General Feats

Academy Graduate

You have a formal education and specific training in one area of expertise.

Prerequisite
Intelligence 10+

Benefit
Choose one skill. You are considered trained with the chosen skill and it becomes a permanent class skill for you (meaning that regardless of the current class you have levels in it counts as a class skill for that class even if it isn't on the class skill list). In addition you gain one free skill rank with the chosen skill and your maximum rank with the skill is increased by 1 (meaning that at 1st level you can have two ranks in the chosen skill).

Special
Characters are usually expected to take this feat at first level. Characters that have the rural background add an additional four years to their characters starting age to reflect that they are late comers to a formal education.

Adventurer Extraordinaire

You have an uncanny knack for avoiding the hazards of the adventurer's lifestyle.

Prerequisite

Character level 13, Career Adventurer

Benefit
You gain a +1 bonus on all Fortitude, Reflex & Will saves.

Arcane Adept

You have a grasp on the tenets of arcane magic and can utilize it at the most basic level.

Prerequisite
Int or Cha 10

Benefit
You gain the Detect Magic cantrip plus three more cantrips of your choice from the sorcerer/wizard list and you gain a pool of spell energy equal to your character level +3.

For every hit die you have, you gain one additional point of spell energy. Whenever you gain another hit die (such as when you gain a class level) you gain an additional point of spell energy. In order to cast a cantrip the character must expend one point of spell energy.

The character’s effective caster level is first. For every additional point of spell energy expended in the casting of a cantrip, the character’s effective caster level is increased by +1. Your caster level for a cantrip cannot exceed your character level.

Casting a cantrip requires the expenditure of one point of spell energy.

Special
Rogues may select Arcane Adept as one of their rogue talents and the caster level for their cantrips is equal to their rogue level (they never need to expend additional spell energy to increase their effective caster level).

Augmented Jaunt

You are able to transport additional creatures with you when you make the journey across the planar realms.

Prerequisite
Otherworldly Stride class feature

Benefit
One additional creature can accompany you to the Eternal Twilight per level of the spell sacrificed to make the journey.

For example using a 2nd level spell to make the journey allows you to bring two additional creatures with you.

Beastmaster

You are focused on forming totem bonds with more powerful animals or as many animals as you can.

Prerequisite
Totem bond class feature

Benefit
You gain three additional hit dice to assign one or more animals that you have a totem bond to. In addition for each even druid class level beyond the first (2nd, 4th, 6th, etc.) you add one additional hit die to your totem bond pool.

Blind Seer

You have honed your mind to overcome your handicap of blindness and have a deeper insight into future events.

Prerequisite
Perform A Reading (or Consult the Cards class feature), must have been born blind and never had the condition removed through any means.

Benefit
Though you are blind, you are able to mentally see everything that lies before you. In addition you are able to perform a reading with or without a deck of tarot cards; if you have a deck you gain a bonus on the reading equal to your Wisdom modifier.

Special
Abilities that require visual components to be effective do not  affect characters with this feat.

Bonus Chi Ability

Your repertoire of known chi abilities is expanded.

Prerequisite

Anchorite level 1 or Spiritual Awakening

Benefit
Choose one chi ability that you qualify for; you gain the selected chi ability and can use it permitted that you have enough chi to.

Special
Characters with the Spiritual Awakening feat can only select from the basic chi abilities when benefitting from this feat.

Breath of the Beast

You are able to bond to more animals or more powerful animals.

Prerequisite
Totem bond class feature, Charisma 13

Benefit
You add an amount of hit dice to the pool of hit dice that are used to assign one or more animals that the character has a totem bond to equal to your Charisma modifier +1 (minimum 1).

Career Adventurer

You have been exposed to a multitude of dangers and you are stronger for surviving them.

Prerequisite

Character level 7

Benefit
You gain a +1 bonus on all Fortitude, Reflex & Will saves.

Channel Chi

You are able to power a chi ability by sacrifing daily uses of your divine channeling.

