCV 
  MALIGNANCY 1+ 
  SKELETAL 
  It is nearly impossible to find armor that fits your concave chest and 
  unusually narrow, sloping shoulders. The armor check penalty of any 
  armor you wear increases by 1, and you take a –1 penalty to AC when 
  wearing medium or heavy armor. 
  Heightened (+6) The penalty gets worse by 1. 
  PAINFUL TEETH BOTCV* 
  MALIGNANCY 1+ 
  CONSUMPTION 
  You grow an extra row of sharp, crooked teeth. The uneven set of your 
  jaws gives you constant headaches. You take a –1 penalty on saving 
  throws against pain effects. 
  Heightened (+3) The penalty gets worse by 1. 
  PALLID COMPLEXION BOTCV 
  MALIGNANCY 1 
  EPIDERMAL 
  Your pallid complexion is unusually sensitive to the rays of the sun. 
  Exposure to direct sunlight for more than 1 hour at a time makes you 
  sickened 1 for 24 hours. 
  PISCINE SCALES BOTCV 
  MALIGNANCY 1+ 
  EPIDERMAL 
  Your limbs and torso are covered with piscine scales that you must 
  constantly moisten. If more than 1 day passes without you applying at 
  least a gallon of water to them, you take 1d3 points of damage each hour 
  until you do so. 
  Heightened (+2) The damage increases by 1d3. 
  
   
  PRIDE UCA 
  MALIGNANCY 1+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You can’t abide challenges to your dignity, authority, or honour. When 
  someone threatens, accuses, or challenges you, you take a –1 penalty on 
  Diplomacy checks and Perception checks to Sense Motive involving that 
  creature until the creature apologizes to you. 
  Heightened (+3) The penalty gets worse by 1. 
  PROVINCIAL UCA 
  MALIGNANCY 1+ 
  COGNITIVE 
  MENTAL 
  You have only one way of looking at things: the right way. You take a –1 
  penalty on Diplomacy checks and Perception checks to Sense Motive 
  checks made against all creatures whose religion or alignment differs 
  from your own. 
  Heightened (+3) The penalty gets worse by 1. 
  RAPID HAIR GROWTH BOTCV 
  MALIGNANCY 3+ 
  EPIDERMAL 
  Your unruly hair grows with alarming speed. If you do not spend 1 hour 
  trimming and grooming your hair every 48 hours, it snarls in nearby 
  foliage whenever you are outdoors, imposing a –1 penalty to your AC, 
  attack rolls and Stealth checks. 
  Heightened (+4) The penalty gets worse by 1. 
  SCARRED AHH 
  MALIGNANCY 1+ 
  EPIDERMAL 
  ACQUIRED 
  An injury left you horribly, visibly scarred, making it more difficult for you 
  to hide your true face, and also making most people distrustful of you 
  merely due to your appearance. You take a –2 penalty on Deception 
  checks to Impersonate or Lie. 
  Heightened (+2) The penalty gets worse by 1. 
  SELF-DOUBTING AHH 
  MALIGNANCY 1+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  Your ever-present fear of failure causes a downward spiral. The first time 
  each day that you fail a Will saving throw or skill check, you take a –1 
  penalty on the next Will saving throw or skill check of that kind. 
  Heightened (+3) The penalty gets worse by 1. 
  SENSITIVE BREATH 
  MALIGNANCY 2+ 
  RESPIRATION 
  You take a –1 penalty on saving throws against disease and inhaled 
  poisons. 
  Heightened (+2) The penalty gets worse by 1. 
  SENTIMENTAL UCA 
  MALIGNANCY 3+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You are sentimental, and your thoughts often stray to the past at 
  inappropriate times. You take a –1 penalty on Perception checks for 
  initiative and on Reflex saving throws to avoid traps or hazards. 
  Heightened (+4) The penalty gets worse by 1. 
  SHAGGY PELT BOTCV 
  MALIGNANCY 2+ 
  EPIDERMAL 
  You develop a shaggy pelt about your neck and shoulders that makes 
  you overheat quickly. You take a –2 penalty on checks and saves to resist 
  environmental heat effects. 
  Heightened (+2) The penalty gets worse by 1. 
  SPELL ALLERGY BOTCV 
  MALIGNANCY 5 
  HORMONAL 
  ACQUIRED 
  You develop an allergy to one spell per spell level from the arcane spell 
  list (determined by your GM). Casting or being the target of a spell you’re 
  allergic to causes you to break out in a painful rash. This rash deals 1d4 
  points of damage per spell level, and imposes a penalty on your 
  Charisma equal to the level of the spell. The rash fades after a number 
  of hours equal to the level of the spell. 
  TELEPATHY DEPENDANT 
  MALIGNANCY 12 
  COMMUNICATION 
  SENSORY 
  AURA 
  DIVINATION 
  You can’t speak or see, but can mentally sense the area within 60 feet, 
  as per darkvision, and can speak telepathically. You can’t see anything 
  beyond 60 feet. You must provide envision components for spells that 
  normally require verbal components. You can use language-dependent 
  abilities with telepathy, but not abilities with the auditory trait. 
  THIN SKINNED BOTCV 
  MALIGNANCY 1+ 
  EPIDERMAL 
  Your thin, almost translucent skin is delicate and tears easily. You take 1 
  point of bleed damage from slashing attacks that deal at least 1 point of 
  damage to you. 
  Heightened (+6) Increase the bleed damage by 1. 
  UNLEARNED Q&C 
  MALIGNANCY 3+ 
  COGNITIVE 
  You have always had difficulty learning and retaining information and 
  know very little about the world beyond the obvious and what pertains 
  to your profession. Choose one Lore skill. You cannot attempt untrained 
  checks with any other Lore skills. If you have access to a library that 
  covers a specific Lore skill, you may attempt an untrained Recall 
  Knowledge check with a –1 penalty. 
  Heightened (+4) The penalty gets worse by 1. 
  VAIN UCA 
  MALIGNANCY 3+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You are sensitive about the way others perceive you. Whenever you fail 
  an opposed Charisma-based check, you take a –1 penalty on all 
  Charisma-based checks for the next 24 hours. 
  Heightened (+3) The penalty gets worse by 1. 
  VAINGLORY SH 
  MALIGNANCY 7+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You compulsively seek recognition for your deeds, making it hard to act 
  with subtlety. You take a -1 penalty on Deception and Stealth checks, 
  and the save DC of any illusion you create is 1 lower than normal.  
  Heightened (+6) The penalty gets worse by 1. 
  VESTIGIAL GILLS BOTCV 
  MALIGNANCY 2 
  RESPIRATION 
  You grow vestigial gills. While they grant you no ability to breathe in 
  water, they make it harder for you to catch your breath. When you are 
  fatigued, it takes 12 hours of complete rest to recover.  
  WATER DEPENDANT 
  MALIGNANCY 6 
  RESPIRATION 
  Your body requires constant submersion in fresh or salt water. If you 
  spend more than 1 day without fully submerging themselves in water 
  you risk internal organ failure, painful cracking of the skin, and death 
  within 4d6 hours.  
  XENOPHOBIC UCA 
  MALIGNANCY 2+ 
  COGNITIVE 
  EMOTION 
  FEAR 
  MENTAL 
  You have a hard time understanding and trusting those with unfamiliar 
  ways and appearances. You take a –1 penalty on Diplomacy and checks 
  and Perception checks to Sense Motive made against creatures of a 
  different ancestry or from a different culture. 
  Heightened (+3) The penalty gets worse by 1. 
  ZEALOUS UCA 
  MALIGNANCY 3+ 
  COGNITIVE 
  EMOTION 
  MENTAL 
  You are fanatical in your beliefs, ruled by emotion over reason. When 
  you attack a creature that you know worships a different religion than 
  you do, you take a –2 penalty on the attack roll and a +1 circumstance 
  bonus on the damage roll with your first attack. 
  Heightened (+5) The penalty gets worse by 1 and the circumstance 
  bonus increases by 1 
  
