General Feats
Arcane Understanding [General]
You know the basics of arcane magic and are knowledged in the understanding of how spells are formed.
Prerequisite: Intelligence 9
Benefit: You always treat Spellcraft as a class skill. In addition you gain Spell Energy equal to your Intelligence modifier +1. No character can have less than one point of spell energy.
Blazing Saddle [General]
The character has become an expert at firing ranged weapons or slinging ranged spells from horseback.
Prerequisite: Ride 3 Ranks, Defensive Riding, Mounted Combat
Benefit: When making a ranged attack from horseback (or on any other sort of mount), the penalty for firing from an unstable platform is reduced by half. In addition, the rider can take the ranged attack action at any point along the mount’s movement.
Special: This replaces the Mounted Archery feat.
Normal: While riding a horse (or any other animal), a character suffers a penalty to all ranged attack rolls based on how vigorously the rider is jostled. The penalty is -4 for a horse that is making a double move and -8 for a horse that is running.
While additional riders can ready an action to make an attack at any point along the mount’s movement, the controlling rider can only make an attack action before or after the mount’s movement.
Dauntless [General]
You are capable of amazing feats of stamina.
Prerequisite: Constitution 11
Benefit:
- You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
- You may sleep in light or medium armor without becoming fatigued.
- You gain three bonus hit points plus one additional hit point per hit die and/or class level.
Normal: A character without this feat that sleeps in medium or heavier armor is automatically fatigued the next day.
Special: Rangers automatically gain Dauntless as a bonus feat at 2nd level. Warriors automatically gain Dauntless as a bonus feat at 3rd level.
Note: Dauntless combines and replaces the Endurance and Toughness feats.
Defensive Riding [General]
The character rides as though born in the saddle.
Prerequisite: Ride 2 ranks, Mounted Combat
Benefit: While riding, both the character and mount gain a +1 dodge bonus to their AC.
Special: Any condition that causes the character to lose her Dexterity bonus to her AC also makes the character lose any dodge bonuses. In addition, the mount will also lose the +1 dodge bonus granted by this feat. Remember, unlike most other bonus types, dodge bonuses stack.
Iron Resolve [General]
The character has a tolerance for anything ingested that has a chance of poisoning or inebriating her.
Benefit: You get a +3 bonus on Fortitude saving throws against any kind of poison.
Iron Will [General]
You have a much stronger willpower than normal.
Benefit: You gain a +2 bonus on all Will saving throws. In addition any effect that would leave you shaken has absolutely no effect on you.
Nerves of Steel [General]
You are able to keep your cool and face any threats in the face of adversity.
Prerequisite: Base Will Save +7, Iron Will
Benefit: You gain a +2 bonus on all Will saving throws. In addition you are immune to all fear effects.
Notoriety [General]
In your chosen land you are better well known
Prerequisite: Base Reputation 1
Benefit: Chose one region. In the chosen region your actions and deeds are well known to its peoples. You gain a +2 bonus to your reputation in the chosen region.
Special: This feat can be taken more than once; you can apply it to a new region or a different region. Its effects stack if you choose the same region more than once. If a different
Extra Special: If you like you divide your +2 bonus into two +1s. One of these +1s is applied to the entire region chosen and the other is added to a specific city, smaller geographic area of the region or the keep/castle of one of the lords or nobles in the region. In the sub-region chosen you apply your entire bonus (+2) and in the rest of the region, you gain half of the bonus.
Swift As The Wind [General]
You are incredibly fast, enabling you to dodge out of potentially dangerous situations easily.
Prerequisite: Base Reflex save +7, Lightning Reflexes
Benefit: You gain a +2 bonus on all Reflex saving throws. In addition you gain a +10 ft. enhancement bonus to your speed. This bonus applies to all natural modes of movement that you have. The bonus to your natural movement rates only applies when the character is not carrying a medium or heavy load.
Special: The bonus from this feat stacks with the bonus from Lightning Reflexes.
Telekinetic Awakening [General]
Your mind flares to life, enabling you to tap into power you didn’t know you had.
Prerequisite: Intelligence 9, Wisdom 9
Benefit: As a psionic character you gain a psionic reserve equal to the average of the sum of your Intelligence and Wisdom modifiers +1 (minimum 1). In addition, regardless of whether or not you gain levels in psionic classes you have a Telekinetic Rating, which is equal to half your Character Levels plus any racial hit dice (minimum 1) +1 for every four skill ranks in Psicraft, which is considered a class skill for your regardless of which class[es] you take levels in.
Tough As Stone [General]
Your body has become rock-like, enabling you to resist greater physical harm.
Prerequisite: Base Fortitude save +7, Great Fortitude
Benefit: You gain a +2 bonus on all Fortitude saving throws. In addition you add your Constitution modifier x 10 to your chance of stabilizing (maximum +50%) when reduced to negative hit points.
Special: The bonus from this feat stacks with the bonus from Great Fortitude.