Prerequisite
Divine Channeling, Spiritual Awakening (or 1st level Anchorite)

Benefit
For every daily use of divine channeling you expend you are able to fuel a chi ability with an amount of chi equal to half your character level + your Wisdom modifier +2. You are able to expend as many uses of divine channeling all at once as you desire to fuel a chi ability; the type of action to do this is dependent on the chi ability used.

Cheiromancy

You are able to divine future events simply by making phyical contact with somebody.

Prerequisite
Perform A Reading

Benefit
You are able to Perform A Reading withou needing a deck of tarot cards, instead you must make phyical contact with the creature you are performing a reading for.

Chi Well

The river of your soul flows deep and strong.

Prerequisite
Chi pool class feature.

Benefit
You gain an additional two chi points plus two additional chi points per hit die that you have.

Connection

You know someoeone or a tight-knit group of people really well.

Benefit
You gain a contact.

Special
You can take this feat multiple times and its effect stacks. Contacts are only gained through this feat, as contacts are not gained based on character class and level. A character can only have a maximum number of contacts equal to half her character level (maximum 10).

Destiny's Child

The winds of change seem to be in your favor.

Benefit
Once per day you can apply a luck bonus equal to any one task resolution roll (ability check, attack roll, saving throw and skill checks) equal to one-fifth your character level +4.

Doctor

Patients under your care heal more rapidly than normal.

Prerequisite
Heal 5 ranks, Academy Graduate, Skill Expertise (Heal)

Benefit
Any creatures under your care heal at twice the normal rate indicated for their hit dice and/or level. In addition the number of creatures you are able to tend to is increased by +1 for every four ranks you have in the heal skill.

Dragonblooded

Prerequisite
You must have met a dragon and that dragon must have willingly entered a blood bond with you (this is similar to how two people become blood brothers).

Benefit
You gain the dragonblood subtype. In addition you gain an aura of fear the you can suppress and resume at will. Whenever opponents come with a 10 foot radius of you that have half the amount of hit dice that you do, theymust make a Will save (Dc 10 + half your character level + your Cha modifier) or become shakened. A successful save indicates that the opponent is immune to your fear aura for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower or creatures that are already shaken, nor does it have any affect on dragons.

Enchanting Beauty

Others find it hard to turn you away.

Prerequisites
Charisma 13, Character level 1st

Benefit
Subjects that are sexually oriented towards you have their starting attitude increased by one step (indifferent to friendly, unfriendly to indiffirent and so on). In addition you receive a +2 bonus on Diplomacy, Perform and Sense Motive checks when the subjects of the check are sexually oriented towards you.

Special
The bonus from this feat stacks with the bonus from the Exotic Beauty feat.

Exotic Beauty

You have a natural beauty that others find irresistible.

Prerequisite
Charisma 13, Character level 1st

Benefit
You gain a +3 bonus on Diplomacy, Perform and Sense Motive checks when the subjects of the check are sexually oriented towards you.

Extra Quintessesnce

You gain extra quintessence.

Prerequisite
You must gain or have quintessence as a racial trait or as a class feature.

Benefit
You gain an extra amount of Quintessence equal to your Charisma modifier +4 (minimum +4).

Special
You can gain Extra Quintessence multiple times. Its effects stack.

Fate's Embrace

You are destined to leave a lasting mark on the world.

Prerequisite
Character level 13th, Destiny's Child, Fortune's Favor, No Fate But What I Make

Benefit
The bonus applied to task resolution rolls increases to one-fifth your character level +8.

Feral Tenacity

You gain a rush of adrenaline when you channel your inner beast.

Prerequisite
Feral Frenzy class feature

Benefit
When you activate your feral frenzy class feature you gain a bonus to your Constitution score equal to half the bonus gained to the other ability score. This effect will grant you temporary hit points as well adjust any other mechanical affects of the character.
Special: The bonus the character gains to their Constitution score from this feat doesn't stack with any other bonuses gained through the selection of other feats.

Fortune's Favor

A divine hand seems to be guiding you towards greater things.

