Skill and Save
Able Learner
Type of Feat: General
Specifics: Cross-class skills cost only a single point per rank instead of the normal cost of two points per rank. You are still restricted to one-half your level for cross-class skills.
Use: Automatic.
Alertness
Type of Feat: General
Prerequisite: None.
Specifics: +2 bonus to Spot and Listen checks due to finely tuned senses.
Use: Automatic.
Great Fortitude
Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws.
Use: Automatic.
Iron Will
Type of Feat: General
Prerequisite: None.
Specifics: The character's strong presence of mind gives him a +2 bonus to all Will saving throws.
Use: Automatic.
Lightning Reflexes
Type of Feat: General
Prerequisite: None.
Specifics: The character's reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws.
Use: Automatic.
Negotiator
Type of Feat: General
Prerequisite: None.
Specifics: This feat grants a +2 bonus to Diplomacy and Bluff.
Use: Automatic.
Nimble Fingers
Type of Feat: General
Prerequisite: None.
Specifics: This feat grants a +2 bonus to Open Locks and Disarm Traps.
Use: Automatic.
Resist Acid Energy
Type of Feat: General
Prerequisite: Base Fort save bonus +8
Specifics: Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored).
Use: Automatic.
Resist Cold Energy
Type of Feat: General
Prerequisite: Base Fort save bonus +8
Specifics: Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored).
Use: Automatic.
Resist Disease
Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +4 bonus on Fortitude saving throws to resist the effects of disease.
Use: Automatic.
Resist Electrical Energy
Type of Feat: General
Prerequisite: Base Fort save bonus +8
Specifics: Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored).
Use: Automatic.
Resist Fire Energy
Type of Feat: General
Prerequisite: Base Fort save bonus +8
Specifics: Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored).
Use: Automatic.
Resist Poison
Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +4 bonus on Fortitude saving throws against poison.
Use: Automatic.
Resist Sonic Energy
Type of Feat: General
Prerequisite: Base Fort save bonus +8
Specifics: Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored).
Use: Automatic.
Self Sufficient
Type of Feat: General
Prerequisite: None.
Specifics: This feat grants a +2 bonus to Survival and Heal.
Use: Automatic.
Skill Focus
Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat is adept at a certain skill, gaining a +3 bonus on all checks with it.
Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case.
Stealthy
Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +2 bonus on Hide and Move Silently checks.
Use: Automatic.