TEXT: FEAts of
  legend:
  20 STORY feats
  
  Credits 
  Designed and Written by: Neal Litherland 
  Editing: Brian Berg 
  Cover Design: Brian Berg 
  Layout: Brian Berg 
  Artwork: Publisher’s Choice Quality Stock Art ©Rick Hershey/Fat Goblin Games, Maciej Zagorski.
  Legalese 
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  dialogue, plots, storylines, language, incidents, settings, characters, artwork and trade dress are product 
  identity as defined in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
  Open Content 
  Except material designated as Product Identity, the contents of Slaughter at Splinterfang Gorge are Open 
  Game Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work 
  other than the material designated as Open Game Content may be reproduced in any form without 
  written permission.    
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  Published by Total Party Kill Games, LLC. 1st printing, December 20, 2016 
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  Absent Parent 
  Some parents give their children striking eyes, or 
  dark hair. Yours gave you more exotic gifts, and 
  you're determined to find out where your 
  inheritance really came from. 
   
  Prerequisites: You grew up not knowing one, or 
  both, of your parents. 
   
  Benefits: You gain a masterwork item, referred to 
  as a legacy item. This can be a weapon, a ring, 
  amulet, wand, or staff. This item can be 
  enchanted, just like any other masterwork item. 
   
  Goal: You must decisively defeat a challenging foe 
  using your legacy item. Whether it is used as a 
  bonded item, a focus for spell components, or 
  wielded as a weapon, that item must be 
  associated with your victory. It may have been 
  enchanted or modified since you received it, but 
  it must still be recognizable. 
   
  Completion Benefit: Your legend has spread, 
  and through it you discover your true 
  parentage. If your parent was a hero, you 
  gain the Hero's Legacy. As long as you are 
  carrying and displaying the item your parent 
  left to you, all good-aligned creatures' starting 
  attitude is one step closer to friendly. You gain a 
  +2 bonus on Diplomacy checks with good-
  aligned creatures, and a +2 bonus on Intimidate 
  checks against evil-aligned creatures. If your 
  parent was a villain, you instead gain the 
  Villain's Mantle, gaining the same bonuses as 
  above, but with the alignments reversed. If you 
  lose, or give up, your legacy item, you lose these 
  bonuses as well. 
   
  Your legacy item is imbued with the power of 
  your story. Once per day you may re-roll any roll 
  you just made. You must take the results of the 
  second roll, even if they're worse. This is an 
  extraordinary ability. Your legacy item is also 
  immune to the broken condition, though it still 
  takes damage normally. If it is ever destroyed you 
  can reforge it one week later in a special ritual 
  that costs 100 gp per character level. If the item 
  was enchanted, those additional enchantments 
  are still in place once it is reforged. 
   
  What is a Challenging Foe? 
  A challenging foe is defined as 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. 
   
  Abyss Hunter 
  There are forces in this world so corrupt that to 
  look upon them would strike most mad. You've 
  stared into the Abyss, though, and sent back 
  hordes of its denizens with the edge of your blade. 
   
  Prerequisite: You must have the demon slayer 
  trait, or have fought a demon with greater hit dice 
  than yourself, and survived. 
   
  Benefit: Gain a +2 bonus on attack rolls against 
  demons, and a +2 bonus on saving throws against 
  spells or spell-like abilities used by demons. 
   
  Goal: Slay an appropriate number of demons for 
  your level. An appropriate number is defined as a 
  number of creatures whose CR adds up to 20, or 5 
  times your character level, whichever is greater. 
  This calculation is made based on your 
  current level, and not the level you were 
  when you took this feat. 
   
  Completion Benefit: You have seen the worst the 
  Abyss can throw at you, and you are not 
  impressed. Demons can no longer catch you flat-
  footed, and you are treated as if you have 
  Uncanny Dodge whenever you are attacked by 
  demons, or known allies of demons. Additionally, 
  your bonus to saves against spells and spell-like 
  abilities cast by demons increases to +4, and you 
  gain a +2 dodge bonus against attacks made by 
  demons, or known allies of demons. 
   
  Black Gods' Bloodletter 
  Few people understand the true meaning of 
  sacrifice. You do. Your gods demand a heavy toll 
  from you, but they offer you ample reward for the 
  sea of blood you've spilled in their name. 
   