Prerequisite
Character level 7th, Destiny's Child

Benefit
The bonus applied to task resolution rolls increases to one-fifth your character level +6.

Gaia's Gleaming Glow

The power of nature surges through you granting you greater domain prowess.

Prerequisite
Glory of Gaia

Benefit
Your effective caster level for all spells, spell-like abilities and supernatural domain powers gained from the Glory of Gaia feat is equal to your ranger level.

Gaia's Splendor

Your effective domain caster level is equal to the sum of all caster levels in which you gain the benefit from the Glory of Gaia feat.

Prerequisite
Nature Sense class feature, Gaia's Gleaming Glow, Glory of Gaia

Benefit
All spells, spell-like abilities and supernatural powers use the sum of all caster levels in classes that grant you access to the powers from the domain you chose from the Glory of Gaia feat for the purpose of determining your effective domain caster level.

Girded Pyshe

You do not easily succumb to effects that would enslave your mind.

Prerequisite
Base Will save +2, Iron Will

Benefit
You automatically succeed on compulsion (enchantment) saves if the DC to succeed on the effects save is equal to or less than the total of your Will save modifier.

Glory of Gaia

Gaia blesses you with the abilities associated with one clerical domain.

Prerequisite
Caster level 1st, Nature Sense class feature

Benefit
Choose one of the following domains; Air, Animal, Earth, Fire, Plant, Water, or Weather. You gain the first spell-like ability of the domain at your first caster level. When your caster level is equal to the indicated domain level for the second spell-like ability or supernatural power, you gain that power. Finally you add all the domain spells to the list of those you have access to at the appropriate spell levels.

Heart of the Beast

The ferocious animal that lies within cannot be contained.

Prerequisite
Feral Frenzy class feature

Benefit
The bonus applied from your feral frenzy class feature increases by an additional amount equal to your Constitution modifier +2 (minimum +2).

Special
When you use your feral frenzy class feature you appear as a hybrid (like that of a lycanthrope's hybrid form) of the fiercest animal you have a totem bond with.

Hyper-Vigilant

Almost nothing escapes your attention.

Prerequisite
Perception 5 ranks, Alertnesss, Skill Focus (Perception)

Benefit
You gain a +5 bonus on all Perception checks. If you have 10 or more ranks in Perception, this bonus increases to +10.

Improved Terrain Bond

The bond between you and your favored terrain is strengthened.   

Prerequisite
Favored Terrain class feature, Terrain Bond

Benefit
You treat your effective druid level as three higher for the purpose of determining the bonus gained from your Nature Sense ability.

Special
You may take this feat multiple times and its effect stacks. Your effective druid level cannot be higher than your character level.

Improved Totem Link

You are able to cast spells on your totem companions

Prerequisite
Totem Link class feature

Benefit
You may cast a spell with a target of ?You? on any of your totem companions (as a spell with a range of touch) instead of on yourself. You may cast spells on a totem companion even if the spell normally does not affect creatures of the totem's type (animal). This ability does not allow the totem companions to share abilities that are not spells, even if they function like spells.

Inner Calm

You are not easily confused or frightened.

Prerequisite
Base Will Save +2, Iron Will

Benefit
You automatically succeed on saves against spells and effects which cause fear or confusion of any type if the DC to succeed on the effects’ save is equal to or less than the total of your Will save modifier.

Intellectual Prowess

Your intellectual superiority is intimidating to others.

Prerequisite
Add your Intelligence modifier to Intimidate skill checks in addition to your Charisma modifier.

Benefit
Intellectual Prowess and Intimidating Prowess are mutually exclusive.

Knowledgeable

You know a little bit about a lot.

Prerequisite
Character level 1st, 5 skill ranks in any one Knowledge specialty, Academy Graduate, Skill Expertise

Benefit
You are able to make Knowledge checks untrained and are treated as having virtual ranks in knowledge specialties that you have no ranks in equal to one-fifth the number of ranks in one knowledge specialty that you have the least amount of skill ranks in, with fractional skill ranks being rounded down to the nearest whole number.

