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.

Cliff Leaper
Benefit: When you are on a cliff, tree, ledge, or similar high and narrow surface you count as having a running start when you jump.

Normal: You must have at least 10 feet of space for a running start.

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 Talent
Benefit: You gain one additional Talent for your class if your class has a feature that allows additonal talents or abilities to be bought by this feat (detailed on each class), you must meet all of the prerequisites for this 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 talent 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.

Fast Crawl
Benefit: While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. In addition, you can Shift while crawling.

Fleet
Benefit: Your base speed increases by 10 feet.

Great Fortitude
Benefit: You get a +2 bonus on all Resilience saving throws. Once per day, you may reroll a Resilience 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 4 AP action 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.

Steel MInd
Benefit: You get a +2 bonus on all Mental saving throws. Once per day, you may reroll a Mental 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 as a 4 AP action 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 Physical saving throws. Once per day, you may reroll a Physical 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 as a 4 AP action 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.

Run
Benefit: When running, you move five times your normal speed. If you make a jump after a running start (see Athletics), you gain a +4 bonus on your Athletics check. While running, you are no longer Flat-Footed.

Normal: You move four times your speed while running.

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 base speed as double for that movement. You may only use this ability once per round.