TEXT: 1
  
  2
  Renn crouched down at the edge of the scrub between 
  the wooded hills and the rough, rocky terrain of the 
  volcano. He moved with a grace and silence that 
  would have been beyond him just a year earlier.
  At the base of the volcano was a jagged, black scar 
  of a cave entrance. A thin wisp of greenish smoke 
  spiraled up from the opening before fading into the 
  thick, sooty and acrid air. Renn’s eyes watered. He 
  knew it would have been much worse without Kythe’s 
  protective elixirs. But as toxic as they were, the fumes 
  were not the fiery mountain’s greatest threat.
  A figure moved out of the cave, Renn froze in place. 
  The creature was lean and spindly, its mangy body held 
  high by long, twisted legs ending in cloven hooves. 
  Its goat’s head was similarly patchy, and looked too 
  small to support its great curling, jagged horns. 
  The horror swung its uneven head in a slow circle. 
  Renn held his breath as the red, pinprick eyes 
  passed over his position. The creature showed 
  no sign of spotting him, and eventually started 
  to set up some kind of wooden stand with its 
  gnarled, skeletal fingers.
  A hand settled slowly on Renn’s shoulder, firm but 
  gentle. He felt the hand’s owner settle next to him. 
  He didn’t have to look to know it was Fierthe, the 
  wood-warden who had trained him in how to move 
  without being seen or heard. Her normally chestnut-
  colored skin was painted in swirls of greys and 
  greens, which matched her cloak and leather armor. 
  She leaned her face close to his, and spoke quietly 
  without creating the hiss of a true whisper.
  “You were right,” She didn’t sound surprised. “vongyth 
  have taken up residence here. Is that a tormentor?”
  Renn shook his head, and answered in the same 
  quiet tones.
  “No, it has no familiar with it. Likely a plaguebringer 
  or star-bleeder. I’ll know more when I see what it’s 
  building.” Renn squinted his eyes to better see 
  the goat-headed creature, which was affixing 
  a crystal to the top of a now-constructed tripod 
  of brass tubes. “But this far from their territory, 
  there’s sure to be a tormentor inside somewhere.”
  Fierthe’s eyes grew hard. She ran a thumb along 
  her quiver. “They will find entering my family’s lands 
  to be a mistake.” Her eyes softened as she turned to 
  stare into Renn’s face. 
  “You need not face this evil again. You suffered 
  enough at their hands. I would not ask you to risk 
  your mind and soul should the vongyth once more 
  subdue your will with their magics.”
  Renn met her gaze, his face sliding into a grim smile. 
  “The vongyth may have bent my mind as a child, but I 
  won’t fall for their tricks again. Not today. Not ever.”
  S
  tory feats, first introduced in Pathfinder® 
  Roleplaying Game Ultimate Campaign, codify 
  something many GMs and players already do 
  in their games: reward characters for following the 
  story presented by the GM, and allowing players to 
  develop their characters’ stories within a campaign 
  framework. As such, these feats require some 
  discussion between a player and GM before 
  utilization. With proper application, the added 
  story feats presented here will make for an 
  engaging story and enrich your games.
  Story feats are marked with the story keyword. 
  Each feat has at least two possible prerequisites, 
  representing conditions most likely met during 
  play or a background that fits the feat. You 
  may use Backgrounds from Pathfinder® 
  Roleplaying 
  Game 
  Ultimate 
  Campaign, 
  if a player and GM agree that a character’s 
  
  3
  background matches the one-word description given 
  in a story feat’s prerequisites. A character need only 
  have the appropriate background or meet the in-play 
  prerequisite to take a story feat, not both.
  Anytime you gain a new feat, you may take a story 
  feat, but you can have only one uncompleted story 
  feat at a time. Story feats are designed for PCs, but 
  can be used for NPCs and monsters as well.
  Like the prerequisites, the completion conditions 
  for a story feat might require GM adjudication. If 
  the events of the campaign are not likely to resolve 
  the story implied by the story feat, the GM should 
  consider shifting the goal to something a character 
  with a story feat can achieve. Establishing a 
  meaningful story arc is more important than adhering 
  to the letter of the feat. A good guideline is to work in 
  a reference to each PC’s story feat once every three 
  to five sessions.
  In most cases, allies can assist in completing a 
  story feat. At the GM’s discretion, if a character does 
  not take a leadership role in tasks or conflicts related 
  to his own story feat, he might need to complete 
  additional goals to resolve the story feat, or might 
  even be denied completion altogether.
  Story FeatS by background
  CirCumstanCe of Birth BaCkgrounds
  BaCkground
  story feat(s)
  Adopted Outside Your Race
  Inner Stillness, Not My People, Pauper Prince, Spiritual 
  Twin, Wrong Body
  Adopted
  Not My People, Pauper Prince, Spiritual Twin, Wrong Body
  Bastard Born
  Evil Parent
  Blessed Birth
  Embodiment (Virtue), Inner Stillness, Summon a God
  Born into Bondage
  Inner Stillness
  Born of Violence
  Evil Parent
  Born out of Time
  Bygone Relic, Embodiment (Virtue)
  Cursed Birth
  Deep Sleeper, Embodiment (Vice), Evil Parent, Possessed, 
  Summon a God
  Dishonored Family
  Embodiment (Vice), Evil Parent
  Energy Infused
  Embodiment (Virtue)
  Heir to a Legacy
  Embodiment (Virtue), True Independence
  Left to Die
  Evil Parent
  Marked by the Gods
  Embodiment (Vice), Embodiment (Virtue), Marked, 
  Summon a God
  The Omen
  History Repeats, Marked, Pauper Prince
  Progeny of Power
  Embodiment (Virtue)
  Prophesied
  Embodiment (Virtue), Evil Parent, History Repeats, Pauper Prince
  Reincarnated
  Embodiment (Virtue), Wrong Body
  Parents’ Profession BaCkgrounds
  Serfs/Peasants, Slaves, Yeomen
  Blow this Joint
  major Childhood event BaCkgrounds
  Academy Training
  Armchair General, Mentor, Summon a God
  Betrayal
  Incognito, Prodigal Son, Turning Tables
  Competition Champion
  Mentor, Summon a God
  Death in the Family
  Embodiment (Vice), Familial Quest, The Peaceful Warrior, 
  Prodigal Son
  Died
  Marked, The Peaceful Warrior, Prodigal Son, Turning Tables
  
  4
  Fall of a Major Power
  Armchair General, Incognito
  Fell in with a Bad Crowd
  Embodiment (Vice), Kingslayer
  First Kill
  Kingslayer
  Inheritance
  Dubious Inheritance, True Independence
  Major Disaster
  Plague Survivor
  Mentorship/Patronage
  Inner Stillness, Mentor
  Met a Fantastic Creature
  Conspiracy Theorist, Last of Its Kind
  Ordinary Childhood
  Homebody, Wrong Body
  Raiders
  Armchair General, Incognito
  Troubled First Love
  Embodiment (Vice), Turning Tables
  The War
  Armchair General, Incognito, Inner Stillness, The Peaceful Warrior
  CharaCter Class BaCkgrounds
  Alchemist—Master Craftsman
  Collector
  Barbarian—One of a Dying Breed
  Plague Survivor
  Bard—Dabbler
  Collector
  Cavalier—Entitlement
  True Independence
  Cleric—Atonement
  Karmic Debt
  Cleric—Revelation
  Conspiracy Theorist
  Druid—Avatar
  Reclamation
  Fighter—Knighted
  Rebellion Crusher
  Inquisitor—False Witness
  Conspiracy Theorist
  Magus—What If
  Starseeker
  Monk—Elite Fighting Force
  Rebellion Crusher
  Oracle—Heavens
  Starseeker
  Paladin—Moral Debt
  Karmic Debt
  Paladin—Terrible Secret
  Conspiracy Theorist
  Ranger—Big Game Hunter
  Cryptohunter
  Ranger—Divine Purpose
  Unknown Deity
  Rogue—Greed
  The Long Con
  Rogue—The Kill
  Kingslayer
  Rogue—The Trained
  Derring-Do
  Rogue—Thrill Seeker
  Derring-Do
  Sorcerer—Dreams of Something 
  Different
  Deep Sleeper
  Summoner—Forced to Confront Your 
  Own Limits
  Face Your Fear
  Witch—Initiated
  Deep Sleeper
  Witch—Possessed
  Possessed
  Wizard—Righting a Wrong
  Karmic Debt
  Wizard—Unquenchable Hunger for 
  Knowledge
  Starseeker
  influential assoCiates BaCkgrounds
  The Liege Lord
  Rebellion Crusher
  The Relative
  Familial Quest
  