For example, Racquel has 12 ranks in Knowledge (history), 10 ranks in Knowledge (geography) and 5 ranks in Knowledge (arcana). When Racquel makes an untrained knowledge check for a knowledge specialty that she has no ranks in, she as treated as having one virtual rank in the knowledge specialty (5 multiplied by .2 is 1).

Martial Aptitude

You are trained in battle and war tactics, giving you more of an edge in combat.

Benefit
You are eligible to select feats that usually require a minimum number of fighter levels. Your effective fighter level is equal to your character level -3.

Master

You are able to transcend the normal limits set on certain skills in order to fully master them.

Benefit
Choose one of the following mastery feat categories; Avocation, Cognition, Craftsman or Performance. You are now eligible to select mastery feats from these categories and gain a competence bonus on all skill checks made with the categories key skill or skills;
  • Avocation - Profession (+3)
  • Cognition - Knowledge (+3)
  • Craftsman - Craft (+3)
  • Performance - Diplomacy, Perform (+2 each)

Special
You may select this feat more than once, each time it applies to a different mastery feat category.

No Fate But What I Make

Ill fortune has a way of passing of passing you over.

Prerequisite
Fortune's Favor

Benefit
Whenever you make a task resolution roll (any roll in which requires the perusal of a d20) that results in a natural 1 you can expend one daily use of fortune's favor in order to treat the roll as if it isn't an automatic failure. Any modifiers that apply are added and the sum is used as the check result.

Perform A Reading

You are able to use a deck of tarot cards to perform a reading.

Benefit
You are able to perform a reading for yourself or anyone else by consulting with a deck of tarot cards. You can use this ability at will with no limitations on how many times per day it can be done.

Consulting the cards doesn't predict future events so much as look into the fate of single a individual to tell them whether they are on a path toward prosperity or doom. They can answer specific questions only up to a point - details are never available. "Am I on the path to reuniting with my sister?" will get an answer "Where are the kidnappers holding my sister?" will not.

The difficulty class for Perform A Reading checks is normally 15; modifiers increase the DC based on how far into the future the cards are to look and how specific the topic is, "Will I be successful in life?" has no modifier while "Will I be successful in my new career as a seamstress?" might increase the DC by +1 and "Will my voyage to the island succeed?" garners a +5 modifier.

As a general rule, consulting the cards helps one determine whether one is on the right path, not identify a secret doors location or tell what lies in the next room in the dungeon.

Radiant Channeling

When you channel positive energy, you do so to greater effect.

Prerequisite

Channel Energy class feature

Benefit
Whenever you channel positive energy, you deal or heal an extra amount of damage equal to the amount of dice rolled times two (2 extra points at 1D6, 4 extra points at 2D6, 6 extra points at 3D6 and so on and so forth).

Second Sight

You are particularly skilled at providing readings.

Prerequisite
Perform A Reading (or Consult the Cards class feature)

Benefit
You gain a +3 bonus on your Perform A Reading task resolution check.

Special
You can take this feat multiple times and its effect stacks.

Second Wind

You are able to persevere and push on when you would ordinarily need to recuperate or rest.

Prerequisite

Con 13

Benefit
Once per day you are able to get a rush of energy allowing you to heal XD4+Y hit points, with X being equal to one fifth your HD and Y being equal to your HD. In addition if you are fatigued when you use this ability, the condition is removed.

Second Wind, Extra

You have vast stores of energy that you are able to call upon.

Prerequisite

Con 13, Second Wind

Benefit
You are able to use your Second Wind one additional time per day.

Special
You can select this feat multiple times and its effects stack.

Second Wind, Greater

You are able to heal a greater amount of damage.

Prerequisite

Con 13, 7 Hit Dice, Second Wind

Benefit
When you use your Second Wind you heal XD6+Y hit points, with X being equal to one fourth your HD and Y being equal to your HD.

Second Wind, Superior

You are able to shrug off grievous wounds.

