General Feats

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.


Bravery: Immune to the Frightened condition.


Crusader (Honor 4): Reputable for telling the truth, 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.


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].


Evasion: If the effect of a Reflex saving throw has a reduced effect on a success, suffer no effect instead, unless Surprised, Stunned, or Restrained.


Fast Movement: While not Encumbered, increase all speeds by 10ft.


Great Fortitude: +2 on Fortitude saving throws, +3 at 5th, +4 at 10th level, +5 at 15th level; re-roll 1/day.


Hardy: If the effect of 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 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 accountability. +2 on [Investigation], but -2 on [Deception].


Ki (Su) (INT 15, WIS 15, or CHA 15): Use the chosen Ability Modifier for (Su) feats. Gain a pool of additional daily uses of numbering it. Can be taken multiple times, adding two more uses.

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 tradition and rejecting Authority. +2 on [Deception], but -2 on [Investigation].


Religious (4 ranks in any 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 the Religion.


Repression: If the effect of 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 lack of bias. +2 on Saving Throws, but -2 on Initiative.


Supernatural Health (CON 15): Immune to the Nauseated condition. Roll twice on Fortitude saves against Diseases and take the better result.


Zealot (Bigotry 4): Reputable for hatred and mistrust. +2 on [Investigation], but -2 on [Negotiation].


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