Although not an official category of feats, we found it easiest to break feats with a particular racial prerequisite into their own category. Most of these feats are specialized or intended to be used only with a particular race but can be taken by characters of other races with GM permission. Many will require some alteration to work with other races, however.
Feat Descriptions
Racial feats are summarized on the tables below. Note that the prerequisites and benefits of the feats on these tables are often abbreviated. See the feats description for full details. The “Category/Type” column indicates what OTHER categories these feats fall into. In all cases all feats on a particular racial table are also feats of that race’s category/type.
The following format is used for all feat descriptions:
Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Prerequisite: A minimum ability score, a required race, another feat or feats, a minimum bab, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.
Feat Name | Prerequisites | Benefits |
---|---|---|
Adamantine Body (Shindroid) | Shindroid, composite plating racial trait | This plating is counted as a heavy armor. It grants a +8 armor bonus to Armor Class and a damage reduction bonus of 2/adamantine. The character also incurs a 35% chance for spell failure, a -5 armor check penalty, and a +1 maximum dexterity bonus. Plating is considered weightless for determining the shindroid's encumbrance. Plating may be enchanted as magic armor, though the shindroid must be present at all times during the process. This also replaces the composite plating racial trait. |
Advanced Telepathy (Tonkin) | Tonkin, limited telepathy | Your limited telepathy’s range has doubled, allowing you to communicate with any creature within 60 feet, regardless if you share a common language or not. |
Aeroblooded (Goblin) | Goblin, character level 3, 12+ int | You may use Goblin Punch as a spell-like ability up to once per day. Your caster level is equal to your character level. |
Agile Tongue (Qu) | Qu | You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue. |
Airy Step (Aegyl) | Aegyl | You gain a +2 bonus on saving throws against effects with the wind or lightning descriptors and effects that deal wind or lightning damage. You may ignore the first 30 feet of any fall when determining falling damage. |
Angelic Blood (Forgiven) | Forgiven | You gain a +2 bonus on saving throws against effects with the dark descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the shadow subtype that is currently adjacent to you also takes 1 point of holy damage. |
Angel Wings (Forgiven) | Angelic Blood feat, forgiven, character level 10th | You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you. |
Arcane Aptitude (Tarutaru) | Tarutaru | Add one to the DC of a spell or spell-like effect that originates from a magic item that you have activated. |
Arcane Craft (Item Creation, Al Bhed) | Al Bhed, Int 15 | You may create magic items without the requisite item creation feat from the list below when your ranks in Spellcraft reach the sufficient number, using your ranks in Spellcraft as your Caster Level, though this increases the DC of crafting by +10. 1 Rank - Scribe Scroll. 3 Ranks - Craft Alchemical Item, Craft Wondrous Item. 5 Ranks - Craft Magic Arms and Armor, Craft Materia, Craft Wand. 7 Ranks - Forge Ring. 9 Ranks - Craft Rod. 11 Ranks - Craft Staff. |
Arcane Ruin (Al Bhed) | Al Bhed, character level 6 | Any successful hit that you score against a magic item that causes damage to that item also causes that item to obtain the broken condition. The item must be restored to its original hit points before it may lose this condition. |
Arcane Talent (Nu Mou or Tarutaru) | Cha 10; nu mou or tarutaru | Choose a 0-level spell from the black mage or white mage spell list. You can cast this spell three times per day as a spell-like ability. The caster level is equal to your character level. The save DC is 10 + your Charisma modifier. |
Armor of the Pit (Kindred) | Kindred, tough shell racial trait | You gain a +2 natural armor bonus. |
Ashen Bark (Mandragora) | Mandragora, must have taken over 100 points of fire damage | You gain fire resistance 5. You also lose any vulnerability to fire you may have had. |
Attuned to the Wild (Viera) | Viera | Select one type of terrain from the geomancer class's favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles. |
Bargain (Moogle) | Moogle, Wis 13 | You may add your Wisdom modifier as a competence bonus to Appraise and Diplomacy skill checks. |
Beast Rider (Galka or Roegadyn) | Animal companion or mount class feature, character level 7th, galka or roegadyn | Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions or mounts. When summoning a creature of the selected type to serve as a mount or companion, treat your effective beastmaster level as if it were two levels higher (to a maximum of your character level). If the creature is large enough for you to ride, it gains the combat training general purpose (see Handle Animal) at no cost. |