  Prerequisites: Must worship an evil deity, and 
  have personally sacrificed an innocent life in a 
  ritual dedicated to that deity. 
   
  Benefits: Your dark path gives you a certainty that 
  followers of brighter, kinder gods can't boast. You 
  gain a +2 bonus on Will saves. 
   
  Goal: You must capture a challenging foe (at least 
  1 CR higher than yourself) who is a known servant 
  
   
  of a good-aligned deity, and ritually sacrifice them 
  to your god. You may have help in defeating the 
  foe, but you must be the one who personally 
  performs the sacrifice. 
   
  Completion Benefit: The lords of evil reward 
  servants who bring them powerful sacrifices. You 
  gain DR 10/good and magic. Additionally, when 
  you slay any good-aligned creature, you gain fast 
  healing 5 for a number of minutes equal to that 
  creature's hit dice. 
   
  Bring 'Em Back Alive 
  You've pledged yourself to uphold the law. It's not 
  an easy task, but you leave the judging to the 
  judges, and the hanging to the hangmen. 
   
  Prerequisites: Must have the Law Enforcer or 
  Truth's Agent background trait. 
   
  Benefit: You know the ways of law breakers, and 
  the trail never stays cold for long. You gain a +2 
  bonus on Knowledge (Local) and Diplomacy 
  checks made to gather information. If you have 10 
  or more ranks in these skills, this bonus changes 
  to +4. 
   
  Goal: You must decisively defeat a challenging foe, 
  and bring them back to civilization to stand trial 
  for their crimes. The foe need not be convicted, 
  but you must act in good faith, and provide all the 
  aid you are allowed to in order to see the trial 
  through. 
   
  Completion Benefit: Your experience containing 
  and controlling dangerous foes has taught you 
  certain tricks. You have the ability to deal a 
  knockout blow, as per the brawler's Knockout 
  ability. You may deliver this blow with any melee 
  weapon, but the blow must deal non-lethal 
  damage. Creatures immune to precision damage 
  or non-lethal damage are immune to this ability. 
  Treat your character level as your brawler level for 
  determining how many times per day you can use 
  this ability. 
   
  Dragon Devourer 
  It is said that there is nothing as succulent as the 
  flesh of a dragon. You've heard legends of the 
  culinary delights lurking beneath their scales, but 
  also of the power it could grant to those who are 
  bold enough to hunt one of the most dangerous 
  beasts in the known world. 
   
  Prerequisites: You must have come across legends 
  of those who've eaten dragon flesh. 
   
  Benefit: You gain a +2 bonus on Knowledge 
  (Arcana) checks about dragons, and a +2 dodge 
  bonus to armor class against dragons. 
   
  Goal: The legends you've come across say that if 
  you can eat the flesh of a dragon's heart, then you 
  will absorb a part of its power. You must fight, and 
  slay, a dragon of at least adult age. Then you must 
  eat of the flesh of its heart within an hour of its 
  death. You may have help in this endeavor. 
   
  Completion Benefit: You gain DR 10/magic, and 
  energy resistance 10 to that dragon's associated 
  energy type. If you eat of the hearts of multiple 
  adult dragons in this way you do not gain further 
  damage reduction, but you do gain additional 
  energy resistance to the new energy type. 
   
  Note: Only one person can gain this benefit per 
  dragon heart. 
   
  Extraplanar Escape 
  You have spent your life in places designed to stop 
  you from escaping. While limber wrists and 
  hidden picks have done you good service, they can 
  only get you so far. True escape is a product of 
  knowledge. The mind, properly trained and 
  attuned, can achieve anything. 
   
  Prerequisites: Knowledge (Planes) 7 ranks, must 
  have traveled to at least 3 other planes of existence 
  other than the plane you were born on. 
  Demiplanes do not count toward this number. 
   
  Benefit: When identifying extraplanar creatures' 
  abilities and weaknesses using the appropriate 
  Knowledge 
  skill, 
  you gain two 
  pieces 
  of 
  information for meeting the DC instead of one. 
  Additional facts are gained for every 5 by which 
  you beat the DC, as normal. 
   
  Goal: You must escape from a prison via 
  interplanar travel. You do not need to cast the 
  spell yourself, and may use anomalies in the 
  planes, or magic items, in order to make the 
  journey. Any spell that allows you to move 
  through the planes, like shadow walk or plane 
  shift satisfies this goal. 
   
