General Feats

ARMOR PROFICIENCY (HEAVY) [GENERAL]
Prerequisites: Armor Proficiency (Light), Armor Proficiency (Medium)
Benefit: You gain proficiency with heavy armor. (See Armor Proficiency [Light]).
Normal: See Armor Proficiency (Light).

ARMOR PROFICIENCY (LIGHT) [GENERAL]
Benefit: You gain proficiency with light armor. When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character wearing armor with which she is not proficient applies its armor check penalty to attack rolls, defense, and to all skill checks that involve moving, including Ride.

ARMOR PROFICIENCY (MEDIUM) [GENERAL]
Prerequisite: Armor Proficiency (Light)
Benefit: You gain proficiency with medium armor. (See Armor Proficiency [Light]).
Normal: See Armor Proficiency (Light).

DIE HARD [GENERAL]
Prerequisite: Endurance
Benefit: You have the physical and mental toughness needed to continue struggling even on the edge of death. When reduced to negative hit points, you automatically stabilize. You don’t have to roll to see whether you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you fall to negative hit points (even if it isn’t your turn). If you do not choose to act as though disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or a standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions) you take 1 point of damage after completing the act. If you reach negative hit points equal to your Constitution score, you still make a fortitude save equal to your negative damage as normal.
Normal: A character without this feat who falls to negative hit points is unconscious and dying, as described in Chapter Eight: Combat.
Special: If you have Resilient Toughness, you may activate it while disabled as a standard action.

ENDURANCE [GENERAL]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal
damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued
Normal: A character without this feat who sleeps in medium or heavier armor becomes automatically fatigued the next day.

EXOTIC WEAPON PROFICIENCY [GENERAL]
Prerequisite: Base attack bonus +1
Benefit: Choose a type of exotic weapon from Chapter Seven: Equipment. You understand how to use that type of exotic weapon in combat and make attack rolls with it normally.
Normal: A character who uses a weapon with which she is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.

GREAT FORTITUDE [GENERAL]
Benefit: You get a +2 bonus on all Fortitude saving throws.

IMPROVED GRAPPLE [GENERAL]
Prerequisites: Dexterity 13, Improved Unarmed Strike
Benefit: You are an expert wrestler. You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver

IMPROVED INITIATIVE [GENERAL]
Benefit: You react to dangerous situations much faster than normal. You enjoy a +4 bonus on initiative checks.

IMPROVED UNARMED STRIKE [GENERAL]
Benefit: You have trained to fight with punches and kicks, which allows you to engage an armed opponent on equal terms. You are considered armed even when unarmed. You do not provoke attacks of opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. Also, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Improvised WEAPON PROFICIENCY [GENERAL]

Benefit: You can pick up any object and use it as a weapon. The damage of the improvised weapon is dependent on its size.
Small* – 1d4
Medium – 1d6
Large** – 1d8
* Small improvised weapons can be thrown at a range of 10 feet.
**Large improvised weapons must be wielded with both hands.

All improvised weapons receive only a 20/x2 crit rating. You can pick up and wield other weapons that you are not normally proficient with, however you cannot use them to their full effect so their damage remains the same as any other improvised weapon of the same size.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

IRON WILL [GENERAL]
Benefit: You gain a +2 bonus on all Will saving throws.

LIGHTNING REFLEXES [GENERAL]
Benefit: You get a +2 bonus on all Reflex saving throws.

MARTIAL WEAPON PROFICIENCY [GENERAL]
Benefit: Choose a martial weapon identifying descriptor, as defined in Chapter Seven: Equipment. You understand how to use that type of martial weapon in combat and make attack rolls with it normally. You gain this benefit with all weapons that share the selected identifying descriptor. The eligible descriptors are axe, cudgel, dagger, flail, pick, polearm, projectile, spear, and sword.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new weapon descriptor.

QUICK DRAW [GENERAL]
Prerequisite: Base attack bonus +1
Benefit: You can ready a weapon much faster than normal. You may draw a weapon as a free action instead of as a move action. You can draw
a hidden weapon (see “Sleight of Hand” in Chapter Five) as a move action.
A character who has selected this feat may throw weapons at her full normal rate of attacks (much like a character with a bow).
Normal: Without this feat, you may draw a weapon as a move action and draw a hidden weapon as a standard action.

RUN [GENERAL]
Benefit: Through practice, training, or natural aptitude, you are a much faster runner than most. Even in heavy armor, you move with excellent speed. When running, you move at five times your normal speed (if wearing light or no armor and carrying no more than a light load) or at four times your speed (if wearing medium or heavy armor or carrying a medium or heavy load). If you make a jump after a running start (see “Jump” in Chapter Five), you gain a +4 bonus on your Jump check. While running, you retain your active bonus to defense.
Normal: You move at four times your speed while running (if wearing light or no armor and carrying no more than a light load) or at three times your speed (if wearing medium or heavy armor or carrying a medium or heavy load), and you lose your active bonus to defense.

SHIELD PROFICIENCY [GENERAL]
Benefit: You have the training needed to use a shield without hindering your fighting efforts. You can use any shield other than a tower shield and take only the standard penalties.
Normal: When using a shield with which you are not proficient, you suffer the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

SIMPLE WEAPON PROFICIENCY [GENERAL]
Benefit: You are trained in the use of weapons such as daggers and crossbows. You gain proficiency with all simple weapons and make attack rolls with them normally.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

SKILL AFFINITY [GENERAL]
Benefit: You gain a +2 bonus to any two skills of your choice.
Special: You can choose this feat multiple times, but a single skill cannot gain its benefits more than once.

SKILL FOCUS [GENERAL]
Benefit: You have advanced training in a single skill. You enjoy a +3 bonus on all checks involving that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

TOUGHNESS [GENERAL]
Benefit: You gain +3 wound points.
Special: A character may gain this feat multiple times. Its effects stack.

TOWER SHIELD PROFICIENCY [GENERAL]
Prerequisite: Shield Proficiency
Benefit: You have the specialized training needed to handle a tower shield and suffer only the standard penalties while using one.
Normal: A character using a shield with which she is not proficient suffers the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Feats

General Feats

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