Explore racial feats in Pathfinder: Wrath of the Righteous, including Fast Learner for Humans and Wings for Aasimar at level 10.
Fast Learner
You receive +1 skill point per level.
History of Terrors
You gain a +2 racial bonus to saving throws to resist mind-affecting effects and +4 to resist fear effects.
Arcane Focus
You gain a +2 racial bonus to concentration checks to cast spells defensively and +1 bonus to caster level checks to overcome spell resistance.
Shadowplay
You cast shadow spells at +2 caster level.
Cautious Fighter
When fighting defensively, your dodge bonus to AC increases by 2.
Steel Soul
You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the +2 bonus from the Hardy trait.
Breadth of Experience
You receive a +2 bonus to all Knowledge and Lore skill checks.
Discerning Eye
You receive a +2 racial bonus on saving throws against Illusion spells and effects and a +2 bonus to Use Magic Device checks.
Improved Elven Immunities
You receive an additional +2 racial bonus on saving throws against Enchantment spells and +1 DC to enchantment spells that you cast.
Elven Spirit
You gain a +2 racial bonus to caster level checks to overcome spell resistance and a +2 bonus to Knowledge (Arcana) checks. This is the same as the Elven Magic racial trait.
Ironguts
You gain a +2 racial bonus on saving throws against poison and attacks which cause the sickened or nauseated statuses.
Ironhide
You gain a +1 natural armour bonus to AC.
Razortusk
You gain a 1d4 bite attack. The bite is a secondary attack and is made at full BAB -5 and adds half your Strength modifier to damage.
Wings
Character level: 10
Gain a pair of wings that grant a +3 dodge bonus to melee attacks and immunity to ground based effects.
Echoes of Stone
You gain a +4 racial bonus to Perception checks and +2 bonus to Initiative rolls while underground.
Murmurs of Earth
Character level: 9
You are aware of all creatures within 15' that are in contact with the ground.
Stony Step
You gain a +2 racial bonus to Mobility checks and ignore difficult terrain while underground.
Blood Drinker
You may drink blood from unconscious, helpless, sleeping or paralysed living creatures (or from corpses of living creatures) three times per day, gaining +1 bonus to Fortitude saving throws and 5 temporary HP + 5 for every three hit dice you have. The effect lasts for 1 hour.
Blood Feaster
When using the Blood Drinker feat, you gain +2 bonus to damage and +1 to Athletics checks for a number of rounds equal to half your hit dice.
Life-Dominant Soul
You are healed both by channeled positive energy used to heal living creatures and by channeled negative energy used to heal undead. However, you only receive half the normal amount of healing.
Natural Charmer
Charisma: 17
Once per day you can take 20 on your next Persuasion skill check.
Magical Tail
You may take this feat up to eight time and each time you do do, you gain a new spell-like ability taken from the following list in order:
- 1. Vanish
- 2. Sleep
- 3. Blur
- 4. Invisibility
- 5. Deep Slumber
- 6. Displacement
- 7. Confusion
- 8. Dominate Person.
Each ability may be used twice per day. Effective caster level is equal to your hit dice and Charisma is the casting attribute for the purpose of calculating DCs.
Vulpine Pounce
BAB: 10
You gain Pounce in your kitsune form.
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