  Completion Benefit: The spell you used to escape 
  from prison has left its mark on you (if you 
  escaped through a planar anomaly, or other 
  similar weak point between two planes, you gain 
  
   
  plane shift as a spell-like ability). You may cast this 
  spell once per day as a spell-like ability affecting 
  only yourself, and 50 pounds of gear. However, 
  while it does not take any material or focus 
  components to use this ability, the casting time is 
  changed to one hour. This is regardless of abilities 
  or magic items that would decrease the casting 
  time of a spell-like ability. 
   
  Headsman 
  No matter how civilized the nation, there is 
  always a need for a headsman. Your bloody trade 
  has taught you many lessons in life. Some of them 
  are philosophical, but others are much more 
  physical in nature. 
   
  Prerequisites: You must have served as a 
  headsman in an official capacity. 
   
  Benefit: Gain a bonus on damage with two-
  handed slashing weapons equal to the weapon's 
  critical hit multiplier against flat-footed or 
  helpless targets. This damage is multiplied on a 
  critical hit. 
   
  Goal: You must personally coupe de grace a 
  number of foes whose individual CRs add up to 
  20, or 5 times your current character level, 
  whichever is greater. These foes must be alive 
  when you take their heads, though they may be 
  helpless when you perform the execution. The 
  execution must be performed with a two-handed 
  slashing weapon. You may have help defeating the 
  foes, but you must deliver the final blow. 
   
  Completion Benefit: All your critical threats with 
  two-handed slashing weapons automatically 
  confirm against flat-footed or helpless targets. 
   
  Incorruptible 
  Your strength of your body is second only to your 
  iron will. It allows you to overcome anything... 
  even forces which are normally far beyond your 
  control. 
   
  Prerequisites: You must successfully resist the 
  progression of a corruption without the aid of 
  magic. 
   
  Benefit: You gain a +2 bonus on all saves to resist 
  corruptions (both acquiring new ones, and 
  making sure corruptions you already have do not 
  worsen). You also gain a +2 bonus on all saves 
  versus disease. 
   
  Goal: You must acquire a corruption, and then 
  overcome it. This should be a difficult endeavor 
  that takes several months, and may even result in 
  your corruption progressing beyond stage 0. The 
  corruption needs to be removed in its entirety, not 
  merely suppressed, or reduced in manifestation 
  level. 
   
  Completion Benefit: You become immune to 
  corruptions, as well as to all diseases, both magical 
  and non-magical. You also gain a bonus equal to 
  your Constitution modifier on saves versus 
  compulsion and enchantment effects. 
   
  Inured to Necromancy 
  The dark powers of necromancy are the things 
  campfire tales speak of only in whispers. You have 
  seen this magic at work, though, and after a time 
  even the horrors of the undead grow blunt. 
  Especially if you've seen those powers cast down 
  through determination, and the swing of a sword. 
   
  Prerequisites: You must be from, or have spent a 
  great deal of time in, a region where undead are 
  quite common. 
   
  Benefits: You gain a +2 bonus on Will saves against 
  fear effects. Additionally, you deal +1 damage 
  against undead foes. This bonus is not multiplied 
  on a critical hit. 
   
  Goal: You must face down a number of undead 
  foes whose CR add up to 20, or 5 times your 
  current character level, whichever is greater. 
  Additionally, one of these undead must be a 
  challenging foe with an aura that causes a fear 
  effect. You must save against this fear effect, and 
  fight on without giving into it. You do not need to 
  deal the death blow, but you must actively engage 
  this foe. 
  
   
  Completion Benefit: Your time among the dead 
  has taught you iron-willed self-control. Once per 
  day when you would be subject to a fear effect, 
  you may choose to ignore the effect entirely. You 
  may choose to use this ability after you roll a save 
  against the effect. You also gain energy resistance 
  5 against negative energy. 
   
  Kingpin 
  Whether you were born to a life of crime, or you 
  only dabbled in it for the thrill, you've found 
  yourself adept at underworld negotiations. If 
  there's an illicit market in your area, you can find 
  it. And if you're there long enough, you'll be the 
  one running the show. 
   
  Prerequisite: Black Market Dealings or Black 
  Marketeer 
   
  Benefit: You are so steeped in the lore of black 
  markets that you can always gain admission to the 
  shadier parts of the market. You automatically 
  know whether a settlement has a black market, 
  and you can make a Diplomacy check to gather 
  information about the local market in 1d2 hours 
  instead of 1d4 hours. 
   