  5
  common ruleS
  Many story feats share similar terminology in their 
  prerequisites and completion conditions. The following 
  terms have special meanings when used in story feats.
  Appropriate Number: These are either creatures 
  whose individual CRs add up to 20, or creatures whose 
  individual CRs add up to 5 times your character level, 
  whichever is greater. For example, if you’re at 6th level, 
  an appropriate number of creatures have CRs that add up 
  to 30. This calculation is based on your current character 
  level, not the level at which you selected the story feat. 
  Overly easy challenges (encounters with CRs of 3 or 
  more below your character level) don’t count unless 
  circumstances make them much more difficult to handle.
  Challenging Foe: This is a foe, or group of foes, 
  with a total CR of 10, or a CR of 3 plus your character 
  level, whichever is higher. If this refers to a distinct 
  individual, the foe’s CR is set when the feat is taken, 
  but the foe advances in power as you do. Otherwise, 
  it refers to your current level. A typical recurring foe 
  advances in CR by 1 for every 1-2 levels you gain.
  Character’s Level: Normally, this is your actual 
  character level. If you’re a creature best represented 
  by CR rather than character level (such as most 
  monsters with more than 1 HD), use your calculated 
  CR instead of your character level.
  Decisively Defeat: You overcome a foe in some 
  way, such as by killing the creature, knocking it 
  unconscious, or causing it to be taken prisoner. 
  You must be a significant participant in the conflict 
  to defeat the opponent, even if another strikes 
  the final blow. Whether or not merely causing the 
  enemy to flee qualifies is up to the GM. Generally, 
  driving off an enemy while causing little actual 
  harm does not qualify as a decisive defeat.
  Slay: Slaying a foe includes killing it, 
  destroying it, turning it to stone, banishing it 
  to the Abyss, or otherwise eliminating it in a 
  fashion reversible only by powerful magic. 
  Unless otherwise noted, you must deal the 
  final blow yourself to slay a creature.
  Thwart: Distinct from defeating a foe, 
  thwarting a foe involves disrupting its plans 
  in a substantial and essentially permanent 
  fashion. Deposing a lord, bringing down a 
  priest’s temple, or banishing a sorcerer to the 
  depths of Hell all qualify as thwarting. You 
  keep any benefits gained by thwarting a foe even if 
  it survives defeat and returns more powerful than 
  before. You must be a significant participant in the 
  events that lead to thwarting your foe for your actions 
  to count toward fulfilling a story requirement.
  the FeatS
  armChair general (story)
  Whether through personal drive or intense training, 
  you are destined to lead an army to victory.
  Prerequisite: You must have studied history, tactics, 
  and strategy extensively, whether or not you are an 
  actual soldier; or have the Academy Training, Fall of 
  a Major Power, Raiders, or The War background. You 
  must also possess at least one teamwork feat.
  Benefit: Select a teamwork feat you already possess. 
  Once selected, this teamwork feat cannot be changed. 
  As a standard action, you may grant this teamwork feat 
  to all allies within 30 feet who can see and hear you. 
  Allies do not need to meet the prerequisites of this feat. 
  Allies retain the use of this bonus feat for a number of 
  rounds equal to your Charisma modifier. You may use 
  this ability once per day.
  5
  
  6
  Goal: You must lead a military force of at least 
  500 combatants in battle and decisively defeat the 
  opposing forces. You must be the one directly in 
  charge of the tactical and strategic decisions.
  Completion Benefit: You gain the field leaders ability:
  Field Leaders (Ex): Choose a teamwork feat you know 
  and select a number of allies equal to or less than your 
  Charisma modifier; these become your field leaders. 
  These allies gain the benefit of the Armchair General 
  feat for one day. Your beneficiaries may grant only the 
  teamwork feat you selected when using the field leaders 
  ability. Designating field leaders requires one hour of 
  strategic planning, but does not require the field leaders 
  to be within sight or hearing of you during the battle.
  Blow this joint (story)
  You’re embarrassed by your small-town roots, 
  and seek to compensate by being a cosmopolitan 
  connoisseur of cities.
  Prerequisite: You must have been born in a 
  settlement no larger than a small town (population 
  2,000), or have parents with the Slaves, Serfs/
  Peasants, or Yeomen professions.
  Benefit: You gain a +2 bonus to Knowledge 
  (geography) and Knowledge (local) checks. In 
  addition, one of these skills is always considered a 
  class skill for you.
  Goal: You must spend at least one month each in 
  four large cities (population 10,000+). No more than 
  two of these cities may be in the same country. In 
  addition, you must learn 4 languages beyond your 
  starting languages.
  Completion Benefit: The bonuses above increase 
  to +4, and both skills are considered class skills for 
  you. In addition, your reputation as a world traveler 
  helps you whenever you are dealing with someone 
  from a settlement of 2,000 people or fewer. The 
  starting attitude of anyone familiar with you and 
  your travels increases by one step in your favor. At 
  the GM’s discretion, certain individuals may take 
  offense at your big-city attitude. These individuals 
  have their starting attitude decreased by one step.
  Bygone reliC (story)
  You come from an age long past, and you struggle to 
  understand modern ideas.
  Prerequisite: You must have travelled a number of 
  years into the future equal to (or greater than) your 
  character race’s maximum age, with no foreseeable 
  way back to your own time, or have the Born out of 
  Time background.
  Benefit: You always treat Knowledge (history) 
  as a class skill, you gain a +3 bonus on Knowledge 
  (history) checks for any events from your personal 
  past, and you may make such checks untrained. If 
  you have 10 or more ranks in Knowledge (history), 
  the bonus increases to +6. Additionally, you gain 
  a +2 bonus on Charisma-based skill checks when 
  dealing with creatures from your time period. 
  Goal: Use your understanding of the ancient past 
  to thwart a challenging foe that has been dormant for 
  a like period of time and has recently awoken.
  Completion Benefit: You now serve as an icon and 
  inspiration to your allies. While you are conscious, 
  you grant all allies within 30 feet a +2 bonus on 
  saving throws against enchantment effects.
  ColleCtor (story)
  You became obsessed with an obscure artist or 
  craftsperson, and you wish to obtain rare works of 
  art or artifice created by the object of your obsession.
  Prerequisite: You must seek out the works of a 
  creator who is virtually unknown (determined by 
  an appropriate Knowledge skill check with a DC 
  30 or higher), or have either the Dabbler or Master 
  Craftsman background.
  Benefit: You always treat Appraise as a class skill, 
  and you gain a +3 bonus to Appraise checks for items 
  crafted by your chosen creator. This bonus improves 
  to +6 if you have 10 or more ranks in Appraise. 
  Additionally, you gain a +4 bonus on Will saves 
  against spells that force you to desire, move toward, 
  accept, move away from, or discard any object..
  Goal: Obtain 60,000 gp worth of items fashioned 
  by your chosen creator, culminating in thwarting a 
  challenging foe to gain an item worth at least 10,000 gp.
  Completion Benefit: You can use Appraise to 
  attempt to identify a magic item’s properties as if 
  you were using Spellcraft. If the object is created by 
  your chosen creator, you gain a bonus equal to half 
  your hit dice to such checks.
  ConsPiraCy theorist (story)
  Various events you have witnessed have led you 
  to believe that a secret master or sinister cabal 
  manipulates these incidents for their gain, and you 
  aim to expose the conspiracy.
  Prerequisite: You must have overheard details 
  about or witnessed an event pertaining to a secret 
  plot on your own, or have the False Witness, Met 
  a Fantastic Creature, Revelation, or Terrible Secret 
  background.
  