Black Cat (Mithra) | Mithra | Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a –4 penalty. The opponent must take the result of the second attack roll. This is a supernatural ability. |
Blood Frenzy (Combat, Sahugin) | Sahugin | When you take damage in combat, you can fly into a frenzy in the following round. You gain +2 Constitution and +2 Strength, but take a -2 penalty to your AC. The frenzy lasts as long as the battle or 1 minute, whichever is shorter. You may use Blood Frenzy once per day. |
Bloody Stab (Combat, Tonkin) | Base attack bonus +5, serrated wound racial trait, tonkin | Increase the damage of your light piercing melee weapon attacks to 1d6 (regardless of the actual size of weapon). Furthermore, when you confirm a critical hit with your light piercing melee weapon attack, you also deal 1 point of bleed damage. |
Blundering Defense (Combat, Moogle) | Cautious Fighter, moogle | Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action you are taking. Allies only gain this bonus while they are adjacent to you. |
Booby Trap (Al Bhed) | Al Bhed, Spring Loaded, 3 ranks in Knowledge (engineering) | If your Spring Loaded feat has not yet been activated, the first successful melee attack against you triggers an attack of opportunity against the foe that attacked you. This attack of opportunity does not count against your limit per round. This effect expends the use of your Spring Loaded feat. |
Burn! Burn! Burn! (Goblin) | Goblin, Disable Device 1 rank. | You deal an extra 1d4 points of fire damage when you attack with fire from a non-magical or alchemical source (such as with torches or alchemical fire) and gain a +4 competence bonus on Reflex saving throws made to avoid catching on fire or putting yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks or to splash damage. |
Bone-Crushing Jaws (Varg) | Str 11, varg | Your bite damage improves to 1d6. You are considered proficient with this attack and can apply feats or effects that modify natural attacks to your bite. |
Breadth of Experience (Nu Mou) | Nu Mou, 100+ years old | You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained. |
Bullying Blow (Combat, Galka, Orc, or Roegadyn) | Intimidate 1 rank, galka orc, or roegadyn | As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action. |
Burrowing Claws (Burmecian) | Burmecian | You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface. |
Cactuar Affinity (Mandragora) | Able to use mandragora spell-like abilities, character level 9, paragon mandragoran, cactuar kin racial trait, mandragora | You may use Thousand Needles as a spell-like ability up to 3 times per day. In addition, you gain another use of Dream Pollen and Photosynthesis per day. Your caster level is equal to your character level. |
Cautious Fighter (Combat, Moogle) | Moogle | When fighting defensively or using total defense, your dodge bonus to AC increases by 2. |
Celestial Servant (Forgiven) | Forgiven, animal companion, familiar, or mount class feature. | Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals. |
Claw Pounce (Combat, Mithra) | Str 13, Dex 15, Nimble Striker, base attack bonus +10, mithra, cat's claws racial trait | When you make a charge, you can make a full attack with your claws. |
Cloud Gazer (Aegyl) | Aegyl | You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty. |
Construct Lock (Shindroid) | Base attack bonus +2, shindroid | You gain a +2 bonus on damage rolls against creatures with the construct type. If you roll a critical threat against a construct, you can forego the confirmation roll to make another attack roll using the same modifier. If this second attack also hits and deals at least 1 point of damage, the construct must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Int modifier) or be rendered immobile and helpless for 1 round (as if it had been paralyzed). |
Deep Roots (Combat, Mandragora) | Mandragora | As a move-equivalent action that does not provoke an attack of opportunity, you can root yourself in place. While rooted, you receive a +5 circumstance bonus to your Combat Maneuver Defense when resisting a bull rush or trip attempt. If you move or are moved from the square in which you initiated this ability, the bonus ends. |
Desert Runner (Varg) | Con 13, varg | You gain a +5-foot racial bonus to your base speed when you travel through desert or plains terrain. Additionally, you gain the benefits of the Run feat while in those terrains. |
Desperate Swing (Combat, Moogle) | Cautious Fighter, base attack bonus +1, moogle | Once per day, you can make a single melee attack while taking the total defense action. You take a –4 penalty on attack rolls when making this attack. You also gain a +4 bonus on critical confirmation rolls made while fighting defensively or making an attack of opportunity using this feat. |