  Goal: You must rise to a position of authority 
  within a black market of at least Underbelly sized. 
  This typically requires thwarting a challenging foe 
  in the form of the current leader of the black 
  market, or if there are multiple leaders, taking 
  over from one of them. 
   
  Completion Benefit: You are infamous among the 
  criminal underclass. You gain a pool of virtual gold 
  equal to 150, plus 10 gp per character level to spend 
  on services and non-material goods. This virtual 
  gold can only be spent in the black market, and on 
  illicit services or activities. This pool replenishes at 
  the beginning of every week. Services include: 
   
  - Lodging and stabling 
  - Hiring entertainers, mounts, servants, 
  transporters, and so on 
  - Getting invitations to exclusive events (auctions, 
  showings, etc.) 
  - Spreading rumors 
  - Purchasing spellcasting services 
  - Hiring an NPC to perform a skill check with a 
  check bonus of 10+ your character level 
   
  Additionally, if you ever gain Vile Leadership, you 
  may recruit a cohort one level lower than your 
  character level instead of two levels lower. 
  Special: Your status as a Kingpin must be 
  protected. If you lose your position of authority, 
  then you will lose the benefits of your prestige. 
  Your cohort remains at their current power level, 
  though, because every Kingpin needs a loyal right 
  hand. 
   
  License to Kill 
  As long as there have been rulers, there have been 
  swords sworn to them. Some swords keep the 
  peace, and are drawn in the light of day on the 
  battlefield. Other swords are drawn in the dark, 
  and they silence dissent before it can do more 
  than whisper. You are out to prove yourself equal 
  to that task. 
   
  Prerequisite: You must be an official member of an 
  armed force, or an intelligence network. These 
  organizations can be under the jurisdiction of a 
  legitimate ruler, or they can act as their own forces 
  in the world. 
   
  Benefit: You are adept at looking like you belong 
  wherever you are, and appearing as if you are not 
  a threat. Gain a +2 bonus to Disguise checks. If 
  you have 10 or more ranks in Disguise, this bonus 
  changes to +4. Additionally, increase the DC of all 
  Intimidate checks against you by +2. 
   
  Goal: You must slay two challenging foes assigned 
  as targets by your organization. You also need to 
  escape being attached to the deaths, either 
  blaming them on someone else, or leaving the 
  killer a mystery. You may have assistance in the 
  endeavor, but you must deal the death blow 
  yourself. 
   
  Completion Benefit: You are elevated within your 
  organization, and given the discretion to kill 
  whenever it benefits your mission. You gain the 
  ninja’s Assassinate Master Trick, counting your 
  character level as your ninja level. 
   
  Lost Love 
  You have known the kind of love only spoken of in 
  stories. Though the light of your life has gone, you 
  will carry your torch into the darkest places of the 
  world in order to bring them back. 
   
  Prerequisite: You must have lost someone you 
  loved deeply. 
   
  Benefit: Your sheer determination to resurrect 
  your lost love allows you to push through 
  obstacles 
  that 
  would 
  have 
  broken 
  lesser 
  
   
  adventurers. You gain a +2 bonus on Will saves. 
   
  Goal: You must permanently resurrect your lost 
  love. You may do this through spells like 
  resurrection or reincarnate, or by performing a 
  service for a powerful entity. Though you don't 
  have to cast the spell yourself, you must perform 
  the service, or offer the payment, to the person 
  who does. You must also be present when the 
  resurrection happens. 
   
  Completion Benefit: Throughout your quest, you 
  have gained secret knowledge of the arts of 
  resurrection. Once per day you may cast breath of 
  life as a spell-like ability, using your character level 
  as your caster level. 
   
  Master Linguist 
  You grew up in a place where one language 
  seamlessly melted into another. Perhaps your 
  childhood was spent in your parents' trading 
  caravan, or you came of age in one of the more 
  cosmopolitan cities of the world. Your knack for 
  language has allowed you to go far in the world, 
  and it's rare indeed for you to find yourself unable 
  to get your point across. 
   
  Prerequisites: Must speak four languages other 
  than Common. 
   
