General feats are feats that don't obviously fall into any of the other categories. They typically help to enhance skill checks, saving throws, alter the use of Hero Points, and generally cover a wide variety of bonuses and boosts that are usable by all classes and races.
Bonus Types: Note that feats that offer bonuses to skill checks and saving throws have different designations. Most common are aptitude, competence, and synergy bonuses. Remember that like bonuses, unless otherwise stated, do not stack with each other. Remember this when calculating skill and saving throw modifiers.
General Feats
Acrobatic
Alertness
Alluring
Animal Affinity
Animal Disguise
Athletic
Battle Mind
Betrayer
Charlatan
Combat Casting
Dash
Discerning Eye
Disciplined
Endurance
Extra Channeling
Extra Smiting
Forester
Great Fortitude
Headstrong
Healer
Heroic Boost
Heroic Rush
Heroic Spirit
Honor Bound
Inner Calm
Iron Will
Magic Arts
Nimble
Persuasive
Prodigy
Pyro
Quick-Thinking
Rugged
Run
Signature Skill
Skill Focus
Spellcasting Prodigy
Stamina
Steady
Trick
Trophy Collector
Description
Gain a bonus to Acrobatics and Fly checks
Gain a bonus to Perception and Sense Motive checks
Gain a bonus to Diplomacy and mind-affecting abilities
Gain a bonus to Handle Animal and Ride checks
With a little work you can disguise yourself as an animal
Gain a bonus to Climb and Swim checks
Gain a bonus to Auto Hypnosis and Battle checks
Get a target to lower their defenses before attacking them
Gain a bonus to Bluff and Disguise checks
Gain a bonus to Concentration checks
Gain an increase in your base speed when lightly encumbered
Gain a bonus to Appraise and Linguistics checks
Gain a synergy bonus to Will saves and Concentration checks
Gain a bonus on Fortitude checks for prolonged activity
Gain 4 extra channeling abilities per day
Gain an additional smite per day
Gain a bonus to Signaling and Wilderness Lore checks
Gain a bonus to your Fortitude saving throws
Gain synergy bonuses to Will saves and Intimidation checks
Gain a bonus to Heal and Hypnosis checks
Roll d8s instead of d6s when using Hero Points
Gain an extra action when spending 2 Hero Points
Increase your maximum Hero Points by 3
Keeping your word of honor gains you a bonus to saves
Gain a +2 bonus to Will saves against fear and confusion
Gain a bonus to your Will saving throws
Gain a bonus to Spellcraft and Use Magic Device checks
Gain a bonus to Escape Artists and Stealth checks
Gain a bonus to Diplomacy and Intimidate checks
Gain a bonus to any two Craft, Knowledge, Perform, or Profession checks, or Disable Device checks
Deal extra damage when setting things on fire
Gain a synergy bonus to Initiative and Perception checks
Gain synergy bonuses to Fortitude saves and Wilderness Lore checks
Run faster than normal
Unchain a single skill
Gain a +2 competence bonus on a particular skill
You are naturally adept at a particular type of spellcasting
Recover hit points faster
Gain synergy bonuses to Reflex saves and Acrobatics checks
Gain a bonus to Gamble and Sleight of Hand checks
Harvest the remains of monsters to create special items
Prerequisites
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Persuasive, Trustworthy
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Disguise 1 rank, Knowledge (nature) 1 rank
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Persuasive, Quick Draw, Diplomacy 1 rank, BAB +3
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Channel Energy class ability
Smite class ability
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BAB +3
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5 ranks in the chosen skill
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Con 13
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Craft (taxidermy) 6 ranks