Discerning Eye (Elvaan) | Elvaan, keen senses racial trait | You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistics checks to detect forgeries. You can use the Linguistics skill to detect forgeries untrained. |
Elvaan Battle Training (Combat, Elvaan) | Base attack bonus +1, martial background racial trait, elvaan | You have received special training with the weapon that you have a Weapon Focus feat with. You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes). |
Empathy (Shindroid) | Cha 13, shindroid, emotionless racial trait | You lose the emotionless special quality. You can gain morale bonuses, and can be affected by emotion-based effects and fear effects. You lack the +4 racial bonus on saving throws against mind-affecting effects. |
Expanded Fiendish Resistances (Kindred) | Kindred, fiendish resistance racial trait | Pick one of the following elemental types that you do not already have resistance to: earth, ice, water, or wind. You gain resistance 5 to that element type. |
Extra Surge (Shindroid) | Con 13, shindroid, nanite surge racial trait | You can use your nanite surge ability one additional time per day. |
Fantastic Tongue (Combat, Qu) | Agile Tongue, Grasping Tongue, qu | When using your grasping tongue, your range improves by 10 feet, and you gain a +2 bonus on checks made to grapple a foe in this way. |
Feline Grace (Mithra) | Dexterity 13, mithra | You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers. |
Ferocious Action (Galka or Roegadyn) | Ferocity racial trait, galka or roegadyn | When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the berserker's rage class feature), you instead only lose 1 hit point per round. |
Ferocious Resolve (Galka or Roegadyn) | Con 13, galka or roegadyn, ferocity racial trait | You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks. |
Ferocious Tenacity (Combat, Galka or Roegadyn) | Ferocity racial trait, galka or roegadyn, rage class feature | Once per day when raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack's damage by 1 point, but cannot reduce the damage taken below 1 hit point. |
Fiend Sight (Kindred) | Darkvision 60 ft., kindred | You gain low-light vision and your darkvision improves to 120 ft. |
Fire Tamer (Goblin) | Goblin | You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with other goblins. |
Flame Heart (Goblin) | Fire Tamer, character level 5th, goblin. | You gain fire resistance 5. When casting spells with the fire descriptor or throwing chemist bombs that deal fire damage, treat your caster level or chemist level as if you were 1 level higher. |
Focusing Blow (Teamwork, Ronso) | Ronso Discipline, ronso | An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must cause at least 5 points of damage to you with an attack, spell, or other ability. You then reroll your saving throw, with a +1 bonus for every 5 additional points of damage the attack caused. If your save is successful, the mind-affecting effect ends. Only damage actually dealt counts for purposes of this feat; nonlethal damage and damage reduced or eliminated by damage reduction, resistances, and so on does not qualify. |
Force Field (Shindroid) | Shindroid | A force field sheathes a shindroid in a thin layer of shimmering energy that grants a number of bonus hit points equal to 5 x the character level of the shindroid. All damage dealt to a shindroid with an active force field is reduced from these hit points first. These temporary hit points are not affected by damage reduction and elemental resistance. A force field has fast healing equal to half the shindroid’s character level (minimum 1), but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours. Whilst inactive, the creature who once had a force field now gains a vulnerability to Lightning damage (150% damage) and critical hits (DC15 Fort or Stunned for 1 round, Staggered for 1 round if saved), they also suffer a -2 penalty on saving throws versus spells and effects that have the lightning subschool or deal lightning damage and grant the opponents a +2 bonus to caster level checks when attacking with these effects. |
Galka Weapon Expertise (Combat, Galka) | Base attack bonus +1, galka | When you take this feat, choose one of the benefits below. Whenever you wield a galkan war pick, you gain the benefit you chose. |
Grasping Tongue (Combat, Qu) | Agile Tongue, qu. | The qu can choose to make a grapple maneuver with its tongue on targets up to 10 feet away. |
Grudge Fighter (Combat, Seeq) | Seeq | You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat. |
Guardian of the Wild (Viera) | Attuned to the Wild, viera | When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types. |
Gunslinger (Combat, Variety of Races) | Goblin, gnath, tarutaru, moogle, mandragora, tonkin, or palico | You can wield Medium firearms without taking the penalty for an inappropriately sized weapon. |
