Feats/General

General feats are for feats that don’t necessarily fit a category, such as thematic focused feats, or feats that are generally taken by both martial and magic characters. This is not to say the other categories are off limits to certain types of characters, but the general feat category is generally not given as a bonus feat, and is usually a specific feat from the list if it is.

Abundant Convictions
Prerequisites: Conviction class feature Benefit: You gain 2 additional uses per day of your Conviction class feature. Special: A character may take this feat more than once. The effects stack.

Combat Concentration
Prerequisite: Concentration 1 rank

Benefit: You gain a +4 bonus on concentration skill checks when casting defensively, entangled, grappled, or pinned, and on concentration skill checks resulting from taking damage or continuous damage.

Extra Aggression
Prerequisite: Aggression class feature. Benefit: You gain one additional Aggression, you must meet all of the prerequisites for this Aggression. Special: A character may take this feat more than once, selecting a new aggression each time.

Extra Aura
Prerequisites: Aura class feature Benefit: You gain one additional Aura, which may be from those generally available or those made available by one of your oaths. You must meet all of the prerequisites for this Aura. Special: A character may take this feat more than once, selecting a new Aura each time.

Extra Barbaric Path
Prerequisite: Barbaric Path class feature. Benefit: You gain one additional Barbaric Path, you must meet all of the prerequisites for this barbaric Path. You may not select the "Extra Combat Feat" or "Extra Martial Feat" paths. Special: A character may take this feat more than once, selecting a new barbaric path each time.

Extra Binder Talent
Prerequisite: Binder Talent class feature. Benefit: You gain one additional Binder Talent, you must meet all of the prerequisites for this Binder Talent. You may not select the "Extra Combat Feat" or "Extra Martial Feat" talents. Special: A character may take this feat more than once, selecting a new binder talent each time.

Extra Conviction
Prerequisites: Conviction class feature Benefit: You gain one additional Conviction, which may be from those generally available or those made available by one of your oaths. You must meet all of the prerequisites for this Conviction. Special: A character may take this feat more than once, selecting a new Conviction each time.

Extra Discipline
Prerequisites: Discipline class feature Benefit: You gain one additional Discipline, you must meet all of the prerequisites for this Discipline. Special: A character may take this feat more than once, selecting a new Discipline each time.

Extra Druidic Focus
Prerequisite: Druidic Focus class feature. Benefit: You gain one additional Druidic Focus, you must meet all of the prerequisites for this Druidic Focus. Special: A character may take this feat more than once, selecting a new Druidic Focus each time.

Extra Hunter Training
Prerequisite: Hunter Training class feature. Benefit: You gain one additional Hunter Training, you must meet all of the prerequisites for this hunter training. You may not select the "Extra Combat Feat" or "Extra Martial Feat" hunter trainings. Special: A character may take this feat more than once, selecting a new hunter training each time.

Extra Ki Power
Prerequisites: Ki Power class feature Benefit: You gain one additional Ki Power, you must meet all of the prerequisites for this Ki Power. Special: A character may take this feat more than once, selecting a new Ki Power each time.

Extra Mystic Pool
Prerequisite: Mystic Pool class feature. Benefit: Your mystic pool total increases by 2. Special: A character may take this feat more than once. The effects stack.

Extra Mythos
Prerequisite: Mythos class feature. Benefit: You gain one additional Mythos, you must meet all of the prerequisites for this Mythos. You may not select the Combat Training mythos. Special: A character may take this feat more than once, selecting a new mythos each time.

Extra Rogue Talent
Prerequisite: Rogue Talent class feature. Benefit: You gain one additional Rogue Talent, you must meet all of the prerequisites for this rogue talent. You may not select the "Extra Combat Feat" or "Extra Martial Feat" talents. Special: A character may take this feat more than once, selecting a new rogue talent each time.

Fast Crawl
Benefit: While prone, you can move at half speed. This movement provokes an attack of opportunity as normal. You can take a 5-foot step while crawling.

Fleet
Benefit: Your base speed increases by 10 feet.

Great Fortitude
Benefit: You get a +2 bonus on all Fortitude saving throws. Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse. Special: If you have the ability to spend stamina, you may spend 1 point of stamina full-round again to regain the use of this ability for the day. In addition, classes with the stamina class feature, but not the mystic pool feature, may treat this feat as a martial feat for the purposes of class feature that allow them to select martial feats as a bonus feat.

Improved Initiative
Benefit: You get a +4 bonus on initiative checks.

Special: If you have the ability to spend stamina, you may spend 1 point of stamina when rolling initiative to roll twice and take the better of the two results. You must decide to use this ability before rolling.

Iron Will
Benefit: You get a +2 bonus on all Will saving throws. Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse. Special: If you have the ability to spend stamina, you may spend 1 point of stamina full-round again to regain the use of this ability for the day. In addition, classes with the stamina class feature, but not the mystic pool feature, may treat this feat as a martial feat for the purposes of class feature that allow them to select martial feats as a bonus feat.

Lightning Reflexes
Benefit: You get a +2 bonus on all Reflex saving throws. Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse. Special: If you have the ability to spend stamina, you may spend 1 point of stamina full-round again to regain the use of this ability for the day. In addition, classes with the stamina class feature, but not the mystic pool feature, may treat this feat as a martial feat for the purposes of class feature that allow them to select martial feats as a bonus feat.

Oath Atonement
Prerequisites: Oath class feature, permanently broken oath Benefit: When this feat is taken, the champion selects one oath that he has permanently broken. The champion may swear to this oath again once. Special: A character may take this feat more than once, but may not select the same oath more than once.

Run
Benefit: When running, you move five times your normal speed (if wearing light armor or unarmored and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class. Normal: You move four times your speed while running (if wearing light or unarmored and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC. Special: If you have the ability to spend stamina, you may spend 1 point of stamina as part of a move action to treat your speed as double for that movement. You may only use this ability once per round.

Tree Leaper
Benefit: When you are in a tree, you count as having a running start when you jump. Normal: You must have at least 10 feet of space for a running start.