  Benefit: You gain a +2 bonus on all Linguistics 
  checks. This bonus changes to a +4 when you are 
  attempting to detect forgeries. If you have 10 or 
  more ranks in Linguistics, these bonuses change 
  to +4 and +6 respectively. 
   
  Goal: You must study and learn three dead 
  languages. You should visit ancient ruins, consult 
  with experts on forgotten history, and track down 
  tomes of ancient lore in order to truly learn the ins 
  and outs of these dead tongues. While there may 
  be other treasures found in your travels, it is this 
  lore that drives you on. 
   
  Completion Benefit: Your mind opens, and you 
  recognize the similarities all languages share. You 
  are able to understand, read, and write all known 
  languages. However, you may still need to make 
  Linguistics checks at the DM's discretion in order 
  to make sure the more subtle meaning of ancient, 
  or alien, languages doesn't slip past you. 
   
  Redeemer 
  You know there is good, even in the blackest, 
  bloodiest heart. You've seen it for yourself. This 
  dedication to others, shepherding light out of the 
  darkness, will mark you if you stay on your current 
  path. 
   
  Prerequisites: You have seen someone you would 
  have considered irredeemable turn away from 
  evil, and become good. It may even have been 
  yourself, with the assistance of a mentor or 
  missionary who wouldn't give up on you. 
   
  Benefit: You gain a +2 bonus on Diplomacy and 
  Sense Motive checks. You are well-versed in the 
  language of redemption, but you always know 
  when someone is trying to tell you what you want 
  to hear. If you have 10 or more ranks in these skills, 
  the bonus changes to +4. 
   
  Goal: You must redeem a challenging foe with an 
  evil alignment, helping them become good. This 
  should be a drawn-out process, as a true change 
  of alignment takes time, motivation, and a great 
  deal of work. It is not enough to simply change 
  someone's alignment with magic; they must walk 
  the hard road, and you must walk it with them. 
   
  Completion Benefit: Your devotion to finding 
  goodness in people has put a touch of divine 
  forgiveness in you. Once per day you may cast 
  atonement as a spell-like ability using your 
  character level as your caster level. 
   
  Restored Nobility 
  You have never been seen as a true noble. While 
  you might have been born to a proud name, there 
  is no power behind your claims. If you want the 
  respect you feel you deserve, you'll have to earn it. 
   
  Prerequisite: Must have the Lesser Noble, Noble-
  in-Exile, or Bastard background trait. 
   
  Benefit: You understand the echelons of power, 
  and how to make the wheels grind a little faster 
  for you and your allies. When you make a 
  Diplomacy check, you can shift a creature's 
  starting attitude by three steps, instead of just 
  two. Additionally, when using Diplomacy to 
  gather information, you get results in 1d2 instead 
  of 1d4 hours. 
   
  Goal: You must thwart a powerful foe in such a 
  way that it benefits a powerful noble, or ruler. 
  Saving a nation from the machinations of a 
  traitorous duke, preventing a royal assassination, 
  or even returning an item of value to a member of 
  the nobility may all qualify. Regardless of the 
  
   
  deed, it must be significant enough for the powers 
  that be to offer you a noble title. 
   
  Completion Benefit: You gain the Renown 
  vigilante social talent, using your character level 
  as your vigilante level, allowing you to become 
  known and trusted throughout a community. At 
  level 7 you gain the Greater Renown social talent, 
  and at level 11 you gain the Incredible Renown 
  social talent. If your level is high enough, you gain 
  these abilities retroactively. Instead of gaining 
  bonuses to Intimidate while in a vigilante identity 
  (if you have one), you gain these bonuses to 
  Diplomacy checks while in your social identity 
  within your area of influence. If you do not have 
  any levels of vigilante, then you are considered to 
  always be in your social identity. 
   
  Special: The completion goal does not stack with 
  the normal bonuses gained from Renown, Greater 
  Renown, and Incredible Renown. A vigilante who 
  completes this story feat, and who has these social 
  talents, must choose whether to receive the 
  Diplomacy bonus while in his social identity, or 
  the intimidate bonus while in his vigilante 
  identity. This choice cannot be changed. Lastly, if 
  the character is ever stripped of this noble title, 
  they cannot use the completion benefit until they 
  earn it back. 
   
  Scion of Prophecy 
  Most people don't believe in prophecy. They don't 
  have to, because they aren't part of one. Whether 
  it was a church elder, a secretive oracle, or a 
  seemingly chance encounter with a diviner, you 
  have been told of your place in fate's great weave. 
  Will you accept it, or try to fight? 
   
