You must carry a curse that can be lifted only by a quest or similar great undertakingor have the Cursed Birth background
You gain spell resistance equal to 5 + your character level, as the curse interferes with all magic. Unlike most spell resistance, it can't …
Choose one type of terrain affiliated with the relevant blight. You gain a +1 bonus on Knowledge (geography) and Knowledge (nature) checks regarding the …
You gain a +2 bonus on Constitution checks to stabilize while dying. Anytime you or an ally who worships the god that contacted you …
You must have been slain and brought back from the deador have the Left to Die or Cursed Birth background
You don't die until your negative hit point total is equal to or greater than 4 + your Constitution score. Once per day as …
You must have come within sight of a legendary artifact at some point in your past
You gain a +2 bonus on Use Magic Device checks when emulating a class feature, ability score, race, or alignment. If you have 10 …
You must have the Secret Shame drawback (page 7) or the Bastard-Born background UCAand you must also have no publicly known faults or made any indisputable mistakes that could humiliate or cast down a figure of high station
You and your apparent allies gain a +2 bonus on skill checks to gain influence ( Ultimate Intrigue 102 ) or request a favor. …
Must be a member of an established family that is yet unrecognized as nobility
You have learned to further your name among the people. Choose a settlement and either Diplomacy or Intimidate. While in your chosen settlement, you …
When attempting a concentration check caused by receiving damage (including ongoing damage), you reduce the damage taken by 50% for the purposes of determining …
When you are in a harmful area of effect created by an ally (through a spell or other means), you can roll your saving …
You gain a +2 bonus on Charisma-based checks involving good-aligned outsiders and a +1 bonus to the DC of spells and spell-like abilities you …
You must have defeated a single challenging foe without any aid from anotheror have the Champion of a GodChampion of the PeopleCompetition Championor Gladiator background
As a swift action, you can declare a single combat challenge to one foe within 50 feet and in line of sight. Upon doing …
You gain a land speed of 10 feet if you are aquatic; if you aren’t aquatic, you gain a +4 racial bonus on Swim …
When interacting with NPCs who live in your settlement, you gain a +1 bonus on Bluff, Diplomacy, and Sense Motive checks.
Must have successfully requested that the opposing sides of a violent encounter pause for parley
You can attempt a Diplomacy check to make a request of an enemy even if he is unfriendly or hostile, but only to request …
You are an enigma unto those who cleave to notions of morality as guiding life principles. Habits and mannerisms from your past life send …
You must have a romantic interest who has fallen to some dark influence and rejects you out of shame or fear of newfound capabilitiesor must have the Bad Romance or Temptation background
You are well versed in a dark society’s way of thinking and in weathering abuse. Select a form of corruption that your lover fell …
You gain a +2 bonus on Charisma-based checks involving evil-aligned outsiders and +1 bonus to the DC of spells and spell-like abilities you use …
When you are the target of a spell or spell-like ability with the emotion UM or fear descriptor, you can roll your saving throw …
The lives you could not save stay with you to your final breath.
Choose one kind of dragon (such as blue, green, or silver). You gain a +2 bonus on Reflex saves against the breath weapons of …
You must have lived in the chosen city for at least 1 year or be the heir of a former city leader
You gain followers as if you had the Leadership feat, although you cannot attract followers of a level higher than your level – 2. …
You must have created a new spellor have The Way Things Work background
When casting a spell you've created, add 1 to your caster level. In addition, you gain a +2 bonus on Spellcraft checks. If you …
You gain a +2 bonus on Intimidate checks. If you have 10 or more ranks in Intimidate, this bonus increases to +4. You also …
Choose an appropriate detect chaos/evil/good/law spell that would aid you in opposing your chosen enemy cult. You can cast this spell twice per day …
You must have crossed at least 30 miles of wilderness without map or guide
You can provide twice as much food and water for other people when attempting a Survival check to get along in the wild. In …
You gain a +2 bonus on Charisma-based ability checks and skill checks other than Diplomacy checks.