Prerequisite

Con 13, 13 Hit Dice, Greater Second Wind, Second Wind

Benefit
When you use your Second Wind you heal XD8+Y hit points, with X being equal to one third your HD and Y being equal to your HD.

Secondary Study

You have training in a secondary area of expertise.

Prerequisite
Academy Graduate

Benefit
You gain the benefit of the academy graduate feat for a second chosen skill.

Serendipity

Fortune grants you its grace additional times per day.

Prerequisite
Destiny's Child

Benefit
One additional time per day you can add a luck bonus to a task resolution roll.

Special
You can select this feat multiple times and its effects stack.

Shared Destiny

You can expend a daily use of your minor arcana to grant a bonus to one of your allies next task resolution rolls.

Prerequisite
Grand Destiny class feature

Benefit
By expending one daily use of your minor arcana ability you can grant one creature a bonus to their next task resolution roll; this bonus is based on the characters fate weaver class level as described under the minor arcana class feature.

Special
As described under the minor arcana class feature of the fate weaver, a creature can only benefit from it so many times per day, and use of this feat in conjunction with the expenditure of the fate weavers' minor arcana counts against this limit.

Skill Expertise

Your prowess with the skill you selected from the academy graduate feat is only equaled by other character that have your sort of training.

Prerequisite
Academy Graduate

Benefit
Your maximum rank with the skill you chose to hone with the academy graduate feat is increased by 3.

Special
The benefit of this feat stacks with the benefit granted from the academy graduate feat (meaning that a 1st level character can have  up to five ranks in the chosen skill).

You can select this feat up to three times. The second time you take it you must have the secondary study feat in order to qualify for it. The third time you take it you must have the tertiary study feat in order to qualify for it.

Spell Pool Reservoir

Your pool of spell energy runs deep.

Prerequisite
Arcane Adept or caster level 1st

Benefit
You gain one additional point of spell energy per hit die that you have.

Spirit of the Beast

You are able to use your totem companions senses as if they were your own.

Prerequisite
Wisdom 13, Totem Spirit class feature

Benefit
Select one totem companion that you have line of sight to. You are able to perceive the world through the senses of your totem companions for a number of rounds equal to your druid level. You can use this ability a number of times per day equal to your Wisdom modifier +1 and switch between each totem companion or back to yourself as an immediate action; switching from one totem companion to another while this ability is in effect does not count against your daily uses of this ability, you can switch ad infinitum until the duration expires but you must have line of sight from one totem to another to be able to make the switch.

Spiritual Awakening

You are attuned to the ebb of flow of the divine power of the spirit and can invoke and mold it to do your bidding.

Prerequisite

Wis 10

Benefit
You gain a pool of chi equal to your character level times two plus your Wisdom modifier. Whenever you gain a level, your chi pool increases using the preceding formula. You also gain your choice of any one basic chi ability, with the exception of the elemental bending techniques. You are subject to the same rules of chi drain as the Anchorite.

Spiritual Awareness

Your worldview makes the experience of death and rebirth much less traumatic for you than for other creatures.

Prerequisite
Must have died and returned to life at least once, Wisdom 13, Charisma 13

Benefit
Whenever you are returned to life you do not suffer level or Constitution loss.

Steadfast Spirit

You are able to recover chi quickly.

Prerequisite

Chi pool

Benefit
Once per day you may meditate (minimum of 15 minutes, see special) and attempt a concentration check (DC 15). Success indicates that you recover your full daily allotment of chi.

Special
If the character is fatigued or exhausted, she doubles (if the former) or quadruples  (if the latter) the minimum amount of meditation time necessary to replenish her chi.  If you are successful on the Concentration check, the condition is removed and your chi is replenished.

Stone Fist

Your unarmed attacks become more lethal.

Prerequisite
Strength 13, Improved Unarmed Strike, Weapon Focus (Unarmed).

