General Feats

     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