Home |
Feats |
Combat Feats |
General Feats |
Innate Feats |
Magic Feats |
Skill Feats
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 Name | Summary |
|---|
| Adaptation | You're adapted to certain environments. |
| Adhesive Skin | Weapons stick to you when you're hit. |
| Affinity | +1 innate bonus to rolls and DCs with certain effect type |
| All-around Vision | Immune to flanking |
| Alternate Form | Replaces Change Shape. |
| Amorphous | Compression and resist precision attacks. |
| Amphibious | Breath both air and underwater. |
| Attach | Grab and climb creatures larger than you. |
| Blindsense | Sense presence of nearby creatures. |
| Blood Drain | Drain a foe's blood for a boost. |
| Blood Feud | As Favored Enemy but innate (racial) bonus instead of competence. |
| Blood Rage | As Rage but innate (racial) bonus instead of competence (morale) |
| Burrowing | Gain 10 ft./tier burrowing speed. |
| Camouflage | Hide in Plain sight while within certain environments. |
| Catch | Catch projectiles as if by Deflect Arrows |
| Climber | Gain a climb speed |
| Compression | Squeeze into tight spaces. |
| Constrict | Automatic damage to foes you grapple |
| Crush | You crush smaller enemies that get too close. |
| Dash | Run |
| Death Throes | You unleash one final attack to all around you. |
| Effect Focus | As Ability Focus or Spell Focus but an effect type like "Acid" or "Fire" |
| Elemental Healing | When dealt damage by an effect you're immune to, gain healing instead. |
| Empathy | Gain insights into the emotions of others |
| Entangle | Stop a foe in their tracks |
| Extreme Effort | Push past your limits |
| Fast Healing | Recover hit points quickly |
| Fast Movement | Increase your base speed by 1 space (5 ft.)/tier |
| Frightful Presence | You have Fear Aura as innate extraordinary ability. |
| Flight | You can fly. |
| Fortification | You resist certain effect types well. |
| Gills | You can breathe underwater but not in air. |
| Grab | See Grappling Strike |
| Great Leap | You can jump three times farther than normal. |
| Hard to Kill | You're difficult to kill. |
| Hibernation | Go into a slumber where you age more slowly. |
| Hold Breath | Hold your breath much longer than normal. |
| Humanoid Form | Non-human race has a human form. |
| Hurling | Throw larger than normal objects as thrown weapons. |
| Hybrid Vigor | Treated as two different races and have access to innate feats from both. |
| Incarnate | You automatically reincarnate after death. |
| Innate Armor | Gain innate armor bonus due to chitin, scales, thick skin, etc. |
| Innate Maneuvers | Gain innate bonus to certain maneuvers |
| Innate Powers | Gain innate superhuman powers. |
| Innate Skill | Gain proficiency or innate bonus to certain skills. |
| Innate Weapon | Gain one or more innate weapons such as bite, claws, gore, slam, sting, tentacle, wing, etc. |
| Light Sleeper | Require less sleep to recover. |
| Light Sensitivity | Dazzled in the daylight. |
| Linguist | Learn more languages. |
| Loud Mouth | Make loud noises. |
| Lucky | You are lucky with a bonus to certain saving throws or skills. |
| Maladroit | You lack 1 or both hands. |
| Magic Potential | Make up for racial attribute penalty with your magic |
| Magic Resistance | You resist magic better than most. This replaces Spell Resistance. |
| Many Limbs | You have more than two arms. |
| Mimicry | You can mimic other voices or sounds with near-perfect accuracy. |
| Mob Fighting | |
| Nightvision | You can see in dim lighting clear as day. |
| Persistent Attack | |
| Piercing Sight | |
| Planar Immortality | |
| Potent Legacy | |
| Pounce | |
| Powerful Build | You have a powerful build and can carry a lot of weight. |
| Perfect Aim | Truestrike as extraordinary power |
| Prehensile Appendage | - |
| Primordial Strength | - |
| Protozoidal Resilience | |
| Rapid Recovery | |
| Rapid Restoration | |
| Reach | |
| Regeneration | |
| Resilience | Convert lethal to nonlethal. |
| Resistance | - |
| Self-sustaining | |
| Self Immunity | |
| Serpent Strike | |
| Shapeshifter | Shapeshifter type allows you to dismiss morph and polymorph effects from yourself. |
| Siege Survivor | |
| Slippery | |
| Slow Fall | |
| Sluggish | |
| Snatch | |
| Split | |
| Stability | |
| Steady | You're unhindered by armor and weight. |
| Stench | |
| Sticky | |
| Sticky Appendage | |
| Strange Anatomy | |
| Strange Mind | |
| Strangle | |
| Spiritual Support | Background |
| Swallow Whole | |
| Swimming | |
| Tail Strike | |
| Terrain Stride | |
| Tongue-tied | You can only speak one language. |
| Trample | |
| Under-sized Weapons | - |
| Undying Ferocity | - |
| Unnatural Presence | - |
| Venom | - |
| Vorpal Immunity | - |
| Vulnerability | You have a vulnerability that can be exploited. |
| Xenophobic | Background, 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.
Last edited by arkrim, April 19 2026 17:57:11. Secured game article. You most log in to contribute.