General Feats

Ashbound Initiate [General]

Prerequisite: Spell Focus (conjuration), Ability to spontaneously cast summon nature's ally, At least 1 TPA with the Ashbound

Benefit: Any creature you summon through summon nature's ally gains a +3 luck bonus on attack rolls.

Source: ECB, pg. 50

Breath Control [General]

Prerequisite: Con 13, Wis 13

Benefit: You are able to hold your breath for twice as long (4 rounds per point of Constitution). You receive a +4 competence bonus on saving throws to resist suffocation and inhaled effects, including gas attacks that require breathing.

Source: SoS, pg. 115

Child of Winter Initiate [General]

Prerequisite: Vermin Heart, Ability to spontaneously cast summon nature's ally, non-good alignment, At least 1 TPA with the Children of Winter

Benefit: Add the following creatures to the list of creatures available with your summon nature ally spells at the indicated level.

Source: ECB, pg. 51

Cold Endurance [General]

Prerequisite: Base Fortitude Save +2

Benefit: When determining the effects of extreme cold on you, the temperature ranges are 40 degrees lower than normal (so normal temperature for you is 0o F and above, severe cold is -40o F and extreme cold is -60o F). You also gain a +2 bonus to saving throws to resist cold damage.

Source: SoS, pg. 115

Cull Wand Essence [General]

Prerequisite: Use Magic Device 5 ranks

Benefit: When using a spell or power trigger device, such as a wand, staff or dorje, you can expend a charge from the device and produce a ray of force damage that you can direct to a single target within 60'. This is a ray effect, resolving as a ranged touch attack and is subject to spell or power resistance, using the caster or manifester level of the device to overcome it. If successful, the ray deals an amount of damage based on the spell or power level within the device. 0th level effects deal 1d3 points. 1st level effects deal 1d6. 2nd level effects deal 3d6. 3rd level effects deal 6d6 and 4th level (and higher) effects deal 10d6. The damage dealt is considered force damage for the purpose of descriptors, but does not have a school, sub-school, discipline or sub-discipline.

Source: MoE, pg. 46

Daylight Adaptation [General]

Prerequisite: Light blindness or light sensitivity

Benefit: Unlike other members of your race, you are not blinded, dazzled or otherwise inconvenienced by normal daylight. You do still take damage and suffer conditions from effects that would normally affect races used to being in sunlight.

Source: RoE, pg. 108

Death's Blood [General]

Prerequisite: Elf or Half-Elf, must not possess a true dragonmark

Benefit: Being descended from the forgotten House of Death and the dragonmark of the same name, you still have some of that bloodline's resistance to its effects. You gain a +4 bonus on saves against death effects, including spells or spell-like effects with the death descriptor.

Source: PGoE, pg. 149

Dinosaur Hunter [General]

Prerequisite: Knowledge (nature) 1 rank, Perception 1 rank, Survival 1 rank, region of origin: Talenta Plains or Xen'Drik

Benefit: You gain a +2 bonus to Knowledge (nature), Perception and Survival when made concerning dinosaurs. You gain a +2 bonus to weapon damage rolls when attacking dinosaurs.

Source: RoE, pg. 108

Dinosaur Wrangler [General]

Prerequisite: Knowledge (nature) 1 rank, Handle Animal 1 rank, Ride 1 rank, region of origin: Talenta Plains or Xen'Drik

Benefit: You gain a +4 bonus to Handle Animal, Ride and wild empathy checks when made concerning dinosaurs. You gain a +2 bonus to CMB checks when attempting a combat maneuver while riding on a dinosaur.

Source: RoE, pg. 108

Domain Spontaneity [General]

Prerequisite: Have access to at least one domain, Have access to spontaneous casting class feature.

Benefit: Choose one domain that you have access to. You can now spontaneously cast spells from that domain by swapping out other spells of the same level, in the same fashion as a cleric swapping out for cure or inflict spells or a druid swapping out for Summon Nature Ally spells. You can take this feat multiple times. Each time, choose a different domain that you have access to.