  7
  Benefit: Your suspicious nature grants you a +2 
  bonus on Intimidate and Sense Motive checks, but 
  your single-minded focus imposes a –2 penalty on 
  Diplomacy checks.
  Goal: Convince an appropriate number of NPCs 
  about the conspiracy’s existence, and then expose the 
  conspiracy, requiring you to thwart three challenging 
  foes at the heart of the conspiracy.
  Completion Benefit: Validated by your defeat of the 
  conspiracy, you no longer take a penalty to diplomacy 
  checks. Once per day you may roll a sense Motive 
  check twice, and take the better of the two results.
  CryPtohunter (story)
  You intend to be the first to capture a specimen of a 
  new creature for display or study.
  Prerequisite: You must learn about a previously 
  unknown species or possess the Big Game Hunter 
  background.
  Benefit: You gain a +2 bonus on Survival checks 
  and the appropriate Knowledge checks to locate the 
  creature. If you have 10 or more ranks in Survival, 
  the bonus on those checks increases to +4.
  Goal: You must capture a challenging creature no 
  one has encountered previously and transport it to 
  a location where an appropriate number of NPCs 
  certify your capture.
  Completion Benefit: Your Survival bonus applies 
  when you track any creature, and you always treat 
  Survival as a class skill. Additionally, you roll twice 
  on your Survival checks and take the better result 
  when you track a creature. 
  deeP sleePer (story)
  You have snatches of memory relating to 
  indoctrination to a dark cult when you were very 
  young. You fear that you may suddenly turn 
  on everything you believe to accept the cult’s 
  apocalyptic tenets.
  Prerequisite: Something must present you with 
  information about your indoctrination, or have the 
  Cursed Birth, Dreams of Something Different, or 
  Initiated background.
  Benefit: You gain a +2 bonus on Will saves to resist 
  charm or compulsion effects and spells. However, 
  you instead incur a –2 penalty on all Will saves when 
  a creature belonging to the cult targets you with a 
  spell or effect.  
  Goal: You must complete a task for the cult, 
  whether willingly or not, which harms or kills an 
  appropriate number of creatures. 
  Completion Benefit: You no longer have the 
  penalty on Will saves against members of the cult. 
  You also gain a +4 bonus on Charisma-based checks 
  when dealing with a member of the cult or gathering 
  information about the cult.
  derring-do (story)
  You aspire to perform a ridiculous stunt witnessed 
  by a crowd of observers.
  Prerequisite: You must have at least 5 ranks in 
  Acrobatics and have taken damage from a failed 
  Acrobatics check, or have the Thrill Seeker or The 
  Trained background.
  Benefit: Acrobatics is always a class skill for you. 
  Once per day, you can reroll an Acrobatics check, 
  but you must accept the results of the new roll, even 
  if it is worse.
  Goal: In front of a crowd of 10 times the appropriate 
  number of NPCs, you must perform an Acrobatics 
  stunt that will result in reducing you to negative hit 
  points if you fail. This stunt must include at least 3 
  checks that exceed your Acrobatics check modifier 
  by 10 or more.
  Completion Benefit: Replace the reroll with the 
  ability to roll twice for an Acrobatics check, taking 
  the best result. Additionally, when you succeed at an 
  Acrobatics check, you gain a +4 bonus on Will saves 
  to resist fear effects or spells for 1 round. This also 
  allows you to attempt a new saving throw against an 
  ongoing fear effect (without the +4 bonus).
  emBodiment, viCe (story)
  You seek to have others see you as the mortal 
  embodiment of a vice true to your heart.
  Prerequisite: You must have a faith that espouses 
  one or more of these vices as virtues, or have the 
  Cursed Birth, Death in the Family, Dishonored 
  Family, Fell in with a Bad Crowd, Marked by the 
  Gods, or Troubled First Love backgrounds.
  Benefit: Choose a vice from the following list and 
  gain the benefit:
  Avarice: You gain a +2 bonus to Disable Device 
  and Sleight of Hand checks.
  Envy: You gain a +2 bonus on Bluff and Sleight of 
  Hand checks.
  Gluttony: You gain a +2 bonus to saves against poison.
  Lust: You may cast charm person once per day as 
  a spell-like ability.
  Pride: Choose one skill in which you have at least 4 
  ranks. Once per day, you may reroll a check using that 
  skill. You must take the second result, even if it is lower.
  
  8
  Sloth: You gain a +2 bonus to your CMD against 
  bull rush, overrun, and trip attempts.
  Wrath: You may rage like a barbarian for a 
  number of rounds per day equal to your Charisma 
  modifier (minimum 1). Temporary modifications 
  to Charisma, such as those gained from spells like 
  eagle’s splendor, do not increase the total number 
  of rounds you can rage per day. This ability adds a 
  number of rounds equal to your Charisma modifier 
  (minimum 1) to any existing rage ability.
  Goal: Unlike other story feats, the goals of some 
  Embodiment (vice) feats are not a singular event. 
  Though a specific trigger must be met to gain the 
  completion benefit, any action opposing the chosen goal 
  removes both the benefit and completion benefit until 
  contrition can be made (either by a GM-determined 
  action, or by the casting of an atonement spell).
  Avarice: You must acquire an item from another 
  individual of no less than 50,000gp value. You may acquire 
  the item through any means necessary, but you may pay 
  no more than 1/2 the item’s value if bought directly.
  Envy: Choose a target of your envy. You must 
  thwart your target’s plans. These plans typically have 
  to do with increasing the target’s happiness, such as 
  through marriage, family, or professional success. 
  Gluttony: You must consume three times the 
  amount of food necessary for your race per day. 
  In addition, you may never turn down a contest 
  involving food or drink. Should you ever turn down 
  such a contest, or be unable to eat three times the 
  amount of food necessary for your race, you lose the 
  benefit and completion benefit of this feat.
  Lust: You must seduce an appropriate number of 
  individuals.
  Pride: You must become recognized as an expert 
  in the skill chosen above. This recognition must 
  come from another recognized individual or body of 
  individuals, or you must generally be recognized as 
  an expert in a settlement equal or greater in size than 
  a large town (2,001+ population)
  Sloth: You must voluntarily reduce your base speed 
  to half its starting value (round up to the nearest 
  5 feet). You may still take run and charge actions, 
  though you must use this base speed to calculate your 
  move actions. Should you ever move at a base speed 
  faster than this, you lose the benefit and completion 
  benefit of this feat (see above).
  Wrath: You must decisively defeat a challenging foe.
  
  9
  Completion Benefit:
  Avarice: Once per day, when making a Disable 
  Device or Sleight of Hand check, you may roll twice 
  and take the higher result.
  Envy: Once per day, when making a Bluff or 
  Sleight of Hand check, you may roll twice and take 
  the higher result.
  Gluttony: Your bonus to saves against poison 
  increases to +4.
  Lust: The DCs of all enchantment spells cast by 
  you increase by 1.
  Pride: Once per day, you may reroll any one skill 
  or ability check. You must accept the second roll, 
  even if it is lower.
  Sloth: Your bonus to CMD against bull rush, 
  overrun and trip attempts increases to +4.
  Wrath: The number of rounds per day you can rage 
  increases by your Constitution modifier (minimum 1)
  emBodiment, virtue (story)
  You seek to have others see you as the mortal 
  embodiment of a virtue true to your heart.
  Prerequisite: You must have a faith that dictates one 
  or more of these behaviors as virtues, or have the Blessed 
  Birth, Born out of Time, Heir to a Legacy, Marked by the 
  Gods, Energy Infused, Progeny of Power, Prophesied, 
  Reincarnated, or The Omen background.
  Benefit: Choose a virtue from the following list 
  and gain the benefit listed:
  Courage: You gain a +2 bonus to saves against 
  fear and increase the DC of Intimidate checks made 
  against you by 2.
  Faith: You gain a +1 bonus to saving throws 
  against the divine spells of casters opposed to your 
  alignment on at least one axis (lawful vs. chaotic, 
  good vs. evil). True neutral characters choose one 
  alignment to which the bonus applies (lawful, 
  chaotic, good, or evil). In addition, you gain a +2 
  bonus to Knowledge (religion) checks.
  Hope: You may ignore the penalties imposed by 
  the shaken condition. You are still considered shaken 
  for all other purposes. As a standard action, you may 
  remove the shaken condition from an ally. To do so, 
  you must succeed on a Will save against the DC of 
  the spell or effect that caused the shaken condition.
  Justice: The bonus you provide when performing 
  the aid another action increases by +1. 
  Love: You gain a +2 bonus to Diplomacy and Heal 
  checks.
  Prudence: You gain a +2 bonus to Perception and 
  Sense Motive checks. 
  Temperance: You gain a +2 bonus to Will saves 
  against enchantments and a +2 bonus to Sense 
  Motive checks.
  Goal: Unlike other story feats, the goals of some 
  Embodiment (Virtue) feats are not a singular event. 
  Though a specific trigger must be met to gain the 
  completion benefit, any action opposing the chosen goal 
  removes both the benefit and completion benefit until 
  contrition can be made (either by a GM-determined 
  action, or by the casting of an atonement spell).
  Temperance: You must forgive an appropriate 
  number of individuals of actions they have taken 
  against you. These actions must be significant 
  and may include a betrayal of trust causing the 
  loss of status or reputation, theft of an expensive 
  or meaningful item, or even the death of a friend 
  or loved one. Should you take vengeance on the 
  individuals of any kind, you lose the benefit and 
  completion benefit of this feat (see above). 
  Prudence: You must protect the health and 
  wellbeing of an appropriate number of individuals 
  through advice that changes their actions. The 
  change in action must be significant and does not 
  generally include party decisions made as a group. 
  Should you take any action generally considered 
  reckless (GM’s decision), you lose the benefit and 
  completion benefit of this feat (see above).
  Courage: You must decisively defeat a challenging 
  foe. Should you take any action generally considered 
  cowardly (GM’s decision), you lose the benefit and 
  completion benefit of this feat (see above). Note that 
  courageous actions need not be foolish actions—
  facing an elder dragon on one’s own would be 
  considered foolish, not courageous.
  Justice: You must use the aid another action on an 
  appropriate number of individuals. All individuals 
  aided in this way must have CRs no higher than 3 
  less than yours.
  Faith: You must convert an appropriate number of 
  individuals to take up the worship of a deity. This 
  deity need not be your own, but should be within 
  no more than one step from your deity along one or 
  both alignment axes.
  Hope: You must remove the shaken, frightened, or 
  panicked conditions from an appropriate number of 
  individuals; either through spells such as remove fear 
  or the ability granted by the hope benefit above. Should 
  you cause any individual to become shaken, frightened, 
  or panicked through any means, you lose the benefit 
  and completion benefit of this feat (see above).
  