Heavenly Radiance (Forgiven) | Forgiven , Light spell-like ability, sufficiently high level and Charisma (see feat description) | You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, you may use this spell as a spell-like ability. To select a spell, you must meet the minimum character level and Charisma score for its listing in the table. The save DC for this spell is Charisma-based. |
Horde Charge (Teamwork, Galka) | Base attack bonus +1, galka | When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition to the normal bonus for charging. If you can make multiple attacks on a charge, this bonus only applies to the first attack. |
Immaculated Flesh (Forgiven) | Forgiven, Angelic Blood feat | You take a –2 penalty on Disguise and Stealth checks but gain one of the following benefits. You gain fire resistance 5 and a +2 bonus on saves against fire effects. You gain a +2 bonus on saves against blindness, dazzling, patterns, and effects with the light descriptor. When you cast spells or use spell-like abilities that are from the illusion (pattern) subschool or from the light school, you do so at +1 caster level. You gain a +2 bonus on saves against paralysis, petrification, and poison, and your unarmed strikes or natural weapons count as silver for the purpose of overcoming damage reduction. You gain a +1 natural armor bonus to AC, and your unarmed strikes or natural weapons count as cold iron for the purpose of overcoming damage reduction. |
Improved Damage Reduction (Shindroid) | Shindroid | You gain damage reduction 1/adamantine or improve your existing damage reduction by 1. |
Improved Deft Pugilist (Bangaa) | Bangaa, deft pugilist racial trait | Instead of the benefits of the deft pugilist racial trait, you gain the Improved Unarmed Strike feat. In addition, when making an unarmed attack, you may apply your Dexterity modifier to attacks and damage, instead of your Strength modifier. |
Improved Fiendish Magery (Kindred) | Fiendish magery racial trait, kindred | If you are a spellcaster, treat your Intelligence score as 2 points higher for all mage class abilities. |
Improved Stability (Qu) | Qu, Con 13, BAB +1 | You gain a +4 CMD against bull rush, trip, and overrun attacks. |
Improved Surprise Follow-Through (Combat, Galka) | Str 13, Cleave, Great Cleave, Power Attack, Surprise Follow Through, base attack bonus +8, galka | When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you. |
Improved Tonberry Nobility (Tonkin) | Int 15, Wis 15, or Cha 15, Level 11th+, Tonkin Nobility, able to use tonkin spell-like abilities, tonkin. | You may use your daylight spell-like ability, four times per day. You also gain Everyone’s Grudge as a spell-like ability once per day, using your character level as your caster level. In addition, there is a 30% chance when you take damage from an attack action or spell made by a foe, you gain an additional use of Everyone’s Grudge that you may use immediately, as a free action that can be used outside your turn, against the character that damaged you. This extra use can only be made against your assailant and only on the round you receive damage. This ability does activate on damage suffered from sneak attacks and attacks of opportunity. This ability can be used a number of times per round equal to your Dexterity modifier and you also increase the damage by 1 point each time it is used. You cannot use this ability on the same opponent more than twice per round. |
Ironhide (Bangaa, Dwarf or Galka) | Con 13; bangaa, dwarf or galka | You gain a +1 natural armor bonus due to your unusually tough hide. |
Jaws of Death (Shindroid) | Shindroid | You have a bite attack that deals 1d6 points of damage. Your bite is treated as a secondary natural weapon (-5 penalty on your attack roll and you apply only 1/2 your Strength bonus on damage rolls). |
Jury-Rig (Al Bhed) | Al Bhed, Item Creation feat related to the item in question | You can wear an item meant for one item location slot in an entirely different slot and still gain the effect as if you were wearing the item normally. For example, you can wear a feet slot item in a belt slot. This only applies to items that fit into the belt, feet, hands, headband, neck, ring, or wrist categories. You may wear only one item affected by this feat at a time. |
Keen Scent (Seeq) | Seeq, Wis 13 | You gain the Scent special ability. |
Lantern Fighter (Combat, Tonkin) | Tonkin | You treat a lantern as a light weapon that deals bludgeoning damage equal to that of a light mace of its size plus 1 point of fire damage, and you do not incur penalties as you would for using it as an improvised weapon. |
Leaf Singer (Viera) | Cha 13, bardic performance class feature, viera | When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs. |
Light Step (Viera) | Acrobatic Steps, Nimble Moves, viera | You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain. |