Source: FoE, pg. 147

Dragon Totem [General]

Prerequisite: +1 BAB, Region of origin: Argonnessen or Seren

Benefit: If you already have a class ability or feat that designates a specific kind of true dragon (dragon totem rage power, sorcerer bloodline, etc), that specific kind of true dragon is already your dragon totem. Otherwise, choose a true dragon that uses either acid, cold, electricity or fire as the energy type of it's breath weapon. If you already possess energy resistance of the appropriate type or later gain it from a class ability, racial ability or feat, that resistance is increased by 5. Otherwise, you gain energy resistance 5 of the appropriate type for your dragon totem. This feat also counts a dragon totem rage power for the benefits of those rage powers.

Source: ECB, pg. 52

Dual Wand Wielder [General]

Prerequisite: Dex 15, Base Attack Bonus +6, Wand Mastery

Benefit: As a full round action, you can activate up to two wands or dorjes. You must be wielding one wand or dorje in each hand. The wand or dorje in your off hand takes twice the normal number of charges after any modification to their their normal option. All other aspects of activating a wand or dorje remains the same (provoking, UMD checks, etc). If the effect of either wand or dorje requires an attack roll, they are considered light weapons for the purposes of two-weapon fighting.

Source: Personally created

Ecclesiarch [General]

Prerequisite: Knowledge (religion): 3 ranks, Worshiper of some deity, pantheon or church

Benefit: Add Diplomacy and Knowledge (local) to your list of class skills. This benefit represents your ability to learn details about any community from the clergy of its churches. In addition, if you have the Leadership feat, you gain a +2 bonus to your Leadership score.

Source: ECB, pg. 52

Edgewalker Sentinel [General]

Prerequisite: Favored enemy (any outsider), At least 1 TPA with the Edgewalkers

Benefit: Add Knowledge (planes) to your list of class skills. Add the following spells to your ranger spell list at the indicated level: 1st: Protection from Chaos / Evil / Good / Law, 2nd: Magic Circle against Chaos / Evil / Good / Law, 4th: Dismissal.

Source: SoS, pg. 117

Education [General]

Prerequisite: 1st level only

Benefit: Add all Knowledge skills to your class skill list. You also get a +1 untyped bonus on all checks with any two Knowledge skills of your choice. Once this choice has been made, it cannot be changed.

Source: ECB, pg. 52

Ego Mastery [General]

Prerequisite: Wisdom 11

Benefit: You gain a +4 bonus on saving throws to resisting influences of intelligent items with an Ego score as well as resisting possession. If an intelligent magical item (or collection of items that have their Ego score combined into a single source) would normally cause negative levels, subtract your modified Wisdom score from the Ego score before determining the number of negative levels. An effective Ego score of 0 or less does not apply a negative level, regardless of alignment differences.

Source: MoE, pg. 51

Extra Ingenuity [General]

Prerequisite: Ingenuity class feature

Benefit: You gain two additional uses of your ingenuity pool per day.

Special: You can take Extra Ingenuity multiple times. Its effects stack

Source: Personally created

Favored In House [General]

Benefit: When you choose this feat, choose one organization that you qualify to belong to, as per the Prestige Awards rules. For churches, cults and other religious factions, this means that you must be a follower that particular faith. For dragonmarked houses, this means you must be of the appropriate race for that dragonmarked house and not part of another dragonmarked house. For all other organizations, this means you must be a promising applicant for that organization (as per GM's discretion). You gain a one-time bonus of 5 TPA and 5 CPA within that organization, as per the faction rules. Also, any expenditure of 2 or more CPA within that organization is reduced by 1, to a minimum of 1 CPA.

Source: ECB, pg. 53

Gatekeeper Initiate [General]

Prerequisite: Ability to spontaneously cast summon nature's ally, At least 1 TPA with the Gatekeepers

Benefit: You get a +2 sacred bonus on saving throws against the supernatural, spell-like and psi-like abilities of aberrations. You also add Knowledge (planes) to your list of class skills and use Knowledge (planes) instead of Knowledge (dungeoneering) when dealing with aberrations. Lastly, add the following spells to your druid spell list at the indicated level: 1st: Protection from Evil, 2nd: Zone of Natural Purity, 3rd: Dimensional Anchor, 4th: Nature's Wrath, 5th: Banishment, 6th: Dimensional Lock, 7th: Return to Nature, 8th: Mind Blank, 9th: Imprisonment.

