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Innate Feats




The following are considered innate feats: Animal Companion feats*, Monster feats, Racial feats, Universal Monster Abilities.
*If you have an animal companion, you can take these feats to enhance your companion but they can also take these feats using the normal feats they gain from HD to enhance themselves instead.

You can only acquire innate feats for yourself through your race, though some powers and items may temporarily grant you innate feats as well.

Unlike all other feats and power, the maximum tier for innate feats and powers gained from them is 5 or half your level rounded up, whichever is better. This allows low-level creatures to shine with abilities beyond their normal power because of their racial statistics.

Feat NameSummary
AdaptationYou're adapted to certain environments.
Adhesive SkinWeapons stick to you when you're hit.
Affinity+1 innate bonus to rolls and DCs with certain effect type
All-around VisionImmune to flanking
Alternate FormReplaces Change Shape.
AmorphousCompression and resist precision attacks.
AmphibiousBreath both air and underwater.
AttachGrab and climb creatures larger than you.
BlindsenseSense presence of nearby creatures.
Blood DrainDrain a foe's blood for a boost.
Blood FeudAs Favored Enemy but innate (racial) bonus instead of competence.
Blood RageAs Rage but innate (racial) bonus instead of competence (morale)
BurrowingGain 10 ft./tier burrowing speed.
CamouflageHide in Plain sight while within certain environments.
CatchCatch projectiles as if by Deflect Arrows
ClimberGain a climb speed
CompressionSqueeze into tight spaces.
ConstrictAutomatic damage to foes you grapple
CrushYou crush smaller enemies that get too close.
DashRun
Death ThroesYou unleash one final attack to all around you.
Effect FocusAs Ability Focus or Spell Focus but an effect type like "Acid" or "Fire"
Elemental HealingWhen dealt damage by an effect you're immune to, gain healing instead.
EmpathyGain insights into the emotions of others
EntangleStop a foe in their tracks
Extreme EffortPush past your limits
Fast HealingRecover hit points quickly
Fast MovementIncrease your base speed by 1 space (5 ft.)/tier
Frightful PresenceYou have Fear Aura as innate extraordinary ability.
FlightYou can fly.
FortificationYou resist certain effect types well.
GillsYou can breathe underwater but not in air.
GrabSee Grappling Strike
Great LeapYou can jump three times farther than normal.
Hard to KillYou're difficult to kill.
HibernationGo into a slumber where you age more slowly.
Hold BreathHold your breath much longer than normal.
Humanoid FormNon-human race has a human form.
HurlingThrow larger than normal objects as thrown weapons.
Hybrid VigorTreated as two different races and have access to innate feats from both.
IncarnateYou automatically reincarnate after death.
Innate ArmorGain innate armor bonus due to chitin, scales, thick skin, etc.
Innate ManeuversGain innate bonus to certain maneuvers
Innate PowersGain innate superhuman powers.
Innate SkillGain proficiency or innate bonus to certain skills.
Innate WeaponGain one or more innate weapons such as bite, claws, gore, slam, sting, tentacle, wing, etc.
Light SleeperRequire less sleep to recover.
Light SensitivityDazzled in the daylight.
LinguistLearn more languages.
Loud MouthMake loud noises.
LuckyYou are lucky with a bonus to certain saving throws or skills.
MaladroitYou lack 1 or both hands.
Magic PotentialMake up for racial attribute penalty with your magic
Magic ResistanceYou resist magic better than most. This replaces Spell Resistance.
Many LimbsYou have more than two arms.
MimicryYou can mimic other voices or sounds with near-perfect accuracy.
Mob Fighting
NightvisionYou can see in dim lighting clear as day.
Persistent Attack
Piercing Sight
Planar Immortality
Potent Legacy
Pounce
Powerful BuildYou have a powerful build and can carry a lot of weight.
Perfect AimTruestrike as extraordinary power
Prehensile Appendage-
Primordial Strength-
Protozoidal Resilience
Rapid Recovery
Rapid Restoration
Reach
Regeneration
ResilienceConvert lethal to nonlethal.
Resistance-
Self-sustaining
Self Immunity
Serpent Strike
ShapeshifterShapeshifter type allows you to dismiss morph and polymorph effects from yourself.
Siege Survivor
Slippery
Slow Fall
Sluggish
Snatch
Split
Stability
SteadyYou're unhindered by armor and weight.
Stench
Sticky
Sticky Appendage
Strange Anatomy
Strange Mind
Strangle
Spiritual SupportBackground
Swallow Whole
Swimming
Tail Strike
Terrain Stride
Tongue-tiedYou can only speak one language.
Trample
Under-sized Weapons-
Undying Ferocity-
Unnatural Presence-
Venom-
Vorpal Immunity-
VulnerabilityYou have a vulnerability that can be exploited.
XenophobicBackground, Innate, Flaw

Alternate: Gain a +2 bonus but suffer a �“2 penalty to attack rolls, concentration checks, caster level checks, and spell DCs. For 3 additional XP this effect also applies to adjacent creatures.


STENCH AURA (4�“6 XP)
Benefit: As a standard action you emit a 20-foot aura of foul odor. Creatures failing a Fortitude save become sickened while within the aura and for a short duration afterward.

Improved: Creatures failing the save become nauseated.

STICKY (3 XP)
Benefit: You can use web bolt as an extraordinary ability a number of times per day equal to 1 + your Constitution modifier.

Improved: For 1 additional XP this may be used a number of times per hour equal to 1 + your Constitution modifier.

STICKY TONGUE (2 XP)
Prerequisite: Small size or larger.
Benefit: You can perform dirty trick, disarm, grapple, steal, or trip maneuvers with a natural weapon at +5 feet reach.

STRANGE ANATOMY (3�“7 XP)
Prerequisite: Racial bonus to Constitution or Dexterity.
Benefit: You gain resistance to bleed and precision damage.

Improved: You gain immunity instead.
Greater: Knowledge checks cannot bypass this effect.

STRANGLE (2�“3 XP)
Benefit: When you sustain a grapple or pin you may force the target to hold its breath and prevent speech or verbal spellcasting.

Higher ranks increase the rate at which the target’s remaining breath is reduced.

SWALLOW WHOLE (4 XP)
Prerequisite: Bite attack.
Benefit: When you pin a creature three sizes smaller than yourself you may swallow them whole as a free action. The swallowed creature takes damage each round and must escape your stomach to get free.

SWIMMING (2 XP)
Benefit: You gain a 20-foot swim speed and the benefits of Skilled and Skill Focus for Athletics checks made to swim.

TAIL STRIKE (1�“3 XP)
Benefit: You can use your tail to trip or disarm foes.

Improved: You may make unarmed strikes with your tail.
Greater: Your tail strike deals increased damage as a slam attack.

TRAMPLE (3 XP)
Prerequisite: Large size or larger and a slam attack.
Benefit: When you overrun a creature smaller than yourself, it takes damage as if struck by your slam attack.

Viscous Venom — 3 RP
Enhances venom with battlefield control.

Virulent Venom — 3 RP
Adds acid damage to venom; offensive boost.

Toxic Spray — 4 RP
Area venom effect; strong battlefield control.

Hemorrhaging Venom — 3 RP
Adds bleed scaling to venom.