Living Construct (Shindroid) | Shindroid | You can be healed by healing spells and effects at full effectiveness. |
Lucky Moogle (Moogle) | Moogle | Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own. |
Mage of the Wild (Viera) | Attuned to the Wild, viera | When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, and, Knowledge (arcana) and Spellcraft checks. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types. |
Magical Tail (Varg) | Kitsune racial heritage, varg | You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self charm misdirection vanish suggestion displacement greater vanish dominate person For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based. |
Malboro Affinity (Mandragora) | Able to use mandragora spell-like abilities, character level 11, paragon mandragoran, malboro kin racial trait, mandragora | You may use Bad Breath as a spell-like ability up to 3 times per day. In addition, you gain another use of Dream Pollen and Photosynthesis per day. Your caster level is equal to your character level. |
Mandragoran Battle Training (Combat, Mandragora) | BAB +1, mandragora | You have received special training with traditional mandragoran weapons (any weapon with the word “mandragoran” in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes). |
Masterful Leaper (Burmecian) | Burmecian, 5 ranks in Acrobatics | When using the Acrobatics skill to jump, you are always considered to have a running start and you add your character level to the check result. Whenever you deliberately fall, a successful DC 15 Acrobatics check allows you to ignore the first 20 feet fallen. For every 5 by which you exceed the DC of this check, you can ignore an additional 10 feet of distance fallen. |
Metallic WIngs (Forgiven) | Angelic Blood, Angel Wings, Immaculated Flesh, forgiven, character level 11th | You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage. |
Mithra Exemplar (Mithra) | Mithra | Your catlike nature manifests in one of the following ways. You choose the manifestation when you take this feat, and cannot change it later. |
Mithral Body (Shindroid) | Shindroid, composite plating racial trait | This plating is counted as a light armor and grants a +5 armor bonus to Armor Class. It also incurs a 15% spell failure, a -1 armor check penalty, and has a +5 maximum dexterity bonus. Plating is considered weightless for determining the shindroid's encumbrance. Plating may be enchanted as magic armor, though the shindroid must be present at all times during the process. This also replaces the composite plating racial trait. |
Mithral Fluidity (Shindroid) | Mithral Body, shindroid | The maximum Dexterity bonus a shindroid with the Mithral Body feat can apply to Armor Class is increased by 1. In addition, the armor check penalties are reduced by 1. |
Monkey Wrench (Al Bhed) | Al Bhed, 3 ranks in Disable Device | If you roll a Disable Device check to disable a trap or open a lock, you may immediately reroll and use the second result instead. This effect is used as an immediate action after the first check is attempted, but before the results are revealed by the GM. |
Monstrous Gourmand (Qu) | Qu, 3rd-Level | By cooking and eating a creature that has a learnable Blue Mage spell and making a Profession (Chef) check equal to the Knowledge check that would be required to learn it, gain that Blue Mage spell as a spell-like ability 1/day for 24 hours, with a DC equal to 10 + half of the character’s level + your Intelligence modifier. The maximum level of the spell that can be learned from this feat is equal to 1/3rd of the character’s level. |
Monstrous Mask (Kindred) | Kindred, character level 1st | You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type. |
Natural Instinct (Viera) | Viera | You get a +2 racial bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. |
Nimble Striker (Combat, Mithra) | Dex 13, base attack bonus +1, mithra, sprinter racial trait | You do not take a –2 penalty to AC when you use the Cleave feat, Lunge feat, or when you charge. |
Ochu Affinity (Mandragora) | Able to use mandragora spell-like abilities, character level 7, paragon mandragoran, ochu kin racial trait, mandragora | You may use Filth Cloud as a spell-like ability up to 3 times per day. In addition, you gain another use of Dream Pollen and Photosynthesis per day. Your caster level is equal to your character level. |
One with Wood (Mandragora or Viera) | Mandragora or viera | You gain a +2 competence bonus to damage rolls when using a weapon that is made of mostly wood (club, quarterstaff, greatclub, greatbow, longbow, shortbow, or weapon made of special materials, such as darkwood.) |
Pack Tactician (Varg) | Any teamwork feat, varg | As a standard action you grant one of your teamwork feats to an ally within 30 feet who can hear and see you. This effect lasts for a number of rounds equal to 3 + your Intelligence bonus (if any). |