  10
  Love: You must heal an appropriate number of 
  individuals. All individuals aided in this way must 
  have CRs no higher than 3 less than yours. Healing 
  in this way includes use of the Heal skill, cure spells, 
  or any spell or effect that removes a poison, disease, 
  or condition.
  Completion Benefit:
  Temperance: Once per day, when you make either 
  a Will save against enchantments or a Sense Motive 
  check, you may roll twice and take the better result.
  Prudence: Once per day, when you make either 
  a Perception or Sense Motive check, you may roll 
  twice and take the better result. 
  Courage: Your bonus to fear saves increases to 
  +4 and the DC of intimidate checks against you 
  increases by 4.
  Justice: You may perform the Aid Another action 
  as a move action. You may aid two allies in the same 
  round using two move actions, though you may not 
  aid the same ally more than once in the same round. 
  Faith: The saving throw bonus provide above 
  increases to +2.
  Hope: You become immune to the shaken 
  condition. Should any effect or condition cause you 
  to lose this immunity, you instead gain a +4 bonus to 
  saves against fear effects.
  Love: Once per day, when you make either a 
  Diplomacy or Heal check, you may roll twice and 
  take the better result.
  evil Parent (story)
  You take issue with your alternate-alignment family 
  member, seeking to undo what they accomplish and 
  ultimately thwart them.
  Prerequisite: You must be of good or neutral 
  alignment and have a living parent with an evil 
  alignment that has some influence or power over 
  you, or possess the Bastard Born, Born of Violence, 
  Cursed Birth, Dishonored Family, Left to Die or 
  Prophesied backgrounds.
  Benefit: You gain a +2 bonus to Will saves against 
  any spell, spell-like ability, or supernatural ability 
  cast by an evil being. You also increase the DC of 
  any Intimidate checks made against you by 2. 
  Goal: You must decisively defeat your 
  parent and thwart his or her plans.
  Completion Benefit: You gain a +2 save 
  bonus to all Will saves against spells, 
  spell-like abilities, and supernatural 
  abilities of evil beings.
  faCe your fear (story)
  You ran away from a terrifying 
  monster 
  when 
  you 
  were 
  younger, and it harmed—or 
  killed—a loved one. You have 
  since vowed to destroy the 
  object of your fear when you 
  meet it again.
  Prerequisite: 
  You 
  must have confronted a 
  challenging foe and run 
  away, resulting in a serious 
  injury or death for a close 
  relative or friend, or you have 
  the Forced to Confront Your 
  Own Limits background.
  Benefit: 
  You 
  have 
  so 
  thoroughly studied the source 
  of your fear that you know its 
  vulnerabilities, and you gain a +3 
  
  11
  bonus on Knowledge checks pertinent to the creature. 
  If you have 10 or more ranks in the appropriate 
  Knowledge skill, this bonus increases to +6. If you 
  succeed at the Knowledge check during combat with the 
  object of your fear, you bypass the creature’s damage 
  reduction and any energy resistances it possesses (but 
  not immunities). However, you automatically gain the 
  shaken condition when you get within 60 feet of the 
  creature, and this condition persists for 1 minute.
  Goal: You slay the creature, which must be a 
  challenging opponent. You must deal damage 
  equaling at least half the creature’s total number of 
  hit points, and you must deal the killing blow. 
  Completion Benefit: With the weight of the fear 
  lifted, you gain the benefit of rolling two saves to 
  resist a fear effect or spell, taking the better result.
  familial Quest (story)
  A cherished parent, sibling, or other family member 
  perished while undertaking a personal mission, and you 
  feel you owe it to that relative to complete that quest.
  Prerequisite: You learn about a quest a close 
  relative left incomplete when he or she died, or have 
  the Death in the Family or The Relative background.
  Benefit: While continuing your relative’s mission, 
  each day you may choose one of the following 
  benefits: a +1 bonus on damage rolls, +1 on saving 
  throws, or +1 on skill checks, and ability checks. 
  You lose this bonus, but take no penalty, when you 
  deviate from the mission
  Goal: You complete your relative’s journey, which 
  takes one month and requires you to defeat a total of 
  5 challenging foes. 
  Completion Benefit: You lose the feat’s original 
  benefit. One per day, you may choose to reroll an 
  attack roll, saving throw, skill check or ability check 
  after the original result is revealed. You must accept 
  the result of this reroll, even if it is worse.
  history rePeats (story)
  Your life parallels that of a hero from antiquity, and 
  you appear destined to meet that hero’s ultimate fate.
  Prerequisite: You discover a book or document 
  detailing the life of an ancient hero whose birth and 
  early life eerily match your own, or have Omen or 
  Prophesied background.
  Benefit: If you spend one hour studying the work 
  detailing the hero’s life or reflect on the prophecy 
  surrounding your life, for the next 24 hours, you gain 
  a +2 insight bonus on Reflex saves to avoid traps and 
  Perception checks to avoid surprise. 
  Goal: You reach the end of the hero’s story, 
  requiring you to slay a challenging foe or die in the 
  attempt. If you die and return to life, you gain the 
  completion benefit.
  Completion Benefit: Freed from the constraints 
  of someone else’s story, you still have a keen 
  understanding of patterns of events. You gain 
  uncanny dodge, using half your hit dice as your 
  effective level with that ability.
  homeBody (story)
  You much prefer the comforts of home, but situations 
  beyond your control force you away from those 
  comforts.
  Prerequisite: You have lived in the same location 
  for at least 5 years, or you possess the Ordinary 
  Childhood background.
  Benefit: Thoughts of home keep you going in the 
  worst of situations. You gain a +2 bonus on Fortitude 
  saves to resist temperature extremes, and you gain 
  a +1 bonus on Will saves to resist spells and effects 
  with the emotion descriptor.
  Goal: You spend at least 2 years away from your 
  home without once returning. After this absence, you 
  gain the completion benefit when you make your 
  way back (subject to any complications determined 
  by the GM).
  Completion Benefit: Once per month, you can use 
  word of recall as a spell-like ability to return to your 
  designated home.
  inCognito (story)
  You are a royal family member in hiding, striving to 
  retake your throne.
  Prerequisite: You must have been born into a royal 
  family and have had your homelands taken from you, 
  or have the Betrayal, Fall of a Major Power, Raiders, 
  or The War background. You must also roll on the 
  Nobility table (or with GM’s permission, choose) to 
  determine your family heritage.
  Benefit: You gain a +2 bonus to Disguise and 
  Knowledge (local) checks.
  Goal: You must take back your lands by decisively 
  defeating the enemy who took them.
  Completion Benefit: Your time in hiding has 
  gained you many close allies. You gain followers as 
  if you had the Leadership feat, though you do not 
  gain a cohort. If you actually have the Leadership 
  feat, you add that feat’s followers to those gained 
  through this benefit.
  