  Prerequisites: You must have been told that you 
  are spoken of in prophecy. The speaker could have 
  been a loved one, a stranger, or even a holy figure, 
  but something about the telling (the old fortune 
  teller refused your payment, your grandfather is a 
  noted scholar of a particular faith's prophecies, 
  etc.) has made you believe there may be some 
  truth to it. 
   
  Benefits: Whether it's truly fate, or your belief in 
  the prophecy you were told, your sense of purpose 
  is unshakable. Gain a +2 bonus on Will saves. 
   
  Goal: You must fulfill the prophecy you were told 
  of. Prophecy is an unusual thing, though, and its 
  true meaning may not be clear until after all is said 
  and done. It is also important to remember that 
  not all prophecies are heroic, and that the harder 
  you struggle against them, the more likely it is that 
  you will inadvertently make them come true. 
   
  Completion Benefit: Completing the prophecy 
  you were molded for has made you an anchor 
  point in fate's pattern. This makes you very 
  difficult to compel. Your Will save bonus increases 
  to +5 against charm and compulsion effects, and 
  once per day when you would be the subject of 
  such an effect you may choose to ignore it. You 
  may declare this ability after you roll a save 
  against the effect. 
   
  Sea Slain 
  Those who spend their lives on the ocean know 
  how fast her mood can turn. Not many who feel 
  her wrath get a second chance at life, but you did. 
  And though there are those who tell you your 
  mind was making up tales, you're sure you saw 
  visions of an underwater kingdom. Visions that 
  have not left your mind since that day. 
   
  Prerequisites: You must have drowned, and been 
  resuscitated. 
   
  Benefits: You gain a +2 bonus on Swim checks, and 
  a +4 bonus on Constitution checks to hold your 
  breath and to avoid drowning. 
   
  Goal: You must follow your vision, and find the 
  place you saw when you were on the border 
  between life, and death. It might be a sunken 
  island, a graveyard of ships, or a place sacred to 
  merpeople. Once you have found it, the force that 
  sent you your vision will give you a quest to 
  complete. This quest is up to the DM, but should 
  involve thwarting or slaying a powerful foe, or 
  locating an artifact that must be returned to this 
  place. 
   
  Completion Benefit: The sea who once released 
  you welcomes you home again. You are 
  considered amphibious, able to breathe water and 
  air equally. You also gain a swim speed of 20 feet, 
  as long as you are wearing light or no armor. 
   
  Traitor 
  You've turned your back on people or causes you 
  care about. It's made you question everything you 
  thought you knew about everyone, because if you 
  could be a traitor, someone else might be, too. 
   
  Prerequisite: You must have stolen an item of 
  great personal or monetary value (at least 1,000 gp) 
  
   
  from a loved one, or ally. Alternatively, you must 
  have left an ally for dead, or turned them over to 
  an enemy for your own personal gain. 
   
  Benefit: Betrayal has taught you harsh lessons. 
  You gain a +2 bonus on Sense Motive checks, since 
  you know the signs to look for when someone is 
  holding back their emotions. If you have 10 or 
  more ranks in Sense Motive, this bonus changes 
  to a +4. Additionally, increase the DC for all 
  attempts to use the Intimidate skill on you by +2. 
  Contrary to popular belief, cowards rarely survive 
  betrayal. 
   
  Goal: Traitors can succeed at one of two goals. 
  Either they must make amends for their initial 
  betrayal, or they have to continue down the path 
  they set for themselves. In order to make amends, 
  a traitor must assist their previous victim (or 
  someone who was affected by their betrayal if the 
  initial victim is dead) in accomplishing an 
  important goal. This goal should be something 
  challenging, and difficult enough that it puts the 
  traitor in serious danger. Alternatively, a traitor 
  must earn the trust of someone who knows of 
  their previous betrayal, and then commit a second 
  act of betrayal against that person. This second act 
  need not be done to the first victim, but if the first 
  victim survived, then they are a valid target. The 
  second betrayal must involve the theft of an item 
  of greater value (at least 10,000 gp), or it must 
  result in the death, torture, or long-term 
  imprisonment of the victim. 
   
  Note: A traitor may frame a victim for a crime, or 
  have them falsely accused. The betrayal of trust, 
  not the individual's guilt, is what matters. 
   
