Feats/Race

Race feats are feats that require you to be the member of a specific race to take. Race feats generally are not defined here, but rather on the individual race’s page, but some that are available to all races are detailed here.

Feral Child (Race)
Prerequisites: Must be taken at 1st level.

Benefit: You were raised by animals, or were altered in some way granting you a more bestial nature, possibly even physical alterations to your appearance. You begin play illiterate, and do not gain additional languages for having a high intelligence, but you gain the ability to speak with animals as if you shared a common language.

Giant’s Grace (Race)
Prerequisites: Race of Large Sized or greater.

Benefit: You reduce any size penalties from being larger than medium by 1. This cannot reduce the penalty below 0. This feat only functions for races naturally larger than medium sized and does not provide a benefit to races temporarily enlarged (but continues to function on a creature temporarily reduced).

Larger Than Life (Race)
Prerequisite: Giant’s Grip

Benefit: You may treat yourself as 1 size category larger than you are when it would be advantageous to do so (such as for calculating MSB, Physical Save against maneuvers, determining carrying capacity, and the bonus or penalty on intimidate checks), but this does not allow you to wear or wield equipment that is inappropriate for your size and does not increase your natural reach. When wielding an oversized weapon, you reduce the penalty on attack rolls by 1 point.

Magical Creature(Race)
Prerequisite: Levels in a creature class.

Benefit: You may treat half your levels in creature classes as spellcasting classes for determining abilities such as SPB. This does not improve resource pools from such classes such as Stamina, Mystic, or Spell Point pools.

Martial Creature(Race)
Prerequisite: Levels in a creature class.

Benefit: You may treat half your levels in creature classes as martial classes for determining abilities such as MPB. This does not improve resource pools from such classes such as Stamina, Mystic, or Spell Point pools.

Mixed Blood (Race)
Prerequisite: Must be taken at 1st level.

Benefit: Choose a race, other than your own. You gain the subtypes of the chosen race, may select Racial feats from the chosen race in addition to your own, and count as both of these races for the purpose of prerequisites and effects that rely on race. You do not gain any other aspects of this race (such as their stat adjustments, vision types, or starting trait), nor do you gain an associated lineage (as such you may only select feats available to any lineage of that race). In addition you may learn a single language from the other race’s heritage in addition to your base race’s starting languages.

Special: When taking this feat you no longer take a penalty for disguising yourself as a member of the other race chosen as part of this feat; though you still must make disguise checks if you wish to hide a specific heritage.

Mixed Heritage (Race)
Prerequisite: Must be taken at 1st level.

Benefit: Choose a second Lineage from your race, other than the one you’ve selected already. You may select Racial feats from both your and the chosen lineages list of race feats. You do not gain any other aspects of this lineage (such as their stat adjustments, vision types, or starting trait). You gain one additional language in addition to your normal starting languages if your second lineage allows for a language you have yet to select.

Noble Born (Race)
Prerequisites: Must be taken at 1st level.

Benefit: Choose a region, country, or other similar place that your nobility descends from, you gain a +2 bonus on Knowledge(Region) skill checks for identifying nobility, royalty or lineages for that region. Additionally, choose two of the benefits listed below that match the flavor of your noble family. Work with your GM to ensure that your choice is appropriate:
 * Choose one skill besides Knowledge (Region). You gain a +1 bonus to that skill.
 * Once per day per 5 hit die you possess (minimum 1) when you take a 10 on a skill check, you may treat the result as though you had rolled a 13 instead of a 10.
 * You gain two bonus languages. You gain a +1 bonus on diplomacy checks when interacting with creatures who share one of these languages.
 * Choose a skill. While you are within your home region, you may take a 10 on this skill even while rushed or threatened.
 * You gain a +2 bonus on Diplomacy, Bluff, and Sense Motive checks when interacting with nobles or members of a noble court.
 * Once per day as a free action, you can suppress any fear effects affecting you for a number of rounds equal to half your charisma modifier even if you could not normally take actions due to your fear.
 * Once per day, you can roll twice for a skill check and take the better result.
 * As part of rolling initiative, you can attempt a Bluff check as a reaction to feint against a creature or an Intimidate check to demoralize a creature. This can only affect creatures that act after you in the initiative count. You may use this reaction despite being unable to use reactions when flat-footed.

Racial Paragon (Race)
Prerequisite: Character level 5th

Benefit: You reduce the penalty to a single attribute from your race by 2 (minimum 0); (for example a Cambion would reduce their -2 penalty to wisdom to 0). This may only be taken by races that grant a penalty to an ability score.

Reinforced Constitution (Race)
Benefit: You gain one additional hit point per hit die you possess.

Special: You may take this feat more than once, each time gaining an additional hit point per hit die you possess.