  12
  inner stillness (story)
  You wish to achieve the apotheosis of stoicism, the 
  seeming inability to be affected by the outside world.
  Prerequisite: You must have made three successful 
  saving throws against a mind-affecting spell, spell-
  like ability, or supernatural ability; or have had a 
  challenging foe fail an Intimidate check against you; 
  or possess the Adopted Outside Your Race (Angels), 
  Blessed Birth, Born into Bondage, Mentorship/
  Patronage, Adopted Outside Your Race (Raised 
  Among the Dead), or The War background.
  Benefit: Conflict and strife do little to shake your 
  nerve. You gain a +2 bonus to Initiative checks and a 
  +2 bonus to AC versus attacks of opportunity.
  Goal: You must decisively defeat a challenging 
  foe that has a fear-based spell-like, supernatural, or 
  extraordinary ability usable at least three times per 
  day. This fear effect must be capable of imposing 
  the panicked state through one or more castings 
  (normal Intimidate checks do not qualify). You need 
  not fail or succeed at any saves against the effect to 
  achieve this goal, as long as the challenging foe is 
  decisively defeated and the fear effect was used on 
  you at least once.
  Completion Benefit: You gain immunity to fear 
  effects. If you are already immune to fear effects, 
  such as through the paladin’s aura of courage class 
  feature, your immunity to fear may never be canceled 
  or removed, such as by the aura of cowardice 
  antipaladin class feature or aura of fear dread class 
  feature.
  karmiC deBt (story)
  Your bad deeds weigh heavily on you, and you seek 
  to right the wrongs you have committed.
  Prerequisite: You must have once had an evil 
  alignment or harmed an appropriate number of 
  creatures as a result of personal gain, or possess 
  the Atonement, Moral Debt, or Righting a Wrong 
  background.
  Benefit: For 1 hour after you help an NPC who has 
  no relation to you or spare an enemy from death, you 
  gain the benefit of bless.
  Goal: You demonstrate charity by donating half 
  your current level’s wealth by level to a deserving 
  person or group. You show mercy by defeating a 
  challenging foe without killing it.
  Completion Benefit: When you are adjacent 
  to a helpless or unconscious ally or innocent you 
  are attempting to protect, that creature adds your 
  charisma bonus to all its saving throws.
  kingslayer (story)
  You seek to prove your skills as a master assassin by 
  downing the ultimate target.
  Prerequisite: You must have murdered three 
  targets for pay, or possess the Fell in with a Bad 
  Crowd, First Kill, or The Kill background.
  Benefit: You gain a +2 bonus on Stealth and 
  Initiative checks. If you have 10 or more ranks in 
  Stealth, the bonus to Stealth increases to +4.
  Goal: You must slay a member of the royal 
  family. The family may be rulers of any country, 
  not necessarily the one you were born in. The 
  target must be a member of the ruler’s immediate 
  family—the king, the queen, the royal prince, or 
  the royal princess.
  Completion Benefit: You may use the death 
  attack extraordinary ability of the assassin prestige 
  class once per day, using half your hit dice as your 
  assassin level. If you have or gain levels in the 
  assassin prestige class, the DC of your death attack 
  ability instead increases by 2.
  last of its kind (story)
  You have chosen to protect the sole survivor of an 
  ancient race to learn everything you can from the 
  creature.
  Prerequisite: You meet a creature that you 
  subsequently learn is the last of its race, or have the 
  Met a Fantastic Creature background.
  Benefit: Once per day when you fail a Knowledge 
  check you may, after conferring with the sole 
  survivor for 5 minutes or more, reroll the check with 
  a +5 bonus.
  Goal: Thwart at least 3 attempts to destroy the 
  surviving creature by challenging foes. Spend a 
  total of 4 months with the creature and transcribe (or 
  memorize) the wisdom it imparts.
  Completion Benefit: You learn a spell secret from 
  the creature, selecting a 1st-level spell. You may cast 
  this spell once per day as a spell-like ability, using your 
  hit dice as your caster level in the appropriate class.
  the long Con (story)
  Whether raised by a con artist or chosen by a god of 
  trickery, your life revolves around the manipulation 
  of others.
  Prerequisite: You must have acquired at least 
  1,000 gp worth of treasure by convincing someone 
  to give it to you of their own free will and without 
  revealing to them your true identity, or have the 
  Greed background.
  
  13
  Benefit: Once per day when you attempt either a 
  Bluff or Disguise check, you may roll twice and take 
  the better result.
  Goal: You must con a target out of wealth of at 
  least 50,000 gp while using an alternate identity. 
  This wealth could be in art, gems, gold, jewelry, 
  trade goods, magic items, or a combination. The 
  target must legally transfer the wealth to you and not 
  discover your true identity until after either you or 
  an appropriate agent of yours acquires the items.
  Completion Benefit: You reduce the time 
  required to create a mundane disguise to 5 
  minutes, and may create a makeshift disguise as 
  a full-round action with a –5 penalty. In addition, 
  you have learned enough magic to supplement your 
  disguise skills, allowing you to cast disguise self once 
  per day as a spell-like ability, with a caster level equal 
  to your character level. At 10th level, you may instead 
  cast alter self as a spell-like ability once per day with a 
  caster level equal to your character level.
  maPPer of the unknown (story)
  As far as you know, several places in your world 
  have gone uncatalogued. You seek to illuminate 
  the dark and hidden places of the world.
  Prerequisite: You have at least 5 ranks in 
  Knowledge (geography) and you obtain a 
  map vaguely indicating an uncharted area 
  in the world.
  Benefit: You always treat Knowledge 
  (geography) as a class skill, and you gain a 
  +2 bonus on Knowledge (geography) checks. 
  If you have 10 or more ranks in Knowledge 
  (geography), the bonus improves to +4.
  Goal: You oversee the creation of a map for 
  an area at least 10 square miles, complete with 
  terrain features and points of interest. 
  Completion Benefit: You can take 20 on 
  Knowledge (geography) checks regarding the area 
  you have mapped, and you consider the area very 
  familiar for the purposes of teleport and similar 
  spells that you or your allies cast.
  marked (story)
  You have always had—or just suddenly obtained—a 
  strange mark that you cannot hide and no one can 
  identify. You hope to discover the mark’s significance 
  before something unutterable happens to you or 
  those about whom you care.
  Prerequisite: A mark you cannot disguise appears 
  on your face or arm, or you have the Died, Marked 
  by the Gods, or Omen background.
  Benefit: You gain a +2 bonus on Intimidate checks, 
  and, if you exceed the DC to demoralize an opponent 
  by at least 10, you cause the opponent to become 
  frightened rather than shaken. You incur a –8 penalty 
  on Disguise checks, as the mark manifests regardless 
  of how you attempt to mask it.
  Goal: You discover the meaning behind the mark, 
  which requires a journey to a hidden location and 
  overcoming a combination of 7 challenging foes and traps. 
  A Knowledge (arcana) check equal to 10 + twice your 
  character level determines the mark’s significance—an 
  omen to an oncoming event. As an alternate goal, you 
  can perform a series of tasks to remove the mark 
  and stop the oncoming event, which requires 
  you to overcome at least 7 
  challenging foes.
  
