General Feats

<style>
Name Prerequisites Description
General Feats

Acrobatic
Gain +2 to Jump and Tumble checks.
Agile
You gain +2 to balance and escape artist checks.
Alertness
You gain +2 to listen and spot checks.
Alluring Persuasive, Trustworthy Gain +2 to Diplomacy Checks, and add +2 to spell save DCs for your mind-influencing language dependent
Animal Affinity
You gain +2 to handle animal and ride checks.
Armor Proficiency (light)
You are proficient in wearing light armor.
☻Armor Proficiency (medium) Armor Proficiency: Light You are proficient in wearing medium armor.
☻☻Armor Proficiency (heavy) Armor Proficiency: Medium You are proficient in wearing heavy armor.
Artist
Adds +2 to all perform checks, plus 2 on one art skill.
Athletic
Gain +2 to Climb and Swim checks.
Blooded
Adds +2 to initiative, and +2 to all spot checks.
Brachiation Climb 6 ranks, jump 6 ranks, strength 13+ Move normally through treebranches in heavily wooded areas.
Bullheaded
Adds +1 will, +2 intimidate
Charlatan
You gain +2 to bluff and disguise checks.
Cosmopolitan
Choose one cross-class skill. It is now a class skill, and you gain +2 to it.
Courteous Magocracy
Add +2 to diplomacy and spellcraft
Cunning Evasion Evasion, Hide 9 ranks Hide immediately after performing a successful reflex save.
Dash
You gain +5 to base speed while wearing light or no armor.
Daylight Adaption Creature that takes penalty from sunlight You no longer take a penalty for being exposed to sunlight.
Daredevil Athlete
3/day add +5 to one physical skill check.
Deceitful
You gain +2 to disguise and forgery checks
Delay Potion Knowledge Arcana 1 rank You can drink a potion and not feel its effects for a period of time equal to one hour per constitution bonus. You can use it any time during that time.
Deft Hands
You gain +2 to Slight of Hands and Use Rope
Dive for Cover Base Reflex Save +4 You gain a second reflex save, but are knocked prone by the check regardless of results. Evasion does not apply to this feat.
Diligent
You get +2 to Appraise and Decipher Script checks
Discipline
Add +1 will, +2 concentration
Endurance
You gain +4 to feats of stamina, such as long-term swimming, running, or breath holding.
☻Die Hard Endurance When reduced to -1 to -9 hit points, you remain conscious, and automatically become stable, but are disabled.
☻Steadfast Determination Endurance Use constitution to modify will saves, instead of wisdom.
Enduring Life
Whenever you gain a negative level, you ignore its ill-effects for a number of minutes equal to your constitution bonus.
☻Lasting Life Endurance, Enduring Life Once per round as a standard action, you can remove a negative level by a will save dc 10+1/2 attacker’s hd +attacker’s charisma modifier.
Extra Favored Enemy ® BAB of +5, already have a favored enemy You gain another favored enemy, at +1 to hit and damage.
Extra Tough ® Character Level 6 You gain 6 hitpoints.
Fade Into Violence Bluff 6 ranks, Hide 6 ranks If you succeed at a bluff check, foe hits your ally instead of you, if in range and if you are unarmed (or appear unarmed).
Faster Healing Base Fort save of +5 You recover hitpoints from rest 3 times as fast.
Font of Life Living Creature Gain an additional immediate save to avoid energy drain, if the first one fails.
Force of Personality Charisma 13+ Use your charisma bonus for will saves, instead of wisdom.
Forester
Add +2 to heal and survival
Greater Resiliancy Damage reduction as a race or class ability Your damage reduction increases by one point. You may only take this feat once.
Great Fortitude
You gain +2 to all fortitude saves.
Horse Nomad
Gain proficiency in Composite Shortbow, and +2 to ride checks
Improved Initiative
You gain +4 to initiative checks.
☻Danger Sense
Reroll Initiative once per day
☻Death Blow Improved Initiative, BAB +2 Administer Coup De Graces as a standard action.
Improved Swimming Swim 6 ranks You gain a swim speed at one half your land speed.
Improved Toughness Base Fort save of +2 You gain HP equal to your current level.
Insightful Reflexes
Add intelligence modifier to Reflex saves, instead of dex modifier.
Intimidating Strike Intimidate 4 ranks As a full action, attack and make an intimidate check to shaken enemies you strike.
Investigator
You get +2 to Gather Information and Search checks.
Iron Will
You gain 2 to will saving throws.
☻Indominable Will Endurance, Iron Will Roll twice against fear and mind-influencing effects.
☻Unnatural Will Iron Will, Cha 12+ Add charisma modifier to all will saves versus fear effects.
Leap of the Heavens Jump 4 ranks Don’t double DC for standing jumps, add +5 bonus on running jumps.
Lightning Reflexes
You gain +2 to reflex saves.
☻Prone Attack Lightning Reflexes, BAB +2 Attack while prone with no penalty
Lunging Strike Base attack bonus +6 As a full action, you can make one attack with 5 feet more of reach.
Magical Aptitude
You gain +2 to Spellcraft and Use Magic Device checks.
Magic Device Attunement Use Magic Device 1 rank After successfully using a magic item with Use Magic Device, you can attune to it. You don’t need to check to activate it within the next 24 hours.
Martial Weapon Proficiency
You gain proficiency in a subcategory of martial weapons.
Mercantile Background
Add +2 to appraise and on any two craft or profession skills.
Nimble Fingers
Add +2 Disable Device and Open Locks checks.
Persuasive
You gain +2 to bluff and intimidate checks
Pyro
Objects you set on fire take one more point of fire damage per round, and have +5 to the DC to extinguish.
Quick Reconnoiter Listen 5 ranks, Spot 5 ranks Spot and Listen as free actions, +2 to initiative.
Resist Poison
You gain +4 to saving throws versus poison
Run
You run at five times your base speed.
☻Fleet of Foot Dex 15+, Run You can turn up to 90 degrees while running.
Shadow
You gain +2 to hide and spot checks
Silver Palm
You gain +2 on appraise and bluff
Simple Weapon Proficiency
You become proficient in the use of all simple weapons.
Skill Focus ®
Choose a skill. You gain +3 to all checks involving use of that skill. This feat can only be taken once per skill.
Smooth Talk
You gain +2 diplomacy and sense motive
Stealthy
You gain +2 hide and move silently
Street Smart
Add +2 Bluff and Gather Information
Survivor
You gain +1 to fortitude, +2 to survival.
Tactile Trap Smith
Add dexterity modifier to search and disable device, instead of int modifier.
Thug
Add +2 to initiative and intimidate
Tomb-Tainted Soul Nongood Alignment, Greater spell focus: necromancy You are healed by negative energy and harmed by positive energy, as if you were undead.
☻Tomb-born Fortitude Tomb-tainted Soul You have a 25% chance to avoid sneak attack or critical hit damage. You do not risk death from massive damage.
☻Tomb-born Resiliency Tomb-tainted Soul You gain +2 on saving throws to resist poison, disease, and mind-influencing spells and effects.
☻Tomb-born Fortitude Tomb-tainted Soul You do not need to sleep, and are immune to magical sleep. You no longer need to eat.
Toughness ®
You gain +3 Hit points
Track
You can track opponents through the use of the survival skill.
Treetopper
Gain +2 to climb skills, and you do not lose your dexterity while climbing.
Trustworthy
You gain +2 to Bluff and Diplomacy checks.
Unquenchable Flame of Life
You gain a +2 bonus on saves vs. undead creatures.



General Feats

Tregarde Umbralfox