Source: ECB, pg. 54

Greensinger Initiate [General]

Prerequisite: Ability to spontaneously cast summon nature's ally, At least 1 TPA with the Greensingers

Benefit: You add Bluff, Stealth and Perform (any) to your list of class skills. You also add the following spells to your druid spell list at the indicated level: 1st: Charm Person, 2nd: Daze Monster, 3rd: Displacement, 4th: Charm Monster, 5th: Hold Monster, 6th: Cat's Grace, Mass, 7th: Ethereal Jaunt, 8th: Charm Monster, Mass, 9th: Etherealness.

Source: ECB, pg. 54

Investigate [General]

Benefit: You gain a +2 competence bonus on all checks when discovering clues. Also, you can attempt any check to identify a clue untrained. See the Investigations rules for more details.

Source: ECB, pg. 55

Master Linguist [General]

Prerequisite: Know four or more languages

Benefit: Each time you gain a level, you learn another language, as if you placed a rank in Linguistics. This stacks with other sources of languages known.

Source: RoE, pg. 109

Music of Growth [General]

Prerequisite: Bardic Performance class ability, 9 ranks in Performance

Benefit: You gain a new kind of bardic performance, called Music of Growth (Su). While performing, any creature of the animal or plant type that is within 30' of you gains a temporary bonus of +4 to their Strength and Constitution. This bonus is immediately lost if the creature is more than 30' from you or is unable to hear your performance, but is immediately regained once it returns to within 30' of you and can hear your performance again. You can choose to not provide this bonus to any number of creatures that would otherwise be affected. Making this decision is done as a swift action each round.

Source: ECB, pg. 57

Music of Making [General]

Prerequisite: Bardic Performance class ability, Extend Spell, 6 ranks in Performance

Benefit: You gain a new kind of bardic performance, called Music of Making (Su). While performing, any spell, spell-like ability, psionic power or psi-like ability you initiate with the creation subschool / subdiscipline that is not an instantaneous effect, is extended, as per the Extend Spell metamagic feat or the Extend Power metapsionic feat, without the increase to the spell level or power cost. If the spell or power requires a Craft check, you gain a +4 sacred bonus to the check.

Source: ECB, pg. 57

Mysterious Magic [General]

Prerequisite: Spellcraft 5 ranks, ability to cast spells

Benefit: The DC to correctly identify your spells or magical items that you create is increased by one half of your caster level, round down, to a minimum of one. In addition, the DC to dispel or counter your spells is increased by your spellcasting attribute modifier (Intelligence for wizards, Wisdom for clerics, Charisma for oracles or sorcerers, etc). This feat does not apply to spells that do not have either verbal or somatic componets, nor does it apply to spells with a focus or material component that costs more than 1 gp. Likewise, this feat does not apply to infusions, extracts, spell-like abilities, psionics or psi-like abilities. This is a clear exception to the magic-psionic transparency rule.

Source: SoX, pg. 135

Nightbringer Initiate [General]

Prerequisite: Non-good alignment, Ability to spontaneously cast summon nature's ally, At least 1 TPA with the Children of Winter

Benefit: You add Stealth to your list of class skills. You also add the following spells to your druid spell list at the indicated level: 1st: Inflict Light Wounds, 2nd: Darkness, 3rd: Deeper Darkness, 4th: Enervation, 5th: Shadow Evocation, 6th: Shadow Walk, 7th: Control Undead, 8th: Orb of the Void, 9th: Cursed Earth.

Source: FoE, pg. 147

Recognize Impostor [General]

Prerequisite: 3 ranks in Perception, 3 ranks in Sense Motive

Benefit: You gain a +4 bonus to Perception checks made to see through disguises and a +4 bonus to Sense Motive checks when opposing a Bluff check.

Source: ECB, pg. 58

Repel Aberration [General]

Prerequisite: Ability to spontaneously cast summon nature's ally, Gatekeeper Initiate, 3 ranks in Knowledge (planes)

Benefit: You have the ability to channel natural magic to repel creatures of the aberration type. This is a supernatural effect that can be used a number of times per day equal to 3 + your Chr modifier. Activating this ability is a standard action that does not provoke, but does require you to have a piece of byeshk metal worth at least 5 gp that is not consumed and functions as the source of repulsion, similar to a holy symbol when turning the undead. When activated, you create a sphere with a 30' radius, centered on you that is psychically harmful to any aberration.