  14
  Completion Benefit: If you discover the mark’s 
  significance, you gain a +1 bonus to all saving 
  throws, ability checks, and skill checks related to 
  thwarting the event related to the mark. If you remove 
  the mark, you lose the feat’s benefits (including the 
  penalty), but you gain spell resistance equal to 11 
  + your character level against spells and effects 
  generated by outsiders.
  mentor (story)
  A spiritual guide, a natural teacher, or inspired 
  combatant, you are a born leader meant to change the 
  world by instilling your ideals in those around you.
  Prerequisite: You must have inspired an individual or 
  group to action, teaching them how to overcome great 
  personal or social odds, or possess the Academy Training, 
  Competition Champion, or Mentorship background.
  Benefit: When performing an aid another action, 
  the bonus increases by +1. 
  Goal: Choose a student. The student may be either 
  a PC or NPC who travels with you. Also choose a 
  path of teaching: Spiritual Guide, Natural Teacher, 
  or Inspired Combatant. Each path of teaching leads 
  to a unique completion benefit. A student may only 
  train along one path of teaching at a time.
  Inspired Combatant: The student must increase 
  his BAB by 2 and acquire at least 2 combat feats 
  while traveling with you. You must possess the same 
  combat feats, and your BAB must be at least 3 higher 
  than the student at the time their training begins.
  Natural Teacher: The student must increase one 
  Knowledge skill and any one non-Knowledge skill by 
  4 ranks while traveling with you. You must be trained 
  in both skills, and you must have 4 more ranks than the 
  student in each skill at the time their training begins. 
  Spiritual Guide: The student must gain 2 divine 
  spell levels, 2 ki points, or increase her maximum 
  psionic power level known by 2 while traveling with 
  you. You must possess the same ability (and deity 
  if a divine caster), though you need not be of the 
  same class. For example, a cleric may train a paladin 
  or inquisitor to commune with her chosen god, or a 
  monk may train a ninja to tap her hidden potential. 
  You must also have access to divine spells 3 levels 
  higher than the student, 3 more ki points than the 
  student, or a maximum psionic power level 3 higher 
  than the student at the time their training begins.
  Completion Benefit: You may aid another as a 
  move action. You may aid two allies in the same 
  round using two move actions, though you may not 
  aid the same ally more than once in the same round.
  not my PeoPle (story)
  Drawn to traditions other than your own, you have 
  spent a significant portion of your life denying the 
  spiritual connection to your people.
  Prerequisite: You must have spent at least 1 year 
  away from your birth culture to live in another, or 
  possess the Adopted or Adopted Outside Your Race 
  background. If you choose the Adopted background, 
  your adoptive parents must be of a different culture 
  than your birth parents. Typically, the two cultures 
  are opposing in philosophies: a human born on a 
  farm but raised in a city, an elf born of high magic 
  but raised by woodland elves, etc.
  Benefit: Select one Regional Trait appropriate 
  to your birth parents and one Race or Bloodline 
  trait appropriate to your adopted culture. You gain 
  the benefits of these traits as normal, even if you 
  were not raised in the region associated with your 
  Regional Trait (you are considered to have a natural 
  affinity for the skills of your birth race).
  Goal: You must reconnect with your heritage 
  by completing a quest benefiting members of that 
  culture. This could mean protecting a village from 
  bandits, finding a lost artifact, or curing a plague. 
  Your share of any monetary wealth or items gained 
  through completion of the quest must be donated 
  to an individual or organization that will act to the 
  culture’s benefit.
  Completion Benefit: All trait bonuses gained 
  through the Regional Trait associated with this feat 
  increase by +2. In the case of Surface Stranger, the 
  miss chance for concealment or total concealment 
  due to either mundane or magical darkness decreases 
  by an additional 10%.
  PauPer PrinCe (story)
  You recently discovered you are descended from 
  royalty, destined to return the country to the right path.
  Prerequisite: You must have been born of royalty 
  but only recently discovered it, or possess the 
  Adopted, Adopted Outside Your Race, The Omen, 
  or Prophesied background. You must roll on the 
  Nobility table (or with GM’s permission, choose) to 
  determine your parent’s heritage.
  Benefit: Your experience with the common folk 
  allows you to connect with your country’s people. 
  You gain a +2 bonus to Knowledge (local) checks, 
  and to Diplomacy checks to improve the attitude of 
  NPCs not of noble birth. 
  Goal: You must be reconnected to your family by 
  either acceptance or proof of your bloodline. 
  
  15
  Completion Benefit: Your reputation as a leader 
  raised among the people precedes you. The starting 
  attitude of anyone who knows of you and is not of 
  noble birth increases by one step in your favor. In 
  addition, if you possess the Leadership feat, your 
  Leadership score increases by 2.
  the PeaCeful warrior (story)
  Once a student of violence and war, you’ve turned away 
  from your bloodlust to make amends for your sins.
  Prerequisite: You must have one or more levels 
  in barbarian, cavalier, fighter, gunslinger, magus, 
  ninja, samurai, ranger, rogue, or warrior and have 
  participated in a major conflict as a martial combatant 
  (i.e., you must have served on the front lines). You 
  may instead possess the Grief-Filled, Weathered 
  Emissary, or Worldly traits; or possess the Death in 
  the Family, Died, or The War background. In addition, 
  you must not have gained levels in any of the above 
  classes since you withdrew from the conflict.
  Benefit: You gain a +2 bonus to Heal checks, and 
  Heal is always considered a class skill for you.
  Goal: Choose a particular settlement. You must 
  thwart an enemy of that settlement through non-violent 
  means; a serial killer, bandit leader, necromancer, royal 
  family member, or anyone who preys on or unfairly 
  subjugates the settlement. You may defend yourself if 
  attacked, but may not purposely kill a sentient being 
  while pursuing your goals.
  Completion Benefit: You gain a +1bonus to 
  disarm, dirty trick, grapple, reposition, sunder, and 
  trip combat maneuvers, as well as a +1 bonus to 
  your Combat Maneuver Defense when an opponent 
  attempts to use these maneuvers against you. You 
  still provoke attacks of opportunity with these 
  attacks, unless you possess the appropriate feats.
  Plague survivor (story)
  You hail from a place suffering from a lingering and 
  degenerative disease. While you are immune, you 
  still carry the plague, and you intend to find a cure, 
  perhaps tied to your immunity.
  Prerequisite: You learn that everyone from your 
  home suffers from a terrible disease and you are a 
  carrier, or you possess the Major Disaster or One of 
  a Dying Breed background.
  Benefit: Choose one disease. You are immune to 
  this disease. Whenever a creature damages you with 
  a bite attack, you expose that creature to the disease. 
  The disease’s save DC is 10 +1/2 your hit dice + 
  your Constitution modifier.
  Goal: You undergo a series of tests, and with the 
  help of a spellcaster whose level equals or exceeds 
  your character level by +4 (minimum 11), must 
  develop a cure from your blood. This requires you to 
  take 2d6 Con drain, which cannot be restored until 
  you deliver the cure.
  Completion Benefit: Once per day, you can touch 
  a character to grant a +4 bonus on the character’s 
  Fortitude save to resist a disease.
  Possessed (story)
  A spirit bonded itself to you at birth, and it sometimes 
  takes control of you.
  Prerequisite: You black out for periods of up to 12 
  hours (allowing the GM to run your character as an NPC) 
  and have no recollection of your actions during this time, 
  or you have Cursed Birth or Possessed background.
  Benefit: You gain a +2 bonus to saves against 
  magic jar and other spells or effects that allow a 
  creature to possess you as well as hold person and 
  other spells or effects that paralyze you. Once per 
  month, the creature deep within your psyche takes 
  over your body (the GM treats your character as an 
  NPC for a period of 12 hours).
  Goal: You must find a character with a spellcaster 
  level equal to or greater than your character level by 
  +4 (minimum 13) to drive the possessing creature from 
  your body. At this point, you must fight the creature (a 
  challenging foe) to regain full control of your body. 
  Completion Benefit: You gain the ability to cast 
  protection from evil or protection from good (as 
  appropriate to your alignment) once per day.
  Prodigal son (story)
  Once a true believer, a challenge of faith made you 
  turn away from the spiritual peace of your youth.
  Prerequisite: You must have been a follower of a 
  specific god or pantheon and have abandoned your faith 
  due to a traumatic event that shook your beliefs, or possess 
  the Betrayal, Death in the Family, or Died background.
  Benefit: You gain a +1 bonus to saving throws 
  against divine spells.
  Goal: You must reconnect with your spirituality by 
  completing a quest benefiting a religious organization. 
  This could mean uncovering a scheme to frame a 
  member of the religion, recovering a religious artifact, 
  or protecting a village or family who are devotees of 
  the faith you used to be a part of. Your share of any 
  monetary wealth or items gained through completion 
  of the quest must be donated to an individual or parish 
  that will act to the religion’s benefit.
  
  16
  Completion Benefit: You gain one of the following 
  traits: Beacon of Faith, Blessed, Caretaker, Devotee 
  of the Green, Fate’s Favored, Fearless Defiance, 
  Focused Disciple, Inspired, Oathbound, Omen, 
  Principled, Prophesied, Sacred Touch, Spirit Sense, 
  Tireless Avenger, or Zealous Striker. Trait bonuses 
  gained by the chosen trait increase by +2. Benefits that 
  have limited uses per day (such as Beacon of Faith or 
  Inspired) instead gain one additional use per day. The 
  Sacred Touch trait heals the target to 0 hp in addition 
  to stabilizing. If you possessed the Suspicious trait or 
  the History of Heresy trait at the time this story feat 
  is completed, you may exchange one or both of these 
  traits for one of the traits listed above. Traits gained 
  from this exchange do not gain any additional benefits.
  Proof of innoCenCe (story)
  You are the only person who believes charges against 
  a friend or relative are false, and you are determined 
  to find the true culprit.
  Prerequisite: You decide to defend someone you know 
  against accusations of guilt, a conviction for which will 
  result in that person’s death or long-term imprisonment.
  Benefit: You gain a +2 bonus on Knowledge (local) 
  checks, which increases to +4 if you have 10 or more 
  ranks in Knowledge (local). Additionally, you gain a 
  +2 bonus on Perception checks to uncover evidence 
  of the accused’s innocence.
  Goal: You must find overwhelming evidence, 
  enough to convince an appropriate number of NPCs 
  of the character’s innocence, and you must thwart the 
  challenging foe who has sought to cover up the crime.
  Completion Benefit: You gain discern lies as a spell-
  like ability once per day, on a single target, for one round.
  reBellion Crusher (story)
  You have learned of a coup or other plot to overthrow 
  the government, and you have decided to stop the 
  rebellion—or the current ruler has charged you to do so.
  Prerequisite: You must have a vested interest in 
  the stability of your nation’s government and have 
  heard about a plot to violently overthrow it, or 
  possess the Elite Fighting Force, Knighted, 
  or The Liege Lord background.
  Benefit: You gain a +3 bonus on 
  Diplomacy checks to gather information. 
  If you have 10 or more ranks in Diplomacy, 
  this bonus increases to +6.
  Goal: You thwart the revolution attempt, 
  which involves capturing or killing a 
  challenging opponent.
  Completion Benefit: The nation’s leader 
  grants you land or a stronghold able to house 
  a number of people equal to how many 
  followers you would have if you had the 
  Leadership feat. Additionally, if you have 
  the Leadership feat, you gain a +2 modifier 
  to your leadership score (and thus have 
  more followers, and a bigger stronghold).
  reClamation (story)
  You undertake the cleansing of blighted 
  or polluted land.
  Prerequisite: You see overwhelming 
  evidence of a sickness that affects either 
  your homeland or land through which you 
  adventure, or have the Avatar background.
  Benefit: You gain a +2 bonus on 
  Knowledge (nature) checks, which 
  increases to +4 if you have 10 or more 
  ranks in Knowledge (nature). Additionally, 
  
