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) (WIS 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 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 (CHA 15): Immune to the Frightened condition.


Crusader (Honor 4): Reputable for telling the truth, keeping promises, and speaking out against injustice. +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].


Egalitarian (Equality 4): Reputable for individualism and personal liberty. +2 on [Perform], but -2 on [Expertise].


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 wearing light or no armor, increase speed 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 naive devotion and optimism. +2 on [Negotiation], but -2 on [Investigation].


Indecisive (Ambivalence 4): Reputable for inaction and unreliability, +1 on Will saves, but -1 on Initiative.


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 and fairness, and can be trusted to make important decisions. +2 on [Investigation], but -2 on [Deception].

Ki (Su) (INT 15, WIS 15, or CHA 15): Use the qualifying Mental Ability Modifier to calculate and qualify for (Su) feats. In addition to daily uses of (Su) abilities, gain a pool of uses numbering the chosen Ability Modifier which distributes freely to activate them.

Can be taken multiple times, gain two additional uses each time after the first.


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 conscience. +2 on [Deception], but -2 on [Negotiation].


Powerful Aura (CHA 15): Gain 5 bonus Alignment ranks. Can be taken multiple times (max 4).


Observer (Objectivity 4): Reputable for realism, and lack of bias. +1 on Initiative, but -1 on Will saves.


Rebel (Freedom 4): Reputable for ignoring tradition and rejecting authority. +2 on [Deception], but -2 on [Investigation].


Religious: Gain access to one Domain, Alignment must match.


Repression: If the effect of a Will saving throw has a reduced effect on a success, suffer no effect instead.


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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