Paragon Mandragoran (Mandragora) | Able to use mandragora spell-like abilities, character level 5, mandragora | You may use Dream Pollen as a spell-like ability up to 3 times per day. In addition, you gain another use of Photosynthesis per day. Your caster level is equal to your character level. |
Photosynthetic Healing (Mandragora) | Mandragora | fashion. A lost limb is regrown after regaining 25% of your maximum hit points. |
Powerful Charge (Ronso) | Base attack bonus +3, gore racial trait, ronso | When you make a charge attack, your horns deal 2d6 additional points of damage in addition to the normal benefits and hazards of a charge. This damage applies only to the first attack you make when you perform your charge. |
Quadav Gem Magic (Quadav) | Quadav, geomancer. | Quadavs can augment their geomancer spell-casting through the use of precious and semiprecious gemstones as additional material components (see Table: Quadav Gem Magic below). The gems are destroyed in the process, granting the spell the listed effects in addition to its normal effects unless otherwise noted. Only one instance of quadav gem magic can be applied to a spell at a time; excess expended gems do not stack. The quadav must be able to cast the listed spells to gain the effect. |
Rending Claws (Bangaa) | Base attack bonus +6, claws racial trait, bangaa | If you hit with two claw attacks in 1 round, the attack deals additional damage equal to 1d3 + your 1-1/2 Str modifier. |
Resilient Brute (Galka) | Galka | Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use this ability if you are immune to nonlethal damage. When your base attack bonus reaches +10, you may use this ability an additional time per day. |
Resolute Rager (Seeq) | Seeq, rage class feature | While raging, when under the effect of a fear effect that allows a saving throw, you can make a new saving throw against that fear effect at the start of each of your turns before acting. If you make the new save, the fear effect ends. |
Reverse-Feint (Combat, Galka) | Toughness, base attack bonus +1, galka | As a swift action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on its next turn, it gains a +4 bonus on its attack roll. Whether or not the opponent successfully hits, you may attack it as an immediate action with a single melee attack, gaining a +2 bonus on your attack roll. |
Risky Striker (Combat, Moogle) | Base attack bonus +1, moogle | You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every four levels thereafter, the damage increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn. |
Ronso Discipline (Ronso) | Base attack bonus +1, ronso | While you are within 30 feet of at least two other ronsos, you gain a +1 morale bonus on saving throws. |
Scavenger's Eye (Tarutaru) | Tarutaru | You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain an additional +2 bonus on the Appraise check to do so. In addition, if you fail an Appraise check by 5 or more, you treat the check as if you had failed by less than 5. |
Second Slam (Combat, Shindroid) | Base attack bonus +6, shindroid | You can deliver a second slam in any round in which you make a full attack that includes a slam attack. The second slam uses your highest attack bonus with a -5 penalty, and deals your normal slam attack damage. |
Seduction (Lamia) | Lamia, character level 8, seducer racial trait | You may use Entice as a spell-like ability up to once per day. In addition, you gain another use of Charm per day. Your caster level is equal to your character level. |
Servitor's Diplomacy (Nu Mou) | Nu Mou | You get a +2 racial bonus on all Diplomacy checks. For this feat, choose either the Sense Motive skill or the Bluff skill. This choice is permanent. Gain a +2 racial bonus in the chosen skill. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. |
Shared Insight (Elvaan) | Wis 13, elvaan | As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception checks for a number of rounds equal to your Wisdom modifier (minimum 1 round). |
Shared Manipulation (Elvaan) | Cha 13, elvaan | As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks (choose which skill to affect each time you use this ability) for a number of rounds equal to your Charisma modifier (minimum 1 round). |
Shielding Sap (Mandragora) | Protective sap alternate racial trait, mandragora, character level 5 | When you are at one quarter of your maximum hit point value, the natural armor conveyed by your protective sap alternate racial trait increases by 2. |
