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.

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Alertness

Type of Feat: General

Prerequisite: None.

Specifics: +2 bonus to Spot and Listen checks due to finely tuned senses.

Use: Automatic.

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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.

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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.

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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.

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Negotiator

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants a +2 bonus to Diplomacy and Bluff.

Use: Automatic.

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Nimble Fingers

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants a +2 bonus to Open Locks and Disarm Traps.

Use: Automatic.

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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.

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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.

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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.

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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.

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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.

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Resist Poison

Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +4 bonus on Fortitude saving throws against poison.

Use: Automatic.

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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.

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Self Sufficient

Type of Feat: General

Prerequisite: None.

Specifics: This feat grants a +2 bonus to Survival and Heal.

Use: Automatic.

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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.

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Stealthy

Type of Feat: General

Prerequisite: None.

Specifics: Character gains a +2 bonus on Hide and Move Silently checks.

Use: Automatic.