  17
  you gain a +2 bonus on attack rolls against 
  aberrations, evil fey, evil plants, and undead.
  Goal: You must eliminate the cause of the unnatural 
  blight or stop the entity responsible for polluting the land.
  Completion Benefit: You gain the ability to cast 
  the “enrichment” version of plant growth once per 
  day as a spell-like ability.
  something Calls (story)
  You hear distant echoes of an object—one that will 
  help you achieve your destiny—calling to you.
  Prerequisite: You obtain a clue about an item of 
  interest to you.
  Benefit: The object informs you of its location, 
  granting you the benefit of discern location. Once 
  per week, by concentrating for an hour, you can 
  relearn the item’s distance and direction.
  Goal: You retrieve the item after defeating a 
  number of challenging foes equal to your character 
  level (minimum 10).
  Completion Benefit: You gain an intelligent item 
  or a minor artifact specifically beneficial to you. If 
  you lose the item, you incur two negative levels until 
  you regain it. You are aware of this fact when you 
  claim the object.
  sPiritual twin (story)
  You feel the presence of another person—one you 
  have never met—with whom you share a strong 
  bond, and this person is in danger.
  Prerequisite: You become aware of the existence 
  of a person with whom you share a link, or have the 
  Adopted Outside Your Race or Adopted background.
  Benefit: While you search for the linked character, 
  you gain a +1 bonus on ability checks, skill checks, 
  and saving throws. Once per day, you may learn about 
  the character’s condition as if you had cast status.
  Goal: You find the linked character after defeating 
  a challenging foe, and you learn your connection to 
  that character.
  Completion Benefit: When you are within 60 feet 
  of the linked character, you and the linked character 
  automatically succeed at aid another attempts to help 
  each other. Additionally, if you are adjacent to your 
  spiritual twin, neither of you can be flanked. Finally, you 
  both gain the effects of status with respect to one another.
  starseeker (story)
  The twinkling lights in the night sky have always 
  fascinated you. You seek to travel to one or more of them.
  Prerequisite: You have 1 rank in Knowledge 
  (geography) and have studied the stars, or you have 
  the Heavens, Unquenchable Hunger for Knowledge, 
  or What If background.
  Benefit: You always treat Knowledge (geography) 
  as a class skill, and you gain a +3 bonus on Knowledge 
  (geography) checks with respect to the heavens. This 
  bonus increases to +6 if you have 10 or more ranks 
  in Knowledge (geography).
  Goal: You travel, physically or magically, to 
  another planet in your solar system or beyond.
  Completion Benefit: Your understanding of 
  fate changes. You lose your bonus to Knowledge 
  (geography), but gain a revelation from the choices 
  for an oracle with the heavens mystery, but it must be 
  available to a 1st-level oracle, and your effective oracle 
  level is half your character level. If you are already 
  an oracle with the heavens mystery, your choice of 
  revelation is only restricted by your oracle level.
  summon a god (story)
  You seek to prove your mastery of summoning by 
  having a greater or lesser divinity respond to your call.
  Prerequisite: You must have summoned, or 
  been involved in the summoning of, a lesser planar 
  being, or have the Academy Training, Blessed Birth, 
  Competition Champion, Cursed Birth, or Marked by 
  the Gods background.
  Benefit: Each creature you conjure with any 
  summon spell or spell-like ability gains a +1 bonus 
  to saving throws.
  Goal: You must summon the avatar of a deity, 
  request intervention, and have intervention granted. 
  The nature of the actual intervention need not be 
  the same as the requested intervention to gain the 
  completion benefit of this feat.
  Completion Benefit: When using a spell or spell-
  like ability to summon a celestial or fiendish creature, 
  the duration of the spell increases to 1 minute per level. 
  If the duration is already 1 minute per level, such as 
  with a summoner, the duration instead increases by 
  +50%. This bonus does not stack with other feats or 
  abilities that increase duration, such as Extend Spell.
  true indePendenCe (story)
  As a child of a wealthy or influential family, you 
  find that you cannot truly succeed on your own, as 
  you continue to receive gifts or benefit from favors 
  arranged by your family.
  Prerequisite: You belong to nobility or a relative 
  decides to protect you in a meddlesome way, or 
  you possess the Entitlement, Heir to a Legacy, or 
  Inheritance background.
  
  18
  Benefit: As your relative calls in favors on your 
  behalf, you gain a +3 bonus on Diplomacy checks to 
  change an NPC’s attitude, and you never pay for any 
  items or services equal to or less than 10 gp.
  Goal: You must refuse aid that would otherwise 
  prevent you from imprisonment or other punishment.
  Completion Benefit: You gain a reputation as 
  someone who makes his own way, and you retain the 
  bonus on Diplomacy checks. You also gain Diplomacy 
  as a class skill. While you lose the monetary benefit, 
  you learn how to bargain for better prices, allowing 
  you to reduce the cost of purchases by 10%.
  turning taBles (story)
  A slight by someone whom you considered 
  a friend has left you obsessed with the 
  perfect betrayal as an act of revenge.
  Prerequisite: You must have been 
  betrayed by a past associate who was 
  close to you (best friend, sibling, lover, 
  etc.), or have the Betrayal, Died, or 
  Troubled First Love background.
  Benefit: You gain a +1 bonus 
  to saving throws against spells 
  cast by your betrayer and your 
  betrayer’s known associates, and 
  you gain a +2 bonus to any skill or 
  ability checks involving your betrayer 
  and your betrayer’s known associates.
  Goal: You must thwart the plans of the 
  person who betrayed you. These plans 
  must be significantly meaningful to 
  the person involved, but need not be 
  an exact duplicate of their betrayal 
  of you (i.e., a former lover need not 
  have his or her current relationship 
  destroyed by you), though it is a 
  possibility.
  Completion 
  Benefit: 
  You 
  gain a +2 bonus to any three of 
  the following skills: Appraise, 
  Bluff, Diplomacy, Disable Device, 
  Disguise, Escape Artist, Intimidate, 
  Knowledge (any), Sense Motive, 
  Stealth. The skills chosen must 
  have been used significantly during 
  the completion of your goal (GM’s 
  discretion). If you have 10 or more 
  ranks in any of these skills, the 
  bonus to that skill increases to +4.
  unknown deity (story)
  A weak voice spoke to you during a momentous 
  occurrence (eclipse, natural disaster, etc.), claiming 
  to be a forgotten deity. You have charged yourself 
  with demonstrating proof of the deity’s existence to 
  the masses.
  Prerequisite: A being declaring itself to be a deity—
  about whom no one knows anything—speaks to you 
  and charges you with reestablishing its worship, or 
  you have the Divine Purpose background.
  Benefit: As proof of the deity’s power, you gain 
  the 1st-level domain power for a chosen domain. 
  Treat your character level as your cleric level for this 
  domain power.
   Goal: You seek out a temple to the 
  forgotten deity and bring proof of its 
  teachings and power to people, and an 
  appropriate number of NPCs convert to the 
  deity’s worship.
  Completion Benefit: You gain the 
  ability to cast the 1st-level domain 
  spell of your selected domain once 
  per day, using your character level 
  as your cleric level. If you already 
  have the ability to cast spells from 
  another class, you may instead 
  choose to gain this spell as a bonus 
  spell known, which you cast as a spell of 
  your spellcasting class.
  wrong Body (story)
  You’ve always felt you were 
  born into the wrong body, and 
  seek to change your gender, race, 
  or some other defining physical 
  characteristic about yourself.
  Prerequisite: You must strive to 
  change a typically unchangeable 
  aspect of your person, such as 
  gender, race, and/or creature 
  type; 
  or 
  have 
  the Adopted, 
  Adopted 
  Outside 
  your 
  Race, 
  Ordinary Childhood, or Reincarnated 
  background.
  Benefit: You are used to interacting 
  with the world around you in the 
  expected way rather than as who you 
  are, granting you a +2 bonus to Bluff, 
  Disguise, and Perform (acting) 
  checks. If you have 10 or more 
  ranks in one of the above skills, the 
  