Shocking Fist (Combat, Shindroid) | Base attack bonus +3, shindroid | As a free action, you can channel some of your life force into a slam attack. You must declare that you are using this feat before you make your attack roll. When you use this feat, you deal damage to yourself (any amount equal to or less than your base attack bonus). If the attack hits, you deal ld4 points of lightning damage to the target per point of damage you dealt to yourself. For example, if you dealt 3 points of damage to yourself, a successful attack would deal an extra 3d4 points of lightning damage. If the attack misses, the attempt is wasted (but you still take the damage you dealt to yourself). You can attempt a shocking fist attack any number of times per day, but only once per round. |
Skilled Flyer (Gria or Moogle) | Character Level 5th, Gria or Moogle | Add 10 ft. to your fly speed and improve your maneuverability one stage. This feat may be taken multiple times. |
Sociable (Elvaan) | Cha 13, elvaan | As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (minimum 1 round). |
Space Captain (PuPu) | Character level 7, 12+ int, pupu | You got promoted to Head of your own PuPu Crew, congratulations! This feat works like the Leadership feat but uses your Intelligence instead of your Charisma. Your cohort and followers are all PuPu. |
Spirit of the Wild (Viera) | Attuned to the Wild, Guardian of the Wild, viera | When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range of 30 feet during the surprise round. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one terrain type. |
Spotter (Combat, Teamwork, Varg) | Varg | When you stand adjacent to an ally with this feat, you gain a +2 circumstance bonus to your ranged attacks. You also benefit from Point-Blank Shot, Far Shot, or Precise Shot, if your ally has the applicable feat. |
Spring Loaded (Al Bhed) | Al Bhed, 1 rank in Knowledge (engineering) | If an enemy is within melee reach, you may make a single melee attack during the first round of combat, before initiative begins. Afterwards, combat process resumes normally, and you may attack again on your initiative if able to. |
Stabbing Shot (Combat, Viera) | Rapid Shot, viera | When adjacent to an opponent and making a full-attack action with a great bow, longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. If the attack hits—whether or not it does damage—your target is pushed back 5 feet away from you. You can then fire arrows from your bow normally, at the original target, or at another target within range. This melee attack replaces the extra attack from Rapid Shot, and all of your attack rolls for the round (the melee attack and the ranged attacks) take a –2 penalty. If your initial attack leaves you with no enemies threatening you, you can make the subsequent ranged attack or attacks without provoking attacks of opportunity. |
Stoic Pose (Tarutaru) | Tarutaru | By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such as a pile of rocks. This allows you to make a Stealth check without cover or concealment, as long as you do not move or take any other actions. |
Strengthened Wings (Moogle or Gria) | Character level 10, moogle or gria | Your fly speed increases by 10 feet, your flight maneuverability increases by 1 step, and you no longer need to rest after flying. You can only fly as long as you do not carry more than a Light load, are not wearing any armor heavier than medium, and are not fatigued or exhausted. |
Stretched Wings (Aegyl) | Str 13, Skill Focus (Fly), aegyl, wing-clipped racial trait | Your aegyl racial fly speed increases to 40 feet (poor). You ignore the wing-clipped trait's Fly check requirement to fly upward. |
Sunlit Strike (Forgiven) | Arcane Strike, light II spell-like ability | Whenever you successfully hit an enemy that is vulnerable to light (such as by the light blindness, light sensitivity, or sunlight powerlessness universal monster rules) with a melee weapon you’ve imbued with your Arcane Strike feat, you deal an additional 1d6 points of holy damage to the target of your attack. The struck creature must also succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Strength modifier) or become staggered for 1 round. |
Sun Loving (Mandragora) | Mandragora, Character level 5 | You can use photosynthesis one additional time per day. |
Surprise Follow-Through (Combat, Galka) | Str 13, Cleave, Power Attack, base attack bonus +1, galka | When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you. |
Surprise Strike (Combat, Moogle) | Cautious Fighter, Desperate Swing, base attack bonus +6, moogle | Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on the attack roll. |
Tail Terror (Combat, Bangaa) | Base attack bonus +1, prehensile tail racial trait, bangaa | You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. |
Tangle Feet (Combat, Goblin, Mandragora, Moogle or Tarutaru) | Dodge, Mobility, Underfoot, Goblin, Mandragora, Moogle or Tarutaru, Small size or smaller | When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can make that opponent lose its balance until the end of its next turn as a free action. While that creature’s balance is lost, if it attempts to move, it must make a successful DC 15 Acrobatics check or fall prone, wasting the move action. You can only affect one creature with this effect each round. |