Any aberration that is in this field at the time of activation, or later enters the field, must make a Will save with a DC equal to 10 + 1/2 your druid level + your Chr modifier. If they fail, they must take whatever action necessary to leave the field and cannot reenter it. However, the nature of field prevents you from using using it to push aberrations back if you approach them. This field does not prevent aberrations from using spells, powers, ranged weapons or non-natural weapons with enough reach. The field lasts for 1 minute. Multiple fields may overlap, with saving throws made separately, but cannot be used to push or squeeze aberrations.

This ability qualifies as a channel energy class feature, but only for the purposes of the Channel Smite, Extra Channel, Improved Channel and Selective Channel feats.

Source: ECB, pg. 58

Repel Outsider [General]

Prerequisite: Favored enemy (any outsider), Edgewalker Sentinel, 3 ranks in Knowledge (planes)

Benefit: You can the ability to channel natural magic to repel creatures of the outsider type and of one specific subtype that you have for your favored enemy class feature, chosen at the time of activation. This is a supernatural effect that can be used a number of times per day equal to 3 + your Chr modifier. Activating this ability is a standard action that does not provoke, but does require you to have a piece of cold iron and silver worth at least 5 gp that is not consumed and functions as the source of repulsion, similar to a holy symbol when turning the undead. When activated, you create a sphere with a 30' radius, centered on you that is psychically harmful to any outsider of the chosen subtype.

Any outsider of the chosen subtype that is in this field at the time of activation, or later enters the field, must make a Will save with a DC equal to 10 + 1/2 your ranger level + your Chr modifier. If they fail, they must take whatever action necessary to leave the field and cannot reenter it. However, the nature of field prevents you from using using it to push outsiders back if you approach them. This field does not prevent outsiders from using spells, powers, ranged weapons or non-natural weapons with enough reach. The field lasts for 1 minute. Multiple fields may overlap, with saving throws made separately, but cannot be used to push or squeeze outsiders.

This ability qualifies as a channel energy class feature, but only for the purposes of the Channel Smite, Extra Channel, Improved Channel and Selective Channel feats.

Research [General]

Benefit: When using a library or other large source of information to help make or retry a Knowledge check, the amount of time required is halved and the circumstance bonus from the library is doubled. See Skills for more details.

Silver Smite [General]

Prerequisite: Smite evil class ability, follower of the Church of the Silver Flame.

Benefit: When you use your smite evil ability, you deal an extra 1d6 points of sacred damage to the target of your smite. While this appears as wreathing the weapon in silvery fire, this does not actually burn the opponent.

Song of the Heart [General]

Prerequisite: 3 ranks in Performance, bardic performance class feature, inspire competence class feature.

Benefit: Increase the DC for any bardic performance that has a saving throw by +1. Increase any bonus to attacks, saves, skill checks, ability checks or armor class provided by a bardic performance by +1. If a bardic performance can only affect a limited number of people or targets, but at least 2, increase that number by 1. If a bardic performance grants hit points, real or temporary, increase the amount given by 5. Bonuses to attributes provided by bardic performances are not increased, nor is anything not already listed in this feat. Likewise, this feat does not reduce the cost of rounds of bardic performance needed.

Source: SoS, pg. 118

Strong Mind [General]

Prerequisite: Wisdom 13

Benefit: You gain a +4 bonus on saving throws against psionic powers of the telepathy discipline and psi-like abilities that duplicate them. This specifically does not include spells or spell-like abilities of the enchantment school or similar spell-like abilities, even if they have the same subschool / subdiscipline or descriptors. This is a clear exception to the magic-psionic transparency rule.

Source: ECB, pg. 61

Swarm's Embrace [General]

Prerequisite: Child of Winter Initiate

Benefit: You are immune to the distraction ability for the universal monster rules. You also receive damage reduction of DR 5 / - against swarm attacks.

Source: S:CoT, pg. 158

Touch of Silver [General]

Prerequisite: Smite evil class ability, follower of the Church of the Silver Flame.

Benefit: When using your smite evil class feature on a creature with the shapechanger subtype that has damage reduction that is overcome by silver, you deal damage as if the creature was an evil outsider, evil dragon or undead, regardless of the target's alignment. Use of this feat does not absolve a paladin of committing an evil act while using his smite ability. In fact, it makes it more likely to happen.