  19
  bonus increases to +4 for that skill. The discomfort 
  you feel in your own skin causes you to suffer a –2 
  penalty to all other Charisma-based skill and ability 
  checks, and you may not take 10 on any skill check.
  Goal: You must permanently change your gender, 
  race, creature type, or other static aspect of your 
  person. This can be done through magic, such 
  as a miracle, reincarnation, or wish spell; divine 
  intervention; powerful alchemical formulae; or 
  through the completion of a GM-designed quest. 
  Alternately, your GM may allow you to fulfill this 
  feat’s goal by gaining levels in a class, such as a 
  sorcerer with the aberration bloodline, or prestige 
  class, such as dragon disciple that permanently alters 
  your physical form. The change must be permanent 
  and difficult to hide, such as the wings draconic 
  bloodline power, and at least two changes must be 
  gained, such as a natural armor bonus and permanent 
  claws/fangs.
  Completion Benefit: You lose the bonuses to Bluff, 
  Disguise and Perform (acting) above, as well as the 
  penalty to Charisma-based skill and ability checks. 
  You also regain the ability to take 10 on skill checks. 
  The comfort and confidence you exhibit in your new 
  skin permeates your being, granting you a +2 bonus to 
  your Charisma score and a +1 bonus to Will saves. If 
  you temporarily alter your appearance, shape, or sex to 
  another form within your creature category (typically 
  humanoid), you immediately lose both the Charisma and 
  Will save bonuses. These bonuses return after you spend 
  24 hours in your normal form. For example, if you are a 
  human and use disguise self, alter self, or shapechange to 
  change into a dwarf, elf, goblin, or any other humanoid, 
  you lose the Charisma and Will bonuses until you spend 
  a full day in your normal form. This penalty also applies 
  to the use of mundane disguises and spells, such as 
  baleful polymorph. A humanoid who uses the wildshape 
  ability, beast form, plant form, or other spell or ability to 
  change into a creature with a new creature category loses 
  neither the Charisma nor the Will save bonuses.
  
  20
  creditS
  Authors: Rich Howard and Mike Welham
  Publisher: Owen K. C. Stephens
  Senior Developer: Christina Stiles
  Editor: Christina Stiles
  Fiction: Owen K.C. Stephens
  Cover Illustration: Storn Cook, courtesy of LPJ Publishing
  Interior Illustrations: Storn Cook, Jack Holliday,  
  and Juan Diego, courtesy of LPJ Publishing; 
  Graphic Design and Typesetting: Lj Stephens
  Produced by: Rogue Genius Games
  Project Manager: Lj Stephens
  Consigliere: Stan!
  Contents Copyright 2014 Rogue Genius Games
  Rogue Genius Games Logo created by Lj Stephens 
  using designs by Claudio Pozas. Used with 
  permission.
  Trade Dress created by Lj Stephens, derived from 
  Fat Goblin Games’ Publisher’s Choice Quality 
  Stockart - Blood Throne (Page Backgrounds). 
  Fonts used in trade dress: Crom - created by 
  Rook543. Free for Personal and Commercial use. 
  Used with permission Folkard™ - created by The 
  Scriptorium. Purchased for Commercial use. Used 
  with permission.
  For more information about Rogue 
  Genius Games, follow us on Facebook: 
  www.Facebook.com/RogueGeniusGames
  on Twitter: @Owen_Stephens
  All logos are the trademark of 
  Rogue Genius Games
  All rights reserved
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, 
  Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, Inc. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, Inc. does 
  not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, Inc., 
  and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Publishing, Inc., and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See  http://paizo.
  com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Rogue 
  Genius Games (RGG) company name and logo; the “The Genius 
  Guide to Horrifically Overpowered Mythic Feats” name and 
  logo; all artwork, backgrounds, and logos; all trade dress, and 
  graphic design elements.
  DECLARATION OF OPEN CONTENT: All game 
  mechanics, proper names of classes, prestige classes, 
  archetypes, feats, skills, spells, magic items, monsters, rituals, 
  artifacts AND OR the names of abilities presented within this 
  book are Open Game Content as described in Section 1(d) of 
  the License.
  Product Code: RGG0119
  oPen game liCense 
  version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly 
  display, transmit or otherwise distribute; (d)”Open Game Content” means 
  the game mechanic and includes the methods, procedures, processes and 
  routines to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under 
  copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks 
  including trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and 
  graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, 
  distributing, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of 
  any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  symbols, or graphic designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) “Use”, “Used” or “Using” means 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this 
  License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or 
  sPeCial thanks to: j.m. Perkins
  
  21
  Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson
  Pathfinder Roleplaying Game Core Rulebook, © 2011, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights 
  reserved
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; 
  Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, 
  Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, 
  Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene.
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Philip Masters.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Ian Livingstone and Mark 
  Barnes.
  Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Neville White.
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: 
  Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, 
  Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; 
  Authors Wolfgang
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua 
  J. Frost, Tim
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, 
  Martin Mason, Rob
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. 
  Wesley Schneider,
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material
  by Jonathan Tweet, Monte Cook, and Skip Williams.
  The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, 
  Erik Mona,
  Chris Pramas, Robert J. Schwalb.
  Amphisbaena from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Authors
  Scott Peterson and Clark Peterson, based on original material by Gary 
  Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Brownie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Bunyip from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Dermot Jackson.
  Crypt Thing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Roger Musson.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, 
  Revised, © 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Ian McDowall.
  Daemon, Derghodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised, © 2002, 
  Necromancer
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Death Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley.
  Decapus from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Jean Wells.
  Dragon Horse from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Dust Digger from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Ian Livingstone.
  Giant, Wood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Wizards of the Coast.
  Gloomwing from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Jubilex from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Lawrence Schick.
  Korred from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Leprechaun from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Magma ooze from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene.
  Mihstu from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Mongrelman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Simon Tillbrook.
  Nereid from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Pech from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Poltergeist from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Lewis Pulsipher.
  Quickling from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Roger Musson.
  Skulk from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott
  Greene, based on original material by Simon Muth.
  Slime Mold from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by David Cook.
  Spriggan from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene and Erica Balsley, based on original material by Roger Moore 
  and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.;
  Author Scott Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Mike Roberts.
  Tick, Giant & Dragon from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games,
  Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Troll, Ice from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author
  Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene.
  Zombie, Juju from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; 
  Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
  Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.
  com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John 
  Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and 
  Stan! 
  Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy 
  Shearer. 
  Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene, based on original material by Albie Fiore. 
  Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Jean Wells. 
  Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Jeff Wyndham. 
  Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Roger Musson. 
  Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger 
  and Gary Gygax. 
  Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Tilbrook. 
  Flumph from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Ian McDowell and 
  Douglas Naismith. 
  Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Underworld Oracle. 
  Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Gary Gygax. 
  Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Nick Louth. 
  Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material by 
  Gary Gygax.
  Pathfinder Roleplaying Game Advanced Player’s Guide. copyright 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors:
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. 
  Cortijo, Jim Groves,
  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick
  Renie, Sean K Reynolds, and Russ Taylor.
  Anger of Angels. © 2003, Sean K Reynolds
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, 
  Erik Mona, Chris Pramas, Robert J. Schwalb
  The Book of Hallowed Might. © 2002, Monte J. Cook
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal 
  MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Demodad, Slime from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: 
  Scott Greene, based on original material by Ian Liveingstone. 
  Hangman Tree from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game Mythic Adventures. © 2013, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, 
  Sean K Reynolds, Denis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim 
  Hitchcock, Tracey Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan 
  Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and 
  Ray Vallese.
  Ultimate Options: Story Feats. ©2014, Christina Stiles; Published by Rogue 
  Genius Games. Authors: Rich Howard and Mike Welham.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Ultimate Options/Ultimate Options - Story Feats.pdf