Benefit
You are treated as having a natural slam attack, which is used by employing a series of physical thrusts and jabs. In addition your slam attack is able to bypass hardness when sundering weapons or attacking objects, ignoring a hardness that is equal to or less than your Strength modifier multiplied by two.

Survivalist

You feel comfortable and at home in wide open spaces.

Prerequisites
none

Benefit
You have spent so much time in the wilderness that the birds and beasts that call nature home regard you as one of their own. Survival is always a class skill for you as is Knowledge (Nature). If either of these skills is already considered a class skill by virtue of race or feat, then you gain a +1 bonus on all checks regarding both skills.

In addition you are treated as having Wild Empathy; the character rolls 1d20 and adds one-quarter her character level (minimum +1) plus her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Characters that have Wild Empathy by virtue of a class feature add one-quarter their character level to the roll in addition to any other modifiers.

Tap Arcanum Crystal

You do not risk destroying Arcanum Crystals when their spell energy is completely depleted.

Prerequisite
Use Magic Device 1 rank

Benefit
You are able to freely use any arcanum crystal, without the risk of shattering it upon the complete depletion of all the Spell Energy that lies within one. An arcanum crystal that is completely depleted of all spell energy by a creature with this feat reverts back to its natural state.

Terrain Bond

You have a mystic bonding to one type of terrain.

Prerequisite
Favored Terrain class feature

Benefit
Choose one favored terrain. When in the chosen terrain you gain the benefit of the Nature Sense druid class feature. The rangers effective druid level is equal to her ranger level for the purpose of determining the bonus gained. Rangers multi-classed as druids do not stack this benefit, but instead receive the higher of the two bonuses that she qualifies for.

Special
You are treated as having the Nature Sense class feature for the purpose of qualifying for other feats. You can take this feat multiple times, each time selecting a different terrain you apply the benefit of Nature Sense to.

Tertiary Study

You have training in a tertiary area of expertise.

Prerequisite
Academy Graduate, Secondary Study

Benefit
You gain the benefit of the academy graduate feat for a third chosen skill.

Totem Pact

You have sworn a pact to yourself to represent one type of animal and forsake all others.

Prerequisite
1st level Druid, Breath of the Beast

Benefit
Instead of choosing multiple animals to bond to you focus exclusively on bonding with one specific kind of animal. When you have an amount of hit dice in your totem bond pool that exceeds the specific animals base hit dice, you are able to advance the animal as per the standard monster advancement rules by expending one hit die from the pool per hit die advancement.

The character has an alternate option not to advance the animal, but instead gain multiple totem companions of the same type of animal when she gains the totem companions class feature. The druid 'pays' for the cost of each additional totem companion of the same type by sacrificing an amount of hit dice from her totem bond class feature equal to the amount of hit dice that the animal has. Through this alternate option the character can 'pay' for dire or giant variants of the base animal they are bonded to, possibly using the dire/giant animal as a mount.

Totem Speech

You retain the ability to speak in your own voice while in the form of a creature you are totem bonded to.

Prerequisite
Totem Spirit class feature

Benefit
When you are in the form of any animal that you share a totem bond with you retain the ability to speak in your own voice and peruse any languages that you know.

Totem Transformation

Your totem companion is easy to underestimate.

Prerequisite
Totem Pact and Totem Companion class features

Benefit
You are able to keep separate the base and advanced abilities of the animal you are bonded to. Your totem companion is always in base form and lacking its advanced abilities until you speak a command word; the command transforms the totem companion and it immediately gains and applies all the advancements you have selected for the totem animal. The command word you choose functions exclusively for you and it can be spoken as an immediate action.

Toughness

You have enhanced physical stamina.

Benefit
You gain an additional four hit points plus two additional hit points per hit die that you have.

Wretched Channeling

When you channel negative energy, you do so to greater effect.

Prerequisite

Channel Energy class feature

Benefit
Whenever you channel negative energy, you deal or heal an extra amount of damage equal to the amount of dice rolled times two (2 extra points at 1D6, 4 extra points at 2D6, 6 extra points at 3D6 and so on and so forth).