Source: FoE, pg. 148

Undead Empathy [General]

Prerequisite: Charisma 13

Benefit: You gain a +4 circumstance bonus to Bluff, Diplomacy and Sense Motive checks against intelligent undead. You can also use Diplomacy to influence the actions of a small group of mindless undead with a successful Diplomacy check (although without the +4 circumstance bonus). This usually requires 1 minute, although this is at GM's discretion. The mindless undead involved must be able to see and hear you and all be within 30 feet of each other. The DC for the Diplomacy check is based on the mindless undead, assuming that they are Hostile (as per Diplomacy rules) to any group that they would normally attack and Indifferent (as per Diplomacy rules) to anyone else other than their master. To make a group of mindless undead to stop fighting, they must be made Friendly by the Diplomacy check. To give a group of mindless undead an order, they must be made Helpful and the order cannot directly contradict their master, but it can put the mindless undead in danger, so long as it is not clearly suicidal.

Source: ECB, pg. 61

Unquenchable Flame of Life [General]

Benefit: You gain a +2 bonus on saving throws against extraordinary or supernatural abilities of undead creatures. If you have chosen undead as a favored enemy, as per the ranger class feature, this bonus is equal to your favored enemy bonus for those creatures instead.

Source: FoE, pg. 148

Unyielding Bond of Soul [General]

Benefit: You gain a +2 bonus on saving throws against extraordinary or supernatural abilities of outsiders of the evil subtype. If you have chosen outsiders of the evil subtype as a favored enemy, as per the ranger class feature, this bonus is equal to your favored enemy bonus for those creatures instead.

Source: FoE, pg. 148

Urban Tracking [General]

Prerequisite: 1 rank in Knowledge (local)

Benefit: You gain a +4 competence bonus to any Diplomacy check used for Urban Tracking (see Skills). Also, while conducting Urbran Tracking checks, you can make a single Knowledge (local) check to learn things about your quarry even though they are not yet present. While this check is treated like a normal Knowledge check for learning the abilities of monsters, it can only provide what information that the subject of your search has shown while in the community you are searching. For example, while searching for a sorcerer on the run, you may learn that he wears the jeweled encrusted headband and likes fire spells to intimidate the locals. You would not know that the headband is is actually a Headband of Alluring Charisma +2 or that he has fire resistance from his bloodline.

Source: ECB, pg. 61

Vermin Shape [General]

Prerequisite: Wild shape class ability, non-good alignment

Benefit: When you gain access to beast shape II as an option for your wild shape ability, you also gain access to vermin shape I for your wild shape ability. When you gain access to beast shape III as an option for your wild shape ability, you also gain access to vermin shape II for your wild shape ability as well.

Source: ECB, pg. 62

Wand Mastery [General]

Prerequisite: Caster level 9th, Craft Wand

Benefit: When using a spell or power trigger item, like a wand or dorje, to cast a spell or power, both the caster / manifester level of the wand or dorje and the any appropriate DC of the spell or power is increased by +2. This does not take any additional charges and is factored before any other alterations to the item's normal operation. If you also have the Quick Draw feat, you can treat wands and dorjes as if they were light weapons for the purposes of drawing them quickly.

Source: ECB, pg. 62

Warden Initiate [General]

Prerequisite: Spontaneously cast summon nature's ally, non-evil alignment, At least 1 TPA with the Wardens.

Benefit: You Acrobatics and Climb to your list of class skills. When in a forest terrain, you gain a +2 deflection bonus to your Armor Class. Lastly, you also add the following spells to your druid spell list at the indicated level: 1st: Protection from Evil, 2nd: Detect Thoughts, 3rd: Displacement, 4th: Locate Creature, 5th: Hold Monster, 6th: Repulsion, 7th: Banishment, 8th: Screen, 9th: Hold Monster, Mass.

Source: ECB, pg. 62

Worldly Focus [General]

Prerequisite: Worshiper of the Sovereign Host, able to cast divine spells.

Benefit: You do not need a holy symbol or other divine focus to cast spells or use class abilities that would normally require one. If a holy symbol or divine focus is needed to determine the source of an effect, you can designate any solid piece of matter (yourself, clothing, a rock, etc) as needed when you activate the ability or cast the spell.

Source: FoE, pg. 148