   
  F3  FAVOURS 
  A favour is a temporary feat. Where feats are selected or granted, favours are granted to you, usually as the outcome of an event or encounter.  
  Favours are coming in PHASE ➋. Below is a selection of previews. 
  ANIMAL PURCHASE 
  BOON 1+ 
  MILITARY 
  MARKET 
  Purchase a combat trained animal at a 5% discount. 
  Heightened (+5) Increase the discount by 5%. 
  DARKVISION 
  EVOLUTION 1+ 
  SENSORY 
  You can see in darkness and dim light just as well as you can see in bright 
  light, though your vision in darkness is in black and white. 
  Heightened (5th) You can see perfectly in darkness of any kind, including 
  that created by the darkness spell. 
  DIPLOMATIC ATTACHÉ 
  BOON 1+ 
  ARISTOCRAT 
  SKILL 
  Attends a character on his visit to the royal court, granting the PC a +1 
  status bonus on Perception check on interactions with the court's 
  members during that outing. 
  Heightened (+4) Increase the status bonus by 1. 
  HEALING 
  BOON 1+ 
  ADEPT 
  Cast a free 1st level heal spell on a single occasion.  
  Heightened (+2) Increase the level of the spell by 1. 
  LETTER OF RECOMMENDATION 
  BOON 1+ 
  ADEPT 
  Letter of recommendation to lower-ranking priests, ordering them to 
  help the PCs by granting the aid of a level 0 adept hireling for 3 days. 
  Heightened (+1) Increase the level of the hireling by 1. 
   
  MERCENARIES 
  BOON 3+ 
  MILITARY 
  UNIQUE 
  Provide access to trustworthy mercenary troops. PCs can hire 
  mercenaries at a 10% discount. 
  Heightened (+5) Increase the discount by 10%. 
  LOCK IN CLAUSE LOG&M 
  BLESSING 12 
  LE 
  DIVINE 
  TRICKERY 
  TYRANNY 
  Your patron helps enforce your bargains and contracts. When a creature 
  enters a bargain or contract with you, uncoerced and of its own free will, 
  it can’t voluntarily violate its side of the bargain as long as you uphold 
  your side. You can always choose to violate the bargain yourself, but if 
  you do, the creature is no longer bound to fulfill its part.  
  SQUIRE 
  BLESSING 1+ 
  DIVINE 
  MILITARY 
  COMPANION 
  A squire agrees to serve a martial PC for a limited time, usually a single 
  mission or adventure. 
  Heightened (5th) the squire serves until knighted. 
  SWIM 
  EVOLUTION 1+ 
  LOCOMOTION 
  You have a swim speed of 10 feet. 
  Heightened (+1) Increase the speed by 5 feet. 
  TRUTHFUL LIES LOG&M 
  BLESSING 1+ 
  CE 
  DIVINE 
  SECRET 
  TRICKERY 
  Frequency once per level of the boon. Trigger You fail at a check to lie. 
  You patron smiles on the riskiest deceptions, typically granting this 
  favour for an extremely consequential lie. You get a critical success 
  instead.  
   
  
SOURCE: textdata/thevault/Pathfinder/2nd Edition/3rd Party/Merlins Workshop Publishing/Merlin's Workshop Publishing - Lifepath F - Features v1.0.pdf