  Completion Benefits: A traitor who redeems 
  himself in the eyes of those affected by his 
  betrayal has learned that he is truly the master of 
  his own destiny. A redeemed traitor gains a +2 on 
  all Will saves against spells with the emotion or 
  compulsion description. Additionally, once per 
  day, after failing a Will save against such a spell, a 
  redeemed traitor may shrug off the effects, 
  ignoring them entirely. 
   
  A traitor who does not mend his ways becomes 
  more adept at betrayal. He gains a +2 on all Bluff 
  checks. Additionally, an unrepentant traitor can 
  no longer have his alignment detected by magic. 
  All attempts to do so declare he is neutral. Lastly, 
  an unrepentant traitor can, once per day, ignore 
  the effects of a compulsion spell that would force 
  him to tell the truth. The spell's caster, however, 
  believes that the spell was effective, and is 
  functioning as if the traitor failed his saving throw 
  against it. 
   
  Trollslayer 
  Trolls are the bane of isolated settlements. Just as 
  some children were taught how to avoid wolves, 
  and to stay away from bear caves, you were 
  schooled in how to recognize troll sign. There are 
  no greater heroes in your realm than those who 
  protect their friends and family from these 
  slavering beasts, and you intend to be such a hero. 
   
  Prerequisites: You must have been raised, or spent 
  a significant period of time, in a land where trolls 
  are a serious threat. 
   
  Benefit: You gain a +2 on attack and damage rolls 
  against trolls. 
   
  Goal: Fighting trolls is dangerous work, as any 
  experienced troll hunter will tell you. You must 
  slay a number of trolls whose CR is equal to 20, or 
  
   
  5 times your current character level, whichever is 
  greater. At least one of these trolls should be 
  considered a challenging foe. You may have help 
  in these combats, but only trolls you have 
  personally engaged (regardless of whether you 
  delivered the death blow) count toward this goal. 
   
  Completion Benefit: You have learned the secrets 
  of fighting creatures that heal quickly, and you 
  have mastered techniques to stop it. Whenever 
  you deal damage to a creature with fast healing or 
  regeneration, regardless of the source of this 
  ability, it ceases to function for 1 round. 
   
  Wicked Lorekeeper 
  You are obsessed with the evil that exists in the 
  world. 
  From the savage 
  butchers 
  of the 
  battlefield, to the most obscure lords of the 
  damned, you are fascinated with the bloody, and 
  the blasphemous. Sometimes that knowledge can 
  come in handy. 
   
  Prerequisites: You must have come face to face 
  with a person or creature that has an aura of evil 
  (as per the cleric feature). 
   
  Benefits: 
  You 
  are 
  adept 
  at 
  ferreting 
  out 
  information about truly wicked acts, people, and 
  creatures. Gain a +2 bonus on Knowledge (history) 
  and Knowledge (planes) checks regarding evil 
  people, massacres, sacrifices, and evil outsiders. If 
  you have 10 or more ranks in these skills, the 
  bonus changes to a +4. 
   
  Goal: You must acquire three tomes or scrolls that 
  detail an obscure evil outsider, minor evil god, or 
  forgotten sacrilege committed in the distant past. 
  Each of these tomes should be difficult to find, 
  and should come as a result of their own quests or 
  plot arcs, and not found in established libraries 
  (unless they're in a restricted section that requires 
  some sort of difficult action to gain access to). You 
  do not need to keep these tomes, but you do have 
  to read them in their entirety (a feat which might 
  be dangerous if the books are evil and magical). 
   
  Completion Benefit: You gain detect evil as an at-
  will spell-like ability, using your character level as 
  your caster level. You also gain the bardic 
  knowledge ability, but it can only be used for 
  knowledge checks regarding evil outsiders, evil 
  creatures, evil persons, and evil organizations. 
   
   
   
   
  
   
  OGL 
  Contents ©2016 Total Party Kill Games 
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  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the 
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;    
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson. 
    
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Authors Mike Mearls, 
  Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based 
  on original material by E. Gary Gygax and Dave Arneson. 
   
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
    
   
  Feats of Legend: 20 Story Feats. Copyright, 2016 Total Party Kill Games. 
  Author(s): Neal Litherland. 
   
   
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/TPK Games/Feats of Legend - 20 Story Feats.pdf