Taste of Blood (Combat, Varg) | Bone-Crushing Jaws, base attack bonus +6, varg | When you score a hit with your bite attack, you gain a +2 racial bonus to your attack roll for bite attacks during the next round. |
Telepathic Spellcaster (Tonkin) | Tonkin, limited telepathy | You can cast spells as long as the creature you’re targeting is within range of your telepathy. |
Tenacious Survivor (Galka) | Con 13, Diehard, Endurance, galka | When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level. |
Terrifying Mask (Kindred) | Kindred, Monstrous Mask feat | Anytime you can make a Sense Motive check to get a hunch or detect whether someone is trustworthy or not, you can choose to instead make an Intimidate check at a –2 penalty. This ability only works on creatures of the humanoid type. |
Thorns (Combat, Mandragora) | Cactuar kin racial trait, mandragora | Add 1 point of piercing damage when rolling for damage with an unarmed attack. Any creature involved in a grapple with you automatically takes one point of piercing damage once per round at the beginning of your turn. |
Throwdown Trip (Combat, Varg) | Tripping Bite, (or Int 13, Combat Expertise, Improved Trip), varg | If you successfully trip an opponent, you force your foe to succeed at a Fortitude save (DC equal to CMB result) or become staggered until the end of his next turn. |
Tonberry Nobility (Tonkin) | Able to use tonkin spell-like abilities, tonkin | You may use daylight as a spell-like ability, three times per day. Your caster level is equal to your character level. |
Tongue Lash (Combat, Qu) | Agile Tongue, Fantastic Tongue, Grasping Tongue, qu | You may use your tongue as a whip, either as a primary or a secondary attack. You are considered proficient with this attack. |
Trap Wrecker (Galka) | Power Attack, Disable Device 1 rank, galka | You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against an Armor Class equal to the trap's Disable Device DC. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap's Disable Device DC, you disable the trap. If this damage is less than half the trap's Disable Device DC, the trap activates. You can only attempt this on non-magical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM's discretion, some traps may not be susceptible to this feat. |
Tripping Bite (Combat, Varg) | Varg | You gain the trip special attack, which allows you to trip an opponent as a free action, without provoking an attack of opportunity, when you hit with your bite attack. Your opponent may not attempt to trip you in return. You also gain a +2 bonus to CMB roll when making a trip attempt after biting your foe. |
Uncanny Defense (Combat, Moogle) | Cautious Fighter, base attack bonus +3, moogle | While fighting defensively or taking the total defense action, you gain a bonus on your Reflex saving throws and to your CMD equal to 1/2 of the dodge bonus to AC you gained from taking that action. |
Varg Exemplar (Varg) | Varg | Your wolflike nature manifests in one of the following ways. You choose the manifestation when you take this feat, and cannot change it later. |
Vieran Accuracy (Combat, Viera) | Viera | If you miss due to concealment when making a ranged attack with a great bow, longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit. |
Waterbonded (Sahuagin) | Sahuagin, character level 3 | You may use Water Gun as a spell-like ability up to once per day. Your caster level is equal to your character level. |
Wicked Valor (Kindred) | Con 15, Diehard, Endurance, kindred | When you regain hit points by resting, you heal double the normal amount of damage. This feat does not stack with items or effects that also affect the amount of damage you recover from while resting. This feat only functions with a full night’s rest; complete bed rest is not affected by this feat. |
Wings of Air (Aegyl) | Airy Step, character level 9, aegyl | Your bonus on saves against effects with the wind or lightning descriptors and effects that deal wind or lightning damage increases to +4. In addition, your fly speed increases to 120 feet (good maneuverability), as long as they do not carry more than a Medium load, are not wearing plate armor, and are not fatigued or exhausted. If aegyls carry a heavy load or wear plate armor, their flight speed drops to 60 feet with average maneuverability. |
Yuke Heritage (Shindroid) | Shindroid, Magitek Unit and Anomaly alternate racial traits | You are actually a Yuke, a formless soul inhabiting a suit of armor, rather than a mechanical being. You gain the Yuke subtype and, takes no penalty on mind-affecting effects, emotion effects, or fear effects. You may choose to lose your +2 bonus to Intelligence and gain a +2 bonus to Wisdom. In addition, you gain 1 additional MP and, if you have no levels in a casting class, you gain a caster level of 1. |