General Feats
Ability Focus: Select one Ability Score, increase it by +1. Can be taken multiple times, each time applying to a different Ability Score. At 8th, 12th, and 16th levels this increases by +1 (max +4).
Abundant Step (Su) (WIS 15): 1/day, spend a Quick action to teleport to a location within Dash range.
After Image (Su) (INT 15): 1/day, 1d4+1 mirror images appear in a cluster, each within 5 feet of another. They mimic actions; observers can’t use vision or hearing to tell which is which. Attacking an image destroys it. Shuffle the images to confuse observers as a Move Action.
Benefactor (Mercy 4+): Reputable for charity and helping others. +1 To AC, -1 on Attack Rolls.
Blacklight (Su) (INT 15): 1/day, emanate a 20 ft radius area of Supernatural Darkness to blind creatures in the area, creatures with [Darkvision] cannot see normally in Supernatural Darkness, but the user of this feat can. Area remains dark for 1 hour (10 Billings).
Bravery: Immune to the Frightened condition.
Crusader (Honor 4+): Reputable for truthfulness, keeping promises, and humility. +2 on [Negotiation], but -2 on [Deception].
Daylight (Su) (CHA 15): 1/day, emanate a 20 ft radius of light to Blind creatures in the area, a successful Will save negates. Area remains lit for 1 hour (10 Billings).
Deadly Touch (Su) (Evil 4+; CHA 15): 1/day, spend a Standard Action to touch a creature to inflict HP damage numbering 1d6 x CHA. | Destroyer (Vengeance 4+): Reputable for temper, rashness, and violence. +1 on Attack Rolls, -1 on AC.
Dominator (Hierarchy 4+): Reputable for competitiveness and discipline. +2 on [Expertise], but -2 on [Perform].
Eccentric (1+ rank in four Alignments): Reputable for impulsivity. +2 on Initiative, but -1 on Saving Throws.
Evasion: If a Reflex saving throw has a reduced effect on a success, suffer no effect instead.
Fast Movement: Increase all speeds by 10ft, except when Encumbered.
Great Fortitude: +2 on Fortitude saving throws, +3 at 5th, +4 at 10th level, +5 at 15th level; re-roll 1/day.
Hardy: If a Fortitude saving throw has a reduced effect on a success, suffer no effect instead.
Healing Touch (Su) (Good 4+; CHA 15): 1/day, spend a Quick action to touch one target to restore HP by 1d6 x CHA.
Idealist (Innocence 4): Reputable for devotion, naivete, and optimism. +2 on [Negotiation], but -2 on [Investigation].
Iron Will: +2 on Will saving throws, +3 at 5th, +4 at 10th level, +5 at 15th level; re-roll 1/day.
Judge (Authority 4+): Reputable for order, following tradition, and responsibility. +2 on [Investigation], but -2 on [Deception].
Ki (Su) (INT 15, WIS 15, or CHA 15): (Su) feats use the qualifying Ability Modifier. Gain additional daily uses numbering it. If taken multiple times, add two. | Lightning Reflexes: +2 on Reflex saving throws, +3 at 5th, +4 at 10th level, +5 at 15th level; re-roll 1/day.
Malefactor (Ego 4+): Reputable for selfishness and lack of empathy. +2 on [Deception], but -2 on [Negotiation].
Maverick (Equality 4+): Reputable for ignoring or rejecting societal barriers. +2 on [Perform], but -2 on [Expertise].
Powerful Aura (CHA 15): Gain 5 bonus Alignment ranks. Can be taken multiple times (max 4).
Rebel (Freedom 4+): Reputable for ignoring rules and rejecting Authority. +2 on [Deception], but -2 on [Investigation].
Religious (4+ ranks in one Alignment): Gain access to one Domain. Alignment must match at least one Moral Value of any Domain accessed. Gain one bonus Alignment rank for each Domain accessed. Domains may be restricted by Religion.
Repression: If a Will saving throw has a reduced effect on a success, suffer no effect instead.
Skeptic (Ambivalence or Objectivity 4+): Reputable for realism, disbelief, and indecisiveness. +1 on Saving Throws, but -2 on Initiative.
Supernatural Health: Immune to the Nauseated condition. Roll twice on Fortitude saves against Diseases and take the better result.
Zealot (Bigotry 4+): Reputable for fanaticism and mistrust. +2 on [Investigation], but -2 on [Negotiation]. |