You must be ordained as a sacred (or profane) champion of your faith by a high-ranking member of its clergyor have the DevotedFaith-Bringeror Moral Debt background. Such an honor goes above and beyond the normal oaths required of a cleric or paladin
Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must …
You must have reverted to savage behavior through a traumatic event or extended period in the wildernessor have the Raised by Beasts background
Whenever you receive a morale bonus on Strength or attack rolls (such as from heroism or the barbarian rage class feature), you receive a …
You must have been defeated and robbed of at least half your possessions by a particular group of humanoids or monstrous humanoidsor have the An Eye for an EyeHated FoeRaidersor Vengeance background. You may choose a specific racesuch as duergaror a broader groupsuch as goblinoids. At the GM's optionyou may instead choose residents of a particular countrysettlementor tribe
The save DCs for your spells or abilities increase by 1 when you use them against the chosen group, and you gain a +1 …
You must have suffered permanent memory loss or have the Reincarnated background
The duration of mind-affecting spells (even beneficial ones) is halved for you, to a minimum of 1 round. Your inquisitive nature gives you a …
Your experience with infiltrating your own family or organization gives you a +2 bonus on Disguise checks. If you have 10 or more ranks …
You have encountered a ghost or hauntor have the Bonesthe Diedthe Raised Among the Deador The Dead One background (all of which are found in Ultimate Campaign )
Whenever you communicate with a ghost or haunt, whether while adventuring or through use of spells such as call spirit , speak with haunt …
You must have been knocked unconscious in an encounter with a challenging giant foe or have a regional background trait tied to giants (such as those presented in this section)
Choose one kind of giant (such as hill or stone); you must choose a kind of giant that allows you to qualify for this …
You gain a +2 bonus on Knowledge (dungeoneering) checks to identify the vulnerabilities and powers of aberrations, Knowledge (planes) checks to identify the vulnerabilities …
You must have been rendered unconscious and left for dead on a battlefield between warring factions or have the Child Soldier or Drafted background
Select a particular nation, organization, or humanoid subtype (such as Cheliax, Eagle Knights, or goblinoids). You gain a +4 bonus on Sense Motive checks …
Must have witnessed or suffered a grave injustice that went unpunishedor have the An Eye for an Eye UCA or the Raiders UCA background. If the offender is not a challenging foeit either advances to become one or allies with one or more creatures who are
Once per day, you can choose to take the maximum possible weapon damage die roll rather than rolling when you hit a foe that …
Once per day when you succeed at a saving throw to negate a divination, you learn what the divination would have revealed and can …
You must slay at least 50 intelligent noncombatants for either your own personal gain or for no cause at allor have the BloodthirstyFirst Killor The Kill background
You gain a +2 bonus on Intimidate checks. If you have 10 or more ranks in Intimidate, this bonus increases to +4. Each time …
You must have been enslaved for at least 6 monthsor have the Imprisoned or Kidnapped background
You gain a +1 bonus on attack rolls, weapon damage rolls, and skill checks when your actions would directly lead to freeing prisoners or …
Be a member of House Zespireor have the DevotedExemplarMarked by the Godsor Righteous Mentor background
Once per day as a standard action, you can give all allies within 30 feet who can hear you a +1 bonus on attack …
Your family must have claim to an inherited title or position that no longer belongs to themor have the Dishonored Family background. You can take this feat even if you have no knowledge of this lost family title
You gain a +1 bonus on Charisma-based ability checks and skill checks.
Select a class feature from the following list: one bloodline power, eidolon evolutions, one revelation, phantom abilities, spirit animal, or witch’s familiar. The feature …
Choose a single Craft or Perform skill. Whenever you take 10 with this skill, treat your die result as a 15 instead.
Knowledge (engineering) 1 rankand you must have built a structure worth at least 5000 gp
When you supervise a construction project or do the construction yourself, reduce your raw material costs by 10%. You gain a +2 bonus on …
You must have explored and claimed an area of at least 100 square miles
When in either unclaimed wilderness or land under your own control, you receive a +2 bonus on Perception checks, Stealth checks, and Survival checks. …
Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained …
Be a member of House Heskillaror have the Adopted by DragonsPath of Righteous Rageor Proud Heritage background
Your stern demeanor gives you a +2 bonus on Intimidate checks. If you have 10 or more ranks in Intimidate, this bonus increases to …
Must not be a member of an established family or a member of nobility
You gain a +2 bonus on Bluff and Knowledge (nobility) checks and these skills are class skills for you.
You must have some highly personal stake in attaining the object of your quest as determined collectively by you and the GM—such as needing an ancestral weapon to exact your revenge against a known betrayerseeking to destroy the artifact that caused your family’s downfall generations agoor attempting to behead a monster that ravaged your homeland during your youth
When you gain this feat, select one of the quest objects on this page or the facing page, or devise a quest object with …
When negotiating with evil outsiders, you gain a +2 bonus on Bluff and Diplomacy checks. You gain an amount of spell resistance equal to …